Secret Agent

A human secret agent

The spy is a hero that uses persuasion and stealth to blend into any urban environment. They are provided with experimental Enigmatic gadgets and secret intel by the benefactor that employs them, and to which they are responsible

A spy uses their charisma and wisdom to infiltrate and sabotage any compound.

## Features

A spy has a close connection with their benefactor. If they fail to communicate and enact the will of their benefactor, they are at risk of damaging the beneficial relationship.

### Spy Training

You become proficient in *handguns* and *light armor*. You also become proficient in *Art*, *Calligraphy*, *Deception*, *performance* and *Civilian Vehicles*. Additionally, you gain the following ability:

> ***Fake Personality*** - When you start a mission or at the end of your long rest, you can choose to gain a fake identity. This identity includes basic legislation like a basic passport with some low acces level credentials and transportation tickets to go where you need to go to start a mission. This is provided by a generous benefactor who usually has their own interests in your success.
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### Gadget

Your benefactor has access to experimental gadgets, and is happy to share it with you in order to ensure success.  You gain the following ability:

> ***Retrieve Gadget*** (3AP) - You can spend spy points in order to learn the location of an Enigmatic gadget that has been planted for you by fellow spies beforehand or that you had all along. Some might take a while and must be at an appropriate location. This is up to the DM’s discretion. At the end of your next long-rest, these gadgets are to be handed in, for all those gadgets not handed in you do not regain your Spy Points. Because of their discrete (and sometimes Enigmatic) nature, selling them would greatly displease your benefactor. Gadgets cannot be found unless you are using it when searched (except the Instant Service).
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> * ***Phone Shoe*** (1 Spy Point) - A shoe that has a phone in its sole.
> * ***Poison Pen*** (1 Spy Point) - A normal looking pen filled with poison, once you can use 3AP shoot the needle inside filled with poison. A creature with 30 ft range must make Dexterity save against your Spy Save DC.
> * ***Explosion Pen*** (1 Spy Point) - A normal looking pen, it is actually an explosive. You can use it once using 3AP to blast locked doors or it can also be used as a frag grenade using your Spy Save DC or your tactical DC, whichever is higher.
> * ***Sonic Screwdriver*** (1 Spy Point) - This handy tool can be used to spend 1AP to instantly unlock or lock a door.
> * ***Pocket Hack***  (1 Spy Point) -  This small device allows you to use 3AP once to Hack a target electronic device within 5ft. Has a Hack DC of 15.  Allows you to copy the contents of the electronic device when Hacked.
> * ***Instant Service***  (1 Spy Point or more) - Your patron made sure a certain service (see Chapter 8) has been ordered prematurely. You instantly gain the benefits of one service as long it is below the cost of 25C. You can increase the value by spending more Spy Points, each granting 25C extra value.
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### Gadget

You have gained enough trust of your benefactor to unlock their most powerful gadgets. You gain the following ability:

> ***Ultimate Gadgets*** - The gadgets you can call in is expended with the following list:
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> * ***Changeling Chip*** (2 Spy Points) - While attuned to this chip, you can change your appearance to resemble that of another creature of your race. You can change everything except your size, clothes and equipment.
> * ***Silencing Silencer***  (1 Spy Point) -  You can attach this to a gun, the gun no longer makes a sound or produces a flash of light. When it hits a surprised creature that creature must make a Constitution saving throw against your Spy Save DC or becomes silenced, deafened and blinded until the end of your next turn
> * ***Spy Car*** (3 Spy Points) - There is a car in a hidden garage or convert area.  This car has guns, an emergency escape parachute stool, a hover function and a booster. It also is aquatic.
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### Blend In

Imposing as others allows you to not raise suspicion. You gain the two following abilities:

> ***Imposter*** -You can unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
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> ***The New Guy*** - If you disguise yourself as a profession which has a few members where you are going, you will be treated as if you are a new guy or at least they don't find it odd they don’t know your name or have not seen you before. This will save you the bother of rolling the initial deception checks for these situations, but if anyone grows suspicious of you by your actions or questions, these will still be needed.
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### Seduce

Seduction is the best tool in your toolkit. You gain the two following abilities:

> ***Exploiter*** - When you perform a skill check or an attack roll on a creature that is Charmed by you. You can choose to end the charm in order to automatically crit this roll if you hit.   This must be declared before rolling the roll.
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> ***Seducing Charm*** (10 minutes, 1 Spy Point) - You can attempt to seduce a creature after talking with them for 10 minutes. They must make a Charisma saving throw against your Spy Save DC. The creature becomes charmed by you. If you dont fall into their sexual- or romantic preferences it will fail automatically. You can only have 1 target seduced at the time.If you fail they become immune to your seduction until the end of your sleep rest. While charmed and under this effect you can ask them to do the following things for you:
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> * ***Spill the Beans*** (1 minute, 1 Spy Point) - They will answer 1 question truthfully.
> * ***Smuggle*** (1 Spy Point) - They will try to smuggle you inside the place you want to go, or smuggle an object inside. They will not go through with this if you have clear intent of harming them or their faction in a direct way.
> * ***Mole*** (1 Spy Point) - They will act as a mole relaying info to you when the organization or whoever they are in kahoots with acts, they only know stuff someone of their rank knows. Every day they must make a stealth check or risk being caught. At the end of your long rest you can choose to keep this active; it will cost 1 Spy Point to keep it and the charm active.
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### Plan A

By planning your and your allies’ approach, you can increase your team’s efficiency:

> ***Plan A*** (10min) -  Once per sleep rest you can create a plan A. You will say who will do what in the plan, up to a maximum of 8 creatures. When it is time to execute the corresponding task the character gains advantage, but only once per character and only on the specified task assigned to them. The plan is gone after a sleep rest.
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