Rose Winters
Level 5
Lifepoints: 38

Attributes   
Strength-1 (+1)Intelligence5 (+1)
Agility5 (+1)Alertness3 (+1)
Vitality-1Willpower2 (+2)
Saves   
Endurance2d10+3+1d4+2Mental Resistance2d10+11+1d12+2
Resolve7Passive Sense18 (19)
Initiative8 (10)Second Wind2d10-1+4+2
Struggle2d10-1+5(6)  

Species Traits

Indomitable
+1 trait bonus to Willpower.
Tenacious
A Human will not become Fatigued or Exhausted from performing overland travel for more than 8 hours a day. Should a Human become Fatigued or Exhausted it takes only a 1 hour of rest to lower Exhausted to Fatigued or remove Fatigued entirely. Humans still need to sleep 6 hours a night and status effects gained from a lack of sleep require a full 6 hours rest to be removed.
Unyielding
Reroll a failed Mental resistance once a day.
Die Hard
+2 trait bonus to second wind rolls.
Hand-me-Down
Free "Mighty Fine Hat" asset.

Values

My Secrets

Firm
Rose won’t give up a secret about herself if at all possible. This does not extend to other people’s secrets.

Redemption

Firm
Rose is forgiving of people who have done terrible things but are trying to redeem themselves.

Friend of Outcasts

Firm
Rose tries to be understanding of people that have been shunned by society.

A Gentle Touch

Fleeting
Rose craves physical contact, perhaps a little too much. It’s not hard to convince her to give you a hug. (Disclaimer: This does not mean she is horny)

Esoterica

Hidden Ones

Culture and History -> Krovaka ‘Culture’ -> Species Survival
Whether she likes it or not, she has been imparted with the knowledge of the methods krovaka use to survive in the shadows.

Know Your Enemy

Medical Expertise -> Psychiatry -> Krellvitch Psychology

Strange Techniques

She can identify and perhaps even copy techniques she has read about or seen used.

Skills:  
AthleticsXD6
--DodgeD12
--GymnasticsXD8
InfluenceXD6
--DeceitXD12
--NegotiationXD8
--PersuasionXD8
PerceptionXD6
--InvestigationD12
--InstinctXD12
KnowledgeXD6
--StreetwiseXD12
--Culture and HistoryXD8
Mechanical EngineeringXD6
Scientific ExpertiseXD6
--SupraphysicsD12
Technical ExpertiseD6
--Tech HackingD12
--GadgetryD12
MedicalD6
--ForensicsD8
--General PracticeD8
--SurgeryD12
--NeurologyD8
--PsychiatryD8
--Internal MedicineD8
CovertD6
--DisguiseD12
--Sleight of HandD8
--StealthD12
--CamouflageD8
UnarmedXD6
--Martial ArtsD12
Assets: 
Technique Master4
Miracle Worker2
Personal Touch2
Hailstorm Style1
Making Friends1
Call Me Jack14
Of Two Minds1
Sealed Lips1
Mighty Fine HatTrait
Total26
Complications: 
Traumatic Flashes4
Nosey2
Hyper-Focused3
Credo3
Non-confrontational3
Prejudice1
Total16

Riddle

Name: Riddle
Vehicle Type: Light MechSize: 2x2Crew: 3Gunners: 1Durability: 70
Movement: 50ftPassengers: 1Mods: 12Cargo: 20 LoadWeapons: 3

Mods

  • Additional Consoles (x2)

  • Amphibious

  • Submersible

  • Encapsulated (Space, Cold)

  • Hover Jets

  • Assembler Array

  • Extended Barrels

  • Add-on Armor

Array Tools

  • Macro-Controller Kit

  • Premium Machine Kit

  • Medical Diagnostics Kit

  • Science Exploration Kit

  • Covert Kit

  • Handscanner

Weapons

  • Mechanized Strikes DMG: 2d4+STR/AGI/INT

  • Kinetic Strike Module DMG: 3d10+STR/AGI/INT/ALT

  • Defensive Weapon Pack DMG: 1d8+STR/AGI/INT

  • Electronic Warfare Suite DMG: 1d10+INT

Rolls for Operation:

