Table of Contents
Insurgent
Insurgent
Behind Enemy Lines
“The cautious are difficult to fool. The confident trick themselves.”
~ Kieran vir Raine, Mercan Insurgent
When was the last time they updated their password? They'd hate for there to be a breach in security. After all, any hacker worth their weight in Bling only needs a single crack in the wall to seize control of an entire operation. They should be wary of any new faces, too. They can never be sure of who they can trust these days. Who knows? An Insurgent may be lying in wait to turn the dials when no one is looking.
As the hybridization of the Delinquent and Mechanic Base Classes, the Insurgent fits the role of the covert hacker, able to break and seize security assets while discreetly operating in hostile territory. The trademark of an Insurgent is the ability to subtly manipulate machines with the assistance of the invisible Sabot Drone Model. An Insurgent is a dexterous technician that relies on quietly influencing nearby machines to alter their odds of success.
Historically Speaking
Insurgents can trace their methods back to a time in history when the Mercan Ariste and their Black Iron Armada rose to naval and aerial dominance over Nairi and Imiri Oceans. The highly trained Insurgent was Vercon's answer to the nautical nuisance cutting into Axian trade margins. Top-paid infiltrators would be sent undercover to assimilate with the crews of famous warships in the Mercan fleet, plotting to destroy the vessel through internal sabotage. Faulty programming, workplace accidents, and the mysterious disappearances of critical crew members became rampant below the decks of even the most influential of princes. Most notably, the Mercan Flagship, callsign of Bellezza, fell into acute engine failure during a flight exercise, sending the warship dashing into an island mountainside, where it remains to this day as a monument to the efficacy of Insurgent tactics. Organizations the world over have been forced to thoroughly keep watch over their personnel, lest an Insurgent be lurking among them.
The Modern Insurgent
Given their technological proclivities, most Insurgents either find themselves in the employ of a powerful entity or part of a resistance cell standing in direct opposition to one. They gravitate toward work that requires an inside eye or extensive auxiliary support for more confrontational team members. Insurgents do their best where they can operate from the shadows of an isolated control room directly wired to the infrastructure of system assets. Modern Insurgents can always turn to a Company if they seek a contract, as they are alacritous hackers, covert infiltrators, and insidious saboteurs. An Insurgent often finds themselves in a career with a hacker, spymaster, or technician role. Unscrupulous Insurgents breach critical security features of civilian infrastructure, turning what was once a trusted defense into a deadly threat.
Class Features
The Insurgent’s Class Features are built around secretly securing control over machines and security assets, commanding an invisible Saboteur Drone, and destroying machines. The Insurgent Class benefits from having high Will, Charm, and Skill Attributes.
Vitals
Hit Points Per Rank: +6
Action Points Per Rank: +5
Equipment Training
Weapons: Launcher, Light Melee, Lumen Driver, Matrix Controller, Omni Kit, Sidearm, Thrown
Armor: Cloth Armor, Light Armor, Energy Shield, Light Shield
Elements: Biotic, Cryonic, Electric, Pyrotic
Class Abilities
At Insurgent Rank One (1), a Character receives the following pair of Class Abilities:
Innate Class Abilities: Deception/Electronics
They gain a bonus to Class Ability Checks equivalent to half (½) of their Insurgent Rank. An additional Class Ability from the following list is chosen at Insurgent Ranks Three (3), Five (5), and Seven (7):
Selected Class Abilities: Acrobatics, Culture, Engineering, Investigation, Perception, Stealth
Insurgent Ranks
When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.
Insurgents benefit from a high Will Attribute, enhancing multiple Class Features such as Interloper, enhancing their Force Armor, extending the Duration of their Effects, improving Initiative, and increasing their Apothicine, Investigation, Nature, and Perception Ability Checks. Insurgent players can also benefit from a high Skill Attribute, enhancing Class Features such as Black Hat, their Ranged Attacks, their Physical Armor, their effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks. Insurgent players could also see benefits from investing in their Focus Attribute, enhancing their Cast Attacks, providing a bonus to their pool of Action Points, allowing for more Action Slots, and benefiting their Arcana, Electronics, and Engineering Ability Checks.
