Classification: Union // Open

Bestiary

458 records

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Name ▲ Kind Line Source
A Corrupt CourtshipFomorWerewolfBotW
AbliphetFomorWerewolfBotW
Adolescent WerewolfNPCVampireV20
Aelida, Lady of FeathersNPCMageGaM
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
al-Ghadib, the Mad WarriorNPCMageGaM
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
An Hour AgoSpiritWerewolfUVS
Anansi the Spider, Keeper of TalesNPCMageGaM
Ancient Forest-Heart (Grand Natura)NPCMageM20
Animal HierarchiesNPCVampireHH2
Animal PsiNPCVampireHH2
Animal SpiritsSpiritWerewolfW20
AnonymousSpiritWerewolfUVS
Anuk IteNPCMageGaM
Ape or GorillaGhoulVampireGaR
Arcanum ScholarNPCVampireV20
ArchonsNPCVampireDNRL
Artificial PeopleNPCMageGaM
AssistantNPCMageGaM
Atlas UnitsNPCMageGaM
Atomic SpiritSpiritWerewolfW20
Awakened HacktivistNPCMageM20
Background Costs and TraitsSpiritWerewolfW20
BackupNPCMageGaM
Balefire SharksFomorWerewolfBotW
Bane CharmsSpiritWerewolfW20
Baron Samedi, the Cemetery LordNPCMageGaM
BatsGhoulVampireGaR
BearGhoulVampireGaR
BearSpiritWerewolfW20
Beat CopNPCMageM20
BelebenSpiritWerewolfUVS
Beloved (Dynamic Avatar)NPCMageGaM
Big CatsGhoulVampireGaR
Big Owl, the Screaming NightNPCMageGaM
Bioenhanced Field AgentNPCMageGaM
BioweaponSpiritWerewolfUVS
Bird, Large (Eagle, Swan, Vulture, etc.)NPCMageM20
Bird, Small (Finch, Sparrow, Pigeon, etc.)NPCMageM20
Bird, Substantial (Hawk, Raven, Owl, etc.)NPCMageM20
BirdsGhoulVampireGaR
Bitter RagesSpiritWerewolfW20
Black SnakesNPCMageGaM
Black SuitNPCMageM20
Blood CurrencySpiritWerewolfUVS
Blood ImpConstructVampireRotB
Blood PoolsGhoulVampireGaR
BloodbatsFomorWerewolfBotW
BloodwormsFomorWerewolfBotW
BoarSpiritWerewolfW20
Bob SchnoblinNPCVampireHH2
BobcatNPCVampireV20
Bondye, the Most HighNPCMageGaM
Bookstore ProprietorGhoulVampireGaR
Bot-NetSpiritWerewolfUVS
Brand LoyaltySpiritWerewolfUVS
CatNPCMageGaM
Cat, Domestic-SizeNPCMageM20
Cause Insanity (Samsa Only)FomorWerewolfBotW
CelestinesSpiritWerewolfUVS
Chaos MonitorSpiritWerewolfW20
Chicken-Spirit or Egg-SpiritSpiritWerewolfUVS
ChimeraSpiritWerewolfW20
ChimerlingsSpiritWerewolfW20
ChiminageSpiritWerewolfUVS
ChimpanzeeNPCMageM20
ChirurgeonSpiritWerewolfUVS
Choosing PowersGhoulVampireGaR
Christ, the Good ShepherdNPCMageGaM
Chulorviah ElderFomorWerewolfBotW
City MascotSpiritWerewolfUVS
City TreeSpiritWerewolfUVS
City-HeartNPCMageM20
CleanersNPCMageGaM
ClonesConstructVampireRotB
CockroachNPCMageGaM
CockroachSpiritWerewolfW20
Common CharmsSpiritWerewolfW20
Common “Steelskin” CyborgNPCMageM20
ConsciousnessSpiritWerewolfUVS
Constrictor SnakeNPCVampireV20
Consumer EntertainmentSpiritWerewolfUVS
Cost: NoneNPCVampireHH2
CoyoteNPCMageM20
CoyoteSpiritWerewolfW20
Creating a Bitter-GrinFomorWerewolfBotW
Creating BanesSpiritWerewolfW20
CREATING BREAKERSFomorWerewolfBotW
CREATING BUZZARDSFomorWerewolfBotW
Creating Fallen RatkinFomorWerewolfBotW
Creating HistpahFomorWerewolfBotW
Creating MneticsFomorWerewolfBotW
Creating XibalanFomorWerewolfBotW
CreepypastaSpiritWerewolfUVS
Criminal Enforcer/BossNPCVampireV20
Crimson PestilentFomorWerewolfBotW
CrowNPCMageM20
CrowdfundingSpiritWerewolfUVS
Crush (Dynamic Avatar)NPCMageGaM
CuckooSpiritWerewolfW20
CultistsNPCMageGaM
Cultural AppropriationSpiritWerewolfUVS
CuriosiSpiritWerewolfW20
DataphyteNPCMageGaM
Dealing with the TriatSpiritWerewolfUVS
Deleterious EffectsFomorWerewolfBotW
Delhi Chapter HouseNPCVampireHH2
Digital GameSpiritWerewolfUVS
Dog, Large (German Shepherd, Great Dane, etc.)NPCMageM20
Dog, Medium (Beagle, Border Collie, etc.)NPCMageM20
Dog, Small (Chihuahua, Pug, etc.)NPCMageM20
Downtown TrainSpiritWerewolfUVS
DrattosiSpiritWerewolfW20
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Classification: Union // Open Ref mage/creature/npc/government-agent

