By request, all of the behind the scenes rolling for this.
First off, Ramma has the best
Notice bonus, so he rolls to discover the man trying to blend in. There's not a lot of people around, so it's fairly easy -
Difficulty Class 15.
Ramma rolls a 14 + his total
Notice bonus of 7 = 21, comfortably over the
DC. He discovers the spy.
To adjucate the chase, I'm rolling
Athletics. Kiara has the best bonus here, so she's leading with a +7. Having Ramma and Kage help grants her a +2 Discretionary bonus. Further, due to the tight quarters, she gains a +2 Synergy bonus from her
Acrobatics. That gives her a total of +11. The spy isn't very good at running away - he has a total bonus of +4.
To successfully catch him, Kiara has to beat him three times out of five rolls - if she doesn't, the spy slips away. A
critical success counts as two points for the chase. Let's see how the rolls go!
Round 1: Kiara 3+11 = 14, Spy 19+4 = 23
Round 2: Kiara 8+11 = 19, Spy 13+4 = 17, 1 Point
Round 3: Kiara 20+11 = 31, Spy 11+4 = 15
Now, what Kiara rolled in Round 3 is a natural 20. Beating out the Spy's roll, this is not just a normal success, but a
Threat. Kiara spends one of her three
action dice to "activate" it, scoring a
critical success. That gives Kiara a total of three points in the chase, enough to catch up to the spy and tackle him to the ground!
Okay, now to get some answers. Ramma provides the best
Intimidate (+7). I'll give a +3 Discretionary modifier because you guys totally beat him like a red-headed stepchild in the chase, and you're three armed guys versus him. The spy opposes your attempts with his
Resolve, which is a measly +2.
Let the Browbeating begin!
Round 1: Ramma 8+10 = 18, Spy 20+2 = 22
Aw, crap. Natural 20 for the spy! Now, if he was a special NPC, I could simply activate that
threat and he'd toughen up beyond your abilities. But he's just a mook, so I can't.

You fail, but you can just try again, like so:
Round 2: Ramma 7+10 = 17, Spy 11+2 = 13
Good enough. The spy will answer your questions.