Traveller - Classic - Agent.pdf

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T RAVELLER
A GENT
C REDITS
C ONTENTS
Classic Traveller
Marc Miller
I NTRODUCTION
2
A GENT C HARACTER G ENERATION
3
Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
David MacDonald, Wayne Roth, Paul R. Banner
A GENCIES
28
T HE L AW IN T RAVELLER
38
Mongoose Traveller
A UTHOR
Bryan Steele with additional text by Gareth Hanrahan
D ARK S IDE OF C ORPORATIONS
70
55
B OUNTIES
82
E DITOR
Richard Ford
A GENT T ECHNOLOGY
95
I NDEX
118
L AYOUT
Will Chapman
I NTERIOR I LLUSTRATIONS
Jorge Momparler, Carlos Nunez de Castro Torres,
Travis Leichssenring,Tony Parker, German Ponce,
Phil Renne & Vicente Sivera
S PECIAL T HANKS
Dominic Mooney, Stuart Machin, David Ives
P LAYTESTERS
Ian Bruntlett, Richard Crow, Stuart Machin, Nicola Mayhew, Andrew
James Alan Welty, Gregory Wolfe
P ROOFREADER
Nick Robinson
Agent ©2009 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All
significant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game
License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations,
places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
Printed in the USA.
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E SPIONAGE
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I NTRODUCTION
The greater universe of Traveller is a vast place that contains countless
people with an infinite number of schemes, plots and agendas. Some
of these agendas are personal things that are undertaken by a single
individual but most are larger affairs that affect tens of thousands of
employees, constituents or co-workers. When clandestine methods
are needed to complete a task, an employer will call on third parties
to expedite his needs – Agents .
Despite the notion that an agent will work for anyone, there are a
handful of powerful agencies that are always looking for new blood
to pump into their veins. The next chapter is dedicated to four types
of organisations that regularly use agents to achieve their goals.
There are many times where an agent’s role brings him into direct contact
with the legal system, officers of the law and criminals. This book has a
chapter dedicated to the various degrees of law and legal authority in the
Traveller settings. Through the many law levels of standard designations
and the people to talk to in order to serve or avoid them, this book lays
the groundwork of the Traveller law system.
Agents are a lot of different things for their employers but most of all
they are problem solvers. They accept contracts that range from the
simple policing of a neighbourhood or investigating a rival corporation
to the secret assassination of a wayward Imperial duke. They have
to be smart, cunning, skilled and ready for the kinds of obstacles the
galaxy has to offer. Hired by the likes of corporations, governments and
nobles, an agent’s job is infinitely easier to define than it is to perform.
Governments are one of the leading employers of freelance agents,
often sending them against one another in subtle ways; using
information as much as bullets or lasers. The next chapter in the
sourcebook covers the various levels of agent espionage. Computer
warfare, the servants of lesser governments and counter-spy
intelligence gathering are all facets of what an agent may be called
upon to do. This chapter shows them how.
An agent does whatever the employer requires of him.
Traveller: Agent is one in a series of career path sourcebooks that
expand greatly upon the initial career as presented in the Traveller
Core Rulebook . Where Traveller players only had minimal information
to completely describe their Agent characters previously, this book
opens the floodgates of ideas, options and new facets to explore.
The most lucrative employment options for an agent normally come
from behind the table of a megacorporation’s board of directors.
The chapter focussed upon corporate dealings and contracts is an
agent’s guide to working under the multi-trillion Credit powerhouses
without getting swallowed up and digested.
This book not only holds the key to fleshing out Agent characters
but also adds several new elements to the entirety of the Traveller
gaming system. In most Traveller settings you will find powerful
corporations, criminals and conspiracy-laden governments to
interact with. Putting their own agents in play like the pieces of a
chessboard, this book gives Referees a collection of new narrative
items, rules and ideas to use in their own games.
Some agents work within the legal system… but not for it. These
dedicated folk are called bounty hunters and this book gives them a
small chapter of their own. This section looks at how an agent can
make a living hunting down bounties and bond jumpers.
The book comes to a close with an armoury of agent-related goods
and technologies. Including a new stealth equipment, cybernetic
enhancements and some personal long-range craft; this final
chapter is where an agent should be able find something of use no
matter what branch they serve.
With the information found in this book, all Traveller fans can discover
the real benefits and drawbacks of the game’s most mysterious career
path, the world they live in and the people they work for. Traveller: Agent
is the guidebook to everything revolving around the agent career.
U SING T HIS B OOK
From a game perspective, this book has a variety of new rules, setting
information and equipment to expand the boundaries of Traveller .
Each chapter reveals more about what it means to be an agent in the
universe and allows readers to discover the insidious dealings that
their employers are caught up in. Traveller: Agent is designed to lift the
veil of the most secretive of career paths.
