Specialist: Spy
Recruit DC: 25
Retainer: 500 gp
Wage: 25 gp/day
While this NPC is an active, unwounded member of your crew or organisation, once per facility or bastion turn you may task them to spy on an organisation or individual nearby. This may be a local business, a prominent figure, or an un-alligned vessel at dock. The DM makes a d20 roll with a modifier of the Spy's proficiency bonus. The DM will determine the difficulty of the spying and the outcome. A critical success will generally result in secret information about the organisation or individual being revealed, an item being stolen, or some kind of sabotage, but conversely the DM may judge that a critical success is not an automatic success when sending a spy - there are some people and businesses that are thoroughly secured to espionage.
Employing and using a scout may cause difficulty with local authorities and organisations, and is generally considered suspicious at worst, or odd at best.
Proficiencies: Acrobatics or Athletics, Deception, Thieves' Tools, Stealth
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