Infiltrator

Class information, as well as, Trait and Ability Options for the Infiltrator Archetype.

Infiltrator

Infiltrators are specially trained in the arts of burglary, hacking and espionage. They are often considered to be a blend of hacker and rogue due to their mix of practical, digital and combat skills. 

Infiltrators possess special abilities and skills that allow them to excel at disabling and circumventing digitally enhanced security and defense systems(cameras, scanners, metal detectors, passcodes, passwords, keycard entry, automated turrets, etc.) They typically use a Grayware implant combined with a Mind-Link Implant that allows them to perform hacks and execute subroutines on the fly, with nothing by the implants in their skull/body.

Playing an Infiltrator

XP Cost: 8 Prerequisites: Intellect of 12 or higher and Dexterity of 14 or Higher

When you choose this Archetype you gain the following:

Ability 

Mind-Hacks

You can perform hacks and Subroutines through your Implants, limited by the Range and restrictions of that implant.

Whenever you activate a subroutine through your implants the Turn Portion or Action is reduced to the next lowest cost action (Full Round Action > Action > Movement > Motion). You cannot make a subroutine free or no action cost, even if it normally only costs a motion.

Infiltrator’s CODA

You are considered to have a starting reserve of CODA equal to your Intellect Modifier.

Some digital devices can grant your additional CODA reserves while equipped. 

Traits

Rapid Access and Entry

Whenever you roll an Engineering, Fine Motor or Stealth Roll made to Bypass, Disable, Access or Enter digitally secured locations you may spend 1 CODA to add +2 to your Skill Roll Total. 

You may spend more CODA to add an additional +2 to the same Skill Roll, but the cost to do so increases by +1 each time(after the first).

Equipment 

Infiltrator’s Gear

  • Acquire a Basic version of the Grayware and Mindlink Implant. 
  • Acquire a common suit of Light Armor from the Narrator approved Buyer’s Guide Era or section.
  • Acquire a single common Melee or Ranged Weapon from the Narrator approved Buyer’s Guide Era or section. 

Training

Infiltrator’s Skill Training

You gain training in the Stealth, Fine Motor and Engineering Skills.

Combat Training

Gain Training in one Melee or Ranged Weapon Type. You are now considered to be trained to wield that weapon type proficiently in combat and add your Training Bonus to all Attack Rolls you make with Weapons of that Type.

Tech Training

You can use your Engineering Skill to perform hacks, execute subroutines and slice security software, but you are not trained to read or write code.

Infiltrator Traits and Abilities

As an Infiltrator you may purchase any of the following Traits and Abilities using XP during Character Creation or Level Up, so long as you have the required Prerequisites.

Conventional Firearm Training

XP Cost: 1 Prerequisites: Infiltrator

Gain Training in the use of all Gunpowder Firearm Type Weapons.

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Tech Firearm Training

XP Cost: 2 Prerequisites: Infiltrator

Gain Training in the use of all Tech Firearm Type Weapons.

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Hand-to-Hand Combat Training

XP Cost: 2 Prerequisites: Infiltrator

Gain Training in the use of all Hand-to-Hand Type Weapons. 

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Your Unarmed Strikes now deal 1d4 + STR or DEX Modifier and you add your Training Bonus to Attack Rolls(+ STR or DEX Mod.).

Grapple Training

XP Cost: 2 Prerequisites: Infiltrator, Hand-to-Hand Combat Training

Whenever you choose to use an Unarmed Strike to attempt to grapple an opponent you gain a situational +2 to the Attack Roll.

Rapid Striker

XP Cost: 5 Prerequisites: Infiltrator

Gain 1 additional Melee / Unarmed Attack at your disposal per turn.

Quick Shooter

XP Cost: 6 Prerequisites: Infiltrator

Gain 1 additional Ranged Attack at your disposal per turn.

Melee Weapon Training

(This Trait may be acquired multiple times)

XP Cost: 1 Prerequisites: Infiltrator

Gain Training in the use of one Melee Weapon Type of your Choice.

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Ranged Weapon Training

(This Trait may be acquired multiple times)

XP Cost: 1 Prerequisites: Infiltrator

Gain Training in the use of one (non-firearm)Ranged Weapon Type of your Choice.

From now on you add your Training Bonus to Attacks Rolls made with that weapon type.

Basic Maneuver

(This Trait may be acquired multiple times)

XP Cost: 1 Prerequisites: Infiltrator

Acquire 1 Tier I Maneuver of your choice.

Expert Maneuver

(This Trait may be acquired multiple times)

XP Cost: 2 Prerequisites: Infiltrator, Basic Maneuver

Acquire 1 Tier II Maneuver of your choice.

Special Maneuver

(This Trait may be acquired multiple times)

XP Cost: 3 Prerequisites: Infiltrator, Expert Maneuver

Acquire 1 Tier III Maneuver of your choice.

Stealthy

XP Cost: 4 Prerequisites: Infiltrator

Add a misc. +2 to your Stealth Skill Rolls.

