RAILROAD AGENT.



The Railroad is constructed like a pyramid, with the base composed of "tourists" (informants and sympathizers), above which stand runners and safehouse owners, then an even smaller group of field agents, and finally, the most secretive and heavily protected, the HQ Members that have access to all the information and coordinates Railroad operations. All answer to Desdemona. Field agents are given aliases in place of their real names in order to protect their identities, and operate on a "need-to-know" basis to protect the Railroad.

Heavies
Though the Railroad is a spy organization that prefers stealth and sabotage, they do maintain a small but well-equipped fighting force. Railroad agents that specialize as soldiers are known as heavies. They are responsible for the defence of Railroad safe houses and escaped synths should they be attacked by enemy forces. They commonly make use of Gauss rifles or railway rifles and wear armoured coats. As the Railroad is the only faction with ballistic weave, this gives their agents an upper hand and helps even the playing field against larger and more advanced armies.


Agents
Agents infiltrate organizations and towns and collect intel, and carry Specially created surveillance devices for placement at high vantage points. This gives the Railroad a powerful information network. Agents also serve a support role in establishing safe houses, stashing supplies, marking locations with Rail signs and sabotaging enemy fortifications.

Tourists
Tourists are the lowest level of Agent, but the play an essential role as informants, the rail road often has at least one tourist in each settlement. They act as the railroads ears on the ground listening out for institute activity, sentient synths and leaving dead drops of supplies for Agents to collect.

Starting Gear
Agents are given an armoured coat and a laser pistol with 20 E-cells when they join the railroad. They wear old boots and settler chest and leg pieces to easier blend in.

The Railroad is Mainly composed of Humans and synths, But does have a few Ghouls and Mr. Handy Bots in its ranks and Railroad agents typically have a Good Alignment

When creating a Member of the Railroad here are some things to consider.
What made your character decide to join the Railroad?
Which role would be best suited to your character?
What is your characters place in the world?
What did your character do before joining the railroad?

 

Traits You can pick one trait from the list below that best suits your character, or roll 1D6 to randomly choose.
1. I’m Uncomfortable in open spaces where I’m too exposed
2. I change my attitude and personality to Blend in with those around me
3. I make a point to always check the escape routes on every building I enter
4. I have trouble trusting people, Especially those closest to me.
5. I have a habit of listening in on the conversations of people around me.
6. I write everything in code so the institute can’t find it

 

Ideal You can pick one ideal from the list below that best suits your character, or roll 1D6 to randomly choose.
1. Exposure: The evil of the institute must be exposed.
2. Blackmail: I’m not above revealing other people’s secrets to gain information.
3. Contract: the information i learn is for the Railroad only no one else can ever know.
4. Game: I don’t take my job that seriously, it’s all a game to me.
5. self: Gaining information is important but not more important than my life.
6. Knowledge: if i find out somebody has information I must learn it no matter the cost

 

Bond You can pick one Bond from the list below that best suits your character, or roll 1D6 to randomly choose.
1. I have colleagues from my old raider gang that I trade information with sometimes.
2. I have uncovered secrets that must never see the light of day.
3. One of my friends was killed by a Courser, i will have Revenge if it’s the last thing I do.
4. A synth I befriended was captured and reprogrammed, the fact I could do nothing to help haunts me to this Day
5. A good man was killed Due to information I gathered on him; I am trying to atone.
6. I was once caught gathering information by a worker in a Settlement. I escaped but i can never go back there.

 


Flaw You can pick one Flaw from the list below that best suits your character, or roll 1D6 to randomly choose.
1. I have no problem Betraying those close for me if their actions threaten to compromise my mission.
2. The institute wants me dead, I’m only Safe when I’m alone.
3. I’ve worn so many disguises I’ve lost sight of who i truly am.
4. I will never share my secrets with anyone.
5. I don’t save people who cant save themselves, The wasteland is harsh and the weak and stupid tend to die first.
6. I never forget an insult and I Bide my time for revenge

 

Important skills and Bonuses
The 5 main skills for a Railroad agent are.
Sneak +5
Hacking +5
Sneak +5
Persuasion +5
Energy weapons: Guns +5



Starting Gear.

Mesengers Satchel  40lb capacity (1lb)
Empty 1.5 litre plastic Bottle 0lb when empty
Mess Tin 0.25lb
Scrambler grenade 1lb
1D4 Bypass shunts 0.5lb
Dictophone 1.5lb and 1 blank holodisk 0.25lb
Rifle scope 0.5lb
Stimpac Booster 0.25lb

Perks.

Ballistic Weave.

All Rail-Road Agents have Access to Ballistic weave which grants A +20% bonus to Ac on equipped leg pieces, chest pieces and coats.


Rail sign

Rail sign is a secret marking system used by the Railroad. Each marking consists of an "asterisk" of six or eight white lines, at the centre of which is a special symbol. Below are the 6 Rail signs.


Disadvantage.

Synth Retention Bureau.

Whilst in settlements you have a chance to be targeted and attacked By Institute synths, working for the SRB. These synths may attempt to capture, interrogate or Kill you, if you are a synth they will also attempt to Reprogramme you. 




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