Mediators can inspire allies, granting a +2 morale bonus to saving throws, attack rolls, and damage rolls. The mediator must observe the ally for a full round to inspire them. The effect lasts for a number of rounds equal to the mediator's Charisma modifier. An inspired ally can be inspired once per day. Mediators can also relieve allies of conditions like frightened or stunned by using pep talks. They can affect allies equal to their wisdom bonus once per encounter.
Mediators can inspire allies, granting a +2 morale bonus to saving throws, attack rolls, and damage rolls. The mediator must observe the ally for a full round to inspire them. The effect lasts for a number of rounds equal to the mediator's Charisma modifier. An inspired ally can be inspired once per day. Mediators can also relieve allies of conditions like frightened or stunned by using pep talks. They can affect allies equal to their wisdom bonus once per encounter.
Mediators can inspire allies, granting a +2 morale bonus to saving throws, attack rolls, and damage rolls. The mediator must observe the ally for a full round to inspire them. The effect lasts for a number of rounds equal to the mediator's Charisma modifier. An inspired ally can be inspired once per day. Mediators can also relieve allies of conditions like frightened or stunned by using pep talks. They can affect allies equal to their wisdom bonus once per encounter.
Spy: You may choose Mediators can inspire his or her allies,
Tradecraft gear picks as if the mission’s bolstering them and improving their chances of +1 BAB 3rd +2 BAB 6th level +3 BAB 9th level. success. An ally must listen to and observe the Caliber were 1 higher. If the mission is Spookshow Caliber V, you may instead gain 1 Character for a full round for the inspiration to Your experience in the espionage arena has additional Caliber I Tradecraft gear pick. take hold, and the PC must make a Risky taught you many ways to outwit your opponents. check. The effect lasts for a number of rounds Subvert: Before Strategies are chosen equal to the hero’s Charisma modifier. At Levels 2, 4, 6, and 8, you may choose 1 of during each Conflict round of a the following abilities. Each of these abilities An inspired ally gains a +2-morale bonus on brainwash (see page 368), you may may be chosen only once. saving throws, attack rolls, and damage rolls. force your opponent to choose a Complex Substitution: Your ciphers are different Strategy than he chose during The mediator can’t inspire him or herself. The inherently superior. The decryption DC the last round. This ability may not be hero can inspire a number of allies equal to one- of any code you create or request used if he has no other option available half his or her level, rounded down (to a increases by 5. to him. When you use this ability, you minimum of one ally). must also choose a different Strategy Current Dossier: Each time you than you chose during the last round. This can be done once per day. successfully build or request a profile of a special character, you also gain a Wired for Sound: You’re incredibly complete list of the target’s current skilled at concealing items on people. As mission gear (see page 218). a full action, you may make a Sleight of Hand/ Conceal Item check targeting 1 Intelligence Analysis: You may quickly object weighing up to 1 lb. Even a sift through large amounts of data. The successful inspection of the character time required for you to perform upon whom the item is concealed fails to research using a computer decreases to find this object unless the inspector also 1/2 standard (rounded up, minimum 1 scores a threat. minute).
No Worries: Each time you make a skill
check using a piece of Tradecraft gear, Pep talk your error range decreases by 2 Benefit: This can be done once per encounter. (minimum 0). The mediator can relieve the individual of a Schmooze: Your network of supporters condition. Your words can negate any one of the is always growing. You gain a new following harmful conditions affecting a single associate-grade contact. ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. You can affect a Skill Mastery: Choose 1 of your Snoop few people equal to your wisdom bonus. class skills. Your error range with this skill decreases by 2 (minimum 1). Further, when you take 10 with this skill, Inspiration: the amount of time required is not doubled. Explorers Pit Crew: Once per mission, you may Trade-In: Once per mission, you may summon a number of mechanics return a vehicle or mount with which The Field Analyst uses forensic evidence, experts equal to your starting action you’re familiar to your Faction or a street dedicated investigation, and careful dice. Each assistant is a Tier II tool- buyer. You regain all mission gear picks consideration to unravel even the most tangled pusher (see page 454). Per the GC’s used to obtain the vehicle or mount and mysteries. He takes many forms — intelligence discretion, the pit crew helps you in any must immediately request a new vehicle specialist digesting data on the fly, crime scene non-combat endeavor for which they’re or mount costing up to the same number investigator tapping the specifics of murder, skilled and equipped until the end of the of picks. All unspent picks are lost. The even a forensic archeologist committed to following scene, or until one of them fails new vehicle or mount is ready at a unearthing man’s oldest puzzles. Whatever his a Damage save or Morale check, or location of your choosing in 1 hour. You interest, the Field Analyst is exceptionally well suffers a critical injury, at which point the are also considered familiar with the equipped to answer the world’s most perplexing entire crew leaves. If these standard new vehicle or mount. If you use this questions. NPCs make any skill check that requires ability to trade a vehicle or mount from a kit while helping you, they’re assumed your Lifestyle or Possessions, it is to posess 1 appropriate grade I kit (see returned at the end of the current +1 Bab 2nd, +2 4th page 213). mission.
