While Hex typically follows the standard tabletop format of a Game Master and a group of Player Characters (PCs), this campaign is built from the ground up to allow for your character to achieve significant social standing or authority. As your character climbs the ladder, it may no longer make sense for them to personally handle low-level tasks (like infiltrating warehouses or engaging in firefights). The Agent system is designed to address this shift in gameplay.
Under these rules, each player manages a roster that includes one primary Main Character, or MC (your highest-ranking persona), and potentially several subordinates. If your MC possesses authority over other characters who would usually be GM-controlled NPCs, you can choose to play as one of those subordinates, known as an Agent, during scenes where your MC is absent.
Key features of Agents include:
Full Mechanics: Agents utilize complete character sheets and have the same access to Attributes, Skills, and Specialties as Main Characters.
Identical Functionality: Mechanically, Agents and Main Characters are identical.
Progression: Players can apply Advancements to their Agents, allowing them to improve over the course of the campaign.
Players are restricted to controlling a single character at any given time. This must be the highest-ranking individual in their personal roster who is present in the current scene; any other subordinate characters present are treated as NPCs.
An Agent can be acquired from a variety of sources, including soldiers in your MC's employ, or volunteers, servants, hirelings, and so on. Generally, if a character is answerable to your main character and maintains a reasonable level of loyalty, the Game Master will likely permit them to function as an Agent.