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.
AGENT
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 Hurt. Semi-retired late 70s. Sweatsuit and cardigan with a walker nearby. Able to engage in memory manipulation. Can’t stop smelling like old, despite all his best efforts.
Agent Gillian. Always slightly disheveled, in both wardrobe and hair. What he lacks in bravery he makes up for in stubbornness and forced luck.
Agent Morgan. Dark suit two sizes too big, wide tie, sky blue shirt. Non-Bureau sanctioned theories always point back to aliens. Despite this has a high success rate in field operations.
Bob. Monochromatic robes, white tennis shoes. Primarily works undercover in cult infiltration, information gathering, and subversion.
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: Locker in Galaxy Lanes Bowling Alley. Combination padlock lock in addition to the individual alley key.
Map with multiple locations circled in red pen.
High output stun gun (1d8, nonlethal) built to look like a cell phone.
A picture of a mermaid kept in a dirty bathtub. Two middle aged men pose next to it.
A small journal. Reading from the text makes the user invisible for 1d6 minutes. Overuse will cause the user to fade from existence.
A string of 317 letters, numbers, and special characters. Can be used in place of any online password (the username must correlate to an actual account). The characters must be entered from memory.
A toy ray gun that shoots a ray of light. Causes 1d6 damage as skin begins to blister and burn. Any resulting Wound is Tumorous Growth. Does not require ammo. Keeping it in your possession for longer than 1 week will cause the Wound (Tumorous Growth) to show up in your Inventory.
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.
Faded Matchbook. There are three matches left.
Activation: Gain Fatigue while the matchbook is in your possession.
Effect: On an instance of Fatigue, one of the matches ignites, causing the owner to ignore that Fatigue. When the final match is burned, the smoke forms the door to a cell that has now been unlocked.
Bottle of Glitter. Glass bottle, purple top, filled with aquamarine glitter.
Activation: Pour glitter on an object or living being. 5 uses remain.
Effect: The target becomes light as a feather, or heavy as a stone for 1d6 hours.
Hour Glass. A two foot tall glass hourglass filled with sand.
Activation: Break the hourglass.
Effect: A temporal blast emanates from the broken hourglass, slowing anything caught in the 30ft blast sphere, while the world outside of the sphere moves normally. This time dilation lasts for 1d20 minutes.
Canning Jar. A large glass mason jar filled with murky liquid.
Activation: Open the jar.
Effect: Memories are pliable when the jar is opened. They can be removed and placed in the jar, or can be taken from the jar and placed in someone's mind. Memories resemble a long trail of mercury tinted snot.
Two dark bottles. Dark 3 inch bottles with handwritten labels.
Activation: Open the jar and use its contents.
Effect: One contains 1d6 uses of Absolue Glue (permanently bonds two objects or items). One contains 1d6 uses of SUPER Solvent (can dissolve any adhesive).
Cloth Blindfold. A ratty length of cloth.
Activation: Tie the blindfold around someone’s eyes.
Effect: When worn it allows the user to attack and interact with incorporeal beings and objects.
Silver Ring. A plain silver ring with the faint engraving of a skull.
Activation: Wear the ring.
Effect: If worn, the wearer appears dead to any observer (including vital signs read by hand or machine). The user must make a CTRL save in order to remove it, as the pallor of death is soothing.
Skeleton Key. Nondescript brass key.
Activation: Insert into a lock.
Effect: Can be used to unlock any lock. It cannot be used again until the previous mechanism has been relocked.