CLASSrunner

# The Runner

She reaches the edge of a building and effortlessly bounds across to the other other building without a second glance to the dark alley below she may have fallen into. The cops that ran up the fire escape to give chase meet their end there and run back down to their cars - a few muttering how they don't get paid enough for this. With the chopper following her, she knows she won't be able to hide as she originally planned. She is making her way across the roofs of skyscrapers, with only one small misstep standing between her and a twenty story fall to her death. She uses all to her strength to her advantage to dance across her new obstacle course: she uses window ledges to climb the sides of buildings she can't leap to, she snaps any wires she can find from the thick phone and internet wires that extend throughout the city, house to house, across and between buildings.. up where the rats can't chew through them. There doesn't seem to be anything that can slow her down. What's an obstacle for some is a tool for her to farther the chase. Ahead of her the helicopter reappears, sitting thirty stories in the air, between her and a glass skyscraper that towers above all other buildings in the city, if she could only reach that building, she could hide. The distance is too great for anyone to jump, a four lane highway rests between her and her escape. The chase is over it seems, but as the cops move in for the arrest, she's off again. Running full speed towards the helicopter, toward the blinding light of the spotlight that is still shining on her. At the last moment, her feet leave the safety of the building's ledge and now there is nothing to save her from the fall. That is, until her hands grip the cold metal bar that is the landing skid of the helicopter. In one fluid movement, she swings back, rocking the helicopter at such an angle that she easily leaps to the opposite skid; only to swing again and propel herself farther through the air.. falling, but making her way closer to her target, a window, a hundred feet across and eight stories down. The window shatters and she rolls across an office floor. The pilot of the helicopter and her look into one another's eyes for a moment. She offers him a smile and he returns it - he'll get his cut later. The detectives and officers are none the wiser...

 **Knowhow:** | 20

 When attacking Hand2Hand, a Runner the style of fighting is based on Power or Control.
Power relates more to boxing while Control is more of the martial arts.
When attacking with no weapons the Runner receives a bonus to damage based on Level.
Level 1-5 = +5 DMG,
Level 6-10 = +10 DMG,
Level 11-15 = +15 DMG,
Level 16-20 = +20 DMG,
Meaning they can just pad Athletic Attribute to get DMG and Roll Bonuses but also benefit from having it also affect Dodging/Threat/Noncombat rolls.
 Power = Boxing, Wrestling.
Control = Kung Fu, Karate, Martial Arts.

#### Skill Info:

 **Combo** | **Starting O Skill** | A Runners fighting style relies mostly on countering and combos. If a Runner gets 3 successful attacks in a row, their next round of attacks, the get an extra attack.
 **Inside**
**Information**
- If you tell someone either IC or OOC, you will be penalized by this ability being disabled for up to 10 Quests.. So if you have to tell someone, better be worth it.
 **Friendly Fire** | **Level 6 Skill** | The Runners are the ones you have to keep an eye on. Not only because of their fighting abilities, but because you're never sure what they're going to do. For example, when they run right directly at you when you're ready to attack, you swing or shoot only to see them sidestep and your buddy walk directly into your line of fire. The Runners have developed a tactic using their grace and maneuverability to trick enemies into attacking one another. And Twice Per Quest, they have the chance to trick all of the enemies into attacking one of their own. The Runner can also use this skill to get all the enemies to target a member of their own party - gasp.
 **Asset**
**Protection**
1. - **Watchful Eye** - A GM Controlled Sniper will help protect the Runner at random points in the quest.
2. - **Stranger Danger** - In a bind? A shadowy figure will appear from nowhere and aid in non-combat situations.
3. - **Treasure Map** - A map to possible bonus loot. Extra $$$ or may even a Rare+ Item or at least a clue to find a Epic or Legendary piece of Gear.
4. - **Repair Man** - At any point in the quest, a repair man will show up and repair the armor for the party and heal anyone injured.
5. - **Raid** - An elite tactical unit will be called into clear an area, getting rid of those pesky bad guys.
 **Special**
**Delivery**
- Once Per Quest, roll a Level+Fate to having already acquired that one thing you need for the moment you didn't know was coming but you were prepared for the whole time.