Core Rulebook
Secret agents are trained professionals who put their mission before their own well-being, regardless of which government agency, corporation, guild, or kingdom employs them. An agent operates under a fake cover, perhaps as an envoy, inspector, technician, actor, tourist, or bumbling fool.
Motive: Accomplish the goals of the employer while maintaining cover
Health: 15
Damage Inflicted: Moderate wound (5 points)
Movement: Short
Modifications: Tasks related to disguise and deceiving as level 6
Combat: A secret agent always has a covert, unexpected backup weapon that they can use to make a surprise attack, such as a ring or glove with a hidden poisoned needle (dealing 5 points of Speed damage that ignore Armor), a fake tooth filled with poison gas to blow in a victim's face (inducing sleep for ten minutes), or a ring with a miniature gun.
Interaction: Secret agents are confident, masterful, and always give the impression of being one step ahead of the game, even when caught off guard.
Use: As an ally, a secret agent can guide the PCs to their next mission, fill in gaps in their knowledge, and warn them of dangers. If the characters encounter an unfriendly agent, the NPC likely pretends to be a friend.
Loot: Agents typically have currency equivalent to an expensive item, a couple of cyphers, tools for spying and maintaining their cover, and possibly an artifact.
GM Intrusion: The secret agent produces a cypher that, for the rest of the day, eases all tasks by two steps.