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DESK JOCKEY • FIELD AGENT • BROKEN CLOCK • QUANTUM MECHANIC

About these subclasses

The agents of the BUREAU of CHRONOLOGICAL AFFAIRS are a diverse crew, hand selected by THE DIRECTOR itself.

Desk Jockey, Field Agent, Quantum Mechanic, Broken Clock. All with their own specific influence and abilities:
– Desk Jockey creates a special bond with the NEXUS.
– Field Agent gains the services of an alien Service Weapon.
– Quantum Mechanic builds gadgets like a Time Machine.
– Broken Clock has a multiverse of Variants to lend a hand.

Designed for class

Agent
Homebrew class
Agent
DESK JOCKEY

DESK JOCKEY

Spellcast Trait: Presence

You are a dutiful employee of the BCA, try your best to meet your quotas, and always consult your hand book first. As such, you form a symbolic realtionship wit

Foundation

EMPLOYEE of the MONTH: You are most comfortable at work. While inside the sprawl of TIME/SPACE, you have permanent advantage.
The downside is that you are chronically overworked, as the NEXUS itself seems to find ways to place tasks in your path. As a result, you may only take 1 Rest Move whenever you have downtime.

Specialization

TEAM LEADER: The NEXUS upgrades your credentials, granting you modest authority over very small decisions.
Your TimePiece can now project a hologram of C.L.O.C. in the form of a cartoon pocketwatch. C.L.O.C. can be utilized in a myriad of ways – from opening locked doors to activating security systems and more – by making a Spellcasting Roll (15).

On a failure, the GM may spend 1 Fear to have C.L.O.C. create a minor hindrance for you.

Mastery

UPPER MANAGEMENT: You gain access to a personal SITE OF FUNCTIONTHE CORNER OFFICE.

Resource:
The perks of the job are small but numerous. During downtime, you take a number of Rest Moves equal to your Proficiency.

Tribute:
Downtime cannot begin without a short team meeting.
To perform a meeting, make an Opposed Action Roll with Presence (any player lacking this mastery rolls together as a group, using the highest roll among them).

  • If you roll higher: They mark 1 Stress, and all agents gain the effects of your EMPLOYEE OF THE MONTH feature until the next group downtime.

  • If they roll higher: They clear 1 Stress and clear 1 Hit point.

FIELD AGENT

FIELD AGENT

Spellcast Trait: Finesse

You take any excuse you can to leave the office. You thrive in heat of battle and are an expert at exerting your control over malicious anomalies.

Foundation

SERVICE WEAPON: You gain a bond with a self-aware, alien handgun. Spend 1 Hope to make an attack roll, firing an eldritch projectile at any target within Far Range, dealing 1d12 damage.

FEED THE MACHINE: Whenever the gun deals Severe Threshold damage, gain 1 Hope as the weapon siphons fragments of the damaged entity

SOMETHING ANCIENT: The gun is not truly a weapon -- you cannot apply your proficiency to its attacks.
You also cannot be separated from the gun; you may mark 1 Stress to summon it to your hand—even across time.

Specialization

RECONFIGURE FORM: You may mark 1 Stress to shift the gun’s form, changing its firing property:

  • Standard Grip -- as described above.

  • Shot Splitter -- a blunderbuss configuration dealing 2d12 damage within Very Close range.

  • Charged Laser -- spend 3 or more Hope to fire at any target within Far Range. Deals 1d12 damage for each Hope spent to charge it.

Mastery

SYMBIOTIC BOND: Your connection to the weapon is complete. When you make an attack roll, you may add a number of d12s equal to your Proficiency.
Additionally, when you kill an entity, you may clear 1 Stress.

MALIGNANT MUNITIONS: You may reduce your Fear Die by one step in size to restore your Hope to maximum.
You can restore the Fear Die’s size via Defrag or through the Quantum Detangler.

BROKEN CLOCK

BROKEN CLOCK

Spellcast Trait: Instinct

You are anomaly amongst anomalies. You shouldn't exist. You have a deep connection to your multiversal Variants and time loops.

Foundation

RIGHT TWICE: Spend 1 Hope to pull a Variant of yourself from a parallel timeline and give them a number of Variant Tokens equal to your Proficiency.

Anytime you would spend Hope, mark Stress, or mark HP, you may remove a Variant Token instead.

Additionally, you may spend 1 Hope (or 1 Variant Token) to have your Variant Help you with an Action Roll (allowing you to Help yourself).

The GM may spend 1 Fear to spotlight your Variant, forcing them to take an action as they are susceptible to anomaly influence.

