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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Master Spy is a Silver trophy in Resistance 2 that requires the player to collect all 20 Intel documents in the Single Player Campaign. Each Intel document gives some backstory to the game and the characters.

AttributesValues
rdfs:label
  • Master Spy
  • Master spy
rdfs:comment
  • Master Spy is a Silver trophy in Resistance 2 that requires the player to collect all 20 Intel documents in the Single Player Campaign. Each Intel document gives some backstory to the game and the characters.
  • Career: Spy Level: 90 Required Experience: ? * Neutralize Device * Conceal Device * Assassinate 8 * Terrain negotiation +10 * Cyber-psychosis resistance +2 * Belt of the Spy
  • “I’ve seen the things you never intended me to see, heard whispers meant only for your conspirators. I know you well enough to take you down.”[MP:95] Prerequisite: Rogue Cover Action (11th level): Whenever you spend an action point to take an extra action, you gain concealment at the end of that action. Until the end of your next turn, you have concealment and take no penalty to Stealth checks for moving more than 2 squares or for running.
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dbkwik:dnd4/proper...iPageUsesTemplate
dbkwik:pathfinder/...iPageUsesTemplate
Page
  • 270(xsd:integer)
Name
  • Master spy
Region
  • Any
Classes
  • Stealth-focused
progression
  • 10(xsd:integer)
Race
  • Any
Source
abstract
  • Master Spy is a Silver trophy in Resistance 2 that requires the player to collect all 20 Intel documents in the Single Player Campaign. Each Intel document gives some backstory to the game and the characters.
  • Career: Spy Level: 90 Required Experience: ? * Neutralize Device * Conceal Device * Assassinate 8 * Terrain negotiation +10 * Cyber-psychosis resistance +2 * Belt of the Spy
  • “I’ve seen the things you never intended me to see, heard whispers meant only for your conspirators. I know you well enough to take you down.”[MP:95] Prerequisite: Rogue Cover Action (11th level): Whenever you spend an action point to take an extra action, you gain concealment at the end of that action. Until the end of your next turn, you have concealment and take no penalty to Stealth checks for moving more than 2 squares or for running. Deadly Bluff (11th level): You can make a Bluff check to gain combat advantage against an adjacent enemy as a minor action instead of as a standard action (Player’s Handbook, page 183). If your check beats the enemy’s Insight check, the enemy grants combat advantage to you and your allies until the end of your next turn. Double Agent (16th level): Once per encounter, when an enemy you can see targets one of its allies with a power or an ability, you can choose to gain the benefit of that power or ability as if you were one of its targets as well.
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