Boxed in, trapped, conscripted,
and isolated defines Works Agents. One day normal, next day
badged and in 'training', no memory of the between time. Made to love
the city, they become its servants, its agents of control. Agents to
keep the city safe from the truth, safe from things that may cause
populations to know. The City Works Agency, hated by
neighborhood states and their constables, their authority trumps all
others. Everyone knows what happened to City Cell 7, we all
know that it wasn't snow covering those buildings. Learn the
truth, and end up like them. What truth? Why, the best kind dear
reader, the kind that makes YOU powerful.
- Peculiar Author
Encyclopedia
Infinica No. 2 – City Works Agents
City Works
Agents protect the city from
threats both internal and external, working with local governments to
ensure peace and cooperation across our city.
Each
agent is given special privileges and responsibilities in order to
keep our city in tip-top shape. It is an honor to be chosen as a City
Agent, and everyone from age 13
until death can be chosen by the Agency.
Worry not citizen, it is only a wholesome City Works Agent going about his business. Art By: Harry Clarke |
Below are some of
the many exciting opportunities that wait for a lucky individual to
be chosen for:
Sanitation Agent
Exterminators – P.A.
Transportation
Agent Mess with the trains, and you'll
encounter these folks – P.A.
Cooperation Agent
They threaten neighborhood states with awful
things to ensure the cooperation of said states – P.A.
-----
Agent They
were created after the Dreamtime Revolt, and started the Storyteller
Wars – P.A.
Financial Agent
They ensure that economies are stable and
counterfeiters disappear – P.A.
Technologies Agent
Ever wonder why innovation is so slow in the
city and the rest of the world? They are why – P.A.
Those
who do not meet their final training exams for Agent status are still
kept in the employ of the city. These individuals are referred to as
Assets, and are a part
of every City Works Agency
department save for the Department of -----.
They
return home without memory of where they were and how they acquired
all their 'skills'. - P.A.
A 'photograph' of an Agent from Publedina's prohibited 'Camera' invention. |
The
Department of -----
has a very special purpose and should not be investigated too
closely, otherwise -----
might happen again. We don't want that, do we citizen?
Can't see the word '-----' can
you? Don't worry no one can. Its there, you just can't 'see' it. -
P.A.
REMEMBER
CITIZEN: While Assets
may dress is specialized
uniforms, Agents dress
like you or I. It is always a wise course of action to treat all
citizens you meet with respect, you never know if you might be
talking to a courageous Agent.
You'll know by their dead eyes,
monotone voices, and all that awful buzzing. - P.A.
Agents
live in special city cells that normal citizens do not have access
to. These special places give our fine Agents
a place to relax without having to worry about protecting non-Agents.
No one knows what these places
are like, even those people who escape them to become 'rogue'.
Somehow escaping causes people to lose their memory of the place. -
P.A.
An illegal depiction an event during the Storyteller Wars. Art By: Pieter Bruegel |
Agency Cells
provide everything an Agent could
ever need. Assets are
allowed to live in the same city cells as normal citizens, and rejoin
their communities after they finish their training.
They just can't remember where
the have been, and how they came to have certain skill sets. - P.A.
Assets can
live next door to any citizen, and go to work just like you or I,
citizen.
The difference between you and
them? They can't remember what they did at work that day, or why they
always have different amounts of money in their pockets at the end of
their day. - P.A.
The badge of an official Agent. |
Now,
for an interview with one of our city's courageous Agents.
City Works Agent
Description
They could be
anyone: an elderly man, a comely young woman, a teenaged boy, or
matronly woman. They could dress like anyone: rags, finery, oil
stained overall, or ball gown. Always embedded on their left hand (or
their breast in the case of female Gamayun) is an inverted golden
five pointed star badge, the badge emblazoned with a bee and an eye.
Voices a monotone, with an almost imperceptible buzzing of insect
wings marking their presence. Any race, any ethnicity, they are
pulled from the masses but are placed above them in authority.
