This one is going to generate some controversy. Fun? Not fun? I’m honestly not sure.
When you willingly ally or collaborate with the enemies of Northwatch, you immediately gain this move:
Before the beginning of a session, you can secretly ask the GM one question. If it is something your collaborators would realistically know about, the GM will answer you, as much as they know. The GM will then tell you what they ask in return from you. If you do it by the end of the session, mark XP. If not, you cannot use this move again until you do something to regain their trust.
If you are a Double Agent, you MUST choose from the following moves when you level up, you can no longer pick moves from your other playbooks or compendium classes.
Gain a non-multiclass move from your original base playbook.
When you Run Away, you choose one less option, even on a 6-.
You may instead ask a service of your collaborators instead of a question. Except them to make a greater demand of you in exchange, however.
When you stab your allies in the back or set them up to die, roll+CHA. *On a hit, you get away with it and can escape to betray again, assuming no one survives to tell the tale. *On a 7-9, you leave behind some physical evidence of your betrayal. *On a 6- there can be no redemption; you become a villain under the GM’s control.
An Offer You Can’t Refuse
When you do not fulfill a request made by your collaborators, they will come for you. If you survive, and can convince the rest of the group to trust you again, you can discard this compendium class and all of its moves.