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 Agent

Agent

     The world of espionage and infiltration is the playground of the Agent. Cunning, flamboyant, suave and deadly, these (more or less) clandestine warriors constantly roam picturesque places on their endless quest to thwart the evil plans for world domination of the villain de jour.  Besides being capable fighters, Agents are typically equipped with all kinds of useful gadgets and have the uncanny social talent to run into beautiful women and cause their opponents to spill their guts.

Hit Dice and Ability Scores
The Agent uses d8 Hit dice.

      They don’t call this “intelligence work” for nothing. Agents have many skills (some of them quite unusual), as they may have to deal with anything. Charisma is another primer, as is Wisdom. Last, but not least, Dexterity is vital for Agents who prefer not being gunned down by unnamed thugs.

Class  Skills and Skill Points

The Agent’s class skills (and the key Ability for each) are:

Balance (Dex), Bluff (Cha), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Gather Information (Cha), Hide (Dex), Investigate (Int), Knowledge (any academic or scientific, Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pilot (Dex/Int), Research (Int), Search (Int), Seduction (Cha), Sense Motive (Wis), Speak Language (Int), Spot (Wis), Tumble (Dex), Gun Combat (N/A), Ranged Defence (N/A), Unarmed Attack (N/A), Unarmed Defence (N/A)

The Agents gets 4 + Int modifier Skill Points per level.

Lvl

BAB

Ref

Will

Fort

Special

1

+0

+2

+2

+0

Organizational Ties +1, Personal Gear +1

2

+1

+3

+3

+0

+2 Character Points

3

+2

+3

+3

+1

Heightened Awareness +1, Accuracy Feat

4

+3

+4

+4

+1

Sixth Sense  (Danger) +1

5

+3

+4

+4

+1

Mind Control (make villain tell plan)*, Mind Shield +1

6

+4

+5

+5

+2

Organizational Ties +1

7

+5

+5

+5

+2

Wealth +1 (Allowance), Divine Relationship +1

8

+6/+1

+6

+6

+2

Item of Power +1 (technological, conditional ownership -1)

9

+6/+1

+6

+6

+3

Wealth +1 (Allowance)

10

+7/+2

+7

+7

+3

Mind Control (turn lover)*, Mind Shield +1

11

+8/+3

+7

+7

+3

Organizational Ties +1, Aura of Command +1

12

+9/+4

+8

+8

+4

Item of Power +1 (see above)

13

+9/+4

+8

+8

+4

+2 Character Points

14

+10/+5

+9

+9

+4

Aura of Command +1

15

+11/+6/+1

+9

+9

+5

Divine Relationship +1, Mind Shield +1, One Shot Left

16

+12/+7/+2

+10

+10

+5

Item of Power +1 (see above), Organizational Ties +1

17

+12/+7/+2

+10

+10

+5

Aura of Command +1

18

+13/+8/+3

+11

+11

+6

Wealth +1 (Allowance)

19

+14/+9/+4

+11

+11

+6

+2 Character Points

20

+15/+10/+5

+12

+12

+6

Aura of Command +1, Item of Power +1 (see above)

Special Note

     The Agent’s Mind Control Attribute is somewhat restricted. Using it requires a Bluff check, rather than a Power Usage check and thus requires at least one minute of conversation with the target to work.

     A villain must be the evil mastermind or at least a unique henchman. The character gains a +2 bonus on the skill check if this Attribute is used while the character appears to be entirely within the hand of the villain. To qualify as a “lover” the character must have successfully seduced that person. Turning a lover is only a temporary effect, though. The lover may release the character from a death trap once, but that’s it. Permanently converting a formerly bad girl/guy requires exceptional dramatic role-play rather than merely rolling dice.

by CoffeeFiend
written for Campaign Setting "Big Darkness, Small World"


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