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The
A WORLD OF
ADVENTURE FOR
Tracy Barnett
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INSIDERS
__skwrl__ Charles Albrecht Dustin Evermore Jean-François Keith Stanley Matt Anderson Rachael Hixon The Roach
A.D. Hardman Chris Angelini Edward MacGregor Robillard Ken Ditto Mechizmo Rhel Tim N
Adrian Chris Flipse Frank Jeremy Tidwell Kevin Michael Bowman Richard Bellingham Timothy Carroll
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Arlo B Evans David Dorward Thompson Justin Evans Mark Fentz Nathan Hare Selene O'Rourke William McDuff
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ADVENTURERS
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Adrian Chaluppka Charles Evans Dirk Methner James O'Neill Jussi Räsänen Michael Hopcroft Randall Orndorff Stephanie Bryant
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Al Billings Chip Dunning Don Schlaich James Pacheco Kaarchin Michael Riabov Raun Sedlock Stephen Figgins
Alan Phillips Chloe Wandler Doug Blakeslee James Winfield Karl Thiebolt Michael Thompson Rebecca Harbison Stephen Fleetwood
Alan Timothy Rogers Chris Caporaso Doug Bolden Jamie Wheeler Katherine Malloy Micheal Elliott Rebecca Hubbard Stephen Waugh
Alan Twigg Chris Little Duane Cathey Janet Oblinger Keith Fannin Mike Vermont Red Dice Diaries Steve Discont
Alexander Gräfe Chris Matosky Duncan Jared Hunt Kent Snyen Mirko Froehlich Remy Sanchez Steve Kunec
Alexander R. Corbett Chris Newton Dylan Green Jason Bean Kesh MirrorKhaos Renzo Crispieri Steve Perpitch-Harvey
Alexandros Tsourakis Chris Nolen Ebenezer Arvigenius Jason Best Kevin L. Nault Mook Rich Hewett Steve Radabaugh
Alfred Garza Christian Edward Sturges Jason Pasch Kevin Lindgren My Humble Assault Richard Steven Code
Alistair Christoph Thill Eirch Mascariatu Jason Penney Kevin McDermott Nat Richard Greene Steven D Warble
Alloyed Christopher Allen Elizabeth Creegan Jason Schindler Kevin Payne Nat Rick LaRue Steven desJardins
Amanda Kauer Christopher Avery Elsa S. Henry Jayna Pavlin Kielo Maja Natalie Ash Riggah Steven K. Watkins
Amanda Valentine Christopher Mangum Elsidar Amhransidhe Jeff Chaffee Klaas Bock Nathan Barnes Rob Knop Steven Markley
Anders Jonsson Christopher Mason Emmanuel Jeff Mahood Kris Herzog Nathan Fritz Rob Meyers Stu Adams
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THE AGENCY
A WORLD OF
ADVENTURE FOR
SEAN NITTNER
ART DIRECTION
TRACY BARNETT
LAYOUT
FRED HICKS
INTERIOR & COVER ARTWORK
BRIAN PATTERSON
MARKETING
CARRIE HARRIS
BUSINESS DEVELOPMENT
CHRIS HANRAHAN
An Evil Hat Productions Publication
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The Agency
Copyright ©2018 Evil Hat Productions, LLC and Tracy Barnett.
All rights reserved.
Evil Hat Productions and the Evil Hat and Fate logos are trademarks
owned by Evil Hat Productions, LLC. All rights reserved.
That said, if you’re doing it for personal use, knock yourself out.
That’s not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means
the person standing at your counter can make copies of this thing, they can.
“That’s where we find you, Agents.” Alice’s voice echoes through the room. Now
that the Agents know it’s all a digital simulation, their demeanors have changed.
You can see some are looking anxious, others determined. You remember every-
thing that you left undone in the land of the living and you wonder if you’ll get
a chance to rectify that.
“You’re dead, and you get to go back into the field, like when you were in your
prime. The world is a little different, sure—we’ll fill you in on cellphones and the
internet—but many of your old tricks will work just fine. The only catch is that
you’ve got to share body time, and an actual body, with 4-5 other Field Agents
and the person who actually owns the body.”
THE AGENCY 3
A beeping noise sounds and Alice pulls a small device from a pocket. “Mission
briefing incoming. I need to see Misters Starker and Bang, Misses Killshots and
Fontaine. The rest of you are on alert.”
Her words give the Agents pause. Dead? On alert? Would they change out for
future missions?
