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46 - Spy - 3.1.2
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46 - Spy - Version 3.1.2

46 - Spy - Version 3.1.2

Amongst the many professionals encountered in everyday life, there will be a scattering of those with the covert skill of Spy. This is a profession dealing with obtaining and distributing information. There are basic information gathering and remembering abilities in common with all spies, but the methods of operation, and spheres of influence vary from the court ambassador to the military scout to the pub minstrel. A spy may specialise in a particular field of operation and if they have the accompanying skills appropriate for their cover, will perform better, with less chance of their actions being discovered and their cover blown.

46.1 Restrictions

No restrictions for professional Spies.

46.2 Benefit & Progression  

Apprentice Abilities (rank 0 to 3)

At rank 0 they gain all abilities of apprentice level. Assess, Befriend, Bribery, Blackmail, Common Code, Disguise, Enhanced Memory, Fieldcraft, Hiding, Imitation, Information, Mingling, Poison Resistance, Shadowing, Sleight of hand, Stealth.

Journeyman Abilities (rank 4 to 7)

Codes, Counterspy, Cover, Forgery, Lip reading, Resist Torture, Sixth Scene, Network (area).

Master Abilities (rank 8+)

Chameleon, Cover Master, Detect Ward, Hidden Pocket, Hide Memory, Prepare Spell, Ride Mind, Sense Memory, Slave Quills, Spy Master.

46.3 Apprentice level abilities (rank 0 to 3)

At rank 0 they gain all abilities of apprentice level.

Assess (WP, -15)

A spy can infer some information from observing the grouping and activities of people. The level of information gained is logistical, rather than the in depth knowledge that knowing the associated skill would give -

At Journeyman (or above) the Spy also gains the following abilities -

As a Master the Spy also gains the following -

Befriend (PB, +15)

Over a period of days or weeks, a spy may target individuals to engender trust in themselves, and possibly distrust in others. The “friend” begins to willingly and unknowingly reveal information to the spy.

Bribery (PC, +15)

A spy may recognise appropriate people and which “gifts” they prefer, to gain information or access. They may also recognise situations when bribing will not work, before making the attempt.

Blackmail (PC, -35)

Given subtable information, a spy may attempt to gain leverage over the target.

Common Code (--)

A group of spies can use a common code for messages.

Disguise (MA, +5)

With the use of physical props and resources, the spy can apply makeup, dyes, false hair etc to convincingly alter the appearance of people. The success of disguising race and gender depends on the physical similarity of the person, and how closely the disguised entity is inspected. A spy may only attempt to imitate a specific person’s appearance after prolonged study of the target. Animals the spy is familiar with may also be disguised.

Enhanced Memory (PC, +5)

A spy may memorise and recall visual details, such as those of a room, a person, or a piece of parchment, etc. Memorisation requires (120 -10 × Rank) seconds of undisturbed concentration, studying the object.

Fieldcraft (PC, +15)

A spy is trained to notice, recognise, and appropriately interact with other spies. This includes handing off messages discreetly, the use of dead-drops, safe-houses and identification phrases, as well as foiling the less subtle attempts to interfere with such exchanges. Also, they may identify the weak willed, manipulatable, morally suspect or gullible individuals that a spy prefers to associate with, and has a greater chance of enticing them to a course of action by coaxing, flattery, wheedling, blackmail or other enticement.

Hiding (EN, -5)

A spy can find unlikely hiding places and conceal themselves for long periods of time, keeping still and quiet. An ability check is only needed for extended periods of time.

Imitation (WP, +15)

The spy can study and copy behaviour, mannerisms, and accents. This will allow the spy to maintain the roles of ordinary people and not stand out as a foreigner. As a guide, this takes 6 -(Rank/2) hours of exposure to the society, with modifiers based on the apparent familiarity or strangeness of the society.

Information (PC, +10)

By using other skills and knowledge a spy has an increased chance of getting the most relevant information they are seeking. They have an increased chance of noticing disinformation about their area of knowledge, and distinguishing fabrication and pretence from fact and reality. The spy may recognise information as having worth to other individuals or spies in their network, even though it is not useful to them.

Mingling (PC, +5)

The spy will be able to merge with crowds of people to avoid detection on a busy street. They will be aware of how to blend in and perform the actions appropriate to their surroundings and use any available props or clothing to assist in maintaining this guise.

The chance is reduced by 2 x the amount the Spy PB is higher or lower than 10.

Poison Resistance (--)

The spy gains some resistance to poisons.

Shadowing (--)

A spy learns the skills of following individuals at a distance without being observed. In addition they have an increased chance of noticing when they themselves are being followed, and may attempt to lose their followers if the appropriate terrain is available.

To spot a tail the Spy must roll under (2 × PC) + (5 × Rank) -5 times opposing Spy’s rank.

To successfully tail another spy requires a roll of PC + AG + (5 × Rank) -5 times opposing Spy’s rank. 

Sleight of hand (PC, +10)

A spy can palm, swap or place small objects, without attracting notice. Removing objects from people requires the Pickpockets skill from Thief.

Stealth (--)

A Spy increases their chance of acting stealthily by 1% per Rank. Specialisation adds an extra 1% per Rank. These bonuses are added to the adventuring skill of stealth. They add their rank to the Stealth Adventuring skill for the purpose of calculating distance travelled between Stealth success checks.

46.4 Journeyman level abilities (rank 4 to 7)

At each journeyman rank (4-7) they may choose one new ability of journeyman level.

Codes (PC, +5)

A spy can recognise and use simple codes. They may attempt to break others’ codes and ciphers. The length of study required to do this depends on the familiarity of the code’s style and the difficulty set by the code maker.

