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“I want peace on Earth and good will toward man.” “We’re the U.S. government. We don’t do that sort of thing.” — Whistler and Bernard Abbott, Sneakers

Writing Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver, Steven Peterson

Brand Manager Patrick Kapera

System Development and Editing Scott Gearin

Additional Writing

Creative Director

Dave McAlister, John Pope, Zach Sutherland

Mark Jelfo

Art Director

Graphic Designer

jim pinto

Nate Barnes

Cover Art

Chief Executive Officer

Veronica V. Jones

John Zinser

Interior Art

Chief of Operations

Storn Cook, Klaus Scherwinski, Borja Peña

Maureen Yates

Editors

Production Manager

Patrick Kapera

Mary Valles

Correction We recently left a few people off our credits pages by accident. Our apologies… Alex Flagg wrote for the 1960s Decade Book, and B.D. Flory wrote for the Stargate SG-1 Rulebook. And the winners of the Shop gadget contest were Steven Almasy, Brian Burston, Kenneth Colman, Aaron Litteken, and Andrew M. Popowich.

Spycraft Created by Patrick Kapera and Kevin Wilson The Spycraft/Shadowforce Archer Story Team is…

The Spycraft/Shadowforce Archer Design Team is…

Steve Crow, Robert J. Defendi, B.D. Flory, Meredith Patterson, Les Simpson

Sean Michael Fish, Alexander Flagg, James Maliszewski, Scott Gearin, Clayton A. Oliver, Rodney Thompson

Playtesters Tony Allen, Alexander Andersson, Carl Ballard, Jon Bancroft, Allan Barber, John Barber, Kevin Barbour, Steve Barr, Clark Barrett, Rob Buckley, Matt Birdsall, Tyler Blount, Kyle Burckhard, Simon Campey, Ben Caplan, Chris Carlson, Richard Cattle, Jeff Churchill, David Crabbe, Joshua Cremosnik, Steve Crow, Nathan Devonshyre, Ray Edwards, Steve Emmott, Charles Etheridge-Nunn, Sean Fish, Alex Flagg, B.D. Flory, Jerry Ham, Rich Harkless, Nabil Homsi, Ashley Jestico, Stephen Johnstone, Alex Matarazzo, Dave McAlister, Christi McCray, Matt McGowan, Vivika McKie-Woods, Angus McNichol, James McPherson, Kalai McPherson, Steven Mileham, Justin Miller, Ben Morten, Clint Menzes, Lisa Murray, Clayton A. Oliver, Jason Olsan, Kent Peet, Bob Pfieffer, Anthony Rainwater, Rolando Rivero, Tarik Salameh, Dave Salisbury, Crystal Simpson, Les Simpson, Aaron Smith, Mandy Smith, Marshal Smith, Sonya Smith, Catherine Spainhour, Rich Spainhour, Alasdair Stuart, Michael Surber, Andrew Fraser Taylor, Seth Tupper, Kris Wagner, James Wiley, Marcus Wischik, Matt Wright

Attributions Opening quote, page 1 — from Sneakers, written by Lawrence Lasker, and Walter F. Parkes, and Phil Alden Robinson Chapter 1 quote — from Air America, written by John Eskow and Richard Rush Chapter 2 quote — from Ronin, written by J.D. Zeik and David Marnet Chapter 3 quote — from Thunderball, written by Kevin McClory and Jack Whittingham and Ian Fleming, and Richard Maibaum and John Hopkins Chapter 4 quote — from Spy Game, written by Michael Frost Beckner and David Arata Chapter 5 quote — from Mission: Impossible, written by David Koepp and Steven Zaillan, and Robert Towne (based on the TV show by Bruce Gellar) Spycraft, Shadowforce Archer and all related marks are ™ and © 2004 Alderac Entertainment Group, Inc. All rights reserved. All characters, names, places, and text herein is copyrighted by AEG. Reproduction without AEG's written permission is expressly forbidden, except for the purpose of reviews and when permission to photocopy is clearly stated. Vitality points, wounds, Defense, and other rules from the Star Wars® Roleplaying Game and other items not covered by the Open Gaming License used with permission from Wizards of the Coast. Star Wars is a trademark of Lucasfilm, Ltd. The mention of or reference to any company or product in this book is not a challenge to the trademark or copyright concerned. This book uses governments, intelligence agencies, and political figures as settings, characters, and themes. All such uses are intended for entertainment purposes only. TM

www.spycraftrpg.com

Table of Contents Impersonation Training . . . . . . . . . . . . . . . . . . . . .68 Top-Down Entry Technique . . . . . . . . . . . . . . . . . .68 New Intelligence Resources . . . . . . . . . .69 Disguise Crew . . . . . . . . . . . . . . . . . . . . . . . . . . . .69 Law Enforcement Authority . . . . . . . . . . . . . . . . . .69 Team Research . . . . . . . . . . . . . . . . . . . . . . . . . . . .71 Division Dispositions . . . . . . . . . . . . . . . . . . .73 New NPC Classes . . . . . . . . . . . . . . . . . . . . . .76 Civil Servant . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76 Professional Athlete . . . . . . . . . . . . . . . . . . . . . . . .77 Operative Mission Generator . . . . . . . . .80 Agency Creation: The Private Face . . .80 Agency Creation: Operative Manpower . .80 Agency Creation: Forté . . . . . . . . . . . . . . . .83 Agency Creation: Finances . . . . . . . . . . . .83

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Chapter 1: specialisT

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Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 New Backgrounds . . . . . . . . . . . . . . . . . . . . . . . 6 New Departments . . . . . . . . . . . . . . . . . . . . . . . .6 EYES ONLY: Low-Level Agent Creation . . 7 Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 New Covert Feats . . . . . . . . . . . . . . . . . . . . . .12 Training Programs . . . . . . . . . . . . . . . . . . . . . .13 Basic Firearms Training . . . . Basic Self Defense Training . Covert Operations Training . Wilderness Survival Training

.13 .14 .14 .15 New Intelligence Resources .15 Diversions . . . . . . . . . . . . . . . . . . . . . .15 Smuggling . . . . . . . . . . . . . . . . . . . . . .16 Backgrounds Revisited . . . . . . .17 Background Qualities . . . . . . . . . . . . . .18 New NPC Classes . . . . . . . . . . . . . . . . . . . . . . 21 Emergency Medical Technician (EMT) . . . . . . . . . .22 Researcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 Specialist Mission Generator . . . . . . . . 23 Agency Creation: The Public Face . . . .26 Agency Creation: Specialist Manpower . .27 Agency Creation: Leverage . . . . . . . . . . . .29

Chapter 2: Recruit

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Chapter 4: Handler

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Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 New Backgrounds . . . . . . . . . . . . . . . . . . . . . . 86 New Departments . . . . . . . . . . . . . . . . . . . . . . .86 Producer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87 Trainer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89 New Style Feats . . . . . . . . . . . . . . . . . . . . . . . .91 Training Programs . . . . . . . . . . . . . . . . . . . . . .92 Recon and Retrofit Training . . . Short Term Traitor Training . . . Tactical Medicine Primer . . . . . Technical Maintenance Training

. . . . . . . . . .92 . . . . . . . . . .93 . . . . . . . . . .93 . . . . . . . . . .93 New Intelligence Resources . . . . . . . . . .94 Medical Services . . . . . . . . . . . . . . . . . . . . . . . . . .94 Team Projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 Team Research . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 New Favor Checks . . . . . . . . . . . . . . . . . . . . . .95 New NPC Classes . . . . . . . . . . . . . . . . . . . . . .96 Instructor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96 Paper Pusher . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97 Handler Mission Generator . . . . . . . . . . .98 Agency Creation: Efficiency . . . . . . . . . . .98 Agency Creation: Handler Manpower . . .102

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Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 New Backgrounds . . . . . . . . . . . . . . . . . . . . . . 35 New Departments . . . . . . . . . . . . . . . . . . . . . . 35 Drifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Paranoid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 New Style Feats . . . . . . . . . . . . . . . . . . . . . . . .40 Training Programs . . . . . . . . . . . . . . . . . . . . . .41 Agency Orientation . . . . . . . . . . . . . . . . . . . . . . . .41 Cultural Immersion Training . . . . . . . . . . . . . . . . .41 First Aid Certification Training . . . . . . . . . . . . . . .42 Weapon Retention Training . . . . . . . . . . . . . . . . . .42 New Intelligence Resources . . . . . . . . . .42 Backup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Gun Grab Bag . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Security Clearances . . . . . . . . . . . . . . . . . . .45 New NPC Classes . . . . . . . . . . . . . . . . . . . . . .46 Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Street Fence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Recruit Mission Generator . . . . . . . . . . . .49

Chapter 5: Control

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Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .106 EYES ONLY: High-Level Agent Creation . 107 New Backgrounds . . . . . . . . . . . . . . . . . . . . . 108 New Departments . . . . . . . . . . . . . . . . . . . . . 108 Deceiver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109 Field Commander . . . . . . . . . . . . . . . . . . . . . . .111 New Advanced Skill Feats . . . . . . . . . . . .112 New Style Feats . . . . . . . . . . . . . . . . . . . . . . .113 Training Programs . . . . . . . . . . . . . . . . . . . . .113

Agency Creation: The Operational Face . . . . . . . . . . . . . .49 Agency Creation: Recruit Manpower . . . . .52 Agency Creation: Structure . . . . . . . . . .56

Basic Interrogation Training . . . . . . . . . . . . . . . . .113 Coercion Resistance Training . . . . . . . . . . . . . . . .114 Military Operations in Urban Terrain Training . . .114 Psycho-Linguistics Training . . . . . . . . . . . . . . . . .114 New Intelligence Resources . . . . . . . . .116 Civil Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Blackout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Evacuation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Quarantine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117 Media Control . . . . . . . . . . . . . . . . . . . . . . . . . . . .118 New NPC Classes . . . . . . . . . . . . . . . . . . . . . .120 Desk Jockey . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 Region Commander . . . . . . . . . . . . . . . . . . . . . . .121 Control Mission Generator . . . . . . . . . .124 Agency Creation: The Back Story . . .124 Agency Creation: Control Manpower . . .125

Chapter 3: Operative . . . . . . . . . . . . . . . . .59 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 New Backgrounds . . . . . . . . . . . . . . . . . . . . . . 60 New Departments . . . . . . . . . . . . . . . . . . . . . . 60 EYES ONLY: Mid-Level Agent Creation . . 61 Cat Burglar . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62 Eavesdropper . . . . . . . . . . . . . . . . . . . . . . . . . . .64 Chance Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 Training Programs . . . . . . . . . . . . . . . . . . . . . .67 Basic Disguise Training . . . . . . . . . . . . . . . . . . . . .67 Fumigation Training . . . . . . . . . . . . . . . . . . . . . . .67

3

Agency Above the Agency’s operatives are its hands-on field commanders — its handlers — who are possess access to the wheels and cogs that drive the machine upon which the organization runs. These men and women are privy to deeper knowledge about the Agency and its machinations, as well as the limitations plaguing the field operatives under their command. The ultimate truths about the Agency are known only to the select few situated at the pinnacle of its command structure — its Controls. These stalwart leaders are both privileged and burdened by knowledge of the real reasons for the Agency’s existence, the details of its (often sordid) history, and the skeletons buried beneath the foundation of its global headquarters. This makes them the organization’s strongest and yet most vulnerable staff, placing them in imminent danger of blackmail, kidnapping, coercion, and worse. This structure is well known to Spycraft players, and fans of espionage in general, and is therefore the perfect vehicle for an easy-to-use, unobtrusive Agency construction kit that’s used right alongside the standard agent creation and play rules. As an agent team rises through the ranks, it learns various things about the Agency that are both required to perform their job and give them insight about the organization as a whole. At each new tier, the agents learn more and more, eventually gaining the full picture. In practice, this requires the GC or the players (or all working in tandem) to make a few choices or random rolls with each arbitrary promotion. Of course, the GC and/or the players could also simply make the choices or rolls up front, using the modular Agency creation rules presented in this book as written. The choice, as always, is yours.

INTRODUCTION Welcome to the first of a two-part series of Spycraft sourcebooks peeling back the curtain behind which the Agency and its enemies reside (the second being Mastermind, due out in just a few months). In the Spycraft universe, the Agency has always been something of an enigma wrapped in a riddle hidden within a fortune cookie. Few people know the organization even exists, and those who do can’t talk about it (or they’re fighting against it, or afraid of it). But where does this secrecy come from, and what’s the need for it in the first place? Why do people work with the Agency? Fight against it? Fear it? The Agency seeks to answer these questions and more, offering GCs — and more importantly, players — a unique way of developing an original protectorate for use in their games. The concept is simple. As a team of agents rises through the Agency’s ranks, they learn about various facets of the organization’s structure, goals, protocols, resources, personnel, and more. They learn who they can trust to get the job done, who they can’t, and why. They learn why the Agency exists, how its ideology drives its operatives (or doesn’t), and who, if anyone, supports it. The team learns all of this in stages. The lowest tier of the Agency’s hierarchy — its specialists — generally act outside the established system that coordinates most Spycraft agents as you’ve come to know them in our previous releases. Specialists are therefore aware of only the most basic, surface details about the organization for which they work — its public name (if any) and the location of its home office (which is frequently only a front). Specialists can also identify the Agency assets with whom they commonly come in contact — its lowlevel handlers, and even more commonly, its agent teams (to whom specialists are most often assigned). The Agency’s lowest ranks can also typically point to areas of the world where the organization is strong, and where it is weak. The Agency’s next highest tier — its recruits — gain clearance to know basic facts about the organization’s mission, and by default learn the style, nature, and tendencies of its operatives from their tutors and the former recruits who accompany them on training missions. Later, when these recruits are approved for active duty without close supervision, they learn the truth behind the façade — what the Agency really wants and does, and how it goes about its business. Is the organization’s public face a white lie conceived to protect unknowing civilians from truths they’re not not yet ready to learn, or is the Agency a darker endeavor, founded upon potentially corrupt pretenses? While its operatives can guess, or surmise, they aren’t talking.

How to Use This Book This book is broken down into five chapters, each corresponding to a tier of the Agency’s personnel structure. Beyond the Agency creation sections, each chapter contains agent options and new rules which are expressly appropriate for the tier in question. The Operative chapter, for instance, contains rules for division dispositions, allowing your team to gain benefits for impressing or helping various sections of the Agency’s support structure (or to suffer drawbacks when they rub sections the wrong way). Each chapter contains a wealth of new departments, prestige classes, feats, intelligence resources, and NPC classes, as well as versatile mission generators providing an appropriate mission backstory with just two rolls. Finally, each chapter also contains new agent options called training programs. These “crash courses” allow agents lacking the skills and feats necessary for a mission to spend a few gadget points to spend some time on the firing range or in the classroom. So without further ado, we give you The Agency…

4

“Relax. I crash better than anyone else I know.” — Gene Ryack, Air America

Specialist

1

agency Switch Hitter Suggested Qualities: Danger, discredited, suspect. The espionage community is built as much upon loyalty as it is upon deception, and your betrayal of a former employer has raised doubts of your loyalty to the Agency.

INTRODUCTION Not all of the Agency’s work is placed upon the shoulders of its operatives. Each agent cultivates a web of contacts across the globe that can support his work, either by supplying insider information, specialized knowledge, or on-the-ground direction in his area. These contacts are informants, regional guides, military advisors, academes, organized criminals, government officials, and a host of other civilian and professional trades people. Collectively, they are known as specialists. The Agency typically enlists specialists for their expertise in a specific field. The exact nature of a specialist’s skills are dependant upon the mission in which he becomes involved — an agent attempting to infiltrate a smuggling ring might turn a local gang member, while in another mission, a recruit might bring in a scientist to examine nuclear material. Typically, specialists perform one specific duty for the Agency and then return to their normal lives. The most skilled among them, however, are sometimes retained indefinitely, so the Agency can put their particular talents to work in a variety of future theatres and situations. These specialists — like confidential informants within a police campaign — form the core of the Spycraft specialist campaign. The specialist campaign provides players a unique angle on the Agency and its work — that of the outsider. To a specialist, the Agency may seem mysterious, an impenetrable bureaucracy represented only by a single man claiming that their skills could help save the world, or a relic of the Cold War struggling to adapt to the 21st Century, and looking to the specialists for current intelligence. The brave souls within the specialist ranks can be some of the most compelling agents to play — ordinary people who, given the chance, choose to put their particular skills into action for the greater good of their fellow man.

N EW DEPARTMENTS Many Agency recruits begin their espionage careers as specialists and outside contractors. Several previously published Spycraft departments fit this brand of agent, including the freelancer, organized crime, and search and rescue options (see the Fixer/Pointman Class Guide), the corporate raider, dot-commie, and field researcher options (see the Faceman/Snoop Class Guide), and the foreign military advisor and Fourth Estate options (see the 1960s Decade Book). Other examples follow. Once again, while these options are most appropriate for specialists, they may be chosen by agents of any type.

Civilian Specialist Drawn from the ranks of the world’s most prestigious research and professional organizations, civilian specialists provide the Agency with vital expertise in a wide variety of fields. These experts frequently work out of a branch office, but field operatives occasionally pull them into the field when only their specialized know-how can break an investigation.

Special Talents • +2 Intelligence, –2 Strength. • The agent chooses any 2 Craft, Knowledge, or Profession skills. These skills are always considered class skills for the agent. • The agent may take 10 with any 1 Craft, Knowledge, or Profession skill of his choice, even when stress and distraction would typically interfere. He may choose one additional Craft, Knowledge, or Profession skill with which he may take 10 at 5th level and for every 5 agent levels gained thereafter.

N EW BACKGROUNDS The following backgrounds are well suited to specialists but may be chosen by agents of any type. See Backgrounds Revisited, page 17, for more information about background qualities.

• +1 department bonus with education checks. This bonus increases by an additional +1 at 4th level and for every 4 agent levels gained thereafter.

Pawn

• Bonus Feat: Any basic skill feat. The agent must meet all prerequisites for this feat before choosing it.

Suggested Qualities: Conflict, distraction, suspect. You’re a cog in the machinations of some greater conspiracy, and you know it.

6

specialist EYES ONLY: LOW-LEVEL AGENT CREATION By Dave McAlister and Steve Crow

(threat 19–20), Driver +10, Electronics +14, Gather Information +7, Hide +10, Hobby (Online Gaming) +8, Profession (Website Designer) +8, Sense Motive +8, Spot +8. Feats: Armor Group Proficiency (Light), Mathematical Genius, Signature Gear (laptop computer), Talented (Computers), Weapon Group Proficiency (Handgun, Melee).

Matthew Swales "Computer security? What computer security?" Codename: LINK Aliases: None. Nationality: British Gender: Male Handedness: Right Height: 5 ft. 10 in. Weight: 165 lbs. Eyes: Blue Hair: Blonde Place of Birth: Stoke-onDate of Birth: 1983.12.30 Distinguishing Characteristics: None.

Attacks Fist/punch +1 (dmg 1d3–1 subdual, error 1) Standard Personal Gear: Laptop computer (power rating +3) with dual processors, DVD-ROM, expanded hard drive, high-speed modem, DSL connection, MMORPG subscription, firewall software (level 3), hacker mask software, cookie sampler virus software, infinite loop virus software, lethal virus software, lockout virus software, and hacking suite, computer kit, electronics kit, trendy clothes, cell phone.

Background Like many teenagers with a computer and an Internet connection, Matthew Swales took an interest in online gaming. Unfortunately, although Matthew knew his way around a computer, he wasn’t particularly good at gaming. Rather than settle for second-rate, Matthew decided to gain an edge. It took a while but after a couple of days, Matthew hacked into his favorite on-line site’s root server and changed its configuration variables, letting him beat everyone with ease. Trent, EnglandThrilled by his success, Matthew invested more of his time in hacking and less in online games. In order to become the best hacker around, Matthew has enhanced his own laptop computer and set himself up as a website designer to account for the large amounts of time he spends online. Eventually the Agency’s D-3 department noticed Matthew’s efforts when he made a run at one of their subsidiary systems. Impressed by his expertise, they offered him a job hacking some of the most challenging systems in the world — as long as he did it for them.

Common Gadgets: None, 4 GP.

Notes Using the standard Living Spycraft ability score system, Dave sets out to create a focused character by setting his Intelligence at 18, keeping his Strength low, and keeping his Constitution and Charisma at just average. This leaves him enough points to secure a high Dexterity for defensive purposes and gunplay, and a Wisdom score that will generate a decent skill bonus. Next, Dave settles on Computers as his primary skill and determines the best way to boost it as high as possible. He raises the standard limit of 4 ranks in any skill to 5, and gains a bonus skill rank to boot, by choosing the Talented feat at 1st level. Dave chooses the Signature Gear feat as his department bonus, which — coupled with his departmental laptop computer — grants him a total additional bonus with the Computers skill of +7. Add in his departmental bonus (another +1), and his Intelligence modifier of +4, and this agent’s looking at a grand total of +13 with Computers checks at 1st level. Dave evenly distributes Matthew’s 48 skill points across 12 skills. He chooses from the wide variety of skills available to a snoop, focusing on Bureaucracy, Craft (Computers), Cryptography, and Hobby (Online Gaming), which grant synergy bonuses to Computers use once he increases them to +5 at 2nd level. With each level increase, Dave continues to allocate his 13 skill points evenly across his skill base, which

Department: D-3 Computer Espionage Class: Snoop Level: 4 Strength: Constitution: Wisdom: Vitality:

8 10 12 23

Dexterity: Intelligence: Charisma: Wounds: 10

16 21 10

Defense: 16 (+3 Dex, +3 class) Initiative Bonus: +5 (+3 Dex, +2 class) Speed: 30 ft. Fort: +1

deprives him of some flexibility, but guarantees that he’s extremely adept with those actions he regularly takes.

Ref: +5 Will: +3

At 3rd level, Dave taps the Mathematical Genius feat, gaining an additional Computers increase, plus increased threat ranges. By 4th level, Matthew’s Computers skill has reached a whopping +20 including the benefits of his laptop and Signature Gear feat, allowing him to take 10 to break into a secured system with a DC of 30 or less. Factoring in his astute class ability, his odds of breaking into computers with a much higher DC are excellent.

Special Qualities: +2 department bonus with Computers and Electronics checks, astute, back door (online gaming server), flawless search, intuition 1/session, jury-rig +2, laptop computer (+2 power rating). Skills: Bureaucracy +7, Computers +17 (threat 19–20), Concentration +8, Craft (Computers) +12, Cryptography +14

7

agency Knowledge (any one): 8+ ranks. Profession (any one): 8+ ranks. Feats: Academic Contacts, Scholarly.

Informant The Agency maintains a web of double agents, freelance specialists, and long-term informants who act as its eyes and ears in places it could otherwise never hope to penetrate. These agents provide the Agency with critical intelligence about its targets’ plots and initiatives, as well as support for operatives in regions controlled or influenced by the target. Informants walk the razor’s edge of the espionage world, but the data they provide gives the Agency the edge it needs to address many threats before tragedy strikes.

Class Skills The expert’s class skills and key abilities are: Class Skill Craft Cultures Diplomacy Driver First Aid Gather Information Hide Hobby Innuendo Knowledge Listen Perform Profession Search Spot

Special Talents • +2 to Intelligence or Charisma, –2 to Strength or Constitution. • The agent chooses any 1 Knowledge skill. This is always considered a class skill for the agent. • +1 department bonus with Gather Information checks and the agent’s chosen Knowledge skill. This bonus increases by an additional +1 at 4th level and for every 4 agent levels gained thereafter.

Key Ability Int Wis Cha Dex Wis Cha Dex Wis Cha Int Wis Cha Wis Int Wis

Skill Points at Each Additional Level: 8 + Int modifier.

