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CINDERFALL FIELD MANUAL  ·  DOSSIER 05 / 10

Scavenger-Spy

Every corp thinks you work for someone else's corp. That's the job going well.

Key Ability
Varies by Angle
Hit Points
8 + Con / level
Base Class
Rogue (reskin)
Role
Infiltrator / Skill Specialist
Pillar
Skills & Subterfuge — outside the Triangle

Nobody builds a Scavenger-Spy on purpose. You get built by circumstance — a smuggling run that went well enough to repeat, a corp that paid better for information than for labor, a talent for being somewhere you technically weren't. Every faction in Cinderfall needs people who can move product, move secrets, or move themselves out of a room before the walls remember they're supposed to be locked. You do all three, for whoever's paying this week, and you keep a very short list of people who actually know your real name.

§1New Terms


The Opening
Bonus precision damage against a target that's off-guard, distracted, or hasn't clocked you yet.
First Move
If you act before a foe knows the fight's started, that foe is off-guard against you until it acts.
Angle
Your working specialty and reputation on the street. Functions as your subclass, chosen at 1st level.
Overreach
Attempting something past what your training should allow, for a much bigger result right now. Risks Blown Cover.
Blown Cover
What happens when an Overreach fails to stay quiet. Roll on the Blown Cover Table (§4) — the consequences of a heist are rarely just damage.

§2Choose Your Angle

Your subclass, chosen at 1st level. Grants a feature again at 7th and a capstone at 15th.


Cutpurse

Dexterity · Smuggling & Theft

Product moves through your hands and nobody at either end quite remembers what it looked like. Finesse weapons, faster fingers, a talent for making things not be where they used to be.

SIGNATURE — pick a pocket, a lock, or a checkpoint with the same technique and the same confidence.

Enforcer

Strength · Muscle for Hire

Sometimes the job needs someone the room takes seriously the moment they walk in. You're not subtle. You're just always the person the client actually wanted in the room.

SIGNATURE — your Opening works through raw intimidation as easily as it works through a blind spot.

Face

Charisma · Cons & Infiltration

Whoever you need to be to get through that door, you were already being it before you arrived. Corporate mole, cult initiate, long-lost cousin — pick the lie the room wants.

SIGNATURE — a feint or fabricated identity that holds up under real scrutiny, not just a passing glance.

Fixer

Intelligence · Planning & Network

You don't run the job. You ran it three days ago, on paper, and everyone else is just catching up to the plan. Contacts, contingencies, and information as a weapon.

SIGNATURE — tactical debuffs that make an ally's attack land harder — you saw the opening before they did.

§3Overreach & Blown Cover

Overreach lets you attempt something genuinely past your training — the lock that shouldn't open, the lie that shouldn't hold, the shot that shouldn't land. Pull it off and it's the stuff of house legend. Fail, and the consequences rarely stay in the room.


d8Result
1Tail Picked Up — a faction patrol or NPC starts tracking you from this point on.
2Contact Burned — a fence or contact refuses to work with you again without steep amends.
3Fumbled Signal — a nearby ally is caught off guard by the fallout of your attempt.
4Marked Face — a lingering social penalty in this settlement or with this faction until you lay low or fix it.
5Wrong Door — you stumble into unintended trouble; the tunnel was someone else's turf.
6Short Fuse — your composure cracks; you lose your next reaction.
7Loud Exit — your position is revealed to everyone nearby, allies included.
8Made — GM's call. A corporate security detail or rival fixer now has your face, your name, or both.

§4Progression, 1–20


LvClass Features
1Angle, The Opening, First Move, Overreach, wide initial skill training, initial proficiencies
2Skill feat, Scavenger-Spy feat
3General feat, skill increase, expert Angle key skill
4Scavenger-Spy feat
5Ability boosts, ancestry feat, skill increase, expert Reflex, expert weapon proficiency
6Scavenger-Spy feat
7General feat, skill increase, master Perception, Angle feature II, Overreach Mastery
8Scavenger-Spy feat
9Ancestry feat, skill increase, Blown Cover Control (reroll one/day), expert Class DC
10Ability boosts, Scavenger-Spy feat
11General feat, skill increase, master weapon proficiency, The Opening improves
12Scavenger-Spy feat
13Ancestry feat, skill increase, master Will
14Scavenger-Spy feat
15Ability boosts, skill increase, Angle capstone, master Reflex, legendary Perception
16Scavenger-Spy feat
17General feat, skill increase, legendary weapon proficiency, The Opening improves further
18Scavenger-Spy feat
19Skill increase, Nobody's Face
20Ability boosts, Scavenger-Spy feat, The Perfect Job

§5Feats by Level

A representative loadout, not an exhaustive list. Blue bar = general access. Rust bar = Angle-flavored but open to all.


