Archetypes

Spook

Former government agents are often traumatized by their fall from grace. These men and women were allowed to carry weapons openly and had the power to investigate and arrest people, to save or destroy lives. Whether or not they abused those powers (and some did), these agents had come to take them for granted. Now they hide among the shadows of their own country and are persecuted as traitors and criminals. Many lack the will to continue fighting in the face of this tragedy. Only the most dedicated (or stubborn) agents have joined Spook Squad.

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d6

Skills: Athletics d8, Common Knowledge d6, Driving d8, Notice d8, Fighting d6, Focus d4, Occult d4, Persuasion d8, Research d6, Shooting d6, Stealth d8, Survival d6, Thievery d8

Pace: 8 (d8); Parry: 5; Toughness: 8

Hindrances: Driven (major), Quirk, Suspicious (minor), Wanted (major)
Edges:
Connections, Fleet-Footed, Super Powers

Gear: Pistol (Range 12/24/48, 2d6 damage, AP 1), knife (Str+d4), SMG (Range 12/24/48, 2d6 damage, AP 1), personal items.

Special Abilities

  • Fearless (2)
  • Jinx (4)
  • Super Attribute: Spirit (+2), Strength (+4).
  • Super Skill (12)
  • Toughness (3)
  • Uncanny Reflexes (3)

Mechanics

Savage Nightbane

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