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FBI Agent (100 points)
You are a member of the Federal Bureau of Investigation. Most FBI Agents will be 150 point characters, giving them 50 extra points to spend and an additional -35 or so points of disadvantages.
Attributes: ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 11 [10]
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 12 [5]; FP 11 [0]; Basic Speed 5.75 [5]; Basic Move 5 [0].
Advantages: Legal Enforcement Powers [10]; and 30 points chosen from among Combat Reflexes [15]; Fit [5] or Very Fit [15]; Higher Purpose [5]; Patron (The Agency) [-10 to -20]; Security Clearance [-5 to -10]; Smooth Operator [15pts/level]; Rank (Police) 1+ [5/level]; IQ +1 [20].
Disadvantages: Duty [-10]; and -30 points chosen from among Code of Honor (Professional) [-5]; Fanaticism [-15]; Hidebound [-5]; Honesty [-10*]; No Sense of Humor [-10]; Overconfidence [-5*]; Selfless [-5*]; Workaholic [-5].
Primary Skills: Select three skills from: Criminology, Electronics Operations (Security or Surveillance), Interrogation, or Leadership, all (A) IQ+2 [8]-13; Diplomacy, Forensics, or Intelligence Analysis/8, all (H) IQ+1 [8]-12. You may opt to trade one choice for two extra secondary skills.
Secondary Skills: Select two skills from: Body Language, Observation, or Search, all (A) Per+1 [4]-13; Shadowing, or Intimidation, both (A) IQ+1 [4]-12; or Detect Lies (H) Per [4]-12.
Background Skills: Brawling (E) DX+1 [2]-12; Driving (A) DX [2]-11; Guns (E) DX+1 [2]-12; Law (US Federal Laws) (H) IQ-1 [2]-10.
* Multiplied for self-contro number; see p. 120.
Counterterrorism Specialist (+7 points)
The Counterterrorism Specialist automatically gains Intelligence Analysis (H) IQ+2 [12]-13, and only chooses two primary skills instead of three [4]. In addition, add Expert Skill (Terrorism) (H) IQ [4]-11 and one Language at Accented (Arabic is a good choice) [4]. Lastly, Counterterrorism Specialists are on duty pretty much all the time [-5].
X-Files Agent (0 points)
The X-Files Agent gains a Reputation (-2, other FBI Agents, all the time) [-5] as a crank and a crackpot, and the Enemy (Unknown Watcher, 9-) [-6]. They add Current Affairs (The Weird) (E) IQ [1]-11, Expert Skill (Conspiracy Theory) (H) IQ+1 [8]-12, and Research (A) IQ [2]-11.
More experienced X-Agents tend to have additional traits. These include Contacts, Patron, skills such as Hidden Lore and Mental Strength, and other such useful traits. These are balanced, to some degree, by more impressive Enemies.