Variants uses your stats to roll. You may only have one variant active at a time.

Specialization

GROUNDHOG PARADOX: At the end of Downtime, you may reduce your Hope Die by 1 size step to create a timeloop.
During this loop, anytime you roll a Failure with Fear, you may mark 1 Stress to change it to a Critical Success if you narrate a montage of the failed approaches that led to this eventual breakthrough.

Afterwards, the timeloop ends unless you choose to reduce your Hope Die one additional size step.

Mastery

EVERYTHING, EVERYWHERE: When you Deathloop, you no longer die. Instead, the Variant who would replace you arrives in time to save you in some grand or improbable way.

All of your Variants are now considered you, and the GM may no longer spend Fear to control them.

You gain a pool of Variant Tokens equal to the number of living Variants currently in the fiction. These spent tokens replenish at the end of Downtime.

At level 10, you may only take the death move BLAZE OF GLORY since one of your Variants must sacrifice themselves to save the prime you. Once you have 0 Variants, you may take any death move as usual.

QUANTUM MECHANIC

QUANTUM MECHANIC

Spellcast Trait: Knowledge

You are a technical wizard. You see the flow of TIME/SPACE and seek to shape it to your will.

Foundation

MULTIVERSAL MULITOOL: You found schematics and materials to build a tool unlike anything else in all of reality. With it, you can spend 1 Hope to:
• Lock/unlock any Threshold (including mundane thresholds like doors and chests).
• Scan something to determine a useful piece of information about it.
• Hack into any mechanical system from any Timeline, allowing you to make an otherwise impossible Action Roll.

Specialization

TIME MACHINE: You gain access to the personal SITE OF FUNCTION – THE TIME DOOR.

Resource: When you travel to a new Timeline, you may reduce your Hope die 1 size step to mark a mundane threshold, linking it to the Time Door. Thresholds tethered to the Time Door this way may be accessed from the Time Door’s SITE OF FUNCTION with a successful Knowledge roll (15). This portal can only be opened one way (The Time Door → Tethered Threshold), but a knock from the tethered Timeline can be heard at the Site of Function.
You can have a number of active tethered thresholds equal to your proficiency.

Mastery

SCHRÖDINGER’S GUN: Toward the beginning of a session you can show off a strange new invention. Once per session, you may use this device to complete (or negate) a countdown with a value of 4 or less on a Knowledge roll (15). On a failure, increase the difficulty by 2. On a failure with Fear, the device backfires and you are Vulnerable until you take a Downtime Move.

Printable cards

Foundation / Specialization / Mastery
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DESK JOCKEY
Agent

DESK JOCKEY

Foundation

SPELLCAST TRAIT: Presence

EMPLOYEE of the MONTH: You are most comfortable at work. While inside the sprawl of TIME/SPACE, you have permanent advantage.
The downside is that you are chronically overworked, as the NEXUS itself seems to find ways to place tasks in your path. As a result, you may only take 1 Rest Move whenever you have downtime.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
DESK JOCKEY
Agent

DESK JOCKEY

Specialization

TEAM LEADER: The NEXUS upgrades your credentials, granting you modest authority over very small decisions.
Your TimePiece can now project a hologram of C.L.O.C. in the form of a cartoon pocketwatch. C.L.O.C. can be utilized in a myriad of ways – from opening locked doors to activating security systems and more – by making a Spellcasting Roll (15).

On a failure, the GM may spend 1 Fear to have C.L.O.C. create a minor hindrance for you.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
DESK JOCKEY
Agent

DESK JOCKEY

Mastery

UPPER MANAGEMENT: You gain access to a personal SITE OF FUNCTIONTHE CORNER OFFICE.

Resource:
The perks of the job are small but numerous. During downtime, you take a number of Rest Moves equal to your Proficiency.

Tribute:
Downtime cannot begin without a short team meeting.
To perform a meeting, make an Opposed Action Roll with Presence (any player lacking this mastery rolls together as a group, using the highest roll among them).

  • If you roll higher: They mark 1 Stress, and all agents gain the effects of your EMPLOYEE OF THE MONTH feature until the next group downtime.

  • If they roll higher: They clear 1 Stress and clear 1 Hit point.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
FIELD AGENT
Agent

FIELD AGENT

Foundation

SPELLCAST TRAIT: Finesse

SERVICE WEAPON: You gain a bond with a self-aware, alien handgun. Spend 1 Hope to make an attack roll, firing an eldritch projectile at any target within Far Range, dealing 1d12 damage.

