GLOG Class: The Spy
If you think that this job is cloak and dagger and glamour, think again. It's constantly looking behind your back and wandering if this man following you is just a beggar looking for some spare change or a member of the counter-intelligence. It's sleeping with a loaded pistol by your side, because it's less risky than not having it when something wakes you up. It's mostly just pretending to be someone you are not, being the most boring person in the room while listening to what others say. It's 95% boredom and 5% fear. Still, if you love your country and want to serve it, then the Foreign Affairs Office is always open.
The Spy:
- Starting equipment: A pair of hidden flintlock pistols (d8, reloading them takes ages and they are wildly inacurate at a distance greater than 10 meters but they can be hidden in your gloves), impeccable white gloves, three suits appropriate for completely different circumstances, a code ring, a letter that was not adressed to you, a cloak and a dagger and three alternate identities.
- Starting Skills: Spycraft, (roll d4) 1. Servant 2. Gardener 3. Musician 4. Priest
- A: The Legend, Network
- B: Quick, Eyes up and Head down
- C: The Most Dangerous Game
- D: Pyramid Scheme
The Legend: When you go undercover you can't allow for any compromise, in both meanings of this word. Compromise means death - you either play a completely false role, or put it on so completely that you actually become it. When pretending to be someone whom you are not, get an advantage on all tests that could prove your false identity to be true. In order for this to take effect, you first need to spend a week preparing for your role - coming up with answers to various questions, fake details and learning for it./
Network: You are an agent of your government - you gain access to your handler, albeit only by coded letters left in dead drops. They do not reveal anything but your next instructions - you are just a cog in their machine, but that doesn't mean that you are not the best. Each time you follow their orders or provide them useful information you gain a Movement. You can spend a Movement in any time to:
- Find a piece of useful equipment in a nearby hidden cache
- Get the services of a single hireling, provided either by money or blackmail by your handler
- Reroll a test related to your mission
Quick: In the spy trade you have to learn how to think fast - preparation is important, but so is improvisation. You can spend a Movement to as your GM one of these questions:
- What is an important detail of the current situation that I do not realize?
- Who is currently trying to betray me?
- What is my greatest danger in the current situation?
- What is their hidden weakness?
You realize it by connecting the dots and thinking in a unorthodox manner. You do not have proof, but spycraft is never about proof.
Eyes up and head down: "Who is he?" "Oh, no one important." This is what you want to hear about yourself if you want to survive. You know how to stay unremarkable, giving you a 5-in-6 chance to be ignored when someone is looking for spies and informants in their organization. Take a -1 penalty to this for each thing that differentiates you from other members of the organization.
The Most Dangerous Game: There is a single punishment for spies in most places - death. You are willing to do anything to avoid detection - even if it means that you'll have to kill, steal and lie to do that. You gain a Movement each time you avoid detection. When attacking someone who thinks of you as an ally you always surprise them and can spend a Movement to deal a critical hit.
Pyramid Scheme: The Office now trusts you enough to entrust you with agents of your own. By now you are provided with dozens of missions each week, each a request for further information or ocasionally to ruin or kill a person, never stating the reason why. You gain 2d4+2 1st level spies under you, who will follow your commands. They do not know who you are. You can also spend 5 movement to get another agent. Just how high does the pyramid go?