Agent
Agents are the Reclaimers working in the shadows, using subterfuge and less than legal means to solve problems when the locals are not very compliant.
Table of contents
Skills
You begin with a rank in Volition, Reflexes, Coordination, Connection and 4 additional skill ranks of your choice.
Equipment
Equipment readily available to you when you deploy to the field. Remember, you can always select gear from the Standard-Equipment list.
Weapons
Deploy With Up To 2
Stinger
An intricately machined pointed pick coated in a corrosive biotoxin. Anyone struck by this weapon without addequate protection will quickly decay.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Life |
Range | Reach |
Weapon Traits | One Handed, Striking, Eradicating |
Armour
Deploy With Up To 1
Gear
Deploy With Any Number
Bypass Kit
*A collection of physical and digital entry devices, lock picks, RFID spoof, network traffic sniffer, crowbar, rake, and others. *
- Traits: Toolkits, Skilled(Application).
- You have all the tools required to get through any lock. The difficulty will be based on the complexity of the lock.
Copycat Kit
All the tools and equipment required to disguise yourself as anyone, at any time. Advanced prosthesis, voice modulators, a colour changing jumpsuit and other useful tools.
- Traits: Toolkits, Skilled(Application).
- Given a few moments, you can disguise a Character as anyone else. The difficulty is based on how elaborate the disguise needs to be.
Surveillance Gear
A collection of all the electronics and sensors you need to watch and listen in on anyone you need to.
- Traits: Charges(Munition Capacity), Unskilled.
- Spend 1 charge to install a camera at a location. Whatever it can see and hear is directly transmitted to your Heads-Up-Display and recorded.
- You can recover used equipment to regain charges.
Specialization
Even a basic Reclaimer has some specialization in their background and additional training. Select a Specialization to start with providing additional gear. Some recommendations would be:
Entropy Dancer
You have experience managing chaos and trying to manage its outcomes. Reality is a dance and you have mastered it.
- You have access to the following Equipment:
All Access Pass
A black sheet that feels similar to paper in your hands. When held by a trained person and presented with confidence, it appears to be any form, or authentication someone else might expect you to have. The incredible thing about this device is you don’t even need to know what it is the other party expects, the object itself will know.
Causality Fans
A strange pair of incredibly lethal decorative fans reinforced with a strange black metal and fabric that seems to shift and warp as they move through space. With proper practice, a skilled user can summon these from out of thin air and use them to brutal effectiveness.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Rending |
Range | Reach |
Weapon Traits | Two Handed, Striking, Paired, Bound |
- At the start of combat, and as a free action on each of your turns you roll 1d6 to determine what traits the fans have from the following:
Roll | Description | Weapon-Traits |
---|---|---|
1 | The fans levitate on their own protecting you as best they can. | Shield(2) |
2 | The fans stretch and bend through space. | On Line |
3 | The fans feel heavy as though their impacts will be massive. | +1 Damage |
4 | The fans have grown thin and seem to writhe like roots. | Precision |
5 | The fans seem incorporeal, almost passing through solid objects. | Penetrating |
6 | The fans end in strange clawed hooks that seems to grab and pull at clothing and armour. | Sundering |
Explorer
You have experience traversing the unknown and staking claim to the far reaches of space and strange planets.
- You have access to the following Equipment:
Auto Map
A nuclear-powered sonar and radiographic device that can map large and detailed areas automatically providing the rendered maps to your Heads-Up-Display
Ninja
You’ve trained as an expert in combat, mastering speed, agility, and lethality with gear to aid in this.
- You have access to the following Equipment:
Elastyk Jumpsuit
A unique jumpsuit wired with thousands of electrical receptors which improve reflexes and keep the body relaxed, leading to incredible flexibility and response.
Ancillary | Vitals | |
---|---|---|
Skill Penalty | - | - |
Weakness | - | - |
Resistance | Heat | Heat |
Nuclear Katana
A masterfully crafted blade honed with an edge of oddly colored conductive metal. A small fission reactor resides in the hilt of this weapon which on activation produces a massive ammount of energy super heating the blade. It feels like this weapon could cut through anything.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Heat |
Range | Reach |
Weapon Traits | One Handed, Advanced, Deadly Draw, Striking, Burning, Threatening |
Recommended Advancements
Training the Reclaimer can take as they Progress their career. You can take any advancements as you Progress, but some recommendations would be:
Ambusher
You move lightning fast and are always ready to
- At the beginning of Combat, after determining Who Goes First, you may perform an action, then that person acts.
Assassinate
You are a master of defeating opponents who aren’t aware of you and can take them down in one swift movement.
- While not in combat, you can make a Coordination Opposed Difficulty(Understanding) test against a Character that is unaware of you, if you succeed, they either suffer System-Failure or become Unconscious.
Carbide Fists
Your hands and feet have been reinforced with an advanced carbide that makes them lethal weapons.
- You always count as wielding a Polymer-Weapon with Handless.
Guerrilla Counter Tactics
You’ve trained your team extensively to avoid traps at all costs.
- Everyone on Deployment does not trigger traps or other dangers activated by proximity.
Shadow Combatant
You know how to fight from the shadows and move in a way to mitigate the attention you draw.
- Your Threat is reduced by your ranks in Coordination.
Silencers And Dampeners
You have modified your weapons to be completely silent using gas trapping barrels, quieter parts, and sound dampeners.
- All weapons you use have the Silenced trait.
Tour Guide
You are used to dragging around allies who aren’t helping, you know how to keep them in line and keep them moving.
- You ignore Hindrance when performing any Skill Test.