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Secret Agent
100 points
Spies and secret agents have a long
history in science fiction, from the
one-man guerrilla movement of Eric
Frank Russell’s Wasp to the starkly
incredible Lensmen of E.E. Smith. At
the fringes of the genre, where SF
meets technothrillers and political
novels, spies are everywhere. Certainly
many of James Bond’s cinematic
exploits have SF elements.

Science-fiction secret agents come
in two main types: the grittily realistic
operatives and the dashing Bondian
heroes. Superspies have a natural
niche in space opera fiction, while
bleak, paranoid spies hang out in
cyberpunk stories – often working for
megacorporations instead of government
agencies. The template depicts a
realistic spy, while lenses present a
cinematic Superspy and a “Military
Advisor” suitable for covert warfare.

Attributes: ST 10 0; DX 11 20; IQ
12 40; HT 10 0.

Secondary Characteristics: Damage
1d-2/1d; BL 20 lbs.; HP 12 4;
Will 12 0; Per 13 5; FP 10 0;
Basic Speed 5.25 0; Basic
Move 5 0.

Advantages: Security Clearance 5
and 25 points from among the
following:
Combat Reflexes 15,
Cultural Adaptability or Xeno-
Adaptability [10 or 20],
Cultural
Familiarity [1 or 2/culture],
Danger Sense 15,
Eidetic or
Photographic Memory [5 or 10],
Fearlessness 1-5 [2-10],
High
Pain Threshold 10,
Indomitable 15,
Intuition 15,
Language Talent 10,
Legal Enforcement Powers [5-15],
Legal Immunity [5-20],
Rank (Military or Administrative) 1-4 [5-20],
Security Clearance +1 5,
Single-Minded 5,
Social
Chameleon 5,
Unfazeable 15,
Versatile 5.

Disadvantages:

Duty (agency, 12-)
[-10], and choose a total of -25
points from among:

Addiction
(legal stimulants or Tobacco)
[-5], Alcoholism [-15],

Bloodlust [-10*],

Callous [-5],
Code of Honor (Professional) [-5],
Curious [-5*],
Loner [-5*],
On The Edge [-15*],
Paranoia [-10],
Post-Combat Shakes [-5*],
Secret (Undercover agent) [-20],
Sense of Duty (Fellow agents) [-5],
Stubbornness [-5], or
Workaholic [-5].

Primary Skills:
Area Knowledge (any) (E) IQ+2 4-14,
CurrentAffairs (any) (E) IQ+2 4-14,
Law (international) (H) IQ 4-12,
and one of:
Acting (A) IQ+28-14,
Observation (A) Per+28-15
Research (A) IQ+2 8-14.

Secondary Skills: Choose 12 points
from among the following:
Beam Weapons (Pistol) (E) DX+1 2-12,
Computer Programming(H) IQ 4-12,
Computer Hacking (VH) IQ-1
4-11,
Cryptography (H) IQ 4-12,
Detect Lies (H) Per-1 2-12,
Diplomacy (H) IQ 4-12,
Driving (any) (A) DX 2-11,
Electronics Operation (Communications, Security or Surveillance) (A) IQ 2-12,

Expert Skill (Political Science or Xenology) (H) IQ 4-12,
Fast Talk (A) IQ 2-12,
Forgery (H) IQ 4-12, Guns (Gyroc, Pistol or Shotgun) (E) DX+1 2-12,Holdout (A) IQ 2-12,
Intelligence Analysis (H) IQ 4-12,
Interrogation (A) IQ 2-12,
Lockpicking (A) IQ 2-12,
Propaganda (A) IQ 2-12, or
Shadowing (A) IQ 2-12.

Background Skills: Computer
Operation (E) IQ 1-12,
First
Aid (E) IQ 1-12, Savoir-Faire
(E) IQ 1-12 or Streetwise (A)
IQ-1 1-11, and either Brawling
(E) DX 1-11 or Fast-Draw
(weapon) (E) DX 1-11.

Superspy (150 points): DX 12 20;
add 20 points from among:
Gizmos 1-3 [5-15], Hard to Kill
1-5 [2-10], High TL 5, Luck
15, Rapid Healing 5, Security
Clearance 1 [5], Smooth
Operator 1 15; add Overconfidence
[-5*] and Trademark [-5]
to disadvantage options; add
Disguise (A) IQ 2
-12, Judo (H) DX 4-12, Stealth
(A) DX 2-12, and either
Connoisseur (any) (A) IQ-1 1
-11 or Fast-Draw (any) (E) DX
1-12.

Covert Military Advisor (165 points):
DX 12 20, ST or HT 11 10,
and 20 points from among Fit
5, High Pain Threshold 10,
and Military Rank 1-4 [5-20];
add Code of Honor (Soldier’s)
[-10], Duty (Extremely
Hazardous) [-15] to disadvantage
options; add Soldier (A)
IQ+2 8-14, either Beam
Weapons (Rifle) (E) DX 1-12
or Guns (Rifle) (E) DX 1-12;
and 6 points from among:
Camouflage (E) IQ 1-12,
Explosives (Demolition) (A) IQ
2-12, Forward Observer (A) IQ
2-12, Gunner (any) (E) DX 1
-12, Knife (E) DX 1-12, Stealth
(A) DX 2-12, Tactics (H) IQ 4
-12.

  • Multiplied for self-control number;
    see p. B120.

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