Specialist
| Attribute | Details |
|---|---|
| Type | Character |
| Emotion/Logic Number | 1d6 |
| Magic/Tech Number | 1d8 |
| Maximum Major Injuries | 3 |
| Maximum Minor Injuries | 5 |
Specialists strike primarily from the shadows, entering combat and dropping awareness as quickly as possible to confound their foes and give them the advantage. They’re silent, deadly, and incredibly effective against all manner of target—from character to machine. The shadows are a specialist’s best friend, and they will do everything they can to avoid being attacked.
Actions
- Craft
- Drop Awareness
- Heal
- Melee Attack
- Move
- Move in Difficult Terrain
- Move in Low Gravity
- Move in Zero Gravity
- Ranged Attack
- Repair
- Scramble
- Scramble in Difficult Terrain
- Swim
- Tech Attack
Reactions
Level 1 Abilities
Level 2 Abilities
Level 3 Abilities
Level 4 Abilities
Level 5 Abilities
Level 6 Abilities
- Adrenaline
- Shadow Agent ✚ (replaces Shadow Agent)
Standard Inventory
- Credit Chip (roll 1d4 for the wealth score)
- Datapad
- Knife
- Messenger Bag
- Over-the-ear Translator
- Pistol
- Sniper Rifle
- Toolkit
Tactics
- (Level 5+) Begins the encounter with the Masked status, if masquerading as someone else.
- Guards, if they believe they have the AP to spare.
- Moves or scrambles to:
- Uses the Shadow Agent ability, if they’re not perceived.
- (Level 6) Gain adrenaline, if they killed a target.
- (Level 5+) Gains anticipation, if:
- (Level 2+) Inflicts a slow death on the target, if they don’t already have the Periodic Damage status.
- (Level 4+) Inflicts a debilitating strike onto the target.
- Sabotages a machine, if the machine is a big enough threat.
- Overhauls an item, cyberware, or machine, if doing so would give them an advantage.
- Attacks the target, with deadly aim (level 4+) if possible.