Spies
Classic James Bond-style secret agents with a focus on stealing secrets, infiltration, and sabotage. This will give you a classic spy-game feel inspired by the likes of James Bond, The Man from UNCLE, Misson: Impossible, or Night’s Black Agents. Expect to spend a lot of time avoiding guards and setting up elaborate ruses.
When you choose Spies, your crew gains xp on a mission where you successfully infiltrate a secure facility, sabotage a device, or steal top secret information.
As always, should you or any of your I.M. Force be caught or killed, the Secretary will disavow any knowledge of your actions.
Crew abilities
Trained Operatives — Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
Synchronized — When you perform a group action, you may count multiple 6s from different rolls as a critical success.
Slippery — When you roll entanglements, roll twice and keep the one you want. When you reduce heat on the crew, take +1d.
Cover Story — When you execute a clandestine infiltration, you get +1d to the engagement roll.
Well-equipped — When you roll to acquire an asset, take +1d.
Ministry Funds — When you recruit new cohorts, it costs half the supply it normally would. Who provides the extra funding? Why do they help you?
No Traces — When you keep an operation quiet or make it look like an accident, the GM rolls entanglements with -1d. When you end downtime with zero heat, gain an upgrade.
Crew upgrades
- Always prepared (One carried item is concealed and has no load)
- National interest (+1 effect vs foreign agents)
- Elite agents
- Elite muscle
- Steady (+1 stress box) Costs three supply