Creating a spy [Archive] - Wizards Community

Post/Author/DateTimePost
Jaragoth

04-09-07, 02:28 PM
Hey there folks, this my first post on the forums! YAY! I've had an account for a few months but haven't really been posting. Anyways, the reason im here today.

I had a thought for a political character. Creating a bard type character that just seems to travel from town to town doing the odd job, taking up residence in inns and the like and seems just like the typical adventurer. However every town he visits seems to be have political targets assassinated or legal documents stolen, or other various such political mischief depending on the town. He would be a spy or **** disturber if you will for some rival neighbouring nation (Would have to be worked out with DM).The idea is to tie him to an adventuring group to give him an excuse to wander the country side and eventually if it works out that way to dump the blame on the rest of the party and bail.

Now this represents several challenges and moral issues.
1. I would probably considered a bit of an ass, especially if the blame ended up being dumped on the party.
2. Metagame thinking could be a serious problem as most of the people I play with are relatively new gamers.

What I am hoping is that the players would consider it just part of the game and let it fly, and they probably would knowing who I play with but there will occasionally be the person that would take it personally. Im not too worried about this one but just a thought.

As far as metagame thinking goes my hope was to sort of cover or hide my character sheet from the rest of the party claiming that since the players don't know what my character does why would they. This brings up classic points of metagame thinking. If it becomes a plot point however having the character fully aware or partially aware kind of spoils the point of a plot.

The entire thing would have to be worked in with the DM and it would take a specific world set up to have him worked in but I was just wondering if any one had any thoughts concerning this or suggestions as to make it work better.

PS: The idea behind having no one knows what he can do is to make him unsuspicious as possible however by hiding it from the PCs it kind of makes it extremely suspicious.
Westbound

04-09-07, 03:12 PM
Keeping such secrets from the PCs is likely going to get your character killed. If there's one thing players don't like, it's secrets that could conceivably cause problems for the rest of the party.

Believe it or not, being a spy is easy. The idea is to look as though you belong. Instead of a bard, be a merchant of some sort. Troubadours and bards are strangers in town that serve no seriously useful purpose, and they tend to act as beggers in return for entertainment few actually ask for, whether it's good or not. On the other hand, a merchant is more welcome. In fact, if you're a merchant that also happens to acquire and sell information, it makes it a much easier character to play. Also, you don't even have to take the Bard class - any class except Paladin would fit just nicely. I'd take Rogue rather than Bard - your burglaring skills will help your spying than playing tunes ever will.
Chrono Nexus

04-09-07, 05:23 PM
Secret languages are important to spies... symbolism, encoded messages, and a sharp mind for subtleness are all important parts of being a spy.
Some tips:
Know as many languages as you can!
Learn Thieves' cant- a form of low common that any but scoundrels or vagabonds can understand.
Drop some ranks in mathematics, to encode and decipher messages.
Never make your intentions or plans clear- always lead them on and guessing!
Learn how to throw your voice.
Put ranks in escape artist.
See beneath the unseen.
Learn spells/get items that allow you to transmit information. Familiars with flight, whispering wind, and divination items are all good for this. Ring Gates also.
Gear- gear is also important for spies. The trick to being well equipped is to look like you aren't. Carry what you need, nothing else. Carry light, portable things that can be hidden or thrown away quickly. Handy Haversacks are good for keeping your gear out of sight and out of mind.
Some items that are useful to spies:
Spy glasses- expensive, but only if you buy them;)
Multiple costumes/clothings and a disguise kit.
Drop sheathes.
Concealed compartments and pockets- in the lining of your hat, the souls of your boots, the buckle of your belt, the lining of your cape, the inside of your pantlegs, and even in your pockets.
Poison- If you can use it efficiently, you have 0% chance to poison yourself. Use that knowledge wisely and it may prove to be an advantage you can exploit. For instance... cover a portion of your body in wax, and then cover that a contact poison... or buy and install a hollow tooth, and fill it with a noxious gas poison. As long as you don't inhale it, you can blow it into the face of a nearby opponent.
Make sure you have contacts...
The bard class is by far the best suited to the many-pronged dangers and challenges of being a spy.