Corp Executive

A senior officer of one of the Nine: silk-armoured, Kadiss-gilded, and never alone.

The Corp Executive is the human face of Core power. They wear tailored synth-silk over a quiet armourweave liner, carry a Kadiss unit tuned to a tier most citizens will never see, and move through orbital boardrooms and glitter-world enclaves with a detail of company security that costs more per day than a Rim family earns in a year. Their weapon is never the holdout slug pistol in their sleeve -- it is the name on the writ, the Asset-Realisation reference number, and the calm certainty that the person across the table can be made to disappear into the ledger.

An Executive rarely wants a body. A body is paperwork, a Confederation inquiry, and a line item nobody enjoys. They want a signature, a transfer, a concession -- extracted with Persuasion when possible and with the visible presence of armed Corp Security when not. When the soft approach fails they escalate through their own ranks: a captain, an Asset-Realisation enforcer, a Legion contractor bought for the season. The Exec is the hub; the violence is outsourced. Strip the detail away, corner the Exec off their Kadiss link, and the silk-armoured face of the Nine becomes a middle-aged functionary who is very, very afraid.

Rules Reference

FieldValue
Abilities / Cha18
Abilities / Con12
Abilities / Dex14
Abilities / Int16
Abilities / Str10
Abilities / Wis14
Armor Class17
Base Attack Bonus6
Creature TypeHumanoid
Flat Ac15
Hd Count8
Hd Sides8
Hit Dice8d8+16
Hit Points52
Hp Bonus16
Initiative2
LanguagesTrade Cant (fluent); Core Standard (formal, accentless); one major Family trade dialect; Confederation contract code
MoraleElite (13); flees if reduced below 20 HP and the Security Detail is broken, prioritising the Kadiss link over any deal
PsionicsNone
Role TagsFace, Leader, Boss
Saves / Fort5
Saves / Ref6
Saves / Will9
SensesNormal human vision; passive Perception 16 (reads a room before it knows it is being read)
SizeM
Skills / Bureaucracy12
Skills / Deception12
Skills / Intimidation13
Skills / Knowledge Corporate12
Skills / Notice8
Skills / Persuasion13
Skills / Sense Motive10
Speed30
Threat Rating5
Touch Ac13
Xp1600
Dialogue Pathgame/dialogue/npc-corp-exec.yaml

Notes

Full Attack: Holdout slug pistol ranged +8 (1d6 energy; range 30 ft; concealed) or Monofilament Cane melee +6 (1d6 slashing; +2 vs flat-footed)

Habitat: Core worlds, glitter-world enclaves, orbital stations, and the secure tiers of Asset-Realisation megacities. Found in negotiation chambers, VIP lounges, and the private cars of shuttle trains. Never travels below the Kadiss-connected layer if it can be helped. Roll 1d6: 1-2 = Exec in transit with a 2-Trooper detail (a quiet carry), 3-4 = Exec at a formal parley with a Captain and 4 Troopers (the deal is the weapon), 5-6 = Exec cornered off-property with a single Trooper and a failing comms link (the one time the silk is just silk).

Resistances: Megacorp legal shield (+4 to all Charisma-based checks against Confederation officials, Family agents, and anyone who fears the Nine), Armourweave liner (included in AC; the first 5 points of any single melee hit are absorbed)

Tactics: The Exec talks first, last, and longest. The detail does the standing. The Exec opens with Persuasion, escalates to Intimidation backed by the visible Troopers, and only draws the holdout slug pistol if a specific person must die to make the point. The Exec calls reinforcements early rather than late (reputation is cheaper than a coffin) and will trade rek, writs, or a contract to end a fight before it becomes a corpse. If the detail falls and the Kadiss link is cut, the Exec spends Exit Strategy and runs; the deal is over, and the Nine can send someone else.

Treasure: Encrypted datapad (blackmail material, trade secrets, or a contract worth 5,000-50,000 rek to the right buyer), platinum rek-chip (2,000 rek), monofilament cane (300 rek), holdout slug pistol (150 rek), Kadiss unit tuned to an Executive tier (priceless to a ghost; 5,000 rek stripped), armourweave silk suit (1,200 rek), writ of authority bearing one of the Nine's seals (forging one is a death sentence; selling the real one back is a small fortune).

Vulnerabilities: Isolated from the detail (without bodyguards the Exec is a low-combat face; corner the Exec away from its Kadiss link and its authority is just words), Public exposure (an Exec killed or humiliated on-camera creates a Confederation incident the Nine will not absorb; the Exec knows this and will over-capitulate if genuinely cornered on the record), Account freeze works both ways (the same Asset-Realisation channels that freeze a target can, with a DC 18 Bureaucracy check by the players, be turned back on the Exec)

Attacks

Holdout slug pistol

FieldValue
bonus8
categoryranged
damage1d6
damageTypeenergy
nameHoldout slug pistol
rangeFt30

notes: Concealed in the sleeve; the Exec draws only as a last resort, and only to kill the one person who cannot be bargained with

Monofilament Cane

FieldValue
bonus6
categorymelee
damage1d6
damageTypeslashing
nameMonofilament Cane
notesAppearance accessory that doubles as a blade; +2 to hit against a flat-footed foe the Exec has kept talking

Special Abilities

Corporate Authority

FieldValue
actionCostpassive
nameCorporate Authority

description: The Exec carries an authenticated Kadiss link to one of the Nine and a writ recognisable in any Confederation or Family court. The Exec gains +4 to Persuasion and Intimidation against anyone who relies on the Core economy (which is almost everyone), and can freeze a target's rek accounts with a single call (takes 1d4 hours to clear through Asset Realisation). Player-visible: the Exec does not raise their voice. They mention, in passing, that your accounts are already being reviewed.

Security Detail

FieldValue
actionCostpassive
nameSecurity Detail

description: The Exec is accompanied by 2 Corp Security Troopers (see NPC-CORP-SECURITY-TROOPER) who act on the Exec's initiative count and intercept any attacker who closes to melee. Once per encounter the Exec can spend a standard action to call a reinforcing squad of 1d4 Troopers plus a Captain (see NPC-CORP-SECURITY-CAPTAIN), who arrive in 1d4+1 rounds if a shuttle or lift is available. Player-visible: the men behind the Exec do not speak. They step forward when the Exec stops smiling.

Negotiation Mastery

FieldValue
actionCostFull-round
nameNegotiation Mastery

description: Once per encounter the Exec may reroll a failed Persuasion, Intimidation, or Deception check and keep the better result, framing the second attempt as a concession or a threat delivered at exactly the right moment. In a formal parley the Exec can extend a single negotiation across 1d3 hours of social combat, wearing the target toward a -2 cumulative penalty to Will saves against the Exec's social skills. Player-visible: the Exec orders another drink, sits back down, and explains, very reasonably, why this is the best offer you will get.

Exit Strategy

FieldValue
actionCostStandard
nameExit Strategy

description: If reduced below 15 HP or stripped of their detail, the Exec can attempt a DC 15 Deception check to produce a prepared escape: a smoke capsule, a body-double, a waiting shuttle, or a bribe large enough to buy one round of inaction from a mook-tier foe. Success means the Exec disengages and flees toward Kadiss-connected space; failure leaves them exposed and, for the first time, genuinely afraid. Player-visible: the calm cracks. The Exec stops talking about the deal and starts talking about how much you would cost to replace.