"Here's someone who leads a life of danger.
To everyone they meet they stay a stranger.
With every move they make another chance they take,
and odds are they won't live to see tomorrow.Beware of pretty faces that you find.
A pretty face can hide an evil mind!
Be careful what you say,
Or you'll give yourself away.
Odds are you won't live to see tomorrow!"-Jacob Streams, Ballad of the Shadow Agent
You've arrived in town one day with no fanfare or recognition. None know your name, and that's how you like it. You are an agent, sent here to accomplish an important mission. Perhaps you are simply meant to gather intel for your organization. Maybe you have been sent to overthrow a foreign government. Or perhaps a madman plans to call down a meteor on the populace of a nearby city from his extravagant volcano base. Whatever the reason, you're here now, and your enemies had better beware.
- Skill Proficiencies: An agent receives proper training before being sent on a mission. As such you have proficiency in two skills of your choice.
- Tool Proficiencies: While disguise kits and thieves ' tools are certainly recommended, a good agent makes does with what he has. You are proficient in one tool set and gaming set of your choice.
- Equipment: A magnifying glass, one fake ID, a set of common clothes, a pouch containing 15gp, and one gadget decided on between you and the GM such as an exploding pen, two-way communication wristwatch, or a grappling hook in your cufflinks.
A previous mission influenced your path as an agent, as well as the reputation around you. What happened on this mission, and how did that impact you? Did you lose a loved one? Were you physically injured? Did the villain escape on a private boat swearing revenge? Roll on or choose details from the First Mission table to develop the mission that started your career as an agent.
| d12 | Prior Mission |
|---|---|
| 1 | Your closest ally was revealed as a traitor, and you had no choice but to kill them after a long chase over the city rooftops. |
| 2 | You infiltrated an elaborate underground base and prevented them from carrying out a plot for global domination. |
| 3 | A mole in the organization attempted to flee with stolen intelligence, but you caught up to them as they were escaping on a boat and beat them in single combat. |
| 4 | To complete the mission you had to kill a man with diplomatic immunity. You are wanted by that nation, if they could ever discover your identity... |
| 5 | You were accused of betraying the organization, but rooted out the true culprit: Your former superior who had once said 'You can't trust anybody.' |
| 6 | You infiltrated a formal gathering to steal confidential secrets. You met an old flame and romance was rekindled, only for them to make off with the secrets themself. |
| 7 | You found evidence of a conspiracy underpinning society. You reported it to your superiors, and now THEY run the conspiracy. |
| 8 | You were tasked to bring down the leader of an evil organization, but wound up sleeping with their progeny in the process. They have sworn revenge against you. The leader, not the progeny. Well, maybe both. |
| 9 | You woke up after a mission only to realize you had no memories of the last seven days. You were told you suffered head trauma, but you think there may have been more to it. |
| 10 | A demonic entity tried to enslave a kingdom with horrible magic, but you won the towns' freedom in a high stakes Three-Dragon Ante game. The demon has since sworn revenge. |
| 11 | You encountered a perfect copy of yourself on a mission, and now you're not sure if you are even real. |
| 12 | You discovered that a family member works for an enemy agency. To this day you continue to battle them. |
The people you work for are unseen for the most part and have faith that you can accomplish your goals without any input. You will have access to a secret contact according to the table in the next section who may be willing to meet up and personally help you out if they feel it to be necessary. Additionally, in different places, at different times, in specific small spaces, you may find a dead drop - a small cache of either goods, money, or information. Different things, depending on what you may need at the time or what your employer may believe you are in need of.
They may simply keep your coffers filled, or they may be the type to have you report on what is needed at what time. This will be up to the DM.
Spell List
Secret agents are trained to blend in and acquire information without being captured. If they are captured, however, they can count on their organization to disavow you, and you will be left to your own devices to escape. If you have the Spellcasting or the Pact Magic class feature, the spells on the Secret Agent table are added to the spell list of your spellcasting class. If you have multiple spellcasting classes, then the spells will be added to each list.
| Spell Level | Spells |
|---|---|
| Cantrip | encode thoughts, minor illusion |
| 1st | disguise self, identify |
| 2nd | detect thoughts, pass without trace, wristpocket |
| 3rd | clairvoyance, counterspell |
| 4th | arcane eye, locate creature |
| 5th | dream, scrying |
| 6th | contingency, true seeing |
| 7th | forcecage, sequester |
| 8th | clone |
| 9th | imprisonment |
Agents go to great lengths to keep their spells subtle. When you cast spells they don't brightly glow or emit sparks, but rather cause the air to shimmer around your hands much like hot air above a fire.
