Agent: Difference between revisions

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=== Opportunist (Agent Talent) ===
=== Opportunist (Agent Talent) ===
'''Prerequisite:''' None.<br>
'''Prerequisite:''' None.<br>
'''Activation:''' Special Acivation<br>
'''Activation:''' Special Activation<br>
''You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.<br>
''You instinctively sense moments of consequence. In these moments where the scale teeters between disaster and glory, you can push yourself—and your luck—to tip the outcome in your favor.<br>
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.<br>
Once per round, when you roll a plot die, you can reroll that result. The original roll has no effect and you must use the new result.<br>
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== Spy ==
== Spy ==


=== Collected ===
'''Prerequisite:''' [[Agent#Sure Outcome|Sure Outcome]]<br>
'''Activation:''' Always Active<br>
''You remain mindful of your immediate goals without losing sight of your deeper value, keeping you even-keeled amid chaos.''<br>
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.<br>
=== Cover Story ===
'''Prerequisite:''' [[Agent#Plausible Excuse|Plausible Excuse]]<br>
'''Activation:''' Always Active<br>
''By spinning vague rumors into popular gossip, you’ve created a false identity to inhabit.'''<br>
When you acquire this talent, you put the finishing touches on a false identity for yourself. Discuss the details of this identity with your GM, including which
communities you use this identity to move through and what its reputation is within those communities.<br>
Additionally, when you acquire this talent, gain a cultural expertise relevant to your false identity’s culture.<br>
'''Leads to:''' [[Agent#High Society Contacts|High Society Contacts]], [[Agents#Mighty|Mighty]], [[Agent#Subtle Takedown|Subtle Takedown]]<br>
=== High Society Contacts ===
'''Prerequisite:''' Have a patron who is part of high
society; [[Agent#Cover Story|Cover Story]]<br>
'''Activation:''' Special Activation<br>
''Your patron’s name opens doors for you, even in unfamiliar places. By invoking their name or network in the right context, you can expand your influence even further.''<br>
When you make a test to interact socially in high society, you can spend 2 focus to add an Opportunity to the result.<br>
Additionally, when you acquire this talent, gain a cultural expertise in High Society.<br>
=== Mercurial Facade ===
'''Prerequisite:''' Deception 3+; [[Agent#Subtle Takedown|Subtle Takedown]]<br>
'''Activation:''' Special Activation<br>
''You know poise is essential to any disguise, and you can change your perceived persona simply by altering your gait and presence.''<br>
When you attempt to disguise yourself, you can useDeception instead of Thievery. You can do this even if you don’t have supplies for a physical disguise.<br>
The first character who sees through your disguise, or who you choose to surprise by revealing your identity, becomes Surprised until the end of your next turn.<br>
=== Mighty ===
'''Prerequisite:''' [[Agent#Cover Story|Cover Story]]<br>
'''Activation:''' Always Active<br>
''You deliver your swings, punches, and kicks with practiced efficiency.''<br>
When you hit with a weapon or unarmed attack, for each you used on that attack’s action, increase the damage you deal by 1 + your tier. For example, if you’re level 6 and you make an attack that costs , each deals an extra 1 + 2 damage, for a total of 6 damage.<br>
=== Plausible Excuse ===
'''Prerequisite: Deception 1+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]<br>
'''Activation:''' Reaction<br>
''Years of covert operations have taught you to dissemble on the spot, concocting a reasonable excuse for the most incriminating of behavior.''<br>
After you are discovered while hiding or otherwise skulking about, you can use this reaction and spend 2 focus to pass yourself off as doing something innocent.<br>
You influence each character who can sense you to believe your excuse.<br>
A character can resist this influence, but after they do, they lose additional focus equal to your ranks in Deception.<br>
Additionally, when you acquire this talent, gain a utility expertise in Sleight of Hand.<br>
'''Leads to:''' [[Agent#Cover Story|Cover Story]]<br>
=== Subtle Takedown ===
'''Prerequisite:''' Insight 3+; [[Agent#Cover Story|Cover Story]]
'''Activation:''' 2 Actions<br>
''You swiftly strike at your target’s throat, knees, or another vulnerable area. Before the target can cry out, they are silenced.''<br>
Make an unarmed attack using Insight against the Cognitive defense of a character who is Surprised, doesn’t sense you, or doesn’t view you as a threat (such as if you’re disguised). The target must be your size or smaller. Raise the stakes on this attack test. On a hit, the target also can’t communicate until the end of their next turn. Also on a hit, you can spend an Opportunity to Grapple them as a Free Action, automatically succeeding on your test; while Restrained by this grapple, they are also Prone.<bR>
'''Leads to:''' [[Agent#Mercurial Facade|Mercurial Facade]]<br>
=== Sure Outcome ===
'''Prerequisite:''' Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]<br>
'''Activation:'' Special Activation<br>
''The best gamble is one that secretly isn’t a gamble at all. Your insight sometimes reveals that seemingly random events are part of someone’s plan.''<br>
When you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], instead of
rerolling the plot die, you can spend 2 focus to flip it to a specific result. If the die was showing an Opportunity, flip it to Complication-4. If it was showing any Complication, flip it to Opportunity.<br>
'''Leads to:''' [[Agent#Collected|Collected]]<br>


