Attribute
|
Value
|
APs
|
Focus, Tier & Specialization
|
Accuracy
|
1 |
|
|
Communication
|
3 |
|
Deception I |
Constitution
|
0 |
|
|
Dexterity
|
1 |
|
|
Fighting
|
1 |
|
|
Intelligence
|
3 |
|
|
Perception
|
3 |
|
|
Strength
|
1 |
|
|
Willpower
|
2 |
|
|
Talent / Modification / Power
|
Description
|
Scouting I
|
I: If you fail at Dexterity (Stealth), you can re-roll it, but must keep the results of the second roll.
II: You can perform the Seize the Initiative stunt for 2 SP.
III: If you fail at Perception (Sight), you can re-roll it, but must keep the results of the second roll.
|
Attractive I
|
I: You can use the Making an Entrance social stunt a second time at any point of an encounter.
If an NPC could be attracted to you, their initial attitude is one step more favorable towards you.
II: You can perform the Flirt social stunt for 3 SP instead of its normal cost, and the target of your efforts can have a Neutral attitude instead of Open.
III: When interacting with characters who would be attracted to you, you can re-roll a failed Communication (Deception, Performing, Persuasion, or Seduction) test, but must keep the result of the second roll.
|
Polarizing
|
Initial reactions, positive or negative, are doubled. |
Telomerase Therapy |
Regeneration Bonus
|
|
Base Speed
|
Move Penalty
|
Defense
|
Toughness
|
Armor
|
Armor Penalty
|
11
|
0 |
11 |
0 |
0 |
0 |
Fortune Current / Max
|
|
|
|
|
5
|
|
|
|
|
10
|
|
|
|
|
15
|
|
|
|
|
20
|
|
|
|
|
25
|
|
|
|
|
30
|
|
|
|
|
35
|
|
|
|
|
40
|
|
|
|
|
45
|
|
|
|
|
50
|
|
|
|
|
55
|
|
|
|
|
60
|
|
|
|
|
65
|
|
|
|
|
70
|
|
|
|
|
75
|
|
|
|
|
80
|
|
|
|
|
85
|
|
|
|
|
90
|
|
|
|
|
95
|
|
|
|
|
100
|
|
Condition
|
Active?
|
Notes
|
Blinded
|
|
|
Deafened
|
|
|
Dazed
|
|
|
Dying
|
|
|
Exhausted
|
|
|
Fatigued
|
|
|
Free-Falling
|
|
|
Helpless
|
|
|
Hindered
|
|
|
Injured
|
|
|
Prone
|
|
|
Restrained
|
|
|
Unconscious
|
|
|
Wounded
|
|
|
|