INFORMATION VENDOR

## SUMMARY

A team's Information Vendor is often their wildcard, spanning a wide array of criminal specialties. While it can be hard to work with an Information Vendor, it can be near impossible to work without one.

This class is for players who enjoy approaching situations creatively, utilizing stealth, deception, and mobility before outright physical might.

## Class Features

* Information Vendors are tentative allies and lethal foes, knowing the ins and outs of Alta Turre as if they wore the city as a second skin. Information Vendors gain advantage at all speech-related checks.
* Identifying patterns is a valuable skill in the trade, manifesting as a keen insight in combat. Once per turn, an Information Vendor can make an Intellect check to identify a weak point in one enemy of their choice. One main phase action is used to perform this check. Upon a successful check, the Information Vendor cannot make another check of this kind until combat ends. A successful check rewards the Information Vendor guaranteed critical damage on the target of this check. This information may be shared with the party to grant them advantage on chance-to-hit rolls against this target. Any target may only be affected by this ability once.
* Information Vendors begin with 7 Crack charges.

## Class Style Skill

* Rumor, Rumor
	+ Assert dominance with one "fact" about a non-boss opponent, true or false. Regardless of the veracity of your statement, your reputation as an Information Vendor causes this opponent to flee in embarrassment, exiting combat.

## Subclasses

### Courier

* Level 1
	+ A good Courier is light on their feet, traversing Alta Turre in the blink of an eye. Gain the ability Dash, allowing a Courier to double their movement range for one action per turn.
	+ Even better than being fast is being clever, utilizing a hidden array of back alleys, air ducts, and rooftop runs. A Courier may perform an Intellect check to identify whether an area contains pathways for movement that may be hidden from the rest of the party.
	+ Couriers may stock more than one evasion token, all tokens depleting once combat ends.
* Level 3
	+ A Courier is the gold standard of package delivery, gaining the ability Resupply. Using Resupply allows a Courier to transfer any weapon, item, or piece of equipment between two party members within their movement range. Items received by Resupply are held in the hands, not taking up a slot, but must be depleted or discarded before a player can use any other item. Resupply can also be used to plant items on the person of an NPC, though not without their awareness.
	+ Once per turn, a Courier may use the ability Relay, allowing for a large amount of distance to be covered within one action. Relay allows you to move between party members, provided that the distance between each involved party member is equal to or less than your movement range. Each party member may only be involved in Relay once per use. Equipment, weapons, or any substantial items cannot be exchanged along the course of Relay, but small, near-weightless items such as strips of paper or data fragments could.
* Level 6
	+ A level six Courier gains access to the ability Agile Guidance. This ability doubles your movement range for one action, allowing you to take up to two party members with you.
	+ A Courier is only as good as their network. Pay an amount of WECs to an NPC courier or handler, and be rewarded with information deemed to be of equivalent value by your GM when it is next possible. Using your network may answer a burning question, solve part of a mystery, or lead to a valuable cache of items.
	+ At level six, a Courier may call in a favor from their network, spending one hundred WECs per weapon, and fifty WECs per item to have something delivered to or from their Armory. Delivery of items to the Courier will be completed at the next short rest. This ability is not capable of retrieving installed items, such as a seCure unit. This ability may not be initiated in combat.
* Level 10
	+ Speed. You are speed. Gain an additional standard movement action that may be taken at the beginning or end of your main phase.
	+ Sometimes, speed means leaving things behind. You may stash any weapon or equipment item in a safe place while out of combat. You can either retrieve this later, or utilize your network to deliver it to you or your Armory.
	+ Gain the ability Batter Up. Your reflexes have sharpened, honed by dodging obstacles and navigating precarious ledges. You may use an equipped melee weapon of size medium to return a thrown equipment item that you are the target of to its sender, or a point of equivalent or shorter distance, as a reaction.
	+ Nobody is more nimble than a well-practiced Courier. You are now immune to the effects of uneven footing.
* Subclass Style Skill
	+ Think Fast, Chucklenuts
		- Using an equipped or improvised blunt melee weapon, rush an enemy within movement range and strike them with a perfect swing, inflicting the unconscious condition.
* Weapons Availability
	+ Firearms
		- Sidearms
		- Shotguns
		- Carbines
		- Marksman Rifles
	+ Melee
		- Small Implements
		- Medium Implements

