Argus Agent

An operative of Argus, the Nine's intelligence service.

An Argus Agent is a covert operative working for the Nine's joint intelligence service. They are recruited from Legion veterans, Operative-tier criminals, and corporate security specialists who showed the right combination of competence and moral flexibility. Argus agents infiltrate, surveil, assassinate, and destabilise -- whatever the Nine need done without a paper trail.

An Agent is an elite encounter: patient, skilled, and utterly without sentiment. They do not fight unless cornered; they eliminate the target before the target knows the Agent exists. The lever is exposure -- an Agent whose cover is blown is vulnerable, and Argus does not extract compromised assets.

Rules Reference

FieldValue
Abilities / Cha16
Abilities / Con14
Abilities / Dex18
Abilities / Int16
Abilities / Str12
Abilities / Wis14
Armor Class17
Base Attack Bonus5
Creature TypeHumanoid
Flat Ac14
Hd Count6
Hd Sides8
Hit Dice6d8+12
Hit Points39
Hp Bonus12
Initiative5
PsionicsNone
Role TagsAssassin, Infiltrator, Skirmisher
Saves / Fort7
Saves / Ref9
Saves / Will6
SensesNormal human vision; optic implants grant thermals, low-light, and +8 to Notice and Stealth; passive Perception 20
SizeM
Skills / Athletics9
Skills / Deception13
Skills / Disguise12
Skills / Intimidation10
Skills / Notice12
Skills / Persuasion11
Skills / Pilot8
Skills / Security11
Skills / Stealth14
Skills / Tracking10
Speed30
Threat Rating5
Touch Ac15
Xp1200
Dialogue Pathgame/dialogue/npc-argus-agent.yaml

Notes

Full Attack: Suppressed Pistol ranged +8 (1d8+2 ballistic; range 60 ft; suppressed; +4 from stealth) or Monofilament Wire melee +7 (2d6+1 slashing; +4 vs flat-footed; crit x3) or Neurotoxin Dart ranged +8 (1d4 piercing; range 40 ft; DC 16 Fort or Paralysed 2d4 rounds; 2 doses)

Habitat: Core worlds, Rim stations, Confederation facilities, and anywhere the Nine have interests to protect or enemies to eliminate. Found in cover identity (a dockworker, a merchant, a Legion veteran), surveilling a target, or executing a mission. Roll 1d6: 1-2 = Agent in deep cover (invisible, patient), 3-4 = Agent executing a mission (focused, lethal), 5-6 = Agent compromised (desperate, burn protocol ready).

Languages: Trade Cant (native fluency); Core Standard; three cover-identity dialects; Argus cipher-cant; Confederation intelligence code

Morale: Elite (14); disengages when the mission fails or when capture is inevitable; will fight to the death only if cornered with no escape

Resistances: Armoured bodysuit (included in AC; light, flexible, passes as civilian), Optic implants (included in senses), Argus conditioning (+4 to Will saves against fear, torture, and mind-reading)

Tactics: The Agent eliminates the target before the encounter begins if possible. If forced into open combat, they open with Neurotoxin Dart on the most dangerous target, use Suppressed Pistol from cover, and save Elimination Protocol for the priority target. If the cover holds, the Agent fights as a social encounter first and a combat encounter second. If the cover breaks, the Agent uses Burn Notice and vanishes.

Treasure: Suppressed pistol (600 rek), monofilament wire (400 rek), neurotoxin darts (200 rek per dose), armoured bodysuit (500 rek), optic implants (1,500 rek), Argus cipher-pad (priceless to intelligence services; 5,000 rek to the right buyer), false identity kit (200-500 rek per identity), 3d10 rek in untraceable funds.

Vulnerabilities: Burned asset (Argus does not extract compromised agents; a burned Agent is on their own), Cover dependency (in the Rim, without Confederation infrastructure, Deep Cover is useless), One mission (the Agent has a specific objective; if the objective is irrelevant, the Agent disengages)

Attacks

Suppressed Pistol

FieldValue
bonus8
categoryranged
damage1d8+2
damageTypeballistic
nameSuppressed Pistol
notesIntegrally suppressed; no audible report beyond 30 ft; first shot from stealth gains +4 to hit
rangeFt60

Monofilament Wire

FieldValue
bonus7
categorymelee
damage2d6+1
damageTypeslashing
nameMonofilament Wire
notesGarrote; +4 to hit against flat-footed or grappled targets; critical hit x3
rangeFt5

Neurotoxin Dart

FieldValue
bonus8
categoryranged
damage1d4
damageTypepiercing
nameNeurotoxin Dart
notesDC 16 Fort save or Paralysed for 2d4 rounds; onset 1 round; 2 doses per encounter
rangeFt40

Special Abilities

Deep Cover

FieldValue
actionCostpassive
nameDeep Cover

description: The Agent maintains a flawless false identity. They gain +8 to Disguise and Deception checks when in cover, and can pass any Confederation checkpoint or identity scan without suspicion. The Agent's true identity is protected by Argus encryption; breaking it requires a DC 20 Hacking or Bureaucracy check. Player-visible: the Agent is whoever they need to be. You have met them before, under a different name, and you did not know.

Elimination Protocol

FieldValue
actionCostFull-round (1/encounter)
nameElimination Protocol

description: The Agent executes a planned assassination. If the Agent is within 30 ft of a target who is unaware of the Agent's true identity, the Agent makes a single attack at +8 to hit with +4d6 damage (the kill shot). If the attack drops the target to 0 HP, the death is silent (no alarm, no witnesses unless the party is watching). Player-visible: the Agent walks up, the target drops, and the Agent is gone before the body hits the floor.

Compromised

FieldValue
actionCostpassive
nameCompromised

description: When the Agent's cover is blown (identity exposed, caught in the act, or cornered by someone who knows them), the Agent loses Deep Cover bonuses and becomes desperate. They gain +2 to attack rolls (fighting to survive) but lose all social skill bonuses. Player-visible: the mask comes off. The Agent stops being polite and starts being fast.

Burn Notice

FieldValue
actionCostImmediate (1/encounter)
nameBurn Notice

description: When reduced below 15 HP or when capture is imminent, the Agent activates a burn protocol: all Argus equipment self-destructs (1d4 fire damage to adjacent creatures, DC 14 Reflex half), the Agent's false identity is wiped from all systems, and the Agent makes a Stealth check at +8 to vanish. Player-visible: the Agent presses something behind their ear, the gear sparks, and they are not there anymore.