Alice begins to walk out of the room with the Agents she selected, then pauses
and turns to the rest of them. “Good to have you back, Agents.”
Her exit leaves more questions than answers. Was it just leftover protocols from
the old days? Something else? The Agents share a look, then fade away, one at a
time, nothing more than bits and bytes, cogs in the machine, just like everyone else.
Tone
The Agency is a World and Adventure of dark humor and intrigue. The world is
a dash of James Bond, a glance over Spies Like Us, with a heavy dose of Archer.
It also has RPG elements reminiscent of Paranoia and Everyone Is John merged
with a drift of Fate Core.
Alice, the Computer, worked to keep the Agency together after the various
evil organizations and individuals in the world banded together to wipe out all
Field Agents in one bloody week of retribution. They avoided the complicated
traps and asinine schemes they had previously used, and just outright killed every
Agent they could get their hands on.
Now, decades later, Alice (perhaps a few bits short of a full byte) is ready to
reestablish the Agency as a force for...well, something in the world. When the Field
Agents were killed, the government mothballed the project, so now Alice has to
work on the fringes of a system she was once part of.
THE AGENCY 5
The Rules
The Agency uses Fate Core, with some twists. The game uses the Civilian as a
shared resource for all of the digital Field Agent Inserts to use. The Civilian is a
completely non-skilled (in the super spy sense) person. They’ve got a much smaller
skill ladder, and narrow, mundane skills. However, their physical and mental
capabilities have been increased so the Field Agent Inserts can use them. This
means a lot more stress boxes. The tinkering by the Computer means recovering
that stress is harder, though.
The Field Agent Inserts don’t have any stress boxes, and also have a narrow tree
of skills. Their skills are much more effective in the field, however, and they each
have a stack of fate points to make those skills as effective as possible.
DEFINITION OF TERMS
The Agency is, in part, a game about identity and self, so knowing
which part or personality is being discussed is important. Here are
some of the common terms:
OVERVIEW
• Create a Civilian: The Civilian is a shared resource between the
GM and the players. Without the Civilian, none of this happens,
so that’s where we start.
• Create FAIs Through Play: When the FAIs are first downloaded
into the Civilian’s brain, they’re disoriented, not remembering
who they are or what they can do. Their sheets, with aspects,
skills, and such, will be generated procedurally, through play.
• Add Additional Gear: Both the Civilian and the FAIs will have
expectations about the types of Gear they have available. These
are acquired by spending refresh points as the FAIs develop
during the first mission. This is an ongoing process, as long as
there are refresh points available to spend.
Creating a Civilian
Civilians make all of this work. Without them and their willingness to throw
themselves into situations they don’t understand, the Agency wouldn’t be able
to function.
It’s very important to know who a Civilian is and what motivated them to vol-
unteer for this job in the first place. If everything goes south during an op, or if the
FAIs can’t stop arguing over who has control of the body, the Civilian takes over.
In game terms, the Civilian is a shared character between the GM and the
players. Every player is an FAI and needs the Civilian’s body to be able to move
around in the world. The Civilian is a more straightforward character to create
than the FAIs, so starting there makes sense.
High Concept
This aspect is exactly as you would make it in Fate Core or Fate Accelerated—for
example, Hard-working Single Mom With a Golden Voice, or Frazzled
IT Consultant with a Penchant for Sound Effects. The Civilian’s aspects
should be almost completely mundane. Use them to highlight that the Civilian
is largely unequipped to be in the situations they’ll find themselves in. It’s help-
ful to have the high concept highlight the Civilian’s profession, as that’s often a
defining characteristic for people.
THE AGENCY 7
Trouble
Like the high concept aspect, use the trouble aspect to highlight the Stranger in
a Strange Land feeling for the Civilian. Take care not to make the trouble about
being a newly minted Agent—that’s a little too on the nose. Instead think about
who this Civilian is in their day-to-day life. Maybe they Ignore Good Sense
When They Hear It, or they Have No Idea When to Quit Talking. These
things will definitely cause trouble in the field but they are about the Civilian,
not the situation in which they find themselves.
Burning Desire
This aspect ties more directly into why the Civilian signed up for a job like this
in the first place. Maybe they Want Enough Money to Keep My Grandkids’
Grandkids Healthy and Happy. Or the Civilian Always Wanted to Shoot
Someone. Dark, that one, but it shows that this aspect can really be used to set
the tone of your game. The Civilian’s burning desire could be as simple as I Want
to Skydive into the Jungles of Borneo, or as complicated and personal as
I’ll Choose How I Go Out, Not My Cancer.
