Criminal Psychologist
Core Agent Utility
This role is supposed to be unique, depending on the ruleset; one Agent on the Field must spawn.
“You know exactly how to get them, Criminal Psychologist.”
Win Condition: Eliminate ALL hostile units, or at least 1 hostile unit per day/night phase.
Day:
Unskilled Attack - Select a node, green or white. Leaves a log.
Background Search (D1 -> D3 cooldown) - Check a target operative’s background. You’ll be given a (non-unique) random skill that they have, either day or night. Do not go through frames or cover.
Night:
Insanity (N1 -> N4 cooldown) - Select two target operatives. The first operative will go insane and attempt to disorganized murder the second operative. Visit and occupy them.
Spook - Select a target operative and visit them. Does not gain any intel.
Throw Under the Bus (2 charges) - Select a target operative. All skills used on you will be used on the target operative.
Misdirection (1 charge) - Occupy anyone that visits you directly, blocking any attempts to visit, occupy, and kill directly. Does not save you from Raids, Stings, and other indirect methods of killing this operative.
Passives:
Agent on the Field - You are a Field Agent role.
Turncoats - You are allowed to have Initiators, Specialists, and Operators.