The Cleaner’s focus is eliminating all evidence of an event — even a botched mission — making him one of a team’s most valuable assets.
Vitality per Level
1d10 + Con modifier
Skill Pts per Level
6 + Int modifier
Appearances are vital for people in power, from politicians to kingpins, but botched missions, ambitious extortionists, and skeletons in one’s closet can threaten that image. When these threats must be eliminated, a Cleaner is called in. This character is trained to destroy all risks to his employers, as well as all evidence that the risk even existed (or that he was ever involved). Though a Cleaner’s methods can be violent, he avoids bloodshed when he can; after all, blood stains.
Attributes: A Cleaner employs a variety of stratagems, making most attributes useful, but a high Intelligence score is imperative. Also, Wisdom and Charisma help him spot problems and talk his way out of them.
Face in the Crowd
You’re outwardly unremarkable and rarely noticed. The error range of each Notice and Search check made to locate you, or reveal evidence of your presence, increases by 1/2 your class level (rounded up).
|1||+0||+1||+0||+1||+1||+2||1||1T||Face in the crowd, glib explanation (Advanced)|
|2||+1||+2||+0||+2||+1||+3||2||1T||Priority request (Vehicle or Weapon)|
|3||+2||+2||+1||+2||+2||+4||2||1T, 1W||Status quo 1/mission|
|4||+3||+2||+1||+2||+2||+5||2||1T, 1W||Red herrings, Executioner|
|5||+3||+3||+1||+3||+3||+5||3||2T, 1W||Glib explanation (Grand), status quo 2/mission|
|6||+4||+3||+2||+3||+4||+6||3||2T, 1W, 1R||Cleaning crew|
|7||+5||+4||+2||+4||+4||+7||4||2T, 1W, 1R|| Priority request (Gadget or Tradecraft), |
status quo 3/mission
|8||+6||+4||+2||+4||+5||+8||4||2T, 2W, 1R||Must complete the mission, Merciless|
|9||+6||+4||+3||+4||+5||+9||4||2T, 2W, 1R||Glib explanation (Perfect), status quo 4/mission|
|10||+7||+5||+3||+5||+6||+10||5||3T, 2W, 1R||Fatal attack|
You’re an expert at explaining things away in an offhanded, unhurried manner, and when necessary, you’re the scariest person an inconvenient witness will ever meet.
At Level 5, you gain the Grand Skill Mastery (Hustler) feat.
At Level 9, you gain the Perfect Skill Mastery (Hustler) feat.
The importance of your work ensures that you receive superb support. At Level 2, your Request check bonus increases by an additional amount equal to your class level when you request items from the Vehicle or Weapon gear tables.
At Level 7, your Request check bonus increases by an additional amount equal to your class level when you request items from the Gadget or Tradecraft gear tables.
At Level 3, once per mission, you may attempt to convince witnesses to disregard what they’ve seen. You may use this ability to target 1 special NPC or a number of standard NPCs equal to your career level. You must be in direct verbal contact with these targets (in person, by phone, or otherwise). Make a Manipulate (Int) check (DC equal to the highest of the targets’ Wisdom scores). This check possesses the Bribe, Crowd, Disposition, and Language tags. With success, the targets disregard the event as “normal” and take no special action in response to it for a number of days equal to the difference between the DC and the check result. With a critical success, the targets overlook the event entirely, disregarding it even in the face of overwhelming evidence.
At Levels 5, 7, and 9, you may use this ability one extra time per mission.
You’re versed in forensic techniques — and how to foil them. At Level 4, you may spend 1 full round spoiling a 5-ft. square. This increases the DC of each skill check made to examine the target area or locate physical clues within it by 15. Further, you may spend action dice to activate critical failures with these skill checks, even when you aren’t present.
When you’re forced to kill, you do so with remarkable speed and efficiency. At Level 4, you gain the Executioner feat.
At Level 8, you gain the Merciless feat.
At Level 6, you and each of your teammates within 30 ft. of you gains a synergy bonus with Blend checks equal to 1/2 your class level (rounded down).
Must Complete the Mission
You complete your missions even in the face of horrific injury. At Level 8, when you suffer an injury that would typically leave you stunnedA stunned character is vulnerable, may take no actions, and may not hold any objects in his hands., you are instead nauseatedA nauseated character may take only 1 half action during each round, may not make more than 1 final attack per round, and may not make any skill check with the Concentration tag.. Further, you do not fall unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. when reduced to 0 or fewer wound points, though you still lose wound points if not stabilized, and die if reduced to –10 wound points as standard.
At Level 10, you may spend 1 action die when attacking a vulnerableA vulnerable character loses his Dexterity bonus to Defense (if positive), as well as all dodge bonuses to Defense. He may also be targeted with a variety of special effects, such as sneak attack damage. opponent to perform a “fatal” Standard Attack. If the opponent loses 1 or more vitality or wound points after damage reduction is applied, he must immediately make a Fortitude save (DC 10 + the damage inflicted). With failure, he is immediately reduced to –9 wound points.
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