### Infiltrator

* Level 1
	+ The Infiltrator is a shadow, gone before they can be seen. Infiltrators gain +5 to all stealth based checks.
	+ Similar to the Sharpshooter, the Infiltrator is no stranger to hiding in plain sight. An Infiltrator can use the ability Grey Man, disappearing into a crowd, breaking contact with an aware enemy who does not succeed on an opposed roll (Intellect vs Finesse), or becoming entirely invisible to an unaware enemy.
* Level 3
	+ Infiltrators gain the ability Subterfuge, whispering falsehoods into the void. Subterfuge allows an Infiltrator to incite unease amongst enemy ranks, targeting one unaware NPC to inflict a state of paranoid confusion, making them hostile to their own allies until they are damaged.
	+ Having to travel light as they slink through prohibited zones, an Infiltrator is a master of improvisation, allowing them to use any unsecured nearby item of reasonable size as a small or medium melee weapon (at the GM’s discretion). This weapon may be held, not taking up any slot, or holstered, requiring the player to drop whatever occupies the relevant slot, stow it at the next refit, or hold it pending the same decision.
* Level 6
	+ Party see, party do. You may now lead your party in the ability Grey Man, sharing the benefits with all involved. Each party member will roll a Finesse check to see if they successfully follow your lead.
	+ Nothing is worse than a copycat. While in stealth, you may perform an Intellect check to see if anyone else is currently in stealth within a 100 foot range.
	+ Even on the net, you can vanish into the shadows. Gain the ability Vanish, making your implants undiscoverable to cryptechs, scanners, and other forms of countermeasure. All non-Biomech implants must remain inactive to maintain this ability. Cracks may still be used against you with line of sight.
* Level 10
	+ Gain the unique Tier 1 Crack False Flag, granting the ability to trigger a false detection within a subsystem or network. This ability may be used to lure Cryptechs or countermeasures to reveal themselves. This ability may also be used to trip digital security systems with any components within line of sight. If a security system is monitoring multiple points in realspace, you may choose for the detection to occur at any point you are aware of.
	+ Gain the unique Tier 1 Crack Shroud, masking your presence to all visual inspection. Those that witness the activation of Shroud perceive it as a sudden vanishing from existence. You must remain still for this effect to be maintained, but you may still utilize Cracks. You may directly transition from Shroud to a Stealth condition.
	+ Gain the ability From the Veil, allowing you to attempt an assassination. Your target must be unarmored. Roll an opposed check (Finesse vs Reflexes). On a success, you may perform one of the following actions.
		- Pull the target into Stealth alongside you. The target is restrained. If not in combat, the target may attempt to break their restraints at the GM’s discretion.
		- Attack the target without breaking stealth. Roll nD12 damage, where n is your finesse modifier. If your finesse modifier is less than one, roll 1D12. If you succeed in dispatching the target, you remain in stealth. The target’s body may either be dropped, able to be seen by nearby NPCs, or carried. When carrying a body, act as if on uneven footing.
* Subclass Style Skill
	+ Changeling
		- As long as visibility is hindered or obscured, you may perfectly impersonate a known NPC. This impersonation cannot be maintained while in combat.
* Weapons Availability
	+ Firearms
		- Sidearms
		- Carbines
		- Markman Rifles
	+ Melee
		- Small Implements
		- Medium Implements

### Extraction Specialist

* Level 1
	+ The Extraction Specialist is the bogeyman of Alta Turre. If you’ve come face to face with one of these high-functioning psychopaths, it’s too late to get out unharmed. Specializing in the extraction of information from unwilling persons, the Extraction Specialist gains +5 to any intimidation checks.
	+ Sometimes, interrogations go too far. Still, an Extraction Specialist can’t leave empty handed. Gain the ability Post-Mortem, allowing an Extraction Specialist to search an unconscious or deceased NPC’s body once per encounter to gain a piece of intel. This intel may be a passkey, information on their allies’ movements or location, or anything else the GM sees as fitting.
	+ The Extraction Specialist is an intimidating physical specimen. Remove any movement penalties applied by heavy weapons.
* Level 3
	+ Extraction Specialists have plenty of hands-on experience in getting their hands on someone. Gain the ability Combat Grapple, allowing an Extraction Specialist to roll Brawn opposed to either restrain, pin, or toss an enemy. The target of Combat Grapple rolls with disadvantage.
	+ Throwing your weight around is a useful skill, better yet if you can do so tactically. Gain the ability Bullrush. Once per turn, an Extraction Specialist may exhaust an action to travel double their standard movement range, terminating the movement at an enemy’s location. If the extraction specialist succeeds on an opposed Brawn roll, the enemy is knocked prone. If the opposed roll is failed, the extraction specialist ends their action within reach of their targeted enemy.
* Level 6
	+ Enemies pinned by Combat Grapple are at your mercy. Apply pressure for 1D8 damage as a closing phase action.
	+ You are your enemies’ worst nightmare. Any enemy you land the final blow on within melee range is dispatched by Execution, a violent and bloody death. Any enemies that witness an Execution must succeed in a Fortitude saving throw, or take 1D6 synaptic damage.
	+ You have the eyes of a killer. Attempts at intimidation, if successful, can be performed without anyone other than the target noticing.
* Level 10
	+ You’ve dealt with how fragile bodies can be, frustrated when an interrogation subject passes out from shock. Gain the use of a personally formulated amphetamine stim. This stim requires an action to use, and may be applied to yourself or any other character in melee range. This stim negates the effects of the wounded condition that aren’t due to biomech damage, but does not heal the target. On a non-wounded target, this stim allows for one extra action to be used in this turn. A stim may be used on any character other than yourself once per encounter. A stim may be used on yourself three times in an encounter.
	+ You have seen things the mind was not meant to behold, horrors beyond the imaginings of ordinary men. Synaptic damage is reduced by half, and you are immune to its buildup effect. Rolls to end or avoid the stunned condition are performed at advantage.
	+ You’re in your prime, hitting harder than you ever have. Enemies knocked prone by Bullrush must roll Fortitude opposed to your Brawn. On success, an enemy takes 1D4 damage. On failure, an enemy takes 1D8 damage and is Unconscious.
* Subclass Style Skill
	+ Things Not Meant to be Seen
		- Target one non-boss enemy. This enemy becomes enraptured with a vision of pure chaos within their mind. Broken beyond repair, this enemy enters the Stunned condition, and cannot be restored. Enemies within 10 feet of the target take 1D12 synaptic damage.
* Weapons Availability
	+ Firearms
		- Sidearms
		- Shotguns
		- Carbines
		- Heavy Rifles
		- Ordinance
	+ Melee
		- Small Implements
		- Medium Implements
		- Large Implements

