Much as in the case of the Physician class, this class, whose skill-set is taken directly from the existing rules, is meant to fill a hole created by my redefining of the Scout into the Spacer. When I did that, I removed the established
In the course of executing their mission objectives a missions team will frequently need access to areas normally considered restricted, which is fine when your employer grants the team the necessary access, but what about when they haven't or the mission actually has the team working against such restrictions? Enter the Espionteur, whose specialty is getting into places that others want sophonts kept out of!
ESPIONTEUR
Image source ConceptArt.Org |
Under the right conditions, and let's face it - almost every mission presents these kinds of conditions - an expert Espionteur can be worth his weight in platinum. Bypassing security systems (including automated defenses and traps), opening locked doors, drawers and vaults and releasing restricted computer access are just a few of the services an Espionteur provides to a mission team. Including an Espionteur won't remove all the difficulties of a mission, but their do make life easier for the mission team that does!
An Espionteur's skills consist of the following:
- Intrusion (BRN): This is the same as the Scout Skill 'Security' found in the X-PLORERS rule book, page 8.
- Sleight of Hand (QKN): This is the same as the Scout Skill 'Sleight of Hand' found in the X-PLORERS rule book, page 8.
- Stealth (QKN): This is the same as the Scout Skill 'Stealth' found in the X-PLORERS rule book, page 8.
- An elective skill selected from any of the other classes available in the game.
Image source Writeups.Org |
Up next, another new class, borrowed by a forum post by Stibbons.
:Transmission ends]
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