• The agent chooses any 1 street level support category (criminal, government, intelligence, military, police, professional, street). At 1st level, the agent gains a +2 bonus to all checks to locate or cut a deal with this category of street level contact. This bonus increases by an additional +1 at 2nd level and every 2 levels thereafter.

Class Features All of the following are class features of the expert. Starting Feats: At 1st level, the expert gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Melee)

• Bonus Feat: Outsider. All prerequisites for this feat are waived.

Meticulous: The expert is a stickler for detail and perfectionism pervades everything he does. The error ranges of all Int- and Wis-based skill checks made by the expert are reduced by 2 (to a minimum of 0). This is the expert’s core ability. Field of Expertise: Experts are specialists of the highest caliber, with a profound understanding of a particular field. At 1st level, the expert chooses 1 subject as his field of expertise, choosing 1 corresponding Int-based skill (if playing Shadowforce Archer or another setting featuring psionics, the expert may not choose a psionic skill), 1 corresponding Knowledge skill, and 1 corresponding Profession skill at the same time. All three chosen skills are always class skills for the expert.

EXPERT This is a prestige class. The Agency prizes specialists who are undisputed authorities in their fields, for both the boundless expertise and the immense intellect they bring to operations. The expert is one such specialist, unrivaled in his field and invaluable to a team in need of his peerless skills. Experts are commonly deployed with agent teams on long-term or particularly intense investigations, during which their consummate professionalism and ability to draw obscure facts into cogent theories serves the Agency best. Abilities: Intelligence is far and away the expert’s most key ability, as it provides him critical skill points and powers many of his class skills. Vitality: 1d8 + Con modifier per level.

Example: Donovan gains his first level as an expert and selects archeology as his field of expertise. He chooses Appraise as his Int-based skill, and Knowledge (Ancient Civilizations) and Profession (Archeologist) as his corresponding skills.

Requirements Agent Level: 5+. Intelligence: 13+. Concentration: 4+ ranks.

Further, beginning at 1st level and for every agent level gained thereafter, the expert gains 1 additional skill point, which must be spent on one of the skills chosen as part of his field of expertise.

8

specialist his agent level + 10 (again, if playing Shadowforce Archer or another setting featuring psionics, the expert may not choose a psion skill). This skill rank maximum may not be further increased by feats or other abilities (though it rises naturally as the expert’s agent level increases). If the expert gains this class ability from another class, it may not apply to the same skill twice. Bamboozle: At 8th level, the expert’s understanding of his field is deep enough that others take what he says as the dogma — whether it’s true or not. The expert’s error range is not reduced when he makes Bluff checks untrained (see the Spycraft Espionage Handbook, page 38). Further, when speaking on an issue related to his field of expertise, the expert gains a competence bonus with Bluff checks equal to 1/2 the highest number of skill ranks he possesses with any of the three skills chosen as part of his field of expertise. Finally, as a full action, the expert may pontificate at length about the nuances of his profession, after which each willing listener must make a Will save (DC equal to the expert’s total Profession skill bonus) or become distracted for a number of rounds equal to the expert’s Intelligence bonus. Distracted listeners suffer a –2 penalty with all awareness and initiative checks and may make an additional Will save against the same DC once per round, success indicating that they regain their focus early. Breakthrough: Experts sit at the highest peak of their fields, developing revolutionary theories and breaking down the barriers between disciplines. At 10th level, once per session when making an Int- or Wis-based skill check, the expert may substitute his total skill bonus with any skill chosen as part of his field of expertise for his standard bonus with the skill in use. The expert must declare that he intends to use this ability before he makes the roll to generate the skill check result.

Finally, the expert gains the virtual basic skill feat, "Professional," which grants a +2 bonus with all skill checks made using any of the skills chosen as part of his field of expertise, and the threat ranges of those skills increases to 19–20. At 3rd level, the expert gains the Advanced Skill Mastery feat for his Professional feat. At 5th level, the expert gains the Grand Skill Mastery feat for his Professional feat. At 7th level, the expert gains the False Start feat for his Professional feat. At 9th level, the expert gains the Perfect Skill Mastery feat for his Professional feat. Versatility: At 2nd level, the expert chooses 6 nonclass skills. These skills become class skills for him. At 7th level, the expert chooses an additional 6 nonclass skills to become class skills for him. Brain Trust: At 4th level, whenever one of the expert’s teammates is in direct voice contact with him and makes a skill check with a skill chosen as part of his field of expertise, the teammate may make that skill check using the expert’s total skill bonus instead of his own. If the teammate uses the expert’s skill bonus, the time requirement of his skill check is doubled. Professional Courtesy: Beginning at 4th level, the expert’s professional body of work earns him the respect of his peers around the world. The starting disposition of each NPC possessing at least 4 ranks in a skill chosen as part of the expert’s field of expertise is improved by 1 grade. At 8th level, the starting disposition of each NPC possessing at least 4 ranks in a skill chosen as part of the expert’s field of expertise is improved by 2 grades. Ph.D.: At 6th level, the expert may choose 1 Intelligence-based skill (or 1 Intelligence-based skill) with which his maximum possible skill rank increases to

Table 1.1: The Expert Base Att Bon +0

Fort Save +0

Ref Save +1

Will Save +2

Def Bon +1

Init Bon +0

Budg Pts 2

Gadg Pts 1

2 3 4

+1 +1 +2

+0 +1 +1

+2 +2 +2

+3 +3 +4

+2 +3 +3

+1 +1 +2

4 6 8

2 3 4

5 6 7

+2 +3 +3

+1 +2 +2

+3 +3 +4

+4 +5 +5

+4 +5 +6

+2 +2 +3

10 12 14

5 6 7

8

+4

+2

+4

+6

+6

+3

16

8

9 10

+4 +5

+3 +3

+4 +5

+6 +7

+7 +8

+4 +4

18 20

9 10

Lvl 1

9

Special Field of expertise (basic), meticulous Versatility (6 skills) Field of expertise (Advanced) Brain trust, professional courtesy (1 grade) Field of expertise (Grand) Ph.D. Field of expertise (False Start), versatility (12 skills) Bamboozle, professional courtesy (2 grades) Field of expertise (Perfect) Breakthrough 1/session

agency GUIDE This is a prestige class. The Agency retains an “on-the-ground” presence in nearly every sector of the world, monitoring and watching for trouble at all times. The key players in this presence are called “guides” — characters who integrate into the community, learning every aspect of the local culture and landscape. Guides are frequently assigned to agent teams to act as liaisons and interpreters, while helping swing local support in their direction. Abilities: Wisdom and Charisma are key abilities for the guide, as they help him spot trouble and quickly blend into the local population. Constitution is also important for guides working in more remote (or hostile) climes. Vitality: 1d10 + Con modifier per level.

Requirements Agent Level: 5+. Wisdom: 13+. Cultures: 4+ ranks. Diplomacy: 4+ ranks. Languages: 4+ ranks. Survival: 4+ ranks. Feats: Native, Safe House.

Class Skills The guide’s class skills and key abilities are: Class Skill Boating Climb Craft Cultures Diplomacy Disguise Driver Escape Artist First Aid Gather Information Hide Languages Listen Pilot Profession Sense Motive Spot Surveillance Survival Swim

Key Ability Dex Str Int Wis Cha Cha Dex Dex Wis Cha Dex Wis Wis Dex Wis Wis Wis Wis Wis Str

Class Features All of the following are class features of the guide. Acquaintances: Levels in this class are added to the agent’s faceman levels when determining the effectiveness of his backup ability. Starting Feats: At 1st level, the guide gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle) Cultured: When the guide spends 1 action die to increase the result of a Cultures, Hide, Languages, or Survival skill check, each of his teammates gains a cooperation bonus with the next skill check they make using the same skill equal to the guide’s action die result. This is the guide’s core ability. Lay of the Land: Guides are frequently deployed weeks or months ahead of agent teams, integrating into the community and preparing it for the operation well beforehand. At 1st level, the guide gains the Home Turf feat. All prerequisites for this feat are waived.

Skill Points at Each Additional Level: 6 + Int modifier.

10

specialist In both cases, the guide must meet all prerequisites for the feat before choosing it. Forage: The guide has a knack for finding useful items in the most unlikely of places. Beginning at 4th level, the guide may spend 1 hour scouring a 500-ft. × 500-ft. area for useful gear or items. At the end of this time, the guide makes a Survival check (DC 15), with which he may not take 10 or 20. With success, the guide finds 1 BP’s worth of useful goods, +1 BP per 2 points by which his result beats the DC, which he may immediately requisition as standard. These BPs are spent in the same way as standard BPs spent to requisition items in the field (i.e. all BP costs are doubled unless the agent possesses the procure class ability). The goods located must be native to the surrounding terrain (i.e. laptops cannot be found in jungles, modern weapons cannot be found in native villages, etc.). At 8th level, when the guide’s Survival check to forage is successful, he finds 1 BP’s worth of useful goods, +1 BP per 1 point by which his result beats the DC, which he may immediately requisition as standard. Interpreter: The guide often acts as a cultural attaché for his teammates. Beginning at 4th level, each of the guide’s teammates gains a bonus with all Cultures, Diplomacy, and Languages checks equal to 1/2 the guide’s class level while in his presence. Acculturated: Beginning at 5th level, once per session, the guide may re-roll 1 failed Cultures or Languages check. He may not use this ability if he rolled an error or scored a critical failure with his first attempt. Further, the guide must abide by the result of the second roll, even if it’s worse than the first. At 9th level, the guide may use this ability 1 additional time per session. 6 Degrees of Separation: Guides are world travelers with a network of contacts stretching across the globe.

At 5th level, the guide gains the Hometown Hero feat. All prerequisites for this feat are waived. At 9th level, when the guide designates an area as his home turf, he gains 1 ‘terrain’ training feat corresponding to that area until the end of the current serial (e.g. if the guide designates a jungle village as his home turf, he gains the Jungle Training feat). The guide must meet all prerequisites for the feat before choosing it. This temporary feat may not be used to meet the prerequisites of any other feat or the requirements to enter any prestige class. Unless the GC determines otherwise, these benefits continue if the venue changes mid-serial — the guide is assumed to have scouted the new area at some point prior to the current mission. Friends in Low Places: The guide is an expert at plugging into local culture, no matter where he’s inserted. At 2nd level, when the guide spends at least 1 full day (24 hours) on the street in an area, he need not spend an action die to locate a street contact. Further, the time to set up a street contact meeting is reduced to 1 hour per die rolled (see the Fixer/Pointman Class Guide, page 71, for more about locating street contacts). Finally, the result of each of the guide’s street contact checks is increased by 1 grade (to a minimum of “pennies on the dollar”). At 7th level, the result of each of the guide’s street contact checks is increased by 2 grades (to a minimum of “pennies on the dollar”). Further, the GC may no longer spend action dice to activate legal intervention when the guide attempts to locate a street contact. Bonus Feat: At 3rd level, the guide gains 1 additional covert or gear feat. At 7th level, the guide gains a second additional covert or gear feat.

Table 1.2: The Guide Base Att Bon +0

Fort Save +2

Ref Save +1

Will Save +1

Def Bon +1

Init Bon +1

Budg Pts 1

Gadg Pts 0

2 3 4

+1 +2 +3

+3 +3 +4

+2 +2 +2

+2 +2 +2

+1 +2 +2

+2 +3 +3

2 3 4

1 1 2

5

+3

+4

+3

+3

+3

+4

5

2

6 7

+4 +5

+5 +5

+3 +4

+3 +4

+4 +4

+5 +6

6 7

3 3

8

+6

+6

+4

+4

+5

+6

8

4

9

+6

+6

+4

+4

+5

+7

9

4

10

+7

+7

+5

+5

+6

+8

10

5

Lvl 1

11

Special Acquaintances, cultured, lay of the land (home turf) Friends in low places (1 grade) Bonus feat Forage (1 BP per 2 difference), interpreter Acculturated 1/session, lay of the land (hometown hero) 6 degrees of separation Bonus feat, friends in low places (2 grades) Forage (1 BP per difference), overland shortcut Acculturated 2/session, lay of the land (terrain feat) Master of camouflage

agency Special: If your Charisma ever increases above 13, you lose all of this feat’s benefits. You do not gain a new feat in its place — you retain this feat, but it offers you no benefit until and unless your Charisma again drops to 13 or lower.

At 6th level, at the beginning of each serial, the guide gains a number of skill points equal to his class level, which represents his contacts abroad. At any point during the serial, the guide may spend 1 hour getting in touch with a contact by phone, after which he may spend these skill points to purchase a long-term contact, just as if he had developed it per the standard long-term contact rules (for more information about long-term contacts, see the 1960s Decade Book, page 186). Any contact developed in this fashion remains until the end of the current serial, at which time he’s lost (though the guide may designate the same contact with this ability during a later serial if he wishes). Overland Shortcut: At 8th level, when the guide is traveling over great distances by foot, he and his teammates may treat wilderness as dirt road/trail, and trail as paved road for the purpose of determining his overland speed (see the Spycraft Espionage Handbook, page 221). Further, the guide may always take 10 with Survival checks made to read a map or determine his current direction or position. Finally, the guide and his teammates gain a number of points of damage reduction against subdual damage triggered by marching or hustling equal to the guide’s Wisdom modifier (minimum 1). Master of Camouflage: At 10th level, all skill checks made to locate the guide in an area that he’s designated as his home turf, or for which he possesses the corresponding terrain feat, automatically fail unless the result is a critical success. This ability applies even if another class ability would typically allow for an automatic success (e.g. flawless search). This ability is negated for 1 minute when the guide moves faster than 1⁄2 his standard speed (rounded up), when he takes any attack action, and when the guide otherwise draws attention to himself (such as when he draws a weapon in the presence of other characters, cries out, etc.).

Innocuous Most people pay you no mind — even when you’re acting suspicious. Prerequisites: Agent level 6+, Nobody. Benefit: The DCs of all awareness checks made to notice you during a surprise round are increased by a number equal to 1⁄2 your agent level (rounded up). Further, the power rating of the agent’s cover identities are increased by +1 when he’s located within a crowd of 20 or more people, or by +2 when he’s located within a crowd of 40 or more people. This may increase the power ratings of agent’s cover identities beyond their normal maximum of +9 (to a maximum power rating of +12).

Native You always look like you’re where you’re supposed to be. Prerequisites: Charisma 13+, Cultures 4+ ranks. Benefit: When wearing Agency-issued clothing, the DCs of all Spot, Sense Motive, and Surveillance checks made to detect you within a crowd of 40 or more are increased by a number equal to your Charisma modifier. Further, your gear bonus with Cultures, Diplomacy, and Disguise checks to ‘fit in’ is increased by an additional 2 (to a total bonus of +4).

Nobody You have a face nobody remembers. Prerequisites: Charisma 11 or lower, Faceless. Benefit: Each time you encounter an NPC for the first time during a serial, the NPC must make an education check (DC 30 – your agent level). With failure, the NPC’s disposition toward you shifts 1 grade toward neutral. This effect also applies to division dispositions (see page 73). Special: If your Charisma ever increases above 11, you lose all benefits of this feat.

N EW C OVERT FEATS The following feats are considered part of the covert feat tree (see the Spycraft Espionage Handbook, pages 84–86).

Outsider You’re a non-entity on the espionage circuit, which affords you a number of surprising advantages. Prerequisites: Faceless. Benefit: The DCs of all Gather Information, Search, Sense Motive, education, and information favor checks made to research your past or determine your current motives are increased by a number equal to 1⁄2 your agent level (rounded up). Special: When using the optional reputation rules presented in the African Alliance Chamber Book, your reputation is always considered to be 0 except when dealing with teammates.

Faceless You’re wildly forgettable, a hole in the social landscape. Prerequisites: Charisma 13 or lower. Benefit: The time required to use any class ability or make any Gather Information, Search, Sense Motive, education, or information favor check to research your past or determine your current location or motives is tripled.

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specialist Training Programs

Private Connections You’ve learned how to work around the Agency’s most formidable red tape. Prerequisites: Outsider. Benefit: Twice per session, you may make a favor check without spending an action die. This favor check may be made without contacting the home office and without alerting the Agency. Your favor check result is increased by only 1⁄2 your agent level, however, rather than your standard full agent level. Further, the time required to make each favor check granted by this feat is 2 × standard. Special: This feat may be taken up to 3 times, each time granting an additional 2 uses per session.

Sometimes all the gadgets and luck in the world can’t make up for a lack of honest-to-goodness training. Though no substitute for true experience, emergency training can be the saving grace during a critical mission, offering the vital edge required to complete a pivotal task or a focal mission objective. The Agency understands this all too well and maintains staff, facilities, and programs needed to offer agent teams such the necessary edge, often with little or no forewarning. During the Gearing Up phase of any mission when an agent can spend a minimum amount of time at the Agency HQ or an equipped field office (per the GC’s discretion), he may spend a number of gadget points to receive the benefits of 1 emergency training program of his choice. The temporary effects of a training program are only gained after the agent pays the listed GP cost, spends the listed training time drilling and working with the Agency’s tutors, and completes all of the program’s required tasks (described in the program’s Final Exam entry). Unless otherwise specified, all training and tests must occur at the Agency HQ or an equipped field office (though under rare circumstances, the GC may rule that this training is possible in the field, if the proper tutors and facilities are available). Should the agent fail to complete any part of the program’s required tasks, he does not gain the program’s benefits and must re-attempt the program from scratch again during the Gearing Up phase of a future serial. He may not re-attempt the same or another training program during the same Gearing Up phase (though he does regain any GP spent to launch the failed training program). When an agent fails a final exam, he regains 1⁄2 the gadget points spent to launch the training program (rounded up). Emergency training programs cover only the most elementary basics of the topics presented, and are intensely tailored for the agents’ immediate needs. As such all their benefits are temporary, lasting only until the end of the current serial. Thereafter, the agent loses the temporary benefits gained from the program, though he may “recertify” during the Gearing Up phase of a future serial by paying the GP cost again and spending the listed recertification time in refresher courses with the Agency’s tutors. When recertifying, an agent need not retake the final exam. The GC may overrule any attempt to choose a training program, or any recertification attempt, on the grounds that the time or facilities are unavailable.

Respectable You are (or appear to be) a person of some social standing in the “real world.” Prerequisites: Agent level 3+, Native. Benefit: Each time you encounter a new civilian NPC for the first time, the NPC must make an education check (DC 30 – your favor check bonus). With success, the NPC’s disposition toward you is improved by 1 grade (to a maximum disposition of friendly). This benefit does not stack with other effects that improve disposition. Further, you gain a +1 bonus with all Charisma-based skill checks targeting the NPC until the end of the current serial.

TPRAINING ROGRAMS The following training programs are particularly appropriate for specialists, but may be chosen by agents of any type. For general rules concerning training programs, see the sidebar on page 13.

Basic Firearms Training Many specialists don’t have a background in firearms when they’re first approached by the Agency. Thus, the Basic Firearms Training Program was developed to train specialists — and agents — in the basics of firearms usage and maintenance, from the ground up. Qualifications: None. GP Cost: 3. Training Time: 4 days. The agent logs half this time on the firing range, learning the operation and proper handling of a variety of handguns and small arms, and the other half in the classroom training in the assembly and maintenance of small arms. Final Exam: The agent must make a successful Craft (Firearms) check (DC 12) to demonstrate his acquired knowledge to the tutor. The agent may make this check

Continued on the following page.

13

agency agent’s skills beyond their standard maximum. Additionally, the agent gains the benefits of the Perfect Stance feat when firing a handgun (see the Soldier/Wheelman Class Guide, page 39). Recertification Time: 4 hours.

Training Programs Cont. The agent may only benefit from a training program during a serial, and may only benefit from a maximum of 1 training program during any serial. Unless specifically stated otherwise, no agent may ever gain XP while undertaking a training program. This and future Spycraft products will feature new training programs, each of which is formatted as follows.

Basic Self Defense Training Specialists working undercover or inside secured facilities often can’t carry a weapon without arousing suspicion. To compensate for this disadvantage, these operatives are often rigorously trained in unarmed combat and self-defense techniques. Qualifications: None. GP Cost: 3. Training Time: 7 days. The agent spends 5 days in a dojo, learning the basics of hand-to-hand combat, beginning with his fists and learning striking and blocking techniques. Thereafter, he spends 2 days practicing grappling and leverage attacks. Final Exam: The agent must overcome all of the following challenges, in any order. Basic Striking: The agent must defeat one opponent in melee combat. His sparring partner is a standard NPC with a Defense of 11, a Strength score of 10, and a base attack bonus of +1. The fighters begin in adjacent squares, and roll initiative as standard. Each successful hit awards the attacker a point; the first fighter to 5 points wins the challenge. Basic Grappling: The agent begins this challenge pinned by an opponent possessing the same statistics as the fighter in the basic striking challenge. To win this challenge, the agent must escape the pin and pin his opponent successfully within 30 seconds (5 rounds). Basic Defense: The agent must avoid being hit for 30 seconds (5 rounds) by an opponent with the same statistics as the fighter in the basic striking challenge. The agent may use any methods within his means to do so, including attacking or tripping his opponent, or taking the total defense action. Benefits: Until the end of the current serial, the agent’s Strength score is considered to be 4 points higher when making opposed Strength checks during grapple and trip attempts. Additionally, the agent gains the benefits of the Martial Arts feat when fighting against an opponent without the Martial Arts feat. If the agent’s opponent possesses the Martial Arts feat, all benefits of this temporary feat are lost. Recertification Time: 8 hours.

Program Name After a brief summary of each training program are several pieces of game rule information, as follows. Qualifications: This entry lists the requirements the agent must possess before he may undertake the training program. GP Cost: This entry lists the training program’s cost, in gadget points. This cost is paid during the Gearing Up phase of any serial in which the agent seeks to gain the training program’s benefits, whether he’s recertifying or attempting the program for the first time. Training Time: This entry lists the time required to complete the program’s initial exercises, including all “off-screen” class and hands-on training, as well as the program’s final exam (see next). Final Exam: This entry describes a mini-serial that the agent must complete on his own (i.e. without the help of his allies or teammates) in order to gain the training program’s benefits and qualify for recertification during future serials. Benefits: This entry describes one or more temporary abilities, feats, or other benefits the agent gains upon successful completion of the training time and final exam (and after he pays the program’s GP cost). These benefits last until the end of the current serial. Recertification Time: This entry lists the time required to recertify with the program. An agent may only recertify after he’s paid the program’s GP cost and successfully completed the program’s training time and final exam during a previous serial. untrained, but he may not take 10 or 20 with it. With success, the agent must visit the firing range and successfully hit 10 targets within 10 rounds (1 minute). The targets possess a Defense of 10 and are located at a variety of different ranges: 3 in the first range increment, 2 in the second range increment, 2 in the third range increment, 2 in the fourth range increment, and 1 in the fifth range increment. Benefits: Until the end of the current serial, the agent gains the Weapon Group Proficiency (Handgun) feat and 2 temporary skill ranks in Craft (Firearms). These bonus skill ranks may not raise an

Covert Operations Training Specialists frequently work in highly sensitive operations, where they must make every effort to conceal their true motives from suspicious colleagues and investigators. This introduction to covert operations familiarizes the agent with deception and asset development, handoffs, shadowing, and counter-surveillance.

