Thought Agent

Thought Agents are members of a psionic fraternity of sheriffs, bounty hunters, spies, and vigilantes who have been trained to use their mental powers to aid them in their chosen fields. This group has no political affiliations or biases with regard to good or evil. Their members may take jobs as “peacemakers” (a sheriff for uncivilized or wilderness settlements), information brokers, treasure finders, monster or witch hunters, inquisitors, or any other job that requires stealth, intuition, and cunning. ​  
Role
The individual members of this order have as little in common with other members as they do with nonpsionic beings. Each is a loner, knowing only a few other members, including one Thought Agent who acts as a trainer. Each Thought Agent must pick a specialty based on her alignment.

Lawful-good Specialties

  • Peacemakers: These are wandering judges. If a peacemaker settles in one area, he is known as a sheriff. His job is to judge, sentence, and in some cases, track down and execute those who break the laws of the land. They receive a +1 bonus to reaction rolls from the common folk of the land.
  • Treasure finders: These are adventuring Thought Agents who take on missions to recover lost or stolen items for an employer. They often accompany adventuring parties on their excursions. Treasure finders may detect secret and hidden doors like an elf.
  • Monster Hunters: These are specialists in tracking down and defeating a certain type of monster. There are dragon hunters, vampire hunters, giant hunters, etc. Each sort of hunter knows the lore about his intended quarry and will choose weapons and equipment that is appropriate. Monster hunters receive a +1 to attack their chosen nemesis and know their general strengths and weaknesses.
  • Lawful-Neutral Specialties

  • Spy: The spy’s role is described in the Thief Kit Spy. A Thought Agent uses his psionics skills to aid him in his profession. A similar vocation is the information broker. The sole difference between an information broker and a spy is that an information broker is in the business of collecting information of a general interest that she may later sell, rather than having been hired to collect information of a more specific sort by an employer. Thought Agent spies (and information brokers) never possess any thieving skills.
  • Witch hunter: A witch hunter is a Thought Agent who searches out, identifies, and captures or exterminates renegade spellcasters. He is similar in profession to a bounty hunter and in philosophy to a monster hunter in that he hunts a quarry for a bounty, but only those who are dangerous to public safety. A witch hunter’s psionics abilities are well suited to combat with magic-wielding assailants. A witch hunter is granted the Spellcraft proficiency at no cost.
  • Lawful-Evil Specialties

  • Assassin: As per the Assassin thief kit. They are trained to use their psionics to aid them in their pursuit. Make use of the “Role” section of the kit in particular. Again, Psions choosing this kit cannot possess thieving skills.
  • Bounty Hunter: As per the Bounty Hunter thief kit. Use the “Role” section found there for inspiration.
  • Inquisitor: The actions of inquisitors are lawful evil, even if they profess otherwise (“religious cleansing,” “purification,” etc.). They may be misguided fanatics or self-serving followers of a particular religious Order or leader. Whatever their motivations, they search out and eradicate those they claim are heretics, unbelievers, and heathens.​
  • Distinctive Appearance
    None
     
    Special Benefits
    ​As noted above. Thought Agents who make use of kits from the Thieves’ Kits do not receive the special benefits listed (they are Psions, not rogues). ​
     
    Special Hindrances
    All Thought Agents, regardless of specialty, must serve an employer or a master, even if the master is only the agent’s own duty to his religion or community. He may not go on adventures if they are not in direct pursuit of his duties or an employer’s wishes. ​
    Class
    Psion
     
    Attribute Requirements
    Intelligence of 13, Wisdom of 16. ​
     
    Barred Beliefs
    ​Thought Agents must also be of lawful alignment, in addition to all other normal requirements. ​
     
    Race Requirement
    Humans ​
     
    Bonus Weapon Proficiencies
    None​
     
    Required Weapon Proficiencies
    None
     
    Recommended Weapon Proficiencies
    None
     
    Barred Weapon Proficiencies
    None
     
    Bonus Non-Weapon Proficiencies
    Observation, Information Gathering
     
    Recommended Non-Weapon Proficiencies
    Tracking, Alertness, Meditative Focus, History (Local), Direction Sense, Disguise
     
    Equipment
    ​Equipment varies according to the specialization taken.
     
    Wealth Options
    Normal
     
    Homeland Terrain
    None
     
    Economic System
    ​None​
     
    Recommended Discipline(s)
    ​Telepathic, Clairsentient, and Psychometabolic disciplines.
       
    Recommended Science(s)
    Probe, Mindlink, Aura Sight, Shadow Form, Metamorphosis
     
    Barred Discipline(s)
    None

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