TEXT: BY
  CHARLES RICE
  COVER ART:
  JEREMY SIMMONS
  INTERIOR ART:
  JOSEPH WIGFIELD
  AARON PANAGOS  
  EDITING:
  CHRIS DAVIS 
  LAYOUT: 
  CHRIS DAVIS
  PLAYTESTING:
  CARRIE BAIZE, CHARLES BAIZE, COREY 
  HODGES, EDWARD LENNON, PAULA RICE, 
  CHRIS DAVIS
  Requires the use of the d20 Modern Roleplaying Game, 
  published by Wizards of the Coast, Inc.
  d20 Modern and Wizards of the Coast are trademarks of 
  Wizards of the Coast, Inc. in the United States and other 
  countries and are used with permission
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of 
  Wizards of the Coast, Inc. and are used according to the 
  terms of the d20 System License version 6.0.  A copy of this 
  License can be found at www.wizards.com/d20.
  V1.0
  
  Agency Characters
  Page - 2
  Blood and Secrets
  Introduction
  Welcome to Blood and Secrets, a superagent 
  sourcebook for Modern d20 games. The 
  superagency is a staple of modern ﬁction, from 
  spy movies and TV shows, to comics (where the 
  agencies almost always have those cool acronym 
  names) and have even begun to branch out into 
  the science ﬁction and horror genres (where 
  the agency represents the government’s 
  attempt to combat the forces of 
  darkness).
  These shadowy agencies often 
  operate outside the law and 
  agents are typically disavowed 
  when captured as each individual 
  agent less important than the 
  shroud of secrecy around the 
  agency. This book both serves as 
  part of the Blood line, our signature 
  series of modern genre books and 
  also as a line of its own. In the future, 
  we will release small agency books 
  adding new agencies speciﬁc to 
  some classic genres, often by 
  combining forces with one or more 
  of our other books (especially Blood and 
  Fists, Blood and Vigilance, Blood and Guts, 
  and Blood and Circuits).
  Since these agencies play a larger role in 
  the ﬁction on which Modern games are 
  based, we think this book will ﬁnd a 
  welcome home in your campaign. Let 
  us know how we did.
  -Chuck
  Agent Classes
  Agency Medic
  Agency medics tend to the health 
  of their agency’s combat operatives 
  during ﬁeld assignments. When not 
  working in the ﬁeld, agency medics 
  assist their agency’s investigative 
  division by providing medical 
  expertise, including performing 
  autopsies and identifying unknown 
  subjects through dental records, among 
  many other tasks.
  Requirements
  To qualify to become an agency medic a character 
  must meet the following criteria (the quickest 
  path into this class is through the Dedicated 
  Hero basic class).
  Allegiances: Any one agency
  Skills: Investigate 6 ranks, Treat Injury 6 
  ranks
  Feats: One of the following: Attentive or 
  Surgery
  Class Information
  The following information pertains to 
  the agency medic advanced class. 
  Hit Die: 1d8 
  Action Points: 6+ one-half 
  character level, rounded down, 
  every time the character gains a 
  new level in this class.
  Part 1: Agency Characters
  
  Agency Characters
  Page - 3
  Blood and Secrets
  Class Skills: The agency medic’s class 
  skills (and the ability for each skill) are: Climb 
  (Str), Concentration (Con), Craft (chemical, 
  pharmaceutical) (Int), Drive (Dex), Investigate (Int), 
  Knowledge (behavioral sciences, current events, 
  earth and life sciences, technology) (Int), Navigate 
  (Int), Research (Int), Search (Int), Sense Motive 
  (Wis), Survival (Wis) Swim (Str), and Treat Injury 
  (Wis)
  Skill points at each level: 5 + Int. modiﬁer
  Class Features
  All of the following are features of the Agency 
  Medic advanced class.
  Forensics: The agency medic gains the listed 
  bonus on all Search and Investigate skill checks.
  Agency Training: At 2nd, 4th, 6th, 8th and 10th 
  levels the agency medic may choose an ability 
  from the agency training list (see below for a list of 
  agency training talents).
  Emergency Medical Training: Agency medics 
  are skilled trauma medics who are experts at 
  keeping patients alive until they can reach a more 
  advanced facility. The agency medic gains a +1 
  bonus for each level in this class to Treat Injury 
  checks to revive a dazed, stunned or unconscious 
  character as well as to stabilize a dying character.
  Bonus Feats: At 3rd, 6th and 9th levels the agency 
  medic gains a bonus feat from the following list: 
  Armor Proﬁciency (light, medium, powered), 
  Combat Expertise, Combat Martial Arts, Combat 
  Throw, Defensive Martial Arts, Educated, Guide, 
  Improved Disarm, Medical Expert, Meticulous, 
  Surface Vehicle Operation and Teamwork. The 
  agent must meet the prerequisite for any selected.
  Field Surgery: Agency medics are accustom to 
  working fast and under difﬁcult conditions. The 
  agency medic gains the listed bonus to all Treat 
  Injury checks to perform surgery. The agency medic 
  gains this bonus even if he does not possess the 
  Surgery feat.
  In addition, if the character possesses the Surgery 
  feat he reduces the amount of time required to 
  perform surgery by one hour at 5th level and 2 hours 
  at 7th level. Surgery always takes a minimum of one 
  hour.
  Agency Protector
  Agency protectors serve to defend agency 
  installations and assets as well as assist in combat 
  operations (primarily in a defensive capacity). 
  Requirements
  To qualify to become an agency protector a 
  character must meet the following criteria (the 
  quickest path into this class is through the Tough 
  Hero basic class).
  Allegiances: Any one agency 
  Base Attack Bonus: +2
  Skills: Spot 6 ranks
  Feats: Armor Proﬁciency (light)
  Class Information
  The following information pertains to the agency 
  protector advanced class. 
  Hit Die: 1d10 
  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  Table 1-1: The Agency Medic
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +2
  Forensics +1
  +1
  +0
  2nd
  +1
  +2
  +2
  +3
  Agency Training; Emergency Medical Training
  +1
  +0
  3rd
  +1
  +2
  +2
  +3
  Bonus Feat; Forensics +2
  +2
  +1
  4th
  +2
  +2
  +2
  +4
  Agency Training
  +2
  +1
  5th
  +2
  +3
  +3
  +4
  Forensics +3; Field Surgery +2
  +3
  +1
  6th
  +3
  +3
  +3
  +5
  Agency Training; Bonus Feat 
  +3
  +2
  7th
  +3
  +4
  +4
  +5
  Forensics +4; Field Surgery +4
  +4
  +2
  8th
  +4
  +4
  +4
  +6
  Agency Training
  +4
  +2
  9th
  +4
  +4
  +4
  +6
  Bonus Feat; Forensics +5
  +5
  +3
  10th
  +5
  +5
  +5
  +7
  Agency Training 
  +5
  +3
  TABLE 1-2: THE AGENCY PROTECTOR
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +2
  +0
  +0
  Armored Ease +1
  +1
  +0
  2nd
  +1
  +3
  +0
  +0
  Agency Training
  +1
  +0
  3rd
  +2
  +3
  +1
  +1
  Bonus Feat
  +2
  +1
  4th
  +3
  +4
  +1
  +1
  Agency Training
  +2
  +1
  5th
  +3
  +4
  +1
  +1
  Armored Ease +2
  +3
  +1
  6th
  +4
  +5
  +2
  +2
  Agency Training; Bonus Feat 
  +3
  +2
  7th
  +5
  +5
  +2
  +2
  Bulwark
  +4
  +2
  8th
  +6
  +6
  +2
  +2
  Agency Training
  +4
  +2
  9th
  +6
  +6
  +3
  +3
  Bonus Feat; Bulwark (no damage) 
  +5
  +3
  10th
  +7
  +7
  +3
  +3
  Agency Training; Armored Ease +3 
  +5
  +3
  
  Agency Characters
  Page - 4
  Blood and Secrets
  level in this class.
  Class Skills: The agency protector’s class skills 
  (and the ability for each skill) are: Climb (Str), 
  Concentration (Con), Drive (Dex), Intimidate (Cha), 
  Knowledge (civics, current events, history, tactics) 
  (Int), Listen (Wis), Navigate (Int), Sense Motive 
  (Wis), Spot (Wis), Survival (Wis) and Swim (Str)
  Skill points at each level: 3 + Int. modiﬁer
  Class Features
  All of the following are features of the agency 
  protector advanced class. 
  Armored Ease: The agency protector spends 
  more time working in armor than almost any other 
  kind of agent. He spends a great deal of his training 
  learning to minimize the disadvantages of his armor. 
  The agency protector adds the listed modiﬁer to the 
  armor penalty of any suit of armor he is wearing. 
  The minimum armor penalty is zero (this can never 
  be a bonus).
  Agency Training: At 2nd, 4th, 6th, 8th and 10th 
  levels the agency protector may choose an ability 
  from the agency training list (see below for a list of 
  agency training talents).
  Bonus Feats: At 3rd, 6th and 9th levels the agency 
  protector gains a bonus feat from the following list: 
  Alertness, Armor Proﬁciency (heavy, light, medium, 
  powered), Combat Martial Arts, Combat Reﬂexes, 
  Cover Fire, Point Blank Shot, Precise Shot, Surface 
  Vehicle Operation, Teamwork and Weapon Focus. 
  The agent must meet the prerequisite for any 
  selected. 
  Bulwark: Just as the agency protector learns to 
  minimize the disadvantages of armor, he also learns 
  to maximize its defensive potential. At 7th level, any 
  time an agency protector suffers damage from an 
  attack that normally grants a Reﬂex save (such as 
  many area effect attacks), the agency protector may 
  make a Fortitude save instead.
  At 9th level if the agency protector succeeds at his 
  Fortitude saving throw he suffers no damage.
  The agency protector only gains the beneﬁts of 
  the Bulwark ability when wearing armor.
  Analysis Agent
  Analysis agents are area experts, linguists and 
  tactical advisors to agencies. They provide long 
  term planning and serve as advisors to combat 
  forces, acting as a force multiplier, allowing a small 
  number of agents to do the work of many.
  Requirements
  To qualify to become an analysis agent a character 
  must meet the following criteria (the quickest path 
  into this class is through the Smart Hero basic 
  class).
  Allegiances: Any one agency 
  Skills: Knowledge (current events) 6 ranks, 
  Knowledge (tactics) 6 ranks, Research 6 ranks, 1 
  rank in either Read/Write or Speak Language in 3 
  different languages
  Feats: Smart Plus
  Talents: Linguist, Exploit Weakness, Plan
  Class Information
  The following information pertains to the analysis 
  agent advanced class. 
  Hit Die: 1d6
  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  level in this class.
  Class Skills: The analysis agent’s class skills 
  (and the ability for each skill) are: Climb (Str), 
  Computer Use (Int), Concentration (Con), Decipher 
  Script (Int), Diplomacy (Cha), Drive (Dex), 
  Investigate (Int), Knowledge (all) (Int), Navigate 
  (Int), Research (Int), Survival (Wis), Swim (Str)
  Skill points at each level: 9 + Int. modiﬁer
  Class Features
  All of the following are features of the analysis 
  agent advanced class. 
  Area Knowledge: Analysis agents spend a great 
  deal of time learning the language, culture and 
  current events of countries all around the world. 
  Their ability to advise agents visiting an area they 
  have studied are greatly enhanced. Each time 
  an analysis agent gains this ability, he picks one 
  country. When making skill checks in or regarding 
  that country, the analysis agent gains a bonus equal 
  to his Reputation modiﬁer. For example, an analysis 
  agent with a +2 Reputation bonus would gain a +2 
  bonus on any skill check when asked to provide 
  TABLE 1-3: THE ANALYSIS AGENT
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +2
  Area Knowledge; Strategic Planning +1
  +0
  +0
  2nd
  +1
  +2
  +2
  +3
  Agency Training
  +1
  +0
  3rd
  +1
  +2
  +2
  +3
  Area Knowledge; Bonus Feat
  +1
  +1
  4th
  +2
  +2
  +2
  +4
  Agency Training
  +1
  +1
  5th
  +2
  +3
  +3
  +4
  Area Knowledge; Strategic Planning +2 
  +2
  +1
  6th
  +3
  +3
  +3
  +5
  Agency Training; Bonus Feat 
  +2
  +2
  7th
  +3
  +4
  +4
  +5
  Area Knowledge; Contingency Plan
  +2
  +2
  8th
  +4
  +4
  +4
  +6
  Agency Training
  +3
  +2
  9th
  +4
  +4
  +4
  +6
  Area Knowledge; Bonus Feat 
  +3
  +3
  10th
  +5
  +5
  +5
  +7
  Agency Training; Strategic Planning +3 
  +3
  +3
  
