Spie

Deceiver and breaker of things.

Humanoid warthog picking the lock on a wall safe.

Safe working environment.

Spies are masters of deception, infiltration and targeted violence. Spies can employ any combination of these abilities to satisfy their goals. The spie is a tough, mean, and ruthless vocation; however, a spie is not a psychopath by nature. There is no moral code for spies, and they can be on the side of good, evil or both. It is hard to distinguish the bad from the not-so-bad in the realm of violent espionage.

Spies are an excellent source of dangerous assignments (from governments, corporations, societies or private citizens). Spies are not dependent on a commission and may carry out a little extortion or kidnapping for their own profit (or fun). Spies are often members of secret guilds or naughty lodges dedicated to the clandestine arts. How deeply involved the expedition gets with a spie’s source depends on the milieu of the campaign.

For campaigns using vocation attribute requirements: Total of the following attributes—​AWE, CHA, CON, DEX, INT, MND and STR—​must meet or beat 92.

Martial Arts

Spies have their own style of fancy hand-to-hand combat. The martial art includes kicks, punches, bites, chops, head-butts, and body slams. The martial arts ability is for unarmoured hand-to-hand combat only. Martial arts attacks do not use weapons and are effective only against targets in an adjacent hex.

Spie Martial Arts Table
Spie skill for unarmed unarmoured hand to hand combat.

EXPS Level

Attack Order

Attack Damage

Defence Bonus

1

Normal

1d6

40

2

1 During
1 Normal

1d6

80

3

1 Before
1 During

1d6

120

4

1 Before
1 During
1 Normal

1d6

160

5

1 Before
1 During
2 Normal

1d6

200

6

1 Before
1 During
2 Normal

1d8

240

7

1 Before
2 During
1 Normal

1d10

280

8

1 Before
2 During
2 Normal

1d10

320

9

2 Before
2 During
1 Normal

1d12

360

10

2 Before
2 During
2 Normal

1d12

400

EXPS Level

Attack Order

Attack Damage

Defence Bonus

Before and during attacks happen regardless of initiative
Attack Damage has NO force bonus.
Defence Bonus is for an unarmoured spie.

Attack Bonus

When using martial arts the player uses the Strike - Skilled portion of the attack table. It is presumed the persona is proficient in their martial arts attacks. Martial arts attacks do not use Force bonus on damage.

Attack Order

The attack order is the secret sauce of spie martial arts. The attack order allows experienced spies to make an attack roll before and during their opponents’ attacks. The attack order supersedes initiative.

Martial Arts Attack Order
  • Before - attack roll before opponent attack regardless of initiative

  • During - attack roll during opponent attack regardless of initiative

  • Normal - normal initiative and attack roll timing.

If two spies have tied martial arts attacks (for example, both have Before), use initiative between the spies.

Attack Damage

An attack roll win delivers the listed damage. The player does not use the Force bonus when using martial arts.

Defence Bonus

A spie’s Defence Rating (DEF) increases through dodges, parries, blocks, and rolls. This martial arts DEF is for an unarmoured dress such as a tuxedo or bathing suit. This Defence Rating bonus does not improve the AR of worn armour.

Human escaping out of, or into, a room via a chandelier.

Out of the frying pan…​

Knowledge

Spie knowledge is broken down into interests, expertise and martial arts. Interests are broad areas of interest. For example, an interest in infiltration would help the player making an infiltration related task rolls. The interest of incapacitation will assist whenever the spie is trying to incapacitate a target. Expertise represents a deeper and narrower area of knowledge.

Interests

Interests are broad areas of knowledge in which the spie has aptitude. The interests are infiltration, deception and destruction. Any task that the persona pursues that involves sneaking would benefit from the infiltration interest. The destruction interest supports any task that involves weapons or an unwilling increase in entropy.

At startup, the player makes 1 roll on the interests table per three points of INT. After startup, the persona gets to roll, or choose, one new interest per EXPS level.

