Agent

The United States government employed the Pinkerton Detective Agency to explore the strange supernatural phenomena that occurred after the Battle of Gettysburg. Before he was assassinated in April 1865, President Lincoln decided the government needed tighter control of these strange affairs and issued Executive Order 347, creating the new Special Services Agency. Allan Pinkerton himself was retained to run it. Since then, the Agency has become the Union’s elite secret investigations arm with jurisdiction in all 37 states. Officially, they’re responsible for rooting out sedition, corruption, and other activities that might lead to another devastating civil war, and many in the Agency do just that. Behind the scenes, this means investigating and dealing with supernatural evil.  

WHAT THEY KNOW

  All Agents know something called the Reckoning either created or empowered the rise of supernatural creatures. They know magic is real and generally where it comes from, the Harrowed are possessed by demons, and that an ancient order called the Twilight Legion has been hunting such creatures for millennium.  

RANK & ADVANCEMENT

New Agents are given a Gatling pistol upon completion of their training course (free of charge) and credentials showing their employment as an official Agent. Most operatives like to keep their job private, however, so as to better infiltrate all levels of the communities they work in. Agents are ranked as Grade 0 through 6. Player character Agents start as Grade 0 and are limited to Grade 3 in regular play. Promotions come from taking the Agency Promotion Edge (see page 54). Agents of Grade 0 through 3 know the basics of the Reckoning, who the four Servitors are (or were), what Harrowed and hucksters are, and that some critters are invulnerable until you find their specific weakness. Grades 4–5 are regional directors or reserved for very special Agents in high places or sensitive locals. Grade 6 is reserved for the “Big Boss,” Allan Pinkerton himself. They know much more about the Reckoning and the sinister forces behind it. Agents are paid each month depending on their grade, wired to most any legitimate bank in the country. By executive order, men, women, and persons of all backgrounds may be Agents. The only real requirement is allegiance to the United States of America.

FAVORS

Favors are requests an Agent can use to get a little help from the Agency itself. Of course the operative has to be able to contact them somehow—he can’t just ask for a cleaner team in the middle of the wilderness with no one around. But generally, if he can get word to a known contact or a major city, he’ll get what he asks for. Every Agent starts play with one Favor, and gains another each time he helps lower the Fear Level (see page 84). The maximum number of Favors an Agent can spend on a single request is based on his Grade, as shown below (along with the pay for his particular grade).

AGENCY RANK

Grade Pay Max. Value of Favor
0 $40 1
1 $60 2
2 $80 3
3 $120 4

FAVORS

Favor Cost
Clean/cover up a small operation with fewer than dozen witnesses. 1
Strong-arm a newspaper into printing a particular version of a story. 1
Clean/cover up a large operation with more than a dozen witnesses. 2
Request specific information about a sensitive topic, such as the Reckoning or the corruption of a federal official. 2
Quietly remove a county or local official. 2
Quietly remove a state or minor federal official, evacuate a town, declare a disaster area, temporarily close down a rail line. 3
 

THE MNEMOMIZER

When an Agent reaches Security Grade 2, he’s issued an infernal device called—by those who can pronounce it—a mnemomizer. This palm-sized silver globe opens when the user presses certain panels in the correct sequence (to prevent others from using it or it going off in an Agent’s pocket) and makes a Science roll. With success, pockets of ghost rock vapor ignite in a mesmerizing sequence. Everyone in the front half of a Large Blast Template centered on the Agent, who isn’t consciously closing their eyes, must make a Smarts roll. Those who fail are incredibly susceptible to suggestion for the next 10 seconds or so. Treat this as a successful casting of the mind wipe power with a raise. Unfortunately, the devices aren’t perfect and are subject to Infernal Device Malfunction as usual (see page 33). Minor and Major Malfunctions work as usual, but a Catastrophic Malfunction means everyone affected must make a Vigor roll. Those who fail find their eyeballs scorched from their sockets and are permanently blinded!

AGENT EDGES

AGENCY PROMOTION

REQUIREMENTS: Seasoned, Agent   This Edge reflects a promotion by the Agency for your hero’s devotion, loyalty, and effectiveness. The first time it’s taken he becomes a Grade 1 Agent. This grants him a slight pay raise, the ability to spend higher Favors, and a light armored vest (or corset) if he chooses (see page 35). The second time he takes this Edge he becomes a Grade 2 Agent. He gets another pay raise, the ability to call for greater Favors, and his mnemomizer. A player character can take this Edge one final time at Heroic Rank. This makes him a Grade 3 Agent and allows him to ask for 4-point Favors.

MAN OF A THOUSAND FACES

REQUIREMENTS: Seasoned, Agent, Performance d8+   This Edge helps Agents infiltrate their foes, given some supplies and the ability to study the enemy. The Agent adds +2 to his Performance rolls when trying to impersonate a general “type” of roughly similar build. There’s a −2 penalty for impersonating someone the target has heard of, a −4 for someone the target has seen before, or −6 for a specific individual or someone the target is familiar with. Use of this Edge requires clothing appropriate for the role. A disguise kit (see page 27) removes 2 points of penalties.

Requirements

   
  • Edge: Agent
  • Requirements: Novice, Smarts d8+, Fighting d6+, Occult d6+, Shooting d6+
  • Starting Equipment: Gatling pistol (kept hidden until needed), badge (+1 Persuasion to law-abiding types), monthly pay. Agents are issued mnemomizers at Grade 2.