14

specialist Qualifications: None. GP Cost: 3. Training Time: 7 days. The agent spends half this time in classroom exercises and half in the field, observing experienced spies at work. Final Exam: The agent is taken out into a field location chosen by his tutor, where he must overcome all of the following challenges, in any order. Quid Pro Quo: The agent selects a target within his line of sight and interviews him (see the Faceman/Snoop Class Guide, page 74, for more about interviews). The target possesses an effective agent level of 1, and a skill bonus of +1d4–1 with both Bluff and Gather Information for the purposes of this interview. If by 5 minutes (50 rounds) later, the agent has learned more about his target than his target has about him (i.e. he has won more opposed skill checks than his target), he overcomes the challenge. Plant Bug: The agent selects a target within his line of sight. He must successfully plant one bug on the target without attracting the target’s attention. The target possesses a Spot skill bonus of +1d4–1 for the purposes of noticing the agent’s attempt. Tailing: The agent selects a target within his line of sight. He must successfully tail the target to his or her home, which is assumed to be 2d6 minutes away (see the Faceman/Snoop Class Guide, page 83, for more about tailing). The target possesses a Spot skill bonus of +1d4–1 and begins the tailing chase as “oblivious”. The agent may make untrained Surveillance checks during this attempt. Benefits: Until the end of the current serial, the agent gains the benefits of the Credible feat and 2 temporary skill ranks in Bluff, Sleight of Hand, and Surveillance (each). These bonus skill ranks may not raise an agent’s skills beyond their standard maximum. Additionally, the agent gains the benefits of the Credible feat (see the Faceman/Snoop Class Guide, page 52). Recertification Time: 8 hours.

chosen terrain, including navigation, foraging, and environmental dangers, as well as familiarization with survival gear used in operations in the chosen environment. Final Exam: The agent must make one successful Survival check (DC 12) to demonstrate his acquired knowledge to the tutor. The agent may make this check untrained, but he may not take 10 or 20 with it. With success, the agent is dropped by helicopter into a remote area of the chosen terrain type and given a simple task — reach the Agency training outpost 15 + 2d6 miles away within 2 days (48 hours), moving overland on foot without assistance (see the Spycraft Espionage Handbook, page 221, for details). The agent is armed with only a survival knife, compass, fatigues, canteen, and matches. En route to the Agency training outpost, the agent must complete a number of tasks. First, he must build a signaling fire to indicate that he’s begun his journey by making a successful Survival check (DC 10). Second, he must orient himself three times during the trip, each time making a successful Survival check (DC 15). Each time the agent fails one of these checks, he loses 4 hours and the distance to the Agency outpost is increased by 1d6 miles. Benefits: Until the end of the current serial, the agent gains 2 temporary skill ranks in Survival when operating in the chosen terrain, as well as the corresponding terrain ‘training’ feat from the covert feat tree. These bonus skill ranks may not raise an agent’s skills beyond their standard maximum, and this feat may not possess any other feats as prerequisites. Additionally, while the agent operates in the chosen terrain, the DCs of all skill checks to detect his presence or passing are increased by 2. Recertification Time: 12 hours.

N EW INTELLIGENCE RESOURCES The team may pay the GP cost of any of the following resources to gain access to the resource for the duration of the current mission. The GC may overrule any attempt to gain access to an intelligence resource on the grounds that the option is either unavailable or tasked elsewhere. Also, allowing the Agency to take work out of the team’s hands has its risks. Each intelligence resource lists a potential complication that may interfere with the team’s plans when it’s activated.

Wilderness Survival Training The Agency’s objectives deliver operatives all over the globe, from the most crowded cities to the remotest corners of the earth. The Wilderness Survival Training Program offers agents and specialist alike the basics of survival in a hostile environment — foraging, orienteering, endurance, and effective travel. Qualifications: Survival 1+ ranks. GP Cost: 3. Training Time: 5 days. The agent chooses one type of terrain within which he wishes to train: arctic, desert, forest, jungle, mountain, or swamp. His training time is dedicated to classroom study of survival techniques in the

Diversions Diversions are controlled events designed to draw the attention of a target (such as the authorities or an enemy force) away from the team’s activities. A classic example of diversion in action is found in the film Spy Game, when bribed power company executives cut the

15

agency listed penalty with all skill checks made to notice the agents or their actions (including Computers, Listen, Sense Motive, Spot, and Surveillance checks). Complication: Event the best-laid plans run into trouble time and again. The GC may spend and roll 3 action dice to cause the distraction to go off early or late by a number of minutes equal to the result of any 1 of the action dice spent. The GC may not spend additional action dice to increase this discrepancy.

power to a local prison just as an extraction team arrives to free their agent. Spycraft doesn’t distinguish between electronic and physical diversions — after all, a server crash can be just as distracting as a car crash. When the agents request a diversion, they must determine the nature of the diversion, the target or group of targets whom they wish the distraction to affect, and the exact time they wish it to happen. They may not choose to manually trigger a diversion orchestrated by the Agency (though they can certainly arrange one on their own at no GP cost, within the limits of the situation). The GC determines the scale based upon this information and the agents pay the listed GP cost (see Table 1.3: Diversion Intelligence Resources, page 16). When the diversion is triggered, the GC determines its duration as shown on Table 1.3: Diversion Intelligence Resources. For the duration of the diversion, all designated targets within the listed range suffer the

Example: The GC spends 3 action dice to delay a distraction, rolling a 22 (12 + 10), 8, and 4. He may choose to delay the distraction by 22 minutes, 8 minutes, or 4 minutes.

Smuggling Much of the Agency’s equipment and many of its weapons are technically illegal — or at least viewed with a high degree of suspicion — by the authorities. In the

Table 1.3: Diversion Intelligence Resources Max. Scale Targets Minor (e.g. knock out security guard, trigger a fire alarm) 1 Simple (e.g. knock out multiple guards, stage car crash) 5 Medium (e.g. knock out site’s video surveillance, fake a murder) 20 Large (e.g. knock out local telecommunications, start a riot) 100 Huge (e.g. knock out local power grid, blow up a building) 1,000

Range 500 ft. 1,000 ft. 2,500 ft. 5,000 ft. 10,000 ft.

Penalty –2 –4 –6 –8 –10

Duration 1d4 minutes 2d6 minutes 3d8 minutes 4d10 minutes 5d12 minutes

GP Cost 2 4 6 8 10

Table 1.4: Smuggling Intelligence Resources Condition Smuggler Civilian mule Local black marketer Licensed trading outfit International smuggler Diplomatic attaché Transportation Plane Automobile/Train Water Vehicle On Foot Largest Item Is… Tiny (less than 1 lb.) Small (1 –5 lbs.) Medium (5–20 lbs.) Large (21–100 lbs.) Huge (101–500 lbs.) Illegal (e.g. automatic weapon, forged documents) Highly illegal (e.g. weapon of mass destruction) Destination Open borders (e.g. state border, inside country) Average border presence (e.g. across national border) Controlled borders (e.g. country at war, demilitarized zone)

16

Detection

Time

Cost

1–5 1–4 1–3 1–2 1

+100% +50% +0% –50% –25%

2 4 6 8 10

+0 –1 (min. 0) –2 (min. 0) –3 (min. 0)

+0% +50% +100% +200%

— –1 (min. 1) –2 (min. 1) –3 (min. 1)

–2 (min. 0) –1 (min. 0) — +1 +2 +1 +2

— — — — — — —

–2 (min. 1) –1 (min. 1) 0 +1 +2 +2 +4

0 +1 +2

— — —

0 +2 +4

specialist interest of maintaining appearances and avoiding unwanted attention, many agent teams make use of smugglers to transport these items into target mission areas instead of transporting them on their persons or in their luggage. When the agents request to smuggle gear or weapons, they must determine the type of smuggler and transportation used, which — in tandem with the size and nature of the largest item smuggled, and the border control of the target destination — determines the time required to deliver the goods. All smuggling times are based upon the travel times presented on pages 220–224 of the Spycraft Espionage Handbook (see Table 1.4: Smuggling Intelligence Resources, page 16). Complications: Moving suspicious or illegal goods under the authorities’ noses is a risky proposition. When the agents request that something be smuggled, the GC rolls 1d20. With a result within the range listed in the Detection column on Table 1.4: Smuggling Intelligence Resources, the smuggler is caught and his cargo impounded. The agents must either make a legal intervention favor check (DC 25), spending 1 action die per attempt as standard, or infiltrate the impound facility to recover their gear. The impound facility is located at a point roughly equidistant from the start and end points for the smuggling operation, determined by the GC.

B ACKGROUNDS REVISITED Life in the Agency can be quite complicated — spies regularly betray their allies, manipulate assets, abandon their loved ones, and develop enemies across the globe. Backgrounds represent these various complications and ‘unfinished business’ the agents must face both on and off the job. The following rules supplement the standard background mechanics presented on page 96 of the Spycraft Espionage Handbook.

Fulfilling Backgrounds Backgrounds are often distractions for an agent, drawing his attention away from training and preventing him from concentrating on the job — though they are, for the most part, eventually conquered. When an agent fulfills a background during the course of a mission, he gains double the standard bonus background XP for the mission. In addition, he also regains the skill points he originally invested in the background, which become available to him the next time he gains a level (at which time he may purchase another background, with the GC’s approval). Special Note: These rules supercede those presented in the second paragraph of “Fulfilling Backgrounds” on page 97 of the Spycraft Espionage Handbook.

17

agency Background Qualities

Compulsion

Every background is comprised of a specific (and sometimes complicated) set of circumstances that represent the dramatic tension and difficulties the agent must overcome. To represent these difficulties in a concrete manner, backgrounds now possess background qualities. These qualities provide both the player and the GC a gauge by which to judge the impact of a background upon the agent’s life, as well as disadvantages or difficulties the agent may face when resolving his background. When an agent gains a background, the GC chooses two qualities — a list of suggested qualities for each existing background is found on Table 1.12: Suggested Background Qualities (see page 21). The number of skill points invested into the background applies equally to both qualities, which together determine the background’s effect upon the agent.

A background with this quality evokes powerful emotions — love, hatred, fear, etc. — and you must constantly struggle to suppress them. When you possess a background with this quality, each time you’re faced with the object or situation of your compulsion, you must make a Will save (DC 10 + 2 per skill point invested in the background). With failure, you must cease your current action and immediately act upon your compulsion (e.g. run to your loved one’s side, flee from your fear, attack your hated enemy, etc.). You may attempt 1 additional Will save every other round (during combat), or every minute (outside combat), against the same DC to regain your senses and once again act of your own volition.

Commitment A background with this quality represents a duty or promise that you must uphold — perhaps a duty to your country or family, or a private mission. The number of skill points invested in the background determines the depth of your commitment and/or what’s at stake if you fail to perform your duty, as shown on Table 1.5: Commitment Background Quality (see page 18).

Example: Donovan possesses a 2-point stolen object background with the danger and objective qualities. The danger involved is low (e.g. an enemy pursuing him possesses an agent level equal to his, or he is wanted for the item’s theft — a misdemeanor, or he must perform an average task to get the object back). The objective involved — in this case, the item, most likely, is a personal treasure, an encrypted data file, or the like.

Table 1.5: Commitment Background Quality Points 1 2 3 4 5

Duty Easy (e.g. attend a regular appointment outside Agency work, keep a secret) Simple (e.g. recover an important document, always complete your mission) Standard (e.g. protect the life of a past asset, always keep your word) Difficult (e.g. stop a war, never take a life) Nearly Impossible (e.g. eradicate evil from the world, never deceive another

What’s at Stake Your good word/relationship with a single person Your reputation/Agency secret Your career/Agency’s reputation Your life/Agency’s existence The lives of millions/fate of the world

Table 1.6: Conflict Background Quality Points 1 2 3 4

5

Conflict Influence Meaningless: You have no personal or professional stake in the conflict, and/or the conflict causes no measurable damage (e.g. momentary embarrassment or minor shame). Weak: You have little stake in the conflict, and/or the conflict could cause you at most some discomfort (e.g. damage to your reputation). Average: You’re affected by the conflict in a significant way, and/or the conflict has important consequences for you (e.g. heartbreak, the end of your career). Important: The conflict is deeply intertwined with either your personal or professional life, and/or the conflict could have serious consequences for you (e.g. your death, the death of one or more loved ones, war). Grave: You’re consumed with the conflict on every level, and/or the conflict could determine the fate of the world (e.g. nuclear war).

18

specialist Conflict

Enemy

A background with this quality places you firmly between two equally important and opposed forces (e.g. your lover is a double agent, you’re negotiating a treaty between two nations, or you’re ordered to turn in former allies). The number of points invested in the background determines the influence of the conflict upon your life, personally and/or professionally, as shown on Table 1.6: Conflict Background Quality (see page 18).

A background with this quality places a significant foe in your way — someone with the motivation and wherewithal to obstruct your actions and oppose your goals. The number of points invested in the background determines the enemy’s level in relation to your own, as follows. Points 1 2 3 4 5

Danger A background with this quality represents a difficulty or opposition you face when either resolving or ignoring the background. The number of points invested in the background determines the seriousness of the threat you face in both of these cases, as shown on Table 1.7: Danger Background Quality (see page 19).

Financial Whether you’re in debt to a loan shark or have abused field expense privileges too often, a background with this quality greatly impacts your liquidity. The number of points invested in the background determines how much your field expenses are reduced during each mission (to a minimum of $0) until your debt is paid, as well as the full debt amount, which can be paid with funds acquired during play. See Table 1.8: Financial Background Quality for details.

Table 1.7: Danger Background Quality Points 1 2 3 4

5

Enemy Level Equal to yours Your agent level +2 Your agent level +4 Your agent level +6 Your agent level +8

Threat Minimal (e.g. an enemy whose agent level is 1⁄2 yours (rounded up), a simple and/or legal task). Low (e.g. an enemy whose agent level is equal to yours, a misdemeanor and/or average task). Medium (e.g. an enemy whose agent level is equal to yours +1, a felony and/or complex task). Serious (e.g. an enemy whose agent level is equal to yours +2, a capital crime and/or highly complex task). Grave (e.g. an enemy whose agent level is equal to yours +4, an international crime and/or nearly impossible task).

Table 1.8: Financial Background Quality Points 1 2 3 4 5

Field Expenses –1d10 × $100 –2d10 × $100 –3d10 × $100 –4d10 × $100 –5d10 × $100

Overall Debt 2d6 × $1,000 3d6 × $2,000 4d6 × $5,000 5d6 × $10,000 6d6 × $20,000

Frequency

Discredited

A background with this quality represents one of those niggling problems that shows up at the most inconvenient times. Per the GC’s discretion*, the number of points invested in the background determines how often the background intrudes — at the start of each session, the GC rolls 1d20 and if the result falls within the following frequency range, the background crops up during the current session. Special Note: The agent receives the standard XP reward no matter how many sessions feature the background during any 1 serial. * Given that a player may “cash in” a background ignored for three full serials (see the Spycraft Espionage Handbook, page 96), the GC may arbitrarily use his own judgment in lieu of this quality’s effects if he wishes. This simple system is provided solely if the GC wishes to randomize the background’s frequency.

A background with this quality represents a black mark upon your career, affecting your renown within the espionage world. Your reputation score in each category is reduced by 10 per point invested in the background (e.g. a 3-point background with this quality reduces your reputation by 30 in all categories). For more about reputation, see the African Alliance Chamber Book, page 67.

Distraction A background with this quality is highly disruptive, frequently taking you “out of your game” when it intervenes. When faced with the background directly, you suffer a –1 circumstance penalty with all skill checks and attack rolls per point invested in the background until the source of the distraction is removed. Sample distractions include worrisome NPC motivations, annoying hangerson, and migraine headaches.

19

agency Points 1 2 3 4 5

Frequency Range 1 1–2 1–3 1–4 1–5

Points 1 2 3 4 5

Frequency Once per 3 months Once per month Once per week Once per 3 days Once per day

Memory

Organization

A background with this quality represents blank spots in your mind, holes where important facts might be. The number of points invested in the background determines the depth of your amnesia, as shown on Table 1.9: Memory Background Quality (see below). Further, at the start of each session, the agent may make a Wisdom check against the listed DC to determine whether he receives a flash of missing memory (per the GC’s discretion).

A background with this quality pits you against a group of individuals with significant power. The number of points invested in the background determines both the organization’s influence and the MP the GC may use to design it (if the organization is the focus of the current serial, this becomes the amount of bonus MP the organization gains during this serial only), as follows. Points 1 2 3 4 5

Table 1.9: Memory Background Quality Points 1 2 3 4 5

Lost Memories Wisdom Check DC Your childhood 10 Life before your agent training 15 Your espionage career 20 Your family, friends, and enemies 25 Your name and identity 30

Influence Local Regional National International Global

MP 25 50 75 100 150

Secret A background with this quality could bring harm to you, your friends, or your Agency should it see the light of day. The number of points invested in the background determines the importance of the secret to all involved, as shown on Table 1.11: Secret Background Quality (see page 20).

Objective A background with this quality represents your quest to fulfill a goal or find an object of significant value. The number of points invested in the background determines the objective’s importance to you, as shown on Table 1.10: Objective Background Quality (see page 20).

Table 1.11: Secret Background Quality Points 1

Table 1.10: Objective Background Quality Points Objective’s Value 1 Slight (e.g. a trinket, a favorite weapon) 2 Low (e.g. a personal treasure, an encrypted data file) 3 Medium (e.g. a family heirloom, a dangerous media leak) 4 High (e.g. a national treasure, a Top Secret government document) 5 Priceless (e.g. a one of a kind object, a weapon of mass destruction)

2

3 4 5

Importance Minimal: Damaging to your reputation (e.g. evidence of mental illness in your family). Low: Damaging to your career or operational integrity (e.g. evidence that a former lover spies for the enemy). Medium: Damning (e.g. evidence that you’re a double agent). High: Threatening to the Agency/your nation (e.g. a government secret). Critical: Threatening to world security (e.g. nuclear activation codes).

Suspect

On The Run

A background with this quality represents something you’ve done to raise issues with your handler, Control, or even the Agency as a whole. Perhaps you’re a reckless maverick with little regard for the rules, or you’re viewed as a potential liability during operations — regardless, someone “upstairs” doesn’t like you. You suffer a –2 circumstance penalty with all favor checks per skill point invested in a background with this quality.

A background with this quality represents a largescale search for you, either as a fugitive or a ‘person of interest.’ The number of points invested in the background determines the frequency of Gather Information checks made to see if the authorities discover you and initiate a local manhunt (for more about manhunts, see the Fixer/Pointman Class Guide, page 68), as follows.

20

Time Limit

specialist N EW NPC CLASSES

A background with this quality is on the clock — perhaps you’re outrunning an international threat or heading off a growing conspiracy. The number of points invested in the background determines the time within which the issue must be addressed, as follows. Points 1 2 3 4 5

The specialist favor check is revisited in the sidebar on page 23. When requesting the assistance of a specialist, the GC may find several previously published NPC classes helpful, including the academic, mercenary, and professional classes (see the Archer Foundation Chamber Book), the community criminal, deep cover operative, and technophile classes (see the Pan-Asian Collective Chamber Book), the financier, lawyer, and media classes (see the European Commonwealth Chamber Book), the diplomat, monitor, and stalker classes (see the African Alliance Chamber Book), and the contract killer, counter-intelligence operative, and wingman classes (see the 1960s Decade Book).

Time Limit 1 year 6 year 3 months 1 month 2 weeks

Special Note: If the agent fails to resolve this background within the time limit, the background is resolved, but the agent receives no XP bonus for resolving it. He does still regain the invested skillpoints, however.

Table 1.12: Suggested Background Qualities Background Amnesia Black Mark Death Wish Debt Defeated Dishonored Drafted Fear Footsteps to Follow Fragile Game Control Fiat Hunted Hunting Liaison Long Term Mission Lost/Forbidden Love Media Darling Media Trail Mistaken Identity Nemesis Obligation Obsolete “Off the Reservation” Pawn Prize Recruit Public Life Romance Shattered Suspicion Stolen Object Switch Hitter Torture Victim True Identity Vendetta Vow Wanted

Reference Spycraft Espionage Handbook, page 97 Agency, page 108 1960s Decade Book, page 138 Spycraft Espionage Handbook, page 97 Spycraft Espionage Handbook, page 97 Soldier/Wheelman Class Guide, page 26 Agency, page 35 Spycraft Espionage Handbook, page 97 Agency, page 35 Agency, page 86 Spycraft Espionage Handbook, page 98 Spycraft Espionage Handbook, page 98 Spycraft Espionage Handbook, page 98 Fixer/Pointman Class Guide, page 30 Spycraft Espionage Handbook, page 98 Spycraft Espionage Handbook, page 98 Faceman/Snoop Class Guide, page 34 Agency, page 60 Spycraft Espionage Handbook, page 98 Spycraft Espionage Handbook, page 98 Spycraft Espionage Handbook, page 98 Agency, page 108 Faceman/Snoop Class Guide, page 34 Agency, page 6 Agency, page 35 Soldier/Wheelman Class Guide, page 26 Spycraft Espionage Handbook, page 98 Agency, page 86 1960s Decade Book, page 139 Spycraft Espionage Handbook, page 98 Agency, page 6 Agency, page 60 Spycraft Espionage Handbook, page 98 Spycraft Espionage Handbook, page 98 Spycraft Espionage Handbook, page 98 Fixer/Pointman Class Guide, page 30

21

Qualities Objective, memory, on the run. Discredited, objective, suspect. Compulsion, danger, objective. Danger, financial, time limit. Danger, discredited, objective. Discredited, objective, suspect. Commitment, conflict, distraction. Compulsion, distraction, frequency. Commitment, discredited, objective. Distraction, organization, suspect. Any two (GC’s choice). Frequency, on the run, organization. Danger, objective, time limit. Conflict, commitment, frequency. Commitment, danger, time. Conflict, distraction, objective. Distraction, frequency, secret. Discredited, distraction, frequency. Conflict, danger, on the run. Compulsion, enemy, organization. Commitment, frequency, secret. Commitment, financial, time limit. Financial, on the run, suspect. Conflict, distraction, suspect. Conflict, danger, frequency. Commitment, frequency, secret. Conflict, commitment, distraction. Commitment, discredited, distraction. Discredited, secret, suspect. Commitment, danger, objective. Danger, discredited, suspect. Compulsion, suspect, secret. Danger, reputation, secret. Compulsion, distraction, enemy. Commitment, danger, objective. On the run, organization, suspect.

agency Healer: At 2nd level, the EMT gains a +2 competence bonus with all First Aid checks. At 8th level, the EMT gains an additional +2 competence bonus with all First Aid checks (for a total bonus of +4). Well-Equipped: At 4th level, the EMT gains 10 bonus BPs that may only be used to requisition medical gear and drugs. At 10th level, the EMT gains an additional 10 bonus BPs (for a total of 20 bonus BPs), with the same restrictions. Coolness Under Fire: At 6th level, the EMT becomes proficient at rendering aid even in hostile situations, gaining the Coolness Under Fire feat (see the Soldier/Wheelman Class Guide, page 38).

Other examples follow. Once again, while these options are most appropriate for specialists, they may be used to create characters of any type.

Emergency Medical Technician (EMT) Life-threatening injuries rarely occur in major hospitals. When a civilian or agent goes down, it’s up to emergency medical technicians — EMTs — to stabilize him and transport him to a fully-staffed trauma facility. MP Cost: 3 per level + 10 (vitality die).

Full Skills The EMT’s full skills and key abilities are: Full Skill Driver First Aid Spot

Key Ability Dex Wis Wis

Researcher Researchers are frequently enlisted by the Agency to assist during complex investigations. Their unrivaled knowledge within their fields and ability to locate information quickly and effectively make them invaluable when agents face tough problems. MP Cost: 2 per level + 5 (vitality die).

Half Skills The EMT’s half skills and key abilities are: Half Skill Climb Concentration Jump Search Survival Swim

Key Ability Str Wis Str Int Wis Str

Full Skills The researcher’s full skills and key abilities are: Full Skill Gather Information Knowledge (any one) Profession (any one) Search Any one Int-based skill

Class Features The following are class features of the EMT. Starting Feats: At 1st level, the EMT gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee)

Key Ability Cha Int Wis Int Int

Half Skills The researcher’s half skills and key abilities are: Half Skill Concentration Craft (any one) Knowledge (any one) Languages Any two skills

Bandage: At 1st level, the EMT gains the Bandage feat (see the Soldier/Wheelman Class Guide, page 43).

