Spy
AP Value: 230 adventure points
Prerequisites: None
Special Abilities: Languages and Literacy totaling 16 AP; Skill Specialization Stealth
Combat Techniques: Daggers 12, Brawling 10
Skills:
Physical: Perception 7, Pickpocket 5, Stealth 8
Social: Disguise 8, Empathy 6, Fast-Talk 6, Streetwise 6, Willpower 5
Nature: Orienting 3
Knowledge: Law 4, Math 4, Myths & Legends 2, Religions 3
Craft: Commerce 3, Pick locks 3
Suggested Advantages: Exceptional Sense (Hearing or Sight), Inner Clock, Socially Adaptable
Suggested Disadvantages: None
Unsuitable Advantages: None
Unsuitable Disadvantages: Negative Trait (Short Temper)
Variants:
- Assassin (302 AP): Crossbows 12 instead of 6, one of the following combat techniques 12 instead of 6: Fencing Weapons, Impact Weapons, Swords; Body Control 6 instead of 0, Climbing 5 instead of 0, Intimidation 4 instead of 0
- Secret Agent (266 AP): Crossbows 10 instead of 6, one of the following combat techniques 12 instead of 6: Fencing Weapons, Impact Weapons, Swords; Etiquette 4 instead of 0, Geography 4 instead of 0, Pickpocket 2 instead of 5
Publication: Core Rules page 141