Agent of TSUNAMI
It was seven years ago today. Sitting there in the cramped station, waiting for the train to take you to the factory where you made toys you could never buy for your little girl. You’d take some broken parts home from time to time, cobble them together into something like you’d find in a Buy-Me toy store, but she loved it just the same. The company said the operation wasn’t covered in your policy. In fact, they had three different vacant men in expensive suits explain it to you. Seven years ago today, you came home from work and found your daughter had died in her hospital bed for need of an operation with an 82% success rate that cost a life’s worth of your salary, eight times over. As you set the timer on the device, you think of the vacant men’s vacant faces and smile. The office they summoned you to is on the 235th floor. This is for you, sweetie. Tick…tick…tick…boom.
T.S.U.N.A.M.I. is classified by the Emery Groups public safety company, PSI, as a “terrorist organization dedicated to the destabilization of EGHD: New Eden through destruction of property and the assassination of corporate personnel.” Most citizens just think they’re a bunch of wackos, but a few who harbor some glimmer of hope call them heroes. T.S.U.N.A.M.I. goes to great lengths to avoid inflicting collateral damage on anyone outside the executive branch of the Emery Group. They have been known to abort operations whose success would wreak billions of dollars in damage and the loss of key personnel when a single working-class individual enters the building. The unexploded bombs are found hours later, abandoned. Agents operate in cells of less than six members and rarely know more than two or three other operatives outside their cell. Communication is capable through old-style pneumatic tubes, constructed new and maintained by sympathizers and operatives. On the rare occasion a cell is broken, the destruction of the tombs is of the highest priority, most cells will trigger self-destruct charges rather than have this key piece of the resistance compromised. Agents are usually well versed in stealth and often demolitions as well.
Agent of T.S.U.N.A.M.I. Encounter Power 1
You slap a small charge on a nearby wall or on the ground with a pressure sensitive detonator concealed within.
Encounter; Force; Fire
Standard Action Melee Touch
Target: One Square of Terrain Adjacent to You
Effect: You make a bluff check, the result is measured against the passive perception of each creature that moves adjacent to the square you designate. If your bluff check is higher they move into the square you’ve designated and trigger the secondary effect.
Secondary Attack: Close Burst 2
Target: Each Creature in Burst
Attack: Primary Ability vs. Reflex
Hit: 2d6+Primary Ability Modifier Damage and ongoing 5 Fire Damage (save ends)