Equipment
Multigun
Attacks (a storm of hot lead)
Extras: Spray 5d+2hd, Penetration 3, Extra Attacks 2
Operating Skills/Limit Confidential Agent or Trained To Kill / 5
Roll to make an WSK attack. You may choose add +2 to the damage and/or ignore 3 points of armor. It is impossible to block or dodge this attack unless the target has a Coordination of 6+. You may use the Spray to increase the Operating Skills Limit to 10 or to act as Spray, your choice.
Useful (a high-tensile towline and grapple gun)
Operating Skills/Limit: Confidential Agent / 10
Roll to shoot the grapple gun. The line can hold up to 4 tons and is 160 yards long. The laws of physics apply..!
Disguise Kit
Useful (look like someone else)
Operating Skills/Limit: Confidential Agent / 4
Given time, You can use this kit to make the perfect disguise without a roll. You may roll the Operating Skill to disguise a second person at the same time, if you need too. The disguise kit is somewhat bulky however, so you suffer a -1d penalty when transporting it.
Kinetic Armor
Defends (4+ LAR)
Extras: 'No Upward Limit +2''
This armor provides up to 4 LAR. LAR reduces damage from Killing to Shock. You can increase the LAR by 1 for every 2 Willpower you spend.
Useful (Generate Power Points)
The armor generates Power Points when it is hit. Gain 1 per point of damage absorbed, however, taking more than 5 damage in a single hit will leave the armor unable to generate more power until it is repaired. It starts at 3 Power Points.
Attack (Explode using Power Points)
Extras: Area +5, Electrocuting +1, Controlled Effect (Enemies only) +1, Controlled Effect (Environment Only) +1
The armor also has a secondary function, which explosively unleashes energy in a 1 yard radius. You may spend up to 5 Power Points per attack in this fashion, choosing to let the explosion of electricity hurt everyone, or only harming your ememies and/or the environment. No roll is required.
Briefcase of Techno-Goodies
Operating Skills/Limit: Wife of a Wealthy Gadgeteer / 2
This briefcase contains many useful items that you can draw from. Unfortunately, you can only use one of those items at a time, but fortunately, you can spend a Base Will to remove this restriction if you want to keep it. Just think up an item and shazam, you have it! The power will have a base Operating Skill Limit of 2 (+5 Spray).
The briefcase is somewhat bulky however, so you suffer a -1d penalty when transporting it.
High Quality Equipment and Training
Extras: Speeding Bullet (Coordination) +2, Spray (3d+2hd) +7, Penetration +2, Area +4, Burn +2, Electrocuting +1, Radius +2, Booster +3, Duration +2, No Upward Limit +2, Subtle +1, Extra Attacks,Defends,Useful (2,2,2) +6
This is not any one physical piece of equipment but simply represents the base quality of your... it's in the name. It reduces the Operating Skills Limit to 1, however, you can increase this to a maximum of 3 by spending Will or taking a round or two of Extra Time. All previous powers listed have this already figured in, but you can also apply this to skills and stats by reducing them to 1.
So you could for instance add Extra Attacks (2) to your Body, limiting it to 1d, and then your pool is Body+Confidential Agent+Trained To Kill, which comes out to 10d. Or you might try to apply Duration and Spray to your dodge pool, reducing Coordination to 1 and so your pool of Coordination+Confidential Agent comes out to 5d (+3d+2hd Spray).
Generally, you should explain this as some minor item or spy technique, but you may need to obtain an item from your Briefcase of Techno-Goodies or All Kinds o' Stuff if what you're trying to do doesn't fall under the purview of any of your skills.
Skills
Interrupt
You can automatically make any action that occurs between Speed 2 - Speed 5. You can use this at any point in the Declaration Phase. But you can only do this once a round. No roll is required, but it costs 2 Willpower to use.
All Kinds o' Stuff
This lets you have a skill rated at 1d for anything you want to do that is related to your character concept of Secret Agent. Declare what you want the skill to cover and roll an appropriate Stat+1.
For example, if you want a stat called Guns, roll Coordination+1. If you succeed you can use that skill for the rest of the scene. You may add extras and flaws to the skill, if you want to. If you want to use the skill in the same turn you decide you need it, though, you'll need to use this to give you the skill, then use Interrupt to get another action in which to use the skill or use the multiple action rules.
Remember when adding Extras that you can modify this power and any skill created with this power with High Quality Equipment and Training.
Knockout Blow
Operating Skills/Limit Trained To Kill / 10
In addition to doing damage, the target is Dazed, suffering a penalty that lasts and takes the same damage every turn until he inevitably passes out.