Agent Provocateur
The Agent Provocateur lives a life of constant deception. They pretend to be part of some group, but in reality are in the employee or secretly represent the interests of an opposed group. From undercover law enforcement to guild infiltrators to moles, Provocateurs often seek to incite the group they are faking membership or common cause with into acts that embarrass, entrap, or jeopardize the group for the advantage of their employers or true allegiance. Pulling off such a feat is no easy task and takes a certain magnitude of deviousness and the ability to assume a role.
Agent Provocateurs are fun to play for those who like being sneaky, devious, tricky, or otherwise shifty. They can be an interesting addition to any group; first the challenge to the player to fool the other players into buying their cover story and persona, the tension as they continue the charade, and the eventual twist when they are found out.
Cost Ability
55 Rapscallion Package Deal
5 Acting +1
2 Deep Cover
10 10 points worth of Contact and/or Membership
1 Lettered: Literacy w/ Native Language
3 Sharp: +1 All PER
10 Choose 10 Points of Skills
5 Disciplined Mind: +5 Mental Defense
91 Total Cost of Abilities
Value Disadvantages
-10 Secret ID


Total Cost of Package

Package Deals
Rapscallions are those who are off the straight and narrow either in fact or in spirit. Alert to opportunity, quick witted and cagey, Rapscallions have a solid core of potential allowing them to adapt to whatever course fate presents them.
They represent both the best and worst of Rogues, for they are naturally talented but often choose to put that talent to primarily selfish ends
Cost Ability
6 Quick: +2 DEX
2 Fleet: +1" Run
3 Quick Witted: +3 INT
3 Glib: +3 PRE
4 Determined: +2 EGO
3 Alert: +1 All PER
1 Hard Bargainer: +1 to Resist Bargaining
1 Blas: +1 to Resist Oratory
1 Immovable: +1 to Resist Persuasion
1 Tight-lipped: +1 to Resist Conversation
1 Resistance: +1 to Resist Interrogation/Questioning
10 Puissant: +1 Overall Level
3 Bribery
3 Conversation
3 Persuasion
3 Streetwise
2 Survival: Urban
3 Trading
1 WF: Short Blades
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 Literacy w/ Native Language
3 Well Connected
var Contacts
var Favors
var Successful: Money
var Street Credibility: Reputation Perk
var Established: Base(s)
var Established: Followers
2 Thieves' Cant: (Language; basic conversation; literate)
-15 Psychological Limitation: Self Centered (Common, Strong)
-5 Social Limitation: Prior Conviction (Got caught at some point in the past and has done some time incarcerated or otherwise detained by the Law; known to local Law Enforcement) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Rogues (More Powerful, Group, Professional, Unaware, Outdo)