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Agents, Supply Caches, and Resonant Artifacts pt.1

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Agents, Supply Caches, and Resonant Artifacts pt.1
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In a series I'm fondly calling Agents, Supply Caches, and Resonant Artifacts, we (patreon subscribers) will take a look at some upcoming content I've written for The Bureau Remastered and Case Files 02. These will show up in some form or fashion in those upcoming publication. For the next few Patreon Member Posts I'll be sharing a few entries of Agents that can be used in your Bureau modules (or in any other module for that matter). I will also sprinkle in a handful new Resonant Artifacts and an example Supply Cache as a sneak preview thank you to patrons.

Generic Agent Statblocks:

AGENT

Black suits, black ties, and dark sunglasses, Agents are the Bureau’s backbone. Field investigators, desk workers, scientists, intelligence, and counter-intelligence. Agents perform all the necessary investigative work to achieve the Bureau’s prime objectives. 

STR: 10 DEX: 12 CTRL: 14 HP: 4 Armor: 1

Service Pistol (d6) or Taser (d6, non-lethal)

Requisition: While in the field, an Agent can request the necessary supplies to complete their objective. Requires access to cell service, the internet, or a field office and an hour to complete the paperwork. Basic goods arrive within 1d6 hours. More complex or specialized goods arrive within 1d12 hours or more.

Reinforce: With a radio call, an Agent can summon 1d4 Operators if any are in the vicinity. They arrive in 1d10 minutes.

Undercover: Agents operating in the field are trained to act independently of direct oversight. While they may openly conduct investigations like any other law officers, they are also capable of going deep undercover when the situation calls for it. This is most commonly done in places where frequent paranatural activity occurs to monitor the situation and alert Bureau management when new situations arise.

KNOWN BUREAU AGENTS

Agent Hideo. Continuously glances about, always fidgeting. Won’t look at mirrors. 

Agent Rockwell. Deft hands, moves about quickly. Can’t help but steal. 

Agent Simmons. Jeans and tight button up. Extremely contradictory that veers firmly into the unprofessional. Likably enigmatic underneath the crass demeanor. 

Agent Livingston. Primary cover is as a clown. Actively performs for civilians to keep up the front. Tries to put people at ease who are wary of the getup. 

BUREAU SUPPLY CACHES

Unmarked storage locations used by Factions (primarily the Bureau) as assets to store equipment, clues, research, and Resonant Artifacts. Due to their decentralized nature their locations are obfuscated even from other employees from the same Faction. 

Location: Basement of an elderly lady’s house. External entry padlocked shut.

Heavy duty blow torch.

Alarm bypass.

Glass cutting tools

Backpack full of gift cards.

A 9mm pistol with a box of twenty 9mm rounds

Three kevlar vests (+2 Armor), each embroidered with a unique callsign.

59 human hearts, suspended in blue liquid.

A box labeled DEVIL, DO NOT OPEN. The holder hears whispers in their mind offering a reward if they open the box. The Devil will offer a boon if freed.

A CD containing a recording of an archeology dig. The final entry cuts out as soon as a dark object is removed from the site.

A file of news articles, printouts, and maps from across the globe all surrounding animal attacks, the details of which are almost identical. Spans two decades.

Military grade flashlights.

Evidence bag containing hammer and chisel.

RESONANT ARTIFACTS 

Resonant Artifacts are objects imbued with the weird. An Investigator can use the power of a Resonant Artifact as part of their normal action, provided the activation trigger can be completed within a few seconds.

Wide Brimmed Hat. A weathered and patched canvas hat. 

Activation: Wear the hat. 

Effect: User ignores the effects of extreme elements (heat, cold, etc).

Novelty Pen. Cheap plastic and neon colors. 

Activation: Remove the pen cap.

Effect: While the cap is removed, no sound can be generated within two feet of the holder.

Toy Ring. A plastic ring with a large fake diamond in the center.

Activation: Put on the ring.

Effect: The wearer of this ring cannot take Fatigue, and each instance instead creates a red marking upon the ring. If the ring is removed, all diverted instances of Fatigue come crashing down, causing Permanent Fatigue that cannot be removed.

Box of Smelling Salts. Small box with cloth wrapped glass ampules.

Activation: Break open and inhale through the nose. 1d6 Charges. 

Effect: Anyone who takes a whiff of its contents gains one Fallout instantly.

Tin of unmarked tablets. The tablets are chalky in consistency. 

Activation: Consume a tablet. 1d6 Tablets. 

Effect: The eater cannot die, but their body can take permanent, lasting damage. This effect lasts 24 hours. 

Hammer. Standard household claw hammer.

Activation: Hit someone with the hammer.

Effect: If the hammer causes Critical Damage, the wound severs part of the target’s soul. The victim loses 1d4 CTRL and the user gains that much.

Plastic Kazoo. Neon green with a white resonator cap.

Activation: Blow on the kazoo.

Effect: The kazoo creates a blood curdling roar. Anything that can hear the sound must make a CTRL save or flee in fear.

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POSTEDApr 18, 2026
ARCHIVEDApr 18, 2026