Archetypes
Archetypes are pre-built characters ready to play in minutes. Each one packages a Species, Occupation, Background, suggested Flaws, and fully spent XP into a complete character. Pick one, read the sheet, and you're at the table.
Using Archetypes
Pick up and play. Every archetype is a legal, complete character built using the standard character creation rules. You can play one exactly as written with zero modifications.
Make it yours. If you want to customize, use these guidelines:
- Swap a Background. Replace the listed Background with any other. Reassign the 2 skill ranks it provides. The rest of the character stays the same.
- Swap Flaws. Replace the suggested Flaws with any combination of your choice. Adjust XP accordingly — if you take fewer Flaws, you may need to remove a Feat or skill rank. If you take more, you have XP to spend.
- Swap a skill rank. Move one rank from a skill to another skill you are trained in.
- Swap a Feat. Replace one Feat with another you meet the requirements for. Adjust XP if the tiers differ.
The goal is to make the archetype feel like your character, not someone else's. Small changes go a long way.
Archetypes assume the optional Basic Combat module is in play. Several include feats flagged Basic Combat module. in the Feats section of Character Creation (Demoralize, Exploit the Opening, Stim Efficacy, Inspiring Rhetoric, and others). If your table runs core rules only, swap those feats for un-tagged alternatives from the same Occupation's feat list, or reinterpret them with your GM. The rest of each build carries the archetype even without those specific feats.
Archetypes
League Marine
The backbone of League military operations. You signed up, you trained, you serve. The rifle is an extension of your body and the squad is your family.
Species: Human | Occupation: Marine | Background: Military Family
Abilities: Strength 3, Agility 3, Intellect 1, Presence 2, Perception 2, Will 3
Derived Stats: Defense 3 | Wounds 6 | Willpower 4
Skills: Combat: Firearms 2, Athletics 2, Survival 1, Combat: Melee 1, Leadership 0, Savvy: Military 0
Feats: Covering Fire, Quick Strike, Pack Tactics, Tough, Boarding Action, Dig In
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Loyalty (Major), Code of Honor (Minor), Old Wound (Minor)
Tools of the Trade: CRG Rifle, Body Armor, Knife
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Combat: Firearms (Rifles), Combat: Firearms (Squad Support), Athletics (Combat Movement)); raise a skill rank (Savvy: Military 0→1, Combat: Melee 1→2); or bank for advancement.
Officer
You lead from the front — or at least close to it. Your job is to make decisions that keep your people alive and the mission on track. The hardest part isn't the tactics. It's living with the calls you made.
Species: Human | Occupation: Officer | Background: League Citizen
Abilities: Strength 2, Agility 2, Intellect 2, Presence 3, Perception 2, Will 3
Derived Stats: Defense 2 | Wounds 5 | Willpower 4
Skills: Leadership 2, Coordination: Tactical 2, Influence: Persuasion 1, Combat: Firearms 1, Savvy: Government 0, Science (pick a discipline) 0
Feats: Tactician, Follow My Lead, Inspiring Rhetoric
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Obligation (Major), Loyalty (Minor), Nightmares (Minor)
Tools of the Trade: CRG Handgun, Armored Clothing, personal pad with encrypted communications
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Leadership (Command), Influence: Persuasion (Inspiring Speeches), Coordination: Tactical (Bridge Ops)); add a Tier 1 in-occupation feat (Bodyguard, Covering Fire); or raise Influence: Persuasion 1→2 (10 XP).
Customization — Terran Officer: Replace Background with Noble or Terran Subject. Replace Savvy: Government 0 with Influence: Intimidation 0. Replace Obligation with Secret or Rival. The Terran military is as much about house politics as it is about strategy.
Pilot
You fly. That's what you do, that's who you are. Everything else is what happens between takeoffs and landings. The ship is home, the void is the commute, and the stick is where you feel most alive.
