StewardsSource Interstellar Species pg. 180 With three branches—the Constabulary, Ops, and Overwatch— the Stewards protect people and legal rights within the Pact Worlds. The Constabulary handles planet-side troubles, the Overwatch fleet guards Pact Worlds space, and Ops is usually responsible for gathering intelligence. Although Stewards often function as allies for PCs, they might confront PCs engaged in risky heroics, or a canny villain could frame PCs for high crimes to turn Stewards into fearsome adversaries. Aliens in the "Stewards" FamilySource Interstellar Species pg. 181Ops Infiltrator CR 15XP 51,200 Winterborn ryphorian LN Medium humanoid (ryphorian) Init +9; Senses low-light vision; Perception +31
DefenseHP 255; RP 7 EAC 29; KAC 30 Fort +13; Ref +15; Will +18; +2 vs mind-affecting, staggered, Resistances cold 15
OffenseSpeed 30 ft. Melee molecular rift sword cane +24 (3d8+15 P; critical bleed 1d8) Ranged aphelion shoulder laser +26 (2d8+15 F; critical burn 2d6) or mk 3 holo grenade +26 (explode [20 ft., 3rd-level holographic image, DC 23]) Offensive Abilities cover upStatisticsSTR +0; DEX +9; CON +2; INT +5; WIS +1; CHA +7 Skills Bluff +31, Culture +26, Disguise +31, Sense Motive +26, Stealth +31 Languages Common, Draconic, Triaxian, plus any 15 others Gear squad hardlight series, aphelion shoulder laser with 2 batteries (20 charges each), molecular rift sword cane, mk 3 holo grenade , holoskin, personal comm unit; Augmentations vocal modulatorSpecial AbilitiesBody Double (Su) As a reaction when they would be hit by an attack, an ops infiltrator can create a figment to retroactively apply a 20% miss chance against the triggering attack. If they spend 1 Resolve Point when activating this ability, they instead gain a 50% miss chance. This is an illusion ability. Cover Up (Ex) By speaking with a creature for up to 5 minutes and spending 1 Resolve Point, an ops infiltrator can alter that creature’s memory of an event that’s no longer than the time they spend speaking. Alternatively, an ops infiltrator can use this ability as a standard action against a creature within 30 feet, briefly muddling the target’s memory of recent events leading up to that moment; the target becomes confused for 1d4 rounds (Will negates, DC = 13 + 1/2 the specialist’s CR). Once a creature has been targeted by this ability, they’re immune to that infiltrator’s cover up for 24 hours. This is a language-dependent, mind-affecting, and sense-dependent ability. DescriptionOps infiltrators identify threats to the Pact Worlds through a combination of stealth, espionage, disguise, and charm. These agents typically work solo, yet they periodically hire trusted teams to gather information or covertly destroy a target.
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