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Master Manipulator

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Core Agent Utility

This role is supposed to be unique, depending on the ruleset.

“You know how to deceive, trick, and cheat past your rivals, Master Manipulator.”

Win Condition: Eliminate ALL hostile units, or at least 1 hostile unit per day/night phase.

Day:

Unskilled Attack - Select a node, green or white. Leaves a log.

Hack Target (High) - Select a white node and attempt to hack it. Leaves a log.

Warped Connection (D1 -> D3 cooldown) - Select a target operative, and select a green and white node, with a preference level dictating which comes first. The target operative uses their chosen ability on that node instead of their chosen one.

Weaken Connection (2 charges) - Select a target operative, lower their hack chance one stage down permanently.

All in (1 charge) - Turn into a Field Agent. Can only be done if there are no Agent on the Field roles.

Night:

Setup (2 charges) - Select two operatives. The first operative will visit and occupy the second operative, occupying both operatives. You may be the first target. Visits the first operative.

Bamboozle - Select two operatives. Visiting the first operative gives feedback text stating that the first operative used Throw Under the Bus on the second operative, but the first operative never used that ability and the first operative’s field operations or investigative results will show up if done. Visits the first operative.

Death Doubt (2 charges) - Select a target operative. Change their role to be anything you want, which they will then have all intel abilities follow that frame. Removes No Dirt On Me and can be used on Agents, making them arrestable. Allows you to change their logs. Visit them.

Passives:

Cover Checks Out - You can pick a Netsec class to frame yourself as until Day 2. Cannot be arrested unless you are framed.