<@Cait> ....
<@Cait> !
<@Cait> Spies that disguise as a player using an unlockable now show that unlockable in hand
<@Cait> Spies can now use enemy teleporters
* Friday changes topic to 'SPIES CAN NOW HOP ON THE BACK OF ENEMY SENTRIES AND COMMANDEER THEM'
<Zaratustar> spies can now ride heavies around
<@Friday> spies can now infest enemy medics and control their brains, permanently switching them over to friendly team
<BongoBill> Spies can now sabotage international finance.
<@Friday> Spies can now falsely spycheck enemy players while disguised, causing them to burst into flames, look like a spy to the rest of their team, and turning on friendly fire for them
<@Friday> Spies are now JC Denton with all asscoiated Augs and weapons
<Zaratustar> spies can turn into giant robots
<+DarkSchneider> spies can now stab you in the back so hard that you'll die again the instant you respawn
<@Friday> Spies are now James Bond
<@Friday> Spies can now Ambassador jump
<+DarkSchneider> !spy
<+DarkSchneider> Spies can now beat up Chuck Norris
<+drethelin> but only from behind
<@Friday> Spies now automatically switch to the winning side right before the game ends if their side loses
<@Friday> Spies now have G: Regenerate
<Zaratustar> A spy alive at the end of the round wins the game by himself
<@Friday> all spies gain +3/+3 and trample
<+DarkSchneider> Spies now have T: Destroy target tapped creature.
<Zaratustar> spies can scry one person per night
<+drethelin> spies get +1 to hit against gnolls
<@Friday> A roll of 18 or higher one a spy knife decapitates enemy players
<+DarkSchneider> spies can turn undead as though they were one level higher
<Zaratustar> a spy can use limited wish three times a day
<+DarkSchneider> A spy can hold as many Big items as he wants as long as nobody notices
<@Friday> Bumping up against a cloaked spy now provokes an attack of oppurtunity
<@Friday> (from the spy)
<Zaratustar> a spy can lift 20 times his own weigh
<Zaratustar> t
<+DarkSchneider> spies are treated as having 18(00) strength
<Zaratustar> spies can shoot poison from specialized glands if threatened
<+DarkSchneider> spies can automatically remove one effect per round that a save can end as a free action
<@Friday> Mother spies will fight to the death to defend their litter
<+drethelin> the spy crab is a proud warrior race
<@Friday> All enemies within a 30' radius must save vs horror or flee in terror
<+DarkSchneider> a spy is an alien creature, seven feet tall, some kind of acid for blood, kills on sight and is generally unpleasant
<@Friday> A spy who fails a check gets to re-roll that check. This can be done as many times as the spy wants
<Zaratustar> a spy is immune to all forms of magical detection.
<+DarkSchneider> a spy will regrow any teeth it loses
<Zaratustar> a spy can sense prey by electromagnetic field variations
<BongoBill> Spies can cast true strike on themselves at will, as a free action.
<+DarkSchneider> spies have infravision 60'
<BongoBill> Spies can now hold public office.
<@Friday> All spies can now wear plate
<BongoBill> A bag made from a spy's stomach can be used to hold bombs.
<+DarkSchneider> spies are now legally licensed to perform marriage ceremonies of any denomination
<+DarkSchneider> A spy automatically adds and keeps two dice to all checks.
<@Friday> Spies are now immune to weapons of less than +5 enchantment
<@Friday> A spy can deflect oncoming missiles and bullets on a succesful dexterity check with his knife, reflecting them backwards toward the opponent
<@Friday> Spies now have Force Grip
<@Friday> a spy who is killed will return and become more powerful than you can possibly imagine
<Zaratustar> spies always get up at the count of 7