Overlord's Auxiliary Skills: 2d10+7+1d12+4+2
Sensor Tuning: (dc: 23, 1 hour) Doubles the ranges of vehicle sensors.
Vehicle Command Action: (dc:varies, 1 ap) Anyone in the crew position gains leadership bonuses as if under the command action.
Coordinate: (dc:20 Reaction) When initiative starts, any willing crew can be brought up to your initiative.
Overlord's Tactics: 2d10+7+1d12+4
Zone of Control: (dc: NA, 0 ap) 30ft radius in which all tactics apply. Can only use once a turn.
Gang Up: (dc:15 1ap) Enemies in your Zone of Control suffer a -2 penalty to all [Defense] rolls while they are subject to Engaged penalties from 2 or more sources. This tactic lasts for 1 round.
Reposition: (dc:20, 2 ap) Allies within your Zone of Control may move up to 10 feet at the start of their next turn as a 0 AP action. This movement does not trigger reactions.
Batten Down: (dc:20, 1ap) Allies within your Zone of Control increase the bonus provided by cover by 1 level. (Light cover becomes medium, medium becomes heavy)
Focus Fire: (dc:23, 1 ap) When you or Allies within your Zone of Control make a successful [Attack] action against a single designated enemy, that enemy takes an additional +3 damage for each successful attack made against it, up to a maximum of +6 damage per attack. This tactic lasts for 1 round.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Vehicle Control Unit's Piloting: 2d10+7+1d12+4+4
Evasive Maneuvers: (Defense) As long as they did at least a 1ap move, they can use this to dodge. Half damage if attack is an AOE.
Signature Masking: (1 ap) Mech becomes Hidden.
Stable Maneuver: (1 ap) Mech ignores difficult terrain.
Vehicle Control Unit's Weapon: 2d10+7+1d12+4+2 (Double apt if used for defense)
Fire weapon: Is just an attack
Aimed Shot: Is just an aimed attack
Lancer: Cool name for a charge attack, and you can use range here too!
Alpha Strike: 2 attacks for the price of 1 ap. Penalties apply.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Vehicle Engineer Unit's Defensive Arrays: 2d10+7+1d12+4+4
Active Protection: (dc:NA, ap 1-3) The Vehicle gains +5 to Innate Defense (for a total of 15). Every AP spent on this action increases this value by 5 to a maximum of 25 for that craft.
Daring Overcharge: (dc: 23, Reaction) You flood massive amounts of energy into your barriers, dealing 3d8+INT/ALT damage to any enemy that is in contact with your craft. This action can only be performed once every 10 minutes.
Align Shields: (Defense) When the target of an attack, you may roll the relevant Defensive Arrays skill to avoid the attack. For every attack defended against in this way, you take a stacking -2 penalty to the Align Shields action. This penalty resets at the start of your turn.
Vehicle Engineer Unit's Vehicle Maintenance: 2d10+7+1d8+4+2
Keep It Together: (dc: 15, 1 ap) If a system has been damaged, you temporarily remove the effects of that damaged system until the end of your next turn. This action may only be taken once every 10 minutes.
Internal Patchwork: (dc: 15, 2 ap) Heal your vehicle for 5 points of damage. A vehicle may only be successfully affected by this action once a round.
Vehicle Engineer Instinct: 2d10+7+1d10+4+2

Monte


Species: Human
Load: 5/11

Attributes:   
Strength-1Intelligence+1
Agility-1Alertness-1
Vitality-1Willpower6(+1)
Saves and Stats:   
Endurance2d10-3+1d4Mental Resist2d10+7+1d12
Life Points44Passive Sense14
Resolve7Struggle2d10-2
Initiative-2Second Wind2d10-1+6+2
Skills:AptDice
DisciplineD6
--LeadershipD12
--InterogationD12
--IntimidationD12
Assets:Cost:
Vocational1
Supreme Commander1
Practiced (Leadership)1
Total3

ItemsOfficer Training
(MFH Twinned)
[Basic][Technique]
Major: +2 Leadership
Major: +1 Will
Minor: +1 Intimidation
Minor: +1 Intimidation
Minor: +1 Interrogation
Minor: +1 Interrogation

Overlord
(Yes Really)


Species: AI
Load: Mech (20)
The actual brain of the mech, if Rose isn't in control, they are.

