Building Agent Gold

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Way back in IntroducingAgentGold I….. uhhh… introduced Agent Gold:

Agent Gold is 3 parts James Bond, 1 part Captain America, 1 part Batman and 2 parts Shaft. As if that wasn’t cool enough, he wields a Katana and wears gold shades. This pushes him so far off the cool scale that penguins shiver in his presence.

By some strange quirk of fate I never got around to fully statting out this dude, so in an effort to shake off the pre-4th Edition D&D blues I’ve cracked open my much loved copy of Mutants & Masterminds to put a little flesh on his bones. As a quick reminder, Agent Gold is a British Secret agent seconded to the USA’s NSA anti-Superterrorist squad. He was captured by the mega villain Archvile, brainwashed and subjected to his patented metahuman drugs. His first mission to wipe out an Ancient Samurai sect failed and he stayed with them for a year and a half learning their ways and recovering from the brainwashing. Now he’s back, and leading Metal Works, my pet superhero group. Got that?

Good. Now, on with the stats.

Agent Gold (Lyman Drake) PL 10

Attributes
STR 20 (+5), DEX 24 (+7), CON 22 (+6), INT 16 (+3), WIS 18 (+4), CHA 16 (+3)

Thanks to the metahuman drug, Gold has above human-limit levels of STR, DEX and CON. He’s not quite Spider-man level, but his overall agility and prowess is significantly above the norm. He’s a forceful personality with a keen mind and an aura of zen-like calm, even in the midst of battle. Eat your heart out, Captain America. Oh wait. You’re dead already :)

Combat
Attack +6 (+10 w/Katana), Damage +5 (unarmed), +10 penetrating (Diamond Katana), Defense +6, Initiative +7

More on the Katana later. Without it, he’s easily able to dispatch countless goons and minions, and should be able to avoid most other damage. Add the Katana and he’s a whirling dervish of hurt.

Saves
Toughness +6, Fort +6, Ref +10, Will +6

He’s pretty tough, and thanks to his Feats and training should be able to avoid or roll with most hits. None of his saves are particularly poor, but Reflexes is where this guy shines. If it moves, he can avoid it.

Feats
Accurate Attack, All-out Attack, Assessment, Attack Focus (melee) 2, Attack Specialization (Katana), Benefit:Diplomatic Immunity, Benefit:Security Clearance, Connected, Defensive Attack, Defensive Roll 3, Dodge Focus 2, Equipment 5, Evasion, Improved Critical (Katana), Inspire, Leadership, Master Plan, Quick Draw, Sneak Attack, Startle, Stunning Attack, Takedown Attack 2

There’s more to life than combat; Agent Gold still retains his Security Clearance, Contacts and Diplomatic Immunity so is able to open more doors than most superheroes. He’s also a natural leader, able to aid and support his team-members as required. In combat, he’s a melee combat master, using his Diamond-bladed Katana in the best Cinematic Katana Fu around, and can switch between defensive and offensive styles without missing a beat.

Skills
Acrobatics 8 (+15), Bluff 8 (+11), Climb 8 (+13), Diplomacy 4 (+7), Disable Device 8 (+11), Drive 4 (+11), Escape Artist 8 (+15), Gather Information 8 (+11), Intimidate 8 (+11), Investigate 8 (+11), Knowledge:Tactics 8 (+11), Knowledge:Behavioral Sciences 4 (+7), Notice 8 (+12), Pilot 8 (+15), Sense Motive 8 (+12), Stealth 8 (+15), Survival 4 (+8)

Gold is an ex-master spy and secret agent with all the knowledge and skills required to carry out the most covert of missions. ‘Nuff said.

Powers
Device 3: Diamond Katana
Penetrating Strike 5, Mighty, Thrown
– AP: Dazzle 10 (sight)
– AP: Deflect 5 (all ranged attacks)
– AP: Paralyze 5

The Katana itself is surprisingly cheap; it’s a mere 9 points. As well as being a throwable weapon that’s able to cut through armour like it’s made of tinfoil (the Penetrating Power Feat), he can also use it to deflect ranged attacks, strike at foes to paralyze them or even dazzle foes from a distance. Neat.

I’ve intentionally made Agent Gold unoptimised. He’s got few ranged options (either throw his Katana or Dazzle foes! Woopee!) as he’s supposed to be a team player, setting his partners up while he moves in the shadows to strike at close range and control the team tactics. Because that’s how the game works.

Equipment
Jet Bike, Shades (Commlink & Anti-Dazzle) & Utility Belt

The Jet Bike acts like a normal hi-spec Motorcycle with Flight rather than ground movement and the Utility Belt is straight out of the M&M Core book minus the explosives. Agent Gold doesn’t trust ’em.

Ability Scores: 56, Skills 30, Feats 31, Powers 9, Combat 24, Saves 5, Drawbacks –0 = 155

I tried to fit Gold into 150 points but the math wouldn’t quite fit. 155 is good though.

There you have it. One fully rounded and stated character with not a single character class or level in sight. He’s been designed from the ground up and took around 20 minutes from start to finish. Not bad. Hopefully, D&D gamers should be able to follow the numbers too without much trouble. Any questions, just ask :)

Here’s the stats again, without commentary.

STR 20 (+5), DEX 24 (+7), CON 22 (+6), INT 16 (+3), WIS 18 (+4), CHA 16 (+3)
Attack +6 (+10 w/Katana), Damage +5 (unarmed), +10 penetrating (Diamond Katana), Defense +6, Initiative +7
Toughness +6, Fort +6, Ref +10, Will +6
Accurate Attack, All-out Attack, Assessment, Attack Focus (melee) 2, Attack Specialization (Katana), Benefit:Diplomatic Immunity, Benefit:Security Clearance, Connected, Defensive Attack, Defensive Roll 3, Dodge Focus 2, Equipment 5, Evasion, Improved Critical (Katana), Inspire, Leadership, Master Plan, Quick Draw, Sneak Attack, Startle, Stunning Attack, Takedown Attack 2
Acrobatics 8 (+15), Bluff 8 (+11), Climb 8 (+13), Diplomacy 4 (+7), Disable Device 8 (+11), Drive 4 (+11), Escape Artist 8 (+15), Gather Information 8 (+11), Intimidate 8 (+11), Investigate 8 (+11), Knowledge:Tactics 8 (+11), Knowledge:Behavioral Sciences 4 (+7), Notice 8 (+12), Pilot 8 (+15), Sense Motive 8 (+12), Stealth 8 (+15), Survival 4 (+8)
Device 3: Diamond Katana: Penetrating Strike 5, Mighty, Thrown, AP: Dazzle 10 (sight), AP: Deflect 5 (all ranged attacks), AP: Paralyze 5
Jet Bike, Shades (Commlink & Anti-Dazzle) & Utility Belt
Ability Scores: 56, Skills 30, Feats 31, Powers 9, Combat 24, Saves 5, Drawbacks –0 = 155

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