An Agent can appear
from any doorway, step out from around any corner. They speak with a
monotone, their eyes dull and seem to stare through any individual
they may be 'looking' at.
They work for the
city itself, surpassing any level of authority an individual city
state would present. Their purposes are as varied as the appearances
of the agents themselves: appearing to let a citizen know that they
really didn't see a door appear from nowhere to disgorge a strange
man in a hurry, or perhaps to ask a citizen a series of questions
about a recent invention they have created, only to take said
invention with them whether the inventor consents or not.
It is best to give
them what they want, otherwise more might show up to take the
unwilling target away for 'further interrogation'.
A female City Works Agent. |
OSR /
AD&D / LotFP
Type: Humanoid
Activity Cycle: Whenever duty calls.
Diet: Normal.
Intelligence: Normal to Intelligent (Int: 10 -
13).
Treasure: None
Alignment: Lawful (Neutral)
No. Appearing: 1D3
Armor Class: 18 / 2 (They possess the
immovability of the City Works Agency.)
Movement: 30 ft. Ground / 60 ft. Flight
Hit Dice: 5
To-Hit: +5
No. of Attacks: 1
Damage: 1D6 + Poison (Sting)
Special Attacks:
Sleep – This
ability functions exactly like the Sleep spell,
save that the Agent needs a free hand wave before the target's eyes
and the target must be able to hear the soporific buzzing the Agent
emits from their open mouth. The agent may use this ability at will,
but anyone who makes their save versus spell is immune to the ability
for the next 24 hours. The duration of this ability is 20 minutes.
Sting – A large stinger emerges from between
the Agent's middle two knuckles. The stinger appears to be a smooth 8
inch (20.32 cm) spike of chitin, though once in a target the tip
becomes barbed and detaches from the Agent's hand. It still has a
long string of viscera attaching it to the Agent's hand. After a
successful attack, and each round the stinger is embedded in the
target, the target must make a save versus Poison or take an
additional 1D4 points of damage. The stinger can be ripped from the
target's body for an additional 1D4+1 points of damage either by the
Agent or anyone else. The target may move up to 20 feet away from the
Agent before the viscera ends, and the stinger is ripped from the
target's body. While the stinger is embedded in someone, the Agent is
unable to use said stinger on other targets.
Memory Holes – An
Agent may cause individuals to forget any interaction with the Agent
that lasted less than 15 minutes. This ability functions as the spell
Forget, save that the
targets must be able to hear the strange buzzing the Agent produces
when they open their mouth. Agents may use this ability at will.
Anyone who successfully makes their save versus magic against the
ability becomes immune to this ability for 24 hours.
Release Swarm of Kin
– An agent may release a swarm of bees to assist them in
terminating a target. The bees emerge from hexagonal holes that open
in the Agent's arms, hands, neck, and face. This swarm has ½ of the
Agent's maximum hit-points, and only take a single point of damage
from attacks made by hand weapons. However, damage done by magical
spells and effects, as well as any attack that has an area of effect,
does full damage. Attacks on the swarm only require that the attacker
does not roll a 1 on their to-hit roll. The swarm occupies a 10'x10'
square. Anyone within the square during the Agent's turn
automatically takes 3 points of damage. The Agent may only use this
ability once per day.
Special Defenses:
Sprout Wings – The Agent may sprout insect
wings and fly at a base speed of 60 feet.
All Doors Lead to Home – An Agent may use any
unlocked door to teleport back to City Works Agency Headquarters.
Special Weakness: While in areas of thick smoke,
the Agent must make a save versus poison at the beginning of their
turn. If they succeed at their save, they take a -1 penalty to all
rolls until they leave the smoke. If they fail, falls into a coma
like sleep that they only awake from when the smoke is no longer
present or if they take damage. On taking damage, they immediately
awaken and may make another save with the same results for a failed
or successful save.