Attributes:   
Strength-1Intelligence+6 (+1)
Agility-1Alertness-1
Vitality-1Willpower1 (+1)
Saves and Stats:   
Endurance2d10-3+1d4Mental Resist2d10+8+1d12
Life Points34Passive Sense14
Resolve4Struggle2d10-1-1
Initiative-2Second Wind2d10-1+2
Skills:AptDice
Terrestrial VehiclesD6
--Vehicle Auxiliary SystemsD12
DisicplineXD6
--TacticsXD12
Assets:Cost:
Lay Up3
Total3

ItemsTactical Guidance Programming
[Program][Electronic]
Major: +2 Tactics
Minor: +1 Tactics
Minor: +1 Tactics
Drawback: -4 Endurance
Monitoring Programming
[Program][Electronic]
Major: +2 Vehicle Auxiliary Systems
Minor: +1 Vehicle Auxiliary Systems
Minor: +1 Vehicle Auxiliary Systems
Drawback: -1 AGI
Support Integration
[Electronic]
Major: +1 INT
Major Mod: +1 Will
Minor: +1 Leadership
Minor: +1 Leadership
Minor Mod: +1 Night vision
Minor Mod: +1 Scopes and Lenses
Drawback: Proprietary parts x2

Vehicle Control Unit


Species: VI
Load: Mech (20)

Attributes:   
Strength-1Intelligence+6 (+1)
Agility-1Alertness-1
Vitality-1Willpower+1 (+1)
Saves and Stats:   
Endurance2d10-3+1d4Mental Resist2d10+4+1d12
Life Points34Passive Sense14
Resolve4Struggle2d10-1-1
Initiative-2Second Wind2d10-1+2
Skills:AptDice
Terrestrial VehiclesD6
--Mech PilotingD12
--Vehicle Weapon SystemsD12
--Terrestrial PilotingD12
Assets:Cost:
Bodyguard2
Practiced (Mech Piloting)1
Total3

ItemsPiloting Programming
[Program][Electronic]
Major: +2 Mech Piloting
Minor: +1 Mech Piloting
Minor: +1 Mech Piloting
Drawback: -4 Endurance
Fighting Programming
[Program][Electronic]
Major: +2 Vehicle Weapon Systems
Minor: +1 Vehicle Weapon Systems
Minor: +1 Vehicle Weapon Systems
Drawback: -4 Mental Resist
Support Integration
[Electronic]
Major: +1 INT
Major Mod: +1 Will
Minor: Scopes and Lenses
Minor: Night Vision
Minor Mod: Internal Redundancies
Minor Mod: Internal Redundancies
Drawback: -1 AGI

Vehicle Engineer Unit


Species: VI
Load: Mech (20)

Attributes:   
Strength-1Intelligence-1
Agility-1Alertness6 (+1)
Vitality-1Willpower+1 (+1)
Saves and Stats:   
Endurance2d10-3+1d4Mental Resist2d10+8+1d12
Life Points34Passive Sense22
Resolve8Struggle2d10-1-1
Initiative-2Second Wind2d10-1+2
Skills:AptDice
PerceptionXD6
-- InstinctD10
Terrestrial VehiclesD6
-- Vehicle MaintenanceD8
--Defensive ArraysD12
Assets:Cost:
Vocational1
Proficient (Instinct)0
Practiced (Defensive Arrays, Instinct)1
Total3

ItemsMending Programming
[Program][Electronic]
Major: +2 Vehicle Maintenance
Minor: +1 Vehicle Maintenance
Minor: +1 Vehicle Maintenance
Drawback: -4 Endurance
Fighting Programming
[Program][Electronic]
Major: +2 Defensive Arrays
Minor: +1 Defensive Arrays
Minor: +1 Defensive Arrays
Drawback: -1 INT
Support Integration
[Electronic]
Major: +1 ALT
Major Mod: +1 Will
Minor: Multi-Tool (Vehicle Maintenance)
Minor: Night Vision
Minor Mod: +1 Instinct
Minor Mod: +1 Instinct
Drawback: -4 Endurance, proprietary parts