  Agency Characters
  Page - 5
  Blood and Secrets
  information about one of his areas of expertise. If 
  the analysis agent actually went to that country, he 
  would gain that bonus on all skill checks due to his 
  familiarity with his surroundings.
  This ability also allows the analysis agent to 
  use Knowledge (current events) in place of an 
  Intelligence check to gain a bonus from his Plan 
  talent when formulating a plan in a country he is an 
  expert.
  Strategic Planning: Analysis agents are tactical 
  experts that receive advanced training in planning 
  and forming long-term strategies. The analysis 
  agent adds the bonus listed on the class table to his 
  Exploit Weakness and Plan talents (the Intelligence 
  or Knowledge [current events] check must still 
  succeed or the analysis agent gains no bonus). 
  Contingency Plan: At 7th level the analysis 
  agent’s ability to forecast events and formulate 
  contingency plans becomes so acute that he can 
  formulate a plan as a full-round action (the Plan 
  talent normally requires one minute to use). 
  Formulating a contingency plan requires the 
  analysis agent to spend an action point.
  Agency Training: At 2nd, 4th, 6th, 8th and 10th 
  levels the analysis agent may choose an ability 
  from the agency training list (see below for a list of 
  agency training talents).
  Bonus Feats: At 3rd, 6th and 9th levels the analysis 
  agent gains a bonus feat from the following list: 
  Armor Proﬁciency (light, medium, powered), 
  Attentive, Combat Expertise, Combat Martial Arts, 
  Combat Throw, Defensive Martial Arts, Educated, 
  Improved Disarm, Improved Trip, Renown, 
  Studious, Surface Vehicle Operation and Teamwork. 
  The agent must meet the prerequisite for any 
  selected.
  Agency leader
  Agency leaders are the ofﬁcer corps of the agency 
  they serve. Highly trained to lead troops in combat, 
  agency leaders serve in roles from frontline squad 
  commander all the way to heads of massive armies 
  of government agents.
  Requirements
  To qualify to become an agency leader a character 
  must meet the following criteria (the quickest path 
  into this class is through the Charismatic Hero basic 
  class).
  Allegiances: Any one agency 
  Skills: Bluff 6 ranks, Diplomacy 6 ranks
  Feats: Charismatic Plus
  Talents: Coordinate, Inspiration, Greater 
  Inspiration
  Class Information
  The following information pertains to the agency 
  leader advanced class. 
  Hit Die: 1d8
  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  level in this class.
  Class Skills: The agency leader’s class skills (and 
  the ability for each skill) are: Bluff (Cha), Climb 
  (Str), Diplomacy (Cha), Drive (Dex), Intimidate 
  (Cha), Knowledge (civics, current events, history, 
  tactics) (Int), Navigate (Int), Sense Motive (Wis), 
  Survival (Wis), Swim (Str)
  Skill points at each level: 5 + Int. modiﬁer
  Class Features
  All of the following are features of the agency 
  leader advanced class.
  Charismatic Leader: The agency leader is 
  trained to lead his fellow agents in combat and adds 
  the bonus listed on the class table to that granted by 
  the successful use of the Coordinate, Inspiration and 
  Greater Inspiration class abilities.
  This ability also allows the agency leader to add 
  his Reputation bonus to all Bluff and Knowledge 
  (tactics) skill checks.
  Agency Training: At 2nd, 4th, 6th, 8th and 10th 
  levels the agency leader may choose an ability 
  from the agency training list (see below for a list of 
  agency training talents).
  Bonus Feats: At 3rd, 6th and 9th levels the agency 
  leader gains a bonus feat from the following list: 
  Armor Proﬁciency (light, medium), Attentive, 
  Combat Expertise, Combat Martial Arts, Combat 
  Throw, Conﬁdent, Deceptive, Defensive Martial 
  Arts, Educated, Improved Disarm, Renown, Surface 
  Vehicle Operation, Tactician and Teamwork. The 
  agent must meet the prerequisite for any selected.
  Blunder: At 7th level the agency leader can 
  trick his enemy into making a serious blunder. 
  TABLE 1-4: THE AGENCY LEADER
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Charismatic Leader +1
  +0
  +1
  2nd
  +1
  +0
  +0
  +3
  Agency Training
  +1
  +1
  3rd
  +2
  +1
  +1
  +3
  Bonus Feat
  +1
  +1
  4th
  +3
  +1
  +1
  +4
  Agency Training
  +1
  +2
  5th
  +3
  +1
  +1
  +4
  Charismatic Leader +2
  +2
  +2
  6th
  +4
  +2
  +2
  +5
  Agency Training; Bonus Feat
  +2
  +2
  7th
  +5
  +2
  +2
  +5
  Blunder
  +2
  +3
  8th
  +6
  +2
  +2
  +6
  Agency Training
  +3
  +3
  9th
  +6
  +3
  +3
  +6
  Bonus Feat 
  +3
  +3
  10th
  +7
  +3
  +3
  +7
  Agency Training; Charismatic Leader +3
  +3
  +4
  
  Agency Characters
  Page - 6
  Blood and Secrets
  On a successful Bluff skill check (opposed by his 
  opponents’ Sense Motive skill check) the agency 
  leader can render a number of opponents equal to 
  his Reputation bonus ﬂat-footed. 
  The agency leader may only use this ability once 
  per encounter. After it used, his opponents will be 
  on guard for any misdirection.
  Assault Agent
  Assault agents are tasked with taking the ﬁght to 
  enemy agencies. When a conﬂict breaks out these 
  agents will lead the attack, attempting to break apart 
  enemy formations in the most efﬁcient manner 
  possible.
  Requirements
  To qualify to become an assault agent a character 
  must meet the following criteria (the quickest path 
  into this class is through the Strong Hero basic 
  class).
  Allegiances: Any one agency
  Base Attack Bonus: +3
  Skills: Knowledge (tactics) 3 ranks
  Feats: Personal Firearms Proﬁciency
  Class Information
  The following information pertains to the assault 
  agent advanced class. 
  Hit Die: 1d10
  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  level in this class.
  Class Skills: The assault agent’s class skills 
  (and the ability for each skill) are: Balance (Dex), 
  Climb (Str), Craft (structural) (Int), Drive (Dex), 
  Intimidate (Cha), Jump (Str), Knowledge (current 
  events, popular culture, tactics) (Int), Navigate (Int), 
  Survival (Wis), Swim (Str) 
  Skill points at each level: 5 + Int. modiﬁer
  Class Features
  All of the following are features of the assault agent 
  advanced class.
  Tough as Nails: Assault agents gain a bonus 
  of +1 hit point for each level of assault agent the 
  character takes. This ability also grants a bonus to 
  all Intimidate skill checks (and level checks to resist 
  intimidation) equal to the character’s Reputation 
  bonus. 
  Agency Training: At 2nd, 4th, 6th, 8th and 10th 
  levels the assault agent may choose an ability from 
  the agency training list (see below for a list of 
  agency training talents).
  Bonus Feats: At 3rd, 6th and 9th levels the assault 
  agent gains a bonus feat from the following list: 
  Advanced Firearms Proﬁciency, Armor Proﬁciency 
  (heavy, medium, light), Combat Martial Arts, 
  Combat Reﬂexes, Endurance, Exotic Firearms 
  Proﬁciency, Point Blank Shot, Surface Vehicle 
  Operation and Teamwork. The agent must meet the 
  prerequisite for any selected.
  First Wave: First in last out is your motto and 
  you have been trained to lead attacks on heavily 
  fortiﬁed positions. You gain the modiﬁer listed on 
  the class table as a morale bonus to your Defense 
  and all melee damage rolls as long as you are 
  attacking or advancing toward an active hostile 
  force. If you are pinned down, retreating, aiding an 
  injured colleague or performing any action that does 
  not involve advancing toward an enemy you do not 
  gain this bonus. 
  Semper Fi: The bond of those who share one 
  of the most dangerous jobs is inseparable, often 
  stronger than family. This class ability improves the 
  bonus granted from the Teamwork feat to +4 (you 
  must take that feat to beneﬁt from this ability). 
  Covert Agent
  The covert agent works in the shadow, trying to 
  help his agency while drawing the least amount of 
  attention possible to his activities. 
  Requirements
  To qualify to become a covert agent a character 
  must meet the following criteria (the quickest path 
  into this class is through the Fast Hero basic class).
  Base Attack Bonus: +2
  Skills: Hide 6 ranks, Move Silently 6 ranks
  Feats: Stealthy
  Class Information
  The following information pertains to the covert 
  agent advanced class. 
  TABLE 1-5: THE ASSAULT AGENT
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +0
  +0
  Tough as Nails
  +0
  +0
  2nd
  +2
  +3
  +0
  +0
  Agency Training
  +1
  +0
  3rd
  +3
  +3
  +1
  +1
  Bonus Feat
  +1
  +1
  4th
  +4
  +4
  +1
  +1
  Agency Training
  +1
  +1
  5th
  +5
  +4
  +1
  +1
  First Wave +1
  +2
  +1
  6th
  +6
  +5
  +2
  +2
  Agency Training; Bonus Feat 
  +2
  +2
  7th
  +7
  +5
  +2
  +2
  First Wave +2
  +2
  +2
  8th
  +8
  +6
  +2
  +2
  Agency Training
  +3
  +2
  9th
  +9
  +6
  +3
  +3
  Bonus Feat 
  +3
  +3
  10th
  +10
  +7
  +3
  +3
  Agency Training; Semper Fi 
  +3
  +3
  
