The Prejudice Gambit: a two-part spy thriller
Spycraft is the subtle art of communicating within the intelligence community, and with its several actors and entities. Because of the relative impermeability of the intelligence community, and the need for a strong personality to navigate it, unlike Gather Information or any specific Knowledge, this skill uses Charisma.
Improve Wealth: Every timke you gain a level, you may attempt a DC20 Spycraft roll. If successful, you increase your Wealth bonus by 1.
Recognize Player: As a full-round action, you can roll against a DC set by the Gamemaster. Your roll is modified by the target’s Reputation. Your level of success determines the information you can recall from memory about that target. The information remains hearsay and leftover information from dossiers, and can be off the mark, unlike successes from Gather Information.
Go to Ground (Trained Only): If you are no longer actively pursued, you may use one hour to make a Spycraft roll at DC 20. If successful, you are able to cover your tracks from intelligence assets for the day. The DC increases by 5 for every asset you try to take to ground with you.
Impose Interaction (Trained Only): As a full-round action, outside of combat, you can impose discussion with a fellow member of the intelligence community. The DC for this roll is the person’s Will Defense (+5 if they are higher level than you). You must be able to engage the person in conversation first to attempt this roll.
Acquire Assets (Trained Only): As a full-round action, you can interact with opposing agents who are at worst Indifferent towards you to try and secure assets from them for your use. Such an acquisition is to be considered temporary, and should be returned to the organization. Failure to do so usually results in an automatic loss of an Attitude step towards that agent.
Should the loan be regarding something significant, prohibitively expensive, or unique, you may use the target’s Will defense in lieu of the regular DC.
Locate Safehouse (Trained Only): Intelligence agencies have waystations everywhere. It’s part of the game. The better connected (or known) you are, the easiest it may be to find someplace where you can fall back and regroup. If the safehouse is one of yours, the DC is 20. If not, the DC can be 30 or more, and may require a Wealth check to acquire sufficient funds to help you in your search. It takes 1D6 hours to finish such a search; all the while, you can only be considered as Exposed to searches.