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bionic_agent_advanced_class

Bionic Agent (Advanced Class)

A Bionic Agent is more than a character who has some cybernetic devices-she's someone who has accepted cybernetics as an integral part of her body and her life. Bionic Agents are often experienced adventurers or soldiers who have suffered terrible accidents (crashing a test plane, being caught in an explosion, falling from a great height, or suffering exposure to intense radiation) that leaves them barely alive and requiring extensive cyber-surgery to survive. Because of their value as agents, the wrecked remains of Bionic Agents-to-be are assembled using the most advanced technology their allies or employers can afford.

Bionic Agents are one part super-spy and one part unique troubleshooter. They are equipped with tools and abilities not available to less advanced cybernetic agents, and thus used in situations others can't handle. Some Bionic Agents are free agents, using their abilities to right the wrongs their new found powers let them tackle, but most work for an agency or group, and might be such groups' greatest secret weapons. In extreme cases, Bionic Agents are even retooled for important missions, receiving upgrades or whole new cybernetic systems to help deal with a specific threat (most often thanks to one or more cyberport implants).

The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible.

Requirements

To qualify to become a Bionic Agent, a character must fulfill the following criteria.

Skills: Climb 6 ranks, Spot 6 ranks.

Feats: Cybertaker, Toughness.

Implants: A Bionic Agent must have no fewer than three cybernetic implants, at least one of which must be an enhancement and all of which must be of a PL equal to or higher than the campaign PL.

Class Information

The following information pertains to the Bionic Agent advanced class.

Hit Die: 1d10

Action Points: 6 + one-half character level, rounded down, every time the Bionic Agent attains a new level in this class.

Class Skills

The Bionic Agent’s class skills (and the key ability for each skill) are:

Balance (Dex), Climb (Str), Computer Use (Int), Concentration (Con), Drive (Dex), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Pilot (Dex), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level: 4 + Int modifier

Class Features

The following features pertain to the Bionic Agent advanced class.

Bionic Tolerance

A Bionic Agent gains increased tolerance to cybernetic devices, allowing her to increase the total number of implants she has without penalty. At 1st level, a Bionic Agent gains one additional implant slot at any one location, and implants placed in this slot do not count toward her maximum. A Bionic Agent gains an additional implant slot at 4th and 8th level.

Integrated Systems

A Bionic Agent becomes comfortable with her cybernetic devices and can use them more easily and smoothly than a typical cyborg. When using a cybernetic weapon, a Bionic Agent gains a +1 bonus on attack rolls and damage rolls against targets within 30 feet. When using a cybernetic device that grants access to a skill or gives a bonus on one or more skills, a Bionic Agent gains a +1 bonus on checks with the relevant skill. At 7th level all these bonuses increase to +2.

Bonus Feats

At 3rd, 6th, and 9th level, a Bionic Agent gains a bonus feat. The bonus feat must be selected from the following list, and the Bionic Agent must meet all the prerequisites of the feat to select it.

Acrobatic, Alertness, Athletic, Cautious, Cybernetic Weapons Proficiency, Cybertaker, Endurance, Great Fortitude, Improved Damage Threshold, Improved Initiative, Lightning Reflexes, Nimble, Renown, Run, Toughness.

Maximized Systems

At 5th level, whenever a Bionic Agent spends 1 action point to improve a die roll regarding an action taken with a cybernetic system, she rolls an additional 1d6. She can then select the highest die roll to add to her d20 roll.

Bionic Mastery

At 10th level, a Bionic Agent can take 10 any time she makes a skill check with a skill she gains from an implant, or that gains a bonus from an implant, even if stress and distraction would normally prevent her from doing so. A Bionic Agent becomes so accomplished in the use of her skill-enhancing implants that she can use them reliably even in adverse conditions. Any attack made with a weapon in a cybernetic weapon mount or a cybernetic limb, and any skill check that is granted by or modified by a cybernetic implant, qualifies for this ability.

Advancement Table: The Bionic Agents

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st

2nd +1 +3 +3 +0 Intgrtd Systems +1 +1 3rd +2 +3 +3 +1 Bonus Feat +2 +1 4th +3 +4 +4 +1 Bionic Tolerance +2 +2 5th +3 +4 +4 +1 Max Systems +3 +2 6th +4 +5 +5 +2 Bonus Feat +3 +2 7th +5 +5 +5 +2 Intgrtd Systems +4 +3 8th +6 +6 +6 +2 Bionic Tolerance +4 +3 9th +6 +6 +6 +3 Bonus Feat +5 +3 10th +7 +7 +7 +3 Bionic Mastery +5 +4

bionic_agent_advanced_class.txt · Last modified: 2021/12/04 00:39 (external edit)