[Index]
Numenera Destiny
Spies work on behalf of communities or organizations, pretending to be something they are not (such as entertainers, tailors, or traders) so they can fit in long enough to learn important information about a target community or group. Some spies may also attempt to secretly manipulate a community by killing someone of importance or tainting a water supply.
Motive: Find out secrets
Environment: Hidden in plain sight almost anywhere
Health: 18
Damage Inflicted: 5 points
Armor: 1
Movement: Short
Modifications: Disguise, deception, initiative, and perception tasks as level 7
Combat: Spies can fight, usually with a sword, but only if they are revealed as a spy or an enemy. Otherwise, they pretend to be an ally of those who might otherwise be their enemy. If violence is something they have planned all along, they usually try to poison their target indirectly and then throw blame elsewhere. Even if a target doesn't die, they may be weakened for a time from the poison.
Interaction: Spies adopt a fake persona that they are pretending to be and act accordingly.
Use: Thinking they are involved in mundane busisness, the PCs roust a spy who thinks they are on to him. Alternatively, the PCs must make contact with an allied spy in an enemy community.
Loot: Spies have leather armor, a weapon, 1d20 shins, 1d6 units of io, a disguise kit (hidden somewhere not on their person), a level 6 poison and antidote (also hidden somewhere near), and possibly a cypher or two.
Spy poison: level 6; inflicts 3 points of damage each minute until an antidote is supplied
GM intrusion: The spy reveals that whatever the character just ate, drank, or was cut with was poisoned, and only the spy has the antidote.