| Archetype Family: | Rogue |
| Title: | Spy |
| The gatherers of information, common informant, eavesdroppers, always looking for any saleable information. May be employed by guilds, corporations, governments, people of rank, and a wide array of others. | |
| Typical Goals and Motivations: | Supplying information to interested parties for a price is the primary goal of the spy. Either working as a freelance or under contract to someone in particular (like a government) the spy is the best there is at gathering data. |
| Typical Abilities: | Sneakiness and intelligence are very important for the spy, thus high DEX and INT are a necessity to the spy, as are a wide array of intelligence gathering skills (bugging, bureaucratics, bribery, conversation, interrogation, seduction,...). Also useful are lipreading as well as a wide array of languages. |
| Suggested Disadvantages: | Very few suggested disadvantages come to mind, rivalries with other spies, hunteds by counter-intelligence types, and secret ID. |
| Roleplaying Tips: | In many ways the spy will play like a kinder and gentler version of the assassin. Fits easily into most adventuring scenarios (excluding the hack-n-slash variety). The spy should be played as a somewhat mysterious figure, perhaps even as a romantic. |
Skills and Talents |
Cost |
| Fam w/ Common Melee Weapons | 2 |
| Disguise | 3 |
| Choose one: Streetwise or High Society | 3 |
| +1 to all PERception Rolls | 3 |
| Literate | 1 |
| Concealment | 3 |
| Shadowing | 3 |
| Choose two from the following list: Streetwise, High Society, Stealth, Forgery, Lip Reading, Climbing, Language (3 pts), Cryptography | 6 |
| Package Bonus | -3 |
| Secret ID | -15 |
Package Cost |
6 |
Originally presented in Adventures Club #23.