Written by Dave McAlister and Cameron J. Haigh
The playboy spy, a staple of espionage novels for many years, nearly never sets out with the intention of becoming a spy. It’s more something he falls into, normally as a result of being in the wrong place at the wrong time. However, that is not to say he doesn’t have something to offer, and those who would underestimate him do so at their own risk.
Abilities: The playboy spy relies on his intuition and common sense to avoid trouble and, if, or when, that fails, his natural agility. To this end, his most useful abilities are Wisdom and Charisma with Dexterity close behind.
Vitality: 1d8 plus Constitution bonus per level.
To become a playboy spy, an agent must meet all of the following requirements:
Cultures: 8 ranks.
Languages: 8 ranks.
Feats: The Look, Filthy Rich.
The playboy spy’s class skills are Appraise, Bluff, Boating, Bureaucracy, Cultures, Diplomacy, Driver, Escape Artist, First Aid, Gather Information, Handle Animal, Hobby, Innuendo, Intimidate, Knowledge, Languages, Listen, Pilot, Profession, Sense Motive, Sleight of Hand, Sport, Spot, Swim, and Use Rope.
Skill Points at Each Level: 8 + Int modifier.
All the following are class features of the playboy spy.
Class Feats: The playboy spy gains the following feats at 1st level. Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee)
Favourable: Whenever a playboy spy spends an action die on a Favour check he can also roll that die and add it to the roll. This is the playboy spy’s core ability.
Influence: The playboy spy must be able to influence people with his money and standing where ever he goes, and must know where to apply the right pressure. Additionally, he must also be able to speak their language. At 1st level, Bureaucracy, Cultures, Intimidate and Languages all gain a +2 bonus.Also, the respective threat ranges are all increased by one. At 4th, 7th, and 10th levels the bonus increases by +1 and the threat range by one.
Resource Access: Starting at 2nd level, once per game session, the playboy spy may call upon an acquaintance who remembers him fondly. This friend is considered helpul when using the disposition system (see the Spycraft Espionage Handbook, page 269). The friend shows up with 1d6 hours and helps out one time to the best of his ability, as long as doing so doesn’t put him or his loved ones in danger. The friend has one specific skill or object (such as a boat of plane) at his disposal, chosen by the playboy spy. If the playboy spy is calling upon the friend for a skill, the skill is equal to the playboy spy’s class level. If calling upon the friend for the use of an object, it cannot cost more than the playboy spy’s class level in either budget points or gadget points, and must be returned to the friend after use. For every 4 levels after 2nd, the playboy spy may use this ability an additional time per game session. This ability is an extension of the Backup ability of the faceman. That is, if a faceman takes the appropriate levels in this prestige class, his Backup ability keeps progressing and the total of the faceman and playboy spy class levels are used to determine skill level, budget or gadget points. Additionally the Old Debts feat works with this ability.
Bonus Feats:Beginning at 3rd level, the playboy spy gains a bonus gear or style feat. He must still meet all prerequisites for this feat. He receives another bonus feat from these trees at 5th, 7th, and 9th levels.
Personal Gear: Every playboy spy collects a wide variety of gear, except firearms, which he may distribute to his team when necessary. At 4th level, the playboy spy and each member of his team pays only three-quarters of the standard BP cost of all gear, except firearms, requisitioned (rounded down). At 8th level, this is further reduced to half of the standard BP cost of the gear requisitioned (again, rounded down).
VIP: The playboy spy may use his status to call in a favour, once per session, without using an action die.For all purposes, he is considered to have rolled a 20 for the Favour.
|2||+1||+2||+3||+2||+1||+1||6||2||Resource access 1/session|
|4||+2||+2||+4||+2||+2||+2||12||4||Personal gear (three-quarter cost), advanced influence|
|6||+3||+3||+5||+3||+2||+2||18||6||Resource access 2/session|
|7||+3||+4||+5||+4||+3||+3||21||7||Bonus feat, grand influence|
|8||+4||+4||+6||+4||+3||+3||24||8||Personal gear (half cost)|
|10||+5||+5||+7||+5||+4||+4||30||10||Perfect influence, resource access 3/session, VIP|