This aspect is also important because it’s a way for the Civilian to reduce stress in
the middle of a mission. That’s talked about more in “Civilian Stress” on page 9.
What’s important to note here is that this aspect requires balance. If the burning
desire is too easy to invoke, it will pull tension from the session by allowing the
Civilian to recover stress too often. If the burning desire is too narrow, it will limit
the options available to recover stress. It may take a few tries to get this right, so
don’t be afraid to experiment.
Civilian Skills
The Civilian gets a small ladder of skills, capping at Fair (+2). The Civilian’s skills
are very mundane—things like Housework, Drive, Computers, Hobbyist (specify),
or Accounting. There’s no set skill list for the Civilian. Don’t make the skills too
broad, and remember that the Civilian is not a Field Agent Insert; if you give a
Civilian a skill like Taekwondo, it’s what they learned at the local YMCA, not
through years of vigorous training. Like the Civilian’s aspects, the Civilian’s skills
are designed to provide a contrast to the skills of the FAIs. That difference also
allows for excellent comedic beats where the Civilian’s seemingly useless skills
happen to fill a gap in what the FAIs can accomplish.
UN-SKILLS
One way to implement success at a cost with this arrange-
ment is to have the FAIs use the Civilian’s skills for an
exchange, or even to have the Civilian act on their own.
THE AGENCY 9
Creating Field
ARCHETYPES
FAIs are the main way that the Computer Agent Inserts
gets missions accomplished. Most FAIs, in As mentioned earlier, FAIs are cre-
their physical life, conformed to the arche- ated through play. When FAIs are
types you might be familiar with from movies first downloaded into a Civilian’s
and fiction. They were highly specialized mind, the FAIs are scrambled by
and used those specializations to take on a the process. This is partially a con-
variety of missions. They could adapt and ceit to make the creation of FAIs
improvise without worrying about anyone easier, and partially an interesting
else slowing them down. In their present bit of fiction. And, as you’ll see in
situation, the FAIs are even more specialized, a bit, it meshes nicely with how
as they are only representations of who they Fate handles advancement.
once were. This knowledge, combined with FAIs, when first downloaded
the fact of having to work together in one into a Civilian, are blank slates,
body, means that the FAIs tend to be very with nothing known, not even
assertive about their specializations. necessarily their names. The ways
During playtesting, these Archetypes are in which the FAI first acts dictate
exactly what the players gravitated towards. who they are. If the FAI dives for
It’s not necessary to use any of them, but if cover at the first sign of gunfire, or
you’re stuck trying to figure out who your thinks of hacking a computer to
FAI is (or was), they make a handy reference. enter a closed facility rather than
blowing the door, they are likely
• The Face: Interpersonal and social skills.
specialized in covert operations.
Able to fit in almost anywhere, with the
The player can begin filling in
right disguise.
options for their FAI that reflect
• The Hacker: Computer and systems expert. that training. If a player has an
If there’s any way into a closed computer idea of the type of FAI they wish
system, this person can find it. to play, they can angle towards
those choices through play. If a
• The Muscle: Skilled at breaking limbs,
player doesn’t have any idea, then
faces—any body part, really.
the choices the player makes
• The Infiltrator: Get in, get out. Take what during the first session will give
you’re after and don’t get caught. their FAI its details.
Here we go over the component
• The Mastermind: Every mission needs
pieces of an FAI to show what all
someone who can plan it. That’s this
gets filled in during play.
person.
This can make writing the high concept more difficult than usual. If a player
is having trouble coming up with a high concept that doesn’t verge into their
FAI’s skillset, encourage them to look back at the reasons the character made the
choices they did during the first session of play. If the FAI showed compassion
to someone no one else cared about, their high concept could be something as
straightforward as Skilled Operative with a Heart of Gold. Or perhaps they
were all business, not stopping to think about anything but the mission. That
might mean their high concept is along the lines of The Job Is All That Matters.
No matter what, the GM should allow the players to tweak their high con-
cepts—and troubles, which we discuss next—through the first few sessions of
play as the characters become more clearly understood.
Trouble
Make sure the trouble isn’t too close to the unfinished business aspect (page 12).
To ensure this, think about what keeps the FAI from being a good spy sometimes;
what blows their cover, makes them lose their cool?