Species: Human | Occupation: Pilot | Background: Shipborn
Abilities: Strength 1, Agility 3, Intellect 2, Presence 2, Perception 3, Will 2
Derived Stats: Defense 3 | Wounds 3 | Willpower 3
Skills: Piloting (pick a discipline) 2, Engineering 2, Savvy: Criminal 2, Athletics 1, Survival 1, Coordination: Communications 0, Leadership 0
Feats: Hot Stick, Reckless, Bold, Evasive Maneuvers
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Ship Debt (Major), Girl in Every Port (Minor), Overconfident (Minor)
Tools of the Trade: PEP Handgun, personal pad with navigation software
Customization Budget: 5 XP unspent. Suggested uses: pick a specialty (e.g. Piloting (Atmospheric Flight), Piloting (Dogfighting), Piloting (Smuggling Runs), Engineering (Ship Systems)) — note this costs 10 XP and would require banking or earning 5 XP more; add Cautious or Stubborn Determination (in-occ T1, 5 XP each); or bank for advancement and save toward Wolf Pack or Thread the Needle (in-occ T2, 10 XP each). Higher-tier pilot feats (Dive Master, Ace) unlock once Piloting reaches 3 and 4 respectively.
Customization — League/Terran Military Pilot: Replace Background with Military Family. Replace Savvy: Criminal 1 with Savvy: Military 1 and Coordination: Communications 0 with Coordination: Tactical 0. Replace Ship Debt with Obligation. Replace Reckless with Cautious. Military pilots are disciplined, not reckless. The ship belongs to the fleet, not to you.
Terran Noble
Your family name opens doors, and makes you a target. You grew up in a world where words cut deeper than blades and loyalty to your house is not optional. Now you're out in the galaxy, and the game is bigger than house politics.
Species: Human | Occupation: Noble | Background: Noble
Abilities: Strength 1, Agility 1, Intellect 2, Presence 3, Perception 2, Will 3
Derived Stats: Defense 2 | Wounds 4 | Willpower 4
Skills: Influence: Persuasion 2, Influence: Insight 2, Leadership 2, Savvy: Government 2, Influence: Intimidation 1, Influence: Deception 0
Feats: Connected, Demoralize, Silver Tongue, Nobody's Fool, Inspiring Rhetoric, Dauntless
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Secret (Major), Arrogant (Minor), Greedy (Minor)
Tools of the Trade: Fine attire, personal pad with encrypted communications, family signet
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Influence: Persuasion (Sector Politics), Influence: Insight (House Intrigue), Leadership (Retainers), Savvy: Government (Terran Houses)); add Follow My Lead (in-occ T2, 10 XP); or Polyglot (out-of-occ T1, 10 XP).
Freelancer Bounty Hunter
You find people who don't want to be found. It's not personal. It's professional. The bounty board is your inbox, the galaxy is your office, and everyone has a price on their head if you look hard enough.
Species: Human | Occupation: Bounty Hunter | Background: Street Rat
Abilities: Strength 2, Agility 3, Intellect 2, Presence 1, Perception 3, Will 2
Derived Stats: Defense 3 | Wounds 4 | Willpower 3
Skills: Combat: Firearms 2, Stealth 2, Influence: Insight 1, Savvy: Criminal 2, Athletics 1, Influence: Deception 0
Feats: Quick Strike, Exploit the Opening, Bold, Keen Analysis
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Rival (Major), Curiosity (Minor), Hot Headed (Minor)
Tools of the Trade: CRG Handgun, Armored Clothing, binders, bounty board subscription
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Combat: Firearms (Handguns), Stealth (Tailing), Influence: Insight (Reading Marks)); add a Tier 1 in-occupation feat (Close Quarters Expert, Pack Tactics, Tough, each 5 XP); or raise Athletics 1→2 (10 XP).
Freelancer Smuggler
You move things that other people can't. Contraband, refugees, secrets — whatever pays. The route is the job, the ship is the tool, and getting caught is not an option.
