Thursday, February 18, 2016

Psi Wars: The Spy

Meet the Agent by NKabuto
After a focus on combat characters, I wanted at least one non-combat character, to see how well they faired. Plus, if we're going to do another playtest (and we totally are), we need to bring Leylana back, and she's a spy.

Spies focus on Intelligence and Tradecraft, but from there, they can go in any number of directions.  I focused primarily on infiltration and acquisition of intelligence first.  Spies, in this interpretation, are non-lethal, though they do have some secondary skills with a focus on sabotage.  The intent of a spy character is to get in, find something interesting, possibly break it, and then get out.

Spy: 250 points

Attributes: ST 10 [0], DX 14 [80]; IQ 14 [80]; HT 11 [10]
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 14 [0]; Per 15 [5]; FP 11 [0]; Basic Speed 6.00 [-10]; Basic Move 6 [0] 
Advantages: Craftiness +2 [10] or Impersonator +2 [10], Luck [15]. A total of 35 points from the following: DX +1 [20], IQ +1[20], HT +1 [10], Will +1 to +3 [5/level], Per +1 to +3[5/level], Basic Speed [5/level], Basic Move +1 to +3 [5/level], Absolute Timing [2], Acute Senses (Any) [2/level], Appearance (Attractive or Beautiful) [4 or 12], Cat Fall [10], Combat Reflexes [15], Compact Frame [1], Contact Group (Any, skill 12, 15 or 18, 9 or less) [5, 10, 15], Craftiness +1 to +4 [5/level], Cultural Adaptability [10], Cultural Familiarity [1], Danger Sense [15], Daredevil [15], either Eidetic Memory or Photographic Memory [5 or 10], Flexibility [5], Gizmos 1-3 [5/level], High Heeled Heroine [1], High Manual Dexterity +1 to +4 [5/level], Honest Face [1], Impersonator +1 to +4 [5/level], Intelligence Rank 1-4 [5/level] Language [6], Night Vision 1-9 [1/level], Perfect Balance [15], Signature Gear [Varies], Security Clearance [5-15], Serendipity 1-2 [15/level], Voice [10], Wild Talent 1 [20], Zeroed [10], or improve Luck [15] to Extraordinary Luck [30] for 15 points. (25)
Disadvantages: Choose -15 from Code of Honor (Professional) [-5], Compulsive Behavior (Thrill-Seeking) [-5*], Curious [-5*], Duty to Intelligence Agency* (9 or less to 15 or less, Extremely hazardous) [-10, -15,-20], Fanaticism (Faction) [-15], Obsession (Uncover particular secret or bring down particular organization/enemy) [-5], Overconfidence [-5*], Secret (“Is a spy”, “Double Agent” or Past crimes) [-10 to -20], Sense of Duty (Team or Faction) [-5 or -10], Workaholic [-5]; Choose another -35 points from the above or from ST -1 [-10], HP -1 to -3 [-2/level], Alcoholism [-15], Callous [-5], Impulsiveness [-10*], Jealousy [-10], Insomniac [-10 to -15], Loner [-5*], Nightmares [-5*], Pacifism (Cannot harm innocents) [-10], Paranoia [-10], Post-Combat Shakes [-5*], Skinny [-5], Social Stigma (Criminal Record), Stubbornness [-5], Trademark [-5 to -15], Trickster [-15*].
Primary Skills: Intelligence Analysis (H) IQ [8]-15, Observation (A) Per+1 [4]-16, Search (A) Per+1 [4]-16, Stealth DX+21 [8]-16. Choose four of Filch (A) DX+1 [4]-15 , or Pickpocket (H) DX [4]-14. Forced Entry (E) DX+2 [4]-16, Acting, Disguise both (A) IQ+33 [4]-17, Electronics Operation (Communications, Security, Sensors, or Surveillance), Holdout1, Shadowing1, Fast-Talk all (A) IQ+1 [4]-15, Computer Hacking (H) IQ [4]-14, or Carousing (E) HT+1 [2]-12, or Sex Appeal (A) HT [2]-11.
Secondary Skills: Beam Weapons (Pistol) (E) DX [1]-14; Computer Operation (E) IQ+1 [2]-15; Either Brawling (E) DX+1 [2]-15 or Karate (H) DX-1 [2]-13; Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [2]-14; Choose five from Beam Weapons (Rifle) (E) DX [1]-14, Climbing (A) DX-1 [1]-13, Escape or Sleight of Hand (H) DX-2 [1]-12, Current Affairs (Headline News or Politics) or Savoir-Faire (High Society, Mafia, Military)all (E) IQ [1]-14, Camouflage1, Electrician, Electronics Operation (Comms, Security, Sensors, Surveillance), Explosives (Demolition), Mechanic (Any!), Photography, Research, Smuggling, Speed-Reading, Streetwise2 , Traps all (A) IQ-1 [1]-13, Computer Hacking, Expert Skill (Conspiracy Theory or Military Science) both (H) IQ-2 [1]-12, Swimming (E) HT [1]-11, Running (A) HT-1 [1]-10, Scrounging (E) Per [1]-15, Body Language2, Lip-Reading both (A) Per-1 [1]-14, Detect Lies (H) Per-2 [1]-13
Background Skills: Pilot (Contragravity or Starship) (A) DX [2]-14, Vacc Suit (A) DX-1 [1]-13, and 20 points chosen from a background lens.

Notes: Duty is required if the character has Intelligence Rank. Zeroed and Social Stigma are mutually incompatible.
1: If you chose Craftiness, add +2 to this skill.
2: If you chose Impersonator, add +2 to this skill.
3: +2 from either Craftiness or Impersonator

Craftiness can be found on page 9 of Power-Ups 3: Talents or GURPS Action 1 (Handy that), GURPS Dungeon Fantasy 11, GURPS Monster Hunters 1, and GURPS Psis. Impersonator can be found on page 11 of Power-Ups 3: Talents (and only there, evidently).

There's also a Super-Spy talent that you can find in Lair of the Fatman, but it's a 15-point talent, and I'm not generally a fan of those.  Setting aside the questionable point-utility of such a trait, it makes all characters derived from the template look alike.  Such a character would always be good at all spy stuff, and there's be no variety of spies, which I prefer. That is, I think you should be able to play with nothing but a team of spies and still have some diversity.  But the talent exists if you want it.
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