  Agency Characters
  Page - 7
  Blood and Secrets
  Hit Die: 1d8
  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  level in this class.
  Class Skills: The covert agent’s class skills (and 
  the ability for each skill) are: Balance (Dex), Climb 
  (Str), Computer Use (Int), Concentration (Con), 
  Demolitions (Int), Disable Device (Int), Disguise 
  (Cha), Drive (Dex), Escape Artist (Dex), Hide 
  (Dex), Investigate (Int), Jump (Str), Knowledge 
  (current events, popular culture, streetwise, tactics) 
  (Int), Listen (Wis), Move Silently (Dex), Navigate 
  (Int), Search (Int), Spot (Wis), Survival (Wis), 
  Swim (Str), Tumble (Dex)   
  Skill points at each level: 7 + Int. modiﬁer
  Class Features
  All of the following are features of the covert agent 
  advanced class. 
  Ghost: The covert agent is highly trained to avoid 
  detection and gains a bonus on all Hide and Move 
  Silently skill checks equal to his covert agent class 
  level.
  At 7th level the covert agent is so skilled that he 
  can make a Hide check even while being observed 
  (perhaps by ducking into an air duct or even 
  clinging to the ceiling as guards walk by underneath 
  him). This ability requires the covert agent to spend 
  an action point.
  Lightning Reaction: When combat is necessary, 
  the covert agent attempts to get the drop on his 
  opponent and end the encounter as quickly as 
  possible. The covert agent gains the bonus listed on 
  the class table to Initiative checks.
  Agency Training: At 2nd, 4th, 6th, 8th and 10th 
  levels the covert agent may choose an ability from 
  the agency training list (see below for a list of 
  agency training talents).
  Bonus Feats: At 3rd, 6th and 9th levels the covert 
  agent gains a bonus feat from the following list: 
  Acrobatic, Alertness, Armor Proﬁciency (light), 
  Combat Martial Arts, Combat Reﬂexes, Dodge, 
  Improved Initiative, Lightning Reﬂexes, Low 
  Proﬁle, Mobility, Spring Attack, Quick Draw, 
  Shot on the run, Surface Vehicle Operation and 
  Teamwork. The agent must meet the prerequisite for 
  any selected.
  Double Agent
  Like the covert agent, the double agent seeks 
  to learn about enemy organizations through 
  clandestine means. Unlike the covert agent, who 
  sneaks into facilities through stealth and acrobatics, 
  the double agent prefers to walk right in the front 
  door, wearing the face of a trusted associate. 
  Requirements
  To qualify to become a double agent a character 
  must meet the following criteria (the quickest path 
  into this class is through the Charismatic Hero basic 
  class).
  Skills: Bluff 6 ranks, Disguise 6 ranks
  Feats: Deceptive
  Class Information
  The following information pertains to the double 
  agent advanced class. 
  Hit Die: 1d8
  TABLE 1-6: THE COVERT AGENT
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +0
  Ghost; Lightning Reaction +2
  +1
  +0
  2nd
  +1
  +2
  +2
  +0
  Agency Training
  +1
  +0
  3rd
  +2
  +2
  +2
  +1
  Bonus Feat
  +2
  +0
  4th
  +3
  +2
  +2
  +1
  Agency Training
  +2
  +0
  5th
  +3
  +3
  +3
  +1
  Lightning Reaction +4
  +3
  +1
  6th
  +4
  +3
  +3
  +2
  Agency Training; Bonus Feat
  +3
  +1
  7th
  +5
  +4
  +4
  +2
  Ghost (Hide in plain sight)
  +4
  +1
  8th
  +6
  +4
  +4
  +2
  Agency Training
  +4
  +1
  9th
  +6
  +4
  +4
  +3
  Bonus Feat 
  +5
  +2
  10th
  +7
  +5
  +5
  +3
  Agency Training; Lightning Reaction +6
  +5
  +2
  TABLE 1-7: THE DOUBLE AGENT
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +0
  +0
  +2
  Master of Disguise; Quick Disguise (10 minutes)
  +1
  +0
  2nd
  +1
  +0
  +0
  +3
  Agency Training
  +1
  +0
  3rd
  +2
  +1
  +1
  +3
  Bonus Feat
  +2
  +0
  4th
  +3
  +1
  +1
  +4
  Agency Training
  +2
  +0
  5th
  +3
  +1
  +1
  +4
  Quick Disguise (1 minute)
  +3
  +1
  6th
  +4
  +2
  +2
  +5
  Agency Training; Bonus Feat
  +3
  +1
  7th
  +5
  +2
  +2
  +5
  Identity Thief
  +4
  +1
  8th
  +6
  +2
  +2
  +6
  Agency Training
  +4
  +1
  9th
  +6
  +3
  +3
  +6
  Bonus Feat 
  +5
  +2
  10th
  +7
  +3
  +3
  +7
  Agency Training; Quick Disguise (1 round)
  +5
  +2
  
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  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  level in this class.
  Class Skills: The double agent’s class skills (and 
  the ability for each skill) are: Bluff (Cha), Climb 
  (Str), Computer Use (Int), Craft (chemical) (Int), 
  Decipher Script (Int), Diplomacy (Cha), Disable 
  Device (Int), Disguise (Cha), Drive (Dex), Forgery 
  (Int), Gather Information (Cha), Intimidate (Cha), 
  Investigate (Int), Knowledge (behavioral sciences, 
  current events, streetwise, tactics) (Int), Navigate 
  (Int), Search (Int), Sense Motive (Wis), Survival 
  (Wis), Swim (Str)
  Skill points at each level: 5 + Int. modiﬁer
  Class Features
  All of the following are features of the double agent 
  advanced class. 
  Master of Disguise: The double agent is a 
  master actor and makeup artist and gains a bonus 
  to Disguise skill checks equal to his double agent 
  level.
  Quick Disguise: The double agent uses advanced 
  materials and training to adopt convincing disguises 
  with great rapidity. Instead of the usual 10-40 
  minutes, the double agent requires the amount of 
  time listed on the class table to prepare a disguise.
  Agency Training: At 2nd, 4th, 6th, 8th and 10th 
  levels the double agent may choose an ability from 
  the agency training list (see below for a list of 
  agency training talents).
  Bonus Feats: At 3rd, 6th and 9th levels the double 
  agent gains a bonus feat from the following list: 
  Armor Proﬁciency (light), Attentive, Combat 
  Expertise, Combat Martial Arts, Combat Reﬂexes, 
  Improved Initiative, Low Proﬁle, Surface Vehicle 
  Operation and Teamwork. The agent must meet the 
  prerequisite for any selected.
  Identity Thief: The double agent is a master at 
  circumventing even the most advanced methods 
  of penetrating a disguise and is able to maintain a 
  disguise for long periods. This ability grants the 
  double agent a bonus to all forgery checks to invent 
  a false persona (or construct duplicate identity 
  documents if imitating a real person) equal to his 
  double agent class level. 
  The double agent can also use the Forgery skill 
  (and 1 week of time) to construct false ﬁngerprints, 
  contact lenses (to fool retinal scanners), and even 
  fake blood to fool DNA tests.
  Finally, this ability lengthens the amount of 
  time between skill checks to penetrate a disguise. 
  Normally those around a person wearing a disguise 
  are allowed to check every hour or ever day 
  depending on circumstances. For the 
  double agent the time between checks is 
  increased by 3 days per double agent 
  level.
  New Feats
  Antithesis 
  You have a deep hatred for 
  one Allegiance or group.
  Prerequisite: Enemy (same 
  group), Base Attack Bonus 9+.
  Effect: When you are 
  combating your antithesis, 
  you gain and additional +2 to 
  hit and skill checks.  You will 
  not willingly deal with your 
  antithesis on friendly terms, 
  and when you must deal with 
  forces friendly to them, you are 
  –4 on all Charisma based skill 
  checks.
  Special:  You may only take 
  this feat once.
  
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  Armor Proficiency (Powered)
  You are proﬁcient with powered armor.
  Prerequisites: Armor Proﬁciency (light), Armor 
  Proﬁciency (medium).
  Effect: When you wear powered armor, you may 
  add the armor’s entire equipment bonus to your 
  Defense.
  Normal: A character not proﬁcient with powered 
  armor adds only a portion of the armor’s equipment 
  bonus to her Defense.
  Special: A Soldier may select this feat as one of 
  his bonus feats.
  Charismatic Plus
  Advancements in science coupled with your drive 
  to excel enable you to progress faster toward 
  becoming a truly charismatic hero.
  Beneﬁt: You gain two talents from the 
  Charismatic hero’s talent trees. The talents must 
  be selected from the following list, you cannot 
  select more than one talent from a single talent 
  tree, and you must meet all the prerequisites of a 
  talent to select it. Favor, Captivate, Dazzle, Taunt, 
  Inspiration, Greater Inspiration.
  Special: You may select this feat multiple times. 
  Each time you select this feat, you must choose a 
  different pair of talents.
  Cover Fire 
  You are highly skilled at providing cover ﬁre.
  Prerequisites:  Personal Firearms Proﬁciency, 
  Teamwork
  Effect:  You gain a 50% increase in cover ﬁre 
  bonuses (+3 or 1.5 x Dexterity modiﬁer, whichever 
  is higher).
  Normal: Characters providing cover ﬁre without 
  this feat grant a +2 Dodge bonus to Defense or their 
  Dexterity modiﬁer, whichever is higher.
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  Dedicated Plus
  Advancements in science coupled with your drive 
  to excel enable you to progress faster toward 
  becoming a truly dedicated hero.
  Beneﬁt: You gain two talents from the Dedicated 
  hero’s talent trees. The talents must be selected from 
  the following list, you cannot select more than one 
  talent from a single talent tree, and you must meet 
  all the prerequisites of a talent to select it. Improved 
  Aid Another, Intuition, Healing Touch 1, Healing 
  Touch 2, Aware, Faith, Cool Under Pressure.
  Special: You may select this feat multiple times. 
  Each time you select this feat, you must choose a 
  different pair of talents.
  Enemy - one Allegiance 
  You have one allegiance or group that you detest.
  Effect: You gain +2 to attack and skill checks 
  when combating your Enemy.  When you must deal 
  with your Enemy peacefully, or when you deal with 
  groups allied with your Enemy, you take a –2 to all 
  Charisma based skills.
  Special:  You may take this feat more than 
  once.  Each time it applies to a different group or 
  Allegiance.
  Evasive Maneuvers
  You are a master of aerial acrobatics which make 
  any craft you pilot a hard target to latch onto in a 
  dogﬁght.
  Prerequisite: Pilot 5 ranks, Aircraft Operation 
  (any type)
  Effect: When piloting a craft you have the 
  Aircraft Operation feat for you may take a –1 
  penalty to attack rolls in return for raising the 
  Defense of the craft you are piloting by +1. 
  Special: This feat may not be used by ﬁghters in 
  a formation (those beneﬁting from the Formation 
  Flying or Wingman feats- they are too close 
  together). However on a free action one or more the 
  craft may break formation in order to use this feat. 
  Bonus: This feat is a bonus feat for Fast heroes 
  and Daredevils. 
  Exotic Firearms Proficiency - 
  Fixed Wing Vehicle Weapons 
  You are proﬁcient in Fixed-Wing mounted vehicle 
  weapons. This feat replaces the more generic Exotic 
  Firearms Proﬁciency- Cannon feat.
  Prerequisite:  Aircraft Operation (Jet Fighters)
  Effect:  You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit.
  Exotic Firearms Proficiency - 
  Helicopter Vehicle Weapons 
  You are proﬁcient in Helicopter mounted vehicle 
  weapons.  This feat replaces the more generic 
  Exotic Firearms Proﬁciency- Cannon feat.
  Prerequisite:  Aircraft Operation (Helicopters)
  Effect:  You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit.
  Exotic Firearms Proficiency - 
  Mortar/Indirect Fire weapons 
  You understand the basics of indirect ﬁre and can 
  ﬁre them without penalty. 
  
