These feats represent specialized knowledge and abilities possessed by some of the world’s premier espionage agents. Of the base classes, only the Snoop gains easy access to these feats — all others must gain them as level-based feats. GCs wishing to present a non-espionage setting should consider banning some or all of these feats from play
You know how to get into people’s heads and shake things up.
Benefits: When you’re the Predator in a brainwash or Interrogation, the starting Lead decreases by 1. Further, you may increase your Conflict skill check’s error range by 1 to reduce the current round’s duration to 1/2 standard. Finally, when you’re the Predator in a brainwash or Interrogation, you may choose any Predator Strategy even if you don’t meet its requirements.
You are a whiz at planting and using bugs.
Prerequisite: Sleight of Hand 3+ ranks.
Benefits: You gain 1 bug as a Possession (personal gear). This bug’s Caliber may not exceed 1/3 your career level (rounded up). Further, each time you request one or more bugs, you gain double the standard number. Also, you gain a +2 gear bonus with Sleight of Hand/Stash Item and Sneak/Stash Item checks made to conceal bugs. Finally, the range increment of each bug you plant is doubled.
Your hidden potential compensates for your natural weaknesses.
Prerequisites: Career level 1 only (when the feat is chosen).
Benefits: Your 2 lowest attributes each increase by 1 (your choice of attribute in the case of a tie).
You’ve been poisoned, blown up, and tortured so many times that you’ve built up an immunity.
Prerequisites: Career level 6+.
Benefits: You gain a +1 insight bonus with all Fortitude, Reflex, and Will saves. Additionally, you gain an additional +1 Reputation or +$50,000 Net Worth at the end of each mission.
You have a bizarre but fruitful relationship with codes.
Prerequisite: Science (Mathematics) 4+ ranks.
Benefits: You may break, write, or request any code as if its Power Rating were 2 lower.
You’re practiced with the field application of deadly pathogens.
Prerequisites: Science (Genetics) 3+ ranks.
Benefits: You gain 1 disease sample as a Possession (personal gear), chosen from the options on Table: Disease Basics Options. Also, you cannot accidentally expose yourself when creating a disease, or preparing a disease for use. Finally, you gain a +2 bonus with saves made to resist diseases.
|Table: Disease Basics options|
|Career Level||Disease Options|
|1+||Chicken pox, cold, E coli, minor infection|
|10+||Dengue fever, moderate infection|
|16+||Hanta virus, typhus fever|
|19+||Marburg hemorrhagic fever|
You compartmentalize your mind to support an elaborate fiction of multiple lives.
Prerequisites: Career level 6+.
Benefits: You gain a number of specific, named identities equal to your starting Action Dice. Each of these identities features complete e background documentation equivalent to a cover identity with a Power Rating of 6. You must define these identities when you gain this feat; thereafter, you may only replace them during the Intel Phase of each mission.
Slipping into one of these identities — i.e. “getting into character ” — requires 1 minute and 1 Action Die, while returning to your natural identity requires only 1 free action. While you’re in character, your true personality is completely submerged but still controls your actions. You retain all of your main character’s feats and skill ranks, but may voluntarily suppress or reduce any of them to better match the assumed identity. Further, each identity possesses 1 Profession focus and 2 Interests (chosen when this feat is gained, and when each identity is replaced), and you may use these focuses and Interests only while in the appropriate identity.
When questioned in character, you respond in character. You are not considered to be lying when you deny any knowledge of activities performed while not in character, or in a different identity. Each identity genuinely recalls innocuous and difficult-to-verify activities to cover gaps when you were out of character or in a different identity, and subconsciously avoids situations and actions that might call the identity into question (e.g. it avoids situations requiring skill checks for skills it doesn’t actually possess).
While you’re in character, your true personality may only be discovered with a successful Brainwashing attempt (and even this only confirms that you aren’t who you claim to be).
Your senses and keen mind shed brilliant light on the most elusive mysteries.
Prerequisites: Analysis 4+ ranks.
Benefits: The number of Challenges required during any Complex Analysis Task you undertake decreases by 2 (minimum 1). Further, you gain a synergy bonus from your Analysis skill with Search checks.
Not even the roughest mistreatment dents your composure.
Benefits: When you’re the Prey in a brainwash or Interrogation, the starting Lead increases by 1. Further, you may increase your Conflict skill check’s error range by 1 to double the current round’s duration. Finally, when you’re the Prey in a brainwash or Interrogation, you may choose any Prey Strategy even if you don’t meet its requirements.
You possess an intuitive understanding of complex mathematical concepts.
Prerequisites: Int 15+.
Benefits: When writing or cracking a code without a computer, you’re considered to be using a computer with a Power Rating equal to your Intelligence modifier. Further, when writing or cracking a code with a computer, its Power Rating is considered to be 1 higher (maximum 10).
You spend much of your time at the home office between ops, cultivating friends in high and low places.
Prerequisites: Career level 12+, Career Agent.
Benefits: You may make a Request check without spending an Action Die a number of times per mission equal to the number of Tradecraft feats you possess. Further, you may take 10 with Request checks.
You’ve been around the block more than a few times, and others can tell.
Prerequisites: Career level 6+.
Benefits: You gain a +4 insight bonus with any Charisma-based skill check targeting a player or special character sharing at least 1 of your base classes (if your class level is higher than his).
You’re practiced with the field application of deadly toxins.
Prerequisites: Science (Pharmacology) 3+ ranks.
Benefits: You gain 1 gear item with the injector quality as a Possession (personal gear). This item’s Caliber may not exceed 1/3 your career level (rounded up). Further, each time you request a poison, the number of doses gained increases by 1. Also, you cannot accidentally poison yourself when creating a poison, or preparing a poison for use. Finally, you gain a +2 bonus with saves made to resist poisons.
You maintain a network of secure locations around the world.
Prerequisites: Career level 3+, Lifestyle 3+.
Benefits: At the start of each scene when you’re located in a city of 10,000 of more people, you may declare that you have a safe house within 10 miles; otherwise, you may declare that you have a safe house in the nearest city of 10,000 or more people (the GC determines its exact location). The nature of your safe house is equal to a home at your Lifestyle minus 2. You may use this ability a number of times per mission equal to the number of Tradecraft feats you possess. All safe houses are lost at the end of each mission.
The boys at the home office look out for you, building strong cover identities.
Prerequisite: Networking 3+ ranks.
Benefits: You gain 1 cover identity as a Possession (personal gear). This item’s Caliber may not exceed 1/3 your career level (rounded up). Further, each time you request a cover identity, its Power Rating increases by 1 (maximum 10). Finally, you gain a +1 gear bonus with all Bluff checks made while using a cover identity.
You work closely with your Control, and can count on his support when you need it.
Prerequisites: Career level 18+, Office Gossip.
Benefits: During the Intel Phase, one member of your team may choose to discard 2 Action Dice at the start of every session until the end of the mission to increase the mission’s Caliber by 1. Further, you may make Request checks to acquire Caliber V gear options.