Operator

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

Operator

Operators excel at controlling vehicles, drones, robots and security systems via secure connections and cyber warfare. They utilize a specific grouping of tech called “SIM-Sets”, a type of virtual reality headset, that allows them to see what their controlled units see and react to potentially dozens of inputs simultaneously. Operators are vulnerable while taking direct control of unit(s) but grant significant bonuses to any vehicles, robots or drones they currently control.

Playing an Operator

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

When you choose this Archetype you gain the following:

Ability 

Direct Connect

You can attempt to take direct control of any vehicle, autonomous drone, or robot with some form of wireless connection(local network access, Bluetooth, radio, RFID, etc.) via your Direct Connect Ability.

When you activate this ability while it is already active, you end all instances of Direct Connect and generate new connections.

Turn Portion: Action

Range: Local Network / 25 Meters

CODA Cost: 1+ (limit current level) 

Digital Noise: 2(+1 per every 5 CODA spent)

Target: You may target a number of non-sapient, autonomous vehicles, drones or robots within Range equal to your current level. 

You can only successfully Direct Connect to targets with a level that is equal to or less than the CODA expended for this instance of the ability divided by the number of targets. 

You can only spend an amount of CODA per instance of this Ability up to an amount equal to your current level.

For example: If your current level is 10 and you spend 10 CODA, you can successfully target 10 level 1 targets, 5 level 2 targets, 2 level 5 targets or 1 level 10 target.

The Narrator is not obligated to reveal the level of any non-allied units you encounter. You can gauge level via a Threat Assessment Perception or Investigation Skill Roll. The higher your roll, the higher the accuracy of the Threat Assessment. 

Effect: The target must Roll an Intellect Saving Throw. The Save DC is equal to the user’s Subroutine Save DC. Units owned by you and willing units do not need to roll a saving throw and automatically come under the user’s control.

Failure: If the target Fails the Saving Throw they come under the direct control of the user until the user loses consciousness, leaves range or relinquishes control.

Direct Connect Controls

While units are under your Direct Connect you may expend Motions to perform an Action, Movement or Motion with an individual controlled unit, or expend an Action to have all controlled units perform the same simple action(example: move this way, attack, retreat, etc.). 

Remember that, by the default rules, each Action can be converted into a Movement and each movement can be converted into a Motion, potentially granting you up to 2 additional Motions per turn if you are not moving or attacking.

Each unit is limited by its own abilities, turn portion, movement and attribute modifiers.

When performing skill Rolls through controlled units, they must have the required limbs, appendages or tools to complete the task and add their Attribute modifiers and your Training Bonus to the Skill Roll.

When making attacks the unit uses its own weapons and Attribute Modifiers, but the User’s Training Bonus.

While using this ability to control any number of units you: 

  • Add a Fate Die to all Perception Skill Rolls made using your own senses.
  • You Add a Fate Die to all Dexterity Saving Throws.
  • Any Ranged or Melee Attacks that target you are made with a Destiny Die added.

Success: If the Target Succeeds on the Saving Throw it does not become controlled and is unaffected, but is aware of the attempted intrusion. The user’s CODA and turn portion are still spent.

Operator’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. 

Trait 

Master Controller

Optimization Subroutines you activate on units under your Direct Connect have their CODA cost Reduced by half.

Equipment 

Operator’s Gear

Acquire a Basic version “SIM-Set”.

Acquire a common suit of Light Armor from the Narrator approved Buyer’s Guide Era or section.

Training

Operator’s Skill Training

You gain training in the Driving and Engineering Skills and 1 of the following: Knowledge, Investigation, Perception, Insight, Fine Motor, Debate, Charm, Deception or Intimidate.

Skill Swap: You can use your Driving Skill to control and manipulate Drones and Robots under your Direct Connect. This means you can use your Driving Skill Roll in place of Acrobatics, Athletics, Stealth and Fine Motor Skill Rolls your controlled units make.

Tinkerer: You can use your Engineering and/or Fine Motor skill(s) to access, program, modify and repair robots and drones. Use one, or take the average of both to complete a skill roll.

Operator Traits and Abilities

As an Operator 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.

Traits

Conventional Firearm Training

XP Cost: 1 Prerequisites: Operator 

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

Tech Firearm Training

XP Cost: 2 Prerequisites: Operator 

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

Hand-to-Hand Combat Training

XP Cost: 2 Prerequisites: Operator 

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

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

Basic Maneuver

(This Trait may be acquired multiple times)

XP Cost: 1 Prerequisites: Operator 

Acquire 1 Tier I Maneuver of your choice.

Expert Maneuver

(This Trait may be acquired multiple times)

XP Cost: 2 Prerequisites: Operator, Basic Maneuver

Acquire 1 Tier II Maneuver of your choice.

Special Maneuver

(This Trait may be acquired multiple times)

XP Cost: 3 Prerequisites: Operator, Expert Maneuver

Acquire 1 Tier III Maneuver of your choice.

Efficient

XP Cost: 1 Prerequisites: Operator 

Gain +1 to your Total Motions available per turn.

Extra Efficient

XP Cost:  2 Prerequisites: Operator, Efficient

Gain an additional +1 to your Total Motions available per turn.

Super Efficient

XP Cost:  4 Prerequisites: Operator, Extra Efficient

Gain an additional +1 to your Total Motions available per turn.

