Operative
A Rogue Archetype that produces credentials or intel after the fact, marks a reconnaissance target for advantage, breaks surveillance and builds long-term cover identities.
Identity
The Operative is the Rogue Archetype trained in corporate intelligence academies. Most are later bought out, turned or burned by other factions. Operatives read a room before they enter it, leave with a copy of every credential in it, and remember the faces of the people who saw them go. Their work is information: who is lying, and which credential opens the door.
Features
- L3 Tradecraft
You gain proficiency in the Technology skill, and Expertise on either Technology or Investigation (your choice). Once per short rest, you can invoke I Had This Prepared: declare, after the fact, that you anticipated the current situation and produced one of the following: (a) a forged but plausible credential, transit pass, or corporate ID appropriate to the local jurisdiction; (b) the name and contact protocol of a single low-level Echelon-network informant in the current city or station; or (c) a single piece of relevant non-classified intel about a person, faction, or location currently in play (the GM provides one true sentence). The GM can veto any claim that would amount to scene-breaking precognition. A vetoed use is not expended.
- L7 Reconnaissance Lock
You can spend 1 minute observing a single creature you can see, then mark it as your Reconnaissance Target as a bonus action. While the target is marked, you have advantage on attack rolls against it and on Insight, Investigation and Perception checks made about it. The mark lasts 24 hours, until the target leaves your line of sight for more than 1 hour, or until you mark a new target. You can have only one Reconnaissance Target at a time, and you cannot re-mark the same target until you finish a long rest.
- L11 Counter-Surveillance
You can use a bonus action to make a Technology or Stealth check (your choice) against the DC to remove the Surveilled condition on yourself or an ally within 30 feet. On a success, the trace is broken until a new surveillance link is established. You also have advantage on saving throws to resist becoming Surveilled, and you are automatically aware the instant the Surveilled condition is applied to you, even by an effect that would normally conceal its origin.
- L15 Deep Cover
You can spend 7 days in a city, station or other fixed location establishing a false identity: a verified background, a residence, a low-key job or social position, and a documented history. Once established, the cover is treated as authentic by all routine social, economic and security systems in that location. The GM secretly tracks a Cover Integrity score, which starts at your Rogue level. It decreases when you take actions inconsistent with the cover, are observed by someone who knows your true face, or are subject to targeted investigation. When Cover Integrity reaches 0, the cover is compromised. You can maintain up to three Deep Covers at once, in different locations. A cover persists while you are away, and the GM lowers its Integrity slowly over time.
- L18 Pre-Positioned Asset Capstone
Once per long rest, you can retroactively declare a Pre-Positioned Fact: a single sentence describing a preparation you made earlier in the campaign that bears on the current situation. Examples are a contact already inside the building you are about to enter, a cache of equipment buried within 1 mile of your current position, a corruption file you placed in the target's network months ago, or a debt the local syndicate owes you. The fact must be plausible given your prior actions and reach, and no larger than a single asset, contact or piece of information. The GM can veto a fact that would short-circuit the current scene or contradict established fiction, and a vetoed use is not expended.