Matthew 10:16 (GLoG class: Specialist)
Special thanks to Archon's Court.
There's a certain way things go. The throughline of history. Fate. It's written in the whispering of advisors and traced by knives in dark places. There's a machine that runs the world. The mind of God, or something like it, with gears and flywheels made from people and nations. Shut your eyes, sit in silence, and you can hear it whirring. Pulsing. Breathing. It's all in the Hidden Writing. You know because you wrote it.
The work of spies is the work of the insane. You are a liar, even to yourself. You may not even know it.
What do you know?
Agent
Skills: Cryptography and Steganography.
Starting Equipment: A set of unassuming clothes, a set of fine clothes (+1 reaction with the Right Sort,) a long-bladed folding knife (light, easily concealed,) and a Tool of the Trade.
A Intelligencer, Wetwork, +2 SKLL
B Nocturnal, +2 SNEK
C Icewater Veins, +1 to hit
D Someone Else, +2 SKLL
Starting Equipment: A set of unassuming clothes, a set of fine clothes (+1 reaction with the Right Sort,) a long-bladed folding knife (light, easily concealed,) and a Tool of the Trade.
A Intelligencer, Wetwork, +2 SKLL
B Nocturnal, +2 SNEK
C Icewater Veins, +1 to hit
D Someone Else, +2 SKLL
As a specialist, you are proficient in knives, garrotes, pistols, and anything you've coated in poison. You can wear light armor, and cannot use shields.
Intelligencer
It's not just about who you know, but what you know. With each template, gain a new language and pick one skill off the following list:
- Accounting.
- Archeology.
- Architecture.
- Cartography.
- Cooking.
- Disguises.
- Explosives.
- Fine Art.
- Forgery.
- Long-Distance Swimming
- Mechanisms.
- Music.
- Natural History.
- Parkour.
- Psychology
- Poisons.
- Religion.
- Surgery.
- Vocal Mimicry.
- Weaponsmithing.
You could also just make some up. These are only suggestions.
Wetwork
The last resort, because it's the last thing they ever see. For each of the following things that is true about a target, gain +2 to hit against them.
- They don't see you.
- They trust you.
- They think you're somebody else.
- They think they have a significant advantage over you.
If you're using a light weapon or your bare hands, gain +2 damage per truth.
Nocturnal
Most people see by light. You see by its absence. Ignore all penalties for dim light. If circumstances should suddenly plunge you into darkness, you suffer no penalties for [templates] rounds.
Icewater Veins
Your blood runs cold. You couldn't hesitate if you wanted to. You always go first in initiative order. Only your fellow C-template Agents and very dangerous foes are immune to this; you and them get your own separate initiative before everybody else goes.
Someone Else
At some point, you and You separated. That shadow-self, your literal shadow, remains at your beck and call, or maybe the other way around. Upon waking, you can choose to separate- until you (not You) fall asleep that day, you are two statistically identical copies of yourself that share a pool of HP, although You may act separately in combat. Equipment is copied, but disappears with You when you sleep. While separated, you no longer have a shadow. You do. If one dies, so does the other.
If it's ever left ambiguous, roll 1d2 to see if it's you or You.
Tools of the Trade
The first five of these are bought and sold in many places- should you lose yours, you can get a new one for 20 SP from the right person. The last five are unique. If you lose them, go find them. God knows there are people in this world who would kill for them.
- Usual Tools. Beloved by thieves and assassins the whole world over. Lockpicks plus anything you would find on a multitool, all in a velvet-padded box. 1 slot.
- Tailoring Set. Needles, thread, and many common types and colors of fabric. Everything you might need to make alterations so someone else's clothing will fit you. 2 slots.
- Poison. It's poison, whatever the source may be. Ingested or introduced to the bloodstream, the victim must test HRTS or suffer 2d6 damage. You get to pick how it kills. 3 doses in a glass vial. ⅓rd of a slot.
- Forger's Kit. You should call it a calligraphy set, though. Quills and brushes, common inks and papers. You can hide a lot with the written word, and a lot inside it too. 1 slot.
- Climbing Equipment. Don't leave home without it- or enter someone else's home, either. 200' of good rope, a sturdy iron hook, a hammer, and 10 iron spikes. 3 slots.
- Smoking Lenses. A spider-like array of obsidian lenses set into an equally spider-like brass framework that sits uncomfortably on the wearer's head. Reduces penalties for darkness to those of dim light when worn, but is shattered by a critical hit. 1 slot carried, 0 slots worn.
- Wind Pistol. Long-barreled and bulbous-handled with a small crank on the side. Does 1d6 damage, -1 to hit for each 20' past the first, no louder than a stifled sneeze. Requires 10 minutes of cranking the air pump between shots. Counts as a light weapon for Wetwork. Comes with 10 standard pistol-caliber lead balls. 1 slot.
- Asp Venom. The deadliest poison, killer of heroes, of the star-crossed LOVERS, of everything it touches. If introduced into the bloodstream, the victim must test HRTS or die instantly and painfully. 1 dose, still in the fang that it came from.
- Invisible Knife. The only evidence it leaves of its existence is forensic. An invisible light weapon, usually wrapped up in fabric so it isn't lost. Don't drop it, and if you throw it, endeavor not to miss. ⅓rd of a slot.
- Copper Mask. A grotesque smiling cyclops with a twisted-wire mustache. When worn, it is your only identifiable feature. Everything else about you is forgotten. 1 slot carried, 0 slots worn.
And to Koenraad Prins.
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