Skill Descriptions


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Computer

The covert manipulation of computers and security consoles.

UNTRAINED: An agent can use terminals to read bulletins and news.

TRAINED: An agent can hack ATMs, computers, and security consoles.

ADVANCED: An agent achieves a moderate increase in detection countdowns and a moderate decrease in lockout times, as well as gaining the ability to control automated gun turrets.

MASTER: An agent is an elite hacker that few systems can withstand.


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Electronics

By studying electronics and its practical application, agents can more efficiently bypass a number of security systems using multitools.

UNTRAINED: An agent can bypass security systems.

TRAINED: The efficiency with which an agent bypasses security increases slightly.

ADVANCED: The efficiency with which an agent bypasses security increases moderately.

MASTER: An agent encounters almost no security systems of any challenge.


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Environmental Training

Experience with using hazmat suits, ballistic armor, thermoptic camo, and rebreathers in a number of dangerous situations.

UNTRAINED: An agent can use hazmat suits, ballistic armor, thermoptic camo, and rebreathers.

TRAINED: Armor, suits, camo, and rebreathers can be used slightly longer and more efficiently.

ADVANCED: Armor, suits, camo, and rebreathers can be used moderately longer and more efficiently.

MASTER: An agent wears suits and armor like a second skin.


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Lockpicking

Lockpicking is as much art as skill, but with intense study it can be mastered by any agent with patience and a set of lockpicks.

UNTRAINED: An agent can pick locks.

TRAINED: The efficiency with which an agent picks locks increases slightly.

ADVANCED: The efficiency with which an agent picks locks increases moderately.

MASTER: An agent can defeat almost any mechanical lock.


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Medicine

Practical knowledge of human physiology can be applied by an agent in the field allowing more efficient use of medkits.

UNTRAINED: An agent can use medkits.

TRAINED: An agent can heal slightly more damage and reduce the period of toxic poisoning.

ADVANCED: An agent can heal moderately more damage and further reduce the period of toxic poisoning.

MASTER: An agent can perform a heart bypass with household materials.


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Swimming

Underwater operations require their own unique set of skills that must be developed by an agent with extreme physical dedication.

UNTRAINED: An agent can swim normally.

TRAINED: The swimming speed and lung capacity of an agent increases slightly.

ADVANCED: The swimming speed and lung capacity of an agent increases moderately.

MASTER: An agent moves like a dolphin underwater.


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Demolition

The use of thrown explosive devices, including LAMs, gas grenades, EMP grenades, and even electronic scramble grenades.

UNTRAINED: An agent can throw grenades, attach them to a surface as a proximity device, or attempt to disarm and remove a previously armed proximity device.

TRAINED: Grenade accuracy and damage increases slightly, as does the safety margin for disarming proximity devices.

ADVANCED: Grenade accuracy and damage increases moderately, as does the safety margin for disarming proximity devices.

MASTER: An agent is an expert at all forms of demolition.


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Weapons: Heavy

The use of heavy weaponry, including flamethrowers, LAWs, and the experimental plasma and GEP guns.

UNTRAINED: An agent can use heavy weaponry, but their accuracy is low and movement is difficult.

TRAINED: Accuracy and damage increases slightly, while reloading and movement is somewhat faster.

ADVANCED: Accuracy and damage increases moderately, while reloading and movement is even more rapid.

MASTER: An agent is a walking tank when equipped with heavy weaponry.


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Weapons: Low-Tech

The use of melee weapons such as knives, throwing knives, swords, pepper guns, and prods.

UNTRAINED: An agent can use melee weaponry.

TRAINED: Accuracy, damage, and rate of attack all increase slightly.

ADVANCED: Accuracy, damage, and rate of attack all increase moderately.

MASTER: An agent can render most opponents unconscious or dead with a single blow.


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Weapons: Pistol

The use of hand-held weapons, including the standard 10mm pistol, its stealth variant, and the mini-crossbow.

UNTRAINED: An agent can use pistols.

TRAINED: Accuracy and damage increases slightly, while reloading is faster.

ADVANCED: Accuracy and damage increases moderately, while reloading is even more rapid.

MASTER: An agent is lethally precise with pistols.


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Weapons: Rifle

The use of rifles, including assault rifles, sniper rifles, and shotguns.

UNTRAINED: An agent can use rifles.

TRAINED: Accuracy and damage increases slightly, while reloading is faster.

ADVANCED: Accuracy and damage increases moderately, while reloading is even more rapid.

MASTER: An agent can take down a target a mile away with one shot.
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