Faction Agent
You served – and may still serve – an organization trying to influence events--either a public entity, a criminal organization, or a secret society that the public only knows through rumors and whispers.
Ability Score Increase: +1 to Charisma and one other ability score.
Skill Proficiencies: Stealth, and either Culture or Deception.
Languages: Two languages of your choice.
Suggested Equipment (Cost 5 silver): Badge or emblem of your faction, a copy of a seminal faction text, a code book, a set of common clothes.
Feature: Safe Haven. Efforts taken by your group shield your secret activities from most blanket divinations unless the caster specifically suspects you, and you cannot be magically compelled to confess the organization’s secrets. Additionally, in most large settlements and cities you can subtly signal to others in your organization to get access to a hidden safe house, free room and board, or assistance in finding information. Other agents won’t risk their lives for you or risk revealing their identities, at least not before you’ve put in the work to establish a rapport.
Adventures or Advancement. When your plots begin to show fruit, your fellow agents notice. After you’ve had several successes at advancing your cause, you gain a contact with an agent who is highly-placed in society and can open doors for you. In addition, you gain the services of a low-level agent (with the statistics of a spy).
Faction Agent Connection
- A former partner who defected to another organization.
- A technologist or alchemist who frequently brings you new inventions to try out.
- An ally you believe is a double agent.
- Someone you’re blackmailing.
- A respected rival: you both know each others’ true identities but haven’t revealed them.
- A mysterious figure who meets you at midnight to receive your field reports.
- A local gossip who gives you useful information, but doesn’t know that you’re working for your faction.
- Your father or mother, an admired agent who you are always compared to.
- The family member of a fellow agent who died on a mission.
- A local gang leader who is aligned with your faction and takes orders from you.
Faction Agent Memento
- A stack of mass-printed broadsheets filled with conspiracy theories about your faction.
- A small ceraunic wave receiver you use to pick up transmissions - both your own faction’s, and those from the Clear Waters.
- The dossier you compiled about your superior in case you needed to blackmail them.
- A thank you letter you found in your handwriting, which you don’t remember sending, that was returned to you for insufficient postage.
- Maps of several high-security locations, including hidden passages.
- A letter of introduction to someone who died mysteriously before you could meet them.
- A dagger with a hidden compartment in the pommel.
- A code book that allows you to decode the messages of a rival faction.
- Documents which give you a false identity.
- A signet ring you discovered; the inside of the band has an inscription that has been scraped away.