This agent is one of the most valued members. They are the kind of person who can get into any place, get the information needed, and get out with out being seen. They are not the kind of person who goes head first into a battle, but the kind that like to work their way around it, and sneak up behind their opponents. They rely on their wits rather then their muscles. But these spy have a special edge. This edge maybe magical, cybernetic, or psionic.
A minimum IQ: 12, ME: 12, and PE: 12. A strong mental stature is required for this kind of work. A High PS, and PP are recommended, but not required.
Because of the nature of the work, and the special training that is
involved agents get the following bonus:
+1 IQ, +3 ME, +2 PE, +2 vs. horror factor, and +10% to PER.
Starting SDC: 30.
Squad Type(s):
O.C.C. Skills:
Swimming (+5%)
Swimming: Advanced (+20%)
Radio Basic (+10%)
Radio Scrambler (+10%)
Computer Operations (+15%)
Computer Programing (+15%)
Computer Hacking (+25%)
Jury Rig (+10%)
Escape Artist (+20%)
Wilderness Survival
Athletics
Prowl (+20%)
Pilot: Automobile (+20%)
Languages: Two of Choice (+25%)
Sniper
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Knife
W.P. Paired
W.P. One of Choice
HTH: Expert
Note: HTH: Expert can be exchanged for HTH: Martial Arts at
the cost of one other skill.
O.C.C. Related: Select six "other" skills.
Two must be from Espionage or Espionage related.
Communication: Any. (+10%)
Computer: Any. (+20%)
Domestic: Any.
Electrical: Any.
Espionage/Military: Any. (+15%)
Mechanical: Any.
Medical: First Aid or Paramedic only.
Physical: Any except Gymnastics and Wrestling.
Pilot: Any. (+10%)
Pilot Related: Any. (+10%)
Science: Math and Chemistry Only.
Technical: Any, (+15% to Languages).
Weapon Proficiencies: Any.
Wilderness: Any.
Select four Secondary skills, two more at 3rd, and 6th, one at 9th and 12th. All secondary skills start at their base level.
Special Powers (Select ONE):