The Spy
by Paris E. Crenshaw, III
originally appearing in Earthdawn
Journal #3
"You wish to know what it is to be a Spy? Then watch the shadows cast
by the moon as they slither silently across the nightscape. Lie still in
your safe, warm bed and listen to the sounds of the city as its dark denizens
carry out deeds beyond speech, or even thought. It has been said that those
who follow the way of the Spy belong to the night, and it is so...in the
same way that our muscles and bones belong to the skin which covers them.
The night gives us shape and distinction, but beware. For the night lingers
during the day...in the form of shadows.
"I have walked unseen and unheard through the very halls of Theran palaces,
chuckling to myself as they discussed their plans for domination of Barsaive.
Did I give that information to Throal? Such a question. I have offered
some 'speculation' concerning the dealings of Thera and her allies to King
Varulus III, himself -- for a fine price, of course. But I have also spoken
to Theran officials on matters concerning the resistance of Theran control
in their 'unruly province'.
"Do not waggle your self-righteous tongue at me. Allegiance is meant
to be hard-earned, my naive young friend. And those who do not remember
that fact suffer worse than any slave I have ever known."
-- Kevelian, Master Spy (of supposedly Elven descent, though several
sources disagree)
Spies are the envoys of political intrigue throughout Barsaive. Spies
act as specialized information gatherers, and sometimes assassins. Their
reputation is dark, making them only slightly more accepted than Nethermancers,
and often far more feared by those in positions of temporal power. Most
spies prefer to work alone, but they are anything but antisocial, being
of the of type who love interacting with people if for nothing more than
to see how many lies they can get them to believe.
Though there are many involved in the art of spying, there are very
few actual Spy Adepts in Barsaive. This rarity is partially due to the
tremendous demands the magic has, both socially and physically, for those
who wish to follow it. But more importantly is the secrecy which surrounds
the magical arts of Spying. The Spy is taught never to reveal his secrets
unless he is certain that the student will completely embrace the Way.
Because such total devotion to a discipline is demanded, no Spy will ever
attempt to add a second discipline to his studies without losing all Spy
abilities forever.
Important Attributes: Dexterity, Perception, Willpower, and Charisma
Racial Restrictions: Obsidiman, Troll, T'Skrang
Karma Ritual: To perform their karma ritual, spies must sit
quietly, preferably in a dark room, with their eyes closed, often blindfolded,
and their ears plugged with wax. Once completely shut off from all normal
sensory perceptions, the spy reaches out with magic to discern all details
of his surroundings. Once the image and importance of all aspects of their
surroundings are firmly grasped, the ritual ends.
Artisan Skills: Acting, Performing Arts, Writing
First Circle
Karma Ritual
Lock Picking
Melee Weapons
Read and Write Languages
Silent Walk*
Surprise Strike*
Second Circle
Disguise Self*
Durability (6/5)
Evidence Analysis*
Third Circle
Fourth Circle
Karma: The spy may spend a karma point on any action using perception
only.
Astral Sight
Thread Weaving (Spy Weaving)*
Fifth Circle
Social Defense: Increase the spy's Social Defense by 1.
Detect Trap
Lip Reading
Sixth Circle
Physical Defense: Increase the Spy's Physical Defense by 1.
Conceal Weapons
Steely Stare
Seventh Circle
Spread Rumor: For the cost of 1 point of strain, the spy can
begin a rumor, which can be infused with magic to spread. After taking
strain, the spy makes a Charisma test against the first recipient of the
"information". The level of success of the test indicates how far the rumor
spreads. On a good success, the rumor affects a small group of people.
At the GM's determination, each success level increases the size of the
group in large multiples. A truly legendary success could put the rumor
on the tongue of the entire population of a city.
Missile Weapons
Sense Poison
Eighth Circle
Initiative: Increase the spy's initiative dice by 1 step.
Eagle Eye*
Orbiting Spy*
Ninth Circle
Karma: The spy may spend a karma point on any one recovery test.
Social Defense: Increase the spy's Social Defense by 2.
Bardic Voice
Detect Falsehood
Memorize Image*
Tenth Circle
Move Unseen: For 4 points of strain, the spy may pass unnoticed
through a crowd of people. The spy makes a Disguise Self test against a
difficulty number determined by the GM representing how closely people
are looking out for him. Success indicates that he and his actions seem
nothing out of the ordinary and no one bothers to notice him. However,
if asked later, members of the crowd may remember seeing the spy pass through,
they just thought nothing of it at the time.
Multi-Tongue
Safe Thought
Rituals for Advancement
Much like thieves, Spies have no set rituals for advancement to the next
Circle of power. The secrecy surrounding this ancient discipline does not
allow for large gatherings or ornate ceremonies for one person to display
their skills. When a mentor takes on a student, the training forms a strange
bond between them, allowing the teacher to sense when their student is
ready to advance. The mentor will suddenly appear shortly after the criteria
for Circle advancement are filled and make himself available as a teacher.
If the student ever locates a ghost master (the procedure for which is
listed below), the mentor realizes his expertise is no longer required
and gladly disappears...possibly forever.
Ghost Master Ritual
Much like the Karma Ritual, the ghost master ritual begins with the Spy
seated in a pitch black room, completely separated from all visual or auditory
input. After reciting a litany of desire for knowledge, the room's darkness
seems to lighten, as the Spy is drawn deep into a maze of corridors within
his own mind. The Spy makes his way through these corridors, avoiding foes
and finding allies to guide him. When he has finally reaches his goal,
the Spy will be in a room containing nothing but the ghost master. The
Spy will then exit his subconscious and find the ghost master waiting for
him in the actual room. The Ritual then proceeds as normal.
Note: The Spy Adept can be especially effective in campaigns
designed to thwart Theran efforts to overtake Barsaive. Spies are not always
without moral convictions and can sometimes be convinced to work toward
a worthy cause--such as freeing Barsaive from the threat of Theran oppression.
Some Spies of legend have even been known to take up the waay of the Lightbearer,
using their talents to gain information which would be detrimental to the
Horrors.
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