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  Effect: You make attack rolls with the weapon 
  normally. 
  Normal: A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit. 
  Special: Characters serving as the crew of an 
  artillery weapon (as opposed to the character 
  ﬁring the weapon) do not need this feat. However, 
  if characters working on a crew also have the 
  Teamwork feat it can substantially reduce the time 
  required to load the weapon, increasing the ﬁring 
  rate. 
  Exotic Firearms Proficiency - 
  Tank/APC Weapons 
  You are proﬁcient with large vehicle-mounted 
  weapons found on tanks and APCs. This feat 
  replaces the more generic Exotic Firearms 
  Proﬁciency- Cannon feat.
  Prerequisite:  Drive 5 Ranks, Surface Vehicle 
  Operation (tracked)
  Effect:  You make attack rolls with the weapon 
  normally.
  Normal:  A character that uses a weapon without 
  being proﬁcient takes a –4 penalty to hit.
  Fast Plus
  Advancements in science coupled with your drive 
  to excel enable you to progress faster toward 
  becoming a truly dexterous hero.
  Beneﬁt: You gain two talents from the Fast hero’s 
  talent trees. The talents must be selected from the 
  following list, you cannot select more than one 
  talent from a single talent tree, and you must meet 
  all the prerequisites of a talent to select it. Uncanny 
  Dodge 1, Uncanny Dodge 2, Defensive Roll, 
  Opportunist, Improved Increased Speed, Advanced 
  Increased Speed.
  Special: You may select this feat multiple times. 
  Each time you select this feat, you must choose a 
  different pair of talents.
  Fast Track 
  You have gained the notice of your superiors and 
  are marked for rapid promotion, either through 
  demonstrating your ability to lead, or your ability to 
  brown-nose.
  Effect: You may immediately make a Promotion 
  Check upon taking this feat.  You receive +4 on this 
  and all future Promotion Checks.
  Fighter Escort 
  You are able to provide support and protection to a 
  large allied aircraft, usually a bomber or transport. 
  Prerequisites: Teamwork
  Description: As their ability to protect each other 
  in air combat became apparent, strategists also 
  recognized the Fighter’s ability to protect larger, 
  more valuable craft.  Although a vital necessity 
  at times due to the strategic value of larger ships, 
  ﬂying escort with a larger ship is one of the most 
  dangerous jobs a ﬁghter pilot can have.
  Effect: A craft Large or larger protected by a 
  ﬁghter escort gains a +1 Defense bonus for each 
  ﬁghter protecting him. If the ﬁghters ﬂying escort 
  are themselves are the target of an attack their pilots 
  only apply ½ their class bonus to the Defense of 
  their craft.
  Formation Flying 
  You are skilled at ﬂying in formation with other 
  aircraft. This allows one pilot to provide cover for a 
  friendly aircraft in combat. 
  Prerequisites: Aircraft Operation (any), 
  Teamwork
  Description: As long as aircraft have been 
  shooting each other down pilots have known the 
  advantages of ﬂying in formation.  One craft covers 
  for the other, and a character’s wingman is usually 
  the person he trusts most in the world.
  Effect: All ﬁghters on the same side of a battle 
  who are ﬂying in formation with this feat gain 
  +2 Defense in vehicle combat by protecting one 
  another. This feat also grants a +2 bonus on Clear 
  Your Six stunt piloting checks.
  Smart PLUS
  Advancements in science coupled with your drive 
  to excel enable you to progress faster toward 
  becoming a truly intelligent hero.
  Beneﬁt: You gain two talents from the Smart 
  hero’s talent trees. The talents must be selected from 
  the following list, you cannot select more than one 
  talent from a single talent tree, and you must meet 
  all the prerequisites of a talent to select it. Savant, 
  Linguist, Exploit Weakness, Plan, Trick.
  Special: You may select this feat multiple times. 
  Each time you select this feat, you must choose 
  a different pair of talents. The exception is the 
  savant talent, which you can select multiple times. 
  However, each time you select the savant talent, you 
  must choose a different skill (see the savant talent’s 
  description).
  Strong Plus
  Advancements in science coupled with your drive 
  to excel enable you to progress faster toward 
  becoming a truly strong hero.
  Beneﬁt: You gain two talents from the Strong 
  hero’s talent trees. The talents must be selected 
  from the following list, you cannot select more 
  than one talent from a single talent tree, and you 
  must meet all the prerequisites of a talent to select 
  it. Improved Extreme Effort, Advanced Extreme 
  Effort, Improved Ignore Hardness, Advanced Ignore 
  Hardness, Improved Melee Smash, Advanced Melee 
  
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  Blood and Secrets
  Smash.
  Special: You may select this feat multiple times. 
  Each time you select this feat, you must choose a 
  different pair of talents.
  Tactician 
  The character is a skilled leader, with a strong grasp 
  of tactics and an ability to make those around her 
  better in combat.
  Prerequisite: Int 13+, Cha 13+, Knowledge 
  (Tactics) 5 Ranks, Teamwork.
  Effect: Normally, when a character rolls a tactics 
  skill check, the beneﬁts apply only to himself. This 
  feat allows the character to grant the bonuses of a 
  successful tactics skill check to up to 2x Charisma 
  modiﬁer allies (characters who have the Teamwork 
  feat for the same team) who are ﬁghting with the 
  character. 
  Special: Having this Feat grants a character a +2 
  bonus on all Promotion checks.
  Teamwork- Specific Group 
  You have trained with a speciﬁc group and gain 
  bonuses when working with members of that group.
  Prerequisite:  Allegiance (Speciﬁc Team)
  Effect: Whenever you are working with someone 
  with the Teamwork feat for the same group (this 
  could be as small as one other person and as large a 
  group as a branch of the armed forces), you gain +2 
  to attack and skill checks.
  Bonus: This feat is a bonus feat for Dedicated 
  heroes.
  Tough Plus
  Advancements in science coupled with your drive 
  to excel enable you to progress faster toward 
  becoming a truly tough hero.
  Beneﬁt: You gain two talents from the Tough 
  hero’s talent trees. The talents must be selected from 
  the following list, you cannot select more than one 
  talent from a single talent tree, and you must meet 
  all the prerequisites of a talent to select it. Damage 
  Reduction 2/—, Damage Reduction 3/—, Energy 
  Resistance (choose one energy type), Remain 
  Conscious, Second Wind, Stamina.
  Special: You may select this feat multiple times. 
  Each time you select this feat, you must choose a 
  different pair of talents.
  Wingman 
  You are skilled at providing cover for teammates in 
  aerial combat. 
  Prerequisite: Aircraft Operation (any), 
  Teamwork, Formation Flying
  Description: You are a most valuable 
  commodity: an expert wingman.
  Effect: You grant your partner a +4 Def bonus in 
  vehicle combat. If a missile hits the plane you are 
  defending, you may attempt to shoot it down as an 
  attack of opportunity.  This feat grants a +2 bonus 
  on Clear Your Six pilot checks, which stacks with 
  the bonus granted by Formation Flying (for a total 
  bonus of +4). 
  Agency Training Talents
  In addition to the talents listed below, characters 
  may take military training talents with their agency 
  talents (seen in Blood and Guts II) so long as they 
  meet the prerequisite.
  Agency Contacts
  You have friends in high places in your agency.
  Agency Contacts 1 (prerequisite agency 
  membership): You gain a bonus on Requisition 
  checks equal to your Reputation.
  Agency Contacts 2 (prerequisite Agency 
  Contacts 1): Your Reputation is increased by 50% 
  when dealing with your agency. This talent may be 
  selected more than once, its effects stack.
  Agency Contacts 3 (prerequisite Agency 
  Contacts 1): You gain a bonus on skill checks 
  regarding your agency equal to your Reputation 
  modiﬁer. This could include both skills checks 
  about your agency (such as knowledge [history] 
  checks) as well as skill checks made to interact with 
  members of your agency (Bluff, Diplomacy, Gather 
  Information etc). 
  Air Superiority
  Air Superiority 1 (prerequisite agency 
  membership): You gain a +1 bonus to attack rolls 
  when ﬁghting another air vehicle. 
  Air Superiority 2 (prerequisite air superiority 
  1): You gain a +1 bonus to attack rolls when 
  ﬁghting another air vehicle (cumulative with air 
  superiority 1 for a total bonus of +2). 
  Air Superiority 3 (prerequisite air superiority 
  2): You gain a +1 bonus to attack rolls when 
  ﬁghting another air vehicle (cumulative with air 
  superiority 2 for a total bonus of +3).
  Air Superiority 4 (prerequisite air superiority 
  3): You gain a +1 bonus to attack rolls when 
  ﬁghting another air vehicle (cumulative with air 
  superiority 3 for a total bonus of +4).
  Air Superiority 5 (prerequisite air superiority 4): 
  You gain a +1 bonus to attack rolls when ﬁghting 
  another air vehicle (cumulative with air superiority 
  4 for a total bonus of +5).
  Armored Attacker
  You have received special training to combat 
  heavily armored opponents.
  
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  Blood and Secrets
  Armored Attacker 1 (prerequisite agency 
  membership): You gain a +1 bonus to attack rolls 
  against targets in medium or heavy armor, including 
  targets wearing a battlesuit or exoskeleton.
  Armored Attacker 2 (prerequisite Armored 
  Attacker 1): You gain a +1 bonus to damage rolls 
  against targets in medium or heavy armor, including 
  targets wearing a battlesuit or exoskeleton
  Armored Attacker 3 (prerequisite Armored 
  Attacker 2): You are adept at ﬁnding the weakness 
  in a suit of armor. When spending an action point to 
  aid an attack roll against a character in medium or 
  heavy armor (including targets wearing a battlesuit 
  or exoskeleton) you add the armor penalty of the 
  suit of armor to the result of the action point.
  Armored Attacker 4 (prerequisite Armored 
  Attacker 3): You may spend an action point, 
  adding the result to damage rolls on successful 
  attacks against a character in medium or heavy 
  armor (including targets wearing a battlesuit or 
  exoskeleton).
  Armored Attacker 5 (prerequisite Armored 
  Attacker 4): You may spend an action point to 
  automatically conﬁrm a critical against a target in 
  medium or heavy armor (including targets wearing 
  a battlesuit or exoskeleton). 
  Commando
  You have received special training to ﬁght behind 
  enemy lines.
  Commando 1 (prerequisite agency 
  membership): You gain a +1 morale bonus to 
  attack rolls when you are outnumbered (there are 
  more opponents than allies in any given combat). 
  This talent may be taken more than once. Its effects 
  stack. 
  Commando 2 (prerequisite Commando 1): 
  Your base Speed is increased by 5’. This talent may 
  be taken more than once. Its effects stack.
  Commando 3 (prerequisite Commando 2): 
  You take do not take the usual -5 Hide penalty for 
  making a full move (you still suffer the usual -20 
  penalty for running).
  Outside of the Envelope
  You are able to squeeze a little more speed or 
  maneuverability out of a vehicle you are operating. 
  When this talent is selected the character must 
  determine if it applies to air, ground or water 
  vehicles.
  Outside of the envelope 1 (prerequisite agency 
  membership): Increase the speed of one class of 
  vehicles (air, ground or water) by +20’ per round. 
  This talent may be taken more than once and its 
  effects stack.
  Outside of the envelope 2 (prerequisite outside 
  of the envelope 1): You grant any vehicle you are 
  piloting a +1 Dodge bonus to Defense.  
  Protect and Serve
  You are sworn to defend others.
  Protect and serve 1 (prerequisite agency 
  membership): When ﬁghting to defend an ordinary 
  (see the core rules for the deﬁnition of an ordinary) 
  you gain a +2 morale bonus to attack rolls.
  Protect and serve 2 (prerequisite protect and 
  serve 1): When ﬁghting to defend an ordinary (see 
  the core rules for the deﬁnition of an ordinary) you 
  gain a +2 morale bonus to all saving throws.
  Small Unit Tactics
  You are highly skilled in ﬁghting as a team with 
  other members of your agency.
  Small unit tactics 1 (prerequisite agency 
  membership): When eligible to gain a bonus from 
  the Teamwork feat the bonus is increased by +1 
  (from +2 to +3).
  Small unit tactics 2 (prerequisite small unit 
  tactics 1): When providing cover ﬁre the Defense 
  bonus granted is increased by +1 (see the Cover 
  Fire feat for more information).
  Small unit tactics 3 (prerequisite small unit 
  tactics 2): When you and an ally both attack the 
  same target with ranged weapons, you may set up 
  a crossﬁre. A crossﬁre allows a target to be ﬂanked 
  with ranged weapons.
  Small unit tactics 4 (prerequisite small unit 
  tactics 3): When eligible to gain a bonus from 
  the Teamwork feat the bonus is increased by +1 
  cumulative with small unit tactics 1 (from +3 to +4).
  Stealth
  You are skilled at the art of inﬁltration.
  Stealth 1 (prerequisite agency membership): 
  +2 bonus on Hide and Move Silently skill checks. 
  This talent may be taken more than once and its 
  effects stack. 
  Stealth 2 (prerequisite Stealth 1): The character 
  can take 10 on Hide and Move Silently skill checks, 
  even when not being threatened or distracted.
  Wetworks
  You are skilled at making problems of an agency go 
  away. Quietly.
  Wetworks 1 (prerequisite agency 
  membership): When attacking a ﬂat-footed, 
  surprised or ﬂanked target you inﬂict an additional 
  +1d6 damage. This additional damage is not 
  modiﬁed by a successful critical hit and creatures 
  with no discernable anatomy (undead, constructs, 
  robots etc) are not subject to this damage. This 
  talent may be taken more than once and its effects 
  stack. 
  Wetworks 2 (prerequisite Wetworks 1): If 
  your wetworks or sneak attack provokes a Massive 
  Damage Save, the DC is increased by +5.
   
