Cyberninja

*The cyberninja could be anything from a young cracker who found a gene mod or two, to a half cybernetic professional assassin. Cyberninjas rely on stealth and skill, and use a wide variety of self-made gadgets to avoid detection. Although perfectly capable of using guns and explosives, cyberninjas usually favor more precise melee weaponry, preferably small bladed things. To a skilled cyberninja, no security system can hold them out, no tracking technology can spot them, and no target is safe from ambush.*

## Description

Cyberninjas are the most stealth-focused of all the classes. Although the stealth skill is available to all characters, cyberninjas further augment their sneakery with technological doo-dads that let them walk on walls, disrupt security equipment, form optical illusions, and so on. Playing a cyberninja requires a tactical approach, as they are fairly weak in direct combat scenarios. Planning ahead can yield great results, however - both for the individual player as well as the cell.

## Class features

**Class skills**

* Security
* Tinkering
* Stealth

### **Level 1**

**Magnetic Upgrade**

*When equipped, allows the user to climb and cling on to any metal surface, even upside-down.*

**Enhanced Acrobatics Upgrade**

*Allows the user to jump higher, leap longer, and move faster.*

**Impact Compensation Upgrade**

*Allows the user to fall further through the air without taking damage.*

**Assassination Upgrade**

*Allows the user to ignore armor when making melee attacks on targets unaware of user's presence.*

**Zoom Optics Upgrade**

*Allows the user to zoom their vision as if they had a scope.*

### **Level 2**

**Smoke Bomb**

*When thrown, creates a field of smoke roughly five meters high and five meters wide.*

*Materials cost 2c.*

**Flashbang**

*When thrown, creates a bright, disorienting flash, accompanied by a loud noise.*

*Materials cost 2c.*

**Audio Projector**

*Small metal device with a strong magnet that can be activated remotely. Can record, store, and play any one sound. Recording cannot be overwritten.*

*Materials cost 4c.*

**Cell Regeneration Upgrade**

R*emoves the user's need for sleep. Long periods without sleep may affect the user psychologically.*

**Automatic Pathfinding Upgrade**

*Allows the user to find directions to a specific, known place. Unreliable in areas lacking in general technological presence.*

### **Level 3**

**Chameleon Upgrade**

*Allows the user to become invisible, but only when standing completely still.*

**Laser Cutter Upgrade**

*Installs a tiny laser cutter at any one fingertip. Allows for extremely precise cutting. Too small to be used as*

*a weapon. Multiple laser cutters in one skeleton would be unstable.*

**Precision Blast Package**

*Remotely actived explosive made for precise destruction. Unsuitable for combat purposes.*

*Materials cost 3c.*

**Precision EMP Package**

*Remotely activated EMP made for precise destruction of electronic hardware. Attaches magnetically.*

*Materials cost 4c.*

**Analysis Optics Upgrade**

*Allows the user to scan most items by looking at them.*

### **Level 4**

**Night Optics Upgrade**

*Allows the user to toggle night vision.*

**Heat Redirection Upgrade**

*Allows the user to survive extreme heat and cold. Also makes user invisible to heat detection devices.*

**Rebreather Upgrade**

*Allows the user to breathe for several hours without access to clean oxygen.*

**Self-Repair Upgrade**

*Allows the user to spend one turn recovering from being hurt. The process becomes interrupted if the user is attacked whilst repairing.*

**Visual Projector**

*Small metal device with a strong magnet that can be activated remotely. Projects a copy of the user in a dynamic stance that the user may change at will.*

### **Level 5**

**EMP Blast Upgrade**

*Allows the user to unleash a large and powerful EMP blast, disrupting or outright destroying any nearby electronic equipment. However, also inflicts 1 wound on the user, without an armor save.*

**Ambidexterity Upgrade**

*Allows the user to dual-wield without any penalty to weapon checks.*

**Blink Upgrade**

*Allows the user to dodge incoming shots.*

**Heat Optics Upgrade**

*Allows the user to toggle heat vision.*

**Hostile Takeover Upgrade**

*Allows the user to reprogram any deactivated turret or ai.*