Espionage - Social is the art of deception, intimidation and manipulation, the ability to charm, lie and manipulate others to get what you want. It's not about being likeable, it's about being persuasive and knowing how to use every tool at your disposal, whether it's flattery, intimidation, or playing on someone's insecurities. You know how to read people, identify their weaknesses, and use them to your advantage. You can get information out of even the most tight-lipped target, and get them to do what you want without even realizing it.
The Espionage - Social skill is not for the faint of heart, it takes cunning, confidence and a complete disregard for other people's feelings to be truly effective.
Each social interaction you attempt will have a difficulty rating based on the target's resistance, the plausibility of your approach, and the stakes involved. The more suspicious or strong-willed the target, the higher the difficulty.
When you attempt to deceive, intimidate, persuade, or manipulate someone, you will make an Espionage - Social skill check against their resistance or the situation's difficulty rating. The GM may apply Boons or Banes based on various factors, such as your reputation, the target's disposition, context clues, or how well your approach fits the situation.
Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can talk your way out of almost any situation, no matter how dire. When caught in a compromising position or confronted by security, you can immediately make a Social check to create a believable excuse or distraction that allows you to avoid immediate consequences. Guards let you go, suspicions are temporarily allayed.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can use social engineering techniques to bypass security measures or gain access to restricted areas. By convincingly impersonating authorized personnel, claiming to be maintenance, or manipulating sympathetic employees, you can gain entry where electronic hacking fails. Grants +1d6 Boon to bypass human security.
Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can use fear to bend others to your will, even if you lack physical strength. Your reputation, tone, and implied threats are enough to make targets compliant. When interrogating, threatening, or demanding cooperation, you gain a +1d4 Boon and targets must make a Will check or comply with reasonable demands.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can convincingly impersonate someone else, mimicking their mannerisms, voice, speech patterns, and behavior. Given time to study a target (minimum 1 hour of observation), you can pass as them to casual acquaintances. With their credentials or uniform, even close associates may be fooled temporarily.
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You know how to extract information from people, even if they don't want to talk. Using a combination of psychology, pressure, and manipulation, you can break down resistance over time. Spend 30 minutes interrogating a subject - they must reveal one significant truth you're seeking or suffer mental stress (GM discretion).
Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You have an extraordinary knack for diffusing tense situations and getting hostile parties to cooperate. When violence seems imminent or negotiations have broken down, you can make a Social check - on success, all parties agree to at least temporarily stand down and hear you out. You gain +1d8 Boon to negotiate a peaceful resolution.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can use advanced psychological techniques to control the behavior of others over time. By identifying psychological vulnerabilities and applying subtle influence, you can fundamentally change someone's beliefs, loyalties, or actions. This takes days or weeks of manipulation, but the subject genuinely believes their new perspective is their own idea.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You are a master of the long con, able to convincingly play a role for months or even years. When establishing a cover identity, you become that person completely - passing polygraphs, fooling telepaths, and maintaining cover even under extreme pressure. Your cover is so deep that even you sometimes forget it's false. Once per mission, automatically succeed on any check to maintain your cover identity.
Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can carefully manage not just your own image, but craft entirely fabricated reputations that precede you. For one operation, you can establish a powerful reputation (feared assassin, respected expert, trusted ally, etc.) that grants you social authority. NPCs react to your reputation, giving you +1d10 Boon to Social checks with those who've "heard of you."
Each deep cover operative grants a stacking Boon to intelligence gathering in their area of operation:
Boons apply when:
Deep cover operatives can also provide material assistance during missions:
GM Note: Material assistance should be limited to prevent abuse. Operatives won't risk their cover for trivial matters.
Deep cover operatives require constant management:
Agent Nova recruits deep cover operatives inside MegaCorp:
Managing deep cover operatives requires strict operational security: