And because I might as well use this for my oWoD Technocracy Homebrew Dumping Ground to farm likes, here, have some stuff about New World Order agents. Because only having the choice of 'Sleeper goons' and generic 'MiB' and 'mages' is kind of boring.
"Shaws"-Deep Cover Assassins
The 'Shaw' is just a normal man or woman. Normal, except for their occasional nightmares. Normal, except that someone close to them is a NWO Operative, a 'handler.' Normal, except that at some point in time they were given a mission that they do not remember. Some are volunteers, although even they didn't know what they were signing up for-the homeless veteran who signs on for 'one last mission' in exchange for a home and a large pension, the fanatic who volunteers to 'serve her country' in any way, the ex-convict who has no options and chooses to volunteer for an 'experiment' in exchange for money. Others didn't even have that figment of free choice. Although many in the NWO find them distasteful, it is undeniable how efficient it is. Reality Deviants, especially inexperienced ones, rarely expect their loved ones to try to murder them in their sleep with the strength and skill of a trained soldier.
Attributes/Abilities: The 'Shaw' is a typical citizen when inactive, with no special skill, knowledge, or talent.
Powers: When activated by a code phrase, a pheromonal trigger, an electromagnetic signal, or something more classic, like a specific playing card, and given orders, the Shaw becomes a single-minded assassin who feels no pain, remorse, or fear. During that time, the Shaw gains the following traits:
- The benefits of the 'Berserker' merit (+2 Strength, +1 Stamina, 3 -0 HLs, no wound penalties), but none of the flaws. The Shaw is still capable of normal function to a degree (but see below).
- +1 Dexterity
- Firearms, Martial Arts, Melee, and Stealth 3
- +3d to Willpower for the purposes of resisting mind control or other mental influence.
- The sleeper agent becomes single-mindedly focused on eliminating the assigned target, and will not hesitate to use violence if someone gets in the way of her objective and the Shaw judges it efficient to do so. The Shaw has some level of patience and is still capable of planning, but has an instinctive need to kill the target as quickly as possible. Giving up an opportunity to eliminate the target (for example, refusing to stab someone to death in the open because the Shaw knows that he will come over for drinks in the evening and that will be a better target choice) requires the Shaw to roll Willpower. Failure costs the Shaw 1 point of temporary willpower. The Shaw must attack immediately if she fails a Willpower roll and has no temporary Willpower remaining.
While active, Shaws replace their Nature and Demeanor with
Machine and
Fanatic, respectively.
Other Notes: The underlying programming is a Mind 4/Life 2 effect, carefully hidden from any magical detection methods (5 successes or more on a Mind 3 memory search required to find the programming) and cannot be removed without magical methods.
Men in Black 2.0s-Advanced Combat Operatives
Sometimes the NWO needs combat operatives who are more than human, yet their objectives are sensitive enough that the NWO would prefer to keep the information in-house. The NWO has often relied on Q Division to customize and maintain its own limited supply of HITMarks but post-Reckoning and with Iteration X's slowing of the HITMark program has been increasingly reliant on its rare and costly Enlightened Operatives to do so. The MiB 2.0 fills a critical niche-giving the NWO a more expendable soldier who can be mass-produced to back up their operatives in the field. Most MiB 2.0 units are under the direct control of the NWO, although some masquerade as government officials-often ones who have broad remits and limited oversight-or are ostensibly put under the thumb of Sleeper governments.
Although MiB 2.0s can originate from clones, unlike the original Men in Black, very few do. Instead, many were retired (whether from age or from injury) soldiers or police officers medically restored to their prime. Further, they are provided significant pharmaceutical and surgical augmentation. Self-healing bioplastic provides them with armored skin that can resist knives and bullets. Genetic engineering amplifies their physical ability to implausible levels and improves their intellect and reaction speed. Their eyes are enhanced with minor implants and targeted retrovirals so they can see in the dark, while their noses are as sharp as a bloodhound's. Chemical therapies slowly modify them to feel no pain and induce their bones to grow thicker, denser, and tough enough to deflect gunfire. An integrated rebreather allows them to wade into tear gas unharmed. This makes a MiB 2.0 generally incredibly loyal to their employer, quite independent, and very very dangerous to underestimate.
Their surgical augmentation, though, is not the be-all and end-all of their lethality. Only the Progenitors and Iteration X think that all you need to make a supersoldier is some surgeries and chemicals. The New World Order puts their augmented agents through grueling training to learn how to use their augmented bodies as lethal weapons, giving them preternatural skill at all forms of combat. Very few candidates fail out of the program. These soldiers are valuable and the New World Order does not wish to throw them away for no good reason-they will often have orders to retreat rather than to endanger themselves, especially if they are there to provide oversight and leadership to other sleeper sympathizers rather than as a combat sweep team. MiB 2.0 teams will prefer to disengage from fights when possible and then return with overwhelming force, rather than suffer unnecessary losses of valuable combat assets which can go toe-to-toe with supernatural hostiles.
Attributes/Abilities: All MiB 2.0s are based off of the "Government Agent" template in M20 with the following modifications:
- Physical: Strength 5, Dexterity 5, Stamina 6
- Mental: +1 to all 3 attributes (total Perception 4-5, Intelligence 4-5, Wits 4-6)
- Abilities: Alertness 4, Stealth 4, Subterfuge 4, Hypertech 2, Medicine 2
- Merits: High Pain Tolerance, Light Sleeper
Powers: MiB 2.0s have the powers listed below:
- Augmented Senses: MiB 2s have the equivalent of Acute Senses (All), have perfect night vision, can see in the infra-red spectrum, and may even make Perception-based rolls to track someone by scent. Safety cutoffs ensure that the MiB 2 is not harmed by their improved sensory acuity but mean that strong scents can temporarily disable their enhanced sense of smell.
- Dermal Armor: +4d armor, no mobility penalty.
- Dense Skeleton: As the Skeletal Reinforcement biomod: +2 -0 health levels and unbreakable bones.
- Integrated Rebreather/Toxin Filtration System: An MiB 2.0 has an implanted toxic filtration system which, combined with implanted eye protection and a rebreather system protects them from non-magical toxins. As a bonus, the MiB can stay underwater for 15 minutes per dot of Stamina.
- Medichines: The MiB 2.0 has medical nanomachines and regenerative tissue which allow the agent to heal far faster than normal. The agent heals 1 level of bashing damage every half-hour and 1 level of lethal damage every 12 hours. The agent heals aggravated damage normally.
- Enlightenment: MiB 2s have an "Enlightenment" of 3 which is used to cast a handful of effects. They are not actually mages, but are self-willed Devices, much like HITMarks. They may roll their Enlightenment for these effects.
- Advanced Combat Training (Mind 1, Entropy 1): Successes lower the difficulty of either ranged attacks, melee attacks, or defensive maneuvers. Lasts for a scene.
- CQC Expertise (Entropy 1, Forces 2): Each success rolled adds 1 level to the damage of an unarmed or melee attack.
- Stealth Expertise (Mind 1, Forces 2): Successes rolled lower the difficulty of any and all Stealth rolls.
- Mental Protection (Mind 1): As the Mind 1 Mind Shield rote.