Fs spies

“They never tell you this in training school, but really the best thing to do in a situation like this is get yourself captured so you can figure out what the enemy is up to.”

You used to work for an intelligence agency—but not anymore. There are any number of reasons why you might have left the agency. Maybe you were squeezed out by the machinations of new superiors. (This would make a great melodramatic hook.) Maybe you left under a cloud, after making a tragic mistake that led to the deaths of those under you. Or maybe you just got bored with the cloak-and-dagger world after the end of the Cold War. At any rate, now you’re looking for a new way to get the blood pumping, to bring back the excitement of the chase and put your years of training in shadow operations to good use. Maybe you’re now a security consultant, or even an industrial spy. But what you’re really looking for is a good fight to fight again. When you stumble across the secret war, you realize that you’ve found a motherlode of mysteries to plumb and dangers to defy. It’s time to press your tuxedo, polish up your ballroom dancing skills, and strap on your Walther PPK.

(Although the above assumes modern times, there have been spies for as long as there have been rival governments. In 69, you might have worked in the court of a general or even as an operative for the Emperor, before the corrupt eunuchs took over. In 1850, you could be a world traveler and former agent of China or one of the world powers currently putting the squeeze on it. If you hail from 2056, you used to spy on the activities of private citizens; you probably got sick of serving the Buro and would like to make amends for your past.)

Juncture: any


  • Bod 5
  • Chi 0 (For =6)
  • Mnd 5
  • Ref 5
    Add a total of 8 points to primary attributes, adding no more than 3 points to any one attribute.


  • Deceit +10 (=15)
  • Fix-It +2 (7) [Max 13]
  • Guns +5 (10) [Max 13]
  • Info/Fashion +6 (11)
  • Info/Food and Drink +6 (11)
  • Info/Politics +4 (9)
  • Intrusion +4 (9) [Max 12]
  • Martial Arts +5 (10) [Max 13]
  • Seduction +5 (10) [Max 13]
    Add 4 Skill Bonuses.

Schticks: 1 gun schtick

Weapons: 1 weapon of appropriate juncture

Unique Schtick: People can’t resist telling you things. You may spend a Fortune point to get a reluctant or hostile GMC to tell you something they shouldn’t. Best used when you’re captured, to induce gloating in villains.

Quick Schtick Pick:

  • Weapons: 69: sling; 1850: pistol; Cntp.: Walther PPK; 2056: Buro 9A
  • Gun Schtick: Fast Draw

Wealth Level: rich


Feng Shui: The Lost Island DJSchotte