7
‘help Molly! a
allies are carrying out (4 7
this order, they receive a
+1 10 all rolls related 10
carrying out the order WY)
(at the GC's diseretion).
‘At ath level, this bonus is
increased (0 42, and at
16th level, this bonus is
Increased 10 +3, Finally, for
every 4 levels the pointman
‘seins after 4th level (at ath, 120,
tc.) he may issue an additional order
per session,
Cross-class Ability: At Gth level, the pointman
ains one ability from a class listed below. An ability
followed by texi such as *I/session, 2jsession” may be
taken multiple times, gaining the improvements listed
afler cach “upgrade,
Faceman: Linguist: cold read 1/session; quick
change session, 2/session; backup 1/session.
‘Furer: Procure; evasion (no damage on save); sneak
attack +146, +216; uncanny dodge (Dex bonus to Def).
Snoop: Flawless search; intuition 1/session; back
door x1; Jury-rig +2, 43.
Soldier: Bonus feat x1, x2: damage reduction 1!
armor use +1,
Wheelman:
familiarity +1, 42
Serendipity: At 10th level, once per session, an item,
person, lucky break, or bout of inspiration comes to the
leaun’s rescue, just when they need it most. During times
of crisis, the GC may, without « prompt from the
Pointman, introduce an element to help the team.
Daredevils kick start 1/sesston:
Some examples are a contact (with information equal t0
a successfl favor check of 20 or less}, @ hint (as if the
pointman tad succeeded with an inspiration check at
DDC 20), a piece of gear (RP cost equal to the pointman's,
level), a gadget or vehicle (GP cost equal to half the
pointman’s level), of critical success with a skill check
(even if the pointman didn't make one). Regardless of
the effec, this ability implies sudden and unexpected
fortune, and the GC should strive to keep his
serendipitous assistance fresh and inventive
‘The pointman may ask for his lucky break at any
time, though the GC may refuse by offering
the pointman two action dice instead
This ability is considered to be used
if the pointman accepts the dice,
and the pointman does not
cam experience for gaining
2 these action dice.
‘At 20th level, the GC
may introduce up to
r two lucky breaks per
‘Strategy: Beginning
at 14th level, once per
game session as a free
action, the pointman
may activate this ability
at the start of a combat
round, All alles within line
of sight who can hear the.
pointman's voice (including the
pointman himself) gain one extra half
action this round, An individual may only
benefit From this ability once per round.
Sno0P__
The snoop is the master of gathering and analvzing
dats. He is tained in computer hacking, eryplography,
and electronic counter-measures. Without a snoop 01
the team, vital pieces of information are almost certain
te be overlooked,
Abilities: Snoops. emphasize Intelligence. With so
‘many skills to buy as they gain levels, they need all the
skill points they can get. Also, many of their skills are
based on Wisdom, making it important as well
Vitality: Idd plus Con modifier per level
Class Skis
The snoop's class skills and Key abilities are listed
below (see page 40 for skill descriptions)iw
+10
ae Sell
Appraise
Bureaueracy
Computers
Concentration
Caaf
Cryprogrphy
Cultures
Diplomacy
Diver
Electonics
Fist id
Gather Inforn
Hae
Hobby
Krowiedge
Languages
Listen
Mechanies
Move Silently
Profession
Read Live
Searen
Sense Motive
Spot
Sunitance
40
a
n
4
2
2
42
4
8
3
44
rr)
a)
48
45
46
+6
46
tion
Ref
save
4“
2
pr
2
8
3
4
4
“4
+s
45
46
46
46
Be)
"7
bts
+8
THE SNOOP
Def Init Bug Cady
Bon Bon PIs_Pts_——_Specal
44121 Starting Feats, astute,
flowless search
9292 2 IntutonYsesion
263 Svein 2
2324 ack door
2H 10 rig as
3454412 Special atility
eG Sayrig
4 46 4518 Backdoor
Hh 47 4518 8 urn 48, special abity
45 +846 20 10___Masterenacker hesion
+497 Imation session jur-rig +6
15 4104724 12___—Back door sperial a
158 8 Surrig a7
46 411482814 —_Ghobal searen
S769 3D 15g 48, special abty
1733102 16___—Back door
$e unig 48
48s st 3818 Special atility
45s ants Intuition afsession,
luryrig +10
4961841720 —Bacedoor
master cracker 2sesion
Key Ability Skil Points at 1st level: (8 + Int modifier) > 4
Int ‘Sil Points at Each Additional Level: 8+ Int modifier
Cha 3
Int Ciass FEATURES
Wis {Al of the following are lass features ofthe snoop.
a sl iets nein bees ae
si lowing feats.
ms ‘Anmor Proficiency (Light)
ie Weapon Group Proficiency (Melee)
oe Weapon Group Proficiency (Handgun)
Wis ‘Astute: Whenever the snoop spends an action die to
ha auld to an Intelligence-based skil cheek, (wo dice are
Dex added instead of one (eg. a Ist-level snoop's bonus of
1d4 becomes 244). This isthe snoop's core ability.
Flawless Search: When rolling 2 Search or Spot
check 10 find clues or other Important information,
the snoop may never complete fail unless he rolls an
crror (sce page 39). Even when an error i rolleé, the GC
rust spend two action dice to activate a critical failure.
The snoop normally finds at least one clue, ora vague
piece of information ~ if ether exists to be found.
Intuition: Starting at 2nd level, once per game
session asa fre action, the snoop can have the GC give
him a hint about how to use a clue or piece of informa-
‘on the team has discovered (eg. “the text appears to be‘written in an old Babylonian religious seri". At 1ith
and 191h level, che snoop can use this ability one ad
tional time per game session.
Jury-ig: Starting at rd level, the snoop gains @ +2
competence bonus with Computers or Electronics checks
made to attempt temporary or jury-rigged repairs.
(Sce the Compuers end Electronics stil descriptions for
‘more injormation on temporary repairs.) This bonus
increases by +1 every 2 levels after 3rd.
Back Door: Upon reaching ath level, the snoop may
select one computer system on which he hes previously
hacked the root account (see the Computers skill, page
44), He has managed to install a back door in this
Computer system, allowing, him unlimited access to i
without requiring further Computer chects. For every 4
levels afer 4th, the snoop gaias one aditional back
door. He may save his back doors, leaving them
unassigned, 2s long as he wants. Additionally, the snoop
may move any of his back door slo to a different
system at any die, as long as he has hacked the new
system's root account. However, once he has removed a
Vack door from a system, the snoop must hack that
system's root account again before he can re-install a
back door in it
Special Ability: At 6th level, and every 3 levels
thereater, the snoop scceives one of the following
abilities of his choice.
Comb the Strets: Once per game session, the snoop
‘may locate someone within the Hoal city using elder a
physical description or a current ID. This takes one day
for each level of the target. This