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Agent Options
This is the list of Options for Agents as presented in Blueprints, the setting and Agent creation rulebook for Karbon.
Concepts
Attractive+
Your agent is simply more beautiful than your average person. When they are interacting with others they may burn fortune to add bonus dice to applicable conflicts. In addition, add a level to Charm.
Attribute+
For each attribute you take, you create an defining characteristic for them. This is an undeniable part of their nature. When it motivates an agent, it gives them a bonus die to roll. However when it challenges your agent, dice that come up 4 or less are considered a bad roll.
Body Overhaul
Your agent has had a total body replacement, and now lives in a new synthetic (though still seeming quite human) shell. Take one to three gear for your agent that adds to less than 60 kcred and is of types: lace, diamond steel, or lightwire. Your agent need not meet skill requisites for these items. Raise all your immunities one step. At the end of any scene where you have seven or more fortune, you have a 4+ chance of losing one.
Brotherhood
Your agent has joined one of several brotherhoods inside the program. These are groups of agents that watch each other’s backs, and generally assist each other. Mostly this helps when your chips are down. When your agent is suspected of being a karbon, you may pay 30 kcred from your bank to remove one doubt.
Career Criminal+
Your agent earns on rank of infamy each time you take this option. This gives the agent deep, hidden, pockets. You can burn fortune after you spend kcred from your card and roll those dice. Keep the highest result and put that much kcred back onto your card.
Committed Agent+
Your agent earns on rank of agency each time you take this option. You may burn fortune for bonus dice on agency interaction, maximum of three per roll. You may also try to move one doubt per scene to another player’s agent when its earned, unless that agent’s player burns one fortune to stop you.
Confirmed Loyalties+
Each time you take this option, raise any one rank of your choice one. In addition, remove one doubt. If an agent has three of these options, they are never subject to the risk of becoming a karbon. At that point they no longer suffer from minimum doubt. They also never gain doubt and if anything would cause them to do so, they sacrifice fortune instead. An agent may not take this option during agent creation.
Cyberbrain
Your agent has had a full brain replacement, and now has a cyberbrain in their skull. This is just a rooted omni with a lot of protection on it. Your agent gets training in Savvy for free. In addition, you may burn fortune for bonus dice when making any Hack or Savvy rolls, up to three per roll.
Deep Instruction+
Excellence+
Experience+
Expertise+
Your agent had developed some expertise in their abilities. When assisting other agents they may burn fortune to put one step on the stack at the start of it, once for each time they have taken this option. In addition, pick one ability and increase it one level. Your agent may not have more Expertise options than they have Experience options.
Exploit
Define a weakness for your agent, something that can be commonly exploited to their disadvantage. When you roll the dice in a conflict you may decide to take a hurdle outcome without rolling and describe how your weakness was exploited. In return you recover one to three burned fortune for your agent.
Flat Busted?
Foresight
Your agent has amazing powers of sense and can almost predict the immediate future. When you agent makes any conflict roll, they may sacrifice a fortune to say they never did that and choose a new course of action. This means you may back out of a conflict at this point, as if your agent never started it. Add training in Insight for your Agent. If your agent uses this more times in a scene than they have Insight levels, they earn the condition “distracted by dreams”.
Fortunate
Fragile Flower+
Your agent has amazing ability, but really can’t take a pounding. Many people know this as the glass ninja effect. When your agent suffers physical injury, increase it one step. In addition, place three more levels into your abilities.
Hard Life?
Your agent had a tough life, making them more able just in order to survive. When determining kcreds, reduce both starting and bank kcreds one step. In return, add two levels to any two abilities and start the game with one more fortune.
Hardcore
Your agent is truly hardcore, and willing to do whatever it takes to survive, even if it means things get tougher for everyone else. When you agent is in a conflict and in jeopardy, they may sacrifice a fortune to take on from every other player’s agent with three or more. They may only do this once per scene.
Hawkeye
Heredity?
Your agent has a past that gives them some established advantage. You add one step of social immunity for your agent, and they earn training in Standing, ignoring the need for Charm. Who were the agent’s powerful ancestors?
High Class?
Highly Compensated
Lightning Reflexes
Low Class?
Marketable Skill?
Mastermind
Your agent is truly a master of planning. Once per scene you may elect to win a conflict that your agent started or is assisting, by describing how they outsmart it. Your agent may only do this is your highest rank is greater than the challenge level of the conflict. Then you burn fortune based on the conflict’s consequence: one for minor, two for moderate, and three for major. If you resolve an Agenda with this rule, pay one fortune to the Narrator’s agent. An agent may only have Mastermind if they have Scheme training.
Menacing Aura
Your agent truly is a scary person. When they intimidate others, give them a bonus die for that conflict if they burn a fortune. When they earn doubt during a conflict in which they are participating with other agents, their player may sacrifice a fortune to move that doubt to another agent in that conflict.
Miser?
Natural Genius
Respect
Your agent has the respect of most in the program. Add one to your agent’s agency rank, and one step to bank kcreds later. In addition, when you ask for assistance from any other agent, their player must burn a fortune to deny you.
Standard of Living+
Your agent has some kind of measurable lifestyle during those rare moments of downtime they earn. Raise your agent’s mainstream rank one for each time your take this option. At the start of each session you roll one die for each time you have taken this option and take the highest result, adding that to your bank.
Storage Locker+
Your agent has access to a storage locker of gear they have accumulated over time. For each time you take this option, pick six steps worth of additional gear they have in this locker. At any time you may only have two items from this storage locker on your agent and available to them. If you break this rule, sacrifice a fortune for that scene.
Strength+
Your agent has impressive physical strength. You may burn one fortune to add a bonus die to rolls where this would be applicable. In addition when dealing physical injury in an applicable way, burn one fortune to increase it one step, up to one time per scene for each time you take this option.
Successful Career?
Talent+
Team Player
Your agent knows how to be there when it counts. Whenever another agent makes a roll in a scene and you could possibly be in a spot to assist, you may elect to burn a fortune and roll a die. If this die is higher than the roll of the other player, raise their roll one. Describe at this point how your agent jumps in and provides assistance.
Tough+?
Trained Assistants
Your agent has a trusted friend in one social arena, pick one of: Agency, Mainstream, or Infamy when you take this option. Raise your agent’s rank in this realm by one. When you call on this friend you can buy an asset from that social realm up to three steps, though at a +1 step premium. You do this between scenes, offering a vignette of the agent getting the asset.
Vicious+
Your agent has a mean streak a mile wide. When they deal steps of mental injury on a personal level, you may burn fortune to increase it on step. You may do this once per scene for each time you take this option, and also start with one more fortune.
Windfall?