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These roles are only for the suggestion of how to built an agent to meeting the needs of the B.P.R.D. in its investigations of the supernatural but also in defending the rest of humanity from the danagers that many such entities poss.  
 
These roles are only for the suggestion of how to built an agent to meeting the needs of the B.P.R.D. in its investigations of the supernatural but also in defending the rest of humanity from the danagers that many such entities poss.  
 
   
 
   
'''Field Agent''' has to be well rounds in order to deal with direct threats and unconvering the truth. FIeld Agents need good scores in all stats, and important skills and abilpes that reflect that. They do have some what specialization through depending on their 'team roles' as a group. For example the Team Leader also have Battle d4+ and Intimidate d4+ and should focus on Leadership and Social Edges, a Combat Specialist should have Athletics, Fighting and Shooting of d6+ along with a focus on Combat Edges, the Team's Negotiator wants Persuasion at least of a d6+ and the Charisma and any other Social Edges, a Field Medic should have Healing d6+ along with maybe the Healer's Edge, Communication and Electronics Expert might want Electronics and/or Hacking along with Repair all at d6+, a Investigator should have Notice d6+ and Research d6+ and the Investigator Edge, a Scout/Point Man rquires an excellent Notice and maybe Survival d8+ and might want the Alertness, Danger Sense and/or Woodsman Edges, etc.  
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'''Field Agent''' has to be well rounds in order to deal with direct threats and unconvering the truth. FIeld Agents need good scores in all stats, and important skills and abilpes that reflect that. They do have some what specialization through depending on their 'team roles' as a group. For example the Team Leader also have Battle d4+ and Intimidate d4+ and should focus on Leadership and Social Edges, a Combat Specialist should have Athletics, Fighting and Shooting of d6+ along with a focus on Combat Edges, the Team's Negotiator wants Persuasion at least of a d6+ and the Charisma Edge, a Field Medic should have Healing d6+ along with maybe the Healer's Edge, Communication and Electronics Expert might want Electronics and/or Hacking along with Repair all at d6+, a Investigator should have Notice d6+ and Research d6+ and the Investigator Edge, a Scout/Point Man rquires an excellent Notice and maybe Survival d8+ and might want the Alertness, Danger Sense and/or Woodsman Edges, etc.  
 
:''Base Attributes'': most agents should be well rounded and have at least a d6 in all five Attribute Traits. All of these traits at higher levels will help them with their jobs.   
 
:''Base Attributes'': most agents should be well rounded and have at least a d6 in all five Attribute Traits. All of these traits at higher levels will help them with their jobs.   
 
:''Skill Requirements'': Acedemia d4+, Common Knowledge d6+, Fighting d4+, Occultism d4+, Persuasion d6+, Research d4+, Shooting d4+
 
:''Skill Requirements'': Acedemia d4+, Common Knowledge d6+, Fighting d4+, Occultism d4+, Persuasion d6+, Research d4+, Shooting d4+

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