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« on: September 16, 2014, 06:11:16 PM »
1) remain silent: it's also useful to resist torture and not tell what you know. If people knows that you know something, they'll try to take it from you... and with this right, you can keep your mouth shut. You can't be won over, you can't be tortured and so on. Ok, there is no narrative behind you keeping your mouth shut, but it saves your ass when your cover is blown.
2) Fight dirty: i don't understand why people thinks it's op. 3harm and 1 extra option, without the possibility to use shields and armor, it's way worse then the war champion one (which has 1 extra option on top of 3 or 4harm weapon, a shield and an armour and maybe even a warhorse). But you can use Wary, and this part is powerful. But in a straight fight war-champion vs spy, the spy loses most of the times.
3) Safe hideout: it's one of each, you specify the hideout when you need it the first time. Without rolling because i hate too many rolls.
4) Vanish into shadows: I thought this was the most powerfull trick in the spymaster slevees. So i'm a bit puzzled right now :p
5) Lie: well, i have my doubts about it. There is no "lying" move in this game like in AW where you roll to manipulate someone. The win someone over is the read a person move. I wanted the manipulate move into the spy. I should write it better perhaps.
6) Pyshical caution: yes i created this playbook just to have this move :p
7) Spy network: i need it if i want a Varys type and it adds some risk when you use it. Ok you can remain silent, but your spies can't: what do you do?
8) Declare retroactively: you know things, so you are prepared to the worst case scenario. That's what i thought. Perhaps this move is too batman-y, but i need to test it.