Title Banner

Building Your Agent's Arc

Absence

And when they turn aroud...

Swings swaying gently with no rider. Successful escapes from impenetrable prisons. Grief. Wherever there is something to the nothing, there is Absence.

Difficult to see, difficult to understand, and difficult to capture, Absence Anomalies can often only be described by their outlines. Untouchable and lonely, their power is seen strongest in misplaced cargo, incomplete plans, and quiet despair.

They are enemies of industry and productivity but also of themselves: they must always be lost, or they won’t exist at all.

Inbox Zero is easy for those with Absence abilities! Send the nastiest problems and most complicated hassles their way and watch them vanish into nothing. (Keep a copy of their to-do list).

Missed!

They never seem to know where you are. When something might touch or hurt you, you can say “Missed!” and roll Duplicity.

On a success, , you were always somewhere else nearby—perhaps behind or on top of whatever tried to touch you.

For each additional 3, another willing, nearby target may be moved with you to the new location.

On a failure, the target moves instead — to hurt another, to an angle that deals additional Harm, or to a very inconvenient place.

Negatives

Inspect the place where something once was. Roll Attentiveness

On a success, you can see the lost history of the place you’re inspecting. If a note was removed, you know what it read—if an object was stolen, you know what it was and how it left.

On every third 3, you may say one sentence about what is lost, and that sentence is true.

On a failure, there’s too much loss. You become overwhelmed by the history of the location you’re in, and receive one Harm — in addition to any Loose Ends caused by your visible, painful reaction.

Unbound

If something is in your way or holding you back, relax your body and roll Subtlety.

On a success, you pass directly through it. You become intangible and can move easily through walls, chains, and other obstructions for one hour.

On every third 3, chose one:
You become invisible
You become inaudible
You become unmemorable to one observer
You bring one person with you any time you pass through an obstacle while using this ability.

On a failure, you lose control of your physical form and become unstable. You are unable to feel, hold, or interact with physical objects, but can still be Harmed for the remainder of the mission or until you die, whichever comes first.