Paramilitary Footman

A Concept Agent for Karbon.

CONCEPT

The Paramilitary footman was an accomplished fighter, part of a mercenary or corporate combat unit before being recruited by the program. Once they were, the trainers of the program saw their potential and raised their abilities to a whole new level. The highlight abilities of the Footman are Fight (with some Savvy too!) and the gear to back that up.

OPTIONS

(4 points)

Body Overhaul: Raise all your immunities one step. At the end of any scene where you have seven or more fortune, you have a 4+ chance of losing one.

Deep Instruction: How did the agent get this special instruction?

ABILITIES

(14 Points, 11 Ability, 3 Training)

CORE

Fight 5 [X]

Prowess 3 [X]

Hand-Eye 3 [X]

Prowl 3 [X]

Guile 2 [ ]

Hack 2 [ ]

SUPPLEMENTAL

Charm 2 [ ]

Standing 0 [ ]

Savvy 5 [ ]

Trickery 0 [ ]

Insight 2 [ ]

Scheme 0 [ ]

GEAR

( 7 points = 69 kcred)

Hypertech Body 3 (Body Overhaul)

Field Silk