Spy - privileged, common
The spy is a person of political intrigue, capable of getting into and out of difficult situations. They can watch you from afar or even up close without your knowledge. They are an open ear in the bar, an open eye in the wild, and maybe, just maybe, that dark shadow in the corner who has been following you all evening.
Level 1 – Investigation
You can track how character(s) spend their allegiance, and any other political points such as military points, trade points, or organizational points. This ability functions similarly to the Sage’s research ability (and may be used in conjunction to cut time and boost value of information gained), but is geared specifically to allegiance and trade systems. This allows a spy to choose a target of investigation, and depending on how much time is devoted and the, size/scope of the target, ascertain information on the person or organization. This takes time as the spy must imbed themselves in the organization without detection. With enough time the spy may find secrets such as trade routes, organizational structure, NPCs that may wish to either aide or hinder the target, slanderers and blackmailers, and other such information.
Level 2 – Escape Artist
By spending a Life point, a spy may escape any single regular bond or limb restraining device such as shackles or handcuffs (like a magician slipping out of handcuffs). In addition they may spend 5 minutes to escape from the Interrogator's inescapable bonds. During those five minutes, the spy must actively try to escape, i.e squirm and fidget.
Level 3 – Total Confidence
At this level the spy has learned to have total faith in his abilities of misdirection, and may project this calm with surgical precision. This allows him to mask the ticks and tells of his conscience whenever lying. You may resist ‘Detect Lie’ by spending a Life Point and do not need to declare you are doing so, however after the scene you must explain to a Game Master in private you have done so.
Level 4 - Slander
The spy receives negative allegiance equal to their personal allegiance total. They may spend their negative allegiance on any organization or royal they choose, hampering their ability to sustain themselves politically. Example: Cedric the Shifty is a 20th level human. He has 20 allegiance points therefore he has twenty negative allegiance points to assign. JoJo McGuirk, the local noble, really upset Cedric by not giving him the pay he earned for researching an item so Cedric assigns twenty negative allegiance to JoJo. JoJo's total allegiance is now lowered by twenty. Cedric is also the head of a guild. He receives a total of 60 allegiance points from his guild mates. These allegiance points do not increase Cedrics negative allegiance total.
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Regular bonds
Any character may spend 5 minutes to escape from the regular bonds (NOT the Interrogator's Inescapable Bonds). During those five minutes, the character must actively try to escape, i.e squirm and fidget.
Spy and Bondage Changes 2/23/05
Moderator: Admin