Spie Interests Table
Areas of spie interest.

Die Roll

Interest

01-41

Infiltration

42-80

Deception

81-89

Destruction

90-99

Extra Roll

00

Ref’s Own Table

Die Roll

Interest

Startup: 1 per 3 INT. +1 per additional level

Players may choose their interest.

Expertise

Spie expertise are narrow areas of knowledge that assist the persona when making a task roll. Expertise is narrower than an interest and is less likely to apply to a task. However, when an expertise does apply is helps the task roll more than an interest does. Personas get one expertise per interest at startup. After startup, personas may choose, or roll, for another expertise each EXPS level.

Infiltration

Expertise in getting into places where one should not be. This expertise does not involve face-to-face deception, but the deception of architecture and security systems. The player makes one roll for each infiltration interest.

Spie Infiltration Expertise Table
Spie Infiltration Expertise

Die Roll (1d100)

Expertise

01-04

Casing

05-09

Climbing

10-14

Create Distraction

15-19

Cryptography

20-24

Deceive surveillance

25-29

Disable surveillance

30-34

Escape

35-39

Find power plant

40-44

Find service entrance

45-49

Find surveillance

50-54

Find traps

55-59

Find vent shaft

60-64

Memorize Map

65-69

Pick mech lock

70-74

Pick tech lock

75-79

Repelling

80-84

Stealth

85-95

Trap Defusing

96-99

Extra Roll

00

Ref’s Own Table

Startup: 1 per interest. +1 per additional level.

Player may choose her expertise.

Deception

This area of expertise is for face-to-face trickery, shenanigans, and manipulations.

Deception Expertise Table
Spie deception expertise.

Die Roll (1d100)

Expertise

1-4

Blackmail

5-9

Bribery

10-14

Bully

15-19

Concealment

20-24

Cryptography

25-29

Disguise

30-34

Distract

35-39

Feign death

40-44

Feign emotion

45-49

Forgery

50-54

Forgery Electronic

55-59

Hide on Body

60-64

Impersonation

65-69

Interrogation

70-74

Lying

75-79

Pick Pocket

80-84

Search Avoidance

85-89

Sleight of Hand

90-95

Stealth Movement

96-99

Extra Roll

00

Ref’s Own Table

Die Roll (1d100)

Expertise

Startup: 1 per interest. +1 per additional level.

Player may choose her expertise.

Destruction

Expertise in combat and mayhem. The spie can gain expertise with weapons or field techniques.

Spie Destruction Expertise Table
Spie expertise in breaking stuff.

Die Roll (1d100)

Expertise

1-4

Assassination

5-8

Bomb Creation

9-12

Bomb Hiding

13-16

Bomb Placement

17-20

Hand to Hand, Projectile

21-24

Hand to Hand, Striking

25-28

Hand to Hand, Thrusting

29-32

Improvise Weapon

33-36

Incapacitation

37-40

Martial Arts

41-44

Stun

45-48

Stun Ambush

49-52

Stun Combat

53-56

Trap Set

57-60

Vehicle Disable

61-64

Pistols, Energized

65-68

Pistols, Energized Semi-Auto

69-72

Pistols, Revolver

73-76

Pistols, Semi-Auto

77-84

Rifles, Energized; Semi-Auto

85-92

Rifles, Energized

93-94

Rifles, Pump; Bolt Action

95

Rifles, Semi-Auto

96-99

Extra Roll

00

Ref’s Own Table

Die Roll

Expertise

Startup: 1 per interest. +1 per additional level.

Player may choose her expertise.

Gifts

Spie gifts are tasks the player does not need to make a task roll for.

Spie Gifts Table
Gifts are tasks that require no task roll.

EXPS Level

Gifts

Recommendation

1

One. Choose a Trivial task (<25DD).

Escape

3

Two. Add a Normal task (<43DD).

Bribery

6

Three. Add a Hard task (<85DD).

Pilfer

9

Four. Add a Tough task (<127DD).