EXAMPLE TROUBLE
During playtesting, one of the players gave their FAI the trouble of
I’m Two Weeks Away from Retirement, Forever. This is an excellent
trouble for an FAI who has come to recognize that life as they knew it
is truly over. They will never have their own body back, and going on
operations in someone else’s head is what they know now. Poignant
and potentially funny.
THE AGENCY 11
Unfinished Business
This aspect drives adventure creation and gives the Field Agents a personal stake
in making sure the op succeeds. Every Field Agent has an op that went south,
a vendetta against an organization, or a family they left behind. These aspects
work like strings the GM can pull to give play sessions depth. These can be tied
together across multiple Field Agents, linking FAIs together in common cause.
They often begin with “I Want...” or “I Need...”
Examples:
• I Want to See My Daughter, Just Once
• I Need to De-Fang the Golden Cobra
• I Need to Take Out Franklin Borer Before He Kills Again
As play sessions continue, it’s possible that these aspects might get resolved, and
therefore evolve. The previous examples could change into:
• I Have to Keep My Daughter Safe from The Doormen
• The Snake Has More Than One Head
• Borer Is Dead, but His Legacy Lives On
These evolutions make the aspects more nuanced, and can abandon the “I Want/
Need” construction in favor of ideas and concepts that are given more context
by the events that led to the aspects being resolved. Reading this, we don’t know
what Franklin Borer’s legacy actually is, but the group playing through the ses-
sions might have a really good idea of how to use that.
Group Aspect
Each player’s group aspect changes every session, depending on what FAIs are
present for the Mission. These are unidirectional aspects that tie the characters
together. The first FAI to think of a good connection to another FAI states that
aspect, and names the other FAI in it. For example:
• Benchpress Johnson Screwed Up Our Last Op
Assuming Benchpress’ player is good with that, that player now looks at the
remaining FAIs and finds a connection to another:
• Fontaine Has a Secret I Need to Know
This continues around the group until the last person who can be mentioned in
an aspect is the first person who spoke, creating a closed circle where everyone is
tied to everyone else. These aspects will be very general at first, and help establish
some of the history between the FAIs from before they were dead. As play sessions
continue, these group aspects begin to reflect the more recent events that have
occurred in play sessions.
THE AGENCY 13
MARTIAL ARTS AND WEAPONS
Many styles of martial arts use weapons, not just hand-to-hand
techniques. Broad categories of fighting styles have been included
under the breakdown of the Fight skill because we wanted to provide
examples of the options available. If you choose Crane Style Kung
Fu, you can still use a sword, but you’re not a master of all swords.
Gear Stunts
Spy gear is very powerful. It often contains technology and confers benefits the
same way stunts do.
Gear could also be customized for one of the FAIs present inside the mind
of a Civilian. The Computer held onto as much old gear as she could over the
years, and many former Field Agents have distinct preferences when it comes to
the tools of their trade.
Killshot’s Sidearm: When Killshot takes over and wields this gun, they
get +2 to attack with Shoot.
Killshot’s Sidearm may seem too broad, as there’s no reason why Killshot
wouldn’t use their favorite weapon when shooting. However, it only functions
that well in Killshot’s hands, so the FAI has to Take Over (page 17) to ensure
its effectiveness. This is a limitation in and of itself.
THE AGENCY 15
Death
A Civilian dying in the field is the last thing that anyone wants to happen. If that
occurs, there are a couple of different, notable repercussions.
First, the op was likely not completed. The only exception to this is if the
players all decide to concede a too-challenging conflict, and the terms of their
concession are that the Civilian dies, but manages to flip the necessary switch,
enter the shutdown code, etc. This should only be used when extremely narratively
appropriate, and as mentioned, it’s a group decision.
Second, the FAIs are still backed up in the Computer, but they will have no
memory of the failed op. This can be tricky because many FAIs have never had
to deal with the fallout of their own failures. However, Alice has a peculiar quirk
in her programming: if a Civilian dies, the FAIs in that Civilian are re-assigned
to the mission, but not told that they are cleaning up their own mess until the
end. FAIs who have re-integrated multiple times are aware of this, and often look
for signs of their own previous handiwork when hitting the field.
Glitching
Most FAIs and Civilians want to avoid the Civilian dying—the Civilian, for obvious
reasons of self-preservation, and the FAIs because of the repercussions of Civilian
death. When a conflict is going poorly, there’s another option for concession
that allows the FAIs to clear stress boxes, and keep pushing through the mission.
