-2
from experienced NPCs
+2
from young or naive individuals who believe you are as good as you say you are
+2
when interacting with couriers, messengers, or within post offices
+6
on all IQ rolls to wake up or to recover from surprise or mental stun
+1
to all HT rolls to stay conscious, avoid death, resist disease, or resist poison
+1
to initiative rolls for your side (+2 if you are the leader)
Talent (Stilt Courier) 2
+1 per level to Forgery, Cryptography, Observation, Holdout, Smuggling, Writing, Area Knowledge, Riding, Accounting, Acrobatics, Streetwise, and Shadowing
24
B89, PU3:25
Combat Reflexes
Never freeze
15
B43
Fit
Recover FP at twice the normal rate (but not FP spent for spells or psi powers)
5
B55
0
B271
Cultural Familiarity (The Stilt)
Native
Do not suffer the normal -3 penalty for unfamiliarity
0
B23
Language: Common
Native; Spoken (Native); Written (Native)
0
B24
Sense of Duty
Friends and Companions
-5
B153
Curious
Self-Control Roll (CR): 12 or less (Resist quite often)
Make a self-control roll when presented with an interesting item or situation
-5
B129
Overconfidence
Self-Control Roll (CR): 12 or less (Resist quite often)
You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation!
-5
B148
-1
B163
Habit
Absent-mindedly twirls letter opener
-1
B164
Off-Hand Weapon Training
Default: Knife-4
16
+0
5
B232
16
DX+3
8
B208
14
DX+1
2
B174,MA54
Evade
Default: Acrobatics
14
+0
0
MA71
14
DX+1
1
B217
13
DX+0
1
B186
14
DX+1
1
B194,MA56
Area Knowledge (Upper Stilt; Lived there)
All important businesses, streets, citizens, leaders, etc.
13
IQ+2
1
B176
Area Knowledge (Lower Stilt; Lived there)
All important businesses, streets, citizens, leaders, etc.
13
IQ+2
1
B176
Targeted Attack (Vitals Armor Chinks) (Knife Thrust/Weapon)
Default: Knife-4
13
-3
2
MA68
12
IQ+1
1
B223
12
IQ+1
1
B228
12
IQ+1
1
B200
12
Per+1
1
B211
Shadowing
Default: Stealth-4
12
IQ+1
1
B219
11
IQ+0
1
B174
11
DX-1
1
B222
11
DX-1
1
B183
11
IQ+0
1
B198
11
IQ+0
1
B196
11
IQ+0
1
B186
10
IQ-1
1
B211
10
IQ-1
1
B195
10
IQ-1
1
B206
9
HT-1
1
B218
9
HT-1
1
B200
1
1
120
1.5 lb
120
1.5 lb
LT56
1
Rondel Dagger
Reduce penalty for targeting chinks in armor (p. B400) by -2.
3
40
1 lb
40
1 lb
LT56
1
Brigandine, Light Torso Armor
Don: 30 secs; Holdout: -2; Reaction Pen.-2
4
900
10 lb
900
10 lb
LTIA5
1
Brigandine, Light Arm Armor
Don: 15 secs; Holdout: -2; Reaction Pen.-1
4
450
5 lb
450
5 lb
LTIA8
1
Cloth, Padded Leg Armor
Don: 15 secs; Holdout: 0; Flexible and susceptible to blunt trauma (p. B379)
0
50
6 lb
50
6 lb
LTIA10
1
Boots, Leather
Don: 6 secs; Holdout: -4; Flexible and susceptible to blunt trauma (p. B379); -1 DR vs. impaling.
1
80
3 lb
80
3 lb
LTIA16
1
10
0.3 lb
236.5
13 lb
1
Hip Quiver
Holds 20 arrows or bolts
0
15
1 lb
35
2.2 lb
B289
20
3
1
0.06 lb
20
1.2 lb
LT76
1
4
10
0.25 lb
160
4.25 lb
LT96
1
Pistol Crossbow
Requires two hands to ready, but only one hand to attack.
3
150
4 lb
150
4 lb
LT72
1
4
10
0.25 lb
31.5
6.25 lb
LT96
1
Dayer
Watertight vine-woven bottle, carried at the belt. Holds up to one Day of water.
1.5
1 lb
21.5
6 lb
1
20
5 lb
20
5 lb