Species: Human | Occupation: Smuggler | Background: Outlaw
Abilities: Strength 1, Agility 3, Intellect 2, Presence 2, Perception 3, Will 2
Derived Stats: Defense 3 | Wounds 3 | Willpower 3
Skills: Piloting (pick a discipline) 2, Savvy: Criminal 2, Stealth 2, Influence: Deception 1, Engineering 1, Combat: Melee 0
Feats: Bold, Connected, Silver Tongue, Reckless, Nobody's Fool
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Wanted (Major), Big Mouth (Minor), Greedy (Minor)
Tools of the Trade: PEP Handgun, Armored Clothing, forged cargo manifests, hidden compartments on your ship
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Piloting (Smuggling Runs), Piloting (Evasive), Savvy: Criminal (Smuggling Routes), Influence: Deception (Cargo Manifests)); add Quick Strike or Close Quarters Expert (in-occ T1, 5 XP each); raise Combat: Melee 0→1 (5 XP); or raise Influence: Deception 1→2 (10 XP).
League Medic
You put people back together. In the field, in the medbay, wherever they're bleeding. Your hands are steady, your kit is ready, and you've learned not to think about the ones you couldn't save until after the shooting stops.
Species: Human | Occupation: Medic | Background: Academic
Abilities: Strength 2, Agility 2, Intellect 3, Presence 2, Perception 2, Will 3
Derived Stats: Defense 2 | Wounds 5 | Willpower 4
Skills: Medicine 2, Science (pick a discipline) 2, Athletics 1, Combat: Firearms 1, Leadership 0, Engineering 0
Feats: Field Medic, Cautious, Tough, Keen Analysis, Stim Efficacy
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Obligation (Major), Soft-Hearted (Minor), Nightmares (Minor)
Tools of the Trade: Medkit, PEP Handgun
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Medicine (Trauma Surgery), Medicine (Field Triage), Medicine (Pharmacology), Science (Biology)); add Stubborn Determination (in-occ T1, 5 XP); or raise Athletics 1→2 (10 XP), Leadership 0→1 (5 XP), or Engineering 0→1 (5 XP).
Pirate
You take what you want and answer to no one. The galaxy is full of fat cargo ships and thin security escorts, and you know exactly how to exploit the gap. Boarding actions are your specialty — close fast, hit hard, take everything that isn't bolted down. Morality is a luxury for people with steady paychecks.
Species: Human | Occupation: Pirate | Background: Outlaw
Abilities: Strength 3, Agility 3, Intellect 1, Presence 2, Perception 2, Will 2
Derived Stats: Defense 3 | Wounds 5 | Willpower 3
Skills: Combat: Melee 2, Combat: Firearms 2, Savvy: Criminal 2, Athletics 1, Leadership 0, Stealth 0
Feats: Boarding Action, Brawler, Quick Strike, Reckless, Close Quarters Expert, Pack Tactics, Bold
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Wanted (Major), Hot Headed (Minor), Girl in Every Port (Minor)
Tools of the Trade: Blade, Slug Thrower Handgun, no armor
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Combat: Melee (Boarding), Combat: Melee (Cutlass), Athletics (Boarding), Savvy: Criminal (Piracy)); add Weapon Finesse (in-occ T1, 5 XP); or raise Stealth 0→1 (5 XP) or Leadership 0→1 (5 XP).
Privateer
A pirate with paperwork and better manners. You hold a letter of marque from a government or faction, authorizing you to raid enemy shipping. It's the same work as piracy but with legal cover, better contacts, and the occasional uncomfortable dinner with the people who sign your commission. You fight when you have to and talk when you can.
Species: Human | Occupation: Privateer | Background: Wanderer
Abilities: Strength 2, Agility 2, Intellect 1, Presence 3, Perception 2, Will 3
Derived Stats: Defense 2 | Wounds 5 | Willpower 4
Skills: Combat: Firearms 2, Piloting (pick a discipline) 2, Leadership 2, Savvy: Military 1, Survival 1
Feats: Connected, Silver Tongue, Demoralize, Bold, Quick Strike
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Ship Debt (Major), Overconfident (Minor), Arrogant (Minor)
Tools of the Trade: CRG Handgun, Armored Clothing, letter of marque, personal pad with shipping manifests
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Combat: Firearms (Shipboard), Piloting (Boarding Approaches), Leadership (Crew), Savvy: Military (Fleet Operations)); add a Tier 1 in-occupation feat (Boarding Action, Covering Fire, Pack Tactics, 5 XP each); or raise Survival 1→2 (10 XP) or Savvy: Military 1→2 (10 XP).