Key Ability Wis Int Int Wis Varies

Table 1.13: The EMT (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 6 9 13 16 20 23 27 30 34 37

Base Att Bon +0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

22

Def Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Init Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special Bandage Healer (+2) Well-equipped (10 BPs) Coolness Under Fire Healer (+4) Well-equipped (20 BPs)

specialist Class Features

Specialist Favor Checks Revisited

The following are class features of the researcher. Starting Feats: At 1st level, the researcher gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun)

NPC classes are an excellent tool for determining the type and abilities of a character summoned with a specialist favor check. When a character is summoned with a specialist favor check, his agent level may be determined by the favor check result, as follows.

Specialty: At 1st level, one of the researcher’s full skills is increased by 3 ranks. Brainiac: At 2nd level, the researcher’s Intelligence score is increased by 2. Man of Letters: At 4th level, the researcher gains one special ability from the following list.

Check Result 5 10 15 20 25 30

Bookworm: The amount of time required for the researcher to conduct any research — whether using books, a computer, or other means — is reduced to 1⁄2 standard (rounded up). This ability only affects research that would otherwise take 5 minutes or longer. Flawless Search: When making a Search or Spot check to find clues or other important information, the researcher never completely fails unless he suffers an error. Even when he suffers an error, an opponent must spend 2 action dice to activate the critical failure. Re-Roll: The researcher may re-roll 1 failed Intelligence-based skill check per session. He may not use this ability if the skill check to be re-rolled resulted in an error. Further, the researcher must abide by the result of the second roll, even if it’s worse than the first. See Pattern: Each synergy bonus granted by one of the researcher’s class skills is increased by an additional +1 (commonly, to a total bonus of +3). At 8th level, the researcher may select a second special ability from this list. Advanced Specialty: At 6th level, the researcher gains 1 rank in the skill designated by his specialty class ability. At 10th level, the researcher gains 1 additional rank in the skill designated by his specialty class ability (for a total of 2 additional ranks gained).

Specialist Agent Level The team’s average agent level –4 (minimum 1) The team’s average agent level –2 (minimum 2) The team’s average agent level –1 (minimum 3) The team’s average agent level +1 (minimum 4) The team’s average agent level +2 (minimum 5) The team’s average agent level +4 (minimum 6)

S PECIALIST M ISSION GENERATOR When generating a mission involving one or more specialists on the fly, the GC may roll 1d20 twice, consulting Table 1.15: Specialist Mission Generator — Action the first time and Table 1.16: Specialist Mission Generator — Investigation/Problem Solving the second time (see pages 24 and 25, respectively). By coupling the results, the GC can create unique combinations of events, building the guts of a serial that he can flesh out with detail particular to his own game. The threat code for a mission generated with these tables is equal to the most severe of the threat code results. Example: The action table’s result is Code: Yellow, while the investigation/problem solving result is Code: Red. The mission’s threat code is Code: Red.

Table 1.14: The Researcher (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 4 6 9 11 14 16 19 21 24 26

Base Att Bon +0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

23

Def Bon +1 +2 +3 +3 +4 +5 +6 +6 +7 +8

Init Bon +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Special Specialty Brainiac Man of letters Advanced specialty (+1) Man of letters Advanced specialty (+2)

agency Table 1.15: Specialist Mission Generator — Action Roll 1

Code Yellow

2

Red

3

Yellow

4

Red

5

Red

6

Red

7

Yellow

8

Red

9

Black

10

Red

11

Red

12

Yellow

13

Red

14

Red

15

Red

16

Yellow

17

Red

18

Yellow

19

Red

20

Yellow

Mission Task/References Create “noise” to distract attention away from an Agency operation in your area, and evade the authorities long enough for the Agency to pull you out. See Area Pursuits — Faceman/Snoop Class Guide, page 95. Track down a merciless and stealthy assassin who is systematically wiping out fellow Agency teams, then pass the information to your assigned operative team. See Cleaner — Fixer/Pointman Class Guide, page 6. Travel cross-country through rough terrain under the enemy’s radar to get to an awaiting mission team, surviving only upon what the land provides. See Environment — Spycraft Espionage Handbook, page 228. Accost and interrogate a mad bomber wreaking havoc upon your assigned agent team’s ability to complete its mission, determining his superiors in the process. See Saboteur — Fixer/Pointman Class Guide, page 24. Run down and capture an armored truck transporting experimental scientific gear of interest to the Agency, then deliver it to the nearest ground station. See Chases — Spycraft Espionage Handbook, page 183. Locate a team of captured operatives before they break under torture, then relay their position to the Agency and guide the assault team to their location. See Streamlined Assault — Fixer/Pointman Class Guide, page 119. Penetrate the ranks of a smugglers’ ring by beating their best in a grueling cross-country race, then coordinate with your assigned agent team to bring the smugglers down. See Racing — Soldier/Wheelman Class Guide, page 58. Beat a well-connected but corrupt politician at his own game and undermine his political support. See Politico — Faceman/Snoop Class Guide, page 26. Engage and destroy a wing of stealth aircraft carrying a weapon of mass destruction before it can bomb the local capitol and ignite a war. See Vehicular Combat — Soldier/Wheelman Class Guide, page 59. Destroy the power base of an opposing intelligence organization that’s launched an all-out war against the Agency, paving the way for future missions. See Streamlined Assault — Fixer/Pointman Class Guide, page 119. Clear a key Agency intelligence resource that’s been overrun and co-opted by guerilla fighters. See Conscript — 1960s Decade Book, page 194. Evade the clutches of a death squad led by a grizzled mercenary captain tasked with killing you and your associates. See Hunter — Soldier/Wheelman Class Guide, page 12. Sow disruption within the ranks of a paranoid despot’s army using guerrilla and electronic warfare. See Communication and Electronic Warfare — Faceman/Snoop Class Guide, page 110. Eliminate a powerful crime boss who’s discovered your operation and turned his hordes of minions against you. See Goodfella — Fixer/Pointman Class Guide, page 11. Recruit a dissatisfied soldier within a criminal organization to assist you in sabotaging his mastermind superior’s most recent plot for world domination. See Taking to the Streets — Fixer/Pointman Class Guide, page 71. Determine the employer of a sultry femme fatale who’s seduced an agent and coaxed Agency secrets from him, and expose them. See Casanova — Faceman/Snoop Class Guide, page 7. Ambush a convoy carrying contraband weapons to a rebel group, leaving evidence behind that the raid was conducted by an rival rebel force. See Ambushes — Fixer/Pointman Class Guide, page 60. Catch a spy and recover the top-secret dossier he’s stolen before he can flee the country. See Courier — Fixer/Pointman Class Guide, page 7. Smuggle supplies and information to Agency operatives pinned down in enemy territory, avoiding enemy teams along the way. See Police Action — Fixer/Pointman Class Guide, page 68. Impersonate the financier of an international narcotics smuggling syndicate and drain his bank accounts before you’re revealed as frauds. See Identity Theft — Faceman/Snoop Class Guide, page 106.

24

specialist Table 1.16: Specialist Mission Generator — Investigation and Problem Solving Roll 1

Code Red

2

Yellow

3

Black

4

Red

5

Yellow

6

Black

7

Red

8

Red

9

Yellow

10

Red

11

Red

12

Black

13

Black

14

Red

15

Yellow

16

Red

17

Red

18

Red

19

Red

20

Yellow

Mission Task/References Break a seemingly ‘unbreakable’ cipher developed by a rogue nation, and determine the plans of its deranged warlord. See Advanced Cryptography — Faceman/Snoop Class Guide, page 120. Identify an ancient relic accidentally recovered by an agent team, as well as its significance and ramifications upon the world scene. See Evidence Analysis — Faceman/Snoop Class Guide, page 71. Determine the strain of a lethal virus sweeping through a country recently allied with the Agency, and put a stop to the threat. See Deduction — Faceman/Snoop Class Guide, page 85. Steal a prototype gadget from a civilian R&D outfit, turn it over to the Agency, and return it without alerting anyone to the temporary theft. See Streamlined Physical Infiltration — Fixer/Pointman Class Guide, page 125. Capture and interrogate an informant and the person he’s identified as a double agent, determining the true motives of all involved. See Interrogation — Faceman/Snoop Class Guide, page 74. Check the citations of a nosy journalist claiming to possess information that will blow the lid off the Agency, and suppress any legitimate evidence. See Records — Faceman/Snoop Class Guide, page 78. Determine the identity of a mysterious mastermind terrorizing a region, then assist an agent team in hunting the criminal down. See Profiling — Faceman/Snoop Class Guide, page 75. Capture an enemy organization official, brainwash him, and reintegrate him as a “Manchurian candidate.” See Brainwashing— Fixer/Pointman Class Guide, page 61. Recruit a successful physicist who’s recently scored a breakthrough in the field of cold fusion as an Agency asset. See Seduction Revisited — 1960s Decade Book, page 183. Examine the scene of an Agency operative’s grisly murder and determine his actual cause of death. See Deduction System — Faceman/Snoop Class Guide, page 85. Gain access to an electronics manufacturer and sabotage plans for a new electronic surveillance device that could tip the balance of power between nations. See Streamlined Face-to-Face Infiltration — Faceman/Snoop Class Guide, page 124. Arrange the release of Agency pilots downed and captured in hostile territory, as well as the sensitive data hidden on their persons. See Persuasion — Faceman/Snoop Class Guide, page 102. Find the solution to a computer virus threatening to release Agency secrets over the internet, then track down its creator and bring him to justice. See Computers — Spycraft Espionage Handbook, page 44. Investigate a chain of clues leading to an international aid organization accused of supporting illicit military action, and trace its funds to its criminal backer. See Interviews — Faceman/Snoop Class Guide, page 74. Convince an international smuggler with cold feet to make good on his offer to become an Agency informant. See Harassment — Fixer/Pointman Class Guide, page 63. Track the source of suspicious storms off the coast of a remote tropical island owned by a wealthy (but eccentric) scientist, and determine if he poses a threat to the world. See Aerial Surveillance — Faceman/Snoop Class Guide, page 80. Determine the origin and cause of a bombing that’s stunned a nation and sent its government into chaos. See Evidence Collection — Faceman/Snoop Class Guide, page 69. Bug the office of a suspected top government official shielded by diplomatic immunity and determine his complicity in recent terrorist activity. See Bugging — Faceman/Snoop Class Guide, page 81. Utilize deep-regression hypnosis and psychological work-ups to help an amnesiac burn victim remember who caused a mysterious power plant explosion. See Hypnosis — Fixer/Pointman Class Guide, page 40. As Agency outsiders, determine the existence and source of a possible leak within your organization’s ranks. See Clue Chains — Faceman/Snoop Class Guide, page 88.

25

agency Home Office A GENCY CREATION: THE PUBLIC FACE

Every agency maintains a central headquarters from which it administers operations, and where many of its recruits — particularly D-0 agents — are indoctrinated, trained, educated, and dispatched on missions. Some home offices are well known (such as the Pentagon and the Kremlin), and some are innocuous (such as the CIA’s Farm). To generate an original Agency’s home office, choose from, or roll 1d20 and consult, Table 1.18: Agency Home Office (see page 26).

Agencies are often impenetrable, barely understood bureaucracies — places of wondrous gadgets, secret operations, and fateful missions to save the world. But each Agency often also possesses a public face, representing the outside world’s knowledge of its work. The key elements of an Agency’s public face are its name, its home office location, and any public knowledge of the organization. All three of these elements are described here, with quick systems for determining them on the fly.

Public Knowledge Most Agencies keep public knowledge of their operations and objectives firmly under their control. Methods and expectations to keep operational parameters, protocols, and especially missions secret vary widely, depending on the Agency’s over-arcing mission and objectives. To generate public knowledge of an original Agency, choose from, or roll 1d20 and consult, Table 1.19: Public Knowledge of Agency (see page 28).

Name An Agency’s name must be indicative of many things — its national or organizational affiliation, its mission or region of operations, and its organization or relation to its sponsoring government. To generate an original Agency’s name, choose from, or roll 1d20 and consult, Table 1.17: Agency Name Generator (see page 26). Roll once for each column and order the resulting words as you wish to create the Agency’s name.

Table 1.18: Agency Home Office Roll 1 2 3 4 5 6 7 8

Example: Donovan rolls a 7 for Affiliation (“Defense”), a 17 for Mission (“Research”), and a 1 for Organization (“Agency”). His Agency might be named the “Defense Research Agency,” the “Agency for Defense Research,” etc.

Table 1.17: Agency Name Generator Roll Affiliation Mission Organization 1 Action Agency 2 Affairs Bureau 3 Analysis Consulate 4 Allied Counter-Intelligence Consortium 5 Central Counter-Terrorist Council 6 Covert Defense Department 7 Defense Enforcement Directive 8 Executive Espionage Directorate 9 Federal Infiltration Division 10 Foreign Intelligence Force 11 Global Investigation Foundation 12 Government Judicial Group 13 Homeland Operations Initiative 14 International Oversight Institute 15 Joint Police Ministry 16 National Protection Organization 17 Secret Research Service 18 United Security Taskforce 19 United Nations Strike Team 20 World Surveillance Unit

9 10 11 12 13 14 15 16 17 18 19 20

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Home Office String of front companies in a major city Pastoral campus in the suburbs Official government building in a regional capital Sprawling military base Well known dedicated compound Shadow Agency hidden within governmental entity Enormous private estate (e.g. mansion, castle) Decommissioned military facility (e.g. former fallout shelter) Uncharted island off the coast Rustic small town converted into a covert headquarters Run-down Cold War-era bunker Glittering downtown skyscraper Decentralized offices spread throughout major cities within the Agency’s home region Mobile base of operations (e.g. submarine, aircraft carrier) Isolated training facility miles from civilization Network of isolated cells run by independent controls Heavily guarded public facility (e.g. federal courthouse) Underground top-secret facility at undisclosed location Nondescript civilian facility in a residential neighborhood Space station in low-Earth orbit

specialist

A GENCY CREATION: PECIALIST S MANPOWER

Learning As You Go In addition to presenting five distinct stages of an average agent’s career — from specialist to Control — this book presents guidelines for creating your own original Agency. These guidelines are presented as idea-based springboards (with mechanics when appropriate), in the order an average agent learns of them. For instance, a specialist is aware of his Agency’s public face, its general limitations within world regions (where specialists operate), and its protocols for recruiting and training specialists. Later, when he is brought into the Agency as a full recruit, he learns of the Agency’s stated mission, internal structure, training options, and protocols for recruiting and training recruits. Still later, when he is given full operative privileges, he learns of the Agency’s actual mission, forté, gear, gadget, and vehicle allocations, and protocols for recruiting and training operatives. And so on. This unique presentation allows for groups to run their agents through the entire gamut of possible agent types and generate a new Agency in stages over the course of their careers. More importantly, it allows the GC to relinquish the Agency creation choices or random rolls to the players, putting them in the driver’s seat to generate their own dream organization. This unprecedented method of character creation extends well beyond the individual agent, and even beyond group dynamics, setting the players firmly in control of their own play environment! And just to make sure that the GCs aren’t left out, we’re approaching the flavor and mechanical design of criminal organizations in a similar (though somewhat skewed) fashion with the upcoming Mastermind Sourcebook, available later this year. For all your villain goodness, there’s no better destination!

Specialists are utilized in all types of Agency operations, from low-priority surveillance missions to highly sensitive infiltration and assassination assignments. The number of specialists in use by an Agency at any time can vary, as most are recruited for single missions in which their expertise or assistance is necessary, then released. For simplicity’s sake, however, this section offers basic guidelines that are considered in play at all times unless the GC or a rule states otherwise.

Specialist Recruitment The methods used to recruit specialists are almost as diverse as the specialists themselves. Very often, specialists are approached for their exceptional skill, while sometimes they’re merely drawn into the action by happenstance. The Agency sometimes spends considerable time investigating a potential specialist — staking out his home, interviewing close associates, and indirectly probing his loyalties — before approaching him. Even thereafter, most specialists are contacted and/or asked to complete inconsequential tasks for weeks or months before they’re made fully aware of the Agency. Some are never told of the organization for which they work. To generate an original Agency’s specialist recruitment parameters, choose from, or roll 1d20 and consult, Table 1.20: Specialist Recruitment Parameters (see page 28).

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agency Table 1.19: Public Knowledge of Agency Roll 1–5

6–11

12–16

17–19

20

Public Knowledge Invisible: The public isn’t aware of the Agency’s existence, mission, or operations; in fact, the Agency’s existence is strictly concealed from all but the highest echelons of government. When the Agency’s operatives are the hunters in an area pursuit, the exposure threshold is set to 10. Spotty: The general populace knows the Agency exists in some form or another, but is unsure of its mission, function, or operational parameters. Agency operations are known as much by rumor as by reputation. When the Agency’s operatives are the hunters in an area pursuit, the exposure threshold is set to 20. Aware: The Agency and its mission are known only within its home region, where its existence is a matter of public record; dedicated research can reveal its history and operations. When the Agency’s operatives are the hunters in an area pursuit, the exposure threshold is set to 30. Informed: Agency operations are known all over the world and are frequently covered in the media; older operations are even declassified and made public record. Former agents are hired as analysts in the private sector, including popular media. When the Agency’s operatives are the hunters in an area pursuit, the exposure threshold is set to 40. Intimate: The Agency has a good public relations presence, and the news media regularly covers the actions of its agents, often directly after the fact; agents enjoy some celebrity and respect with the general public, and government and civilian groups frequently review Agency actions. When the Agency’s operatives are the hunters in an area pursuit, there is no exposure threshold.

Table 1.20: Specialist Recruitment Parameters Roll 1–3

4–8

9–13

14–17

18–20

Recruitment Method Loose: Specialists are recruited essentially ‘off the street,’ with little investigation into their backgrounds or activities. Specialists in the Agency’s employ range from highly competent professionals to ‘operatives of convenience,’ with few standards between them. Flexible: The Agency believes the importance of a specialist’s expertise overrides the need for any specific protocol. A rudimentary investigation into the specialist’s background, criminal history, and current associates are standard operating procedure prior to recruitment. Average: The Agency sees specialists as potential liabilities, and does its homework thoroughly before recruiting them. Surveillance, covert development of the specialist as an asset, and background checks — including criminal investigation and close scrutiny of the candidate’s colleagues and family — are typical prior to recruitment. Thorough: The Agency takes great interest in all aspects of a specialist’s life before approaching them. Beyond background checks and surveillance, a specialist may be kidnapped, interrogated or blackmailed before being accepted. Exclusive: The Agency views espionage as the business of the best and brightest, and only approaches a specialist when they are absolutely certain of his competence, ability and loyalty. Specialists are usually tested extensively, and recruited only after years of examination. The Agency may even go to extreme lengths — including brain washing, indoctrination and personality reconstruction — before recruiting a specialist.

Table 1.21: Specialist Preparation Parameters Roll 1–3 4–8 9–14

15–18 19–20

Preparation Method None: The Agency doesn’t provide its specialists with any operational or espionage training. Specialists are expected to be either self-sufficient or adequately prepared for covert operations before recruitment. Minimal: Specialists are provided with only the most basic training before their release into the field. Preparation is composed primarily of rudimentary weapons training and ‘crash courses’ in surveillance and stealth, and little more. Average: The Agency trains its specialists in much the same fashion as new operative recruits. A specialist generally trains for a month or more under one or more senior agents, learning deception, manipulation, combat, and other skills necessary to survive in the field. Thorough: In addition to basic operative training, specialists receive additional preparation to complement their civilian backgrounds and support their specific mission inside the Agency. Extensive: Specialists may undergo months or years of Agency training before being released in the field. This includes complete espionage training, plus further education and drilling in an assigned area of expertise. Often, this preparation raises them to the pinnacle of their original fields.

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specialist Table 1.22: Specialist Numbers Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Division Size None Lynchpins Lynchpins Lynchpins Advisors Advisors Advisors Advisors Advisors Problem Solvers Problem Solvers Problem Solvers Problem Solvers Problem Solvers Task Forces Task Forces Task Forces Task Forces Task Forces Constant Support

Problem Solvers: Each Agency station has an established stable of specialists on-call at all times, available for office and field work. Task Forces: Specialists regularly accompany field teams to provide logistical support. Operatives face no problem when requesting specialists with all but the most obscure skill sets. Constant Support: The Agency’s wealth of specialists is monstrous. Operatives have direct access to the world’s finest minds in nearly any field imaginable.

Number of Specialists 0 1–3 4–6 7–10 11–15 16–25 26–40 41–60 61–100 101–150 151–250 251–400 401–600 601–1,000 1,001–1,500 1,501–2,500 2,501–4,000 4,001–6,500 6,501–10,000 10,001+

A GENCY CREATION: LEVERAGE In Spycraft, the Agency is presumed to be a globespanning espionage organization, with connections at literally every level of society. In reality, however, most espionage organs rarely enjoy this level of integration and influence on the global scene. Instead, they rely upon close alliances to bolster their agents’ options within some territories, and remain wary of rivals and opposing intelligence outfits that threaten their objectives elsewhere. Additionally, Agency goals, budgetary limitations, bureaucratic meddling, and good old-fashioned counter-espionage frequently direct where and how the Agency may apply its limited resources. In Spycraft, an Agency’s influence and access to resources at home and abroad is represented by leverage. This represents not only the Agency’s influence in different parts of the world, but also the ability of its operatives to draw upon different types of resources in the field.

Specialist Preparation Once a specialist is recruited, he’s given a crash course in basic espionage techniques and any other skills demanded by the mission’s parameters and the Agency’s interest in using him in the future. Despite the mission-specific nature of every specialist’s work, the Agency establishes certain basic protocols for preparing specialists to work as part of the organization. To generate an original Agency’s initial specialist training, choose from, or roll 1d20 and consult, Table 1.21: Specialist Preparation (see page 28).

Determining Agency Leverage

Specialist Numbers

There are 4 steps when determining an original Agency’s leverage — selecting a home region, determining Agency presence in other regions, determining Agency resources and modifiers within each region, and determining stations and security within each region. Special Note: For the purpose of determining Agency leverage, the globe is split into 10 different regions, as shown on Table 1.23: Global Regions (see page 30).

To generate the average number of specialists working for an original Agency at any time, choose from, or roll 1d20 and consult, Table 1.22: Specialist Numbers (see page 29). Descriptions of division size results follow. None: The Agency doesn’t utilize specialists, instead relying entirely upon its operatives to carry out missions. The Agency might work under absolute secrecy (e.g. a ‘black’ government project), or might be supremely paranoid of outsiders. Lynchpins: The Agency maintains a small stable of highly trained and trusted specialists, usually at the home office. Commonly, these characters are civilian aides or analysts who are either too valuable or untrained to be released into the field. Advisors: The Agency maintains 1 or 2 specialists at each field station, perhaps because it puts a strong focus on developing specialists for long-term infiltration or field support.

Step 1: Agency Home Region Every Agency is nestled most firmly within one home region, within which it possesses full governmental and/or military support to carry out its stated mission (and perhaps even its private one — see page 80). An Agency’s home region is the agents’ strongest theatre of operations, and determines their starting native languages.