2nd level
Quick Fingers
A fast action for picking a pocket, a lock, or disarming a trap.
Backstreet Contact
A minor standing contact in the Underledger network — a fence, a lookout, a door that's always unlocked for you.
Feint and Fade
Feint an opponent, then reposition as part of the same action.
4th level
Twin Angle
Apply two different Angle tricks in the same turn.
Ghost Step
Move through occupied or tight spaces without provoking a reaction.
Read the Room
A quick social read — detect a lie, a threat, or an ulterior motive before it plays out.
6th level
Opening Gambit
Your first attack each combat automatically treats the target as off-guard.
Dead Drop Network
Call in a favor from the Underledger for gear, information, or a place to lay low.
Slippery Exit
Reaction — reposition out of reach the instant you're targeted by an attack.
8th level
Twin Strike Opening
Apply The Opening's bonus damage to two attacks in the same turn.
Corporate Cover
Forged credentials and a disguise good enough to survive real scrutiny, not just a glance.
Counter-Surveillance
Automatically notice when you're being tailed, bugged, or watched.
10th level
Overreach Mastery+
One additional Overreach attempt per day.
Underledger Favor
Call a major favor from the network: rare gear, a safehouse, or a critical piece of information.
Vanish Protocol
Reaction — become undetected the instant you'd otherwise be discovered.
12th level
Cutpurse's Windfall
Cutpurse-flavored, open to all — walk away from any successful theft with something extra.
Enforcer's Reputation
Enforcer-flavored, open to all — your reputation alone can end a fight before it starts.
Face's Long Con
Face-flavored, open to all — maintain a fabricated identity indefinitely without a recheck.
Fixer's Contingency
Fixer-flavored, open to all — you'd already planned for this going wrong; gain a prepared out.
14th level
Marked for Nobody
Immune to being reliably tracked or flagged by any faction for the rest of the scene.
Improvised Everything
Any object functions as an effective tool or weapon in your hands, no penalty.
Blown Cover Ward
Automatically negate one Blown Cover result per day.
16th level
The Long Con
Set up an elaborate deception that pays off sessions later, with real mechanical teeth.
Ghost Protocol
Once per day, become fully undetected for a scene, not just a moment.
Underledger Rank
You're a made contact within the network now — passive setting-wide benefits follow you.
18th level
Perfect Alibi
Once per day, retroactively establish you were never at the scene — a narrative and mechanical alibi.
Overreach Sovereign
A successful Overreach no longer risks Blown Cover at all — only a failed one still does.
19th Level Capstone

Nobody's Face

Choose one, permanently: you can never be reliably identified or tracked by mundane or divinatory means — or you always have one more trick, rerolling any single skill check once per day at no Overreach risk.

20th Level Capstone

The Perfect Job

Once per session, declare the crucial moment of a plan — the lock, the lie, the shot, the exit — and treat that one skill check as an automatic critical success. No roll. This is the job that becomes house legend, told wrong in three different bars within a month.

§6The Underworld, In Full

New to Cinderfall: not gods, but institutions — the infrastructure that makes a Scavenger-Spy's whole trade possible, usable by any GM running a heist, a smuggling run, or a faction double-cross.


The Underledger
Fences · Dead Drops · A Shared Cant

Not a person and not a place — a decentralized network of fences, brokers, and dead-drop points operating in every Free Haven and gray zone in the wasteland, held together by a shared sigil system and a cant that changes just often enough to keep outsiders from learning it twice. Nobody runs the Underledger. Everybody in it just agrees to keep running it.

Mechanically: the source of Dead Drop Network, Underledger Favor, and Underledger Rank (§5). A Scavenger-Spy in good standing can find help almost anywhere the Underledger reaches — which, by now, is nearly everywhere.
The Quiet Concordance
Professional Courtesy · Mutual Survival

An unspoken truce among rival corporate spies, freelance operators, and career criminals: don't blow another professional's cover unless you're being paid specifically to do it. Nobody signed anything. Everybody who's still working knows the rule anyway, because the ones who broke it stopped being anybody's problem shortly after.

Breaking the Concordance doesn't bring the law down on you. It brings every other person like you down on you instead, which is worse.