Customization — Privateer Captain: Add Captain as a second Occupation (15 XP). Gain Coordination: Tactical trained, and pick Tactician or Follow My Lead as the Captain's Feat. Reduce two skill ranks to pay for the Occupation cost.
Pirate Captain
You command a ship and a crew, and neither belongs to anyone but you. The galaxy's governments call you a criminal. Your crew calls you Captain. You prefer their opinion.
Species: Human | Occupation: Pirate + Captain | Background: Outlaw
Abilities: Strength 2, Agility 2, Intellect 1, Presence 3, Perception 2, Will 3
Derived Stats: Defense 2 | Wounds 5 | Willpower 4
Skills: Combat: Melee 2, Leadership 2, Piloting (pick a discipline) 1, Combat: Firearms 1, Savvy: Criminal 1, Coordination: Tactical 0, Athletics 1
Feats: Boarding Action, Follow My Lead, Demoralize, Pack Tactics, Bold
Species Traits: Can Use Focus, Intrinsic Will (Willpower = Will + 1), Coalition Builders (trained in Leadership)
Flaws: Infamous (Major), Girl in Every Port (Minor), Overconfident (Minor)
Tools of the Trade: Blade, Slug Thrower Handgun, CRG Handgun, Armored Clothing
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Combat: Melee (Boarding), Leadership (Crew), Piloting (Intercepts), Savvy: Criminal (Piracy)); add a Tier 1 in-occupation feat (Brawler, Reckless, Connected, 5 XP each); or raise Coordination: Tactical 0→1 (5 XP) or Piloting 1→2 (10 XP).
Note: This archetype uses two Occupations (Pirate + Captain, 15 XP).
Lyndri Bodyguard
You trained your whole life for this — to protect, to serve, to prove your worth. The King's Guard rejected you, or maybe you never applied. Either way, your skills found a home among Freelancers who need someone watching their back who can read a room before the trouble starts.
Species: Lyndri | Occupation: Security | Background: Former Slave
Abilities: Agility 3, Presence 2, Perception 3, Strength 1, Intellect 1, Will 1
Derived Stats: Defense 3 | Wounds 2 | Willpower 1
Skills: Combat: Firearms 2, Combat: Melee 2, Athletics 2, Influence: Intimidation 2, Influence: Insight 2, Security 0, Stealth 0
Feats: Bodyguard, Quick Strike, Pack Tactics, Close Quarters Expert, Dauntless, Tough, Covering Fire
Species Traits: Empathic Reading (auto-upgrade on emotion/lie/intent checks), Natural Weapons: Claws (Light, Damage 2, Hidden), Enhanced Senses (-1 Risk hearing/smell, +1 Risk bright light visual)
Flaws: Loyalty (Major), Code of Honor (Minor), Marked (Minor)
Tools of the Trade: PEP Handgun (Dual-Mode), Body Armor, binders
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Combat: Firearms (Close Protection), Combat: Melee (Close Quarters), Influence: Insight (Threat Detection), Athletics (Defensive Movement)); or raise Security 0→1 (5 XP) or Stealth 0→1 (5 XP).
Lyndri Former King's Guard
You were one of the elite — handpicked to protect the Kings, trained since childhood in combat, observation, and absolute discipline. Then something happened. Maybe the King you served died. Maybe you were discharged for a transgression. Maybe you walked away because what you saw behind closed doors broke something in you. Either way, you are no longer King's Guard. But the training never leaves.