Suggested Characteristics
As an undercover agent, you must be careful not to let your identity leak out. While you try to behave as required by the mission, you still have a life behind you that affects your characteristics.
| d12 | Personality Trait |
|---|---|
| 1 | I had an encounter that I believe gives me a special affinity with a supernatural creature or event. |
| 2 | A signature piece of clothing or distinct weapon serves as an emblem of who I am. |
| 3 | I never accept that I’m out of my depth. |
| 4 | I must know the answer to every secret. No door remains unopened in my presence. |
| 5 | I let people underestimate me, revealing my full competency only to those close to me. |
| 6 | I compulsively seek to collect trophies of my travels and victories. |
| 7 | It doesn’t matter if the whole world’s against me. I’ll always do what I think is right. |
| 8 | I have morbid interests and a macabre aesthetic. |
| 9 | I have a personal ritual, mantra, or relaxation method I use to deal with stress. |
| 10 | Nothing is more important than life, and I never leave anyone in danger. |
| 11 | I’m quick to jump to extreme solutions. Why risk a lesser option not working? |
| 12 | I’m easily startled, but I’m not a coward. |
| d12 | Ideal |
|---|---|
| 1 | Adrenaline. I’ve experienced such strangeness that now I feel alive only in extreme situations. |
| 2 | Balance. I strive to counter the deeds of someone for whom I feel responsible. |
| 3 | Bound. I’ve wronged someone and must work their will to avoid their curse. |
| 4 | Escape. I believe there is something beyond the world I know, and I need to find it. |
| 5 | Legacy. I must do something great so that I’m remembered, and my time is running out. |
| 6 | Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds. |
| 7 | Obsession. I’ve lived this way for so long that I can’t imagine another way. |
| 8 | Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy. |
| 9 | Promise. My life is no longer my own. I must fulfill the dream of someone who’s gone. |
| 10 | Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists. |
| 11 | Sanctuary. I know the forces at work in the world and strive to create islands apart from them. |
| 12 | Truth. I care about the truth above all else, even if it doesn’t benefit anyone. |
| d12 | Bond |
|---|---|
| 1 | I desperately need to get back to someone or someplace, but I lost them in the Mists. |
| 2 | Everything I do is in the service of a powerful master, one I must keep a secret from everyone. |
| 3 | I owe much to my vanished mentor. I seek to continue their work even as I search to find them. |
| 4 | I’ve seen great darkness, and I’m committed to being a light against it—the light of all lights. |
| 5 | Someone I love has become a monster, murderer, or other threat. It’s up to me to redeem them. |
| 6 | The world has been convinced of a terrible lie. It’s up to me to reveal the truth. |
| 7 | I deeply miss someone and am quick to adopt people who remind me of them. |
| 8 | A great evil dwells within me. I will fight against it and the world’s other evils for as long as I can. |
| 9 | I’m desperately seeking a cure to an affliction or a curse, either for someone close to me for myself. |
| 10 | Spirits are drawn to me. I do all I can to help them find peace. |
| 11 | I use my cunning mind to solve mysteries and find justice for those who’ve been wronged. |
| 12 | I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit. |
| d12 | Flaw |
|---|---|
| 1 | I believe doom follows me and that anyone who gets close to me will face a tragic end. |
| 2 | I’m convinced something is after me, appearing in mirrors, dreams, and places where no one could. |
| 3 | I’m especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists. |
| 4 | I’ve done unspeakable evil and will do anything to prevent others from finding out. |
| 5 | I am exceptionally credulous and believe any story or legend immediately. |
| 6 | I’m a skeptic and don’t believe in the power of rituals, religion, superstition, or spirits. |
| 7 | I know my future is written and that anything I do will lead to a prophesied end. |
| 8 | I need to find the best in everyone and everything, even when that means denying obvious malice. |
| 9 | I’ve seen the evil of a type of place—like forests, cities, or graveyards—and resist going there. |
| 10 | I’m exceptionally cautious, planning laboriously and devising countless contingencies. |
| 11 | I have a reputation for defeating a great evil, but that’s a lie and the wicked force knows. |
| 12 | I know the ends always justify the means and am quick to make sacrifices to attain my goals. |
Contacts
You are able to communicate discreetly with a contact sent here to support you in your mission. Each individual has a different specialty. Roll on or choose details from the Contacts table to determine who will be an ally to your agent. Then roll again to determine who will be trying to sabotage you. Or allow the DM to decide and have you find out on your own.
| d12 | Contact |
|---|---|
| 1 | A noble looking to take down a rival house. |
| 2 | A government official in a position of power. |
| 3 | A charismatic rogue or bard. |
| 4 | The local tavern keeper in charge of handing out quests to adventurers. |
| 5 | A rival agent within your organization. |
| 6 | An eccentric inventor who can create fantastical, yet highly situational, gadgetry. (DM can decide their function). |
| 7 | A spectral entity who can only be seen in reflections and communicates telepathically. |
| 8 | A dragon with a scrying orb in a nearby cave. Can spy on others, but isn't going to leave their treasure hoard unguarded. |
| 9 | An old friend or former lover who happens to be native to the area. |
| 10 | A mindflayer hidden in a secluded place. They obtain information by eating people's brains. |
| 11 | A former enemy you vanquished, but claims to have had a change of heart. |
| 12 | A small housepet that is actually a druid in disguise. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/13/2021 9:21:21 PM
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15
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Coming Soon
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1/25/2024 4:07:11 AM
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43
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21
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Coming Soon
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