Government Agent

NPC · Mage

Mage

These operatives belong to the FBI, DHS, NSA, CIA, or some other alphabet-soup organization and show up when serious crimes occur – typically terrorism, kidnapping, serial killings, espionage, counterfeiting, drastic hacking, or apparent breaches of national security. In the World of Darkness, police and other local authorities often call in government agents after encountering inexplicable events. Local and national governments recognize that the world is not what it seems to be, so they send out agents to investigate and neutralize such threats.

Regardless of whether she’s been called in to investigate a human serial killer or to check out reports about events that seem to defy the laws of physics, a government agent knows that her job is both important and dangerous. If she encounters someone performing obvious magick or triggering any other sort of paranormal event, she’ll draw her gun, call for backup,

and almost certainly start shooting if the supernatural activity appears to be in any way threatening.

Most government agents aren’t official members of the Technocratic Union and have never heard of it. Many inadvertently work for it anyway. They might even have encountered ranking Technocratic Operatives and then assumed the operatives belonged to another secretive and powerful government agency above the agent’s security clearance. The Union also monitors communications between government agents, sorts through reports, and debriefs agents who’ve been on interesting cases. If a government agent reports evidence of events that seem supernatural, the Technocracy (or perhaps the Nephandi…) might send in their own operatives to investigate and deal with apparent Reality Deviants.

Suggested Attributes: Strength 3, Dexterity 2-3, Stamina 3-4, Charisma 2-4, Manipulation 3-5, Appearance 2, Perception 3-4, Intelligence 3-4, Wits 3-5

Suggested Abilities: Academics 3, Alertness 3, Athletics 2, Awareness 1, Brawl 2-3, Computer 2-3, Drive 2-3, Enigmas 1-3, Firearms 3-4, Investigation 3-5, Law 4, Martial Arts 1-3, Media 1-3, Melee 2-3, Politics 2-4, Research 2-4, Stealth 2, Streetwise 3, Technology 2-4

Willpower: 7

Health Levels: OK, -1, -1 -2, - 2, -5, Incapacitated

Equipment: Badge and ID card, dark-colored suit, electronic surveillance devices, heavy pistol, sunglasses, plus body armor and heavier weapons in clearly dangerous situations.

The vast majority of people working for the Technocratic Union are not Enlightened Operatives or Scientists. Instead, extraordinary scientists, technicians, and operatives handle many Technocratic chores. Beyond those rank-and-file sympathizers and proles, both Iteration X and the Progenitors create intelligent constructs that serve as guards, soldiers, spies, and assassins. Although the Union would never call any of its members “hedge magicians,” there’s a Technocratic equivalent to that archaic conceit: extraordinary citizens. Extraordinary scientists and field agents do not count as Sleeper witnesses, so long as the Effects in question are focused through some form of technomagick. Unlike many of their co-workers, extraordinary citizens know what the Technocracy is and tend to be extremely loyal to it. When a Technocratic operative calls for backup (as per the Background of that name) in sensitive (that is, paranormal) situations, these are the folks who show up.

Image: Thorough training makes the average government field agent confident, well-groomed, capable, and at least slightly arrogant. In the field, such people wear clean and unusually durable professional clothing, with shoes and gear that look fashionable yet remain practical for heavy-duty work.

Roleplaying Notes: You’re one of those folks standing at the edge of chaos… human or otherwise. Your training and experience make you formidable but not invincible, and you’ve probably had enough tough scrapes to understand the difference.

Such personnel can also use certain Technocratic Devices, though not Enlightened Procedures. And although most of these citizens work in labs, offices, and medical and equipment repair facilities, Convention field offices also deploy extraordinary field agents as well. Those agents typically carry one or two Devices; Iteration X agents often enjoy cybernetic implants, and Progenitor field personnel have various biomods (both as per the Enhancements Background). Even without such gear, extraordinary citizens carry tech that, among the Masses, would be considered bleeding-edge mega-cool.

See also 32

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