CyberCop Captain
A low rent corporate grunt who is willing to engage in fascism for a paycheck, medical, AND a promotion.
Motives & Tactics: Coerce, Bully, Threaten, Abuse, Blackmail, Strongarm
A low rent corporate grunt who is willing to engage in fascism for a paycheck, medical, AND a promotion.
CyberCop Captains are middle managers whose primary objective is surviving the shift with minimal deductions to their pay. They worship the corporate bottom line with performative enthusiasm, but their loyalty begins and ends at payroll. Anyone outside their squad is, at best, an inconvenience and, at worst, expendable. They will always leave a man behind, then file the paperwork explaining why it was fiscally necessary.
The Captain's attack damage always counts as Severe until a PC successfully harms the Captain.
Each time players gain Hope, the Captain may verbally or physically harass an NPC in the scene to gain 1d4 Fear.
Once per scene, mark a Stress to start a Countdown (1d6). Each time the players make an Action Roll, tick down the countdown by 1. When triggered, summon 1d4 additional CyberCop Trooper, which appear at Far range.
Spend 2 Fear to spotlight up to four allies within Far range.
Mark a Stress to increase the Difficulty of any Action Rolls to leave the current location (mundane or otherwise) by +2 for the rest of the Scene. This Action can be used multiple times within the same scene, increasing the Difficulty by an additional +2 each time.
When the Captain or any their subordinates make a successful attack against a PC, you gain a Fear. When the Captain mark's their final Stress, they lose this ability for the rest of the scene.
Tier 1 leader
A low rent corporate grunt who is willing to engage in fascism for a paycheck, medical, AND a promotion.
Motives & Tactics: Coerce, Bully, Threaten, Abuse, Blackmail, Strongarm
Difficulty: 11 | Thresholds: 15/20 | HP: 4 | Stress: 4
ATK: +1 | Smart-tech Handgun: Far | 1d12+4 Physical
Experience: Jackass +3
HP:
STRESS:
A low rent corporate grunt who is willing to engage in fascism for a paycheck, medical, AND a promotion.
Motives & Tactics: Coerce, Bully, Threaten, Abuse, Blackmail, Strongarm
CyberCop Captains are middle managers whose primary objective is surviving the shift with minimal deductions to their pay. They worship the corporate bottom line with performative enthusiasm, but their loyalty begins and ends at payroll. Anyone outside their squad is, at best, an inconvenience and, at worst, expendable. They will always leave a man behind, then file the paperwork explaining why it was fiscally necessary.
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No subclasses available.
Answer any of the following, or create your own.
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