Agent Mission Skills

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Skill Description

  • Accounting The understanding of accounting, bookkeeping, money transactions and processing.
  • Acquisition Art of acquiring corporations and moving up the corporate ladder.
  • Athletics/Climbing Ability to scale buildings, move fast, reflexes and other athletic activities.
  • Battle Language Understanding of Combat Language.
  • Bluff Ability to bluff and improvisation.
  • Bribery Ability to create and manipulate bribes.
  • Business Knowledge of business, running a business, business practices, the workplace and all that governs normal business operation.
  • Cartography Ability to make maps and understand terrain characteristics.
  • Charismatic An innate leadership quality that causes a desire to like this person.
  • Chemistry Knowledge of chemical composition, chemical analysis, testing practices and other general chemistry concepts
  • Computers Generalized skill at computers, hacking and programming.
  • Criminal Talents An impeccable ability to demolish stuff, stir negative emotions and generally, be criminal.
  • Cryptography Understanding of encryption and decryption techniques.
  • Data Analysis Ability to analyze, interpret and understand data.
  • Deductive Reasoning Excellent analytical prowess in reducing options so that only one option remains.
  • Demolitions Skill in using explosive devices as well as disarming them.
  • Diplomacy Knowledge in politics and fundamentals of government.
  • Disguises Skill at using disguises to mask one’s identity.
  • Economics Knowledge of economical studies, fluctuations, practices and attributes.
  • Electronics Understanding of electronics and electronic devices.
  • Endurance Agent is more resilient to interrogations.
  • Engineering Knowledge of mechanical operation, repair and maintenance. Also able to identify mechanical components and represents a general understanding of mechanical processes.
  • Escape Artist The agent is more likely to avoid capture.
  • Etiquette (Colony) Aids in infiltration of colonial government targets.
  • Etiquette (Federal) Aids in infiltration of federal/empire-level government targets.
  • Etiquette (General) Aids in infiltration of general targets.
  • Etiquette (Military) Aids in infiltration of military targets.
  • Etiquette (Worker) Aids in infiltration of production-based targets.
  • Forced Entry Skill at gaining access to areas not easily gotten to our secured.
  • Forger Agent is skilled at forging documents and duplicating signatures or handwriting.
  • Gather Info Ability to gather, process and store information for later use or recitation.
  • Geology The study and understanding of planetary rock formations, minerals and crystals. Expert knowledge of resources
  • Government A General understanding of government policy.
  • Honor Represents how resistant the agent is to doing treacherous activities.
  • Interrogation Bonus to interrogation tests.
  • Law An understanding of laws of different societies.
  • Law An understanding of laws of different societies.
  • Leadership Gives a bonus to Team Management and affects agents within the same team if this agent is leader.
  • Legitimate Cover Represents a legitimate reason for the agent to travel to other empires and aids in infiltration.
  • Master Lock Pick Agent is able to pick locks, electronic key pads, and other locking systems.
  • Medical Represents a knowledge for medical abilities. Allows this agent to revive or rescue an agent in the same mission ONCE per mission.
  • Naturally Talented The agent can substitute this skill for any other skill when doing skill tests.
  • Navigation Ability to navigate, read maps and understands landmarks.
  • Negotiation Art of negotiating to get an apparent fair circumstance to be acceptable by all parties involved.
  • Paranoid Agent questions everything and fears ‘the worse’. Especially useful for counter-agents.
  • Perceptive Attention to detail and ability to find things not obvious to others.
  • Persuasive Ability to persuade others to do what the agent wants.
  • Philosophy An Understanding of the school of Philosophy.
  • Physics Knowledge in the school of Physics.
  • Pick Pockets Ability to ‘acquire’ photo ID’s, access cards, anything and everything.
  • Pilot Represents the ability to pilot a ship or vehicle and modifies infiltration times.
  • Poisons Skill at identifying, understanding, treating and creating poisons.
  • Politics A very basic understanding of politics.
  • Psychology Knowledge in the school of Psychology.
  • Reconnaissance Ability to scout and determine important pieces of information for a given situation.
  • Safe Houses Ability to find, make, keep and dismantle good safe houses, which grants bonuses during the Preparation and Re-infiltration phases.
  • Science Represents a generalized scientific understanding of all science schools.
  • Security The Agent excels at being a Cover Agent.
  • Seductive The seductive qualities of the agent and the ability to seduce others.
  • Sense of Direction Represents an innate ability of direction which provides a bonus to Navigation and Cartography tests.
  • Spy Games The agent enjoys being a spy and seeing how deep into the web they can lodge themselves which aids in Infiltration tests.
  • Stealth Ability to move around unnoticed.
  • Survival Indicates survival technique understanding and general ability to survive on bare necessity.
  • Tactics The understanding of group/squad tactics. Also, if this agent is not filling multiple roles, agents working with this agent can fill multiple roles simultaneously.
  • Tiny Electronics Ability to create eavesdropping devices and other small electronic components.
  • Torture The skill of inflicting intense pain without fatality.
  • Tracking Skill at tracking down creatures or other people. Grants a bonus to discovering enemy agents when agent is a counter-agent.
  • Tradesman Ability to find and acquire items for low prices and sell items for high prices. Very useful for getting materials on a mission.
  • Treachery Understands devious natures and what causes people to begin to conflict with what they would otherwise believe.
  • Weapons Specialist Ability to use a large assortment of weaponry including sniping rifles and silenced weaponry.

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