
Counterespionage ability tree
Spies know foiling the plots of enemy agents is always paramount, and devoted much preparation to thwarting these schemes.
More information found on page 34 of Cyphers and Masks: A Sourcebook for Spies.
BASE ABILITY[]
Once per game session, the character may spend two Destiny Points to make an opposed Knowledge (Warfare) vs. Deception check against an identified enemy agent or espionage leader. If successful, the character utterly foils one previously identified ploy or tactic associated with that enemy's act of espionage. The exact nature of how this is accomplished (or was arranged earlier and revealed in a flashback) must be approved by the GM. Note that the identified enemy agent does not need to be physically present or near the character for this to happen, and the GM has the final say on exactly which NPCs are valid targets.
UPGRADES[]
Add Boost Upgrade: When making the skill check to activate Counterespionage, the character adds boost dice per Add Boost upgrade.
Change Skill Upgrade: The skill check to activate Counterespionage can be performed using Charm instead of Knowledge (Warfare).
Change Skill Upgrade: The skill check to activate Counterespionage can be performed using Negotiation instead of Knowledge (Warfare).
Destiny Upgrade: To activate Counterespionage, the character needs to spend only one Destiny Point instead of the normal two.
Reduce Setback Upgrade: Remove a setback die from the character's skill check as part of using Counterespionage.
Turn Agent Upgrade: The character may spend a triumph result on a successful check to activate Counterespionage to turn one identified enemy espionage agent into a double agent secretly working for the character. Note that the identified enemy agent does not need to be physically present or near the character for this to happen, and that the GM has the final say on exactly which NPCs are valid targets.