  
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  Page - 13
  Blood and Secrets
  Rank
  As characters progress in the campaign, Rank offers 
  them another avenue for character advancement and 
  development in addition to the traditional gaining 
  of levels.  In general, a character will have the 
  opportunity to gain one rank per level, with higher 
  rank bringing more authority, and the ability to 
  requisition more gear from the character’s agency.
  Rank and the Game
  Rank (along with the associated Agency Contacts 
  talent tree detailed above) is the method for 
  determining a character’s inﬂuence and value to 
  an agency. It gives a character a bonus Requisition 
  checks when seeking equipment from the agency, 
  information and training not commonly available 
  and even the ability to command troops of agents.
  As agencies are paramilitary by nature, rank also 
  gives a feel for the “chain of command.” In other 
  words, a character is expected to obey the directives 
  of those with a higher rank, even if he disagrees 
  with the decision. Failure to comply with directives 
  could result in demotion, expulsion from the agency 
  or even death (depending on the nature of the 
  organization).
  Since these rules are provided as an adjunct to a 
  role-playing game, care must be exercised not to 
  abuse rank both by players and the game master. 
  Games are played for enjoyment and rank should 
  not come to dominate the game, either through one 
  player constantly micromanaging the actions of his 
  fellow players or through the game master using 
  higher-ranking NPC agents to constantly railroad 
  the PCs. 
  Organizations will frown on agents throwing their 
  weight around (PC or NPC) and agents who abuse 
  their authority will ﬁnd it removed. On the other 
  hand, if an organization would consider an action 
  essential to their survival, the game master should 
  not hesitate to have that agency direct the PCs 
  appropriately. For example, if U.S.H.E.R. were to 
  learn of an impending terrorist attack on American 
  soil they would not hesitate to throw as many agents 
  as were available at the situation in an effort to stop 
  it (PC and NPC alike).
  In short, rank should enhance the game, rather 
  than become a distraction. 
  Learning of an Agency
  Most agencies are secretive in nature. Secretive 
  agencies are harder to get into, since they must 
  either approach the prospective member themselves 
  or that member must learn about them. Learning 
  of a secret agency requires a Gather Information, 
  Knowledge (current events), or Research skill check 
  (DC 20). If an agency is more than 50 years old, a 
  character might learn of its past existence through 
  a Knowledge (history) skill check with the same 
  DC. This will give the character a +5 bonus on a 
  Knowledge (current events) check to determine that 
  the agency is still in existence.
  Learning more covert information about an 
  agency will require higher Skill checks (DC 25 to 
  35) to be determine by the game master.  
  Joining an Agency
  Once a character learns of an agency (or if he is 
  approached by an agency he does not know of) 
  he must still meet certain prerequisites to be a 
  member, usually involving an oath of allegiance 
  to the agency and some basic weapon skills. Each 
  agency’s membership requirements are listed in its 
  description. 
  Benefits of Membership
  Each time a member of an agency gains a level, 
  he makes a special level check called a promotion 
  check. Gaining rank grants the character several 
  beneﬁts, including a bonus on Requisition checks 
  (especially handy to requisition cutting-edge 
  equipment), higher pay and the ability to call in 
  favors from the organization. A favor is a one-
  time beneﬁt, so despite the power of this ability a 
  character must be careful to save them for special 
  occasions. 
  Rank: The character’s relative standing in the 
  organization. If the organization is paramilitary in 
  nature, the character may have the ability to give 
  orders to those of a lower rank. Ranks go from 1-
  9, with a special rank both above and below the 
  standard hierarchy. 
  Below Rank 1 is the Recruit. This individual is a 
  TABLE 1-8: AGENCY RANK
  Rank
  Promotion DC
  Requisition Bonus
  Wealth Bonus
  Special Access
  Favors
  Recruit
  ---
  ---
  ---
  Requisition Privilege
  1
  13
  +4
  +2
  1
  2
  16
  +6
  +3
  Special Access 1
  3
  19
  +8
  +4
  2
  4
  22
  +10
  +5
  Special Access 2
  5
  25
  +12
  +6
  3
  6
  28
  +14
  +7
  Special Access 3
  7
  31
  +16
  +8
  4
  8
  34
  +18
  +9
  Special Access 4
  9
  37
  +20
  +10
  5
  Agency Leader
  40+Special
  +25
  +15
  Special Access 5
  
  Agency Characters
  Page - 14
  Blood and Secrets
  new member of the organization, still undergoing 
  training. Recruits have no special access, no favors, 
  and receive no support from the organization of any 
  kind beyond being able to requisition equipment. 
  Bear in mind that a Requisition check is a Level 
  check meaning that a high-level character joining 
  an agency might still enjoy the ability to requisition 
  some serious gear but in general Recruits are at the 
  bottom in every way.
  Above Rank 9 is the Agency Leader, the 
  unquestioned head of the organization. This Rank 
  always indicates a sole individual, meaning there 
  is a special criterion for determining promotion to 
  this rank. When an agency leader steps down or is 
  removed (either by being ﬁred or killed) all Rank 
  9 agents make an immediate Promotion check to 
  determine the new leader of the agency. 
  If no agents make the necessary DC of 40, then 
  the agent that rolls the highest will be named the 
  interim Agency Leader for a period of 90 days. At 
  the end of this interim period all Rank 9 agents will 
  roll again, until a permanent leader is selected. If 
  multiple agents succeed the Promotion DC, then the 
  agent who rolls the highest is named the Agency 
  Leader. If two agents tie, the agent with the highest 
  Reputation modiﬁer is named Agency Leader 
  (modiﬁed by Agency Contacts talents if any). In 
  the unlikely event that two agents tie on both the 
  Promotion check and their Reputation, they will be 
  named co-agency leaders.
  Promotion DC: The DC of the check needed to 
  achieve the rank in question. A promotion check 
  is rolled on a d20 + character level + Charisma 
  modiﬁer. Every time a character gains a level 
  he makes a promotion check and if this check is 
  successful (equal or higher than the DC of the next 
  higher rank) the character gains one rank. 
  Requisition Bonus: The bonus received to 
  requisition equipment from the organization, 
  based on rank. Requisition checks are rolled on 
  d20+character level+ requisition bonus. This check 
  must equal or exceed the Wealth cost of an item to 
  requisition it from the organization.
  Requisition Information: In addition to 
  equipment, agents can also attempt to gain 
  information through ofﬁcial channels. In general, 
  the more sensitive the information the higher the 
  DC. Use the following as a guide: Conﬁdential (DC 
  15), Secret (DC 20), Top Secret (DC 25), Above 
  Top Secret (DC 30). Information at any category 
  can be considered compartmentalized, meaning 
  access to that information is restricted only to 
  those in limited ﬁelds (typically agency leadership, 
  intelligence or defense). This increases the DC by 
  +5.
  In general all agents are considered to have a 
  security clearance of Conﬁdential. Often one of the 
  beneﬁts of rank is special access to higher levels of 
  security clearance. A character cannot requisition 
  information above his clearance, except with the use 
  of a favor.
  Requisitioning manpower: Agents can also 
  request back-up from their fellow agents. 
  Requisitioning manpower requires a DC equal to 10 
  plus twice the level of the agent requested. Every 
  time the number of agents is doubled, the DC is 
  increased by +5. 
  For example requisitioning 1 5th level agent 
  would require a Requisition check with a DC of 
  20: 10+(5x2)=20. If the character wanted two 5th 
  agents the DC would be 25 (one doubling), 4 agents 
  would require a DC of 30, 8 agents a DC of 35 and 
  so forth. Characters with the Tactician feat gain a 
  +5 bonus to Requisition checks to gain additional 
  manpower.
  Wealth Bonus: This bonus represents the 
  increased pay a character receives from his rising 
  rank in the organization. Each time a character is 
  promoted he adds the listed amount to his Wealth 
  bonus (so at Rank 1 a character would gain +1 
  Wealth, at Rank 2, +2 Wealth and so forth).
  Special Access: Special Accesses represent 
  special abilities and beneﬁts exclusive to a speciﬁc 
  agency.  These beneﬁts are earned when the 
  character reaches certain ranks and are deﬁned in 
  the speciﬁc agencies statistical block.
  Favors: Favors represent a character’s 
  inﬂuence within the organization and allow him 
  to accomplish things through unofﬁcial channels, 
  using the network of friends he has gained during 
  his time in the organization. Favors only renew 
  when a character gains a level, so in that respect 
  they function similarly to Action Points. Unlike 
  action points favors do not accrue, so a character 
  who was entitled to two favors and had used one 
  would have his number of favors reset to 2 upon 
  gaining a level, not three. 
  The following are some suggested uses for favors:
  Gain a bonus on a Requisition check equal to 
  your Reputation: A favor used for this purpose 
  is applied after the character makes a requisition 
  check. For example if a level 4 character with Rank 
  2 in an organization (Reputation modiﬁer +4) failed 
  a requisition check by 4 or less the agent could call 
  in a favor to turn the failed check into a successful 
  one. 
  Reroll a failed Promotion check: A character who 
  fares badly during a performance review can use 
  his inﬂuence to have the review conducted a second 
  time. Only one favor per Promotion check may 
  be used for this purpose (a character with 3 favors 
  could not roll a Promotion check 4 times).
  Inside information: A character can access 
  information above his current level of clearance (see 
  Requisitioning Information above).
  
  The U.S.H.E.R. Dossiers
  Page - 15
  Blood and Secrets
  Nighthawk
  The U.S.H.E.R. Dossiers is a superagents campaign 
  model. Set in a world much like our own but 
  one where science is capable of feats far more 
  powerful than is commonly known, where the 
  secrets of genetic manipulation have been in use by 
  government scientists since the Second World War 
  and where alien visitors have tampered with human 
  development since the last Ice Age. 
  To stand against these threats the governments 
  of the world have developed top secret agencies to 
  both combat threats and keep them safely hidden 
  from an unsuspecting public. The top American 
  organization, the United States Headquarters for 
  Emergency Response or U.S.H.E.R. keeps classiﬁed 
  dossiers on every organization in the world, be they 
  friend or foe. The dossiers presented below are just 
  a few of the groups known to U.S.HE.R. and new 
  groups emerge every year. 
  U.S.H.E.R.
  (The United States Headquarters for Emergency Response)
  In late 1943 the tide of the war in Europe took a 
  sharp turn against the Allies. It seemed that German 
  scientists had unlocked the secrets of genetic 
  manipulation through an alien device. Unlocking 
  the potential within the “master race,” the Germans 
  had created a terrible new ﬁghting force, the 
  Eugenics Brigade that had single handedly pushed 
  back the Allied forces attempting to take Rome 
  during Operation: Shingle. In response to this new 
  threat, President Roosevelt issued an Executive 
  Order for an “emergency response,” granting 
  scientists and the military “all available resources” 
  to combat the Eugenics Brigade and its support unit, 
  the Uberfallkommando or “Flying Squad.”
  While the Allied program did 
  result in “supersoldiers” (the 
  legendary Aegis) to counter the 
  threat of the Eugenics Brigade, 
  it was also felt that a speciﬁc 
  counter was need for the jetpack 
  wearing Uberfallkommando. This 
  was accomplished through two special 
  operations units hand picked to support 
  Aegis: the Pegasus Brigade, which 
  would ﬂy exotic and experimental 
  aircraft (including the world’s ﬁrst jet 
  ﬁghters) and the NightHawks, a stealth 
  commando unit that could provide advance 
  reconnaissance. 
  These units, led by Colonel Sam 
  “Fighting Mad” Jones served with distinction 
  throughout the war both in support of Aegis 
  and on their own. In the weeks following 
  the war, it was decided not to disband these 
  unique units. While the threat of the Axis 
  powers had ended, a new threat loomed in the 
  form of the Soviet Union. As the Cold War got 
  colder, U.S.HE.R. found itself facing threats 
  as varied as the Soviet armored Shturmovik 
  soldiers in Eastern Europe to a clandestine 
  alien invasion of Earth.
  In the 21st century, U.S.HE.R. is 
  more relevant than ever. As crime 
  becomes supercrime and 
  terrorism superterrorism, 
  the agency stands ready to 
  heed the call wherever and 
  whenever needed.  U.S.H.E.R. 
  currently maintains two secret 
  Part 2: The U.S.H.E.R. Dossiers (campaign model)
  
  The U.S.H.E.R. Dossiers
  Page - 16
  Blood and Secrets
  installations on American soil: Liberty Station 
  (under the Statue of Liberty) and Rock City (under 
  Alcatraz Prison). U.S.H.E.R. agents work for the 
  Department of the Interior and serve as tour guides 
  at both installations as part of their cover.
  Membership Requirements
  To become a member of U.S.H.E.R. a character 
  must meet the following prerequisites.
  Allegiances: U.S.H.E.R.
  Feats: Personal Firearms Proﬁciency
  Benefits of Membership
  Special Access 1: Security Clearance (Secret): 
  When Requisitioning Conﬁdential or Secret 
  information the character gains a bonus equal to his 
  Reputation modiﬁer.
  Special Access 2: Special Unit: The agent is 
  now of high enough rank to qualify for one of 
  U.S.H.E.R.’s special units (though he must still 
  meet the other prerequisites).
  Special Access 3: Security Clearance (Top 
  Secret): As Special Access 1 except the character 
  also gains the listed bonus when requisition Top 
  Secret information. 
  Special Access 4: Special Agent: The agent 
  is now able to requisition all equipment made 
  by U.S.H.E.R. even if he is not a member of the 
  appropriate special unit. 
  Special Access 5: Presidential access: The 
  head of U.S.H.E.R., currently General Christian 
  “Old Glory” Thomason has a direct hotline to the 
  President of the United States. By using a Favor, he 
  may call upon the President directly, gaining access 
  to anything short of a nuclear strike. 
  Typical Agent of U.S.H.E.R. (Fast Hero 3): CR 
  3; Medium-size humanoid; HD 3d8+3; HP 17; 
  Mas 13; Init +2; Spd 30 ft; Defense 18, touch 16, 
  ﬂatfooted 16 (+2 Dex, +4 class, +2 equipment); 
  BAB +2; Grap +3; Atk +3 melee (1d6+1/19-20, 
  Metal Baton), or +4 ranged (2d6, Beretta 93R); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL U.S.H.E.R.; SV 
  Fort +2, Ref +4, Will +3; AP 1; Rep +1; Str 12, Dex 
  15, Con 13, Int 10, Wis 14, Cha 8. 
     Occupation: Law Enforcement (Intimidate, 
  Knowledge [Tactics]) 
     Skills: Craft (mechanical) +3, Drive +8, Hide +4, 
  Intimidate +2, Knowledge (Current Events) +3, 
  Knowledge (Streetwise) +3, Knowledge (Tactics) 
  +3, Pilot +5, Tumble +4 
     Feats: Armor Proﬁciency (light), Double Tap, 
  Personal Firearms Proﬁciency, Point Blank 
  Shot, Simple Weapons Proﬁciency, Teamwork 
  (U.S.H.E.R.) 
     Talents (Fast Hero): Evasion, Uncanny Dodge 1 
     Possessions: Pull-up pouch vest, Metal Baton, 
  Beretta 93R
  U.S.H.E.R. Special Units
  Atlas Battalion
  Formed during the cold war to counteract the threat 
  of the Soviet Shturmovik agency, the Atlas Battalion 
  is U.S.H.E.R.’s heaviest combat unit, wearing the 
  most powerful armor available to the agency, this 
  unit is called upon to face the worst threats. With 
  the fall of the Soviet Union, battlesuit technology 
  has been sold to many 3rd world countries and the 
  Shturmovik have begun hiring themselves out 
  as mercenaries, making this unit’s services more 
  valuable than ever.
  Unit Requirements
  To qualify for the Atlas Battalion a character must 
  meet the following criteria.
  BAB: 7+
  Skills: Intimidate 5 ranks, Knowledge (tactics) 5 
  ranks
  Feats: Armor Proﬁciency (light, medium, 
  powered)
  Talents: Armored Attacker 1-2
  Unit Features
  All of the following are features of the Atlas 
  Battalion. 
  These specialties and abilities take effect 30 days 
  after you join the unit and last until 30 days after he 
  leaves the unit.
  Unit Specialties: +4 competence bonus on 
  Intimidate and Knowledge (tactics) skill checks.
  Unit Abilities: All bonuses gained from the 
  Armored Attacker talents are increased by +1.
  Special: Members of this unit (and only members 
  of this unit) may requisition Atlas armor from 
  U.S.H.E.R. (see new equipment below). Note that 
  only the most experienced agents are entrusted with 
  this powerful armor and most members of the Atlas 
  Battalion will use the Hercules Exoskeletons in the 
  ﬁeld instead.
  Typical Atlas Battalion agent (Strong Hero 3/
  Assault Agent 4): CR 7; Medium-size humanoid; 
  HD 3d8+6 plus 4d10+8 plus 4; HP 54; Mas 14; Init 
  -1; Spd 25 ft; Defense 15, touch 12, ﬂatfooted 15 
  (-1 Dex, +3 class, +3 equipment); BAB +7; Grap 
  +11; Atk +12 melee (1d6+7/19-20, Metal Baton), 
  or +6 ranged (2d10, HK G3); FS 5 ft by 5 ft; Reach 
  5 ft; SQ ; AL U.S.H.E.R.; SV Fort +8, Ref +1, Will 
  +3; AP 3; Rep +1; Str 16 (20), Dex 8, Con 14, Int 
  10, Wis 13, Cha 12. 
  
  The U.S.H.E.R. Dossiers
  Page - 17
  Blood and Secrets
     Occupation: Law Enforcement (Intimidate, 
  Knowledge [Tactics]) 
     Skills: Drive +3, Intimidate +15, Knowledge 
  (Current Events) +7, Knowledge (Tactics) +15, 
  Repair +3, Survival +5 
     Feats: Armor Proﬁciency (light, medium, 
  powered), Combat Martial Arts, Personal Firearms 
  Proﬁciency, Power Attack, Simple Weapons 
  Proﬁciency, Teamwork (U.S.H.E.R.) 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash
     Talents (Assault Agent): Tough as Nails, 
  Armored Attacker 1-2 (+1 to bonuses from Atlas 
  Battalion) 
     Possessions: Hercules Mk 2 Exoskeleton, Metal 
  Baton, HK G3
  Elite Atlas Battalion agent (Strong Hero 3/
  Assault Agent 7): CR 10; Medium-size humanoid; 
  HD 3d8+6 plus 7d10+14 plus 7; HP 76; Mas 15; 
  Init -1; Spd 20 ft; Defense 22, touch 13, ﬂatfooted 
  22 (-1 Dex, +4 class, +9 equipment); BAB +10; 
  Grap +12; Atk +16 melee (1d6+8/19-20, Metal 
  Baton), or +9 ranged (2d10, HK G3); FS 5 ft by 5 
  ft; Reach 5 ft; SQ ; AL U.S.H.E.R.; SV Fort +9, Ref 
  +2, Will +4; AP 5; Rep +2; Str 16 (22), Dex 8, Con 
  15, Int 10, Wis 13, Cha 12. 
     Occupation: Law Enforcement (Intimidate, 
  Knowledge [Tactics]) 
     Skills: Drive +6, Intimidate +18, Knowledge 
  (Current Events) +10, Knowledge (Tactics) +18, 
  Repair +3, Survival +8 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light, medium, powered), Cleave, 
  Combat Martial Arts, Personal Firearms Proﬁciency, 
  Power Attack, Simple Weapons Proﬁciency, 
  Teamwork (U.S.H.E.R.) 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash
     Talents (Assault Agent): Tough as Nails, First 
  Wave +2, Armored Attacker 1-2 (+1 to bonuses 
  from Atlas Battalion), Small Unit Tactics 1 
     Possessions: Atlas Battlesuit, Metal Baton, HK 
  G3
  Blue Knights
  The newest U.S.H.E.R. special unit, the Blue 
  Knights, were formed to combat a rising wave 
  of domestic crime and terrorism committed by 
  superpowered beings and other forces traditional 
  law enforcement could not control. Blue Knights 
  typically operate alone in the ﬁeld but are supported 
  by more traditional agents, especially agency 
  medics and analysis agents. There have been 
  occasions where teams composed of Blue Knights 
  have been assembled to deal with extremely 
  dangerous situations (such as a major gang war or 
  prison riot).
  Unit Requirements
  To qualify for the Blue Knights a character must 
  meet the following criteria.
  BAB: 3+
  Skills: Sense Motive 10 ranks, Investigate 10 
  ranks
  Feats: Armor Proﬁciency (light, medium, 
  powered)
  Talents: Protect and Serve 1-2
  Unit Features
  All of the following are features of the Blue 
  Knights. 
  These specialties and abilities take effect 30 days 
  after you join the unit and last until 30 days after he 
  leaves the unit.
  Unit Specialties: +4 competence bonus on 
  Investigate and Sense Motive skill checks.
  Unit Abilities: All bonuses gained from the 
  Protect and Serve talents are increased by +1.
  Special: Members of this unit (and only members 
  of this unit) may requisition Blue Knight armor 
  from U.S.H.E.R. (see new equipment below).
  Typical Blue Knight agent (Dedicated Hero 3/
  Agency Medic 4): CR 7; Medium-size humanoid; 
  HD 3d6+3 plus 4d8+4; HP 36; Mas 13; Init +1; Spd 
  25 ft; Defense 20, touch 15, ﬂatfooted 19 (+1 Dex, 
  +4 class, +5 equipment); BAB +5; Grap +4; Atk +4 
  melee (1d6+-1/19-20, Metal Baton), or +6 ranged 
  (2d6, Beretta 93R); FS 5 ft by 5 ft; Reach 5 ft; SQ ; 
  AL U.S.H.E.R.; SV Fort +5, Ref +4, Will +9; AP 3; 
  Rep +2; Str 8, Dex 12, Con 13, Int 14, Wis 16, Cha 
  10. 
     Occupation: Law Enforcement (Gather 
  Information, Knowledge [Streetwise]) 
     Skills: Gather Information +10, Investigate +18, 
  Knowledge (Tactics) +5, Listen +13, Research +6, 
  Sense Motive +19, Spot +13, Survival +6, Treat 
  Injury +13 
     Feats: Armor Proﬁciency (light, medium, 
  powered), Attentive, Combat Expertise, Personal 
  Firearms Proﬁciency, Simple Weapons Proﬁciency, 
  Teamwork (U.S.H.E.R.) 
     Talents (Dedicated Hero): Empathy, Intuition
     Talents (Agency Medic): Forensics +2, 
  Emergency Medical Training, Protect and Serve 1-2 
  (+1 to bonuses from Blue Knight) 
     Possessions: Metal Baton, Beretta 93R, Light 
  Duty Vest 
  Elite Blue Knight agent (Dedicated Hero 3/
  Agency Medic 7): CR 10; Medium-size humanoid; 
  HD 3d6+6 plus 7d8+14; HP 60; Mas 14; Init +1; 
  Spd 25 ft; Defense 23, touch 17, ﬂatfooted 22 
  (+0 size, +1 Dex, +6 class, +6 equipment); BAB 
  +7; Grap +6; Atk +6 melee (1d6+-1/19-20, Metal 
  Baton), or +8 ranged (2d6+0, Beretta 93R); FS 5 ft 
  by 5 ft; Reach 5 ft; SQ ; AL U.S.H.E.R.; SV Fort 
  +7, Ref +6, Will +10; AP 5; Rep +3; Str 8, Dex 12, 
  