Case, Hi-tech

12

Five. Add an Impossible task (<200DD).

Disguise, Family

EXPS Level

Gifts

Recommendation

A spie gift was previously called a trick.

A player may create a bespoke gift.

Tasks

Spie tasks are about deception, treachery and sneaky violence.

Spies have essential equipment. A spie must have some element of deception in their persona equipment. Deceptive equipment includes a pair of dark sunglasses, a fake ID or a trench coat. The referee may make a target roll more difficult if the spie has no tools of deception.

For the intricate details of how to resolve tasks in EXP jump here.

Legacy Nomenclature
  • Picking Locks is Bypass Security

  • Picking Pockets is Pilfer

  • Trap Removal is Bypass Security

  • Sleight of Hand is Pilfer

Compendium

A non-exhaustive list of spie tasks arranged by increasing difficulty.

Spie Task Compendium
A non-exhaustive list of spie tasks arranged by increasing difficulty.

Task

Difficulty

Description

Trivial

No Guilt

12

Expunge guilty feelings.

Escape!

12

Out of frying pan into fire.

Easy

Case, Low Tech

24

Find security weakness. Less than tech level 10.

Disguise, Planned

24 + AWE

Carefully planned hiding of appearance from strangers.

Bypass, Low Tech

24

Get past security measures. Less than tech level 10.

Sneak, Crowded

24

Move self around without being noticed in a crowd.

Encrypt

24

Make data hard to read for others.

Decrypt, Low Tech

24

Read encrypted data in lo-tech (<10).

Forgery, Low Tech

24

Create fake document in tech level <9.

Normal

Bribery

42

Jump order with value. Mutual benefit.

Blackmail

42

Extract value with information. Coercive.

Decrypt, Normal

42

Read encrypted data in normal tech environment (10).

Case, Mundane

42

Find security weakness. Tech level 10-14.

Disguise, Fast

42 + AWE

Temporary improvised hiding of appearance from strangers.

Lying

42 + MND

Falsification without tells.

Bypass, Mundane

42

Get past security measures. Tech level 10-14.

Stun, Surprise

42 + CON

Total surprise. Successful attack roll.

Climb

42

Find a way to climb something not obviously climbable.

Sneak, Standard

42

Move self around without being noticed.

Trap

42

Set trap to activate an alarm or attack.

Forgery, Normal

42

Create a fake document up to tech level 10.

Pilfer

43 + AWE

Sleight of hand conceal hand-sized thing.

Interrogation

42 + MND

Get info from a persona using pressure.

Hard

Case, Secure

84

Find security weakness in secure facility.

Disguise, Known

84 + AWE

Hiding appearance from folks that know the persona.

Bypass, Secure

84

Get past security measures. Tech level 15-19.

Sneak, Security

84

Move self around without being noticed in a secure location.

Incapacitate

84 + AWE + LEVEL

Requires a successful ambush and attack roll.

Stun, Combat

84 + CON + LEVEL

Successful attack roll.

Decrypt, Secure

84

Read encrypted data in a secure situation. Tech Level (11-19).

Forgery, High Tech

84

Create a fake document in tech level 11-19.

Tough

Case, Higher Tech

126

Find security weakness. Tech level 15-19.

Disguise, Close

126 + AWE

Hiding appearance from friends.

Bypass, Higher Tech

126

Find security weakness. Tech level 15-19.

Assassinate

126 + AWE + LEVEL

Requires total surprise. Successful attack roll. Ranged attack.

Sneak, Combat

126

Move self around without being noticed during combat.

Decrypt, High Tech

126

Read encrypted data. Tech level 20 and up.

Forgery, Secure

126

Create a fake document. Tech level 20 and up.

Impossible

Case, High Tech

168

Find security weakness. Tech level 20 and up.

Bypass, High Tech

168

Get past security measures. Tech level 20 and up.

Disguise, Family

168 + AWE

Hiding appearance from family, or expedition members.