Magic Resistance: 15%
Size: Medium (5' to 6' tall)
All
Saves:
12
The City Works Agency is always watching... For your safety. |
Into
the Odd
Str 10, Dex 10, Wil
12, 7 hp. Armor: 1
Driven to fulfill
their strange mission and maintain order in the Infinite City.
Attacks with Stinger
(D4).
Sleep – The
Agent needs a free hand wave before the target's eyes and the target
must be able to hear the soporific buzzing the Agent emits from their
open mouth. A target must make a successful Will save or immediate
lays down to go into a deep sleep. Only taking damage will wake the
target from their sleep, they will wake on their own after 20 minutes
of rest. The agent may use this ability at will, but anyone who makes
their Will save is immune to the ability for the next 24 hours.
Sting – A large stinger emerges from between
the Agent's middle two knuckles. The stinger appears to be a smooth 8
inch (20.32 cm) spike of chitin, though once in a target the tip
becomes barbed and detaches from the Agent's hand. It still has a
long string of viscera attaching it to the Agent's hand. After a
successful attack, and each round the stinger is embedded in the
target, the target must make a Strength or take an additional 1D3
points of damage (ignoring armor). The stinger can be ripped from the
target's body for an additional 1D3+1 points of damage either by the
Agent or anyone else. The target may move up to 20 feet away from the
Agent before the viscera ends, and the stinger is ripped from the
target's body. While the stinger is embedded in someone, the Agent is
unable to use said stinger on other targets.
Memory Holes – An
Agent may cause individuals to forget any interaction with the Agent
that lasted less than 15 minutes. Targets must be able to hear the
strange buzzing the Agent produces when they open their mouth, after
which they must make a Will save. Agents may use this ability at
will. Anyone who successfully makes their save versus magic against
the ability becomes immune to this ability for 24 hours.
Sprout Wings – The Agent may sprout insect
wings and fly at twice the speed of a human on foot.
All Doors Lead to
Home – An Agent may use any unlocked door to teleport back to
City Works Agency Headquarters.
Release Swarm of
Kin – An agent may release a
swarm of bees to assist them in terminating a target. The bees emerge
from hexagonal holes that open in the Agent's arms, hands, neck, and
face. This swarm has 4 hit-points, and only take a single point of
damage from attacks made by hand weapons. However, any attack that
has an area of effect does full damage. The swarm occupies a 10'x10'
square. Anyone within the square during the Agent's turn
automatically takes 3 points of damage. The Agent may only use this
ability once per day.
Special Weakness:
While in areas of thick smoke, the Agent must make a save versus
poison at the beginning of their turn. If they succeed at their save,
they take a -1 penalty to all rolls until they leave the smoke. If
they fail, falls into a coma like sleep that they only awake from
when the smoke is no longer present or if they take damage. On taking
damage, they immediately awaken and may make another save with the
same results for a failed or successful save.
The left hand is the correct hand, citizen. |
REMEMBER
CITIZEN!: It is an unfounded
rumor that there are 'Rogue
Agents'. All City
Works Agents are
dedicated to their work as well as serving the City, and would never
shirk their responsibilities to the City. However if you do see an
individual with a gold star emblazoned with a wasp and a hand
embedded into the back of someone's right hand, immediately report
such sighting to your local constable. Your neighborhood constables
know how to contact the City
Works Agency.
Disseminating rumors about 'Rogue
Agents' is a violation
of Chapter 7 – Article IV – Section 2.3: It is
prohibited to purposely disseminate false information about the City
Works Agency. Violation of
said law can result in immediate imprisonment for an indefinite
period of time.
The badge of a Rogue Agent. Remember citizen, these aren't real. But if you see one, tell a constable. |
Rogue
Agent – A Playable
Class
Can't remember why you woke up
in an alley? Don't remember much after being 'chosen' to be an Agent?
Don't remember where you have been? Don't know what that gold star is
embedded on the back of your right hand? Why a hand? Why a wasp?
Everyone has the same questions, and sadly there aren't many answers
for you. Just keep moving and stay away from other Agents. - P.A.
