Agent

Agents are operatives skilled in deception and avoidance, but trained in self-defense and deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to patrons and causes.

Any Race, Humanoid; Minor; Black Soul (1500)

Stats

CharacteristicValueAttributeValueSkillValue
Strength35Hit Points18Combat60
Endurance35Wound Thr.10Magic55
Agility40Magicka45Evade60
Intelligence45Stamina3Observe85
Willpower40Initiative+12Stealth70
Perception45Action Pts.3Knowledge75
Personality45Speed11mSocial80
Morale40SizeStd.Physical45
Deceive85
Investigate85
Subterfuge85

Weapons & Armor

  • Steel-studded Cestus: 1d4+1; Crushing (1), Hand to Hand, Small; Reach 1m, 1H
  • Steel Dagger: 1d4+1; Slashing, Exploit Weakness, Thrown (5/10/15), Small; Reach 1m, 1H

Special Abilities

  • Incredible Acrobatics (1 AP + 2 SP): As a Reaction if attacked in melee, the Agent can make an opposed Acrobatics roll vs the target’s Combat Style or Athletics. If they win, they may move up to 6 meters away then perform a Free Attack Action with any one of its ranged weapons.

Traits

  • Cat’s Grace: Meters fallen is reduced by 5 for the purposes of determining Falling Damage. Immune to becoming prone unless physically restrained.
  • Cat’s Reflexes: Can perform a ranged attack as a free action after taking the Dash Action but at a -10 penalty, but likewise inflicts a -10 penalty to all incoming ranged attacks on the same round.

Spells

  • Charm 2: 8 MP; Direct; Attack; Target within 50m next Persuade or Deceive test within 1 minute gains a +10 bonus.
  • Chameleon 2: 7 MP; Upkeep; Caster gains the Chameleon (-10) condition for 1 minute.
  • Muffle 2: 7 MP; Upkeep; Caster gains the Muffled (-10) condition for 1 minute.
  • Conjure Shortbow 2: 15 MP; Upkeep; Inferior Quality Shortbow (with ammo) appears in the caster’s hands for 1 round. This weapon is not loaded when summoned, but the first reload action AP cost is reduced by 1.

Encountering Agents

Agents are skilled operatives who may be working for any faction, guild, or noble house. They are rarely encountered in direct combat and prefer deception, observation, and escape over open conflict.

Loot

  • Steel Cestus or Dagger
  • False documents or sealed letters
  • Disguise kit
  • Small amounts of coin