Government/Undercover Agent

Originally Published:  2009-02-17
Last Updated:  2011-06-24

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House Rules

Associated Games/Campaigns

Dark Conspiracy
Space 1889
Top Secret
Traveller (TNE)
Twilight: 2000
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Description

[Dark Conspiracy]  Faced with corporate aggression, the federal government stepped back into the wings.  Most people think its moribund, that is will never recover.  But you know it's playing possum.  All available money and resources have been poured into clandestine operations to find out exactly what's behind the new world order.  It's no longer just the CIA and FBI, either.  Nowadays some of the most effective agents are FCC, EPA, SEC, IRS and the like.  Using their primary missions as cover, these agencies are collecting the data that may turn things back around.

[Traveller] With many new worlds rediscovering space travel and coming into contact again, there is a tremendous demand for information about neighboring governments, planets, and cultures. Undercover agents are used when the inquisitive party doesn't want the subject of the investigation to know about it. Many agents are government employees, but others work for corporations or are freelancers, selling information to the highest bidder.

Entry
Undergraduate University, Intelligence 6+, Charisma 6+.

First Term
Gun Combat 1
Language 1
Interaction 2
Perception 1
Social Science 1

Subsequent Terms
Charm
Crime
Determination
Interaction
Social Science
Vice

All Terms
Special Assignment/Adventure: (2D6) 6+ for the following (DM+1 per subsequent term):  Gun Combat, Language, Melee, Perception, Personal Transport

Promotion: 7+; DM +1 if Agility 7+

Contacts: One per term, government or intelligence community. On a roll of 1D10 for 8+ the contact is foreign.

Special
[T2K] The character will not be drafted in the event of war, but continues as an intelligence agent.
[TNE] 1 ship DM per term for a Scout/Courier.