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Cosmere Companion
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Heroic Path

Agent

A cunning operative of shadow and precision

trending_upStarting Skill

+1 Insight

Granted at character creation.

auto_awesomeKey Talent

Opportunist

Reroll a plot die once per round.

psychologySuggested Attributes

Awareness, Intellect, Speed

schoolUseful Skills

6 skills

Agility, Deception, Deduction

auto_awesomeKey Talent

Opportunist

Once per round, when you roll a plot die you may reroll it. The original roll is discarded and you must use the new result.

Activation:Reaction
  • check_circleOnce per round, reroll a plot die
  • check_circleMust use the new result
psychologySuggested Attributes
AwarenessIntellectSpeed
schoolUseful Skills
AgilityDeceptionDeductionInsightLight WeaponryThievery
alt_routeMulti-Path Suggestions
HunterScholar
emoji_eventsSuggested Rewards
Bodyguard companionCriminal-world patronsHigh-society patrons

Specialties

Three specialty paths — pick one to define how your agent works in practice.

Investigator

Piecing together truth from fragments

Investigators cultivate careful observation and patient questioning. They build a picture of a situation piece by piece, and pull confessions out of people who did not mean to speak.

Playstyle

Lean into cognitive skills — Deduction, Insight, Lore. You shine in downtime scenes and tense conversations. In combat you are a support striker who sets allies up with information and debuffs.

Tier 2 Talents (5)

Watchful Eye

Reaction

Prereq: Deduction 1+, Opportunist

Extend Opportunist to a willing ally within 20 feet.

Quick Analysis

2 focus

Prereq: Watchful Eye

Spend focus to gain an action reserved for cognitive skill tests.

Get 'Em Talking

1 focus

Prereq: Insight 2+, Opportunist

Test Deduction vs Spiritual to learn a target's motivation and raise stakes against them.

Gather Evidence

Passive

Prereq: Insight 2+, Quick Analysis

Gain Legal Codes expertise. Succeeding on cognitive tests makes you Focused.

Sleuth's Instincts

Passive

Prereq: Deduction 3+, Hardy

Advantage on cognitive tests against characters whose motivation you know. You automatically know when they lie.

Spy

Misdirection as a way of life

Spies live behind assumed identities and ease suspicion away before it can settle. They are patient, adaptable, and ready with an excuse for every situation.

Playstyle

Invest in Deception and Persuasion. You are the party's infiltrator — cover stories, disguises, and getting out of places you should not have been in.

Tier 2 Talents (4)

Cover Story

Passive

Prereq: Plausible Excuse

Build a false identity and gain a relevant cultural expertise.

Collected

Passive

Prereq: Sure Outcome

Increase Cognitive and Spiritual defenses by 2.

Mercurial Facade

Passive

Prereq: Deception 3+, Subtle Takedown

Disguise yourself with Deception (no supplies required). The first to see through it is Surprised.

High Society Contacts

2 focus

Prereq: Patron in high society, Cover Story

Gain High Society expertise. Spend focus to add Opportunity on high-society interactions.

Thief

Quick hands, quick feet, quick wits

Thieves treat obstacles as puzzles and bodies as terrain. They rely on speed and sleight of hand, and are rarely where anyone expected them to be.

Playstyle

Lean on Agility, Thievery, and Stealth. You are a mobile skirmisher with high evasion, great at getting to objectives enemies thought were safe.

Tier 2 Talents (4)

Cheap Shot

1 focus

Prereq: Insight 2+

Unarmed Thievery attack vs Cognitive, raising the stakes. On a hit, the target is Stunned.

Risky Behavior

2 focus

Prereq: Insight 2+

When you use Opportunist, switch one plot die result — at a focus cost on a setback.

Shadow Step

2 focus

Prereq: Thievery 3+

After Disengaging, test Thievery vs each enemy's Cognitive to hide from them.

Trickster's Hand

2 focus

Prereq: Thievery 3+

Gain an extra action reserved for physical Agent-talent tests.

Overview

Agents are the operators who make things happen when the bigger-stick approach will not work. They depend on timing, information, and nerve. Where a Warrior meets a problem head-on, an Agent slides around the side of it and comes out with whatever they needed in hand.

The path's signature talent, Opportunist, captures this perfectly: once a round, when the plot die turns against you, you get to spit in fate's eye and roll again. Everything in the Agent toolkit — rerolls, reactive support, setup talents — is about steering moments of consequence.

Role in the party

An Agent is the party's utility problem-solver. You handle locks, wards, guards, interrogations, tails, disguises, and the awkward bit where someone needs to be inside a building they were not invited to. In combat you are a flanker and a debuffer rather than a tank — you make other characters' swings land harder by stripping armor, stunning, or marking weak points.

If the rest of the party has solid front-liners, a single Agent multiplies everyone's effectiveness. If there is no Agent, the party tends to solve every problem with violence.

Playing an Agent

  • Choose your specialty early. Investigator is for players who like conversations and mysteries. Spy is for players who want a second identity and long cons. Thief is for players who want to move fast and hit weak points.
  • Stack cognitive skills. Deduction, Insight, and Thievery all pull their weight — plus whichever your specialty favors.
  • Make Opportunist pay. Set up plot-die-sensitive actions on purpose: attack rolls, Gain Advantage tests, skill tests with stakes. The more plot dice you roll, the more Opportunist matters.
  • Multi-path deliberately. Hunter lets you weaponize your intel with Seek Quarry. Scholar gives you Erudition's portable expertises, perfect for infiltration.

Specialties in depth

Investigator

Investigators turn observation into leverage. They are the PC who asks the one uncomfortable question that unlocks the whole scene, then spends the rest of the session quietly assembling a case. Mechanically the tree rewards keeping focus high and landing cognitive tests: Get 'Em Talking reveals motivations, Sleuth's Instincts turns those motivations into a permanent edge and a built-in lie detector, and Gather Evidence keeps you Focused after every win.

Play an Investigator if you enjoy long-form puzzles and like your combat contributions to look like I notice the brittle seam in his plate armor rather than I hit him again.

Spy

Spies are the fiction's classic infiltrator — several identities deep, a clean exit plan, and a cover story good enough that they half-believe it themselves. Cover Story literally bakes an assumed identity into your sheet, complete with bonus cultural expertise. Mercurial Facade lets you swap personas on the fly without props. Collected and the Deception-focused talents keep you calm when the roleplay pressure starts climbing.

Spies play best in campaigns with factions, court politics, or organized crime. If your GM likes long-term intrigue you will be happy here.

Thief

Thieves are mobile, slippery, and a little bit gleeful about it. The specialty bends toward physical tests, close-range bursts of violence, and making distance work for you. Shadow Step is a reliable disappearing act after a Disengage. Trickster's Hand gives you a spare action for tricky physical tests. Cheap Shot is an oppressive opener — a stun with a focus cost most characters cannot afford to eat.

Thieves love battlefields with cover, verticality, or objectives other than "reduce enemies to zero HP."

Iconic archetypes

  • The Constable — an urban investigator in service of the law, heavy on Deduction, Insight, and Legal Codes. Often anchored by a patron in civic authority.
  • The Street Urchin — a survivor turned Thief specialist. High Speed, high Thievery, a short fuse on Cheap Shot.
  • The Undercover Operative — a long-con Spy who lives behind an assumed identity for entire arcs at a time.
Content version 1.0.0Updated 2026-04-18

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