Rough Riding: Your experience with off- Vehicular Instinct: You inflict an
road travel is such that any mount or additional +1d4 damage with each Drivers only ground vehicle you control is considered attack using a vehicle-mounted weapon. Your driving and combat style is a carefully to have the off-road quality (see page With a ranged attack, this bonus balanced collection of well-practiced abilities 294). damage applies only when the target is both behind and beneath the wheel. At Levels 6, located within 1 range increment. 9, 12, 15, and 18, you may choose 1 of the Skill Mastery: Choose 1 of your following abilities. Each of these abilities may be Wheelman class skills. Your error range chosen only once. with this skill decreases by 2 (minimum 1). Further, when you take 10 with this Elbow Grease: You gain a +4 gear skill, the amount of time required is not bonus with all Electronics and doubled. Mechanics checks made to repair an item. Spare Keys: Once per mission, when a vehicle or mount with which you’re Gunnery: You require only 1 half action familiar is lost, killed, or destroyed, you to fire any vehicle-mounted weapon that may reveal that you have a second, typically requires 1 full action or 2 half identical vehicle or mount available. actions to operate. Regardless of your current location, it Most Lethal: The number of action dice takes 1d4 hours to retrieve this vehicle required for you to activate a critical hit or mount. You are also considered with a vehicle-mounted weapon familiar with this duplicate vehicle or decreases by 1 (minimum 0). mount. Technicians check with any of these skills, you never suffer 453). Per the GC’s discretion, the faculty penalties from ability damage, stress, or the team helps you in any non-combat BaB+1 4th, +2 8th level fatigued condition. endeavor for which they’re skilled and Repair equipped until the end of the following Ice Man: When you plug into a security system, scene, or until one of them fails a Mad skillz it becomes your domain. While you’re the Prey Damage save or Morale check, or during a hacking Conflict, the Computer Power suffers a critical injury, at which point the You’re deeply entrenched in the next-generation Rating or Security Power Rating of your system entire team leaves. If these standard world beyond the screen. At Levels 6, 9, 12, 15, increases by 2 (maximum 10). NPCs make any skill check that requires and 18, you may choose 1 of the following Intelligence Analysis: You may quickly sift a kit while helping you, they’re assumed abilities. Each of these abilities may be chosen through large amounts of data. The time to possess 1 appropriate grade I kit (see only once. required for you to perform research using a page 213). computer decreases to 1/2 standard (rounded Improvisation: Every piece of scrap is a up, minimum 1 minute). treasure trove of possibility for you. You Complex Substitution: Your ciphers are inherently superior. The decryption DC of any Skill Mastery: Choose 1 of your Hacker class may, as a full action, improvise any 1 code you create or request increases by 5. skills. Your error range with this skill decreases Common Item out of whatever’s lying by 2 (minimum 1). Further, when you take 10 around without making a Gear check Digital Fingerprints: You recognize other users’ (see page 219). For instance, even on with this skill, the amount of time required is not work at a glance. Each time you encounter the the run through a desert outside a doubled effect of a Computers skill use, you may make a criminal mastermind’s headquarters, you Knowledge check (DC 10 + the skill user’s total Research Project could fashion a mirror to signal passing Computers skill bonus). With success, you Your work spans a variety of fields, allowing you planes, using loose crystals cupped in immediately learn the character’s total to develop unique specialties. At Levels 5, 9, 13, your palm. You may use this ability a Computer’s skill bonus and may identify all other and 17, you may choose 1 of the following number of times per mission equal to effects you’ve encountered that were produced abilities. Each of these abilities may be chosen your starting action dice. by the same character. only once. No Worries: Each time you make a skill Electronics Familiarity: You are familiar with all Elbow Grease: You gain a +4 gear check using a piece of Electronic gear, types of electronic devices, even control bonus with each Electronics and your error range decreases by 2 consoles found deep within enemy lairs. You Mechanics check made to repair an (minimum 0). gain a +1 bonus with all Electronics checks. item. Professional