Agent
About this class
Time isn’t a line – it’s a maze.
Every choice twists the corridors, every decision reshapes the path. Deep within that labyrinth, the Bureau of Chronological Affairs [the BCA] once worked tirelessly to keep the timestream flowing, lock away dark timelines, and hold back the coming of DOOM’S DAY.
At least… they did.
Until they vanished.
Now, you awaken in an endless, fluorescent office with no memory of how you got here – just a windbreaker, a lanyard, and a mostly blank BCA handbook.
Congratulations, agent. You’ve just been deputized.
It’s up to you to follow the clues,
navigate the shifting halls of TIME/SPACE,
and uncover what really happened to the BCA…
before the DOOM’S DAY clock hits 30.
Domains
Midnight
Codex
Valor
Starting stats
Hope feature
Class features
-
Agent ID Badge
Your badge emits a low-frequency tachyon distortion field. This field authenticates your access to the NEXUS and enables communication with entities across the TIMELINES – translating your language and appearance into a form comprehensible to the observer.
However, the field has limitations. Suspicious NPCs may resist its influence, requiring an ACTION or REACTION roll to maintain the disguise.
WARNING: MERGER ENTITIES are completely immune to the effects of the AGENT ID. -
Living Paradox
As an Agent, your presence stabilizes the flow of TIME/SPACE – but in rare cases, you can bend causality to your advantage.
As an Action, you can create a situational advantage – a weapon, a key, or a duffel bag filled with cash.
As a Reaction, you can alter the outcome of an action roll one step in your favor (failure with fear → failure with hope → success with fear → success with hope → critical success).
Each time you create a PARADOX, reduce your Hope Die by one size step. (d12 → d10 → d8 → d6 → d4 → d0)
If you roll and your Hope Die is d0, increase the DOOM'S DAY CLOCK by 1. -
DeathLoop
Agents do not level up according to standard progression rules. Instead, they acquire a DEATHLOOP move:
DEATHLOOP: When you die, you do not perish. Instead, your form fades from the TIMELINE, your temporal presence returning to the NEXUS. There, your essence reconstitutes through its multiversal tethers – like an egg in an incubator. If your AGENT ID is returned to the NEXUS, a new variant of yourself steps through a nearby THRESHOLD. This version is one level higher than your former self and possesses new EXPERIENCES. The variant may differ greatly (including ancestry) or only subtly. You retain your memories, though they feel faint and distant.
Class items
- BCA Windbreaker
- BCA Field Guide
Character questions
Background prompts
- You found a random trinket in your pocket from your old life, what is it?
- You have 1 single memory from your life before being abducted by the BCA, what is it?
- You have the same nightmare each night, what is it?
Connection prompts
Subclass cards
Printable via header menu
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.
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.
DESK JOCKEY
Mastery
UPPER MANAGEMENT: You gain access to a personal SITE OF FUNCTION – THE 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
Agent
Time isn’t a line – it’s a maze.
Every choice twists the corridors, every decision reshapes the path. Deep within that labyrinth, the Bureau of Chronological Affairs [the BCA] once worked tirelessly to keep the timestream flowing, lock away dark timelines, and hold back the coming of DOOM’S DAY.
At least… they did.
Until they vanished.
Now, you awaken in an endless, fluorescent office with no memory of how you got here – just a windbreaker, a lanyard, and a mostly blank BCA handbook.
Congratulations, agent. You’ve just been deputized.
It’s up to you to follow the clues,
navigate the shifting halls of TIME/SPACE,
and uncover what really happened to the BCA…
before the DOOM’S DAY clock hits 30.
Domains
Midnight + Codex + Valor
Starting Evasion
13
Starting Hit Points
3
Class Items
- • BCA Windbreaker
- • BCA Field Guide
Agent’s Hope Feature
Defrag : SPEND 3 HOPE to increase either your HOPE or FEAR die by 1 size step, to a maximum of d12.
Class Features
Agent ID Badge
Your badge emits a low-frequency tachyon distortion field. This field authenticates your access to the NEXUS and enables communication with entities across the TIMELINES – translating your language and appearance into a form comprehensible to the observer. However, the field has limitations. Suspicious NPCs may resist its influence, requiring an ACTION or REACTION roll to maintain the disguise. WARNING: MERGER ENTITIES are completely immune to the effects of the AGENT ID.
Living Paradox
As an Agent, your presence stabilizes the flow of TIME/SPACE – but in rare cases, you can bend causality to your advantage. As an Action, you can create a situational advantage – a weapon, a key, or a duffel bag filled with cash. As a Reaction, you can alter the outcome of an action roll one step in your favor (failure with fear → failure with hope → success with fear → success with hope → critical success). Each time you create a PARADOX, reduce your Hope Die by one size step. (d12 → d10 → d8 → d6 → d4 → d0) If you roll and your Hope Die is d0, increase the DOOM'S DAY CLOCK by 1.
DeathLoop
Agents do not level up according to standard progression rules. Instead, they acquire a DEATHLOOP move: DEATHLOOP: When you die, you do not perish. Instead, your form fades from the TIMELINE, your temporal presence returning to the NEXUS. There, your essence reconstitutes through its multiversal tethers – like an egg in an incubator. If your AGENT ID is returned to the NEXUS, a new variant of yourself steps through a nearby THRESHOLD. This version is one level higher than your former self and possesses new EXPERIENCES. The variant may differ greatly (including ancestry) or only subtly. You retain your memories, though they feel faint and distant.
Agent Subclasses
Choose either the DESK JOCKEY or FIELD AGENT subclass.
DESK JOCKEY
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
Spellcast Trait
Presence
Foundation Features
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 Feature
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 Feature
UPPER MANAGEMENT: You gain access to a personal SITE OF FUNCTION – THE 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
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.
Spellcast Trait
Finesse
Foundation Features
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 Feature
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 Feature
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.
Background Questions
Answer any of the following, or create your own.
- • You found a random trinket in your pocket from your old life, what is it?
- • You have 1 single memory from your life before being abducted by the BCA, what is it?
- • You have the same nightmare each night, what is it?
Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.