RPG/Delinquent

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Delinquent
Specialty Martial Arts
Subjects Gym, Home Ec
Origin MSF High
Level HP MP Special Abilities
1 15 5 Menace +1, Hide/Sneak +1
2 30 10 Steal/Plant +1
3 45 15 Menace +2, Hide/Sneak +2, Sweet Talk +2
4 60 20 Steal/Plant +2
5 75 25 Menace +3, Hide/Sneak +3
6 90 30 Steal/Plant +3, Sweet Talk +4
7 105 35 Menace +4, Hide/Sneak +4
8 120 40 Steal/Plant +4
9 135 45 Menace +5, Hide/Sneak +5, Sweet Talk +6
10 150 50 Steal/Plant +5

Special Abilities

Menace +X: Delinquents may spend X x 10 MP to raise the result of any intimidation or infuriation roll by +X. They may only do this once per roll, and only on rolls initiated by using a speak action.

Hide/Sneak +X: Delinquents gain a +X bonus to all attempts to remain unseen by other characters, video cameras, or other possible observers. A delinquent could use this bonus to remain hidden from a Watcher's picture sight ability as well.

Steal/Plant +X: Delinquents get a +X bonus to all attempts to engage in sleight of hand, both in concealing objects and in removing them from another's person. Remember that the larger, more obvious, or louder the object in question, the harder the difficulty, even with this bonus.

Sweet Talk +X: Delinquents gain a +X bonus to any rolls made to deflect the attention of any authority figures. This is usually used to keep the school's staff from thinking that they're the cause of all the trouble that they're usually the cause of.

MSF High RPG
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