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Building Your Agent's Arc

Growth

More is always better.

Invulnerable heroes. Monsters galloping on a thousand arms. Burglars spotting their prize through walls, and in the dark. Growth mutates the flesh to change the future.

Equally comfortable in human society and untamed nature, Growths hide in plain sight. They fit in alongside the planet’s natural cycles, tweaking small things to great consequence. Perhaps a sympathetic mole is given great size to protect its territory, or a CFO has a sudden boost of intuition, or a butterfly’s wings are slightly larger.

Soon earthquakes, earnings, and hurricanes are picking up and the Growth gains power in their wake.

While Agents with these abilities may be appreciated at first glance for their physical prowess, their subtler side is not to be underestimated: they are the first to understand any team’s greatest weaknesses. Even so, these employees should not be given leadership positions. They work best where there is opportunity for Growth.

I'll Cover You!

When a nearby target would be hurt by an external force, you may say “I’ll cover you!” and extend your flesh to protect them. Roll Persistence.

On a success, you grow rapidly around them and take the attack for them. Any hurt, Harm, or death is dealt to you instead of them.

On every third 3, you armor yourself in extra layers of protective flesh. This instance of Harm is reduced by one, and any extra is applied to future Harm. (Higher numbers will create an obvious change in your physical body until it’s lost to absorb the harm.)

On a failure, you and the target both take the original harm. Your body grows beyond your intent and remains overgrown in an obvious way until you have at least an hour to rest and recuperate.

Limbs

Expand your physical possibility with additional limbs similar to the ones you already possess. Roll Dynamism

On a success, you gain reach and control far beyond typical combatants, and can easily engage any mundane or Minor Anomaly target into a stalemate.

For each additional 3, choose one:
Disarm a target.
Engage one more target.
Render an engaged target unconscious.
Kill an unconscious target.

On a failure, you become only limbs. All other features disappear and you become a conscious pile of whatever limbs you were hoping to create. You are extremely awkward and vulnerable to Harm for an hour.

Eyes

Open a few more eyes. Roll Professionalism.

On a success, ayou sprout new eyes on your body, with potent new abilities.

Spend 3s on the following: types of vision, which lasts for one hour:
1: Heat, Night, or Telescopic
2: Fingerprint or X-Ray
3: Reality (Cuts through illusions and obfuscations)
4 :Plant Sign Language, Anomaly Tracking
5: Weakness
6: Future Sight

On a failure, you see A Vision of the End. You receive a piece of forbidden knowledge about the end of all things, too big for your mind to comprehend. You suffer from an additional Burnout on all rolls until the end of the mission.