  The U.S.H.E.R. Dossiers
  Page - 18
  Blood and Secrets
  Con 14, Int 14, Wis 16, Cha 10. 
     Occupation: Law Enforcement (Gather 
  Information, Knowledge [Streetwise]) 
     Skills: Gather Information +13, Investigate +21, 
  Knowledge (Tactics) +5, Listen +16, Research +9, 
  Sense Motive +22, Spot +13, Survival +6, Treat 
  Injury +13 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light, medium, powered), Attentive, 
  Combat Expertise, Improved Disarm, Personal 
  Firearms Proﬁciency, Simple Weapons Proﬁciency, 
  Teamwork (U.S.H.E.R.) 
     Talents (Dedicated Hero): Empathy, Intuition
     Talents (Agency Medic): Forensics +4, 
  Emergency Medical Training, Field Surgery +4, 
  Protect and Serve 1-2 (+1 to bonuses from Blue 
  Knight), Small Unit Tactics 1 
     Possessions: Metal Baton, Beretta 93R, Blue 
  Knight Armor
  Nighthawks
  Since WWII the Nighthawks have been the eyes 
  and ears of U.S.H.E.R., operating in small groups 
  in hostile territory and reporting back locations 
  of enemy forces. When conditions call for it, 
  Nighthawks are ready and able to take the ﬁght to 
  the enemy, striking where they are least expected.
  Unit Requirements
  To qualify for the Nighthawks a character must 
  meet the following criteria.
  BAB: 5+
  Skills: Hide 10 ranks, Move Silently 10 ranks
  Feats: Armor Proﬁciency (light)
  Talents: Commando 1-2
  Unit Features
  All of the following are features of the Nighthawks. 
  These specialties and abilities take effect 30 days 
  after you join the unit and last until 30 days after he 
  leaves the unit.
  Unit Specialties: +4 competence bonus on Hide 
  and Move Silently skill checks.
  Unit Abilities: The bonus gained from the 
  Commando 1 talent is increased by +1.
  Special: Members of this unit (and only members 
  of this unit) may requisition Nighthawk armor from 
  U.S.H.E.R. (see new equipment below).
  Typical Nighthawk agent (Fast Hero 3/Covert 
  Agent 4): CR 7; Medium-size humanoid; HD 
  3d8+6 plus 4d8+8; HP 46; Mas 14; Init +5; Spd 35 
  ft; Defense 23, touch 19, ﬂatfooted 20 (+3 Dex, +6 
  class, +4 equipment); BAB +5; Grap +6; Atk +6 
  melee (1d6+1/19-20, Metal Baton), or +8 ranged 
  (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  ; AL U.S.H.E.R.; SV Fort +5, Ref +7, Will +3; AP 
  3; Rep +1; Str 12, Dex 16, Con 14, Int 10, Wis 13, 
  Cha 8. 
     Occupation: Law Enforcement (Knowledge 
  [Tactics], Listen) 
     Skills: Climb +5, Drive +9, Hide +19, Knowledge 
  (Tactics) +3, Listen +8, Move Silently +19, Spot 
  +5, Survival +9, Tumble +9 
     Feats: Armor Proﬁciency (light), Dodge, 
  Mobility, Personal Firearms Proﬁciency, Simple 
  Weapons Proﬁciency, Stealthy, Teamwork 
  (U.S.H.E.R.) 
     Talents (Fast Hero): Evasion, Increased Speed
     Talents (Covert Agent): Ghost, Lightning 
  Reaction +2, Commando 1-2 
     Possessions: Nighthawk armor, Metal Baton, M-4 
  Carbine 
  Elite Nighthawk agent (Fast Hero 3/Covert 
  Agent 7): CR 10; Medium-size humanoid; HD 
  3d8+6 plus 7d8+14; HP 63; Mas 15; Init +7; Spd 
  35 ft; Defense 23, touch 19, ﬂatfooted 20 (+3 Dex, 
  +8 class, +4 equipment); BAB +7; Grap +8; Atk +8 
  melee (1d6+1/19-20, Metal Baton), or +10 ranged 
  (2d8, M-4 Carbine); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  ; AL U.S.H.E.R.; SV Fort +7, Ref +9, Will +4; AP 
  5; Rep +2; Str 12, Dex 16, Con 15, Int 10, Wis 13, 
  Cha 8. 
     Occupation: Law Enforcement (Knowledge 
  [Tactics], Listen) 
     Skills: Climb +8, Drive +9, Hide +25, Knowledge 
  (Tactics) +3, Listen +11, Move Silently +25, Spot 
  +8, Survival +12, Tumble +12 
     Feats: Armor Proﬁciency (light), Dodge, 
  Mobility, Personal Firearms Proﬁciency, Point 
  Blank Shot, Shot on the Run, Simple Weapons 
  Proﬁciency, Stealthy, Teamwork (U.S.H.E.R.) 
     Talents (Fast Hero): Evasion, Increased Speed
     Talents (Covert Agent): Ghost (hide in plain 
  sight), Lightning Reaction +4, Commando 1-3 
     Possessions: Nighthawk armor, Metal Baton, M-4 
  Carbine
  Shturmovik
  The Soviet counterpart to U.S.H.E.R. was once 
  considered the greatest threat to the agency. 
  Throughout the cold war, the two agencies fought 
  repeatedly around the world, in engagements that 
  kept out of the media. Battles fought in Eastern 
  Europe, Korea, Viet Nam, South America and 
  even in outer space as both agencies constructed 
  space stations for research and defense. These 
  stations were to prove invaluable during the only 
  engagement where the agencies fought together, the 
  defeat of the alien Katral in their attempt to conquer 
  Earth (more information on the Katral can be found 
  in Blood and Circuits: Cybernetics).
  With the fall of the Soviet Union, this agency 
  has in some ways become even more dangerous. 
  They have gone rogue, selling their services to 
  the highest bidder. Although they are less able to 
  update their armor than in the past, the group has 
  
  The U.S.H.E.R. Dossiers
  Page - 19
  Blood and Secrets
  still acquired several billionaire clients who have 
  spent considerable sums helping to keep the armor 
  competitive.
  Membership Requirements
  To become a member of Shturmovik a character 
  must meet the following prerequisites.
  Allegiances: Shturmovik
  Feats: Personal Firearms Proﬁciency
  Benefits of Membership
  Special Access 1: Scrounger: Shturmovik agents 
  are used to operating with little outside support 
  and gain a +2 rank bonus to Repair skill checks.
  Special Access 2: Battlesuit: The agent is 
  now of high enough rank to Requisition a suit 
  of Shturmovik armor.
  Special Access 3: Surge of 
  Strength: Higher ranking 
  Shturmovik agents are 
  provided special steroids 
  that can be injected into their 
  system through their armor. 
  This provides an additional +4 bonus 
  to the Shturmovik’s Strength score for 
  one round per character level. This ability 
  requires the Shturmovik to spend an action 
  point. When these bonuses fade, the Shturmovik is 
  fatigued until he can rest for 1 hour.
  Special Access 4: Wired: As above except the 
  Shturmovik also gains a +4 bonus to Strength and 
  Dexterity.
  Special Access 5: Prototype: The leader of 
  Shturmovik wears the only known prototype of 
  a next generation battlesuit made before the 
  collapse of the Soviet Union. This armor is 
  identical to the Atlas Battlesuit, which it was 
  designed to counter (and possibly copied from).
  Shturmovik
  The armored elite soldiers of Shturmovik, these 
  soldiers have gone from the pride of the Soviet 
  Union to ruthless mercenaries willing to serve any 
  deep-pocketed dictator.
  Unit Requirements
  To qualify for Shturmovik a character must 
  meet the following criteria.
  BAB: 7+
  Skills: Intimidate 8 ranks, Knowledge 
  (tactics) 3 ranks
  Feats: Armor Proﬁciency (light, 
  medium, powered)
  Talents: Armored Attacker 1-2
  Unit Features
  All of the following are features of 
  Shturmovik. 
  These specialties and abilities take 
  effect 30 days after you join the unit and 
  last until 30 days after he leaves the unit.
  Unit Specialties: +4 competence bonus 
  on Intimidate and Knowledge (tactics) skill 
  checks.
  Unit Abilities: All bonuses gained from the 
  Armored Attacker talents are increased by +1.
  Special: Members of this unit (and only 
  members of this unit) may requisition 
  Shturmovik armor
  Shturmovik
  
  The U.S.H.E.R. Dossiers
  Page - 20
  Blood and Secrets
  Typical Shturmovik agent (Strong Hero 3/
  Assault Agent 4): CR 7; Medium-size humanoid; 
  HD 3d8+6 plus 4d10+8 plus 4; HP 54; Mas 14; Init 
  -1; Spd 25 ft; Defense 18, touch 12, ﬂatfooted 18 
  (+0 size, -1 Dex, +3 class, +6 equipment); BAB 
  +7; Grap +11; Atk +10 melee (1d6+5/19-20, Metal 
  Baton), or +6 ranged (2d8+0, AK 47); FS 5 ft by 5 
  ft; Reach 5 ft; SQ ; AL Shturmovik; SV Fort +8, Ref 
  +1, Will +3; AP 3; Rep +1; Str 16, Dex 8, Con 14, 
  Int 10, Wis 13, Cha 12. 
     Occupation: Law Enforcement (Intimidate, 
  Knowledge [Tactics]) 
     Skills: Drive +3, Intimidate +15, Knowledge 
  (Current Events) +7, Knowledge (Tactics) +15, 
  Repair +3, Survival +5 
     Feats: Armor Proﬁciency (light, medium, 
  powered), Combat Martial Arts, Personal Firearms 
  Proﬁciency, Power Attack, Simple Weapons 
  Proﬁciency, Teamwork (Shturmovik) 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash
     Talents (Assault Agent): Tough as Nails, 
  Armored Attacker 1-2 (+1 to bonuses from 
  Shturmovik) 
     Possessions: Tactical Vest, Metal Baton, AK 47
  Elite Shturmovik agent (Strong Hero 3/Assault 
  Agent 7): CR 10; Medium-size humanoid; HD 
  3d8+6 plus 7d10+14 plus 7; HP 76; Mas 15; Init 
  -1; Spd 20 ft; Defense 20, touch 13, ﬂatfooted 20 
  (+0 size, -1 Dex, +4 class, +7 equipment); BAB 
  +10; Grap +12; Atk +15 melee (1d6+7/19-20, Metal 
  Baton), or +9 ranged (2d8+0, AK 47); FS 5 ft by 5 
  ft; Reach 5 ft; SQ ; AL U.S.H.E.R.; SV Fort +9, Ref 
  +2, Will +4; AP 5; Rep +2; Str 16 (20), Dex 8, Con 
  15, Int 10, Wis 13, Cha 12. 
     Occupation: Law Enforcement (Intimidate, 
  Knowledge [Tactics]) 
     Skills: Drive +6, Intimidate +18, Knowledge 
  (Current Events) +10, Knowledge (Tactics) +18, 
  Repair +3, Survival +8 
     Feats: Advanced Firearms Proﬁciency, Armor 
  Proﬁciency (light, medium, powered), Cleave, 
  Combat Martial Arts, Personal Firearms Proﬁciency, 
  Power Attack, Simple Weapons Proﬁciency, 
  Teamwork (U.S.H.E.R.) 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash
     Talents (Assault Agent): Tough as Nails, First 
  Wave +2, Armored Attacker 1-2 (+1 to bonuses 
  from Shturmovik), Small Unit Tactics 1 
     Possessions: Shturmovik Battlesuit, Metal Baton, 
  AK 47
   