The book begins with a chapter dedicated to expanding greatly on the Agent
career path. Once only consisting of three sub-paths, this sourcebook offers
a staggering twenty-one different paths based on seven Agent Careers. If a
character wants to be a governmental handler of VIPs or the assassin that
targets them; they can find out how in this chapter.
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A GENT C HARACTER G ENERATION
Traveller has always been about the intersection of the vast forces
of physics, history and economics and the tiny, personal stories of
individuals. Travellers experience the fall of civilisations and the
movements of empires in a uniquely personal way. As above, so
below; the characters embody the actions of greater powers. The
story of one tramp trader can be replicated a billion times larger to
show the expansion of civilisation and trade into lawless space. A
galactic war that engulfs hundreds of worlds can also be two men
in a ruined city, each trying to kill the other. Traveller tells galactic
history through the adventures of individuals and small groups.
Cover Identities
Many agents choose or are ordered to create cover identities. Roll a
separate Social Standing for each cover identity.
Cover identities are rated as follows:
Very Weak (+0): The agent has a false name and forged identification
but little else.
Weak (+1): The agent adds secondary references like credit accounts
and property deeds to his identity.
Average (+2): The agent creates good electronic records that back
up all of his physical accounts.
Strong (+3): The cover identity is given a full background,
including university or military records from an obscure but
researchable planet.
Very Strong (+4): The agent has made a complete second life out
of the cover identity, including a full roster of Imperial background
records that will pass most investigations.
Agents are the clearest example of this capacity for embodiment. They are
literally the agents of greater powers – of the Imperium or of other governments,
of justice and order, of megacorporations or other unscrupulous institutions.
They are the human face of vast organisations or movements.
C HARACTERISTICS
Education and Intelligence are the key attributes for an agent. Agencies
recruit the best-educated and most self-sufficient people they can find,
especially those with useful or unusual backgrounds. A moderate Social
Standing is useful to some agents, although agents may be trained in
constructing cover identities from a variety of social standings. Strength,
Dexterity and Endurance are important only to field agents.
Each cover identity has its own career path; events may permit
an agent to roll on the skills or events tables for a different career
taken by his cover identity, allowing him to pick up different skills
and benefits.
For example, Agent Yan has two cover identities – one is a belter
named Wild Bob, the other is a corporate executive and frequent
traveller named Heran Wight. Yan has spent one full term maintaining
the Wight identity, making it a Strong cover that is likely to stand up
to considerable scrutiny. He has only spent a few weeks as Wild Bob
(just long enough to purchase a Seeker mining vessel and make a few
contacts), so it is a Weak cover.
The Agency
Almost every agent works for a larger organisation of some sort – a
government department, a corporation, a world’s law enforcement
agency, a spy network – and it is this agency that recruits and trains
the agent. Successful agents can request more support from the
agency; agents who fail the agency will be left out in the cold.
In the game, the agency functions much like a patron, assigning
missions to the agent. The agency may also be able to provide help
such as money, transport, equipment or support during a mission.
Networks
Agents may also create networks of informants, contacts and
allies. Networks must be cultivated over time but may pass on
rumours and useful information to the agent or provide help in
times of need. Networks are also rated numerically like skills and
are acquired through events, skill tables or through roleplaying.
Networks are as follows:
Trust
In game terms, a character’s standing with his agency is determined
by both his rank and his Trust, which measures how much his
superiors trust and rely on him. Trust is acquired like a skill during
character creation and through roleplaying thereafter.
Street
Criminal
Politics
Corporate
Military
Academic
For example, Agent Yan has a Rank of 3 in the Ministry of Justice and a
Trust score of 3. He can only request Rank 3 or lower assets from the agency
but has a +3 DM when rolling to determine if he receives the assets.
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A GENT C HARACTER G ENERATION
Leaving the Agency
Mustering out of the agent career does not always mean that the character has left the agency. If the Referee approves, the character may
actually be on a deep cover assignment, which can allow him to draw on agency resources while adventuring.
C AREERS
Career
Specialisation
Qualification
Survival
Advancement
Law Enforcement
Int 5+
Patroller
Int 7+
Edu 7+
Special Operations
End 8+
Int 6+
Customs
Dex 6+
Edu 8+
Investigator
Int 6+
Private Detective
Int 6+
Soc 8+
Inspector
Edu 7+
Int 7+
Undercover Agent
Int 8+
Edu 6+
Spy
Int 7+
Field Agent
Edu 6+
Soc 8+
Operative
Edu 7+
Int 7+
Infiltrator
Edu 8+
Int 6+
Analyst
Soc 8+
Political Officer
Soc 6+
Soc 7+
Technical Expert
Int 7+
Int 6+
Handler
Int 7+
Soc 7+
Corporate
Int 6+
Security
Int 5+
Int 7+
Espionage
Dex 7+
Int 6+
Bodyguard
End 7+
Soc 6+
Bounty Hunter
Int 7+
Ship Tracer
End 6+
Soc 7+
Bondsman
End 7+
Int 7+
Thieftaker
Dex 7+
Int 6+
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Career
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