Solos – Bodyguards and assassins
Special Ability: Combat Sense
Bonus on Awareness and Initiative equal to your level in the Combat Sense skill
Nomads - Travellers
Special Ability: Family (INT)
+2 - get several of Pack to help
+7/+8 - make major pack decisions
+10 - Pack leader
Techies
Special Ability: Jury Rig
Temporarily repair or alter anything for 1D6 turns per level of skill. Not a permanent repair. After elapsed time, the jury rig will break down.
MedTechie
Special Ability: Medical Tech (Tech)
Stabilize a patience Medtech + tech + D10 vs points of damage
Fixers - They can 'find' things
Special Ability: Streetdeal (Cool)
+3 - get you contacts for weapons, tools or minor illegal ops
+5 - penetrate the secrets of all but the most powerful crime families
+9 - Mafia crimelord |
Rockerboys/girls – Musicians
Special Ability: Charismatic Leadership
+3 - Nightclub
+5/+6 - Concert
+9 - Mesmeric ability - can control armies
Medias - Reporters
Special Ability: Credibility (INT)
+3 - Convince most people of m inor scandals
+5/+6 - convince local officials of military atrocities and other front page stuff
+9 - successfully expose a scandal of Watergate proportions
Cops
Special Ability: Authority (COOL)
Higher your authority, the more able you are to face down criminals
Corporates
Special Ability: Resources
+2 - Access to a company car
+6 - use the Company jet or hire a Solo team
+9 - access to all levels of the corporation and requision almost any Company resource
Netrunners - Hackers
Special Ability: Interface |