Species: Lyndri | Occupation: Security | Background: Free Lyndri
Abilities: Agility 3, Presence 2, Perception 2, Strength 1, Intellect 1, Will 3
Derived Stats: Defense 3 | Wounds 4 | Willpower 3
Skills: Combat: Firearms 2, Combat: Melee 2, Athletics 2, Influence: Intimidation 1, Security 1, Leadership 0
Feats: Bodyguard, Quick Strike, Pack Tactics, Dauntless, Close Quarters Expert, Tough, Exploit the Opening
Species Traits: Empathic Reading (auto-upgrade on emotion/lie/intent checks), Natural Weapons: Claws (Light, Damage 2, Hidden), Enhanced Senses (-1 Risk hearing/smell, +1 Risk bright light visual)
Flaws: Obligation (Major), Code of Honor (Minor), Marked (Minor)
Tools of the Trade: PEP Handgun (Dual-Mode), Body Armor, Blade, binders
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Combat: Melee (Dueling), Combat: Firearms (Defensive Fire), Security (Physical Infiltration), Athletics (Guard Detail)); add another Tier 1 in-occupation feat (Bodyguard is already taken, but Dig In, Covering Fire, or Pack Tactics remain, 5 XP each); or raise Security 1→2 (10 XP) or Influence: Intimidation 1→2 (10 XP).
Note: This character has 7 feats. The Lyndri's higher starting XP (100) plus recommended Flaws (20 XP) gives 120 XP total, and Tier 1 in-occupation feats cost only 5 XP each. The Former King's Guard is an elite combatant and it shows.
NorAellian Scholar
You are young, by your people's standards. Barely into your second century. The galaxy is full of knowledge, and you intend to catalog as much of it as possible before you're too large to fit through the doors. Your elders call this phase "the wandering years." You call it research.
Species: NorAellian (Adolescent) | Occupation: Scholar | Background: Academic
Abilities: Strength 2, Agility 1, Intellect 3, Presence 2, Perception 3, Will 2
Derived Stats: Defense 3 | Wounds 4 | Willpower 2
Skills: Savvy (pick a discipline) 2, Science (pick a discipline) 2, Savvy (pick a different discipline) 2, Medicine 1, Influence (pick a discipline) 1, Engineering 0
Feats: Keen Analysis, Polyglot, Cautious, Focus Sensitive, Nobody's Fool, Iron Will
Species Traits: Scaled Hide (Natural Soak 1), Natural Weapons: Bite (+2, Piercing 1) and Claws (+1)
Flaws: Curiosity (Major, upgraded from Minor with GM approval), Soft-Hearted (Minor), Big Mouth (Minor)
Tools of the Trade: Personal pad with a personal library, data drives full of reference material
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Savvy (chosen discipline) (area), Science (chosen discipline) (focus), Medicine (Xenobiology), Influence: Insight (Reading Intent)); add Connected (out-of-occ T1, 10 XP); or train Engineering + 0→1 (10 XP).
GikDaa Tinker
You touch things and they make sense. You take them apart and they make more sense. You put them back together and everyone panics because "that's not how it goes." But it works. It always works. Well. Usually.
Species: GikDaa | Occupation: Explorer | Background: Wanderer
Abilities: Strength 1, Agility 3, Intellect 3, Presence 1, Perception 2, Will 1
Derived Stats: Defense 3 | Wounds 2 | Willpower 1
Skills: Athletics 2, Piloting (pick a discipline) 2, Survival 2, Science (pick a discipline) 2, Savvy: GikDaa 2, Influence: Insight 1, Combat: Melee 0
Note: GikDaa cannot train Engineering. Per the Intuitive Technologist trait, the character rolls Intellect 3 as Skill dice on Engineering checks — a richer dice pool than formal training.