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agency

Table 1.23: Global Regions Roll 1–2 3–4

Region Africa Asia

5–6

Central Europe

7–8 9–10

Eastern Europe and Russia Latin America

11–12

Middle East

13–14 North America 15–16 Oceania 17–18 South America 19–20 Western Europe

Area of Influence The entire African continent, including Cape Verde and Madagascar. Central, Eastern and Southeast Asia, including Afghanistan, Bangladesh, Burma, Cambodia, China, Laos, India, Japan, Kazakhstan, Pakistan, Sri Lanka, Taiwan, Thailand, Turkmenistan, and Uzbekistan. Continental and Mediterranean Europe east of the Alps and west of Poland, including Austria, Bosnia and Herzegovina, Croatia, the Czech Republic, Germany, Greece, Finland, Hungary, Italy, Norway, Slovakia, and Switzerland. The Baltic States and Europe east of the Carpathians, including Armenia, Azerbaijan, Bulgaria, Chechnya, Estonia, Georgia, Latvia, Lithuania, Moldova, Poland, Romania, Russia, and the Ukraine. Central America and the Caribbean, including the Bahamas, Belize, Costa Rica, Cuba, the Dominican Republic, El Salvador, Grenada, Guatemala, Haiti, Honduras, Jamaica, Nicaragua, Mexico, Panama, and Trinidad-Tobago. The Eastern Mediterranean, Arabian Peninsula and Gulf States, including Cyprus, Egypt, Iran, Iraq, Israel, Jordan, Lebanon, Kuwait, Oman, Palestine, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, and Yemen. Canada, Greenland, and the United States and territories (Alaska, Guam, Hawaii, and Puerto Rico). Australia, French Polynesia, Indonesia, Malaysia, Micronesia, Papua New Guinea, Philippines, New Zealand, Singapore, and the South Pacific. The entire South American continent and the Falkland Islands. Atlantic-bordered European countries west of the Alps, including Belgium, Denmark, France, Great Britain, Iceland, Ireland, Portugal, The Netherlands, Spain, and Sweden.

Table 1.24: Regional Languages Region Africa Asia Central Europe Eastern Europe and Russia Latin America Middle East North America Oceania South America Western Europe

Available Native Languages Afrikaans, Arabic (Egyptian), Arabic (Modern), Bantu, French, Swahili Chinese (Cantonese), Chinese (Mandarin), Farsi, Japanese, Korean, Khmer, Malay, Russian, Sanskrit, Tagalong, Thai, Vietnamese Bosnian, Croatian, Czech, Finnish, German, Greek (Ancient), Greek (Modern), Hungarian, Italian, Latin, Norwegian, Serbian, Slovak Armenian, Azerbaijani, Georgian, Latvian, Lithuanian, Polish, Romanian, Russian, Slovenian, Turkish, Ukrainian English, French, Haitian, Spanish Arabic (Egyptian), Arabic (Modern), Assyrian, Farsi, Hebrew, Turkish Apache, Cherokee, Cheyenne, English, French, Navajo, Spanish English, French, Indonesian, Kiwi, Malay, Tagalong Latin, Portuguese, Spanish Danish, Dutch, English, French, Gaelic, German, Icelandic, Latin, Portuguese, Spanish, Swedish

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specialist Within each region, the Agency gains seven sphere qualities, based on its local leverage, as follows.

To generate an original Agency’s home region, choose from, or roll 1d20 and consult, Table 1.23: Global Regions (see page 30). To determine the available native languages of an average agent belonging to the Agency, consult Table 1.24: Regional Languages (see page 30).

Leverage Home Friendly Neutral Hostile

Step 2: Agency Leverage in Other Regions

Sphere Qualities 2 excellent, 3 good, 2 average 1 excellent, 2 good, 3 average, 1 poor 1 good, 3 average, 2 poor, 1 shoddy 2 average, 3 poor, 2 shoddy

Each of these sphere qualities is assigned to one of the region’s seven spheres. For each quality, choose from, or roll 1d20 and consult, Table 1.25: Spheres of Influence (see page 31), re-rolling duplicate results and results that match a sphere already assigned a quality. Repeat this process until all spheres possess qualities. When an agent attempts to make a favor check, gain street assistance, or use a special rule set listed on Table 1.25, he is subject to the skill check caps and threat and error range modifiers shown on Table 1.26: Sphere Quality Effects (see page 31). Additionally, when any character within a sphere listed on Table 1.25 knows the agent to be working for the Agency, his disposition toward the agent begins at the grade listed on Table 1.26: Sphere Quality Effects (see page 31).

Beyond the Agency’s home region, the world’s regions are defined as friendly, neutral, or hostile. In friendly regions, the Agency’s operatives can expect a good degree of cooperation and easy access to their home office, while in neutral regions, they are largely left to their own devices and the assistance of personal allies. In hostile regions, help is rare and often a duplicitous feint. Generally, an Agency is assumed to possess 3 friendly regions, 3 neutral regions, and 3 hostile regions. To generate each of an original Agency’s friendly regions, choose from, or roll 1d20 and consult, Table 1.23: Global Regions (see page 30), re-rolling duplicate results and results that match the Agency’s home region. Repeat this process for neutral regions, thereby designating the remainder as hostile.

Step 4: Agency Stations In Each Region

Step 3: Agency Resources In Each Region

The final step when determining Agency leverage is to determine the strength of Agency operations inside each region, which in turn has a profound impact upon the agents’ freedom to operate therein, and the support they receive. Within each region, agents must pay a base number of action dice to request each favor check and enjoy or suffer a circumstance modifier with Cultures and

Within each region — whether friendly, neutral, or hostile — the Agency’s influence is defined within seven spheres: business, government, intelligence, law, military, society, and underworld. The Agency’s influence within each sphere affects favor checks and other actions taken by Agency employees within the sphere, as well as the starting disposition of the sphere’s natives toward all characters they know to be Agency employees.

Table 1.25: Spheres of Influence Roll 1–2 3–6 7–10 11–12 13–16 17–18 19–20

Sphere Business Government Intelligence Law Military Society Underworld

Favor Check Specialist Assistance Information Intervention Clearance Asset Transportation

Street Assistance Professional Government Intelligence Police Military Street Underworld

Special Face-to-Face Infiltration Area Pursuits Harassment Chases Interrogation Persuasion Black Market

Table 1.26: Sphere Quality Effects Quality Shoddy Poor Average Good Excellent

Sphere 10 15 20 25 None

Error +2 +1 — — —

Threat — — — +1 +2

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Starting Disposition Hostile Unfriendly Neutral Friendly Helpful

agency Table 1.27: Agency Stations by Region Leverage Home Friendly Neutral Hostile

Favor Check Cost 1 AD 1 AD 2 AD 2 AD

Cultures/Language Modifier +4 +2 0 –2

HQ Size Level 5 Level 3 Level 2 Level 1

Security 10 7 4 1

HQ Example Agency HQ Embassy Field office Underground cell

Languages checks, as shown on Table 1.27: Agency Stations by Region (see page 32). Further, the size and security levels of the Agency’s local headquarters within each region are determined as shown on this table (for more about HQ sizes and security ratings, see Streamlined Assault on page 120 of the Fixer/Pointman Class Guide).

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“Whenever there is any doubt, there is no doubt. That’s the first thing they teach you.” “Who taught you?” “I don’t remember. That’s the second thing they teach you.” — Sam and Vincent, Ronin

recruit

2

agency All of this preparation, however, culminates in the moment that a senior agent looks the prospect in the eyes and offers him the opportunity of a lifetime.

INTRODUCTION What makes a recruit? In two words: opportunity and potential. A suitable recruit is an individual whom the Agency has set upon the path to becoming an operative, marking the start of this person’s chance to prove himself within the espionage community. In time, he may rise to grace the ranks of the elite few whose shadowed actions define the world — or he may fall from grace, condemned to an exile of paper-pushing mediocrity, or even wind up buried in an unmarked grave. Whatever his fate, the recruit is forever changed — though he may not be aware of the change — when he gains the Agency’s attention and “Those in Power” deem him worthy of recruitment. Unlike the specialist, the recruit may have been brought into the fold before, aware of the Agency’s existence and at least its ostensible agendas and motives, but he hasn’t yet earned the right to peek behind his superiors’ masks. As the saying goes, a little knowledge can be, and often is, an extremely dangerous thing.

You Are No One Depending on the Agency’s culture, a recruit might be known by many terms: “trainee,” “student,” “probationary agent,” “cadet,” “candidate,” “acolyte,” and others have all been used by various intelligence organizations. Established agents, or even senior recruits, also use informal and sometimes uncomplimentary appellations for the newcomer, such as “freshman,” “rookie,” “noob,” “raw meat,” or “FNG.” Regardless of the recruit’s moniker, he’s constantly reminded during his pre-operative days that he isn’t yet a trusted and recognized intelligence agent. His superiors see that he has potential to become an operative, else he would never have been recruited, but he still has a great deal to learn about espionage, if not about the world in general.

School’s In It’s no mystery why so many of synonyms for “recruit” imply learning. The new recruit knows little about espionage and less about the Agency’s internal structure and methodology. His first months — perhaps even his first years — are filled with a mixture of classroom instruction and hands-on training. The recruit may initially regret joining up as the sheer volume of information being thrown at him threatens to overwhelm his capacity for retention, but as he demonstrates competence, he’s assigned to small teams and sent on training exercises under the close supervision of an instructor. These training exercises are usually staged under controlled circumstances, with Agency-employed actors or senior agents playing the parts of other participants, though they sometimes occur in the real world as well, with passing grades depending upon the recruit’s ability to hide the exercise from the public. Recruits are rarely sent into the field as part of actual operations before they graduate into the ranks of operatives, though they may serve “internships” supporting and observing active agents from a safe distance. In most cases, the Agency doesn’t court failure by sending half-trained personnel to complete a job, nor does it risk the loss of unprepared recruits in whom it has already invested a significant amount of funding and time. Most often, the situation must be truly dire, with absolutely no other personnel available, before recruits are sent on a real assignment. Despite this, however, there exist two primary methods for getting recruits into the field, and inventive GCs are likely to think of many more. The first option is simply that the Agency favors hands-on training over all, assigning recruits to seasoned operatives as assistants. In this case, no more than one or two recruits are assigned

Welcome to the Company The offer to become an Agency recruit isn’t necessarily obvious, nor does it always feature the option of refusal. Regardless of the phrasing, though, the offer is almost always delivered in person by a senior agent. In rare cases, the offer comes from a less superior Agency employee who’s closely related to the candidate, or when the candidate’s unique talents call for an alternate method of recruitment — a computer hacker might be contacted via Agency intrusion into his supposedly impenetrable VPN, for example. Unless such special allowances are made, however, the offer is never in writing — it’s always delivered verbally, to minimize the risk of Agency exposure. Although the offer is usually the first time the candidate is made aware of the Agency’s interest in him, it’s never the Agency’s first look. Even in the most desperate times, the Agency carefully screens all prospects for any sign that they might be in any way unsuitable or compromised. All aspects of the candidate’s life are examined, from academic history to medical condition to psychology. Agency personnel may “casually” reach out to a candidate with cover identities, contriving various social situations to observe his reactions. When a candidate possesses specific talents the Agency needs on the spot, he’s commonly employed as a specialist first (see Chapter 1). Depending on its requirements, the Agency might even go so far as to stage a mock crisis situation — or even create a real one — to test the candidate’s ability to handle himself under stress.

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recruit Footsteps to Follow

to any single agent team, and never outnumber (or even equal) their full operative associates. Also, while the Agency encourages operatives to support and train recruits whenever possible, many operative-recruit relationships actually devolve from tutor-pupil to commander-gopher, with the operatives ordering the recruits around on a regular basis and having them perform each mission’s “scut work”. Recruits are then left on their own to learn by observation and intuition rather than genuine instruction. A second option, often invoked during the final phases of a recruit’s training, is to tell him that an upcoming training assignment is actually the real thing, his first true mission. The most valued recruits are those who see behind the curtain, realize they’re being evaluated under controlled conditions, and play along until they find the appropriate moment to expose the Agency’s charade. The Agency values these recruits over all, as they are the makings of its finest future operatives.

Suggested Qualities: Commitment, discredited, objective. One or more of your older relatives or friends has an established history of service to the Agency. Consequently, your peers and superiors expect you to live up (or down) to his example.

Prize Recruit Suggested Qualities: Conflict, danger, frequency. You were a prime prospect for recruitment, and the Agency beat a rival or enemy organization to the punch to bring you on board.

N EW DEPARTMENTS Several previously published Spycraft departments fit this brand of agent, including the infantry, peace officer, special forces, officer training, and military academy training options (see the Soldier/Wheelman Class Guide), the freelancer, orphan, and special operations options (see the Fixer/Pointman Class Guide), the dot-commie, intelligence training, and counterintelligence training options (see the Faceman/Snoop Class Guide), and the FBI, CIA, and KGB options (see the 1960s Decade Book). Other examples follow. Once again, while these options are most appropriate for recruits, they may be chosen by agents of any type.

The Recruit Season While recruitment and training are aspects of an agent’s career that many players gloss over, it’s wholly possible to construct an entire season around this process. The GC and players may find it helpful to begin such a season with the recruitment itself, playing out the initial offer and each prospect’s response to it. Obviously, some degree of predestination is in effect here — if a character turns down the offer, he’s not going to be involved in the rest of the season — but this shouldn’t be a crippling issue. In reality, any agent’s time as a recruit must come to an end, usually in the form of graduation to full operative status. The GC and players might likewise enjoy playing out this momentous event, either as the final session of the season or as the break between a recruit serial and its sequel operative serial.

Adolescent Young combatants are anathema to most nations that maintain formal intelligence agencies, but their application in the espionage arena is often unparalleled. Though usually undisciplined and untrained compared to adult agents, exceptional adolescents can provide invaluable services due to the tendency of hostile personnel to underestimate them.

N EW BACKGROUNDS

Special Talents

The following backgrounds are well suited to recruits but may be chosen by agents of any type. See Backgrounds Revisited, page 17, for more information about background qualities.

• –2 to Strength and Wisdom, +2 to Dexterity and Charisma. • The agent gains 1 bonus d6 action die at the start of each session. This action die is always a d6, regardless of the agent’s level, feats, and class abilities. The agent gains 1 additional bonus action d6 die per session at 4th level and for every 4 agent levels gained thereafter. These bonus action dice have no effect upon the number of action dice the GC gains at the start of each session.

Drafted Suggested Qualities: Commitment, conflict, distraction. You didn’t volunteer for the Agency, nor did your recruiter give you a choice. You were simply impressed, shanghaied, or reassigned without so much as a chance to pack your bags.

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agency • Bonus Feat: The agent gains 1 feat from any feat tree with either no prerequisites, or “Agent Level 1 only” as its only prerequisite.

1 department available to the Agency’s employees (see page 56), immediately gaining all of the new department’s talents except its bonus feat. This department choice should be influenced by the agent’s career to date, and should be appropriate to his collegiate course of study.

• Special Note: Everyone must grow up sometime. When the agent reaches 9th level or age 18, or gains his first level in any prestige class (whichever comes first), he loses this department and all of its talents except its bonus feat. If this reduces his ability scores below the prerequisites for any of his feats, he loses access to those feats until he once again meets their prerequisites. Likewise, if this reduces his ability scores below the prerequisites for any of his prestige classes, he loses access to all of that class’ abilities and cannot advance further in the class until he once again meets its prerequisites. In place of this department, the agent may choose any 1 department available to the Agency’s employees (see page 56), immediately gaining all of the new department’s talents except its bonus feat. This department choice should be influenced by the agent’s career to date.

DRIFTER This is a prestige class. Some recruits are culled from the ranks of the disenfranchised, the abandoned, and the forgotten — people who have somehow slipped through the cracks of society and live between the moments, slipping from one happenstance encounter to the next. Many of these unfortunate souls are military veterans now embracing the life of the soldier-for-hire. Others are criminals on the run from the law. When the Agency recognizes such untapped potential in drifters, it often brings them into the fold and trains them as covert soldiers of its private spy war. Abilities: The drifter requires high Dexterity and Strength scores to make the most of his often limited arsenal, as well as to stay out of sight (where he feels most at home). Vitality: 1d10 + Con modifier per level.

College Student Undergraduates are ubiquitous — and, to some ways of thinking, readily expendable, without the messy moral qualms of using adolescents in hazardous roles. Although many intelligence organizations prefer to recruit agents who’ve already established professional competence in some field, just as many consider a young and flexible mind to be an invaluable resource.

Requirements Agent Level: 5+. Wisdom: 13+. Base Attack Bonus: +5 or higher. Hide: 4+ ranks. Sleight of Hand: 4+ ranks. Feat: Improvised Weapon, Faceless.

Special Talents • No ability modifiers. • The agent gains 1 bonus d4 action die at the start of each session. This action die is always a d4, regardless of the agent’s level, feats, and class abilities. The agent gains 1 additional bonus d4 action die per session with the same restrictions at 5th level and for every 5 agent levels gained thereafter. This is a department bonus. • Once per session, the agent may make 1 inspiration check without spending an action die. The agent gains a department bonus with this inspiration check equal to 1⁄2 his agent level (rounded down). The agent may make 1 additional inspiration check per session with the same conditions at 4th level and for every 4 agent levels gained thereafter. • Bonus Feat: Any style feat. The agent must meet all prerequisites for this feat before choosing it. • Special Note: Everyone must graduate sometime. When the agent reaches 11th level or gains his first level in any prestige class (whichever comes first), he loses this department and all of its talents except its bonus feat. In place of this department, the agent may choose any

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recruit Inventive: The drifter may find an improvised weapon as a free action. Further, the drifter’s bonus to Defense and damage from the Improvised Weapon feat is increased by an additional +2 (to a total bonus of +4). This is the drifter’s core ability. Fade Away: The drifter is extraordinarily difficult to keep track of, even in combat. At 1st level, the drifter gains a +2 competence bonus with each feint attempt. This bonus increases to +3 at 5th level, and to +4 at 9th level. Trenchcoat Arsenal: The drifter keeps his limited inventory close at all times — too close to be noticed by casual inspection. At 2nd level, the concealment DCs of all gear and weapons on the drifter’s person are increased by 5. At 7th level, the concealment DCs of all gear and weapons on the drifter’s person are increased by an additional 5 (for a total increase of 10). Bonus Feat: At 3rd level, the drifter gains a bonus covert or melee combat feat. The drifter must meet all the feat’s prerequisites before choosing it. The drifter gains one additional covert or melee combat feat at 5th level, and for every 2 additional class levels gained thereafter, with the same restriction. Small Weapon, Big Impact: The drifter’s extensive use of easily concealed weapons earns him superior skill with them. At 4th level, the accuracy modifiers of Small- and Tiny-sized firearms and melee weapons carried by the drifter are improved by +1 (e.g. an accuracy modifier of –1 becomes +0, an accuracy modifier of +1 becomes +2, etc.). At 6th level, the threat ranges of Small- and Tinysized firearms and melee weapons carried by the drifter are increased by +1 (e.g. a threat range of 20 becomes 19–20).

Class Skills The drifter’s class skills and key abilities are listed below: Class Skill Balance Bluff Climb Craft Demolitions Disguise Escape Artist Hide Hobby Intimidate Jump Listen Move Silently Open Lock Profession Search Sleight of Hand Spot Survival Tumble

Key Ability Dex Cha Str Int Int Cha Dex Dex Wis Str or Cha Str Wis Dex Dex Wis Int Dex Wis Wis Dex

Skill Points at Each Additional Level: 6 + Int Modifier.

Class Features All of the following are class features of the drifter. Starting Feats: At 1st level, the drifter gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee)

Table 2.1: The Drifter Base Att Bon +1 +2 +3 +4

Fort Save +1 +2 +2 +2

Ref Save +1 +2 +2 +2

Will Save +0 +0 +1 +1

Def Bon +1 +1 +2 +2

Init Bon +1 +1 +2 +2

Budg Pts 2 4 6 8

Gadg Pts 0 1 2 3

5 6

+5 +6

+3 +3

+3 +3

+1 +2

+3 +4

+3 +4

10 12

3 4

7

+7

+4

+4

+2

+4

+4

14

5

8

+8

+4

+4

+2

+5

+5

16

6

9 10

+9 +10

+4 +5

+4 +5

+3 +3

+5 +6

+5 +6

18 20

6 7

Lvl 1 2 3 4

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Special Fade away (+2), inventive Trenchcoat arsenal (+5) Bonus feat Small weapon, big impact (accuracy), sneak attack (+1d6) Bonus feat, fade away (+3) Small weapon, big impact (threat range +1) Bonus feat, trenchcoat arsenal (+10) Small weapon, big impact (armor-piercing), sneak attack (+2d6) Bonus feat, fade away (+4) Chaotic withdrawal, small weapon, big impact (threat range +2)

agency At 8th level, Small- and Tiny-sized firearms and melee weapons carried by the drifter gain the armor-piercing quality (see the Modern Arms Guide, page 14). At 10th level, the threat ranges of Small- and Tinysized firearms and melee weapons carried by the drifter are increased by an additional +1 (for a total threat range increase of +2). Sneak Attack: At 4th level, the drifter inflicts an additional +1d6 damage when either flanking a target or attacking a target currently denied his Dexterity bonus to Defense (such as a flat-footed or immobilized opponent). This bonus is typically only applied to ranged attacks when the target is within 1 range increment. Beyond that, the accuracy required to hit the target’s vitals is difficult to achieve. The drifter may make a sneak attack with any melee or unarmed attack, even when he would typically inflict subdual damage. He cannot use a weapon that deals normal damage to inflict subdual damage during a sneak attack, however, even by accepting the standard –4 penalty to do so. Further, he cannot make strafe attacks in conjunction with a sneak attack. Finally, the drifter may not sneak attack targets who are immune to critical hits, who benefit from total concealment, or whose vitals are out of reach. At 8th level, the drifter’s sneak attack bonus damage rises by an additional +1d6 (to a total bonus of +2d6). Chaotic Withdrawal: The drifter always keeps at least one way out of any situation. Some escape plans require complex maneuvers past dangerous opponents, but there’s always a way out. At 10th level, when taking a withdraw action (see the Spycraft Espionage Handbook, page 176), the drifter may move up to 3 × his speed and may choose a movement path that takes him past any number of adjacent opponents without penalty.

Requirements Agent Level: 5+. Listen: 4+ ranks. Sense Motive: 8+ ranks. Spot: 8+ ranks. Feats: Private Identity, Safe House. Special: The agent must have survived a betrayal by a government character (perhaps Control), or organization (such as the Agency), during the course of a mission, or an attempt by a government character or organization to capture or kill him.

Class Skills The paranoid’s class skills and key abilities are: Class Skill Appraise Bluff Computers Craft Cryptography Demolitions Disguise Driver Electronics Escape Artist Forgery Hide Hobby Innuendo Knowledge Listen Mechanics Move Silently Profession Search Sense Motive Sleight of Hand Spot Surveillance Survival

PARANOID

Key Ability Int Cha Int Wis Int Int Cha Dex Int Dex Int Dex Wis Cha Int Wis Int Dex Wis Int Wis Dex Wis Wis Wis

Skill Points at Each Additional Level: 8 + Int modifier.

This is a prestige class. As the saying goes, “just because you’re paranoid doesn’t mean they aren’t out to get you.” The paranoid has ample experience with double-crosses and plots that always seem to impact him. While he may be employed by the Agency, he works primarily for his own survival. Abilities: Wisdom is critical to the paranoid, as it provides him with the perceptive edge he needs to avoid trouble. Constitution provides the physical resilience necessary to survive when the paranoid doesn’t notice a threat in time. Vitality: 1d8 + Con modifier per level.

