-1
from formal authority figures (town guard, high-ranking Sect members, etc)
+3
Tel Bahast citizens/agents (when you identify yourself to them)
+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)
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
Combat Reflexes
Never freeze
15
B43
Talent (Tel Bahast Agent) 3
+1 per level to Karate, Explosives (all), Chemistry, Climbing, Esoteric Medicine, and Acrobatics
18
B89, PU3:25
Unusual Background
Tel Bahast Agent. You know the town's process: ignore the -5 for impure ingredients when making black powder from raw saltpeter (LT85), and cut a shaped charge with no roll to remember the effect, only the -5 to build one (HT182-183).
10
B96, LT85
Style Familiarity (Tel Bahast Martial Arts)
1
MA49
Intolerance (Formal Authority)
Scope: Common
-5
B140
Duty (Tel Bahast)
Quite rarely (6-)
-2
B133
Secret (Knows the Tel Bahast process, including how to cut a shaped charge)
Utter Rejection
-10
B152
Careful
You are naturally cautious, always on the lookout for danger. You dedicate extra time and money to preparations before venturing into a dangerous situation.
-1
B163
4
Disarming
Default: Karate
15
+0
0
B230,MA70
15
DX+3
4
B203,MA57
Knee Strike
Default: Karate-1
14
-1
0
B232,MA76
Elbow Strike
Default: Karate-2
13
-2
0
B230,MA71
Sweeping Kick
Default: Karate-3
12
-3
0
B232,MA81
Back Kick
Default: Karate-4
11
-4
0
B230,MA67
Jump Kick
Default: Karate-4
11
-4
0
B231,MA75
15
DX+2
2
B174,MA54
14
DX+2
1
B183
13
DX+0
1
B203,MA58
Explosives/TL4 (Fireworks)
13
IQ+2
1
B194
13
DX+0
1
B208
Explosives/TL4 (Demolition)
13
IQ+2
1
B194
Set Trap
Default: Explosives (Demolition)-2
12
-1
2
B233
12
Per+1
1
B192,MA56
12
DX-1
1
B217
12
DX-1
1
B226
12
IQ+1
1
B183
First Aid/TL4
Default: Esoteric Medicine
11
IQ+0
1
B195
Area Knowledge (Shantytown; Lived there)
All important businesses, streets, citizens, leaders, etc.
11
IQ+0
1
B176
10
Per-1
1
B223
Survival (Plains)
Default: Survival (Desert)-3
10
Per-1
1
B223
10
HT+0
1
B183
10
Per-1
1
B219
9
HT-1
1
B200
1
Layered Leather, Light Torso Armor
Don: 20 secs; Holdout: -1; Reaction Pen.-1; Flexible and susceptible to blunt trauma (p. B379)
1
120
15 lb
120
15 lb
LTIA5
1
Layered Leather, Light Arm Armor
Don: 10 secs; Holdout: -1; Reaction Pen.-1; Flexible and susceptible to blunt trauma (p. B379)
1
60
7.5 lb
60
7.5 lb
LTIA7
1
Layered Leather, Light Leg Armor
Don: 20 secs; Holdout: -1; Reaction Pen.-1; Flexible and susceptible to blunt trauma (p. B379)
1
120
15 lb
120
15 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
Ankle Scabbard, Small Knife
1
3
0.1 lb
33
0.6 lb
LT57,B270
1
0
30
0.5 lb
30
0.5 lb
LT58
1
10
0.3 lb
216.5
10.55 lb
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
1
Powder Case, Vine-woven
Tel Bahast ordnance container. Watertight vine-woven case laced to the belt, cut flatter and squarer than a Dayer but close enough to pass for one at a glance. Fleece-packed interior cradles 4 lbs. of ordnance. Retrieving an item takes a Ready maneuver or a Fast-Draw roll. Packing prevents accidental breakage if dropped and gives contents +2 DR against deliberate attacks. +2 to Holdout when passing the case off as a water bottle.
4
80
1 lb
175
4 lb
2
Cracker, Paper-Cased
Tel Bahast pocket charge. 0.25 lb. corned powder in string-wrapped paper. Damage 1d+2 cr ex. No fragmentation.
4
10
0.4 lb
20
0.8 lb
B415, LT85
1
Smoke Pot, Small
Tel Bahast smoke pot. Fills a 2-yard radius with smoke (-10 to Vision) for 5 seconds.
4
15
0.4 lb
15
0.4 lb
DF1:25, B194
1
Flash Charge
Tel Bahast flash charge. Everyone within 10 yards rolls vs. HT or suffers Blindness (a Vision-based affliction). Roll vs. HT to recover every turn.
4
25
0.4 lb
25
0.4 lb
DF1:25, B194
1
Half-Charge, Clay-Cased
Tel Bahast pocket charge. 0.5 lb. corned powder in a fired clay shell. Damage 5d+1 cr ex [1d]; fragmentation danger radius 5 yards.
4
35
1.4 lb
35
1.4 lb
B415, LT85