It is perhaps a truism that the politics of Westeros are both complex and personal. Since the earliest days of the Seven Kingdoms, the conflicts between the great houses have been based at least as much on noble combat and tournament challenges as it has been on subterfuge and deceit. When military action will not serve the interests of a house, it may be necessary to call upon the services of a Spy. Spies, or “whisperers” as they are sometimes known, are employed by the king and by many if not all of the great houses. Spies are responsible for learning things that no man, or woman, should know. They unearth the plans of rivals, and can spell doom with a measured word.
The Spies of Westeros are divided into two camps — traveling Spies and courtly Spies. Those Spies who roam the country are frequently in the service of a courtly Spy or a great house and have been sent to wander; their purpose is to gather information and to spread rumours (true or otherwise) about the success of their lord or institution. Those Spies who travel have excellent “vanishing” skills, and are able to cover their tracks and disappear. Courtly Spies, because their service requires them to stay rooted in place, tend to have better diplomatic skills. Many Spies master the use of poison, for although it is known as the weapon of women, cowards, and eunuchs, it can be more devastating than a hundred swords. So too, many women and eunuchs become Spies, for it is one path they have open to them in a world dominated by lords and knights.
The most important task for any Spy is the gathering of information. The best Spies have contacts throughout the realm and a personal web that feeds them nuggets of truth and story from the furthest reaches of Westeros, and even the lands beyond. Courtly
Westerosi Spies are masters of deception. The ability to tell a convincing lie, or to spin a story that has just enough truth to seem plausible is a crucial ability for any Spy. This skill goes beyond the telling of tales, however. There are many occasions when a whisperer is called on to disguise him or herself, or to disguise another. The most capable Spies in Westeros can stand unseen in plain sight, listening calmly to the singing of little birds.
Examples of Spies: Lord Petyr Baelish, Varys
BASE ATTACK BONUS: +3
Spies gain 1 Hit Point + Constitution Modifier per Level
The Spy’s Class Skills (and the key Ability for each Skill) are: Appraise (Int), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge: Foreign Culture (Int), Knowledge: Local Area (Int), Knowledge: Nobility (Int), Knowledge: Underworld, Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Languages, and Spot (Wis).
At each Level, Spies get 9 + Int Modifier; humans gain +1 bonus
At each Level, Spies gain 7 + Cha Modifier.
Weapon and Armour Proficiency
Spies are proficient with all simple weapons, short swords, and shortbows. Spies are also proficient with light armour.
A Spy is a master of deceit. At 1st Level he or she gains a +2 competence bonus to all Bluff and Disguise checks. This increases to +4 at 4th Level, +6 at 7th Level, and +8 at 10th Level.
The Spy learns to call upon whatever resources he or she can during his or her career. Over time, the Spy gains valuable contacts throughout the sphere of his or her activities. At 2nd, 5th and 9th Levels, the character gains a Contact, which the GM should develop as a supporting character. The player can suggest the type of Contact the character wants to gain, but the GM has final say over who is allowed.
A Contact will not usually accompany a Spy on a mission or put him or herself at great risk to aid the character, but he or she will provide information or expert skills. The more powerful the Contact, the less time he or she has to spend aiding the character. Whatever the case, the Spy should not normally be allowed to call upon the same Contact more than once per month.
The impromptu education a Spy receives allows him or her to develop a unique focus. At 2nd Level a Spy may learn one of the Special Abilities in the list below. He or she may select an additional one at every two Levels, however a Special Ability may not
Courtly Spy: The Spy has learned how to move amongst nobility. This means the character knows how to acquire invitations to most events (barring the truly exclusive), how to act in proper fashion, and who the most important people are at any occasion. Additionally, the Spy gains a +2 circumstance bonus to any Bluff, Diplomacy, Sense Motive, Listen, or Spot checks that are directly connected to traveling in the circles of high society.
