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RAZOR SMOKE

Since the time before the Silence, all Selosian citizens have been trained in the defense of themselves and their fellow citizens as well as in the skills and tactics of guerrilla warfare. From the time they are able to walk, they're instructed in a unique hybridized form of martial art as well as the care and use of small melee and fire arms. During the early adult years, all citizens are required to serve a minimum ten years in the Selosian Warrior corps. Throughout the sector, Selosian forces are regarded as the strongest and the fiercest. Their reputation as a no holds barred, brutal adversary, who practice an unmerciful take no prisoners policy makes fighting them a difficult proposition for any commander, in any theater.

 

Only a select few, the very best of the best, however, are chosen to undergo the ridged, eight years long training regimen responsible for the most elite of Selosian Warriors, the elusive, shadowy force known only as Razor Smoke. Trained in a myriad of techniques, Razor Smoke black ops agents are sent out into the sector to infiltrate and subvert the bloated sector military as well as the numerous government agencies, or to just simply cause havoc. Trained in a myriad of skills, these agents are able to spy, infiltrate, sabotage and fight and win anywhere they're needed.

Currently, there are near a thousand agents deployed across the sector, sabotaging military operations, sewing discord among rebellious governments, chipping away at the powers that be, often from the inside. If discovered, and with no clear means of ex-filtration, a Razor Smoke agent will immediately kill themselves, by any means necessary, rather than be captured alive.  Though specializing in long term undercover operations, they are used in other ways as well. For example, Razor Smoke agents were solely responsible for the capture of the House Guard battle ship, the Narrow Path during the Manamer coup in 3013.

Agent Specifications:

Str:12 Dex:14 Con:16 Int:14 Wis:12 Cha:12 (Individual agents will increase one stat to 18)

General Skill Rolls: 1 with one Primary at level 2

Combat Skill Rolls: 2 with one Primary at level 3

Most agents have Psychic Skills (1-80 on d% dice), which vary and are rolled as skill level 1, with the exception of one Primary Psychic skill, at level 2

Cyberware:

  1. Adrenal Suppression Pump - 1

  2. Body Arsenal Array - 1

  3. Dermal Armor (TL5) - 2

  4. Eelskin Capacitor Mesh - 1

  5. Ghost Talker Transceiver - 1

  6. Identity Submersion Trigger - 1

  7. Panspectral Optics - 1

  8. Revenant Wiring - 3
    Total System Strain=11

Equipment agents carry will vary by mission requirements. They do have access to most TL5 items listed in the SWN Rules as well as items unique to Selos 2 (see below).

All agents' primary ranged weapons are modified with Autotargeting (+1 to hit) and Boosted (+2 damage).

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Prototype Personal Stealth Shield:

This device, a micro-miniaturized version of the shielding system on their most stealthy ships allows a wearer to almost completely obscure their own spectrum signatures. To detect a stationary wearer in visible light, an observer must be within 3 yards and pass a Notice skill check with a difficulty of 14. In darkness, the skill difficulty increases to 16. If the wearer moves from their location, the difficulty drops to 12 for visible light and 14 for darkness. A PC with Panspectral Optics cyberware, or some similar piece of equipment, if within the same range may attempt a detection with a Notice skill check difficulty 12, or 10 if the wearer is moving. Magnification equipment can increase the range of detection by the amount of magnification (IE: 3X magnification would increase the detection limit to 9 yards). Once detected, the observer will maintain detection unless knocked prone, attacked by another opponent, or the wearer gains full cover for at least one round. All other types of observation (sound, touch, atmospheric/fluid disturbance, etc.)  are not hampered by this technology.

This equipment is a crafted device and must be maintained as a jury-rigged device. To maintain the equipment, it must be understood. Learning about and ultimately understanding the equipment to the level required to maintain it will take 24 hours of study.

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CCSD:

There are a handful of agents who have undergone Cranial Contents Storage Device (CCSD) conversion. This entails transferring the brain's contents to a specially designed A.I. core and implanting that core into a shell, in this case an android body with superior stats. Those agents who have undergone this procedure are impossible to detect short of a physical exam as a Synth Mechanical Shell (pg 257). If discovered, the agent cannot be differentiated from a typical A.I. without previous knowledge of the possibility and a technological workshop of TL5 level. 

A CCSD core cannot be split as a typical A.I. core. If damage occurs to the actual core, that damage is likely to be fatal and at a minimum will render the brain stored inside unconscious and may permanently damage it.

Agent shells have super human physical abilities as an Omen Mechanical Shell (pg 257) without the integral weapons. All other abilities remain the same.

  1. STR 18 (+3 instead of +2, and immune to shock damage), DEX 14 (+1) & CON 14 (+1).

  2. INT 14 (+1), WIS 12 (+0) & CHA 12 (+0) are unchanged from the original personality.

  3. AC 18 with 15 bonus HP. +4 on all attack rolls and +2 to damage and shock.

  4. It does have the integral sensors, but not the microjets. 

 

Agents can run the system “hot” to improve damage output at the risk of progressively degrading its internal systems. Once per round as an On Turn action they can choose to accept 1d6 damage in order to attack twice with a single Main Action, targeting the same subject or splitting the attack between available targets. The overheating damage is applied after the attacks are rolled.

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