Countdown to Guardians continues with a preview of the Super-Agent class.
Super-Agents are those who overcome challenges through agility, cunning, and stealth, but are good combatants as well, often specializing in weapons or martial arts rather than raw use of powers or physical brawling. This class will often include spies, ninja, cat burglars, elite special ops soldiers, assassins, archers, scouts, and hunters. Although super-agents are a common choice for humans and exotics, their ranks will also include many power-using heroes. Super-agent is a very good choice for those whose powers lend themselves to stealth or warfare.
Super-Agent level & XP progression is similar to Thief.
Dexterity is an important ability for Super-Agents, those with 13 or higher in the score receive a +5% bonus to all experience earned.
Super-Agents roll 1d10 for each Hit Die. They get 3 HD at first level, and one extra die for every additional level, up to a maximum of 12 HD at 10th level.
Super-Agents get a New Power or Gift at 3rd level and every two levels thereafter. A Human gets a
Gift or may add +1 to any three ability scores. Characters with other Origins may choose to receive either a Power or a Gift, or ability increase
Super-Agents may use the following special abilities:
Weapon and Armor Use: Super-Agents may use any weapons or armor. All super-agents have some hand-to-hand training and do d4 instead of 1d3 with a punch.
Surprise Attack: A Super-Agent who successfully sneaks up on, surprises, or distracts an enemy receives a bonus of +4 to-hit, and does double the normal damage.
Dark Fighting: Even if they have no ability to see in the dark, a Super-Agent suffers half normal penalties (usually -2) when fighting in any degree of darkness, even if it’s pitch black or a Darkness power. This also applies when fighting an Invisible opponent.
Skill: Super-Agents have a knack for achieving unlikely results when it comes to things like acrobatics, hacking computers, picking locks, sneaking past or distracting guards, disarming small or intricate traps or alarms, bluffing at gambling, moving silently, maneuvering vehicles, and performing athletic feats in unusual environments (skiing, scuba diving, mountain climbing, etc.). The referee may require an appropriate skill throw to achieve a result that is highly cinematic, while often allowing automatic success otherwise.
Combat Specialization: He or she gets one (two if human or exotic) of these combat specialties. An additional one is added at level 4 and at level 8.
Archer: +2 to hit and damage when attacking with any archaic bow, crossbow, or slingshot, and when using these weapons get the bruiser’s Unstoppable ability.
Flinger: a +2 to hit and damage when attacking with any archaic thrown weapon (knife, shuriken, etc.) and when using these weapons get the bruiser’s Unstoppable ability.
Swashbuckler: +1 to hit-and-damage with any archaic melee weapon like swords or clubs, or when fighting unarmed, and whilst attacking with them gain the bruiser’s Unstoppable ability.
Gunslinger: +1 to-hit and damage when using any firearms or ranged attacks that do damage and are built into handheld gadgets. When attacking with an auto pistol or revolver only, also gain the bruiser’s Unstoppable ability.
Martial Artist: When attacking unarmed (punch, kick, etc.) may add +1 to hit, inflict 1d6 instead of the usual 1d4 damage, and gain the bruiser’s Unstoppable ability. If free to move and not wearing armor, improve Armor Class by 2.
Assassin: Increases damage bonus of Surprise Attack from x2 to x3.
A human or exotic super-agent can take the same specialization TWICE if desired. This doubles the to-hit, damage (or damage bonus) and armor class increase of the character’s chosen combat specialty. Append the word “Super” to the specialization. Thus a human or exotic “Super Martial Artist” fighting unarmed does 2d6 damage, is +2 to hit, and improves Armor Class by 4 when unarmored.