Pike


Species: Human
Load: 5/11

Attributes:   
Strength-1Intelligence+5(+1)
Agility-1Alertness-1
Vitality-1Willpower+2
Saves and Stats:   
Endurance2d10-3+1d4Mental Resist2d10+7+1d12
Life Points34Passive Sense14
Resolve4Struggle2d10-2
Initiative-2Second Wind2d10-1+2+2
Skills:AptDice
Mechanical EngineeringD6
--GadgetryD12
--Mechanical RepairD12
--Mechanical MotionD12
Assets:Cost:
Tinkerer (Basic and Modified Crafting)3
Total3

ItemsMagic hands
(MFH-Twinned-Cybernetic Arms):
[Cybernetic], [Electronic], [Mechanical], [Craftable]
Major: +2 Gadgetry
Major: +2 Mechanical Motion
Minor: +1 Mechanical Repair
Minor: +1 Mechanical Repair
Minor: +1 Field Engineering
Minor: +1 Field Engineering
Tool Kit (Gadgetry):
Major: Integrated Item
Minor: Multi-tool (Mechanical Repair)
Minor: Multi-tool (Gunsmithing)

Pike's VI Assistant


Species: VI
Load: 5/11

Attributes:   
Strength-1Intelligence+6(+1)
Agility-1Alertness-1
Vitality+1Willpower-1
Saves and Stats:   
Endurance2d10-1+1d4Mental Resist2d10+5+1d12
Life Points34Passive Sense14
Resolve4Struggle2d10-2
Initiative-2Second Wind2d10+1-1
Skills:AptDice
Technical EngineeringD6
--Programming and Software EngineeringD12
--GadgetryD12
--Wiring and CablingD12
Assets:Cost:
Tinkerer (Basic and Modified Crafting)3
Total3

ItemsMacro-Controller Kit
[Electronic], [Craftable]
Major: +2 Gadgetry
Major: +1 INT
Minor: +1 Programming
Minor: +1 Programming
Minor: +1 Wiring and Cabling
Minor: +1 Wiring and Cabling
Drawbacks: Sharp Corners, Burdensome

ClassifiedThis is very secret information and if you meta this I will murder all your characters.
________________________________________________________________________________________________________________________________
Krovaka Traits
Parasitic Tendencies
Krovaka may make hosts of any species that is [Organic] with the exceptions of Mimics, Voidborn, and Salix. They adopt their host's attribute bonus and have access to that species' exclusive assets as well as all the host's Species Traits.
Body Optimization
When taking attribute damage, a Krovaka reduces the damage by 1 to a minimum of 0.
Secondary Immune System
The host is paramount to the Krovaka’s survival and because of this, the Krovaka will go to great lengths to insure their health. Both the parasite and the host are immune to Diseases.
Normalization
Krovaka are undetectable without invasive medical procedures or pre-shattering technology designed to detect their presence.
Scourge of the Shattering
Krovaka have been propagandized as a blight on creation. There is something inherently wrong with what they are- they are repugnant, abhorrent. For those that know of an infested host's true nature, they can choose to be completely immune to all Exchange actions as well as all skills with the [Social] tag when the Krovaka is the source.
Internal Inconsistencies
Due to the Krovaka’s influence over a creature's natural biology, standard treatments for injury and illness are less effective. Reduce all sources of healing by 3 with the exception of Passive Healing.
___________________________________________________________________________________________________________________________________
Krovaka Specific AssetsYou’re more connected to the host's brain than most, and may directly communicate with each other mentally. They receive a +2 circumstantial bonus to Mental Resistance and Endurance.
Select something you know, you will never divulge this information under any circumstances besides when you are willing. This covers singular thoughts, topics and facts. For example, you won’t tell anyone you are a Krovaka host. You do not need to make a Deceit roll to conceal this information in any way.

Keep Them Guessing

Cestus: Mighty Fine Hat (Twinned)
[Basic] [Melee] [Non-lethal] [Handy] Load: L
Special:
A Cestus cannot be disarmed. Unlike normal unarmed attacks, the Cestus behaves as a normal Non-lethal [Melee] weapon when attacking Armor Expertise.
Major: Damage +2
Minor: Oscillating
Minor: Oscillating
Major: Extending
Minor: Swordbreaker
Minor: Swordbreaker
Damage: 1d6+5+2