Decrypt, Secret

168 + INT

Read professionally encrypted data.

Bizarre

Disguise, Self

210

Hiding appearance from self.

Task

Difficulty

Description

List

An alpha order of the tasks outlined above.

Spie Task List
A non-exhaustive alpha ordered list.

Task

Difficulty

Description

Assassinate

126 + AWE + LEVEL

Requires total surprise. Successful attack roll. Ranged attack.

Blackmail

42

Extract value with information. Coercive.

Bribery

42

Jump order with value. Mutual benefit.

Bypass, High Tech

168

Find security weakness. Tech level 20 and up.

Bypass, Higher Tech

126

Find security weakness. Tech level 15-19.

Bypass, Low Tech

24

Get past security measures. Less than tech level 10.

Bypass, Mundane

42

Get past security measures. Tech level 10-14.

Bypass, Secure

84

Get past security measures. Tech level 15-19.

Case, High Tech

168

Find security weakness. Tech level 20 and up.

Case, Higher Tech

126

Find security weakness. Tech level 15-19.

Case, Low Tech

24

Find security weakness. Less than tech level 10.

Case, Mundane

42

Find security weakness. Tech level 10-14.

Case, Secure

84

Find security weakness in secure facility.

Climb

42

Find a way to climb something not obviously climbable.

Decrypt, High Tech

126

Read encrypted data tech level 20 and up.

Decrypt, Low Tech

24

Read encrypted data in low tech (<10).

Decrypt, Normal

42

Read encrypted data in normal tech enviro (10).

Decrypt, Secret

168 + INT

Read encrypted data tech professionally encrypted.

Decrypt, Secure

84

Read encrypted data in secure or higher tech (11-19).

Disguise, Close

126 + AWE

Hiding appearance from friends.

Disguise, Family

168 + AWE

Hiding appearance from family, expedition members.

Disguise, Fast

42 + AWE

Temporary improvised hiding of appearance from strangers.

Disguise, Known

84 + AWE

Hiding appearance from folks that know the persona.

Disguise, Planned

24 + AWE

Careful planned hiding of appearance from strangers.

Disguise, Self

210

Hiding appearance from self.

Encrypt

24

Make data hard to read for others.

Escape!

12

Out of frying pan into fire.

Forgery, High Tech

84

Create fake document in tech level 11-19.

Forgery, Low Tech

24

Create fake document in tech level <9.

Forgery, Normal

42

Create fake document in tech level 10.

Forgery, Secure

126

Create fake document in tech level >20.

Incapacitate

84 + AWE + LEVEL

Requires total surprise. Successful attack roll. Ranged attack.

Interrogation

42 + MND

Get info from anthro using pressure.

Lying

42 + MND

Falsification without tells.

No Guilt

12

Expunge guilty feelings.

Pilfer

43 + AWE

Sleight of hand conceal hand sized thing.

Sneak, Combat

126

Move self around without being noticed in during combat.

Sneak, In Crowd

24

Move self around without being noticed in a crowd.

Sneak, Security

84

Move self around without being noticed in secure situation.

Sneak, Standard

42

Move self around without being noticed.

Stun, Combat

84 + CON + LEVEL

Successful attack roll.

Stun, surprise

42 + CON

Total surprise. Successful attack roll.

Trap

42

Set trap to activate alarm or attack.

Task

Difficulty

Description

Experience

The benefits of increasing experience levels are more tricks, improved task results, and improved combat expertise. Spies earn experience points for completing tasks and role-playing within their vocation. Only 75% of combat experience can go towards a spie’s experience point total.

Spie Experience Table
More deception and treachery leads to better deception and treachery.

Experience Points

Experience Level

0-2750

1

2751-5500

2

5501-12000

3

12001-24000

4

24001-45000

5

45001-95000

6

95001-175000

7

175001-350000

8

350001-700000

9

700001-1000000

10

300000

Experience points per level beyond 10th

Experience Points

Experience Level