Rank-by-Rank Attributes/Features
Rank One (1). Will (+2), Power (+1), Skill (+1)—Industrial Espionage, Master Drive Protocol
Rank Two (2). Pick (+1), Charm (+1)
Rank Three (3). Focus (+1), Will (+1)—Drone Model: Sabot
Rank Four (4). Pick (+1), Grit (+1)
Rank Five (5). Skill (+1), Focus (+1), Will (+1)—Interloper
Rank Six (6). Pick (+1), Charm (+1)
Rank Seven (7). Focus (+1), Will (+1)—Black Hat
Rank Eight (8). Pick (+1), Grit (+1)
Rank Nine (9). Power (+1), Skill (+1)
Rank Ten (10). Will (+2), Skill (+1), Focus (+1), Charm (+1)—Self-Destruction Sequence
Industrial Espionage
Beginning at Insurgent Rank One (1), the Insurgent may perform Sneak Attacks using an equipped Omni Kit or Matrix Controller as a Cast Attack. The Insurgent can negate a successful Sneak Attack against a machine to instead apply an automatic success of Digital Collar against the target, seizing immediate control with the Possession Miscognition. Additionally, utilizing a Matrix Controller to directly Attack from a Possessed or Bound Machine against a target vulnerable to Sneak Attacks inflicts Sneak Attack Damage.
Master Driver Protocol
Beginning at Insurgent Rank One (1), machines that have been Possessed or Bound by the Insurgent do not appear to be compromised until issued a Command by the Insurgent. They continue to follow their typical protocols and accept other routines until activated by the Insurgent. The Insurgent can activate machines in such a way as a Free Action. The Effect Duration of the Digital Collar does not start until the Insurgent activates the Master Drive Protocol to seize control of the machine.
Drone Model: Sabot
Beginning at Insurgent Rank Three (3), the Insurgent gains access to the subversive Sabot Drone Model. The Sabot Drone receives the Privacy Cloak Drone Upgrade as a free enhancement, making it impossible to see with the naked eye. Ability Checks to detect the Sabot Drone are made at a penalty (-20). The Sabot Drone allows the Insurgent to access any terminal or system asset within their Matrix Controller Range using an Electronics Ability Check. Additionally, the Sabot Drone can silently facilitate Digital Collar to seize control of machines within their Matrix Controller Range while Hidden through Stealth.
Interloper
Beginning at Insurgent Rank Five (5), the Insurgent is no longer required to make Electronics Ability Checks to access the Correspondence, Database, or Surveillance Prompts from a Terminal they already have accessed. The Insurgent gains a Style Enhancement bonus equivalent to half (½) of their Will Attribute to any Charm-based Ability Checks to pose as a faction, group, or organization member. Changes made by the Insurgent to a System Network are no longer traceable or identifiable without an Electronics Ability Check exceeding the Insurgent’s Electronics Ability Check to create the change.
Black Hat
Once at Insurgent Rank Seven (7), the Insurgent may hack as a Standard Action instead of a Full Action. The Insurgent gains a Precision Enhancement bonus equal to half (½) of their Skill Attribute to Electronics and Engineering Ability Checks to disable a device.
Self-Destruction Sequence
As a Master Insurgent, at Insurgent Rank Ten (10), while in control of a machine or system asset through Digital Collar, the Insurgent can engage the machine’s Self-Destruction Sequence as a Full Action. At the time of activation and the end of each Round, the machine must attempt a Force Save that exceeds the Insurgent’s Force Impact set by Digital Collar. On the third (3rd) consecutive failed Force Save, the machine or system asset explodes, instantly Destroyed , and inflicting heavy Pyrotic and Piercing Damage to anyone within a Radius equal to half (½) of the Insurgent’s Will Attribute from the Self-Destructing machine.
Anyone caught in the blast suffers 1D8 Pyrotic and 1D8 Piercing Damage per point of the Insurgent’s Will Attribute. A Physical Save against the Insurgent’s Force Impact from Digital Collar cuts any damage in half (½). Unaware targets are not afforded a Physical Save, suffering Insurgent’s Sneak Attack Damage in addition to the other effects of the blast.
If the machine succeeds at its Force Save, the Self Destruction Sequence count resets to zero (0), and it breaks free from the Insurgent’s control. The machine may still receive and act on Commands and assume typical functions while undergoing the Self Destruction Sequence, even without raising the alarm or drawing attention to itself. The Self Destruction Sequence ends if the Insurgent loses control of their target.
Insurgent Perks
Code Violation
Prerequisite: Industrial Espionage
Your Omni Kit Training grants access to Light Melee Weapon Heroics of equal Equipment Rank.
Behind The Curtain
Prerequisite: Master Drive Protocol
Issuing Commands from your Matrix no longer affects your Stealth Ability checks.
