Infiltrator

Long-term deep-cover specialist.

The Infiltrator is not the Operative who slips through the vent and shoots the guard. The Infiltrator is the Operative who walks past the guard carrying a clipboard and a forged badge, who has been carrying that clipboard for six weeks, who has a desk and a coffee mug and a personnel record that says they transferred in from a regional office the target never heard of. They are the long game: weeks or months of being someone, until the moment someone needs the door left open.

On the Kadiss, the Infiltrator's profile is the false one. Their real profile is locked in a corp vault under disclosure-secrecy statutes. They ride the grid the way their cover identity rides the grid -- as the purchasing officer, the maintenance tech, the new analyst. The cover is not a costume. The cover is a life with bills paid, a desk used, and colleagues who know their name.

Deep Cover is the skill that builds the false life. It is not improvisation; it is preparation, observation, paperwork, and the willingness to live inside another person's habits for weeks at a time. Silent Movement is what happens when the cover breaks or the cover is not enough -- the Infiltrator still has the old skills. Extract Information is the part of the job that no longer requires a vent; the information walks into the Infiltrator's office every morning and says good morning.

Operating on the operative chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor). Light armour, concealable weapons. DEX and CHA primes: the body that moves without being seen, and the face that fits the cover.

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Multiclass NotesInfiltrators can multiclass with Operative and Face archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesDEX, CHA
Prime RequisitesDEX, CHA
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, Knife, Concealable weapons

Notes

Archetype Niche: The Infiltrator is the party's man on the inside. Deep Cover enables long-term identity assumption -- the Infiltrator can spend days inside an enemy organization gathering intelligence before the party ever fires a shot. Silent Movement removes the penalties that make stealth non-viable for other classes in secure environments. Extract Information turns social encounters into intelligence goldmines. The Infiltrator's niche is solving the encounter before it starts -- they learn the patrol routes, steal the security codes, and leave the back door open.

Level Table

Shadow

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleShadow
will0
xp0

Ghost

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleGhost
will0
xp1250

Infiltrator

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleInfiltrator
will1
xp2500

Deep Shadow

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleDeep Shadow
will1
xp5000

Faceless

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleFaceless
will1
xp10000

Master Infiltrator

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleMaster Infiltrator
will2
xp20000

Ghost Agent

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleGhost Agent
will2
xp40000

Grand Infiltrator

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleGrand Infiltrator
will2
xp70000

Shadow Lord

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleShadow Lord
will3
xp110000

High Shadow Lord

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleHigh Shadow Lord
will3
xp160000

Ghost Expert

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleGhost Expert
will3
xp220000

Master Ghost

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleMaster Ghost
will4
xp280000

Void Ghost

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleVoid Ghost
will4
xp340000

High Void Ghost

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleHigh Void Ghost
will4
xp400000

The Invisible

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleThe Invisible
will5
xp460000

High Invisible

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleHigh Invisible
will5
xp520000

Ghost Specialist

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleGhost Specialist
will5
xp580000

High Ghost Specialist

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleHigh Ghost Specialist
will6
xp640000

Eclipse

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleEclipse
will6
xp700000

Supreme Infiltrator

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Infiltrator
will6
xp760000

Special Abilities

Deep Cover

FieldValue
level1
nameDeep Cover

description: Stealth, Deception, and Disguise are class skills with +2 competence bonus. With 1 hour of preparation and access to a personnel file or observation, the Infiltrator assumes a false identity. Under cover: +5 Deception and Disguise for that identity; casual observers auto-accept. Intensive investigation (Security DC 20 + Infiltrator level) penetrates. One Deep Cover at a time; at level 6, two; at level 12, three; at level 18, switch in 10 minutes instead of 1 hour. The cover is not a costume. The cover is a life with bills, a desk, and colleagues who know the name.

Silent Movement

FieldValue
level3
nameSilent Movement

description: Full-speed Stealth with no penalty. Move across pressure plates, laser tripwires, and triggered sensors by succeeding on a Stealth check (DC 10 + trap/sensor DC). At level 7, Stealth while observed via momentary distraction. At level 12, move through occupied squares without provoking. At level 17, invisible to automated sensors (motion, thermal, pressure) for 1 round per level per encounter. The skill the Infiltrator keeps when the cover is not enough.

Extract Information

FieldValue
level5
nameExtract Information

description: After 5 minutes of interaction, Deception, Persuasion, or Intimidation check (DC 10 + target level or Threat Rating + target WIS). Success: one piece of information the target knows (codes, patrol schedules, personnel, location). At level 10, two pieces. At level 15, 1 minute. Usable 3 + CHA modifier times per day. The information walks into the Infiltrator's office and says good morning.