This option is called glitching, and is available because of the re-working of
body and mind the Civilian has undergone to accommodate the FAIs. All the FAIs
have to choose collectively to glitch. They all share the body, so they all share the
ramifications. When the FAIs choose to glitch,
they first decide to concede the conflict. This
CIVILIAN DISPOSABILITY
often ends up with them captured, or delayed
Every group will have to decide
in their completion of the mission. When they
how disposable the Civilians are
do this, the Civilian clears all, yes all, stress, both
in their game. If your group wants
physical and mental.
a more madcap and pedal-to-the-
They also take a glitch. Glitches are like con-
metal tone, create your Civilians
sequences, except they cannot be recovered and
with burning desires that look
cleared over time. They are permanent impair-
more like death wishes, and let
ments that the Civilian has to live with, even
the FAIs drive their bodies like
if they don’t continue with the Agency after
stolen cars.
their first mission. The severity is reflected in
If your group wants to have a lot
how many invokes are placed on the glitch for
of interplay between the FAIs and
the GM. The first glitch gives the GM one free
the Civilian, make the Civilian’s
invoke, the same as any consequence. The second
burning desire more sympathetic.
one gives the GM two free invokes, and the final
Also, GMs, make sure to describe
one gives the GM three. These are cumulative—
the effects of glitching, and how
if the FAIs choose to glitch three times during a
hard the Civilian has been worked
single mission, the GM gets a lot of ammunition
over during the missions.
to use against them. There is a steep price to pay
for pushing the Civilian that hard.
Dr. Von Schloss has trapped an Agent in her secret fortress, which
she has wired to explode. The detonating aspect It’s Gonna Blow is
a situation aspect over the scene that ends when the Agent escapes
the complex. Because the good doctor wanted a moment to gloat,
she announced that the Agent would be doomed in a mere 4 minutes.
The detonating aspect’s threshold is set at 4, to match the number of
minutes Dr. Von Schloss stated in her monologue. Every in-game minute
that passes, the bonus for the invoke goes up by +1. This represents
the Aspect becoming more and more dangerous to the Agent as the
timer counts. When the 5th minute comes, just past the threshold of 4,
the entire complex explodes, attacking the Agent (and any remaining
minions) at Superb (+5). Ka-boom.
“Every in-game minute” isn’t a hard-and-fast rule so much as a way to add ten-
sion. If you’re not interested in keeping track of actual time, you can increase the
timer when it’s situationally dramatic. If you’re interested in tracking the time,
grab a stopwatch or a kitchen timer and go to town.
Taking Over
Each of the FAIs is used to working alone. There will be times when they want
that to be the case again. In a conflict, each FAI gets to act like they’re an indi-
vidual. They have control of the body, and they can move and take an action
just like any other character. This has the cinematic benefit of making the Agent
look like a super soldier, taking one action per FAI per exchange in the conflict,
but in one body.
In a conflict where physical stress is the likely outcome, the FAI with the highest
rating in the most combat-appropriate skill acts first. If the conflict is social, use
the highest-rated social skill to determine who goes first. Or a technology skill,
if it’s a hacking-type conflict. The point is, use the most appropriate skill for the
situation to determine who acts first.
After their exchange, they choose who goes next, including the opposition.
Every FAI and opponent gets a chance to act in an exchange before they can be
chosen again. This initiative system allows for a level of tactical analysis on the
part of the players.
However...
THE AGENCY 17
If a player thinks their FAI is the right personality fragment for the job, they
can choose to spend a fate point to take over control of the Civilian. If two FAIs
want to gain control, each player still spends a fate point and rolls their dice, with
no modifiers. High roll gains control. If more than two FAIs are contending for
control, a Computer-inserted failsafe kicks in, and the Civilian takes over, with
no access to the skills of the FAIs. This control lasts for a short time (one exchange,
essentially). This failsafe is in place so the FAIs remember that competition can
be healthy, but ultimately working together will get the job done. That’s Alice’s
thinking, anyway.
Outside of a conflict, most of the time, the FAIs inside a given Civilian can
operate the body as if it’s their own. In this case, control shifts from one FAI to
another seamlessly, just as a group of individuals would be able to act separately. If
there’s ever a disagreement about who has control, use the same rules as in a conflict.