Counterspy (PC, +5)

A spy may perceive other current spying activity and recognise the other spies. Also, a spy may create convincing artifices that fit with the available information, to spread disinformation,  confusion or misunderstanding.

Cover (--)

This ability can hide a named professional skill per time selected. The spy gains the use of the new ‘cover’ skill abilities at a cost of an additional 4 fatigue per time beyond the native abilities. Each selection of Cover ability needs its own list of specialisation points spent.

The spy is able to use the cover in general conversation. Abilities with (--) count as 100% for the following calculations & penalties. Additional specialisation benefits are as follows -

Also see Cover Master as its an important addon.

Forgery (PC, +20)

With the right materials to hand, a spy can create convincing replicas of personal letters, official documents and the like. This includes the ability to open and reseal letters, produce false seals, or move real ones to a forgery.

Lip reading (PC, +15)

A spy may understand spoken conversations outside of their hearing range. A clear line of sight to the targets’ face and knowledge of the language being spoken (min rank 6) is required. The spy may garner fragments but not all of the conversation if they are not fluent with the language, can only see one of the participants, or an unlikely topic is being discussed.

Resist Torture (WP, +5)

Being familiar with extraction techniques, a spy may add their Rank to their effective WP for resisting torture attempts. They may also choose to apparently lower their WP by up to Rank to release false information (one per rank).

Sixth Sense (PC, +5)

The Spy may get a sixth sense or feeling when they have been spotted, found or if a trap is about to be triggered. On success this ability allows the Spy to stop before being spotted, found out or the trap going off.  This will only act as a warning and will not confer any specific abilities to avoid capture or the trap.

Network (area) (--)

The spy may join a spy ring in a specific area, and knows the specific field craft routines used by that ring.

46.5 Master level abilities (rank 8+)

At each master rank (8+) they may choose one new ability of journeyman or master level.

Chameleon (AG, +15)

This quasi-magical skill allows the spy to hide in plain sight (staying completely still) for a short time, from one entity per three ranks of spy who are within a range of spy rank hexes. The cost is 3 fatigue + 1 per entity they are hiding from each pulse. To initiate Chameleon, the spy has to be aware of the target entities.

 Cover Master (--)

This adds to the Journeyman Cover ability. The Spy is able to hide their Spy abilities within their aura and replace it with one of their cover skill(s) to any magical reading of their aura.

Detect Ward (PC, +5)

The spy may attempt to find a ward. They must spend a pulse to use their Detect Ward ability. Their chance to find a ward is reduced by 5 × ward rank. Only one attempt may be made per day per ward. They are able to normally tell which college is stored within the ward.

Hidden Pocket (MA, +5)

This is a magical ability. A spy has a chance of finding up to rank holes in reality, and stitching them into their equipment (where it is mobile) in which they can hide up to ½ lb + ½ per specialisation from a physical search. The chance of the pockets being found is 2 x PC (of the searcher) - 4 x (Spy rank + specialisation). Location spell will still point to the items.

Hide Memory (PC, -15)

This is a magical ability. A spy can act as if they have forgotten rank minutes of memory. This must be done within rank hours of the time period. They may have rank + specialisation periods forgotten in this manner.

No force, physical or magical, can coerce them to reveal memories from this time period (dead or alive). They may choose to reveal them, however.

 Prepare Spell (MA -15)

At a cost of some fatigue (see Spec) the spy can prepare a spell without anyone noticing. If anyone notices then the spell is not prepared.

Ride Mind (WP -35)

This quasi-magical skill allows the spy to Ride Mind. As a full action and at a cost of 6 Ft, the spy is able to (at a range of spy rank feet) target someone who the Spy will ride the mind of, for up to Spy rank hours, if the target fails a MR. The rider is not able to undertake any strenuous activity, and acts at half their half rank while riding. If the Spy takes any damage or the target leaves the range the duration will end. While working the Spy will see and hear and feel as if they were in both places at once. This ability does not confer language skills.

Sense Memory (MA, -70)

At a cost of 3 Ft, the spy may attempt to Sense a memory from an entity, who is within spy rank hexes. The viewed memory will be faint and open to interpretation.

Slave Quills (MA, -50)

This quasi-magical skill allows the spy to craft a spy quill. Once the spy has inspected and memorised a quill, then within rank days, they are able to guide a master craftsman to help create a set of two quills which are identical.

One of the ‘new spy quills’ are then swapped with the original. When anyone writes anything with the new spy quill, the written words will be written out by the second quill if ink and paper and space are available (normally a writing desk). The quill will not work inside an area of scry protection. The cost, range and duration is listed below -

Spy Master (area)

The spy has set up a spy ring in a specific area, and knows where to place spies, how to store information for later reference, and how to manage other spies. This ability requires Rank 8 plus.


Change log

22/10/2025 JB

Cover

Added a penalty to the master abilities of -75%

2/05/2022 JB

Cover

Added - The spy gains the use of the new ‘cover’ skill.  When the cover abilities are used it costs an additional 4 fatigue.

Changed the penalty for simplification in calculations.

Abilities with (--) count as 100% for the following calculations & penalties.

Resist Torture

Added a number of false answers to ability.

Hidden Pockets

Location spell will still point to the items.

Sense Memory

Added - modified (forward or backwards) by 15 mins per rank of spy, for the “sense period” of time of spy rank mins.

3/03/2022 JB

Shadowing

Changed to (--) based on internal BC.

 Standard Success Chance = 2 x [characteristic] +(5 per Rank) +(5 per specialisation) + modifier 

Standard Success Chance (--) an automatic success.  Page  / 4