Eavesdropper: The Spy maintains good contact with the servants and lower classes, thus allowing him or her to move more easily underneath the eyes of lords and ladies. When the Spy is in need of aid, there is a very high chance that a friendly servant
Cultured: The Spy gains 3 Skill Points, all of which must be spent on Speak Language Skills. He or she additionally gains 3 Skill Points, which must be spent on Knowledge: Foreign Culture. This Special Ability may be chosen more than once. A Spy must have the Literacy Feat before he or she can take Cultured.
Phantom: Having studied the local guards and watch the Spy learns how to move about unseen more easily in a region with which he or she is familiar. The Spy gains a +4 circumstance bonus to Hide and Move Silently checks. It takes a Spy 5 days minus his or her Wisdom Modifier (minimum of 1 day) to become familiar with an area.
Poisoner: The Spy has access to a wide variety of poisons, either in his or her personal collection, or simply knows where to obtain obscure and rare varieties. In addition, the Spy never risks poisoning him or herself when using poison.
The Spy gains access to a greater and more exotic “library” of poisons as he or she gains experience The value of the poisons in the library equals the Spy’s Class Level multiplied by 200 silver stags. When poisons must be acquired from distant regions, it takes 1d4 fortnights for them to arrive.
Web of Contacts: The Spy has set up a veritable Web of Contacts, layered and scattered across the realm. This allows the Spy to use Gather Information checks on distant locals with appropriate delays. Additionally, the Spy receives a +4 circumstance bonus to Gather Information checks made locally.
Wolf in the Fold: The Spy has created a number of false identities that he or she can slip into with ease. Since these disguises are so convincing, they cannot physically be that different from the Spy’s natural look. The Spy can create a distinct identity for every Craft or Profession Skill he or she has at 2 or more Ranks. When disguised, the Spy gains a +4 Disguise bonus, and +2 circumstance bonus to Bluff and Gather Information checks.
Sheep in Wolf’s Clothing: The Spy has become a true virtuoso of disguise, able to create drastically different identities. The role may be one of the opposite sex, show an extreme weight difference, etc. All bonuses provided by Wolf in the Fold are doubled. A Spy must have the Wolf in the Fold Special Ability before he or she can take Sheep in Wolf’s Clothing.
At 3rd Level, a Spy learns to watch people, and realises that his or her life may depend on knowing who is loyal to whom. The Spy may discover another character’s Influences by spending time and resources.
In the Spy’s native territory, the Spy needs 10 days — Wis or Cha Modifier (minimum of 1 day) to study a target. In a new land or unfamiliar territory, the Spy needs 30 days — Wis or Cha Modifier x2 (minimum of 5 days) to effect a target. The Spy is also assumed to be spending freely on bribes and gifts, and the Spy’s Wealth Level is reduced temporarily by 1 during this period. The Spy then makes a Sense Motive check (DC 25), with a success revealing the identify of one Influence (person or organisation). The GM should also provide a rough idea of how much Influence the target character has invested, such as Low Influence (1-5 Influence Points), Moderate Influence (6-10 Influence Points), Significant Influence (11-15 Influence Points), or Tremendous Influence (16+ Influence Points).
The Spy cannot Take 10 or 20 on this roll, and Secret Influences cannot normally be determined.
An established Spy can be a powerful political figure. He or she travels in the best circles, and is viewed with alternating envy, fear, and loathing, for wise lords know that with a well-chosen word, the Spy can enhance or diminish a target’s Influence. At 5th Level, a Spy can modify a target’s Influence towards one group by +2/-2, given sufficient time to lay the groundwork for rumours, whispers, and gossip to take effect.
In the Spy’s native territory, the character needs 10 days — Cha Modifier (minimum of 1 day) to effect a target. In a new land or unfamiliar territory, the Spy needs 30 days — Cha Modifier x2 (minimum of 5 days) to effect a target. The effect is temporary, but continues for as long as the Spy works at it.
At 7th Level the Spy can affect 2 targets’ Influences simultaneously. At 10th Level the Spy can affect an Influence by +4/-4. This Special Ability stacks with others of a similar nature, to a maximum range of +6/-6.