[REDACTED]
Any time [REDACTED] is seen in this game text, or a GM chooses to use it in
a mission briefing (page 25), it’s a chance for an FAI to fill in that blank. The
GM controls when the FAIs get to do this, and should make sure that no one FAI
abuses the power. This allows the players some narrative control, but it shouldn’t
be used to hog the spotlight. If it looks like things are going a lot towards one
player, encourage the others to bring in their unfinished business aspects. It changes
the focus handily, plus, it’s way more interesting when two or more unfinished
business aspects intersect. This can put the FAIs at odds with one another, where
one might need to get information from a particular [REDACTED] person or
organization, where another simply wants to destroy that same [REDACTED].
There’s nothing formal about how players fill in those blanks. The key is that when
a [REDACTED] is filled in, the GM has to keep track of which [REDACTED]
means what. This can create a lot of interesting opportunities in adventure design.
If, when the GM is planning out an adventure session, they include [REDACTED]
with different antecedents to those [REDACTED] entries, it might help to mark
them with different colors throughout the text, or with subscripts.
The trick with [REDACTED] is to not overuse it. If it’s used too liberally in
the creation of an adventure or a session, it can leave your group feeling like
they’re responsible for creating the important pieces of the session. That can be
fine, but you have to know how your group works, and whether they would be
interested by that type of creative work. At the least, if you have a [REDACTED]
tag available, look to the FAIs’ unfinished business aspects.
THE AGENCY 19
WHAT ABOUT SKILLS AND APPROACHES?
For opposition in Fate games, it has always been my experience that the
GM doesn’t really need that much detail. Aspects do a fantastic job of
conveying who a character is and what resources they have at their disposal,
so I began just giving those aspects bonuses to use. This abstraction has
worked out well every time I’ve used it at the table.
If you prefer to have something more formal, it’s easy enough to build
your Villain or Organization—Lieutenants, Mooks, and all—the same way
you would build a character in a standard game of Fate Core. I’d encour-
age you to try out this method, however. I think you’ll find that it speeds
up your prep time immensely, and you’ll lose nothing at the table.
In general, the ratings on a Villain’s aspects should be in line with the highest
rating that a Field Agent has on their sheet. If the Field Agents don’t have any
skills above Good (+3), then it’s advised you don’t set the ratings on the Villain’s
aspects much higher than that—in general, no more than +2 higher. In terms of
overall ability, think about how often you might be using those aspects, and how
hard you want them to hit when you use them. In general, rate one aspect at the
highest rating, and the other two no lower than Average (+1). However, if you
want a broad-reaching Villain or Organization who is very powerful in their own
right, you can set all of the aspects at the highest rating available, or +2 higher
than the highest rating the Agent has.
Some good aspects might seem odd or difficult to use when given a rating. After
all, when would My Loose Lips Have Sunk Ships come into play? Basically any
time that character talks. That would be the aspect they use to try to convince
people, to spread rumors, etc.
This also works for situational aspects like a windstorm or a fire. Give the aspect a
rating. If it would deal stress to a Field Agent, use that rating. If someone attempts
to overcome the aspect, use the rating as the static number they have to beat.
For stress and consequences, give the Villain or Organization a number of
stress boxes equal to the highest rated aspect, and the usual complement of three
consequences as in Fate Core.
CONSEQUENCES
[2] Mild:
[4] Moderate:
[6] Severe:
THE AGENCY 21
Lieutenants and Mooks
Lieutenant and Mook aspects under a Villain can serve two purposes: they can
both be rated aspects when used by the Villain or Organization, or they can be
more fully fleshed-out for use in head-to-head situations with the Agent.
To think about this, imagine the hierarchy of a villainous organization. When
looking at things from the top down, the head of the organization would send
their lieutenants and mooks to do their bidding. In instances like this, it’s handy
for those aspects to have ratings. They can act in the abstract, such as creating
advantages, without needing to have a full character statted out. Then, when
confronted by the Agent, we drill down to the Lieutenant or Mooks themselves,
who are built in the same way as the Villain, with rated aspects and stress accord-
ing to those ratings.
Mooks should only be given stress boxes if you think it’s appropriate. Sometimes
Mooks are individuals who are easily taken out when any stress is dealt to them.
Other times, as with the first two aspects above, the Mook aspects are more abstract
or not as easily dealt with. In those instances, give the Mooks stress. In either case,
use your best judgment and lean toward what seems best for your game.
Lieutenants aren’t as detailed as the Villain
LIEUTENANT or Organization. They each get two rated aspects,
ASPECTS along with stress boxes to match. The rating on the
High Concept high concept should be the same as the Villain’s or
Weakness Organization’s corresponding Lieutenant aspect. The
Mooks weakness is always -2.
