Spy

100 points

You spy for an intelligence, military, or security service. You aren't an analyst or a diplomat, though - you're a more "hands-on" kind of spy. Your specialties are physical infiltration, gathering information, and getting out in one piece. You employ martial arts because they're hard to trace, silent, and the ultimate concealed weapon. These features make them handy for taking out inconvenient sentries and making informants talk.

Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0]. Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0]. Advantages: 15 points chosen from among Alternate Identity (Legal) [5] or (Illegal) [15], Claim to Hospitality (Safe-houses of allied nations) [10], Contact Group (Spy network; Skill-15; 9 or less; Somewhat Reliable) [10] or (Skill-18) [15], Rank 1-3 (Administrative or Military) [5/level], or Security Clearance [5, 10, or 15]. • Another 15 points chosen from among Will +1 to +3 [5/level], Per + 1 to +3 [5/level], Acute Senses (any) 1-5 [2/level], Cultural Familiarity [1/culture], Danger Sense [15], Eidetic Memory [5] or Photographic Memory [10], Flexibility [5], High Pain Threshold [10], Languages (any) [2-6/language], Peripheral Vision [15], Style Familiarity (any) [1/style], or Style Perks [1/perk]. Perks: Style Familiarity (own style) [1]. Disadvantages: Duty (Intelligence service; Extremely Hazardous; 15 or less) [-20]. • One of Enemy (Counterintelligence cell; Hunter; 9 or less) [-20], Enemy (Enemy nation; Watcher; 12 or less) [-20], or Secret (Spy) [-20]. • Another -10 points chosen from among Callous [5], Curious [-5*], Intolerance (Enemy nation) [-5] or (All nations but own) [-10], Paranoia [-10], or Sense of Duty (Own nation) [-10]. Primary Skills: Area Knowledge (any) (E) IQ [1]-12; Observation (A) Per [2]-12; Stealth (A) DX [2]-12; and 20 points in the skills and techniques of a combat style (see Chapter 5).

Secondary Skills: Pick one of these three options: Acting (A) IQ [2]-12 and Disguise (A) IQ [2]-12; Parachuting (E)

DX+2 [4]-14; or Scuba (A) IQ [2]-12 and Swimming (E) HT+1 [2]-11. • Choose two of Forced Entry (E) DX+1 [2]-13; Climbing (A) DX [2]-12; or Electronics Operation (Security), Lockpicking, or Traps, all (A) IQ [2]-12.

• Select one of Filch (A) DX [2]-12; Electronics Operation (Surveillance), Interrogation, or Photography, all (A) IQ [2]-12; or Lip Reading or Search, both (A) Per [2]-12.

• Take one of Escape (H) DX-1 [2]-11, Holdout (A) IQ [2]-12, or Smuggling (A) IQ [2]-12.

Background Skills: Pick two of Cartography or Propaganda, both (A) IQ-1 [ 1 ]-11; or Cryptography, Diplomacy, Economics, Expert Skill (Computer Security, Military Science, or Political Science), Forensics, Geography (Political), or Intelligence Analysis, all (H) IQ-2 [1]-10.

• Multiplied for self-control number; see p. B120. Lens

Cinematic (+100 points): Add 80 points chosen from among Enhanced Dodge 1-3 [15/level], Enhanced Parry 1-3 [5 or 10/level], Enhanced Time Sense [45], Extra Attack 1 or 2 (Multi-Strike, +20%) [30 or 60], Forceful Chi 1-4 [15/level], Gizmos [5/level], Innate Attack [Varies], Inner Balance 1-4 [15/level], Resistant to Chi Abilities (+3) [10], Trained by a Master [30], Weapon Master [20-45], or Wild Talent 1-3 [20/level]. You must take either Trained by a Master or Weapon Master! • Add 20 points in your style's cinematic skills (and prerequisites); Invisibility Art and Light Walk work wonders.

Customization Notes

Styles: Historical ninja were spies, and used Taijutsu (pp. 202-203) when undercover and unarmed. Today, guns relegate martial arts to the court of last resort, for use when the spy is disarmed and has nothing to lose. Various forms of Military Hand-to-Hand (pp. 182-185) are most common, but such training is easily traced. To avoid this, some officers learn popular "civilian" styles: Boxing (pp. 152-153), Jujutsu (pp. 166-168), Karate (pp. 169-172), Wrestling (pp. 204-205), etc. Any style works in a cinematic game, but Western super-spies from the 1960s generally know Judo (p. 166) and Karate, while Russian and Chinese secret agents seem to prefer Sambo (p. 185) and Wushu (pp. 206207), respectively.

Style Lenses: For a ninja, none. For a modern spy, the "Military" or "Police" lens, depending on the agency. A good spy avoids fights and could get by with "Self-Defense." A wartime spy can't always circumvent violence and might end up with a skill set that looks a lot like the "Street" lens.

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