Spie
Deceiver and breaker of things.

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 skill for unarmed unarmoured hand to hand combat. | |||
|---|---|---|---|
EXPS Level |
Attack Order |
Attack Damage |
Defence Bonus |
1 |
Normal |
1d6 |
40 |
2 |
1 During |
1d6 |
80 |
3 |
1 Before |
1d6 |
120 |
4 |
1 Before |
1d6 |
160 |
5 |
1 Before |
1d6 |
200 |
6 |
1 Before |
1d8 |
240 |
7 |
1 Before |
1d10 |
280 |
8 |
1 Before |
1d10 |
320 |
9 |
2 Before |
1d12 |
360 |
10 |
2 Before |
1d12 |
400 |
EXPS Level |
Attack Order |
Attack Damage |
Defence Bonus |
Before and during attacks happen regardless of initiative |
|||
- 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.
-
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.

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.
| 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 | |
|---|---|
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.
| 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 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.
| 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.
-
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.
| 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.
| 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.
| 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 |