Not everyone is blessed with magic. In fact, most people possess no magic of any kind. Those people need to get by on their wits, which isn't enough. Fortunately, mercenaries cheat with a combination of state of the art cyberware, and the deadliest weapons they can get their hands on. Mercenaries are prepared for anything, and almost always have the right tool for any job.
All mercenaries possess a cybernetic harness, which is wired directly into their nervous system. This allows them to add various modules and cybernetic enhancements, some of which can be customized mission to mission.
Hit Points: 20
Initiative: 3
Catalyzations: 0
Spell Pool: 0
Skills
Melee 3
Ranged 3
Athletics 3
Perception 2
Mage Killer
Mages have murdered billions, and humanity isn't taking it lying down. Ternus commissioned a special unit designed specifically around hunting and eliminating enemy casters on the battlefield, and over the past two decades the program has expanded to the populace at large.
Mage killers are cybernetically enhanced to increase their speed, strength, and stealth, with the goal of eliminating mages before they are even aware of the mage killer's presence. Mage killers are tough, but despite their name are somewhat vulnerable to magic, which is why it is so important to get the drop on their foes.
Mastery
The mage killer gains both melee and ranged as masteries.
Extra Skills
The mage killer gains Stealth 3.
Assassinate
If the target is unaware of the mage killer, then the mage killer gains edge on all attacks for that round.
Arsenal
The mage killer begins play with an array of cyberware. They may choose two of the following:
Stealth Generator- Creates a field around the character that bends light and muffles sound. The character gains edge on all stealth tests while the field is active.
Magic Inhibitor- The character's skeleton is reinforced with an alloy that inhibits magic. This grants the character an unusually high resistance to magic, but also applies to magical healing. Increase the threshold of all spells targeting them by 2.
Cyber-senses- The character's eyes and eardrums have been replaced with cybernetic systems. They gain edge on all perception checks, and cannot be caught unaware by attackers.
Augmented Reflexes I- The character gains +1 agility, and +1 dodge. These bonuses may exceed racial maximum.
Augmented Strength I- The character gains + 1 strength, and +1 athletics. These bonuses may exceed racial maximum.
Reinforced Skeleton I- The character gains +1 fortitude, and + 1 brace. These bonuses may exceed racial maximum.
Equipment
Mage killers begin play with a Mark VII Ternus Assault Rifle, 6 magazines of explosive rounds, 4 frag grenades, a set of environmental body armor, and a set of cybernetic spurs that do 4 base damage and have 1 armor penetration.
Captain
Captain's are so named because each possesses a vessel that they are the captain of. Most captains are dead broke, and always looking for their next job. Most also wear brown coats for some reason. Their vessels require constant upkeep, fuel (unless they are lucky enough to possess a spelldrive and a mage), and repair if they are getting into combat.
Fortunately, captains are adept pilots, skilled negotiators, and shrewd merchants.
Mastery
The Captain gains Piloting and Negotiation as masteries.
Extra Skills
The Captain gains Piloting and Negotiation at 3.
Proof of Title
All Captains gain a Mark III fighter, corvette, or freighter of their choice. This belongs to them free and clear, with no credits owed to any bank. Such vessels are extraordinarily rare, and are worth several million credits. They are genetically bonded to their owners, and nearly impossible to steal.
Contacts
Any time a captain reaches a new port or world they may make an intuition check. One or more successes indicates that they know someone on that world with who they've had a good working relationship in the past.
Equipment
Captains begin play with a Harry’s Pump Action Shotgun Mk V, 4 magazines of explosive rounds, and a set of NTM Cavalier Light body armor.
Comments