Deadlands Reloaded: The Weird West
These abominations look like immaculately dressed men in fine black clothes, including a stovepipe hat and walking stick. There features are uncannily unremarkable and any attempt to get a detailed description is bound to fail.
They appear anywhere a crowd might be moved to violence. They maneuver themselves to address the crowd and use their abilities to convince people to take the most destructive course of action possible, using whatever hateful prejudices already exist to their advantage. Once a riot is underway, the abomination moves on to cause trouble elsewhere.
Agility: d6 Smarts: d12 Spirit: d8 Strength: d4 Vigor: d4
Pace: 6 Parry: 4 Toughness: 6
Fighting d4, Guts d8, Intimidate d12 + 2 Notice d8, Persuasion d12, Riding d6, Shooting d6, Taunt d12 + 2
Derringer (.41) Pistol (Range: 5/10/20 Damage: 2d6 Shots: 2 Notes: AP 1), Walking Stick (Str + d4)
Demagoguery: By using a Fate Chip, the agent provocateur can sap the wills of those who listen to him, persuading them into normally unthinkable courses of action. Apply the following penalties to everyone involved a test of will with him: White chip: -1; red chip: -3; blue chip: -5
Linguist: Agent Provocateurs are fluent in all languages they find themselves surround by.
Strong Willed: + 2 to both Intimidation and Taunt and resist Test of Will checks.
Should the heroes confront an agent provocateur, they have their work cut out for them trying to persuade a crowd not to follow the abomination’s directives, and they might even fall victim to them themselves. If they opt for a physical confrontation, the agent uses its powers to convince any bystanders to come to its aid. If this fails, the agent defends himself as best he can until an opportunity to escape presents itself, as standing and fighting is definitely not his strong suit.