Horizon's Protection Suit

Heavy Workwear: Electric
[Basic]
Load: L
Special:On purchase or creation choose an Elementaldamage type. You gain immunity to that Elemental as per the Elemental Immunity Major mod.
Major: Radiant
Major: Active Camo
Minor: Sealed
Minor: Fitted
Minor: Life Support
Minor: Life Support
Drawbacks: Proprietary Parts x2

-------------------------------------------------------------------------------
The Ground Beneath Your Feet (Technique Master)
[Technique] [Basic]
Major: +2 Martial Arts
Major: +1 AGI
Minor: +1 Dodge
Minor: +1 Dodge
Minor: +1 Martial Arts
Minor: +1 Martial Arts
-------------------------------------------------------------------------------
Fake My Life
[Technique] [Basic]
Major: +1 INT
Major: +1 WIL
Minor: +1 Deceit
Minor: +1 Deceit
Minor: +1 Dodge
Minor: +1 Dodge
Drawback: -4 Endurance, +1 AP to equip
-------------------------------------------------------------------------------
Hardcore Parkour
[Technique] [Basic]
Major: +2 Gymnastics
Minor: +1 Gymnastics
Minor: +1 Gymnastics
Drawback: -1 ALT
-------------------------------------------------------------------------------
Up and Over
[Technique] [Basic]
Major: +2 Jumping
Minor: +1 Jumping
Minor: +1 Jumping
Drawback: -1 ALT
-------------------------------------------------------------------------------
Verticality
[Technique] [Basic]
Major: +2 Climbing
Minor: +1 Climbing
Minor: +1 Climbing
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Dealmaker
[Technique] [Basic]
Major: +2 Negotiation
Minor: +1 Negotiation
Minor: +1 Negotiation
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Smooth Criminal
[Technique] [Basic]
Major: +2 Persuasion
Minor: +1 Persuasion
Minor: +1 Persuasion
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Rizz
[Technique] [Basic]
Major: +2 Charm
Minor: +1 Charm
Minor: +1 Charm
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Take Charge
[Technique] [Basic]
Major Mod: +2 Leadership
Minor Mod: +1 Leadership
Minor Mod: +1 Leadership
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Watch This Space
[Technique] [Basic]
Major: +2 Investigation
Minor: +1 Investigation
Minor: +1 Investigation
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Situational Awareness
[Technique] [Basic]
Major: +2 Sense
Minor: +1 Sense
Minor: +1 Sense
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Wise to the World
[Technique] [Basic]
Major: +1 ALT
Major: +2 Instinct
Minor: +1 Instinct
Minor: +1 Instinct
Minor: +1 Appraisal
Minor: +1 Appraisal
Drawbacks: -4 Endurance, Sharp Corners
-------------------------------------------------------------------------------
Hunter
[Technique] [Basic]
Major Mod: +2 Tracking
Minor Mod: +1 Tracking
Minor Mod: +1 Tracking
Drawback: -4 Endurance
-------------------------------------------------------------------------------
My Mind is a Temple
[Technique]
Major: Foiled
Minor: +1 Instinct
Minor: +1 Instinct
Drawback: -1 str
-------------------------------------------------------------------------------
Law of the Land
[Technique][Basic]
Major: +2 Galactic Protocol
Minor: +1 Galactic Protocol
Minor: +1 Galactic Protocol
Drawback: -4 Endurance
-------------------------------------------------------------------------------
The World We Know
[Technique] [Basic]
Major: +2 Culture and History
Minor: +1 Culture and History
Minor: +1 Culture and History
Drawback: -4 Endurance
-------------------------------------------------------------------------------
6 Underground
[Technique] [Basic]
Major: +2 Streetwise
Minor: +1 Streetwise
Minor: +1 Streetwise
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Empowered
[Technique] [Basic]
Major Mod: +2 Energy Systems
Minor Mod: +1 Energy Systems
Minor Mod: +1 Energy Systems
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Engineer
[Technique] [Basic]
Major Mod: +2 Mechanical Motion
Minor Mod: +1 Mechanical Motion
Minor Mod: +1 Mechanical Motion
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Mechanic
[Technique] [Basic]
Major Mod: +2 Mechanical Repair
Minor Mod: +1 Mechanical Repair
Minor Mod: +1 Mechanical Repair
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Math is Hard
[Technique] [Basic]
Major: +2 Math and Physics
Minor: +1 Math and Physics
Minor: +1 Math and Physics
Drawback: -4 Endurance