Being
a Rogue Agent
means being without memory of being a part of the City
Works Agency or what
was done there. Rogue
Agents are called, and
call themselves, Wasps
due to the picture on their badge and because the majority of wasps
are solitary as compared to the Active
Agents who are called
Bees.
Rogue
Agents draw their
powers from the badge embedded in their right hand. As to how the
badge was switched from their left (as all Active
Agents) to their
right, no one has memories of. While Rogue
Agents are usually
former Active Agents
there are rumors that it is possible for a Rogue
Agent to bestow their
badge to a close relative at the time of the Agent's
death.
An Agent considering her new life. Art By: Kay Nielsen |
The
badge, while appearing to be made of metal, it is actually a part of
the person bearing it. A fine tracery of veins can be seen radiating
from the badge into the Agent's
hand.
Rogue
Agents appear
to have the same abilities as Active
Agents,
though to a lesser degree. In their breaking from the City
Works Agency
they must have lost a portion, or a partial source, of their previous
power. As they gain levels, they regain their previous abilities as
well as acquire new ones.
OSR
/ AD&D / LotFP
Hit-Dice:
D8 (+2 HP per level at level
10+)
THAC0
/ To-Hit Progression: As a
Thief
Saves:
As Fighters
Experience
Levels: As Priest
Weapon
and Armor Proficiencies: As
Rogues and Firearms
OSR/
AD&D Skill Proficiencies: As
Rogues
LotFP
Skills: As non-Specialist
characters
OSR
/ AD&D Initial Character Funds: 2D6
x 10 gp
LotFP
Initial Character Funds: 3D6 x
10 sp
Special Weakness:
While in areas of thick smoke, the Agent must make a save versus
poison at the beginning of their turn. If they succeed at their save,
they take a -1 penalty to all rolls until they leave the smoke. If
they fail, falls into a coma like sleep that they only awake from
when the smoke is no longer present or if they take damage. On taking
damage, they immediately awaken and may make another save with the
same results for a failed or successful save.
Abilities:
Starting
Abilities
Sleep –
This ability functions exactly like the Sleep spell,
save that the Agent needs a free hand wave before the target's eyes
and the target must be able to hear the soporific buzzing the Agent
emits from their open mouth. Anyone who makes their save versus spell
is immune to the ability for the next 24 hours. A character may use
this ability a number of times per day equal ½ their level rounded
up. Caster level for the spell is equal to the character's Rogue
Agent level.
Memory Holes
– An Agent may cause individuals to forget short periods of time.
This ability functions as the spell Forget,
save that the targets must be able to hear the strange buzzing the
Agent produces when they open their mouth. A character may use this
ability a number of times per day equal ½ their level rounded up.
Caster level for the spell is equal to the character's Rogue
Agent level.
Even a Queen could be Rogue Agent. Art By: Edwin Austin Abbey |
Stinger – A
large stinger emerges from between the Agent's middle two knuckles.
The stinger appears to be a smooth 8 inch (20.32 cm) spike of chitin.
The spike does 1D6 points of damage. Unlike Active Agents,
these stingers do not inject poison. A Rogue Agent may
have a stinger extended from each hand at once. While the stinger is
extended, the Active Agent
is unable to use the hand the stinger is extended from. At level 4,
the stinger gains a +1 enhancement bonus to-hit and damage, and is
able to bypass damage reduction requiring a +1 weapon. This bonus
increases every 3 levels after the 4th,
with the stinger being able to bypass damage reduction equal to its
current enhancement bonus.
Level
Up Abilities
On the odd levels,
starting at level 3 and every odd level there after (e.g. 5, 7, 9,
etc...), the character gains a new ability from the list below.
Sprout Wings
– The Agent may sprout insect wings and fly at twice the speed the
character's base land speed. The character is capable of hovering
while in flight.
