Reconnaisance

Information gathering is the key to victory in battle. Without it, one does not know the strengths and weaknesses of their enemy, nor can one prepare for combat ahead. Reconnaisance scout ahead scout and find out what is needed for success.

Role: Whereas Scientists have knowledge, Reconnaisance are the ones who gather the information. Reconnaisance also differ from Espionage in that Reconnaisance is more solo-based operations and strictly for purposes of acquiring information.

Characteristics:

Background:

Transformations:

Favored Tech Spec: Speed
Hit Die: d6
Energon Die: d8
Weapon Proficiencies: Layer, Projectile
Program Slots per Level: 6
Function-Programs:
Balance (Skl)
Climb (Str)
Hide (Skl)
Instincts (Crg)
Jump (Str)
Listen (Int)
Move Silent (Skl)
Pilot (Skl)
Search (Int)
Spot (Int)
Survival (Crg)
Swim (Str)
Tumble (Skl)

Level Att Def Fort Luck Refl Will Equ Trn Rep Sub-Routine
1 +0 +0 +0 +1 +2 -1 +0 +0 +0 Program Mastery
2 +1 +1 +0 +1 +3 -1 +1 +1 +0 Survivor +2, Tracker
3 +2 +2 +1 +2 +3 -1 +2 +2 +0 Covert Move, Trailblazing
4 +2 +3 +1 +2 +4 -1 +2 +2 +1 Uncanny Dodge
5 +3 +4 +1 +3 +4 +0 +3 +3 +1 Heart 2
6 +4 +5 +2 +3 +5 +0 +4 +4 +1 Program Mastery, Survivor +4
7 +4 +6 +2 +3 +5 +0 +5 +4 +1 Loner +1
8 +5 +7 +2 +4 +6 +0 +6 +5 +2 Covert Charge
9 +6 +8 +3 +4 +6 +0 +6 +6 +2 Danger Sense, Improved Uncanny Dodge
10 +6 +9 +3 +5 +7 +1 +6 +6 +2 Heart 4, Survivor +6
11 +7 +9 +3 +5 +7 +1 +7 +7 +2 Program Mastery, Loner +2
12 +8 +10 +4 +5 +8 +1 +8 +8 +3 Swift Tracker
13 +8 +11 +4 +6 +8 +1 +8 +8 +3 Covert Run
14 +9 +12 +4 +6 +9 +1 +9 +9 +3 Survivor +8
15 +10 +13 +5 +7 +9 +2 +10 +10 +3 Heart 6
16 +10 +14 +5 +7 +10 +2 +10 +10 +4 Program Mastery
17 +11 +15 +5 +7 +10 +2 +11 +11 +4 Self-Suficient
18 +12 +16 +6 +8 +11 +2 +12 +12 +4 Ghost
19 +12 +17 +6 +8 +11 +2 +12 +12 +4 Loner +4
20 +13 +18 +6 +9 +12 +3 +13 +13 +5 Heart 8

Sub-Routine Descriptions
The following are Sub-Routines a character gains as they progress in Function Level:

Program Mastery: One of the first things Reconnaisance learn is to trust in their Programs, even in the worst of times. At 1st level and again every 5 levels afterwards, Reconnaisance specifies any one Program they have Program level in. They may now Take a 10 on any Check with that Program, regardless of distractions or possible threats they may be exposed to.

Survivor: Reconnaisance are masters of making it through the most savage and unpredictable of environments. At 2nd level, Reconnaisance gains a +2 bonus to all Instinct and Survival Program Checks. This bonus increases to +4 at 6th level, +6 at 10th level, and finally to +8 at 14th level.

Tracker: For Reconnaisance, tracking is more about knowing the land than scouring it for clues. At 2nd level, Reconnaisance may gain all the benefits of the Track Upgrade, but makes such rolls using their Survival Program instead of Search. If they have the Track Upgrade they may still make Track rolls using the Search Program, if they wish.

Covert Move, Charge, and Run: Being unseen yet mobile is key for the success of Reconnaisance missions. At 3rd level, Reconnaisance no longer suffers a penalty to Hide and Move Silent Program Checks when moving. At 8th level, they no longer suffer penalties when charging, and finally at 13th level they lose the penalties when running.

Trailblazing: Finding the easiest path is one of Reconnaisance strengths. At 3rd level, a convoy lead by Reconnaisance uses the average overland movement of the group instead of the lowest, allowing terrain to be crossed in less time. This bonus applies only when Reconnaisance is leading the convoy, regardless of the terrain type.

Uncanny Dodge: Trust in their instincts leads Reconnaisance to react to threats they aren't fully aware of. Beginning at 4th level, Reconnaisance no longer can be caught flat-footed from surprise. They may still be caught flat-footed through a feint, however.

Heart: Good Reconnaisance develope a true belief in their own abilities, allowing them to squeeze out just a bit more out of a roll. At 5th level, Reconnaisance gains Heart Markers, which are treated exactly as Hot Markers for all circumstances, except that they cannot be taken away or added to based on d20 rolls, and that they automatically refresh at the beginning of an Episode. The number of Heart Markers Reconnaisance gain increases by 2 for each 5 levels they have beyond 5th, for a total of 4 at 10th level, 6 at 15th, and 8 at 20th level.

Loner: After a point Reconnaisance functions better when they are on their own. At 7th level, Reconnaisance gain a +1 bonus on all d20 rolls made while they have allies around. This bonus increases by +1 for every 4 additional levels, for a total of +2 at 11th level, +3 at 15th, and +4 at 19th level.

Danger Sense: Experienced Reconnaisance are so accustom to threats that they develope a sense for unseen trouble. At 9th level Reconnaisance may make an Instincts Program Check in addition to any Listen or Spot Program Check, with success indicating the same result as if they had made a Listen or Spot roll with the same result.

Improved Uncanny Dodge: So aware Reconnaisance is of their environment that enemies can no longer gain special advantages for surrounding them. At 9th level Reconnaisance can no longer be flanked.

Swift Tracker: Good Reconnaisance learn to follow their prey without having to slow down. At 12th level, Reconnaisance may move normally while tracking, though they still cannot run and track successfully.

Self-Suficient: The most experienced Reconnaisance learn to survive all on their own, without support of others. At 17th level Reconnaisance no longer need to spend an Energon Point at the beginning of the day to operate, allowing them to effectively operate without need for Energon. They still need Energon if they want to spend it, or require it for an ability they possess, just not for daily upkeep.

Ghost: The best Reconnaisance become so used to moving in secret that they may do so at all times. At 18th level Reconnaisance may Take a 10 on any Hide or Move Silent Program Check, and gain +5 while doing so, and regardless of the circumstances. If they already have a Program Mastery in either Hide or Move Silent when this sub-routine is gained, they may re-assign that Program Mastery to a different Program.