== Thief ==
== Thief ==
=== Cheap Shot ===
'''Prerequisite:''' [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]<br>
'''Activation:''' 1 Action<br>
''You know exactly where to strike to leave your foe reeling in pain. Some might not view it as sporting, but it certainly works.''<br>
While you have a hand free, spend 1 focus to make an unarmed attack using Thievery against the Cognitive defense of an enemy of your size or smaller, raising the stakes when you do. On a hit, the target also becomes Stunned until the end of their next turn. On a hit or graze, you can also spend an Opportunity to steal one item on the target’s person that they aren’t holding or wielding. The exact item you can steal is up to the GM’s discretion.<br>
'''Leads to:''' [[Agent#Surefooted|Surefooted]]<br>
=== Double Down ===
'''Prerequisite:''' [[Agent#Risky Behavior|Risky Behavior]]<br>
'''Activation:''' Special Activation<br>
''When you decide to take a risk, you commit fully in pursuit of the greatest reward.''<br>
After you use your [[Agent#Opportunist (Agent Talent)|Opportunity talent]], you can reroll the die one additional time. You must use this final result, and if it includes a Complication, you lose 2 focus.<br>
'''Leads to:''' [[Agent#Fast Talker|Fast Talker]], [[Agent#Underworld Contacts|Underworld Contacts]]<br>
=== Fast Talker ===
'''Prerequisite:''' Insight 3+; [[Agent#Double Down|Double Down]]
'''Activation:''' Free Action<br>
''Speaking quickly gets you out of trouble as often as it gets you into it, and you never miss a chance to get a word in edgewise.''<br>
Spend 2 focus to gain 2 Actions, which you can only use to make spiritual skill tests via the following actions:<br>
Use a Skill, Gain Advantage, or an action from any Agent talent.<br>
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.<br>
=== Risky Behavior ===
'''Prerequisite:''' Insight 2+; [[Agent#Opportunist (Agent Talent)|Opportunity key talent]]<br>
'''Activation:'''
''You know that risk and reward are inseparable traveling companions, and you love seeing where this pair takes you.''<br>
Before you make a test, you can spend 1 focus to raise the stakes.<br>
'''Leads to:'''[[Agent#Double Down|Double Down]]<br>
=== Shadow Step ===
'''Prerequisite:''' Thievery 3+; [[Agent#Surefooted|Surefooted]]<br>
'''Activation:''' Free Action<br>
''You know every con artist’s trick for avoiding comeuppance, and you can slip from sight with ease.''<br>
After you Disengage, you can spend 2 focus to make a Thievery test and compare the result against the Cognitive defense of each enemy who can sense you. You gain an advantage on this test if you’re in cover or an area where your target’s primary sense is obscured (such as darkness).<br>
If you succeed against an enemy, you’re hidden as if you’d succeeded on a Stealth test to hide from them.<br>
=== Surefooted ===
'''Prerequisite:''' [[Agent#Cheap Shot|Cheap Shot]]<br>
'''Activation:''' Always Active<br>
''You move through treacherous terrain with confidence and speed.''<br>
When you acquire this talent, increase your movement rate by 10.<br>
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.<br>
'''Leads to:''' [[Agent#Shadow Step|Shadow Step]], [[Agent#Trickster's Hand|Trickster's Hand]]<br>
=== Trickster’s Hand ===
'''Prerequisite:''' Thievery 3+; [[Agent#Surefooted|Surefooted]]<br>
'''Activation:''' Free Action<br>
''You execute your acts of skulduggery with such subtlety and dexterity that your marks struggle to follow.''<br>
Spend 2 focus to gain 2 Actions, which you can only use to make physical skill tests via the following actions:<br>
Use a Skill, Gain Advantage, or an action from any Agent talent.<br>
During a conversation or endeavor, at the GM’s discretion, you can instead use both to make an additional contribution for the round.<br>
=== Underworld Contacts ===
'''Prerequisite:''' Have a patron or follower who is
a member of the criminal underworld; [[Agent#Double Down|Double Down]]<br>
'''Activation:''' Special Activation<br>
''When you travel in circles of ill repute, your patron or follower’s name carries remarkable weight.''<br>
Before you make a test to interact socially with criminal individuals or groups, you can spend 2 focus to add an Opportunity to the result.<br>
Additionally, when you acquire this talent, gain a utility expertise in Criminal Groups.