Handler alpha
Description
Covert masterminds adept at managing people, intel and resources. Handlers orchestrate operations from the shadows, using NPCs, crowds and plausibly ordinary fronts to gather information, move goods and influence events. They excel at social manipulation and logistics rather than direct violence; put them into a straight up combat Op and they may flounder. Grounded in the trope of the mysterious middleman — a broker of favors, identities and safe spaces — Handlers operate with plausible deniability and carefully staged fronts that conceal backrooms of true utility.
Inspirations: Luthen Rael (Andor), Nicolas Flamel (folklore), Horace Slughorn (Harry Potter), Mr. Johnson (Shadowrun), Dexter DeShawn (Cyberpunk 2077), Cyrille Le Paradox (Sly Cooper), Medusa (Percy Jackson).
Edition: Advent v1
Public: Yes
Signature Gear
Base Gear
Cane
BaseA gaudy, embellished collapsible cane that signals wealth. The handle can be detached to reveal a taser that can be electrified for a short duration or until sheathed (low cooldown). Easily hidden when collapsed.
Double-breasted Tailcoat
BaseA tasteful, earth-toned coat that helps the wearer blend into high-society or business environments. Wearing it grants near-invisibility when acting with a sense of belonging. Contains pockets for pitching small 'pocket junk' (toothpicks, card decks, cheap glasses).
Wig
BaseA bespoke wig that establishes a new public identity. Actions taken while wearing this identity become widely known in the setting, immediately linking you to that persona.
Elective Gear
Fake Tooth (Elective)
ElectiveA dental implant made of a valuable material (gold, ivory, etc.). Flashing it punctuates speech with a small visual flourish and instills grandeur in listeners. The tooth hides a tiny item (poison vial, tracker, etc.); retrieving that item destroys the tooth.
Signal Jammer (Elective)
ElectiveA small device that, when activated, generates a localized field (short range) that prevents waves (radio, sound or light) from exiting the area.
Ornamental Pistol (Elective)
ElectiveA flashy hand-held laser pistol with a distinctive look. It reliably hits where aimed but only damages the first layer it strikes (superficial damage).
Abilities
Base of Operations
Cost: Mid–High | Duration: Low | Cooldown: High
PA: Exclaim your excitement as you usher “customers” into the room.
Activate a conveniently placed hidden base masked by a plausible front (shop, club, office). The front’s furnishing, style, size and apparent wealth change the base’s Essence cost and the quality of local intel it passively retrieves. NPCs are likelier to enter the front and may provide extra leads if interacted with. After the duration the concealed backroom catastrophically fails (explosion, raid or magical collapse), while the front remains superficially intact.
Sleeper Cell
Cost: Low–Mid | Cooldown: Mid
PA: Speak a codephrase to the asset.
Activate a pre-planted asset (contact, informant, planted operative) to carry out a predetermined task. The task must have been briefed before the mission. Cost scales with danger and illegality. After completing the task the asset will attempt to flee or disappear.
Getaway Car
Cost: High | Duration: Mid | Cooldown: Low
PA: Whistle to summon your car.
Summon a decked-out getaway vehicle. Authorities in the setting immediately receive orders to hunt you. The car arrives after a short delay and its duration begins on arrival. The vehicle includes one-use getaway tools (caltrops, smokescreen, speed boost, etc.); each tool can be used once. The ability ends early if you successfully evade authorities for a short period. Using countermeasures increases the effort authorities expend to apprehend you. The car persists briefly after use but its countermeasures are then inert.