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Agents

Some material adapted from White Wolf Game Studio's Street Fighter: The Storytelling Game
The difference between agents and thugs is one of approach; Thugs are usually simple muscle, while agents have a variety of skills, backgrounds, or devices that transcend the realm of the simple brawler or triggerman. Agents usually have access to high-tech gadgets or weapons (check various Palladium publications for specific devices), but must keep a lower profile or risk blowing their mission.

Special Agents do most of the work for their covert organizations, delivering messages, assassinating marks, infiltrating rival groups, diverting funds or materials, or assisting higher-ranking agents.

Carte Blanche agents have some sort of special license by their agency that allows them to break the law with relative impunity -- Anything they do in the line of duty will be covered up or smoothed over by the parent organization. These are the people sent in to save the world (or destroy it).

Agents come in a wide variety: The secret agent, who works for national or international espionage groups; Tthe thrill-seeker, who uses his personal fortune and skill to laugh at the devil; The infiltrator, who gathers inside information for personal or company gain; The henchman, who acts a covert muscle for some cabal or master criminal; Or the super-agent, who serves some world-spanning high-tech agency for good or evil.

Every government on Earth has some sort of security agency, ranging from the gigantic American CIA or Russian KGB to the secret police of third world despots. Government agents usually pack sophisticated weapons and gadgets and have extensive infiltrations skills -- stealth, disguise, linguistics, etc. -- in addition to combat skills. Interpol (International Police) also fields a few agents to combat criminal empires.


White Spy
Carte Blanche

Level: fourth
Armor: none
S.D.C.: 6d6
Hit Points: 3d6

    Note: Has either a high MA or PB attribute; Roll 1d6+14. Take note of trust/intimidate or charm/impress scores.

Skills

  • radio: basic 85%
  • detect ambush 70%
  • escape artist 70%
  • impersonation 32/28/26%
  • intelligence 68%
  • prowl 65%

    plus choose three skills from any category, and four secondary skills.

Hand to Hand: Martial Arts
Attacks per Melee:
five

Strike: +2 Parry: +3
Dodge: +3 Roll: +3
Initiative: +0 Damage: +0
Disarm: +2 Entangle: +0
Kick (2d4 damage)
Snap Kick (1d6 damage)
Axe Kick (2d6 damage)
Backward Sweep
Trip/Leg Hook

Weapons/Weapon Proficiencies

  • WP Automatic Pistol: +4/+2 to strike; Carries a pistol (2d6 damage).


Black Spy
Special Agent

Level: fifth
Armor: none
S.D.C.: 6d6
Hit Points: 3d6

Skills

  • radio: basic 90%
  • detect ambush 75%
  • escape artist 75%
  • impersonation 36/32/30%
  • intelligence 72%
  • prowl 75%

    plus choose two espionage or rogue skills, three skills from any category, and four secondary skills.

Hand to Hand: Martial Arts
Attacks per Melee: five

Strike: +2 Parry: +3
Dodge: +3 Roll: +3
Initiative: +0 Damage: +0
Disarm: +2 Entangle: +0
Kick (2d4 damage)
Snap Kick (1d6 damage)
Axe Kick (2d6 damage)
Backward Sweep
Trip/Leg Hook
Jump Kicks (all)

Weapons/Weapon Proficiencies

  • WP Automatic Pistol: +4/+2 to strike; Carries a pistol (2d6 damage).

    50% chance of another weapon proficiency.


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