Scout

Scouts can extrude hexite through their wrists and feet, forming ambulatory “probes” connected by tethers. These probes can take various forms, allow them to crawl, swim, fly, and even gain certain senses that the Scout can perceive.

Scout Powers

Regeneration Power Regeneration Level 1 Cost 3
Nanotech-enhanced healing capabilities.
Make a natural healing roll once per day.
Recovery (+1): Halve recovery time for Fatigue.
Heightened Senses Power Heightened Senses Level 5 Cost 5 (1/Level)
Superhuman senses.
Super Sense x5 (+2 to Notice with all senses).
Probe Ops Power Matter Control Level 1 Cost 2 (2/Level)
Extrude, shape, and control hexite probes.
Range 24"
Constructs (+12): Can create up to four Small (Size -1) probes, one from each limb.
Range (+2)
Limitation (-2): Shape and Construct only.
Slow to Activate (-1): Full action, may only take free actions.

Probes
Attributes: Agility d6, Smarts (Special*), Spirit d6, Strength d4, Vigor d8
Skills: Fighting d6, Notice (Special*), Throwing d6
*These Traits are equal to the Scout’s.
Cha: +0; Pace: 6; Parry: 5; Toughness: 8(2)

Special Abilities:
Armor +2: The construct is made of solid or malleable matter.
Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties; no additional damage from Called Shots.

Optional Abilities (choose three):
Flight: 6”, Climb 0 (counts as two abilities)
Natural Weaponry: Str+d4
Oozing: 4”
Pace: +2 Pace (applies to all movement)
Range: +12”
Senses: Sight, sound, touch (one ability each)
Swimming: 4”
Toughness: +2 Toughness
Wall Walker: 6”

Reflex Boost Power Super Agility Level 1 Cost 2 (2/Level)
Hardwired nervous system.
Agility +1 step
Requires Activation (-1)

Drawbacks

Energy Requirements (-4): A Scout must eat a full meal every 8 hours or suffer a level of Fatigue. Going another 8 hours will impose a second level of Fatigue. However, a Scout cannot be Incapacitated this way.

Scouts

Tags: changed +cybergenus:scout

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