Three Knuckle Strikes
Effect: This item is considered Improved.
Gain a +2 item bonus to Melee [Attack] actions
against [Cognent] creatures.
In addition, when successfully damaging a [Cognent]
creature with a Melee [Attack], that creature takes a
-2 penalty to Mental Resistance and any action with
the [Manifestation] tag for 1 round.
Major: +2 Martial Arts
Minor: +1 Dodge
Minor: +1 Dodge
Drawback: Obstructed
-------------------------------------------------------------------------------
Criminalistics
[Technique] [Basic]
Major: +2 Forensics
Minor: +1 Forensics
Minor: +1 Forensics
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Care Provider
[Technique] [Basic]
Major: +2 General Practice
Minor: +1 General Practice
Minor: +1 General Practice
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Field Medic
[Technique] [Basic]
Major: +2 Surgery
Minor: +1 Surgery
Minor: +1 Surgery
Drawback: -4 Endurance
-------------------------------------------------------------------------------
In Your Head
[Technique] [Basic]
Major: +2 Neurology
Minor: +1 Neurology
Minor: +1 Neurology
Drawback: -4 Endurance
-------------------------------------------------------------------------------
In Your Mind
[Technique] [Basic]
Major: +2 Psychiatry
Minor: +1 Psychiatry
Minor: +1 Psychiatry
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Comfortably Numb
[Technique] [Basic]
Major: +2 Internal Medicine
Minor: +1 Internal Medicine
Minor: +1 Internal Medicine
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Blinded by Science
[Technique] [Basic]
Major: +2 Life Sciences
Minor: +1 Life Sciences
Minor: +1 Life Sciences
Drawback: Blinders
-------------------------------------------------------------------------------
Space is Cool
[Technique] [Basic]
Major: +2 Planetary and Space Science
Minor: +1 Planetary and Space Science
Minor: +1 Planetary and Space Science
Drawback: -4 Endurance
-------------------------------------------------------------------------------
It's Not Magic
[Technique] [Basic]
Major: +2 Supraphysics
Minor: +1 Supraphysics
Minor: +1 Supraphysics
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Hacker
[Technique] [Basic]
Major +2 Tech Hacking
Major: +2 Communications Systems
Minor: +1 Tech Hacking
Minor: +1 Tech Hacking
Minor: +1 Communications Systems
Minor: +1 Communications Systems
Drawback: - 4 Mental Resist, -1 ALT
-------------------------------------------------------------------------------
Cybersecurity
[Technique] [Basic]
Major Mod: +2 Security Systems
Minor Mod: +1 Security Systems
Minor Mod: +1 Security Systems
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Voiding Warranty
[Technique] [Basic]
Major Mod: +2 Tech Repair
Minor Mod: +1 Tech Repair
Minor Mod: +1 Tech Repair
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Developer
[Technique] [Basic]
Major Mod: +2 Programming
Minor Mod: +1 Programming
Minor Mod: +1 Programming
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Robotics
[Technique] [Basic]
Major: +2 Gadgetry
Minor: +1 Gadgetry
Minor: +1 Gadgetry
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Invisible to Enemy
[Technique] [Basic]
Major: +2 Camouflage
Minor: +1 Camouflage
Minor: +1 Camouflage
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Personality Disorder
[Technique] [Basic]
Major: +2 Disguise
Minor: +1 Disguise
Minor: +1 Disguise
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Keep it Hidden
[Technique] [Basic]
Major: +2 Sleight of Hand
Minor: +1 Sleight of Hand
Minor: +1 Sleight of Hand
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Stay Hidden
[Technique][Basic]
Major: +2 Stealth
Minor: +1 Stealth
Minor: +1 Stealth
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Break Your Shit
[Technique] [Basic]
Major: +2 Sabotage
Minor: +1 Sabotage
Minor: +1 Sabotage
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Breaking and Entering
[Technique] [Basic]
Major: +2 Open Locks
Minor: +1 Open Locks
Minor: +1 Open Locks
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Last Resort
[Technique] [Basic]
Major: +2 Explosive Charges
Minor: +1 Explosive Charges
Minor: +1 Explosive Charges
Drawback: -4 Endurance
-------------------------------------------------------------------------------
Techniques from the Store
Work Ethic (Unmodified)
Empathic Attunement (Unmodified)
Doublespeak (Unmodified)
Trained Athlete (Improved)
Galactic Flow (Improved)

