The Darkstalker Files
Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.
Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.
You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.
Additional Equipment: A disguise kit.
Minor Effect Suggestion: You can immediately attempt to hide after this action.
Major Effect Suggestion: You get a +2 bonus to Speed defense rolls for one round.
Investigate. You are trained in perception, cryptography, deceiving, and breaking into computers. Enabler.
Disguise. You are trained in disguise. You can alter your posture, voice, mannerisms, and hair to look like someone else for as long as you keep up the disguise. However, it is extremely difficult to adopt the appearance of a specific individual without a disguise kit at your disposal. Enabler.
Agent Provocateur. Choose one of the following to be trained in: attacking with a weapon of your choice, demolitions, or sneaking and lockpicking (if you choose this last option, you are trained in both). Enabler.
Pull a Fast One (3 Intellect points). When you’re running a con, picking a pocket, fooling or tricking a dupe, sneaking something by a guard, and so on, you treat the task as if it were one level lower. Enabler.
Using What’s Available (4 Intellect points). If you have the time and the freedom to scrounge for everyday materials in your environment, you can fashion a temporary asset that will aid you once to accomplish a specific task. For example, if you need to climb a wall, you could create some sort of climbing assistance device; if you need to break out of a cell, you can find something to use as a lockpick; if you need to create a small distraction, you could put together something to make a loud bang and ash; and so on. The asset lasts for a maximum of one minute, or until used for the intended purpose. One minute to assemble materials; action to create asset.
Trust to Luck (3 Intellect points). Sometimes, you’ve just got to roll the dice and hope things add up in your favor. When you use Trust to Luck, roll a d6. On any even result, the task you’re attempting is modified by two steps in your favor. On a roll of 1, the task is modified by one step to your detriment. Enabler.
Assassin (5 Might points). If you strike a foe of level 3 or lower with a weapon you’re practiced or trained with, you kill the target instantly. Action.
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