Class Abilities All of the following are class abilities of the paranoid. Starting Feats: At 1st level, the paranoid gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Hurled) Back Channels: The paranoid keeps his own network of contacts, friends, and sources, completely independent from the Agency’s bureaucracy. He gains a number

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recruit Bonus Feat: At 3rd level, the paranoid gains 1 bonus covert or gear feat. The paranoid must meet all prerequisites for this feat before choosing it. The paranoid gains 1 additional bonus covert or gear feat at 5th level, and for every 2 class levels gained thereafter, with the same restrictions. Armor Use: At 4th level, the paranoid’s total Defense bonus when wearing armor is increased by +1 and the total armor check penalty he suffers from wearing armor is decreased by 1. At 8th level, the paranoid’s total Defense bonus when wearing armor is increased by an additional +1 (to a total bonus of +2) and the total armor check penalty he suffers from wearing armor is reduced by an additional 1 (for a total decrease of 2). This ability may not decrease the paranoid’s armor check penalty below 0. Kevlar Insurance: The paranoid is rarely without the means to save his skin. At 4th level, the paranoid and each of his teammates pays only 1/2 the standard-issue BP cost for armor and protective gear (rounded down, minimum 1 BP per item requisitioned). Further, when the paranoid or one of his teammates requisitions a gadget that operates like armor or protective gear, the device’s cost is reduced by 1 (to a minimum of 1 GP per item requisitioned). Conspiracy Theory: The paranoid has an uncanny knack for pulling together separate bits of information to reveal the pattern behind the chaos others perceive. At 6th level, once per session, the paranoid may spend 1 hour "checking his sources," after which he immediately gains 1 investigation point (see the Faceman/Snoop Class Guide, page 87). The paranoid must have access to a phone, computer, or his home in order to use this ability.

of favor checks per session equal to his class level, none of which occur through standard Agency channels. He need not spend action dice to request these favor checks. When making one of these favor checks, the paranoid’s class level is added to his roll rather than his agent level. This is the paranoid’s core ability. “They’re Out to Get Me”: After years of looking over his shoulder, the paranoid’s ability to detect imminent danger is sharpened to a razor edge. At 2nd level, the paranoid gains a +2 competence bonus with all awareness and Surveillance skill checks. At 5th level, this bonus increases by an additional +2 (for a total bonus of +4). At 9th level, this bonus increases by an additional +2 (for a total bonus of +6). Clean Gear: At 2nd level, during the Gearing Up phase, the paranoid may choose to acquire all of his standard-issue gear through outside channels. In this case, he may not share BPs with other team members, but each item and weapon acquired in this manner is free of forensic evidence connecting it to the Agency or the paranoid, and may not be traced or modified by the Agency. Most importantly, the paranoid may gear up without suffering gear penalties due to isolation (see the Faceman/Snoop Class Guide, page 108). At 7th level, during the Gearing Up phase, the paranoid may choose to acquire all of his gadgets and vehicles through outside channels. In this case, he may not share GPs with other team members and may not requisition any gadget or vehicle with a total GP cost higher than the sum total of his Wisdom and Charisma modifiers (minimum 1). Each gadget and vehicle acquired in this manner is free of forensic evidence connecting it to the Agency or the paranoid, and may not be traced or modified by the Agency.

Table 2.2: The Paranoid Base Att Bon +0

Fort Save +1

Ref Save +2

Will Save +2

Def Bon +0

Init Bon +1

Budg Pts 1

Gadg Pts 0

2 3 4

+1 +2 +3

+2 +2 +2

+3 +3 +4

+3 +3 +4

+1 +1 +2

+2 +3 +3

2 3 4

1 1 2

5

+3

+3

+4

+4

+2

+4

5

2

6 7

+4 +5

+3 +4

+5 +5

+5 +5

+2 +3

+5 +6

6 7

3 3

8

+6

+4

+6

+6

+3

+6

8

4

9

+6

+4

+6

+6

+4

+7

9

4

10

+7

+5

+7

+7

+4

+8

10

5

Lvl 1

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Special Back channels, they’re out to get me (+2) Clean gear (standard-issue) Bonus feat Armor use (+1/–1), kevlar insurance Bonus feat, they’re out to get me (+4) Conspiracy theory (1 IP) Bonus feat, clean gear (gadgets and vehicles) Armor use (+2/–2), “they can’t catch me” Bonus feat, they’re out to get me (+6) Conspiracy theory (2 IP, no min.)

agency At 10th level, the paranoids theories reveal wild leaps of intuition, allowing his investigations to suddenly leap ahead. When checking his sources, the paranoid now gains 2 IP. Further, he may spend IP to gain investigation benefits without meeting the minimum IP requirement, so long as he possesses enough IP to pay for the benefit. “They Can’t Catch Me”: The paranoid is a master of last-minute escapes. At 8th level, while the paranoid is the prey in a chase, he may activate any threat as a critical success without spending an action die.

Street Urchin You’ve been living by your wits for quite some time now, and it shows. Prerequisites: Agent level 3 or lower, Dexterity 15+, Youth Agent. Benefit: Whenever you spend a skill point to increase your ranks in the Hide skill, you also gain 1 rank in the Sleight of Hand skill (this does not increase your maximum ranks with either skill, however). Further, your base speed is increased by 5 ft. Special: This feat may be chosen as a bonus covert feat.

N EW S TYLE FEATS

Youth Agent Brought into the fold well before adulthood, you’re learning tradecraft while most of your peers are learning algebra. Prerequisites: Agent level 1 only. Benefit: You’re Small-sized (see the Spycraft Espionage Handbook, page 175). Additionally, you aren’t subject to the standard ability score penalties for being a child or young adult (see the Spycraft Espionage Handbook, page 102). Finally, you gain a +8 circumstance bonus with all skill checks made to conceal the fact that you’re an agent. Special: You must be 15 or less years old in order to choose this feat. When you reach 9th level or age 18, or gain your first level in any prestige class (whichever comes first), you lose all of this feat’s benefits (though you still possess the feat itself), and gain the Career Agent feat (for which all the prerequisites are waived). If you already possess the Career Agent feat when you lose this feat’s benefits, the benefits of the Career Agent feat are instead doubled.

The following feats are considered part of the style feat tree (see the Spycraft Espionage Handbook, pages 91–94).

Child Actor You’ve been melting hearts and turning heads since the word ‘goo’. Prerequisites: Agent level 3 or lower, Charisma 15+, Youth Agent. Benefit: Perform is always considered a class skill for you. Further, you gain 2 ranks per skill point spent to increase your Perform skill (this feat does not increase your maximum ranks with the Perform skill, however). Finally, the skill rank prerequisites of all style feats are reduced by 2 for you (e.g. a style feat requirement of 8+ ranks becomes only 6+ for you).

Prodigal Child You’re naturally gifted with one skill or field of knowledge, possessing a level of expertise with it that rivals people nearly 10 years your senior. Prerequisites: Agent level 3 or lower, Intelligence 15+, Youth Agent. Benefit: When you gain this feat, choose any 1 Intelligence-based skill. This skill is always considered a class skill for you. Further, you gain 2 ranks per skill point spent to increase this skill (this feat does not increase your maximum ranks with the chosen skill, however). Finally, the skill rank prerequisites of all advanced skill feats are reduced by 2 for you (e.g. an advanced skill feat requirement of 8+ ranks becomes only 6+ for you). Special: This feat may be chosen as a bonus advanced skill feat.

Youth Soldier Raised in a conflict zone, you were a seasoned combatant before you could marry. Prerequisites: Agent level 3 or lower, Strength 15+, Youth Agent. Benefit: You’re considered to be at least Mediumsized for the purpose of wielding non-tactical firearms, and are considered to be proficient with all assault rifles and bolt-action rifles with recoil values equal to or lower than your Strength score (though you don’t gain the associate Weapon Group Proficiency feat). Additionally, whenever you benefit from cover against a ranged attack or explosion, your cover is considered to be one grade better than it actually is (e.g. onequarter cover is considered one-half cover, etc.). Special: This feat may be chosen as a bonus basic combat feat.

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recruit Training Time: 14 days. If the chosen culture is accessible in a friendly country, the agent is placed in an Agency-run safe house in one of its relatively secure communities. Otherwise, Agency personnel, defectors, and contracted actors create an environment within a training facility that mimics the target culture as closely as possible. The agent is expected to carry out a variety of day-to-day tasks, ranging from purchasing clothes to ordering local food in restaurants to providing an alibi to the local police. Final Exam: The agent must demonstrate his mastery of the target culture to his instructors with 1 successful Cultures check (DC 12) and 1 successful Languages check (DC 10). He may make these checks untrained, but may take neither 10 nor 20 with them. With success, the agent is placed in a randomly selected neighborhood within the target culture and given a list of tasks to accomplish within the next 8 hours. He is equipped only with a set of average clothes and the equivalent of $500 in local currency, and must complete the following challenges in order. First, the agent must acquire a set of local clothing and change his appearance to pass for a native. This requires a successful Disguise skill check (DC 15), the success of which factors into the agent’s second and third tasks. Once suitably attired and camouflaged, the agent must fill a shopping list of common household items, including groceries, home repair items, and legal pharmaceuticals, without giving himself away as being “not from around here.” This requires a successful Bluff check (DC 15). If the agent’s Disguise check was successful, he gains a +2 synergy bonus with this Bluff check. Finally, the agent must get through an encounter with the local constabulary without arousing suspicion. This encounter may be roleplayed using the standard Spycraft rules. During the encounter, the agent must make 2 successful Bluff checks (DC 15). If the agent’s Disguise check was successful, he gains a +2 synergy bonus with each of these Bluff checks. Should the agent be arrested as a result of this encounter, the Agency secures his release within 2d4 days. Benefits: While operating in the target culture, the agent gains 2 temporary skill ranks each in Bluff, Cultures, Diplomacy, and Disguise, as well as the benefits of the Mingling Basics feat (see the Fixer/Pointman Class Guide, page 44). These bonus skill ranks may not raise an agent’s skills beyond their standard maximum. Additionally, he is considered to possess native-level proficiency with the culture’s most dominant language. Recertification Time: 8 hours.

TPRAINING ROGRAMS The following training programs are particularly appropriate for recruits, but may be chosen by agents of any type. For general rules concerning training programs, see the sidebar on page 13.

Agency Orientation One of the Agency’s first priorities when training any new recruit is to provide him with an accurate and comprehensive understanding of the organization, its purpose, and its values. Orientation sessions take one to two weeks, depending on the recruit’s other responsibilities, and are designed to show the recruit the Agency’s inner workings and his place within the ranks, without revealing sensitive information for which the recruit doesn’t yet possess the necessary clearance. Qualifications: None. GP Cost: 1. Training Time: 40 hours. This period consists of classroom instruction, facility tours, and interviews with Agency supervisory personnel. Final Exam: The agent takes a 2-hour written exam, during which he must make 3 successful Bureaucracy skill checks, with DCs of 10, 12, and 15, respectively. He may make these checks untrained, and may take 10 — but not 20 — with them. If the agent possesses 5 or more ranks in any Craft or Profession skill related to writing (e.g. Craft (Speechwriting) or Profession (Poet)), he gains a +2 synergy bonus with each of these skill checks. Benefits: The agent gains 2 temporary skill ranks in Bureaucracy and Knowledge (Espionage) when making skill checks targeting or directly related to the Agency, as well as a +2 circumstance bonus with education checks directly related to the Agency. These bonus skill ranks may raise an agent’s skills beyond their standard maximum for this purpose only. Recertification Time: 2 hours.

Cultural Immersion Training Agents must often expect to travel to all corners of the globe on short notice, and are ideally ready for any environment. In practice, however, not knowing the local etiquette or customs can mark an agent as an outsider, with potentially fatal results. Cultural immersion training places the agent in a controlled training environment where he can digest this critical information about one chosen culture before his life depends on it. Qualifications: The agent must speak the dominant language of the culture in which he is being immersed. GP Cost: 3.

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agency resolves the situation by “shooting” his opponent, the challenge is graded as “marginal.” Two such outcomes result in a failed final exam. Holster Retention: The agent must prevent an unarmed adversary from removing his weapon from its holster and using it on him. The exercise begins at a range of 10 feet, with both parties rolling initiative as standard. The agent’s opponent is a standard NPC with a Defense of 11, a Strength score of 12, a base attack bonus of +1, and a Sleight of Hand skill bonus of +3. The opponent has 30 seconds (5 rounds) to get the agent’s gun away from him. Ready Weapon Retention: The agent has an opponent at gunpoint at point-blank range, and must prevent his opponent from disarming him and using his weapon on him. The agent and his opponent begin in adjacent squares, with both parties rolling initiative as standard and the agent already having his weapon in hand. The agent’s opponent possesses the same statistics as under “Holster Retention,” and has 30 seconds (5 rounds) to get the agent’s gun away from him. Prone Retention: The agent is pinned by his opponent, but still holding his weapon. He must escape the pin within 30 seconds (5 rounds) without letting his opponent disarm him and use his weapon on him. The agent’s opponent possesses the same statistics as under “Holster Retention.” Benefits: The agent gains a +4 circumstance bonus when resisting attempts to disarm him of a firearm. Additionally, each attempt to remove any weapon from the agent’s person suffers a –4 circumstance penalty. Recertification Time: 2 hours.

First Aid Certification While often neglected by individuals with excessive confidence in their own abilities, first aid training is a serious topic for realistic agents. The Agency’s basic first aid course mirrors the first aid and CPR certification programs of the International Red Cross, and is of vital potential use in nearly every mission. Qualifications: None. GP Cost: 1. Training Time: 2 days. This period consists of classroom lecture on controlling bleeding, caring for shock, heat and cold related emergencies, seizures, burns, stroke, poisoning, broken bones, diabetic emergencies, rescue breathing, and CPR, as well as hands-on practice with adult and infant CPR dummies. Final Exam: The agent must first pass a 1-hour, multiple-choice exam, during which he must make 3 successful First Aid checks (DC 10). He may make these checks untrained, but may take neither 10 nor 20 with them. Thereafter, the agent must pass the practical CPR and rescue breathing exam with infant and adult dummies. This requires 2 successful First Aid checks with DCs of 12 and 15, respectively. Once again, the agent may make these checks untrained, but may take neither 10 nor 20 with them. Benefits: The agent gains 2 temporary skill ranks in First Aid. These bonus skill ranks may not raise an agent’s skills beyond their standard maximum. Additionally, the cooperation bonus the agent grants when assisting with First Aid skill checks increases by an additional +2 (to a total cooperation bonus of +4). Recertification Time: 2 hours.

N EW INTELLIGENCE RESOURCES

Weapon Retention Training Most agents remain armed as a matter of course, which can lead to a feeling of tactical superiority when dealing with the general public. The potentially fatal element that many agents forget is that in every encounter with a hostile adversary, there’s at least one weapon present: the agent’s. This training course is designed to instruct novice agents in the dangers of being disarmed and attacked with their own weapons, and to drill them in basic counter-disarming techniques. Qualifications: None. GP Cost: 1. Training Time: 2 days. The agent spends this period in the gym, working with classmates (if applicable) and a defensive tactics instructor to learn the basics of weapon retention from a variety of positions. Final Exam: The agent must overcome each of the following challenges, in order. During these exercises, the agent is equipped with his choice of any 1 unloaded service pistol and a standard holster. If the agent

The team may pay the GP cost of any of the following resources to gain access to the resource for the duration of the current mission. The GC may overrule any attempt to gain access to an intelligence resource on the grounds that the option is either unavailable or tasked elsewhere. Also, allowing the Agency to take work out of the team’s hands has its risks. Each intelligence resource lists a potential complication that may interfere with the team’s plans when it’s activated.

Backup Of all aspects of espionage work, combat is the most difficult for which to prepare a team. No amount of simulation, however realistic, can prepare a freshman agent for his first time under fire. While the Agency expects its senior personnel to be self-reliant, recruits are given quite a bit more slack, particularly in situations where their lack of experience may prove fatal. In such

42

recruit avoid firing on anyone who is not positively identified as a threat. The backup team is outside the agents’ direct chain of command and does not accept orders that go against Agency use of force protocols. During any combat situation, backup teams are subject to the standard Spycraft morale rules (see the Modern Arms Guide, page 12). The backup team returns to the nearest Agency HQ immediately following the designated combat encounter(s) — that is, as soon as the combat ends, the enemy is neutralized, or the backup team removes the agents from harm’s way (whichever comes first). If the agents require transport to a medical facility following the encounter, the backup team provides that transport; otherwise, they leave the agents on their own. Complication: Sometimes, a backup team can’t find an inconspicuous yet convenient place to await activation, and must settle for inconspicuous yet inconvenient. When the agents call for a backup team, the GC may spend the number of action dice listed on Table 2.3: Backup Intelligence Resources to delay the backup team’s arrival. In this case, they arrive in 3d6 minutes instead of 3d6 rounds. A backup team on call for a team of 1st-level agents may never be delayed.

situations, the agents may request that one of the Agency’s specialized tactical support teams stand by to assist them if necessary. These teams are usually tasked with the protection of agents without significant combat skills, and the Agency is loath to assign them to agents who should be able to handle most firefights on their own. When the agents request a backup team, hey pay the GP cost listed on Table 2.3: Backup Intelligence Resources (see page 43). They must also designate one expected combat encounter during the current mission for which the backup team is needed, and specify one prearranged method of signaling for the backup team’s help (usually a pre-set code phrase, flare use, or something similar). The agents may request that a backup team remain on call for more than 1 combat encounter by paying the team’s full GP cost for each combat encounter in which they’re to participate. The agents may request no more than 1 backup team during any Code: Yellow mission, no more than 2 backup teams during any Code: Red mission, and no more than 4 backup teams during any Code: Black mission. A backup team is composed of 3 mercenaries whose agent levels are equal to the team’s average agent level –1 (see the Mercenary NPC class, page 47), led by 1 wheelman or pointman whose agent level is equal to the team’s average agent level (the GC chooses this NPC’s class). Each backup team member receives a number of BPs’ worth of weapons and protective gear equal to the mission’s threat code bonus — either 15, 25, or 35 (see the Spycraft Espionage Handbook, page 104). When placed on call, the backup team positions itself within 3d6 rounds’ movement of the agents’ location at all times. Unless otherwise ordered, the backup team will not reveal itself unless the agents specifically call for its support, using a prearranged signal the agents specify when they request the team. The backup team’s first priority in combat is to recover the agents, whom it assumes are in over their heads. The team follows the standard Agency rules of engagement, usually to preserve civilian life and

Table 2.3: Backup Intelligence Resources Agent Team’s Average Agent Level 1 2–3 4–6 7–10 11–15 16–20

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Backup Team Cost 2 GP 3 GP 4 GP 6 GP 8 GP 16 GP

GC Delay Cost Impossible 5 4 3 2 1

agency Gun Grab Bag

Table 2.4: Gun Grab Bag Intelligence Resources

Novice agents often are at a loss when selecting personal weapons. The relatively high cost of procuring “clean” firearms can make a significant dent in the limited budget available to recruits, and agents with little gun experience prior to joining the Agency may have no idea what characteristics to look for when choosing a firearm. The Agency also finds itself in possession of a great number of firearms captured during field operations. As it can’t sell these weapons to the corner pawnshop, its armories often wind up overflowing with surplus guns that aren’t even close to the Agency’s standardissue. As is often the case, two problems can provide solutions for one another. The resource now colloquially known as the “hockey bag full of guns” originated at the suggestion of an anonymous agent who stated that his team didn’t care what they got, so long as it went “bang.” An armorer at Agency headquarters saw the opportunity to clear out some weapons that agents never requisitioned, threw them into a hockey bag, and shipped them to the team’s Baghdad safe house. This method is now the Agency’s unofficial back channel for disposing of unwanted surplus firearms. Agents who requisition a gun grab bag receive an eclectic mix of weapons without serial numbers or other identifying markings, with the understanding that these guns can be discarded at will without penalty. As a matter of tradition, these guns almost always arrive at the agents’ base of operations in an unlabeled athletic bag. For every 1 GP spent to request a gun grab bag, the agents gain 1 firearm, determined at random by rolling 2d20 and consulting Table 2.4: Gun Grab Bag Intelligence Resource (see page 49). Each firearm acquired in this fashion is in poor condition, and the GC must spend 1 less action die to activate errors the agents suffer when using it. Unless otherwise specified, 3 full loads of shot or full metal jacket (FMJ) ammunition is provided for each firearm. Finally, firearms contained in a gun grab bag are ignored for the purpose of determining penalties or other effects upon an agent team for losing weapons, (see Division Dispositions, page 75, for an example of one such rule). Complication: Guns acquired in this fashion are less than wholly reliable. Before the agent rolls to generate each weapon, the GC may spend up to 3 action dice to increase the weapon’s error range by the number of action dice spent.

Roll 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40

Weapon Carried FN FAL assault rifle Kalashnikov AK-47 assault rifle Colt M16A1 assault rifle Kalashnikov Saiga 12K combat shotgun (in 12 gauge) Franchi SPAS-15 combat shotgun Gurza KS-23 pump-action shotgun Mossberg Model 500 pump-action shotgun (in 12 gauge) Mossberg Model 500 pump-action shotgun (in 20 gauge) Mossberg Model 500 pump action shotgun (in .410 gauge) Winchester Supreme Sport break-action shotgun Sporting Arms Manufacturing Snake Charmer break-action shotgun Colt Anaconda hunting revolver (in .44 Magnum caliber) Beretta 8000 Cougar backup pistol (in .45 ACP caliber) S&W Model 10 service revolver SIG-Sauer P-230 backup pistol SIG-Sauer P-226 service pistol (in 9mm caliber) ACCU-TEK HC-380 pocket pistol Glock 17 service pistol Beretta Model 92 service pistol Walther PPK pocket pistol Makarov PM backup pistol CZ 75 service pistol (in 9mm caliber) Ruger P89 service pistol H&K VP70 service pistol* Ruger SP-101 service revolver (in .357 Magnum caliber) SIG-Sauer P-226 service pistol (in .45 ACP caliber) Colt Defender backup pistol Colt M1911A1 service pistol CZ Scorpion submachinegun (in .380 ACP caliber) H&K MP5K submachinegun IMI Uzi submachinegun Ingram MAC-10 submachinegun (in .45 ACP caliber) Thompson M1928 submachinegun H&K MP5A3 submachinegun Browning Buck Mark target pistol Magnum Research Lone Eagle target pistol (in random caliber), with 30 rounds Springfield Armory M6 Scout bolt-action rifle Remington Model 700 NATO sniper rifle (in 5.56×45mm caliber) Remington Model 700 NATO sniper rifle (in 7.62×51mm caliber)

* See the 1960s Decade Book, page 167.

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recruit security clearances. Examples: Any information that could provoke armed conflict, disrupt foreign relations with vital allies, or compromise secure ciphers. Special Access Programs (SAPs): Also referred to as “codeword” programs, SAPs are additional controls established to safeguard access to confidential, secret, or top secret information. In effect, a SAP compartmentalizes information, restricting access to those who have not only the proper level of clearance but the correct special access as well. Examples: Operation: HAVE BLUE, Operation: UNDERWORLD. Sensitive Compartmentalized Information (SCI): Similar to SAP programs, SCIs are generally utilized to protect operations that are planned and executed in such an obscure manner that the involvement of the Agency and its parent government are completely shielded. The very exemplification of “covert,” these operations are almost always overseen by handlers, using teams of subordinates who operate “blind”, without ever knowing the identities of their true commanders. Examples: Anything considered “illegal” according to the by-laws of international espionage, black ops, wetworks assignments, inter- or intragovernmental sabotage.

S ECURITY CLEARANCES A security clearance is a formal decision that an agent may legally receive and view classified information. By the nature of his work, an agent requires a security clearance in order to know what he’s doing and what the Agency expects of him. Depending on the Agency’s internal policies, a recruit may or may not have this privilege. Security clearance systems differ from nation to nation and from bureaucracy to bureaucracy. The following terms are those most commonly in use by the United States, and are provided as a representative sample rather than an authoritative examination.