CODA Leveling

XP Cost: 3 Prerequisites: Operator

You gain an amount of CODA added to your reserves equal to half your Current Level(Rounded Down). Every other time your level increases, so too does your maximum CODA.

CODA Refill

XP Cost: 2 Prerequisites: Operator

Once per turn, when you successfully take control of a unit you do not own, you regain 1 CODA.

Subroutine Scanner

XP Cost: 3 Prerequisites: Operator

You are always made aware when you are being targeted by a Subroutine.

Once per round you may Roll an Engineering Skill Roll to attempt to determine which subroutine is targeting you. The DC is equal to 10 + the XP Acquisition Cost of the Subroutine.

If successful, you are made aware of the name, function and typical CODA cost of the subroutine targeting you.

Designated Driver 

XP Cost: 2 Prerequisites: Operator

You gain +2 to your Driving Skill while operating vehicles using your SIM-Set. 

Multi-Camera Angle Controller 

XP Cost: 4 Prerequisites: Operator, Virtual Driver

You gain an additional +3 to your Driving Skill while operating vehicles using your SIM-Set as long as you have a drone or camera under your control that can view the vehicle from the outside.

Combination Attacks 

XP Cost: 2 Prerequisites: Operator

You deal an additional +2 Damage for each one of your controlled units that successfully Hits with an attack vs the same target. You are considered a controlled unit for the count for this Trait.

Tangent Attacks

XP Cost: 3 Prerequisites: Operator

Whenever a unit you control attacks an enemy and hits(dealing damage) within range of your equipped weapon(s), you may make an Attack via your Ranged or Melee Attack.

When you do so, you add a Destiny Die on your Attack Roll vs that Target.

Virtual Combat

XP Cost: 2 Prerequisites: Operator

You gain +1 to your Ranged and Melee Attacks vs enemies you can simultaneously see yourself and with any one of your controlled units.

That target no longer adds a Destiny Die on Attacks vs you so long as this remains true.

Multi-Camera Angle Combat 

XP Cost: 4 Prerequisites: Operator, Virtual Combat

You gain an additional +3 to your Ranged and Melee Attack Rolls vs enemies you can simultaneously see yourself and with any 3 of your controlled units. 

Your AC is increased by 2 vs targets your controlled units can see / detect.

Multi-Spectrum View 

XP Cost: 4 Prerequisites: Operator

You are now simultaneously aware of all targets and enemies your controlled units can currently see and a simulation of them is displayed on your SIM-Set HUD. 

This effectively allows you to see through walls, have eyes in the back of your head and view things human eyes can't normally see through the sensors and cameras of your controlled units.

You still suffer your normal penalties while using your SIM-Set if something isn’t detected by your controlled units.

Abilities

Simulated Reactions

XP Cost: 5 Prerequisites: Operator

You gain one Robotic Reaction per Bot or Drone you currently control. You can spend Robotic Reactions to use a specific bot/drone’s Reaction to aid you between your turns. They can react to stimuli that you are experiencing, so long as they/their weapons are within range and they have line of sight. 

For instance, if an enemy attacks you with a ranged weapon in melee range while you have a melee weapon equipped or free hands, that would normally allow you to retaliate with your fists or melee weapon. With this Trait any of your controlled bots and drones could also retaliate whenever you could.

Upgrader

XP Cost: 3 Prerequisites: Operator

When you Level Up you may have one of your Bots or Drones you own also Level Up. 

When they do so, they gain 1 XP and Max HP equal to their size(tiny=2,Small=3, Medium=4, Large=5, etc.) + CON Modifier.

The acquired XP can then be spent on Traits, Abilities and Archetypes as if they were a PC.

You can also invest your own XP into the chosen bot / drone.

Backup Personality

(This Trait me Acquired multiple times)

XP Cost: 2 Prerequisites: Operator

You can store a copy of the digital matrix of one of your owned Drones or Bots(Character Sheet / Stats.) If the unit is destroyed, you can download the digital matrix into another bot / drone of suitable size and function.

Digital Resurrection

XP Cost: 4 Prerequisites: Operator, Backup Personality

You can exactly recreate bots and drones you own(ed), using your own engineering and fine motor Skills. 

Cost: 10,000 Dollars / 1,000 Credits(depending on setting) multiplied by the level of the Bot / Drone design. 

Time: 12 Hours multiplied by the level of the Bot / Drone design. 

Engineering or Fine Motor Skill DC: 10 + the level of the Bot Design. 

If you fail to meet or exceed the skill DC your bot / drone is not complete, but the invested funds/parts are not lost. 

You must spend the Time requirement and Roll another Skill Roll to make another attempt.

Controller’s Mount

XP Cost: 3 Prerequisites: Operator

You can now cause your controlled units to support your weight and safely carry you at their standard movement speed / Type. 

You can cause all units supporting your weight to move at their movement speed by expending an Action or Movement.

If you are knocked prone, rendered unconscious or lose the connection to one or more of your transporting units you immediately start falling(if in the air) and suffer from a Hard Landing.

At a standard humanoid weight you can be carried by:

  • 8 Tiny Bots or Drones,
  • 4 Small Bots or Drones.
  • 2 Medium Bots or Drones.
  • 1 Large or Larger Bot or Drone.

Rooted Concentration

XP Cost: 3 Prerequisites: Operator

Once per turn, you can spend your full Movement to grant all of your Controlled Units +2 to all of their Dice Rolls this turn.