  New Armor
  Atlas Battlesuit
  These battlesuits have been in existence since 
  the 60’s when they were designed as a counter 
  to the Soviet Shturmovik armor. At the time the 
  Shturmovik suits were vastly ahead of their time 
  and a trained soldier wearing one was considered a 
  match for two soldiers in Atlas Mk 1 armor. These 
  statistics represent the Mk 4, considered superior to 
  the last model Shturmovik armor made before the 
  breakup of the Soviet Union, the Mk 3.
  In addition to its (considerable) protective 
  qualities, Atlas armor contains a built in radio 
  allowing members of a team to communicate and 
  a next generation nightvision visor that provides 
  Darkvision to a range of 120 ft. with no penalty 
  on Spot skill checks. The suit is sealed against all 
  environmental and radiation hazards (up to and 
  including hard vacuum) with an air supply of 3 
  hours. 
  The suit contains maneuvering thrusters that were 
  primarily designed for mobility in zero gravity 
  environments. These units have proven extremely 
  valuable on Earth as well, negating the suit’s Armor 
  Penalty with respect to Jump skill checks and 
  providing up to 10 rounds of sustained ﬂight at a 
  speed of 60 ft. per round (clumsy maneuverability). 
  In vacuum, the Atlas armor can sustain speeds of 30 
  ft. per round for up to 3 hours.
  The suit also contains a Hercules Mk 3 strength-
  enhancing exoskeleton that makes the effective 
  weight of the suit only 10 lbs. for its wearer 
  (the actual weight of the suit is 100 lbs). This 
  exoskeleton also increases the wearer’s Strength 
  by +6 (this is less than the exoskeleton worn alone- 
  some Strength is lost supporting the Atlas armor’s 
  bulk).
  TABLE 2-1: NEW ARMOR
  Armor
  Type
  Equipment
  Bonus
  Nonprof.
  Bonus
  Str 
  Bonus
  Noprof.
  Str Bonus
  Max 
  Dex
  Armor 
  Penalty
  Speed
  (30 ft.)
  Weight
  Requisition
  DC
  Restriction
  Atlas Battlesuit
  Powered
  +9
  +3
  +6
  +3
  +1
  -6
  20 ft.
  10/100 lbs.
  35
  U.S.H.E.R. Atlas Battalion only (PL 6 Mil +8)
  Blue Knight Battlesuit
  Powered
  +6
  +2
  +0
  +0
  +3
  -4
  25 ft.
  10/50 lbs.
  30
  U.S.H.E.R. Blue Knight only (PL 6 Mil +8)
  Hercules Mk 1 Exoskeleton Powered
  +3
  +2
  +2
  +1
  +1
  -6
  25 ft.
  30/60 lbs.
  20
  U.S.H.E.R. Atlas Battalion only (PL 6 Mil +8)
  Hercules Mk 2 Exoskeleton Powered
  +3
  +2
  +4
  +2
  +2
  -5
  25 ft.
  20/50 lbs.
  25
  U.S.H.E.R. Atlas Battalion only (PL 6 Mil +8)
  Hercules Mk 3 Exoskeleton Powered
  +3
  +2
  +8
  +4
  +3
  -4
  30 ft.
  10/40 lbs.
  30
  U.S.H.E.R. Atlas Battalion only (PL 6 Mil +8) 
  Nighthawk Armor
  Light
  +4
  +1
  +0
  +0
  +6
  -0
  30 ft.
  5 lbs.
  25
  U.S.H.E.R. Nighthawk only (PL 6 Mil +8)
  Shturmovik
  Powered
  +7
  +3
  +4
  +2
  +0
  -8
  20 ft.
  30/300 lbs.
  35
  Shtumovik only (PL 6 Mil +8)
  
  The U.S.H.E.R. Dossiers
  Page - 21
  Blood and Secrets
  Blue Knight Battlesuit
  These battlesuits are a new approach for 
  U.S.H.E.R.. Faced with enemies who prefer the 
  shadows to the light, a bomb to a direct assault, the 
  agency decided to develop a new class of powered 
  armor geared more for investigation than direct 
  combat.
  In addition to its protective qualities, Blue Knight 
  armor contains a built in radio allowing members 
  of a team to communicate and a next generation 
  nightvision visor that provides Darkvision to a 
  range of 120 ft. with no penalty on Spot skill 
  checks. The suit is sealed against all environmental 
  and radiation hazards short of hard vacuum with an 
  air supply of 1 hour. 
  The helmet of Blue Knight armor also contains 
  a criminology computer with wireless links to 
  national crime databases. This computer links to 
  a heads up display (HUD) that allows the Blue 
  Knight to simply look at a ﬁngerprint and transfer 
  it to the armor’s heads-up display as a full round 
  action (collecting a ﬁngerprint normally takes 1-4 
  minutes). Any ﬁngerprints scanned in this manner 
  are transferred to the knight’s support team for 
  analysis automatically and when a match is found 
  for the print, the team can send that information 
  to the knight’s helmet and a picture of the suspect 
  will appear on his HUD. The helmet’s computer 
  can track up to 30 separate identities in this fashion, 
  and will automatically attempt to match any suspect 
  photo to any face the knight looks at (this grants the 
  knight a +4 equipment bonus to Spot skill checks 
  when attempting to ﬁnd an identiﬁed suspect in a 
  crowded area).
  The suit contains maneuvering thrusters similar to 
  those found in Atlas armor but speciﬁcally designed 
  to aid mobility on Earth. They negate the suit’s 
  armor penalty with respect to Jump skill checks and 
  provide up to 20 rounds of sustained ﬂight at 60 ft. 
  per round (Poor maneuverability).
  Hercules Exoskeleton
  These devices provide minimal protection but 
  increase the wearer’s Strength score. A wearer 
  without the proper proﬁciency (Armor Proﬁciency 
  [powered]) only receives half the listed Strength 
  bonus. 
  The Mk 1 grants a Strength bonus of +2, the Mk 
  2 a Strength bonus of +4 and the Mk 3 a Strength 
  bonus of +8.
  Nighthawk armor
  For decades the nighthawks served U.S.H.E.R. as 
  an airborne reconnaissance unit, ﬁnding targets for 
  the “heavy hitters” in the Atlas Battalion. With the 
  recent rise in terrorism around the world however, 
  it was decided that the nighthawks needed to take a 
  more active role in combating terrorism abroad and 
  a new suit of armor was commissioned to aid them 
  in this task.
   In addition to its protective qualities, Nighthawk 
  armor contains a built in radio allowing members 
  of a team to communicate and the ﬁnest nightvision 
  technology in the world, granting Darkvision to 
  a range of 180 ft. The suit is sealed against all 
  environmental and radiation hazards short of hard 
  vacuum with an air supply of 1 hour. 
  The armor’s skin also has a Chameleon-like 
  affect, granting the wearer a +4 equipment bonus to 
  Hide skill checks when standing still.
  In place of a clumsy parachute, Nighthawk armor 
  has retractable glider wings built into the suit, 
  granting a totally silent ﬂight speed of 60 ft. per 
  round (Good maneuverability). The only difference 
  between the armor’s gliding ﬂight and powered 
  ﬂight is that the wearer can only lose altitude, 
  never gain it (the GM may allow the character to 
  gain altitude at heights of 100 ft. or more with a 
  Dexterity check DC 15 if he feels conditions make 
  this reasonable). The armor’s gliding wings may 
  be deployed or retracted as a move action and only 
  appear to be a backpack when not deployed.
  Shturmovik armor
  This armor was the ﬁrst of its kind when it appeared 
  during the 60’s and for 11 tense months, before 
  the appearance of the ﬁrst prototype suits of Atlas 
  armor the Soviet forces pushed U.S.H.E.R. into 
  retreat time and again. While the lead agencies of 
  the two superpowers fought their secret war, each 
  side upgraded their powered armor over the years. 
  With each model the Soviet advantage was erased 
  until ﬁnally, in the 80’s as the Soviet Union was 
  crumbling it became clear the advantage of the 
  Atlas armor was becoming insurmountable.
  In addition to its protective qualities, Shturmovik 
  armor contains a built in radio allowing members 
  of a team to communicate and nightvision visor 
  that provides Darkvision to a range of 120 ft. with 
  a -4 penalty on Spot skill checks. The suit is sealed 
  against all environmental and radiation hazards (up 
  to and including hard vacuum) with an air supply of 
  2 hours.
  The suit contains maneuvering thrusters that 
  provide movement of up to 30 ft. per round in 
  vacuum for up to 2 hours. The Shturmovik thrusters 
  are powered by large bulky fuel tanks that are 
  unusable except in vacuum so the suit gains no 
  mobility beneﬁts on Earth. 
  The suit also contains a strength-enhancing 
  exoskeleton that makes the effective weight of the 
  suit only 30 lbs. for its wearer (the actual weight of 
  the suit is 300 lbs). This exoskeleton also increases 
  the wearer’s Strength by +4.
  
  The U.S.H.E.R. Dossiers
  Page - 22
  Blood and Secrets
  If you are using Blood and Secrets with Blood and 
  Vigilance, here are class powers for the classes 
  presented in this sourcebook. 
  Agency Medic
  Absorption, Armor, Deﬂection, Empathic 
  Healing, Life Support, Superhuman Constitution, 
  Superhuman Intelligence, Superhuman Wisdom
  Agency Protector
  Ability Enhancement, Armor, Danger Sense, 
  Enhanced Senses, Life Support, Superhuman 
  Constitution, Superhuman Wisdom
  Analysis Agent
  Ability Drain (Intelligence), Danger Sense, 
  Enhanced Senses, Power Detection, Superhuman 
  Intelligence, Superhuman Wisdom
  Agency Leader
  Ability Enhancement (Constitution), Armor, Blast, 
  Danger Sense, Superhuman Charisma, Superhuman 
  Intelligence
  Assault Agent
  Ability Enhancement (Strength), Armor, Aura, 
  Claws, Growth, Regeneration, Superhuman 
  Strength, Superhuman Wisdom
  Covert Agent
  Ability Drain (Charisma), Blast, Danger Sense, 
  Desolidiﬁcation, Enhanced Senses, Flight, 
  Invisibility, Shrinking, Super Leap, Superhuman 
  Dexterity, Superhuman Wisdom
  Double Agent
  Ability Drain (Strength, Intelligence, Charisma), 
  Beast Form, Mimic, Mind Control, Superhuman 
  Dexterity, Superhuman Charisma
  Appendix 1: Blood and Vigilance
  
  The U.S.H.E.R. Dossiers
  Page - 23
  Blood and Secrets
  Open Game License
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of 
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker.
  System Reference Document Copyright 2000-2004, Wizards of the 
  Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Bruce R. Cordell, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Blood and Secrets 2005, RPGObjects; Author Charles Rice
  Open Gaming Content
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