Agent
About this class
An agent is an operative skilled in deception and avoidance, but also trained in self-defense and the use of deadly force. With the objective of discovering the secrets of the world, for their own cause or on behalf of someone who requires their very specific set of skills, the agent is always one step ahead. Some agents are trained from birth, molded by secret societies for plans to do their bidding. Others are molded by their surroundings, learning skills on the fly where even the best of plans need a contingency for failure to avoid death.
Domains
Midnight
Codex
Starting stats
Hope feature
Class features
-
FLASHBACK
You can move the spotlight to a flashback, where you describe to the GM a course of action you previously took to prepare for the current scenario, and how that preparation affects it now.
The GM sets a Stress Cost for how difficult the action is:
1 Stress: An easy action for which you had ample opportunity. (Such as arranging a friend to arrive early to be a surpise ally)
2 Stress: A complex or unlikely opportunity. (Such as sneaking a weapon into a hiding spot under a table)
3 Stress (or more): An elaborate action that involved special opportunities or contingencies. (Such as replacing a guard with your own agent)You then roll the appropriate action roll to determine the success of this action. You cannot use a flashback to alter already established story details.
Class items
- A disguise kit
- A book of secret code ciphers
Character questions
Background prompts
- Who out there knows your true identity, and what favour have they asked of you to keep that hidden?
- You have a contact who sells you information, though you never meet in person, how do you communicate?
- What important secret item do you need to deliver and why are you unsure if you should?
Connection prompts
- What codeword do we have for a specific circumstance?
- Who from your past are you suspicious that I secretly work for?
- I accidentally discovered a personal secret of yours, what is it?
Subclass cards
Printable via header menu
Master of Infiltration
Foundation
SPELLCAST TRAIT: Finesse
Access Point: You can scout to find a way in and out of most places unseen, you can make an appropriate action roll then choose traits from the table below. On a success with Hope, choose 3. On a success with Fear, choose 2. On a Failure with Hope, choose 1.
It doesn’t take a very long time.
Nothing of value is damaged.
It doesn’t make an inordinate amount of noise.
You can fix the thing again without a lot of effort.
Master of Infiltration
Specialization
Knock Out: When in melee range of a target that isn't aware you're there, you can try to incapacitate them. Roll against their difficulty, on a success roll d4 equal to your tier, they mark that much Stress. If they mark all of their Stress, they are knocked out.
Any loud noises or damage dealt to them whilst they are knocked out instantly wakes them up again.
Master of Infiltration
Mastery
Sleep Dart: You can now use the Knock Out feature from Close range.
In & Out: When you roll for Access Point, you may choose an additional option for free.
Master of Disguise
Foundation
SPELLCAST TRAIT: Presence
Alternate Identity: You can assume fake identities and personas with a little work. During a Long Rest you can establish the history, profession, and affiliations of your new identity, and forge one document they may have on their person. Take an additional Community card related to your persona.
You can only maintain one alternate idenity at a time without raising suspicions and you can't establish an identity that belongs to someone else, unless that person is killed.
Master of Disguise
Specialization
I Am Everyone: You can now maintain Alternate Identites equal to your proficiency. Replace the community card associated with your Identity when you swap disguises. You can also quickly create a new Identity during a Short Rest, however you are unable to take a new community card until your next Long Rest.
Blend In: When disappearing into a group of people or when acting like you belong somewhere, you can Spend a Hope to also apply your Presence modifier to a roll.
Master of Disguise
Mastery
Deceptive Decoy: Once per arc, you can use your Flashback ability to replace an inconsequential NPC with yourself in disguise.
Hide In Plain Sight: Unless given a reason to suspect you, you do not need to roll to avoid suspicion when in disguise.