Light Armor Specialist

XP Cost: 2 Prerequisites: Infiltrator

You gain an additional Bonus to your AC equal to ½ your DEX Modifier.

Stealth Strike

XP Cost: 3 Prerequisites: Infiltrator

Add a Destiny Die to all Attack Rolls made vs targets that have not detected you.

If you Hit on an Attack vs a target that has not detected you, you add 1d10 Damage of the Same type to the Damage Roll.

Ambusher

XP Cost: 3 Prerequisites: Infiltrator

Add +2 to all Attack Rolls made during an Ambush you(or your allies) Initiated.

You gain 1 additional Melee or Ranged Attack whenever you(or your allies) successfully initiate an Ambush.

Add +2 to your Initiative Roll made immediately after an ambush you(or your allies) Initiated.

Ghost Strikes

XP Cost: 3 Prerequisites: Infiltrator

When you hit a target within your line of sight with an Attack or they Fail to Resist one of your Subroutines while they have not detected you, you gain +2 Meters of Movement this turn.

This effect stacks, but is limited to a maximum gain of 8 meters of movement in a single turn.

Stealth Subroutines

XP Cost: 4 Prerequisites: Infiltrator

Targets that have not detected you add a Fate Die on their Saving Throw Rolls made to resist your Subroutines.

If you deal damage with a Subroutine against a target that has not detected you, you deal an additional 1d10 Damage of the same type.

Subroutine Assassin

XP Cost: 6 Prerequisites: Infiltrator, Stealth Subroutines

Your Subroutines now generate 1 less Digital Noise.

If you deal damage with a Subroutine against a target that has not detected you, add an additional 2d10 Damage(3d10 total with Stealth Subroutines) of the same type to the damage roll.

Relentless

XP Cost: 2 Prerequisites: Infiltrator

You now have 1 additional Reaction at your disposal between turns.

Efficient 

XP Cost: 2 Prerequisites: Infiltrator

Gain +1 to your Total Motions available per turn.

Coder

XP Cost: 3 Prerequisites: Infiltrator

You gain the ability to read, interpret, alter, and write coding languages present in your setting.

Use your Engineering Skill to code.

Urban Camouflage

XP Cost: 2 Prerequisites: Assassin

You gain +2 to Stealth Rolls made in urban environments; Such as: city streets, rooftops, alleys, building interiors and crowded areas.

Potent Code

XP Cost: 2 Prerequisites: Infiltrator

Your Subroutine Save DC is increased by 1.

Full-Proof Code

XP Cost: 3 Prerequisites: Infiltrator, Potent Code

Your Subroutine Save DC is increased by an additional +1.

CODA Reserves

XP Cost: 2 Prerequisites: Infiltrator

Add +2 to your Maximum CODA reserves. 

CODA Slice

XP Cost: 2 Prerequisites: Infiltrator

Whenever you successfully bypass a Digital Lock or Security System for the first time you regain 1 CODA.

Loot CODA

XP Cost: 2 Prerequisites: Infiltrator

Whenever you successfully Incapacitate or Kill a creature that possesses Digital Parts or Cybernetic Enhancements you Regain 1 CODA. 

If you don’t do this with a Melee weapon or Unarmed Attack you must move adjacent to that creature to acquire the CODA.

Knockout Strike

XP Cost: 4 Prerequisites: Infiltrator

Whenever you Hit with an Attack and deal Non-Lethal damage to a target that has not detected you, you are considered to have Critically Hit with that Attack(Maximize Damage Roll and add bonuses, then Roll Damage Roll again without adding bonuses).

Abilities

CODA Gambit

XP Cost: 2 Prerequisites: Infiltrator

Once per turn, you may now use a Motion to Attempt a CODA Gambit.

When you do so: Roll an Engineering Skill Roll. The DC is 14. If you meet or exceed the DC you regain 2 CODA.

If you fail to meet the DC you instead lose 1 CODA. If you had 0 CODA and this would cause you to go into negative CODA, you instead are dealt 1d4+2 Psychic Damage. 

You may regain a maximum of 5 CODA from this ability per Hour.

Minimalist Code Packaging

XP Cost: 2 Prerequisites: Infiltrator

You can now reduce your cost to activate Subroutines using your implants by 1 CODA by taking a -2 to your Subroutine Save DC.

Rush Code

XP Cost: 2 Prerequisites: Infiltrator

You can now spend 2 CODA to cause any Subroutine that has a Turn Portion Cost of a Motion(modified or not) to no longer cost any turn portion to activate once this turn.

Pay to Win

XP Cost: 3 Prerequisites: Infiltrator

Whenever you deal damage with a Subroutine vs a target that has not detected you, you may spend 1 CODA to Maximize the Subroutine’s original damage dice(bonus dice from other Traits and Abilities are not maximized).

Quick Draw

XP Cost: 2 Prerequisites: Infiltrator

Once per Round, you can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.

Dual Wielder

XP Cost: 2 Prerequisites: Infiltrator

You gain +1 to your AC while Wielding two or more Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.