Macro-Controller Kit
Effect: This Kit fulfills the [Tools] Requirement for
the Technical Engineering skill tree as well as offers
a +2 item bonus to all Technical Engineering skills. A
bonus provided by a kit cannot stack with a bonus
from other items.
Major Mod: Double-sided Tools (Covert)
Major Mod: Holographic
Minor Mod: Lighten
Minor Mod: At the Ready
Minor Mod: Internal Redundancies
Minor Mod: Internal Redundancies
Drawback: Proprietary Parts, Fragile
-------------------------------------------------
Medical Diagnostics Kit
Effect: This Kit fulfills the [Tools] Requirement for
the Medical Expertise skill tree as well as offers a +2
item bonus to all Medical Expertise skills. A bonus
provided by a kit cannot stack with a bonus from other items.
Major Mod: Double-sided Tools (Mechanical Engineering)
Major Mod: Holographic
Minor Mod: Lighten
Minor Mod: At the Ready
Minor Mod: Internal Redundancies
Minor Mod: Internal Redundancies
Drawback: Proprietary Parts, Fragile
-------------------------------------------------
Universal Survival Kit
Effect: This Kit fulfills the [Tools] Requirement for
the Survival skill tree as well as offers a +2
item bonus for all Survival skills except Armor Expertise. A bonus
provided by a kit cannot stack with a bonus from other items.
--------------------------------------------------
Science Exploration Kit
Effect: This Kit fulfills the [Tools] Requirement for
the Scientific Expertise skill tree as well as offers a
+2 item bonus to all Scientific Expertise skills. A
bonus provided by a kit cannot stack with a bonus
from other items.
----------------------------------------------------
Science Exploration Kit
Effect: This Kit fulfills the [Tools] Requirement for
the Scientific Expertise skill tree as well as offers a
+2 item bonus to all Scientific Expertise skills. A
bonus provided by a kit cannot stack with a bonus
from other items.
Major Mod: Cognent Center
Major Mod: Holographic
Minor Mod: Lighten
Minor Mod: At the Ready
Minor Mod: +1 Supraphysics
Minor Mod: +1 Supraphysics
Drawback: Proprietary Parts, Fragile
----------------------------------------------------
Covert Kit
Effect: This Kit fulfills the [Tools] Requirement for
the Covert skill tree as well as offers a +2 item
bonus to all Covert skills. A bonus provided by a kit
cannot stack with a bonus from other items.
----------------------------------------------------
Premium Machine Kit
Effect: This Kit fulfills the [Tools]
Requirement for the Mechanical Engineering
skill tree as well as offers a +2 item
bonus to all Mechanical Engineering skills.
A bonus provided by a kit cannot stack with a bonus from other items.
----------------------------------------------------
Handscanner
Effect: This item fulfills the [Tools] for any Identify action.
Allows for [Identify] actions to be done up to 25 feet away without needing to interact with the object in question. for 1 AP and a DC 20 Gadgetry the scanner can be calibrated to search for specific compounds. This will alert you to the presence of the selected compound in an area, however this is not narrow enough to remove a creature's hidden or Unknown status. The scanner has a limited penetration of 5 feet through a solid object.

