====== Paramilitary Footman ====== A [[:karbon:Agent Concepts|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)// * [[karbon:agent_options#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.// * [[karbon:agent_options#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)// * [[karbon:class:diamond_steel#Hypertech Body 3]] (Body Overhaul) * [[karbon:class:armor#Field Silk]] * [[karbon:class:c2_drone#Think Tank]] - //Issue: Depressed?, Type: One rider, Crawler Type.// * [[karbon:class:weapon#TransTech SMG]] * 23 kcred