Projectile
Stinger – By extending their
right arm and using their left hand to brace the right forearm, the
character may fire their stinger at a target. Anything that would
improve the base damage of the melee stinger, also improves the
damage of the projectile stinger. The character is able to use this
attack the same number of times in a round as they would with
throwing knives. This ability also benefits from the enhancement
bonuses the stinger receives at levels 4+.
Damage:
1D6
Range -
Short:
25
Feet / 7.62 Meters
Medium:
50
Feet / 15.24 Meters
Long:
100
Feet / 30.48 Meters
Notes:
Due
to the speed and power of this ability, targets wearing armor of any
kind are at a +/- 3 penalty to AC.
Vicious
Stinger –
This ability improves the damage of the stinger by 1 die type (e.g.
1D6 becomes 1D8). This ability may only be chosen a maximum of 2
times.
Poisonous
Stinger – When
a target takes damage from the stinger the target must make a save
versus Poison or take an additional 1D4 points of damage. In case of
the projectile stinger, the poison does 1D3 points of damage instead
of 1D4. This ability may be taken two additional times, each time
improving the damage die type by 1. (e.g. 1D4 becomes 1D6).
Release Swarm of
Kin – An agent may release a
swarm of wasps to assist them in terminating a target. The wasps
emerge from hexagonal holes that open in the Agent's arms, hands,
neck, and face. This swarm has ½ of the Agent's maximum hit-points,
and only take a single point of damage from attacks made by hand
weapons. However, damage done by magical spells and effects, as well
as any attack that has an area of effect, does full damage. Attacks
on the swarm only require that the attacker does not roll a 1 on
their to-hit roll. The swarm occupies a 10'x10' square. Anyone within
the square during the Agent's turn automatically takes ½ the Agent's
level (rounded up) in damage. The Agent may only use this ability
once per day at second level and an additional time per day every 5
levels there after. (e.g. 7, 12, 17, etc...). These wasps bypass the
same level of damage reduction as the stinger of the character who
'summoned' them.
Ichor Armor –
The character may cut
themselves, doing at least 2 points of damage, or after taking 2 or
more points of damage from a piercing or slashing weapon, and allow
their blood to coagulate into plates of armor. This blood/ichor armor
requires 1 full round to dry, after which it improves the character's
AC by +/- 4. The character's AC is improved by an addition +/- 1 for
every 3 levels beyond the 2nd.
(e.g. 5, 8, 11, etc...). This ability lasts for 5 rounds for every
Rogue Agent level the
character possesses.
A pair of Rogue Agents moving through the city. Art By: Anton Pieck |
Pulvilli – The
character can grow adhesive patches on their skin as well as gripping
hairs at will allowing them to climb any surface as if they were
under the effects of a Spider Climb spell.
In order to climb using more than just their hands, the character may
need to expose a greater area of skin or take off their footwear.
Excruciating
Sting – The character may
cause their sting to become especially painful. On a successful
to-hit roll, the character may decide to make the sting incredibly
painful rather than doing damage. If this ability is used, the target
must make a save versus Paralyze. On a successful save, the target
suffers no ill effects from the sting. On a failed save, the target
takes a -4 to all to-hit and damage rolls using physical weapons,
furthermore they take a +/- 4 penalty to their AC. This pain lasts
for a number rounds equal to the character's Rogue Agent
level. This ability may be used a number of times per day equal to ½
the character's level rounded up.
The right hand, is the best hand. |
Wasp Strength –
The character's carrying
capacity is doubled when determining encumbrance.
Larval Sting –
A parasitic larva is introduced
into the target after a successful strike using the character's
stinger. The larva is imbedded into the target's flesh causing an
addition 1 point of damage each round until the target takes a full
round to dig it out, doing an addition point of damage to themselves
in the process. The character must decide to use this ability before
rolling to-hit, with a failed to-hit roll resulting in a waste of a
use of this ability. A character may use this ability a number of
times per day equal to ½ their character level rounded up. A single
target may have multiple larva imbedded in them at once.
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