In a previous post, I introduced my White Box Retrocyberpunk write-up. After getting some opinions on them, I've come to the following revisions:
Enforcer: No revisions
Face: Remove the Face's "skulk" talent.
Neuromancer: Scrap entirely.
Neuromancers still exist in the setting, but they are not playable characters. They are, however, accessible via the hackers contact category.
I have replaced the neuromancer with the infiltrator, a sort of spot hacker/burglar. They don't jack in directly, but rather use devices and tools to manipulate technology. For visuals, see the cover art to Shadowrun 5 or the character Kasumi Goto from Mass Effect 2.
I'm not crazy about the class name, but it will do for now. With the diverse array of talents, the player can decide whether they want to focus on tech,
Part hacker, part burglar, the infiltrator uses stealth, subtlety, and sabotage to remove obstacles to the team.
Level XP Hit Dice BHB ST Contacts Talents
1 0 1 +0 15 2 4
2 1,500 1+1 +0 14 +1 +2
3 3,000 2 +1 13 +1 +2
4 6,000 2+1 +1 12 +1 +2
5 12,000 3 +2 11 +2 +2
6 24,000 3+1 +2 10 +1 +2
7 48,000 4 +3 9 +1 +2
8 96,000 4+1 +3 8 +1 +2
9 192,000 5 +4 7 +1 +2
10 384,000 5+1 +5 6 +2 +2
Infiltrator Class Abilities
Weapon/Armor Restrictions: Infiltrators prefer light, easily concealable weapons, though they may use any light or medium weapon. Infiltrators may wear light or medium armor, but the latter imposes a penalty of -2 to to skulk, climb, or acrobatics.
Saving Throw: Infiltrators receive +2 to any saving throw meant to avoid a trap or security countermeasure.
Sneak Attack: An infiltrator who attacks while skulking or otherwise undetected makes the attack roll at +4 and inflicts double the damage indicated on the dice.
XP Bonus: Infiltrators receive XP bonus for a high intelligence score.
Talents- Similar to the face, the infiltrator has unique talents. These talents are a combination of stealth and hacking techniques. Each talent begins at 1 in 6. At 1st level, the infiltrator receives 4 points to improve their talent scores. A talent that is 6 in 6 only fails if the player rolls a 6 and then another 6 immediately.
*Acrobatics- The infiltrator can perform feats of tumbling and balance, such as walking along a wire, rolling past an enemy in combat, or making a running leap between rooftops.
*Bypass Doors: The infiltrator can crack the security on a door or other barrier. The infiltrator must have tools to do so.
*Climb: Infiltrators can climb sheer surfaces even without the aid of a grapnel or other climbing gear. Failing the roll means the infiltrator gets stuck halfway. Failing a second time means the infiltrator falls.
*Decypher: The infiltrator can use their device to decrypt data or translate languages.
*Detect/Disable Security; The infiltrator can spot hidden cameras, traps, or ambushes. Once detected, the infiltrator can use their device to scramble or disable the countermeasure. Depending on the countermeasure, failure may trip the alarm or trigger the trap.
*Skulk: The infiltrator can move silently or hide in shadows, remaining almost undetectable. (The infiltrator can still be revealed by thermographic sensors, etc)
*Perception: By concentrating, an infiltrator can pick up on faint sounds and minute details such as approaching guards, the hum of a laser security system, etc.