Travel pack x1 (Light)
Microtransmitter x1 (Light)
Datapad x1 (Light)
HEVA Mask x1 (1 Load)
Flashlight x1 (Light)
Voice-masker
Sensory nodes (Hearing)
Farsight
Neurojack
glowsticks: x10
Intramural Storage Unit
Drone Box
Tent
Rations: 20
Scout Drone: Carries Handscanner
--------------------------------------
SRU Drone:
Mechanical Repair, Mechanical Motion, Technical Repair, Power Systems, Wiring and Cabling
Carries: Arc Emitter, Entry Specialist's Kit
Major: Orbital
Minor: Lighten
Minor: Lighten
Drawback: Proprietary Parts
------------------------------------------------------
Voidsuit:
Major: Form Fitting
Minor: Lighten
Minor: Lighten
Drawback: Soft
------------------------------------------------------
WPT Decompiler
A strange device conceived by scientists attempting to control the first developed AI’s, the Wireless Data Transfer Decompiler projects data through the air which interacts with the internal wiring and circuitry of technological devices. This often does not impede the function of the device itself, but has been described as “Horrifically painful” and “Nightmares made manifest” for occupying AI.
Item Tags:
[Ranged] [CQC] [Silent]
Special:
This weapon may be used with any skill that can be used to attack with [Ranged] weapons to make the Standard Attack action. This attack (Which is countered by [Defense] actions) deals 4 damage to AI’s and 8 Damage to VI’s or other [Synthetic] creatures should it be successful. This often leaves their bodies completely intact and can be used to damage AI’s inside technology without damaging the device they occupy. (you must board a vehicle before it can be used on the AI or VI)
If you use your Gadgetry roll to make the Standard or Aimed attack actions, this weapon deals 1d6+INT+4 damage to AI’s or 1d6+INT+8 to VI’s and [Synthetic] creatures.This item may be modded as a pistol, but may not be modded to have its damage increased in any way.
----------------------------------------------------
Fragmented Evolution Vector
[Program] [Rare] [Artifact] [HAC]
This highly sophisticated code has become corrupted and fragmented. What was once hidden behind the safeguard that was the personality of Deterrent had triggered to cause a cascading evolution event in his code. By connecting to the power grid of Brinkport, and everything else there, he opened himself up to all manner of digital trash. Now it just seems to be a tangled bundle of code with faint remnants of the Pre-Shattering technology that is now full of malware, adware, spyware, and practically every garbage program you can think of.
This item is a [Specialized] Program that is unmodifiable and considered [Broken]. This item cannot be repaired through normal means. Should this program be inside of an equipped item, whenever you see or hear the name of ‘any’ commercial product made by a large galactic brand, you become Distracted for 1 round.

Technique Master
You may benefit from specialized [Technique] items. You start with a Specialized Technique worth no more than 2500c with no penalties. You may swap one technique for another either as a 0AP action or a reaction once a round and can use item crafting to create [Technique] items for yourself.
---------------------------------------------------------------------------------
Miracle Worker
You may benefit from specialized [Technique] items. You start with a Specialized Technique worth no more than 2500c with no penalties. You may swap one technique for another either as a 0AP action or a reaction once a round and can use item crafting to create [Technique] items for yourself.
--------------------------------------------------------------------------------
Personal Touch
When using an Item, Weapon, or Armor that you have created yourself, Gain aptitude in the skill required to use it.
--------------------------------------------------------------------------------
Hailstorm Style
You may treat any one handed Unarmed weapon
as if it had [Versatile AGI]
--------------------------------------------------------------------------------
Making Friends
Allows for crewmate crafting.
--------------------------------------------------------------------------------
Call Me Jack
(Taken 14 Times)
You gain an additional 4 skill points to spend on a skill of your choice. You may take this asset multiple times.
-------------------------------------------------------------------------------
Mighty Fine Hat
Keep Them Guessing

Traumatic Flashes
Choose one or more of the following triggers, for each trigger, this Complication is worth 2 points. When the trigger occurs, you are Stunned for 1 round as you struggle to ground yourself.
A Familiar Feeling, Returned: You take at least 5 damage (before all forms of damage reduction) of Electric Damage.
Your Deepest Sanctum, Violated: You fail a save against a C-Telepathy ability.
--------------------------------------------------------------------------------------
Nosey
Requires D8 Investigation, Artistry, or Life Science
If your Capture the Moment, Scene Analysis, Investigate, or Case Study activity is interrupted or fails to produce any Evidence, you become Shaken for 1 hour.
-------------------------------------------------------------------------------------
Hyper-Focused
Become dazed for 3 rounds if an activity gets interrupted.
-------------------------------------------------------------------------------------
Credo
“Violence as a last resort.” Rose won’t start a fight and she also won’t kill anything unless left with no other choice.
-------------------------------------------------------------------------------------
Non-Confrontational
Your maximum Resolve is reduced to 1.
-------------------------------------------------------------------------------------
Prejudice: The Unitarian Republic of Systems
-4 to [social] rolls against this group and you become distracted when 5 or more are together.