Fugitive

You’re on the run. You might be an escaped android, or perhaps an indentured cyborg or hybrid skipping on your terms of service. Whatever the case, you need to keep a low profile, because people are looking for you. Whether they want to capture or kill you depends on the circumstances of your escape.

Theme Knowledge (1st)
Culture checks made to recall knowledge about laws, law enforcement, law enforcement tactics, and the criminal underworld, jails and prisons have their DCs lowered by 5. Culture is a class skill for you, though if it is a class skill from the class you take at 1st level you instead gain a +1 bonus to your Culture checks. In addition, you gain an ability adjustment of +1 Charisma at character creation.

On the Run (6th)
You are a fugitive from justice, known by law enforcement and criminals across the country. You are forced to use lies and threats to scrape by. Once per day you may gain an insight bonus to Bluff or Intimidate equal to half your level. This bonus applies to a single skill check.

Threat of Violence (12th)
You’re volatile and violent when threatened. As a reaction, you may spend a Resolve Point and make an attack roll against someone who makes an attack roll or Intimidate skill check against you. You can do this once per encounter.

Master Renegade (18th)
You wouldn’t have made it this far if you didn’t know when to lay low and when to face the heat. Up to twice per day, you can spend 10 minutes collecting your thoughts and planning your next step. If you succeed at least one Culture check during this time you recover 1 Resolve Point.