You have seventeen contingency plans, six identities, and one rule: don't get attached. You've broken it twice.
PERSONNEL FILE
STAT: AGILITY PRIMARY: +2 ACCESS: OPEN
The Spy · FILE AGILITY
The SPY
PRIMARY: AGILITY
HERO / ANTI-HERO / VILLAIN
You have seventeen contingency plans, six identities, and one rule: don't get attached. You've broken it twice.
TAKE THE SHOT▼
When you find cover unseen and set up a sniper position, roll +Agility.
10+: You're hidden. Deal your weapon's full harm with no retaliation. Roll +Agility each subsequent attack to stay hidden.
7–9: You're set, but you can only move OR attack each exchange, not both. Roll +Agility to stay hidden each time you act.
DOUBLE AGENT▼
When you interact with enemy minions or get caught sneaking into a hostile location, roll +Charisma to convince them you belong there.
10+: They buy it completely.
7–9: They're suspicious but let you pass. Expect scrutiny.
PRESSURE POINTS▼
When you strike precisely to incapacitate rather than kill, roll +Agility.
10+: Target is incapacitated, unconscious, paralyzed, or in too much pain to act. No harm dealt, completely nonlethal.
7–9: They're incapacitated but it wears off fast, one scene at most.
STICKY FINGERS▼
When you steal something or pickpocket someone, roll +Agility twice and take the higher result.
HOT GOSS▼
Once per mission, you call an informant on the inside. Roll +Charisma.
10+: Solid, actionable intelligence that moves the mission forward.
7–9: Partial information. They want something in return.
POISON▼
You carry a small supply of a contact toxin. Apply it to a blade, a surface, a drink. When a target is exposed, they take 1 harm now and 1 harm at the start of each scene until treated. You have 3 doses. Track:
POP!▼
You carry a pack of 3 gum-bomb charges. Fold one in half: 5-second timer, then explosion (4 harm, area). You roll explosives checks using +Agility instead of +Smarts. Track charges:
STUDIED▼
When you research a target before a mission, their routine, their vulnerabilities, their associates, roll +Smarts.
10+: Choose two: Know their location at any point during the mission / Know one secret they're protecting / Know who they trust most / Know how to get to them alone.
7–9: Choose one.
CLEAN HANDS▼
After completing an objective, eliminating a target, retrieving an item, gathering information, roll +Agility to vanish before anyone can connect you to it.
10+: No trace. No footage, no witnesses, nothing pointing to you or your team.
7–9: You're clean, but one small detail is left behind, the GM tells you what.
PICK AND CHOOSE▼
You can open any manual lock or safe without rolling. You use +Agility for all lock-picking rolls instead of +Intuition.
QUICK CHANGE▼
When you have a moment and a few props, completely alter your appearance. Roll +Agility.
10+: Unrecognizable to anyone who hasn't met you face to face.
7–9: Works until you speak or are seen in good light.
PARKOUR▼
When moving through an environment rather than fighting through it, take +2 on all movement rolls. Rooftops, vents, crowds, you don't slow down (passive).
DISARM▼
When you attempt to take a weapon from someone, roll +Agility.
10+: They're disarmed and you have the weapon.
7–9: They're disarmed but the weapon ends up somewhere inconvenient, the GM decides where.
BLADE MASTERY▼
When fighting with a blade in close quarters, add +1 harm and your attacks make no sound that could alert others nearby (passive).
TAIL▼
When you follow someone without being detected, roll +Agility.
10+: You track them for the full scene without any risk of detection. Learn their destination and one unexpected detail.
7–9: You follow them successfully but must make a choice, stop before you're seen, or push on and roll again.
WIRE TAP▼
When you plant a listening device or hack into a communication channel, roll +Smarts.
10+: You have full access, audio or data, for the rest of the mission.
7–9: You get access, but it's unstable or monitored. The GM will tell you when it cuts out.
LICENSE TO CHILL▼
Fighting is your day job and it shows. When you're in a combat situation that most people would find stressful, you're calm. Take +1 forward on your first attack roll in any new combat scene, you were already ready.
GUNSLINGER▼
(1/mission)
When an enemy fires a projectile weapon at you, roll +Agility.
10+: You shoot their round out of the air. No damage.
7–9: You deflect it, take half harm.
FORGING▼
(but not like the knife kind)
Once per mission, your contact can produce IDs or documents at no cost. The quality and timing depends on the document, roll +Smarts if speed or detail is critical.
CONTINGENCY▼
You always plan an exit. At the start of any scene in a new location, you may ask the GM: what's my best way out if this goes wrong? They must answer honestly.
PERSONAL ASSESSMENT
FaceUnreadable at rest, completely different when you need it to be. People remember the face you showed them, not your real one.
BodyEconomy of movement. Nothing wasted, nothing telegraphed.
StyleWhatever the room calls for. You own three wardrobes.
PresenceYou are exactly as memorable as you choose to be. Right now, that's not very.
HandlerName the person who gives you missions and knows your real face. They might be an ally, an employer, or a leash. ---
ORIGIN
You were recruited young. You didn't fully understand what you were agreeing to until it was too late to matter.
You built this life yourself, identity by identity. Nobody trained you. That's either an advantage or a liability depending on the day.
You used to work for someone you'd prefer not to name. You left. They haven't entirely accepted that.
You were something else first — a civilian, a soldier, a criminal. This is who you became because you had to.
There was a mission that changed everything. You completed the objective. You're still not sure it was worth it.
GEAR & EQUIPMENT
Choose two:
Silenced sidearm (quiet, light, 2 harm)
Concealed blade (1 harm, impossible to detect without a search)
Forgery kit (produces convincing documents with time and a roll)
Grapple line (quiet ascent/descent, no roll on straightforward climbs)
Dead drop network (information cache accessible only to you, updated between missions)
KNOWN ASSOCIATES / CONNECTIONS
They know one of your real names. Ask them: are they sure they want that information?
You've extracted them from somewhere dangerous. Ask them: do they know what it cost you?
You burned a cover identity to protect them once. Tell them. Ask: did they know at the time?
You've assessed them as either an asset or a liability. Ask them: which, and have you told them?
They're one of the few people you'd genuinely trust at your back. Ask them: is that feeling mutual?
You've run a background check on them. Ask them: what did you find, and have you ever brought it up?
They've caught you in a lie — not a cover story, an actual lie. Ask them: what happened after?
You've used them as an unwitting part of an operation. Ask them: do they know, and are they angry?
You've protected them from an intelligence threat without telling them it existed. Ask them: would they have wanted to know?
They know one thing about you that isn't in any file. Ask them: how did they figure it out?
YOUR STATS
Your primary stat is AGILITY: +2
Distribute the following among your remaining 9 stats:
+1+10000-1-1-2
Improvements (every 5 XP)
Take a new Spy move
Take a move from another playbook
Add +1 to Agility (max +3)
Add +1 to Charisma (max +3)
Add +1 to Intuition (max +3)
Add 1 to your harm track maximum
Gain a new cover identity with full documentation, a safe house, and one pre-established contact in a specific world
Your Forging move no longer requires a roll for standard documents
Advanced Improvements (every 5 level-ups)
Burn Notice: You officially don't exist. You cannot be tracked, identified, or found by any conventional means. Agencies that were looking for you go cold.
Ghost Protocol: Once per mission, you may retroactively declare that you had prepared for this exact situation. Whatever you needed to have brought or arranged, you brought or arranged it.
Change playbook: You've grown into someone different.
Retire: You disappeared. Tell the table whether anyone found you.