Classifications Unclassified: This material is available to the general public and may be accessed by any character. Examples: The existence of most Agencies and the addresses of their headquarters, as well as their stated intents (see page 49). Limited: This material is limited to official use and is not approved for general public release. Recruits are gradually exposed to limited information during their training, while specialists have access to limited information that is directly relevant to their contracted tasks (though only after receiving stern warnings about the penalties for revealing the information to anyone outside the Agency). Examples: Critical technological data, the financial records of Agency contractors. Confidential: This material is sensitive enough that its release could damage national security. In practice, specialists and recruits both receive access to confidential material during the course of their duties, though the warnings are more vociferous here than with limited material. Examples: Intelligence asset deployment figures, prototype weapon systems performance data. Secret: This material could seriously damage national security if released. Most military officers possess at least this level of security clearance, as do all Agency operatives. Specialists almost never receive access to secret material, unless they’re directly involved in its creation (as is the case with scientists working on a secret research project). Recruit access to secret material is likewise extremely restricted, and is never given before they achieve field training status. Examples: Any information that could significantly disrupt foreign relations, the existence of specific intelligence operations, the revelation of specific military plans. Top Secret: This material is so sensitive that its release could cause critical damage to national security. Handlers and senior operatives possess top secret

Acquiring Classified Information An agent automatically has access to classified information based on his Agency position, as shown on Table 2.5: Standard Agency Clearances (see page 25). The GC should feel free to modify this for an exceptionally open or secretive Agency, or per the needs of exceptional missions. When an agent attempts to acquire classified information or material for which he doesn’t possess the appropriate clearance, he must make a Bureaucracy check (DC 15 + 5 per level of clearance between the agent’s clearance and the information’s clearance). Further, this check’s error range is increased by 1 per level of clearance between the agent’s clearance and the information’s clearance. Example: A standard operative, possessing secret clearance, attempts to gain access to top secret information, his Bureaucracy check DC is 25 and his error range is increased by 2. With success, the agent secures the target information or material. With a critical success, he gains any related information or material requiring a security clearance one level higher than his target material’s level. Example: The standard operative in the previous example scores a critical success. He not only gains the secret information he targeted, but also any secret/SAP information relating to it.

45

agency N EW NPC CLASSES

With a critical failure, however, the agent’s superiors note his temerity and reduce his security clearance by 1 level until a full investigation can be conducted into his Need to Know. The agent remains on active duty in his current position, but his security clearance is that of a lesser Agency employee. The inquiry process usually takes from 1 to 3 missions, depending upon the outrageousness of the agent’s actions, and casts a close inspection upon the actions of he and each of his teammates and allies during this period. The GC may choose to bring in investigative NPCs and roleplay these inquiries during subsequent serials. Alternately, he may simply make it known that the agents are under observation during this period and then ask the offending agent to make a second Bureaucracy check with the same DC, modified by up to 5 higher or lower based on the Agency’s evaluation of his team’s performance. Special Note: These rules assume that the agent is attempting to secure the target information or material through standard Agency channels. When an agent attempts to “sting,” or steal from, his Agency, the attempt should be roleplayed as a mini-serial using the standard Spycraft rules.

When designing an NPC recruit, the GC may find several previously published NPC classes helpful, including the heavy, lawyer, and media classes (see the European Commonwealth Chamber Book), the deep cover operative, special inspector, and technophile classes (see the Pan-Asian Collective Chamber Book), and the academic, CIA field officer, conscript, counterintelligence officer, KGB agent, lackey, and operative classes (see the 1960s Decade Book). Other examples follow. Once again, while these options are most appropriate for recruits, they may be used to design characters of any type.

Table 2.5: Standard Agency Clearances Agent Position Specialist Recruit (during classroom training) Recruit (during field training), operative Veteran operative (10+ missions)* Senior operative (25+ missions)* Elite operative (50+ missions)* Handler or Control * Or per GC’s discretion.

Standard Clearance Limited Confidential Secret Secret/SAP Top Secret Top Secret/SAP SCI

46

recruit At 8th level, the mercenary gains an additional 10 bonus BPs (for a total of 20 bonus BPs), with the same restrictions. Point Blank Shot: At 2nd level, the mercenary gains the Point Blank Shot feat. Damage Reduction: At 4th level, the mercenary gains 1 point of damage reduction. At 10th level, the mercenary gains 1 additional point of damage reduction (for a total of 2 points of damage reduction). This damage reduction stacks with damage reduction gained from all other sources, including armor and, class abilities, and feat abilities. Improved Initiative: At 6th level, the mercenary gains the Improved Initiative feat.

Mercenary Soldier of fortune, hired gun, or agent provocateur: the mercenary’s first loyalty is to money. Well-trained, organized, and disciplined, mercenary squads tend to form the cream of the crop for combat-oriented missions. MP Cost: 4 per level + 20 (vitality die).

Full Skills None.

Half Skills The mercenary’s half skills and key abilities are: Half Skill Demolitions Diplomacy Driver Listen Sense Motive Spot Survival Any one other skill

Key Ability Int Cha Dex Wis Wis Wis Wis Varies

Street Fence The street fence can provide anything — for a fee. A master of the black market, he can acquire or dispose of equipment regardless of its rarity or legality. MP Cost: 3 per level + 10 (vitality die).

Full Skills The street fence’s full skills and key abilities are:

Class Features The following are class features of the mercenary. Starting Feats: At 1st level, the mercenary gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Armor Group Proficiency (Heavy) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle) Weapon Group Proficiency (Tactical)

Full Skill Appraise Bluff Diplomacy

Key Ability Int Cha Cha

Half Skills The street fence’s half skills and key abilities are: Half Skill Craft (Firearms) Forgery Gather Information Knowledge (any one) Sense Motive Sleight of Hand

Heavily Armed: At 1st level, the mercenary gains 10 bonus BPs that may only be used to requisition weapons, armor, or protective gear.

Key Ability Int Int Cha Int Wis Dex

Table 2.6: The Mercenary (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 10 15 21 26 32 37 43 48 54 59

Base Att Bon +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

47

Def Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Init Bon +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Special Heavily armed (10 BPs) Point Blank Shot Damage reduction (1/—) Improved Initiative Heavily armed (20 BPs) Damage reduction (2/—)

agency Embargo: At 4th level, when the street fence possesses a hostile disposition toward an agent or team, the GC may spend and roll 1 action die to increase the error ranges of all black market checks made by that agent or team by the action die’s result. This penalty lasts for 24 hours or until the agents make a successful transaction on the black market, whichever comes first. Golf Bag Full of Guns: The street fence possesses a small armory of firearms for sale. Beginning at 6th level, he has access to weapons, accessories, and ammunition with a combined total BP cost equal to his Charisma score multiplied by 1/2 his class level (e.g. a 6th-level street fence with a Charisma of 14 possesses 42 BPs’ worth of guns and related items in inventory at any time). None of this gear is ready for use — it’s in long-term storage, requiring 1 hour to unpack and prepare (though if the street fence makes a successful Craft (Firearms) check (DC 15), this time is reduced to 30 minutes). “I Have a Permit For That…”: At 10th level, whenever the street fence is picked up by the authorities for black marketeering or weapons charges, he is automatically released from police custody within 1d12 hours. Each time this ability is used within a single serial, the time required increases by 1d12 hours (e.g. to 2d12 hours with the second use, to 3d12 hours with the third use, and so on). This ability does not release the street fence from incarceration for crimes other than black marketeering or firearms charges. Likewise, this ability does not release the street fence from any organization willing to break the law to hold him (including criminal groups and most villains). Anywhere due process is observed, however, the street fence manages to call upon a contact to regain his freedom.

Class Features The following are class features of the street fence. Starting Feats: At 1st level, the street fence gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Rifle) In the Market: At 1st level, so long as the street fence is free to roam a city of more than 100 people or possesses a cell phone with uninterrupted service, he is assumed to be in constant contact with the local black market. At any time under these circumstances, he may set up a black market meet within 1 hour, at no action die cost. Dealers found using this ability are considered to be of typical reliability (see the Modern Arms Guide, page 25, for more on the black market). Wheel and Deal: Beginning at 2nd level, the result of each of the street fence’s black market deal checks is increased by 1 grade (to a maximum of “pennies on the dollar”). Further, the street fence’s error ranges with all checks made to buy items on the black market are reduced by 2 (to a minimum of 0). Alternately, when one or more characters are cutting a black market deal with the street fence, the result of the characters’ deal checks is decreased by 1 grade (to a minimum of “top dollar”). At 8th level, the street fence’s threat ranges with all checks made to buy items on the black market are increased by 2. Also, the street fence need not spend action dice to activate a critical with any black market check. Finally, any critical success when cutting a black market deal results in the street fence paying only $50 per BP requested.

Table 2.7: Street Fence (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 6 9 13 16 20 23 27 30 34 37

Base Att Bon +0 +1 +2 +3 +3 +4 +5 +6 +6 +7

Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

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Def Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Init Bon +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Special In the market Wheel and deal (error benefits) Embargo Golf bag full of guns Wheel and deal (threat benefits) “I have a permit for that…”

recruit R ECRUIT M ISSION GENERATOR

Real-World Mission Statements

The following mission statements of actual agencies (quoted from their respective websites) may provide some guidance in crafting an original Agency’s stated intent.

When generating a mission involving one or more recruits on the fly, the GC may roll 1d20 twice, consulting Table 2.8: Recruit Mission Generator — Action the first time and Table 2.9: Recruit Mission Generator — Investigation/Problem Solving the second time (see pages 51 and 52, respectively). By coupling the results, the GC can create unique combinations of events, building the guts of a serial that he can flesh out with detail particular to his own game. The threat code for a mission generated with these tables is equal to the most severe of the threat code results.

Australian Secret Intelligence Service (ASIS) “Our Mission: To protect and promote Australia’s vital interests through the provision of unique foreign intelligence services as directed by Government.”

Central Intelligence Agency (CIA) Example: The action table’s result is Code: Yellow, while the investigation/problem solving result is Code: Red. The mission’s threat code is Code: Red.

“We support the President, the National Security Council, and all who make and execute U.S. national security policy by:” • Providing accurate, evidence-based, comprehensive, and timely foreign intelligence related to national security; and

A GENCY CREATION: O PERATIONAL TFHE ACE

• Conducting counterintelligence activities, special activities, and other functions related to foreign intelligence and national security as directed by the President.”

No espionage organization springs fully formed, Athena-like, from its parent government’s forehead. An Agency must be organized, its mission and the rights and responsibilities of its personnel clearly defined. The following sections discuss the points that administrators consider when setting up a new Agency.

Security Service (MI5) “The Security Service is the U.K.’s security intelligence agency. Our purpose is to protect national security and economic well-being, and to support the law enforcement agencies in preventing and detecting serious crime. “We do so by collecting and disseminating intelligence; investigating and assessing threats, and working with others to counter them; advising on protection, and providing effective support for those tasks. “In working together to fulfill our purpose, we are guided by a commitment to:”

Stated Intent An Agency, like any other large organization, benefits from a mission statement. This is a clearly defined single paragraph answering the following questions: • What is the Agency and what does it do? • What results does the Agency seek? • What are the Agency’s intentions and priorities?

• legality;

• Where and with whom does the Agency operate?

• integrity;

For examples of real-world mission statements, see the sidebar on page 49. An Agency’s mission statement should be clear and concise, leaving no room for misinterpretation. To generate an original Agency’s stated intent, choose from, or roll 1d20 and consult, Table 2.10: Agency Stated Intent (see page 52). The GC may wish to leave the mission statement for later, after he’s gone through the entire Agency creation process and has a firm grasp of its resources, methodology, and other factors. Special Note: The Agency’s stated intent is often very different than its actual intent, which is handled in a separate section (see page 80).

• objectivity; • a sense of proportion about our work; and • respect and consideration for each other and for those with whom we work outside the Service.”

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agency Table 2.8: Recruit Mission Generator — Action Roll 1

Threat Code Red

2

Red

3

Yellow

4

Red

5

Red

6

None*

7

Black

8

Red

9

Yellow

10

Red

11

Red

12

Red

13

Red

14

Black

15

Red

16

None*

17

Red

18

Red

19

Yellow

20

Black

Mission task/References Locate and recover a prototype attack helicopter stolen during acceptance trials — or destroy it to keep it from falling into enemy hands. See The Upper Hand — Soldier/Wheelman Class Guide, page 56. Bring in a former Agency employee who’s en route to sell top secret information without incurring any casualties — including the family members he’s using as bodyguards. See Ambushes — Fixer/Pointman Class Guide, page 60. Entice a recalcitrant prospective recruit to join the Agency by convincing him that someone else is out to get him. See Harassment — Fixer/Pointman Class Guide, page 63. Save a team of recruits fleeing local police after their instructor was killed, all the while maintaining the police officers’ belief that the recruits are a dangerous terrorist cell. See Area Pursuits — Faceman/Snoop Class Guide, page 95. Replace a senior government official who’s disappeared days before an arms control summit, then ensure the treaty is signed. See Identity Theft — Faceman/Snoop Class Guide, page 106. Survive 48 hours after the Agency seemingly disavows the team for actions they don’t remember. See Isolation — Faceman/Snoop Class Guide, page 108. Disrupt the test of an enemy combat drone. See Drones — Fixer/Pointman Class Guide, page 50. Place operatives within a circus whose next stop is a criminal mastermind’s private island, then steal the mastermind’s hidden plans for global domination. See Streamlined Face-to-Face Infiltration — Faceman/Snoop Class Guide, page 124. Learn how to discreetly acquire discretionary funds in the field by breaking the bank at a casino suspected of laundering money for international criminals. See Gambling Revisited — 1960s Decade Book, page 176. Extract a friendly agent from a firefight — on the slopes of an erupting volcano. See Volcano Rules — Gentlemen’s Agreement, page 82. Locate and disarm a chemical weapon before it wipes out an entire college campus. See Demolitions — Spycraft Espionage Handbook, page 48. Break allied agents out of a Third World prison camp before the enemy cracks their false identities and executes them. See Politico — Faceman/Snoop Class Guide, page 26. Test the security on the biological warfare lab — by breaking into it. See New Security Options — Fixer/Pointman Class Guide, page 116. Spring a critically wounded agent from the hospital and get him to a safe house before the assassins finish the job. See Chases — Spycraft Espionage Handbook, page 183. Investigate the heavy metal sensation Sküllgún, which seems to be inciting fans to horrifying acts of depravity using subliminal messages, by replacing their recently-fired drummer with a member of your team. See Perform — Spycraft Espionage Handbook, page 61. Get out of the back of a police transport car before your team is fingerprinted and identified. See Escape Artist — Spycraft Espionage Handbook, page 52. Convince a wayward source that it really isn’t worth his life to turn on his handler. See Intimidate — Spycraft Espionage Handbook, page 56. Scour the scene of a recent multi-car pile-up and eliminate any evidence of Agency involvement. See Forensics — Faceman/Snoop Class Guide, page 68. Shadow an informant operating as a double agent while his handler moves him to a new location, then install bugs therein. See Tailing — Faceman/Snoop Class Guide, page 83. Provide care and transport for a mortally wounded agent recently escaped from the enemy with plans for an upcoming attack. See Travel — Spycraft Espionage Handbook, page 220.

* This mission occurs off the Agency books, and therefore doesn’t feature an official threat code.

50

recruit Table 2.9: Recruit Mission Generator — Investigation and Problem Solving Roll 1

Threat Code Red

2

Black

3

Yellow

4

Red

5

Yellow

6

Red

7

Yellow

8

Red

9

Yellow

10

Red

11

Yellow

12

Red

13

Red

14

Red

15

Red

16

Red

17

Yellow

18

Black

19

Yellow

20

Red

Mission task/References Make contact with an arms dealer who’s been selling cutting-edge military gear, acquire evidence, and learn his source so the Agency can shut it down. See The Black Market — Modern Arms Guide, page 25. Evaluate the vehicle of an overnight sensation on the racing circuit — actually a former Agency recruit, dropped from the Agency’s training program for misconduct — and determine if he’s using any stolen advanced technology to get ahead. See Racing — Soldier/Wheelman Class Guide, page 58. Figure out what happened… last night! See Brainwashing — Fixer/Pointman Class Guide, page 61. Cope with what happened last night (whatever you think it was, it was worse). See Stress — 1960s Decade Book, page 187. Break through with the only witness to the death of a fellow recruit — an autistic 10-year old — to tell you what happened. See Interrogation – Fixer/Pointman Class Guide, page 66. Cultivate and present a network of local contacts within the team’s next operational theatre. See Long-Term Contacts — 1960s Decade Book, page 186. Play the bad guys and build your own criminal organization in a training exercise that pits teams of Agency recruits against one another. See Creating a Threat — Fixer/Pointman Class Guide, page 94. Identify the responsible parties in a car bombing that left one of the Agency’s allied ambassadors dead. See Forensics – Faceman/Snoop Class Guide, page 68. Prove that the team’s suspicions about a fellow recruit are wrong — or turn him in to the Agency’s interrogators. See Profiling — Faceman/Snoop Class Guide, page 75. Monitor a nuclear facility for signs of organized crime activity amongst its employees. See Surveillance — Faceman/Snoop Class Guide, page 80. Decrypt and translate a message from a deep-cover operative — from World War II. See Advanced Cryptography — Faceman/Snoop Class Guide, page 120. Follow the leads in a World War II message to discover exactly what the author was doing in 1944, and where he is today. See Records — Faceman/Snoop Class Guide, page 78. Track down and save a World War II spy captured by a modern rival intelligence agency before he’s delivered to his aging arch-rival and killed. See Signals Intercepts — Faceman/Snoop Class Guide, page 119. Learn the true identity of the chat room vixen seemingly targeting Agency operatives. See Computers — Spycraft Espionage Handbook, page 44. Catalog the Agency’s museum of historical operations and see if anything’s missing. See Appraise — Spycraft Espionage Handbook, page 40. Determine the link between the vicious little turd-flinging monkey in Cell 12 and the missing journals of Doctor Spassky. See Handle Animal — Spycraft Espionage Handbook, page 54. Locate the last dead drop of an agent who’s gone missing and recover its contents. See Hand-Offs — Faceman/Snoop Class Guide, page 94. Mediate the release of world leaders taken hostage by a master criminal claiming to possess a biological weapon set to detonate if his demands aren’t met. See Persuasion — Faceman/Snoop Class Guide, page 102. Reconnoiter an area and act as guides and interpreters for a team of agents soon to enter the region. See Fallback Caches — Faceman/Snoop Class Guide, page 117. Determine the glitch in data that prompted a mission to uncover weapons of mass destruction that yielded nothing. See Aerial Surveillance — Faceman/Snoop Class Guide, page 80.

51

agency performing his tasks, every agent eventually comes up against the laws and social conventions of his parent government. Some Agencies officially or unofficially endorse circumvention or reinterpretation of these laws and conventions, while others are completely opposed. All are limited by their public exposure (in general, the more public the Agency, the less grace it can afford its agents). To generate the degree of indulgence or limitation allotted by an original Agency, choose from, or roll 1d20 and consult, Table 2.12: Agent Limits and Indulgences (see page 54). This roll is modified by the result of Table 1.19: Public Knowledge of Agency (see page 28), as follows.

Agent Style Every Agency is known for its sense of style, the generally accepted flavor of its agents and operations. Some Agencies are loud and flashy, while others are subdued and secretive. Still others adopt strange or fanciful demeanors. Style isn’t quantified by Agency documents or included in any charter. Rather, it’s a metagame function, something that happens “above the table.” The players need not adhere to these common characteristics, and in fact, neither do their agents, but this facet of an Agency offers everyone one of the most powerful ways of identifying with the organization. It can also encompass many aspects of a Spycraft game, from the players’ or agents’ turns of phrase to the settings in which they find themselves. To generate an original Agency’s style, choose from, or roll 1d20 and consult, Table 2.11: Agent Style.

Table Result Invisible Spotty Aware Informed Intimate

Agent Limits and Indulgences

Modifier –1 +0 +1 +2 +4

A career as an agent carries with it certain privileges not available to ordinary citizens. Conversely, it also requires a high level of responsibility. In the process of

A GENCY CREATION: ECRUIT R MANPOWER

Table 2.10: Agency Stated Intent Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Intent Advising (government, civilians, other agencies) Apprehension (of suspects, criminals, or traitors) Control (of citizens, global events, or geographic region(s)) Collection (of information, lost items) Combat (terrorism, warlords, enemies of Democracy) Defense (of citizens, culture(s), or nation(s)) Freedom (for citizens or culture(s)/from external or internal factors) Investigation (of individuals or events) Justice (for citizens) Observation (of government, civilians, criminals) Peace (regional or global) Profit (for nation(s)) Protection (of citizens, natural or industrial resource(s), borders) Research (technology, history, profiling) Security (for citizens, culture(s), nation(s), or a selected few) Science (advancement thereof) Stability (national or global) Support (of the law, of another organization) Training (spies, soldiers, government) Multi-Role: Roll 1d4+1 and generate that many results on this table, re-rolling all duplicate results and additional 20s.

Some Agencies take in huge numbers of recruits on a regular basis, while others secretly induct only a few deserving souls per year. The rate at which an Agency recruits new staff depends on its size, its expansion plans and staffing requirements, and its personnel retention figures, while the methods it uses to acquire new personnel are determined by its need for secrecy and its institutional culture.

Recruit Induction The manner in which an Agency acquires new recruits is determined by two opposing needs — its requirements for secrecy and the need for new agents. To generate an original Agency’s recruit induction parameters, choose from, or roll 1d20 and consult, Table 2.13: Recruit Induction Parameters (see page 55). This roll is modified by the result of Table 1.19: Public Knowledge of Agency (see page 28), as follows. Table Result Invisible Spotty Aware Informed Intimate

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Modifier –1 +0 +1 +2 +4

recruit Table 2.11: Agent Style Roll 1

2

3 4 5 6 7

8

9 10 11

12

13

14

15 16

17

18

19

20

Agent Style Conspiratorial: The agents are caught up in a sweeping game of cross and double-cross, sometimes involving their own government superiors. Operations are paranoid gambles that the enemy actually is on the outside. Example: The Prisoner. Cutting-Edge: The Agency is at the forefront of technological development, and its agents are provided with ample opportunity to give new prototypes a workout in missions that occur just to the left of today’s headlines. Example: Splinter Cell (specifically Sam Fisher). Dashing: Agents drip romantic flair, tackling missions with all the standing of the most celebrated movie stars. Example: Our Man Flint. Demonstrative: The Agency’s operatives tend to act out in decisively loud and flashy spectacles of classic superspy action. Operations tend to be odysseys of wild intrigue. Example: James Bond. Exotic: The Agency’s staff is a conglomeration of the world’s cultures, attacking missions with a blend of many sometimes conflicting talents. Example: Threat Matrix. Fantastic: Every agent is an incredible, over-the-top one-man Agency, with his own unbelievable contribution to combating global menace. Example: Planetary. Fringe: Continual brushes with the things that lurk in the shadows have left the agents with a mingled sense of wonder and horror, as well as an unquenchable thirst for knowledge. Operations frequently turn into personal crusades for the truth. Example: The X-Files. Hard-Boiled: Agency personnel dress in rumpled business attire, habitually smoke and/or drink, casually disregard Agency policies, and expend profligate amounts of ammunition. Operations are extreme exhibitions of cultural testosterone Example: Early John Woo theatre. Imposing: Agents cultivate an intimidating, official image that clearly denotes them as persons of importance, and operations often become ego competitions. Example: Matrix (specifically Agent Smith). Irreverent: The Agency predominantly employs sharp-tongued, quick-thinking mavericks preferring to work alone or in small teams and bucking the system at every opportunity. Example: I Spy. Low-Key: The Agency’s staff tend to adopt subdued clothing and demeanors, in keeping with working for a truly secret organization. Likewise, operations tend to be carried out with as much discretion as possible. Example: Mission: Impossible (TV show). Melodramatic: The Agency is always embroiled in a dizzying number of ongoing operations featuring a recurring cast of ambiguously defined sneaks with shifting loyalties. Operations often become the grist for drama between these power players. Example: Alias. Near Apocalyptic: The fact that everyone’s eventually doomed looms over the agents at all times, fueling desperate fatalism that can either become a self-fulfilling prophecy or grant the courage to consider otherwise unthinkable options. Example: 24. Noir: The Agency harkens back to a simpler time, when the lines were more clearly drawn, but the mystery loomed large in deepest shadow. Operations are convoluted masterpieces of Hitchcockian genius, populated by larger-than-life agents and eccentric NPCs. Examples: Casablanca. Paramilitary: Drawing heavily from special operations, agents follow military discipline and rank structure, completing missions with calculated precision. Example: Rainbow Six. Political: Agency operations tend to gravitate toward matters of national or global security, and agents tend toward analytical, administrative, or governmental roles, or fall into the ranks of the armies these characters influence. Example: Jack Ryan novels. Quirky: The Agency’s operatives tend to personalize their clothing and speech, often in whimsical and unexpected ways. Operations are conducted through this lens, often accompanied by witty banter and outlandish tactics. Example: The Avengers (TV show or movie). Swank: The agents carry themselves according to a group ethic of amusing self-indulgence, taking every opportunity for naughty, free-wheeling pit stops on the way to finishing off the mission’s villain. Example: Austin Powers: International Man of Mystery. Unconventional: A batch of wild-card individualists, the agents defy any attempt by their superiors to impose discipline, and are tolerated only because of the sheer brilliance of their results. Operations are never completed as planned, and always end with endless arrays of startling schemes. Example: Invisible Man (Sci-Fi TV show). Underground: Out in the cold or operating so far from Control and headquarters that they may as well be disavowed, the agents have only their own resources to draw on. Operations become shell games of personal mayhem. Example: Ronin.