### Fence

* Level 1
	+ A Fence is a master of commerce within the syndicate underworld. Gain a 20% discount at syndicate owned shops or with syndicate vendors. Items to be sold to any vendor will fetch a 20% higher price than they otherwise would.
	+ A concealed weapon is just future loot. Gain +5 to checks determining whether or not a target is armed.
	+ Information is king, but money is first in line for the throne. Gain the ability to find more WECs on downed enemies through trinkets and baubles that can be laundered through your network.
* Level 3
	+ Maximizing profits means minimizing losses. Due to frugal use of munitions, every box of special ammo purchased or looted becomes 2 days supply in your inventory. This effect is non-transferrable.
	+ Gain the ability Dirty Money. Using this ability, you may place a tracker on any vault that you transfer funds into. This tracker is easy to remove if the target is aware of its presence, but nearly undetectable otherwise. This tracker may be used to transfer the unsecured section of an infected vault to your own funds, but doing so will remove the tracker.
* Level 6
	+ Gain the ability Appraiser. At the beginning of an excursion, once per day, a weapon, equipment, or miscellaneous item will be described to you by link. You may choose to either procure this item at a 50% discount, or appraise and sell it for 25% of the profit. The quality and rarity of the item will be determined by a REP check, a higher reputation granting you access to more unique and valuable items.
	+ Gain access to an exclusive price-watch forum. At any given time, you may consult this forum to know where in the city an item is sold and which vendor, out of all who have it, will offer the best prices.
	+ You know a sucker when you see one. Gain insight into the INT, FOR, and FNS modifiers of a target of your choosing once per excursion.
* Level 10
	+ Nobody scams a scammer, and you've had to track down your fair share of attempted dine-and-dashers. Using your network, you may locate any person within Alta Turre in 1D4 days. This requires the name or moniker of the target, as well as either a picture or detailed description. The information you will receive will be communicated as a location and a window of time, guaranteeing the target will be present during the specified hours. If this time elapses without investigation, the target's location will become unknown to you once again.
	+ Everyone's got their vices, and you love a good game of chance. With the ability Gamble, you may wager any amount of WECs on a skill check of difficulty 18 or higher, but the check must be rolled at disadvantage.
	+ Gain the ability Fool's Gold. Any instance of payment may be rescinded within 24 hours, returning the money to your vault.
* Subclass Style Skill
	+ Faulty Goods
		- A lot of the guns in this city have passed through your hands, not all of them fit for sale. Choose up to five weapons within an encounter to experience a critical malfunction, becoming unusable and dealing 2D20 damage to their user.
* Weapons Availability
	+ Firearms
		- Sidearms
		- Shotguns
		- Carbines
		- Precision Rifles
	+ Melee
		- Small Implements
		- Medium Implements

### Captain

Only one captain subclass may be in a party at a time.

* Level 1
	+ Gain the ability Realign. Once per turn-rotation, you may remove the Stunned, Taunted, or Prone conditions from a party member.
	+ Gain the ability Incite. Once per turn-rotation, designate a party member that may take an additional 20' of movement so long as their next action within the same turn is a melee attack.
* Level 3
	+ Gain the trait Charitable. Your party members may borrow an action from your upcoming turn, if you allow them to do so.
	+ Gain the trait Commanding. NPC information vendors in your party do not need to roll at the point of kick off, instead acting directly after your turn.
* Level 6
	+ Gain the trait Defender. Once per turn-rotation, you may take a full movement action, or half of a movement and a melee attack, as a reaction to a member of your party being targeted by a hostile character.
	+ Gain the trait Recognition. You are able to immediately identify whether an NPC is an information vendor or not.
* Level 10
	+ Gain the ability Emboldened Stance. For one turn rotation, once per combat encounter, your party members may not be stunned, taunted, or knocked prone.
	+ Gain the ability Mass Vanish. Once per excursion, you may consume a flash or concussive grenade to allow your party to enter stealth, granting a free movement action to attempt to reach concealment.
* Subclass Style Skill
	+ Bloodlust
		- For one turn rotation, your entire party doubles their movement range. Movement and melee attacks may be executed in a single action.
* Weapons Availability
	+ Firearms
		- Sidearms
		- Shotguns
		- Carbines
		- Precision Rifles
	+ Melee
		- Small Implements
		- Medium Implements