Agent
An agent is an operative skilled in deception and avoidance, but also trained in self-defense and the use of deadly force. With the objective of discovering the secrets of the world, for their own cause or on behalf of someone who requires their very specific set of skills, the agent is always one step ahead. Some agents are trained from birth, molded by secret societies for plans to do their bidding. Others are molded by their surroundings, learning skills on the fly where even the best of plans need a contingency for failure to avoid death.
Domains
Midnight + Codex
Starting Evasion
11
Starting Hit Points
5
Class Items
- • A disguise kit
- • A book of secret code ciphers
Agent’s Hope Feature
All According to Plan : Whenever you use your Flashback feature, you can spend 3 Hope to reduce the cost by 1 Stress and gain advantage on the action roll.
Class Features
FLASHBACK
You can move the spotlight to a flashback, where you describe to the GM a course of action you previously took to prepare for the current scenario, and how that preparation affects it now. The GM sets a Stress Cost for how difficult the action is: 1 Stress: An easy action for which you had ample opportunity. (Such as arranging a friend to arrive early to be a surpise ally) 2 Stress: A complex or unlikely opportunity. (Such as sneaking a weapon into a hiding spot under a table) 3 Stress (or more): An elaborate action that involved special opportunities or contingencies. (Such as replacing a guard with your own agent) You then roll the appropriate action roll to determine the success of this action. You cannot use a flashback to alter already established story details.
Agent Subclasses
Choose either the Master of Infiltration or Master of Disguise subclass.
Master of Infiltration
Get in and get out unnoticed with the Master of Infiltration.
Spellcast Trait
Finesse
Foundation Features
Access Point: You can scout to find a way in and out of most places unseen, you can make an appropriate action roll then choose traits from the table below. On a success with Hope, choose 3. On a success with Fear, choose 2. On a Failure with Hope, choose 1.
It doesn’t take a very long time.
Nothing of value is damaged.
It doesn’t make an inordinate amount of noise.
You can fix the thing again without a lot of effort.
Specialization Feature
Knock Out: When in melee range of a target that isn't aware you're there, you can try to incapacitate them. Roll against their difficulty, on a success roll d4 equal to your tier, they mark that much Stress. If they mark all of their Stress, they are knocked out.
Any loud noises or damage dealt to them whilst they are knocked out instantly wakes them up again.
Mastery Feature
Sleep Dart: You can now use the Knock Out feature from Close range.
In & Out: When you roll for Access Point, you may choose an additional option for free.
Master of Disguise
Keep up an identity other than yours to find ways to gain access to your goals with the Master of Disguise.
Spellcast Trait
Presence
Foundation Features
Alternate Identity: You can assume fake identities and personas with a little work. During a Long Rest you can establish the history, profession, and affiliations of your new identity, and forge one document they may have on their person. Take an additional Community card related to your persona.
You can only maintain one alternate idenity at a time without raising suspicions and you can't establish an identity that belongs to someone else, unless that person is killed.
Specialization Feature
I Am Everyone: You can now maintain Alternate Identites equal to your proficiency. Replace the community card associated with your Identity when you swap disguises. You can also quickly create a new Identity during a Short Rest, however you are unable to take a new community card until your next Long Rest.
Blend In: When disappearing into a group of people or when acting like you belong somewhere, you can Spend a Hope to also apply your Presence modifier to a roll.
Mastery Feature
Deceptive Decoy: Once per arc, you can use your Flashback ability to replace an inconsequential NPC with yourself in disguise.
Hide In Plain Sight: Unless given a reason to suspect you, you do not need to roll to avoid suspicion when in disguise.
Background Questions
Answer any of the following, or create your own.
- • Who out there knows your true identity, and what favour have they asked of you to keep that hidden?
- • You have a contact who sells you information, though you never meet in person, how do you communicate?
- • What important secret item do you need to deliver and why are you unsure if you should?
Connections
Ask one of the following, or improvise.
- • What codeword do we have for a specific circumstance?
- • Who from your past are you suspicious that I secretly work for?
- • I accidentally discovered a personal secret of yours, what is it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.