Characters
Players have a list of twelve characters to choose from. These characters possess various attributes plus an Agent Status, gold, one occupational skill and a game start location. The first four attributes listed in each character description are measured on a one hundred percentile scale. The occupational skill though is measured on a twenty percentile scale. When players roll against these scores if their roll is below the number indicated a Success is registered. If the exact value of a skill is rolled then the player registers an On-Target. And if the player rolls above the number indicated a Failure is registered. When an On-Target is generated during a skill roll that player is awarded one level up for experience.

Clergyman
"Priests and Soothsayers alone hear the voice of their respective gods. No other is allowed this privilege, yet so many voices and so many commands... How can a clergyman reconcile such numerous messages? The answer is simple; he will embrace the full breadth of God’s many forms, be they human or alien."
Armor 5 game start: Arkham
Damage 5 Agent Status/Chaos
Potency 30 Alchemical Gold = 2
Sanity 30 skill: Communion
Skill 5
Cultist
"Above all else the cultist protects herself by seeking those with real power. To curry favor at the feet of powerful men is the only true means of security. For if the world is illusion and authority can not be trusted what better way to win success than serving in the ranks of secret influence."
Armor 5 game start: Kingsport
Damage 5 Agent Status/Chaos
Potency 30 Alchemical Gold = 2
Sanity 10 skill: Read Minds
Skill 5
Gangster
"All kidding aside this pretense G-men have of separating government from organized crime makes me laugh. Do you honestly think I could do business without the consent of the Feds? Who do you think is running this show anyway? When it comes down to brass tax the truth is we’re all in it together... and I’m in it for the money."
Armor 10 game start: Innsmouth
Damage 15 Agent Status/Chaos
Potency 5 Alchemical Gold = 2
Sanity 80 skill: Smuggling
Skill 5
Inventor
"High voltage current is a play-thing in my hands. With my coil apparatus I make lightning dance on my fingertips. The sheer magnitude of this power is for no one man to control. I stand here between two extremes withstanding the pull to either side, because I alone know the value of my work. It is a legacy I bequeath to my fellow man."
Armor 5 game start: Arkham
Damage 8 Agent Status/Neutral
Potency 20 Alchemical Gold = 2
Sanity 90 skill: Engineering
Skill 5
Mercenary
She no longer feels empathy for her kind. The bitter scars left from battle have rendered her a column of stone. Questions of loyalty don’t occur to her anymore because the money she earns has built a wall against such inconveniences. She is a creature of war and as long as governments exist she will never know a lack of employment.
Armor 8 game start: Kingsport
Damage 18 Agent Status/Neutral
Potency 3 Alchemical Gold = 2
Sanity 70 skill: Martial Arts
Skill 5
Private Investigator
The Private Investigator crawls through the underbelly of society, ferreting out proof of wrong-doing or compromising details of a nefarious lifestyle. Prone to dark fits of melancholy the P.I. sees the evil that people do everyday yet wonders if society can survive the weight of it own immorality.
Armor 5 game start: Arkham
Damage 10 Agent Status/Order
Potency 15 Alchemical Gold = 2
Sanity 95 skill: Sleuthing
Skill 5
Police Officer
The average police officer walks his beat confident in the knowledge that he IS the guardian of all that is decent and just in the world. The Law is his foundation and he is its protector. When all else fails he knows society will reward its faithful servants. Especially those who risk their lives on the Thin Blue Line.
Armor 10 game start: Kingsport
Damage 18 Agent Status/Order
Potency 3 Alchemical Gold = 2
Sanity 100 skill: Command
Skill 5
Occultist
"The secrets of the universe are there for the taking. The student need only delve deep into the psyche to attain them. But along the way extreme forces will try to divert you onto a path of unwilling servitude. Do not accept this. Know that there are better paths to take. You need only to master your own heart and mind to succeed."
Armor 5 game start: Dunwich
Damage 5 Agent Status/Neutral
Potency 50 Alchemical Gold = 2
Sanity 100 skill: Divination
Skill 5
Reporter
"We live in an age of rapid development. Science and technology are overtaking the man on the street. There is corruption in politics and bribe-taking within the police precinct. With all of these changes at large how can a reporter not find any story of merit? There are big things on the horizon and I will be there to capture their stories."
Armor 5 game start: Innsmouth
Damage 3 Agent Status/Neutral
Potency 18 Alchemical Gold = 2
Sanity 100 skill: Persuasion
Skill 5
Scholar
"In an infinite universe bound by infinite diversity the myriad aspects of life and history take on monstrous proportions. Scholars must look inward at times or risk loosing themselves thru exposure to the alien. But what if one day she looks inward and discovers her inner-self is no longer recognizable?"
Armor 5 game start: Dunwich
Damage 5 Agent Status/Chaos
Potency 25 Alchemical Gold = 2
Sanity 50 skill: Research
Skill 5
Scientist
"All the properties of creation can be demonstrated on a laboratory workbench. There is nothing a competent scientist can’t duplicate with the proper formula. With that perspective in mind the Scientist is the master of her universe. She commands the very essence of all that affects her life and will to bend the very fabric of reality."
Armor 5 game start: Innsmouth
Damage 5 Agent Status/Order
Potency 60 Alchemical Gold = 2
Sanity 60 skill: Lab Work
Skill 5
Soldier
Soldiers follow orders, that is the central edict of their profession. They put their faith in the soundness of those orders because a good soldier knows what the alternative is, chaos. The world can not live in chaos so the chain of command must be preserved. If it were to fall forward progress would collapse and with it would follow society.
Armor 20 game start: Dunwich
Damage 10 Agent Status/Order
Potency 4 Alchemcial Gold = 2
Sanity 80 skill: Weapons
Skill 5