Prowler Field
Prerequisite: Drone Model: Saboteur
Your Saboteur Drone’s Invisibility is shared with Targets of your Drone Assist.
Open Surveillance
Prerequisite: Interloper
You can personally access a direct feed of any Security Asset at will, such as a Camera linked to a System you have Accessed for as long as a System Access Point, such as a Terminal, is within your Driver Weapon Range.
White Hat
Prerequisite: Black Hat
Your Black Hat Bonus applies to any Investigation or Perception Ability Checks.
Countdown
Prerequisite: Self Destruction Sequence
The Targets of your Self Destruction Sequence are no longer reset with a successful Force Save for as long as you have Possession.
Insurgent Heroics
Sleep Mode
Prerequisite: Insurgent(Rank 1)
AP Cost: 10
Action Type: Standard Action
Range: Driver Range
Effect Duration: Minutes
As a Standard Action, you can utilize an equipped Effective Driver Range to force a Target Machine into a Sleep Mode, inflicting the Sleep Miscognition for the Effect Duration. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition.
Accusation
Prerequisite: Insurgent(Rank 2)
AP Cost: 20
Action Type: Interaction
As a part of an Interaction, while posing as a member of an organization, you can attempt a Deception Ability Check to Spread Rumors by making a glaring accusation against a Target to reduce their disposition with other members of their organization. Witnesses will be required to pass an Investigation Ability Check to see through your deceit.
Hijack
Prerequisite: Insurgent(Rank 3)
AP Cost: 30
Action Type: Standard Action
Range: Matrix Range(Radius)
As a Standard Action, you can utilize your Matrix to command your Saboteur Drone to seize direct control of a Machine through the Possession Miscognition. You can maintain control of the Machine for as long as your Drone remains attached to the Target. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition.
Industrial Accident
Prerequisite: Insurgent(Rank 4)
AP Cost: 40
Action Type: Interaction
Range: Matrix Radius
As a part of an Interaction, you can attempt an Engineering Ability Check to utilize your Saboteur Drone to trigger an Environmental Hazard within your Effective Matrix Radius to create Difficult Terrain. Any Damage dealt as a result of an Environmental Hazard will also include your Sneak Attack Damage.
Dirty Bomb
Prerequisite: Insurgent(Rank 5)
AP Cost: 50
Action Type: Interaction
Range: Half(½) Will Attribute
As a part of an Interaction, you can attempt an Electronics Ability Check to utilize your Saboteur Drone to rig a Device to explode upon its subsequent use. The next time the Device is used, it explodes, inflicting 1D8 Electric and 1D8 Pyrotic Damage for every Point of your Will Attribute to all Targets within a Radius equal to Half(½) of your Will Attribute. Additionally, affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½).
Signal Jammer
Prerequisite: Insurgent(Rank 6)
AP Cost: 60
Action Type: Ritual(One)
As a Ritual at an Archive Link during a Rest Period, you can spend One(1) Hour attempting an Electronics Ability Check to craft a Signal Jammer that can be stored in your Inventory. While in your Inventory, the Signal Jammer disrupts any communications Devices within your Effective Matrix Radius until your next Rest Period, when its battery expires.
Valve Control
Prerequisite: Insurgent(Rank 7)
AP Cost: 70
Action Type: Interaction
As a part of an Interaction, when attempting an Electronics Ability Check to open or lock a door controlled by an electronic lock.
Haywire
Prerequisite: Insurgent(Rank 8)
AP Cost: 80
Action Type: Standard Action
Range: Matrix Range(Radius)
Effect Duration: Until Repaired
As a Standard Action, you can command your Saboteur Drone to disable the IFF Sensor in a Target Machine within your Effective Matrix Range to inflict the Outlaw Miscognition for the Effect Duration. The Target can attempt a Force Save against your Force Impact to Negate the Miscognition.
Flex Key
Prerequisite: Insurgent(Rank 9)
AP Cost: 90
Action Type: Ritual(Four Hours)
As a Ritual at an Archive Link during a Rest Period, you can spend Four(4) Hours to Craft a unique fluctuating Digital Passport that you can carry with you in your Inventory. Your Flex Key can store a number of credentials equal to your Will Attribute, functioning as a Master Key allowing access to any appropriate System Network with your variety of stored credentials occupying a single Inventory Space.
Killswitch
Prerequisite: Insurgent(Rank 10)
AP Cost: 100
Action Type: Self Destruction Sequence
As an Alternate Use of your Self Destruction Sequence Class Feature, your Target must only fail a single Force Save before Self Destructing.