Feats: Improvisor, Cautious, Keen Analysis, Focus Sensitive, Polyglot, Tough, Stubborn Determination
Species Traits: Intuitive Technologist (Intellect as Skill dice on Engineering checks), Autonomic Focus (touch-based comprehension), Enhanced Touch (-1 Risk fine motor control), Poor Eyesight (+1 Risk visual Perception)
Flaws: Curiosity (Major, upgraded from Minor with GM approval), Impulsive (Minor), Widdershins (Minor)
Tools of the Trade: EVA Suit, multitool, personal pad with survey software, PEP Handgun, a bag of parts that definitely didn't fall off something important
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Engineering (Jury-Rigged Repairs) leveraging Intuitive Technologist, Piloting (Emergency Handling), Athletics (Climbing), Science (focus)); raise Influence: Insight 1→2 (10 XP); train Security + 0→1 (10 XP); or boost Will 1→2 (20 XP — would require banking next advancement).
Heretic Operative
You are not what you appear to be. To the galaxy, you are human — or close enough that no one looks twice. To the handful of people who know the truth, you are one of the most dangerous assets in the fight against the Council. Every mission is a balancing act: do enough good to matter, reveal nothing that would compromise everything.
Species: Sooni | Occupation: Operative | Background: Heretic
Abilities: Strength 1, Agility 3, Intellect 2, Presence 2, Perception 3, Will 3
Derived Stats: Defense 3 | Wounds 4 | Willpower 4 (Will 3 + Focus 1)
Skills: Stealth 2, Influence: Deception (Assumed Identity) 2, Science (pick a discipline) 2, Security 1, Combat: Firearms 1, Combat: Melee 0, Survival 0
Feats: Silver Tongue, Bold, Quick Strike, Nobody's Fool, Cautious, Keen Analysis
Species Traits: Born to Focus (trained in Focus, first point free), Artificial Focus Users (Will and Focus capped at 4), Superhuman Reflexes (auto-upgrade on reaction checks)
Flaws: Secret (Major), Paranoid (Minor), Code of Honor (Minor)
Tools of the Trade: CRG Handgun, Armored Clothing, lockpicking tools, forged identification, CNK Institute credentials (whatever scientific or engineering field fits your cover)
Customization Budget: 10 XP unspent. Suggested uses: raise Focus 1→2 (10 XP) to deepen Sooni Focus mastery; pick a specialty (e.g. Stealth (Urban Infiltration), Science (discipline) (specific area), Security (Electronic Bypass)); add Close Quarters Expert (in-occ T1, 5 XP) or Demoralize (in-occ T2, 10 XP); or raise Combat: Firearms 1→2 (10 XP).
Zealot Operative
Humanity is an abomination. The Sooni are what the Overseers meant humanity to be, and the flawed originals were left behind for a reason. Every human breath is an insult to your gods. You walk among them smiling, listening, cataloging weaknesses, remembering the names of their children. The Council demands patience. Your faith does not. When your Velyki falls, the Council can argue about timing. You will already have moved.
Species: Sooni | Occupation: Operative | Background: Zealot
Abilities: Strength 2, Agility 3, Intellect 1, Presence 2, Perception 3, Will 3
Derived Stats: Defense 3 | Wounds 5 | Willpower 5 (Will 3 + Focus 2)
Skills: Stealth 2, Combat: Melee (Silent Kill) 2, Influence: Intimidation 2, Focus 2, Combat: Firearms 1, Savvy: Military 1, Influence: Deception 0, Security 0
Feats: Silver Tongue, Bold, Quick Strike, Demoralize
Species Traits: Born to Focus (trained in Focus, first point free), Artificial Focus Users (Will and Focus capped at 4), Superhuman Reflexes (auto-upgrade on reaction checks)
Flaws: Secret (Major), Code of Honor (Minor), Hot Headed (Minor)
Tools of the Trade: CRG Handgun, Armored Clothing, lockpicking tools, forged identification, your Velyki
Customization Budget: 10 XP unspent. Suggested uses: pick a specialty (e.g. Influence: Intimidation (Interrogation), Stealth (Assassination Approaches), Combat: Firearms (Silenced)); add Close Quarters Expert (in-occ T1, 5 XP), Nobody's Fool (in-occ T1, 5 XP), Cautious (in-occ T1, 5 XP), or Keen Analysis (in-occ T2, 10 XP); raise Savvy: Military 1→2 (10 XP) or train Influence: Deception 0→1 (5 XP).