Streetwise is the map of the shadow economy -- the network of fixers,
fences, smugglers, informants, and crime-syndicate lieutenants who keep
the contraband flowing and the secrets selling. It covers black-market
procurement (weapons, drugs, forged documents), rumour-gathering (what the
street knows that the newsfeeds do not), underworld politics (who owes
whom, who is moving against whom), and the survival instinct of knowing
which alleys to avoid and which bars to trust. In the verse, Streetwise
is the Operative's social network, the Chaplain's confessional, and the
reason port Stations have a back room.
Rules Reference
Field
Value
Armor Check Penalty
false
Key Ability
CHA
Trained Only
false
Untrained Use
Key Ability
CHA
Notes
Special: Successful Streetwise checks establish and maintain underworld contacts.
Contacts have loyalty ratings and can be called on for specific favours
between adventures.
Special: Successful Streetwise checks establish and maintain underworld contacts.
Contacts have loyalty ratings and can be called on for specific favours
between adventures.
Untrained: Has no underworld contacts. Pay premium prices (200%+). May attempt
basic rumour-gathering at -2 but no procurement or syndicate negotiation.
Untrained Streetwise is asking strangers dangerous questions.
Descriptors
dc: 10
Field
Value
dc
10
task
Find a fence for stolen goods
dc: 15
Field
Value
dc
15
task
Get a rumour from a street contact
dc: 20
Field
Value
dc
20
task
Procure restricted contraband
dc: 22
Field
Value
dc
22
task
Negotiate with a syndicate lieutenant
dc: 25
Field
Value
dc
25
task
Identify a police informant in the underworld
dc: 30
Field
Value
dc
30
task
Survive a hostile syndicate's attention
Synergy
bonus: 2
Field
Value
bonus
2
from
Persuasion
threshold
5
bonus: 2
Field
Value
bonus
2
from
Deception
threshold
5
Synergies
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Persuasion
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Deception
bonus: 2
Field
Value
bonus
2
ranks
5
skill
Intimidation
Uses
application: Find a fence for stolen goods
Field
Value
application
Find a fence for stolen goods
dc
10
failure
No fence available; must try elsewhere.
success
Fence found; goods sold at 40-60% value.
application: Get a rumour from a street contact
Field
Value
application
Get a rumour from a street contact
dc
15
failure
Contact has nothing or gives bad info.
success
Rumour obtained; may contain actionable intelligence.
application: Procure restricted contraband
Field
Value
application
Procure restricted contraband
dc
20
failure
Item unavailable; may attract attention asking.
success
Item located; price negotiated (150-200% market).
application: Negotiate with a syndicate lieutenant
Field
Value
application
Negotiate with a syndicate lieutenant
dc
22
failure
Lieutenant unimpressed; no deal, possible insult.
success
Deal struck; both parties benefit.
application: Identify a police informant in the underworld
Field
Value
application
Identify a police informant in the underworld
dc
25
failure
Cannot identify; may accuse the wrong person.
success
Informant identified; +2 on next action vs. that informant.
application: Survive a hostile syndicate's attention
Field
Value
application
Survive a hostile syndicate's attention
dc
30
failure
Syndicate escalates; bounty, hit, or leverage applied.