Troubleshooter
Difficulty: ★★★ Challenging
Whether you’re a freelance agent or a career operative, the most powerful organizations are always in need of discrete representatives to address their most… troublesome… concerns.
In your story, a Troubleshooter might be…
• A blunt instrument of the state entrusted with a license to kill
• A trusted co-conspirator with the skills to intervene when bad things are about to happen
• The escaped tool of a hideously intense conditioning program who now fights for his own causes
• A fierce individualist of distinctive Talents recruited to take on threats outside the view – and reach – of the old guard
In your story, a Troubleshooter might be…
• A blunt instrument of the state entrusted with a license to kill
• A trusted co-conspirator with the skills to intervene when bad things are about to happen
• The escaped tool of a hideously intense conditioning program who now fights for his own causes
• A fierce individualist of distinctive Talents recruited to take on threats outside the view – and reach – of the old guard
You’ll be able to claim and exchange Tradecraft Talents so be sure to familiarize yourself with that Talent tree (page 106). You have one of the most flexible class abilities in the game with Jack-of-Trades, so you’ll find yourself spending more time reading over this chapter than most. Finally, your approach to combat relies on having the Upper Hand, requiring careful management to make the most of it before your bonuses collapse.
Power: Covert Action
You are the classic superspy, combining anonymity, terrifying combat acumen, and a certain sinister grace.
Party Role: Wildcard/Combatant
There’s a lot of variety amongst Troubleshooters. But in the end, you always have to be able to win the fights you provoke. Win them quietly in most cases.
Building a Troubleshooter:
Dip into Troubleshooter to strike decisively and without warning. Commit to Troubleshooter to dominate the opening moments of most fights while polishing any rough edges you have. Jack-of-Trades makes the Troubleshooter one of the most powerful of all base classes for multi-classing, able to mix-and-match while still reaching the grade III ability of any other base class.
Class Features
Requirements:You must have the Concealed Weapons, Sidearms, or Longarms weapon proficiency or one of their focuses.
Favored Attributes: Grace, Cunning
Max Luck per level: 6 + Determination modifier
Skill Rank per level: 6 + Cunning modifier
Class Skills:Acting, Charisma, Expertise, Leadership, Profession, Stealth, Vigilance
Class Abilities
Spooky: (prologue)
Make a list of four Tradecraft Talents, avoiding any Destiny or Uncopyable Talents. Once per session as a free action, you may reveal your advanced tradecraft, gaining your choice of one of these Talents as a temporary Talent until the end of the current session. You may spend 3 Twists to exchange this Talent for another Talent from your list at any time.
If you later gain any of these Talents as a permanent talent, you may choose a new Tradecraft Talent to replace it, with the same restrictions.
Face in the Crowd:
You are a master at moving through public spaces unseen. At Level 1, you gain formidable Acting and may make Profession & Stealth checks using your Grace modifier.
(Whenever you roll a 1-9 on an Acting check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill Talent instead.)
In Cold Blood: At Levels 2 and 11, your attacks gain 10 points of Execute Damage and once per scene per character you may force an enemy to reroll a successful attack against you. You may not force enemies to reroll natural 20s.
(Execute Damage is added to your normal damage when attacking characters IF the added damage would be enough to defeat the character.)
Upper Hand:
When you’ve got it, you try real hard to keep it... At levels 3, 6, 9, 12, and 15, you gain a +1 bonus to attack rolls, melee/ranged damage rolls, initiative rolls, and Defense while you have your maximum Luck and Wounds.
These benefits extend to vehicles you are operating if you have your maximum Luck and Wounds and the vehicle has no destroyed sections.
Jack-of-Trades:
At Levels 4, 8, and 12, you choose your class ability from the following list. If you later gain that ability from another class, you may re-choose your Jack-of-Trades ability. Tiered abilities must be taken in order and you may choose them repeatedly up to the listed number of tiers. Otherwise, each ability may be chosen only once. If an ability’s benefits are keyed to “your Class Level”, it now refers to your Troubleshooter Class Levels.
Troubleshooter Talent:
At Levels 5, 7, 9, 11, 13. and 15, you gain an additional Covert, Style, or Tradecraft Talent.
Anytime, Anywhere:
At Level 10, you gain either formidable Survival or formidable Tactics.
(Whenever you roll a 1-9 on a formidable skill check, turn the die to ‘10’. If you gain the same formidable skill a second time, you gain a Skill Talent instead.)
Nobody Does It Better:
There comes a point where it’s obvious that your luck isn’t luck. At level 14, each time you roll a 1 on an attack, save, or skill check turn the die to ‘20’. This is considered a natural 20. .