← AGILITY  ·  PLAYBOOK 1 OF 2
The SPY
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)
  • Surveillance kit (tap phones, plant cameras, monitor communications)
  • 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+1 00 00 -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.