Lieutenants have access to the same Mook aspects
as the Villain or Organization. This represents their ability to access the resources
the Villain or Organization has put at their disposal.
Mooks get a single rated aspect, and that’s it. The
MOOK ASPECT rating on the aspect should be the same as the Villain’s
High Concept or Organization’s corresponding aspect. The weakness
is always -2.
For stress boxes, you’ve got a few options. Mooks can have:
• No stress boxes
• Stress boxes equal to their rated aspect
• Multiple sets of stress boxes equal to their rated aspect
The first option is for when the Agent is facing a single Mook and you want
the Agent to look awesome doing what they’re doing. The Mook gets taken out
if the Agent’s attack succeeds by even a single shift.
The second option is a standard one and would represent a group of Mooks. Each
stress box would represent a person or set of people that the Agent can take on.
The third option is for Mooks that are covering a much wider area. You could
make multiple Mook cards, each with their own stress boxes, if you want different
groups of Mooks to act at different times in a given conflict, or you can give the
Mooks two, three, or even four times their rating in stress boxes. This allows the
Mooks to be a pervasive threat throughout a hideout, a complex, or an otherwise
convoluted villainous lair.
THE AGENCY 23
Falcon's Wing Condor
ASPECTS ASPECTS
High Concept: The World Will High Concept: Head of
Have Order...Our Order: FW Global Operations:
Fantastic (+6) Superb (+5)
Agenda: Be the Apparent Savior: Weakness: Never Could Resist a
Superb (+5) Smile: Terrible (-2)
Weakness: The Smoke from Our
STRESS [1][2][3][4]
Burned Bridges Obscures the
Sky: Terrible (-2) NOTES
Lieutenants: Condor: Superb (+5); Condor also has access to the Mook
Peregrine: Great (+4); Buzzard: aspects of Falcon’s Wing.
Great (+4)
Mooks: Faceless Soldiers:
Peregrine
Good (+3); The Bureaucracy:
Fair (+2) ASPECTS
High Concept: Unpredictable
STRESS [1][2][3][4][5][6]
Arms Dealer: Great (+4)
CONSEQUENCES Weakness: Will It Burn?:
[2] Mild: Terrible (-2)
[4] Moderate: STRESS [1][2][3][4]
[6] Severe:
NOTES
Peregrine also has access to the Mook
Buzzard aspects of Falcon’s Wing.
ASPECTS
High Concept: Well-Connected
Faceless Soldiers
Government Informant:
Great (+4) ASPECTS
Weakness: Too Many People Faceless Soldiers: Good (+3)
Know My Face: Terrible (-2)
STRESS
STRESS [1][2][3][4] [1][2][3] [1][2][3] [1][2][3]
NOTES
[1][2][3] [1][2][3]
Buzzard also has access to the Mook
aspects of Falcon’s Wing. The Bureaucracy
ASPECTS
The Bureaucracy: Fair (+2)
STRESS [1][2][3]
24
MISSION BRIEFING
Each mission that the FAIs carry out begins with the briefing. During this process,
the GM looks at the unfinished business aspects and gives the FAIs a chance to
give input and direction to the mission.
The best way to do this is by asking questions of the players and using their
answers to put things together. Via the unfinished business of four different FAIs,
the GM potentially has four different mission arcs to explore.
There are a few ways to go about asking questions like this. The quickest and
probably most impactful way is to look directly at the unfinished business aspects
on the FAIs’ sheets, and point your questions directly at those aspects. Each of
the example aspects from the unfinished business section provide different levels
of questioning.
THE AGENCY 25
Sample Aspect: I Want to See My Daughter, Just Once
Sample Question: When’s the last time you saw your daughter?
Sample Response: The last time I saw her was when I loaded her on
a plane bound for Moscow so she could live with family there, safe
from DuChampp’s spies.
Holy crow! With an answer like that you’ve now got an adversary (DuChampp),
a spy network connected to that adversary (meaning DuChampp could be work-
ing alone, or as part of a larger organization), and you’ve got a specific location
where that particular FAI will want to go. That’s a lot of fodder for an adventure,
and that’s just one question.
Some responses won’t give you quite as much to work with, and you’ll need to
practice asking follow-up questions.
Sample Response 2: Last time I saw my daughter was after her father
took her away from me.