FEED THE MACHINE: Whenever the gun deals Severe Threshold damage, gain 1 Hope as the weapon siphons fragments of the damaged entity

SOMETHING ANCIENT: The gun is not truly a weapon -- you cannot apply your proficiency to its attacks.
You also cannot be separated from the gun; you may mark 1 Stress to summon it to your hand—even across time.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
FIELD AGENT
Agent

FIELD AGENT

Specialization

RECONFIGURE FORM: You may mark 1 Stress to shift the gun’s form, changing its firing property:

  • Standard Grip -- as described above.

  • Shot Splitter -- a blunderbuss configuration dealing 2d12 damage within Very Close range.

  • Charged Laser -- spend 3 or more Hope to fire at any target within Far Range. Deals 1d12 damage for each Hope spent to charge it.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
FIELD AGENT
Agent

FIELD AGENT

Mastery

SYMBIOTIC BOND: Your connection to the weapon is complete. When you make an attack roll, you may add a number of d12s equal to your Proficiency.
Additionally, when you kill an entity, you may clear 1 Stress.

MALIGNANT MUNITIONS: You may reduce your Fear Die by one step in size to restore your Hope to maximum.
You can restore the Fear Die’s size via Defrag or through the Quantum Detangler.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
BROKEN CLOCK
Agent

BROKEN CLOCK

Foundation

SPELLCAST TRAIT: Instinct

RIGHT TWICE: Spend 1 Hope to pull a Variant of yourself from a parallel timeline and give them a number of Variant Tokens equal to your Proficiency.

Anytime you would spend Hope, mark Stress, or mark HP, you may remove a Variant Token instead.

Additionally, you may spend 1 Hope (or 1 Variant Token) to have your Variant Help you with an Action Roll (allowing you to Help yourself).

The GM may spend 1 Fear to spotlight your Variant, forcing them to take an action as they are susceptible to anomaly influence.

Variants uses your stats to roll. You may only have one variant active at a time.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
BROKEN CLOCK
Agent

BROKEN CLOCK

Specialization

GROUNDHOG PARADOX: At the end of Downtime, you may reduce your Hope Die by 1 size step to create a timeloop.
During this loop, anytime you roll a Failure with Fear, you may mark 1 Stress to change it to a Critical Success if you narrate a montage of the failed approaches that led to this eventual breakthrough.

Afterwards, the timeloop ends unless you choose to reduce your Hope Die one additional size step.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
BROKEN CLOCK
Agent

BROKEN CLOCK

Mastery

EVERYTHING, EVERYWHERE: When you Deathloop, you no longer die. Instead, the Variant who would replace you arrives in time to save you in some grand or improbable way.

All of your Variants are now considered you, and the GM may no longer spend Fear to control them.

You gain a pool of Variant Tokens equal to the number of living Variants currently in the fiction. These spent tokens replenish at the end of Downtime.

At level 10, you may only take the death move BLAZE OF GLORY since one of your Variants must sacrifice themselves to save the prime you. Once you have 0 Variants, you may take any death move as usual.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
QUANTUM MECHANIC
Agent

QUANTUM MECHANIC

Foundation

SPELLCAST TRAIT: Knowledge

MULTIVERSAL MULITOOL: You found schematics and materials to build a tool unlike anything else in all of reality. With it, you can spend 1 Hope to:
• Lock/unlock any Threshold (including mundane thresholds like doors and chests).
• Scan something to determine a useful piece of information about it.
• Hack into any mechanical system from any Timeline, allowing you to make an otherwise impossible Action Roll.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
QUANTUM MECHANIC
Agent

QUANTUM MECHANIC

Specialization

TIME MACHINE: You gain access to the personal SITE OF FUNCTION – THE TIME DOOR.

Resource: When you travel to a new Timeline, you may reduce your Hope die 1 size step to mark a mundane threshold, linking it to the Time Door. Thresholds tethered to the Time Door this way may be accessed from the Time Door’s SITE OF FUNCTION with a successful Knowledge roll (15). This portal can only be opened one way (The Time Door → Tethered Threshold), but a knock from the tethered Timeline can be heard at the Site of Function.
You can have a number of active tethered thresholds equal to your proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Midnight domain icon Codex domain icon Valor domain icon
QUANTUM MECHANIC
Agent

QUANTUM MECHANIC

Mastery

SCHRÖDINGER’S GUN: Toward the beginning of a session you can show off a strange new invention. Once per session, you may use this device to complete (or negate) a countdown with a value of 4 or less on a Knowledge roll (15). On a failure, increase the difficulty by 2. On a failure with Fear, the device backfires and you are Vulnerable until you take a Downtime Move.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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