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.
|