Okay. That’s going to need a follow-up question. Something like Why did her
father take her? or Where was he taking her? or even Who was her father? Some
players aren’t as comfortable coming up with information on the spot like this, so
don’t push too hard if someone seems to be resisting. When someone doesn’t give
you a lot of details, they’re leaving you room to insert your own. If you get dead-
end answers like He took her away because he found out I was a spy or Her father
was a normal man who couldn’t handle my being gone all the time, then you get to
ask some questions of yourself to make things interesting. What if the father was
himself a spy for another organization and your FAI didn’t even know? What if the
father was kidnapped shortly after leaving, and now the daughter has been raised
as an operative for a rival organization and there will be a life-or-death standoff
between the daughter and the digital replica of her mother’s personality and skills?
Point is, you can make almost any answer interesting if you keep asking ques-
tions. Just make sure to not ask questions of someone who’s not comfortable
answering. If your player won’t give you more to work with, ask yourself those
questions between sessions. Find what’s interesting and angle towards it.
You’re also not just asking questions of one player. Every FAI has an unfin-
ished business aspect. Asking questions of each player is the perfect time to have
unfinished business aspects intersect, possibly even having the FAIs work at
cross-purposes.
THE AGENCY 27
SAMPLE ADVENTURE:
THREE MINUTES FROM MIDNIGHT
Agency intelligence has revealed that [REDACTED] is working on a doomsday
device that will allow them to extort vast sums of money from many nations of
the world. It is the Agent’s job to stop that from happening.
Scenes
THE AGENCY 29
Part Two: Three Nights in Bangkok
Part Two has intelligence-gathering, social scene infiltration, and possibly entry
into the fighting tournament. [REDACTED] isn’t participating in the fighting
tournament, but is using the underground fight as a venue for the negotiations
to secure the last piece of their doomsday device.
Scenes
You’ll likely end up playing one scene or the other, as the Agent can’t be in two places
at one time. One scene focuses on stealth and infiltration to stop [REDACTED],
whereas the other involves being a participant in the fighting tournament.
In terms of pacing, this scene can last an evening, or a few days of game time.
All of that depends on how the Agent chooses to approach the scene. If the Agent
chooses “In Through the Out Door,” the scene can happen directly at the end of
the negotiations, meaning that it will take only an evening. If the Agent chooses
“Put Up or Shut Up,” the tournament can happen in an evening or multiple days—
whichever you think will be more interesting for your group.
THE AGENCY 31
Part Three: Snow Crash
The Agent travels to the South Pole to stop [REDACTED] from setting off the
doomsday device. Depending on the Agent’s results in Bangkok, they will have
to deal with either just [REDACTED]’s forces, or [REDACTED]’s forces and
intense scrutiny from the international community in the form of reporters and
UN Security Forces.
Scene
There’s only one scene in this section of the adventure, one that spans the entirety
of [REDACTED]’s Antarctic compound. This is a section where adding your
own touch to the adventure will really make it shine. You know your Agent and
their situation better than we ever could, so feel free to add your own aspects to
the scenes in the compound.
The compound is full of traps and dead ends. Those are represented by the
detonating aspects listed below. As soon as the Agent interacts with a given detonat-
ing aspect, begin counting it down. If the Agent doesn’t move quickly, they may
find themselves with escape routes cut off, or with more stress and consequences
than they want to deal with.
THE AGENCY 33
Additional Adventure Hooks/
Locations/Information
There is a plethora of material that can be mined for adventures for The Agency.
Any movie with over-the-top characters and overly complicated plots from the
villains will work wonderfully. When planning your future adventures, here are
some scenic locations and adventure ideas for you to use as springboards.
• Island Fortresses
• Hacking the CIA
• Buddying up with the KGB
• Behold, my Flying Zeppelin Fortress!
• You Say You Want a Revolution? Well...
• Water, Water Everywhere, and the Drops Are All Mine
• Assassinating a Foreign Ruler
• Protect the President!
• Missile Silos in Volcanos Are Bad Ideas
• Submarines Hidden off the Coast
• My Satellites See Everything
• The Attack Is Coming from Their Moon Base!
• Stolen Supersonic Jet Fighters
• Mind-Controlling Cell Phones
• Rogue AI
• Hallucinogenic Coffee Beans
• Breaking up the Cartel
• Kidnapped Head Scientist
• They’re Sending a Meteor to Kill Us All
• Siberia Is Lovely This Time of Year
• Foul Play on the Orient Express
• The Eiffel Tower Is Missing!
• Mass Hysteria in a Florida Amusement Park
• Bombs Inside the Statue of Liberty
• Giant Robots of DOOM
• Genetic Experiments Run Amok
• Rumble in the Jungle