Recognition: Your great Hacker Culture: Your tireless efforts have Electronics Familiarity: You are familiar advances have earned the respect of earned you the respect of other code slingers. with all types of electronic devices, even your peers. The disposition toward you The disposition toward you of any NPC with 8 or control consoles found deep within of any NPC with 8 or more ranks in the more ranks in the Computers skill and the enemy lairs. You gain a +1 bonus with Science skill and a focus that matches Science (Mathematics) focus is automatically all Electronics checks. one of your Science focuses is improved by 1 grade automatically improved by 1 grade. Faculty: Once per mission, you may Hard-Wired: While at work, you concentrate so summon a number of faculty assistants deeply that nothing can shake you. You may equal to your starting action dice. Each choose 3 Hacker class skills. When making a assistant is a Tier II academic (see page Schmooze: Your network of supporters of the object that most closely matches the Intruder: Gear prep; evasion I; bonus feat; is always growing. You gain a new desired function. Only objects that can normally uncanny dodge I. associate-grade contact. be used more than once can be improvised. Scientist: Intense study ×1, ×2; Ph.D. (1 skill); Skill Mastery: Choose 1 of your Scientist bright idea 1/session. class skills. Your error range with this skill decreases by 2 (minimum 1). Electronic devices, special tools, weapons, Scout: Stalker; rough living +1; bonus feat; sneak Further, when you take 10 with this skill, mechanical devices, and more can be built with attack 1 die. the amount of time required is not scientific improvisation. It takes a full-round doubled. Sleuth: Human nature; sources I; little details action to make an object with scientific 1/session; bonus feat. improvisation. The object, when put into use, lasts for a number of rounds equal to the characters Snoop: Flawless search; intuition I; intercept level, or until the end of the current encounter, communication 1/session; bonus feat. before it breaks down. It can’t be repaired. Soldier: Fight on ×1, ×2; fortunes of war I; armor ross-class ability use I. Your diverse training allows you to pick up parts Wheelman: Custom ride; manual adjustment I; of other classes along the way. At Levels 6, 9, 12, driving school; vehicle familiarity +1. 15, and 18, you may choose 1 of the following base class abilities. Most abilities may be chosen You may not choose a cross-class ability you’ve only once; each that is followed by 2 or more already gained from the class you’re trying to grades, however, may be taken multiple times, emulate. If you later gain a class ability you offering 1 grade each time it’s taken (e.g. “×1, already possess as a cross-class ability (e.g. you ×2”). posess the cross-class ability “Soldier: bonus feat ×1” and gain your first level as a Soldier), you do Resourceful not gain the ability a second time, nor is your cross-class ability enhanced. Instead, you may At 2nd level, a technician gains the ability to Advocate: Absolute certainty; behind the scenes I; make another cross-class ability choice. improvise solutions using common objects and networks; by any means. scientific know-how. This ability lets the Field When you gain a cross-class ability that uses "class Explorer: All over the world; bookworm I; bonus Scientist create objects in a dramatic situation level" to determine its effectiveness, you are feat; uncanny dodge I. quickly and cheaply, but that have a limited considered to possess the minimum class level duration. Faceman: 1,000 faces; cold read 1/session; quick required to gain the ability in the class emulated. change 2/session; masks. Actual levels you possess in the emulated class do By spending 1d6 rounds and combining common not stack with this "assumed class level," but if objects with a Craft check that corresponds to the Hacker: ’L337; master key I; trap door 1/session; you gain a number of actual levels in the function desired, the Field Scientist can build a bonus feat. emulated class equal to or greater than this tool or device to deal with any situation. The DC “assumed class level,” your actual levels in the for the Craft check is equal to 5 + the purchase DC class take over, becoming your class level when using the chosen ability.
If the Game Control rules that a base class is not
available in his campaign, then all Pointmen in that campaign lose access to cross-class abilities listed for that class. Likewise, if the GC approves the use of additional base classes from other Spycraft products, other options may become available.