53

agency Satellite Training Center: The Agency has a single training facility away from its standard theatre of operations or separate from its central headquarters, or “seeds” one or two recruits at each major headquarters. Recruits rarely see field duty before gaining operative status. Home Office Training Center: Agency instructors maintain a single large instructional facility and several satellite centers, commonly coordinated from the home office. Training Camp System: Multiple training centers exist, either due to a need for specialization in unique disciplines or due to the Agency’s geographic or multicultural scope. Spy Colleges: The Agency has a training program large enough to rival some universities, with newlyminted agents graduating on a regular basis after both classroom and real-world instruction and final exams. The public is well aware of the Agency’s recruitment policies, as it’s impossible to hide a program that takes in this many people every year.

Recruit Preparation To generate the teacher-to-student ratio in an original Agency’s recruit training program, choose from, or roll 1d20 and consult, Table 2.14: Recruit Preparation (see page 55). This roll is modified by the result of Table 2.15: Recruit Numbers (see page 56), as follows. Table Result Sink or Swim Training Satellite Training Center Home Office Training Center Training Camp System Spy Colleges

Modifier –2 –1 +0 +1 +2

Recruit Numbers To generate the average number of recruits being trained by an original Agency at any time, choose from, or roll 1d20 and consult, Table 2.15: Recruit Numbers (see page 56). Descriptions of division size results follow. Sink or Swim Training: The Agency only has a handful of recruits in the system at any time, usually to replace losses or to fill exceptionally specific needs. Recruitment procedures are highly selective (if the Agency’s existence is secret) or competitive (if the Agency’s existence is public).

Table 2.12: Agent Limits and Indulgences Roll 1–2

3–6

7–14

15–18

19–20

Agent Legal Status Reign of Terror: Agents are immune to the normal legal consequences of even the most heinous crimes and human rights violations, so long as their actions don’t run directly counter to the Agency’s actual goals (see page 80). Accountability is only an issue if the agents fail their superiors in a messy and obvious fashion. Corruption within the Agency is not only common but expected, and agents who attempt to maintain their integrity can expect consequences ranging from ostracism to intentionally fatal mission assignments. Apology is Policy: The first rule is “don’t get caught.” Agents can expect a wink and a nod when they break the law or violate government policy, so long as they don’t harm any of the citizens they’re supposed to be protecting. However, any operation that results in harm to the Agency’s parent culture or government results in severe consequences for unlucky agents who can’t cover up their errors. Most agents operating in this environment quickly develop situational ethics, and look upon their upright peers with a mixture of sympathy and disdain. Needs Must When The Devil Drives: The Agency understands that sometimes its personnel may need to gently bend laws in the pursuit of justice or national security. The key concept here is “necessity” — agents who violate national or international law in the pursuit of their duties can expect their actions to be judged after the fact. When no one important to the Agency is hurt and the public doesn’t find out, there’s often no official reprimand. Agents without strong ethics don’t tend to last long in this type of Agency, as their own lack of foresight tends to lead them into actions resulting in a departure from field duty. Spying from Pedestals: Operating more-or-less in the public eye, agents are commonly viewed as representatives of the law, and are expected to behave as such. They can get away with minor infractions such as speeding, but any offense greater than a low-end misdemeanor is cause for Agency review and possible disciplinary action. Use of force usually falls under conventional police rules of engagement. Latter-Day Paladins: Agents live and work under constant scrutiny, every unclassified detail of their operations – and perhaps even daily lives – examined for the first sign of questionable morals or personal failings. What would be a minor infraction or momentary embarrassment to a private citizen (e.g. a speeding ticket, a seditious book purchase) is grounds for immediate disciplinary action under the Agency’s unblinking gaze.

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recruit

Table 2.13: Recruit Induction Parameters Roll 1 2–3 4–6

7–10 11–14

15–18 19–20

Recruitment Method Black: The Agency spares no expense when evaluating prospective recruits. When such an individual is offered the opportunity to join, he accepts or dies. Masked: The Agency uses one or more layers of cut-outs (intermediaries) to approach prospective recruits, who often don’t know exactly what they’re being asked to join for weeks or months after the initial pitch. Offer of a Lifetime: Once it identifies a prospective recruit, the Agency carefully reveals itself to him and offers him the option to join. Those who turn away are blacklisted and receive no further contact from the Agency under any circumstances. Hide and Seek: When a recruit learns enough about the Agency to come to its attention, he’s proven that he’s good enough for a recruiter to contact him. “Don’t Contact Us, We’ll Contact You”: The Agency knows what it’s looking for, and agents who encounter likely prospects in the course of their duties are encouraged to make sales pitches. The final decisions, of course, are made at higher levels. Public: The Agency processes applications on a regular basis. Recruits who meet the entrance standards receive offer letters, and those who accept disappear into the Agency’s training machine. Ubiquitous: Any eligible individual can apply to the Agency via mail, fax, or Web submission, and recruits are as accessible to the public as college students during their training.

Table 2.14: Recruit Preparation Roll 1 2–3 4–6 7–10 11–14 15–17 18–19 20

Available Training Staff Critically Understaffed: The Agency is expanding beyond its capacity to train its recruits, with less than 1 trainer per 50 recruits. Understaffed: With one instructor for every 30–50 recruits, the Agency has staffing problems equivalent to those found in many public school systems. Short-Handed: Recruits outnumber instructors approximately 20:1, but class sizes are small enough for some personal attention. Average: With a roughly 10:1 recruit-instructor ratio, each recruit receives enough dedicated attention to ensure a basic level of education across the board. Well-Staffed: Each instructor manages a small group of no more than 1d6+2 recruits, assigning them to dynamic team-based and individual exercises. Agency Mentor: Each recruit is assigned to a dedicated full-time instructor who handles all aspects of his training except particularly specialized courses. Team Training: Up to 1d4+1 instructors oversee each recruit, but he only works with one at any time — usually the one most skilled with his current training focus. Integrated Team Instruction: Each recruit trains with a dedicated team of 1d4+2 experienced agents, with whom he serves once he graduates to operative status.

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agency A GENCY CREATION: STRUCTURE

Table 2.15: Recruit Numbers Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Division Size Number of Recruits Sink or Swim Training 1–3 Sink or Swim Training 4–6 Sink or Swim Training 7–10 Sink or Swim Training 11–15 Satellite Training Center 16–25 Satellite Training Center 26–50 Satellite Training Center 51–100 Satellite Training Center 101–150 Satellite Training Center 151–200 Satellite Training Center 201–300 Home Office Training Center 301–500 Home Office Training Center 501–800 Home Office Training Center 801–1,000 Home Office Training Center 1,001–1,500 Home Office Training Center 1,501–2,000 Training Camp System 2,001–5,000 Training Camp System 5,001–10,000 Training Camp System 10,001–15,000 Training Camp System 15,001–20,000 Spy Colleges 20,001+

No two Agencies share the same bureaucracy and internal culture. Both the manner in which an Agency is organized and the sources from which it draws its personnel strongly influence the environment in which its agents operate — its recruiting pools, its system of ranks or positions, and its chain of command.

Available Departments Every Agency prefers to draw its personnel from several select pools, mainly due to ideological or professional predilections. For the purpose of agent creation, this bias limits a player’s choice of departments. Exceptions are rare, but should be allowed if a player feels strongly that his agent concept cannot be met with the limited department pool. To generate an Agency’s standard departments, choose from, or roll 1d20 and consult, Table 2.16: Available Departments (see page 57). Due to the difficult-to-classify natures of some departments, there is some overlap on this table.

Rank Structure Typically, espionage organizations derive their rank structures from those most familiar to their founding members. A comprehensive overview of this system can provide key insights into an Agency’s history and the agendas of its leaders. To generate an original Agency’s rank structure, choose from, or roll 1d20 and consult, Table 2.17: Agency Rank Structure (see page 58).

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recruit Table 2.16: Available Departments Roll 1–5 6–7 8

9

10

11

12

13

14

15

16

17

Department Scheme* Multiple Schemes: The Agency draws from multiple sources. Add 1 to your result on this table and make that many additional rolls on this table, re-rolling duplicates and any additional results of 1–5. Standard Departments: The Agency’s own rigorous training programs take precedence over all outside and previous operative training. The standard Spycraft departments (D-0 through D-6 and “The Basement”) are available. Line Military: The Agency recruits disciplined and combat-ready personnel from a variety of armed forces. The following departments are available, subject to national restrictions (per the GC’s discretion): D-2: Military Operations; infantry, stick jockey, officer training (macro: all), and military academy training (macro: all) from the Soldier/Wheelman Class Guide; KGB (macro: Third Chief Directorate and Border Troops Directorate) from The 1960s Decade Book. The GC may also wish to include the military specialties from the Stargate SG-1 Rulebook. Elite Military: The Agency prefers to draw its personnel from special operations forces, whose tasks often cross the hazy line between military and intelligence missions. The following departments are available, subject to national restrictions (per the GC’s discretion): D-5: Black Ops; special forces from the Soldier/Wheelman Class Guide; special operations (macro: all) from the Fixer/Pointman Class Guide; foreign military advisor from The 1960s Decade Book. The GC may also wish to include the military specialties from the Stargate SG-1 Rulebook. Civilian: Individuals are frequently recruited into the Agency’s ranks from “off the street”. The following departments are available: D-1: The Power Brokerage; racer from the Soldier/Wheelman Class Guide; freelancer and thrill seeker from the Fixer/Pointman Class Guide; corporate raider, dot-commie, and field researcher from the Faceman/Snoop Class Guide; civilian specialist (see page 6); adolescent and college student (see pages 35–36); executive (see page 108); the indoctrinated from the Hand of Glory Threat Book. Emergency Services/Law Enforcement: Already capable with a wide variety of tasks, and accustomed to thinking quickly under pressure, emergency services personnel are ideal for the Agency’s needs. The following departments are available, subject to national restrictions (per the GC’s discretion): D-4: Urban Assault; peace officer from the Soldier/Wheelman Class Guide; search and rescue from the Fixer/Pointman Class Guide; FBI and KGB (macro: Second Chief Directorate) from The 1960s Decade Book. Criminal: The Agency doesn’t always conduct itself according to the law, and actively seeks personnel who don’t have a problem with this mode of operation. The following departments are available: D-6: Wetworks; thrill seeker and organized crime (macro: all) from the Fixer/Pointman Class Guide; corporate raider from the Faceman/Snoop Class Guide; KGB (macro: Executive Action Department) from The 1960s Decade Book. Government Service: As a government bureaucracy, the Agency attracts those who are accustomed to working within the system. The following departments are available, subject to national restrictions (per the GC’s discretion): D-0: The Home Office; corporate raider and diplomatic security from the Faceman/Snoop Class Guide; KGB (macro: Ninth Directorate and Personnel Directorate) from The 1960s Decade Book; political appointee (see page 108); training corps from the Archer Foundation Chamber Book; recruitment from the European Commonwealth Chamber Book. Intelligence Service: The Agency’s aggressive intelligence-gathering agendas lead it to heavily recruit individuals with parallel experience. The following departments are available, subject to national restrictions (per the GC’s discretion): D-0: The Home Office; intelligence agency training (macro: all) from the Faceman/Snoop Class Guide; foreign military advisor, CIA (macro: all), and KGB (macro: First Chief Directorate and Eighth Chief Directorate) from the 1960s Decade Book; informant (see page 8); relic and training corps (see pages 86–87); first contact operations from the African Alliance Chamber Book. Counter-Intelligence Service: The Agency’s defensive espionage posture makes it appeal to personnel with experience countering the efforts of spies. The following departments are available, subject to national restrictions (per the GC’s discretion): D-0: The Home Office; peace officer from the Soldier/Wheelman Class Guide; counterintelligence agency training from the Faceman/Snoop Class Guide; FBI and KGB (macro: Second Chief Directorate, Seventh Directorate, and Special Investigations Department) from The 1960s Decade Book. Scientific: At the forefront of systematic research, the Agency attracts recruits who want to push the envelope of human knowledge. The following departments are available: D-3: Computer Espionage; dot-commie and field researcher from the Fixer/Pointman Class Guide; astronaut/cosmonaut and KGB (macro: Technical Operations Directorate) from The 1960s Decade Book. Media: The Agency draws from news and entertainment media circles, as intelligence work often parallels news investigations and most Agencies that are visible to the world know the value of good public relations work. The following departments are available: D-1: The Power Brokerage; The Fourth Estate (macro: all) from The 1960s Decade Book; celebrity from the European Commonwealth Chamber Book. Continued on the following page.

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agency Table 2.16: Available Departments (Cont.) Roll 18

19

20

Department Scheme* Esoteric: The Agency prefers to draw its personnel from sources not normally visible or acceptable to the public. The following departments are available: “The Basement;” orphan from the Fixer/Pointman Class Guide; deprogrammed and phantom operative (see page 60); damage control from the Archer Foundation Chamber Book; Disciples of Wong Fei-Hung and Operation: Body Double from the Pan-Asian Collective Chamber Book; Lethals from the African Alliance Chamber Book. Paranormal/Arcane: The Agency is a “weirdness magnet.” Recruits wind up on its doorstep because they don’t fit in anywhere else. The following departments are available, subject to the GC’s approval regarding paranormal matters: “The Basement;” Project: Blue Book and CIA (macro: Project: MKULTRA only) from The 1960s Decade Book; The Office of Psion Affairs from the Archer Foundation Chamber Book; old blood from the Hand of Glory Threat Book; Research & Development and triumvir from The Shop Threat Book. Unique Departments: The Agency’s training program and organizational structure provides its own department bonuses. Create your own variants on the standard Spycraft departments. If you roll this result after rolling a 6–7: Standard Departments result, replace the Standard Departments result with this result and roll again.

* Macro-departments are followed by parenthetical lists of the department options available in each scheme.

Table 2.17: Agency Rank Structure Roll 1–2

3–4 5

6 7–9 10–12

13–15

16

17 18

19 20

Rank Structure Academic: The Agency takes its cues from the modern university system, with low-level recruits functioning as undergraduates and department heads entitled “deans.” Depending on the Agency’s credentials and agendas, it may or may not confer academic degrees on its personnel, and these degrees may or may not correspond to any available in an actual university. Corporate: The Agency is structured like a corporation, including quarterly performance reviews, with raises and promotions based on intelligence profits and operational cost-efficiency. Feudal: Taking its cues from its parent culture’s history, the Agency confers knighthoods and titles of nobility upon its personnel. If the Agency operates in a nation where such titles are still recognized, land grants or excessive wealth may be part of the benefits package. Free-Form: Balancing a state of near-total anarchy, the Agency is a “committee of equals” where the loudest voice seizes command. Government Bureaucracy: The Agency is a labyrinthine agglomeration of pay grades, seniority, and corner office perks defined by its controlling government apparatus. Law Enforcement: Built along the lines of a national crime-fighting organization, the Agency is arranged like a police force, with officers, sergeants, and detectives doing most of the legwork and lieutenants and higher ranked commanders spearheading the most critical investigations. Military: An intimate part of its parent nation’s defense apparatus, the Agency cross-pollinates extensively with allied military organizations and adopts their rank structure. Depending on the respective roles of enlisted personnel and officers in those militaries, the agents’ team may contain members of either or both groups. Military-Derived: The Agency is a civilian organization and its personnel have no place in the chain of command of any allied military, but their titles suggest military service — either due to actual military origins or as a public relations move on the part of the founders. Mystic: Founded upon ancient mystic traditions, the Agency uses “circles of initiation” and “levels of mastery” to denote rank, and confers grandiose titles on members of its upper echelons. Obscure: Thanks to its founders’ eccentricity or deliberate obfuscation, the Agency’s rank structure is based on something completely outside the realm of intelligence operations — anything from chess pieces to breeds of raptors to mathematical theories. Theological: The Agency’s founders were highly religious, and its sponsoring nation may still be so. Titles correspond to levels of ordination found in the parent faith, and equivalent levels of actual ordination may be required for promotion. Hybrid: The Agency has two or more semi-independent arms, each of which maintains its own rank structure. Roll 1d4+1 to determine how many separate structures are in place, then roll again on this table for each one, re-rolling any duplicates and results of 20.

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“What exactly do you do?” “Oh, I travel… a sort of licensed troubleshooter.” — Patricia Fearing and James Bond, Thunderball

Operative

3

agency or even parts of your background. Now, whenever you go out in public, you’re likely to be noticed — and worse, for all the wrong reasons.

INTRODUCTION In practice, operatives tend to take two basic forms — realistic and cinematic. Realistic operatives typically work within one region for long periods of their career, and sometimes for their entire careers. An operative who speaks Spanish and blends well with the local culture might spend years working out of a Chilean embassy, for instance, allowing him to become an expert in the Chilean culture, develop local connections, and learn the lay of the land. Realistic agents also spend much of their time with their handlers (see Chapter 4), developing HUMINT skills and tactics, rather than on their own, as is the case with their movie-style counterparts. Cinematic operatives tend to be far more cosmopolitan, bopping from New Orleans to Paris to Hong Kong in a single mission. They commonly brief, gear up, and acquire cover identities at a central base, but the majority of their time is spent “wherever the mission takes them.” As such, cinematic operatives are left to their own devices a good deal of the time, distancing themselves from their handlers and immersing themselves deeply into enemy territory and organizations in order to bring the end the present threat. In most cases, spies spend relatively little time in recruitment and initial training in comparison to their time as operatives. Many even refuse promotions to remain in the field. The lives of operatives tend to be filled with intrigue, mayhem, and all too often violence. Some spies simply can’t let go of the rush, embracing the action and intrigue for as long as possible. In some campaigns, the GC and players may wish to adopt less conventional approaches to this career track. For those who wish to linger, and to assist the operative stage of unconventional campaigns, the following material is likely to come in handy.

Torture Victim Suggested Qualities: Compulsion, suspect, secret. You were previously captured and tortured — and actually broke under the stress. If the Agency is aware of your break, it’s likely unwilling to trust you with non-essential information; otherwise, you live in fear that it might one day discover your awful secret. Further, you might be subject to flashbacks, life-affirming danger lust, and/or other coping mechanisms.

N EW DEPARTMENTS All previously published Spycraft departments are appropriate for operatives, and new options follow. Once again, while these options are most appropriate for operatives, they may be chosen by agents of any type.

Deprogrammed Who knows an enemy better than the enemy himself? Enemy operatives are sometimes captured and deprogrammed to see the Agency’s point of view. Such operatives frequently gain a renewed sense of self-purpose and a drive to take out those who prey on the helpless.

Special Talents • +2 Charisma, –2 Wisdom. • At 1st level and for each agent level gained thereafter, the agent receives 1 additional skill point, which must be spent to raise his Bluff, Disguise, or Forgery skill, or to purchase a long-term contact (see the 1960s Decade Book, page 186). • The threat ranges of the agent’s Disguise and Innuendo checks are increased by 1 (e.g. a threat range of 19–20 becomes 18–20). These threat ranges are increased by an additional 1 at 5th level and for every 5 agent levels gained thereafter.

N EW BACKGROUNDS The following backgrounds are well suited to operatives but may be chosen by agents of any type. See Backgrounds Revisited, page 17, for more information about background qualities.

• Bonus Feat: Trouble Magnet.

Phantom Operative Media Trail

Somehow, the agent’s personnel file has been erased — or maybe it never existed in the first place. Perhaps he was once assigned to a black ops handler and asked to spy on his own government, or maybe he somehow managed to insert himself into the Agency’s ranks, under false pretenses or using false credentials. Regardless, the agent now operates “off the books,”

Suggested Qualities: Discredited, distraction, frequency. A previous operation exploded into a disastrous debacle, drawing days of unwanted media attention. Even worse, the media somehow acquired information that haunts you to this day — grainy photographs of your team in action, classified Agency documents,

60

operative EYES ONLY: MID-LEVEL AGENT CREATION Attacks

By Zach Sutherland and Steve Crow

Marco Castellano “If it’s broke, call a mechanic. If it ain’t broke, call Marco.” Codename: VENDETTA Aliases: Marcus Costler, Malcolm Castell Nationality: Italian Gender: Male Handedness: Right Height: 5 ft. 2 in. Weight: 140 lbs. Eyes: Dark Brown Hair: Dark Brown Place of Birth: Venice, Italy Date of Birth: 1961.08.10 Distinguishing Characteristics: Misshapen nose (from repeated breaks).

Fist/punch +8 (dmg 1d3+2 subdual, error 1) Straight Razor +8 (dmg 1d4+2 normal, error 1–2, threat 19–20) .45 ACP Thompson M1928 +5 (dmg 1d12 normal, accuracy –1, error 1, threat 19–20, range 30 ft., qualities and mods: RG, TD — 20 shots of standard ammunition) Standard Personal Gear: Weapons, 50 shots of military ball ammunition, trendy clothes, ballistic vest, laptop computer (power rating +1), disguise kit, demolitions kit, sodium pentothal (2 doses), handcuffs. Common Gadgets: Hypnosis lenses, frame job cards (5), standard attaché case.

Background Notes Marco began his career as a lowly Venetian con man, rising to the esteemed ranks of superspy by forging connections with powerful Mafia families. Marco has a knack for squeezing people, running intimidation and harassment campaigns, and frightening subjects until they give him all the information his bosses want (and often more). He also focuses on deceit, keeping his two employers — the Agency and the Family — unaware of one another yet extremely pleased with his results. Department: D-0 Home Office Class: Faceman/Goodfella Level: 5/4 Strength: Constitution: Wisdom: Vitality:

14 10 10 58

Dexterity: Intelligence: Charisma: Wounds: 10

10 16 18

Defense: 11 (+1 armor) Initiative Bonus: +6 (+6 class) Speed: 30 Fort: +5 Ref: +2 Will: +7 Special Attacks: Sneak attack +1d6. Special Qualities: +3 department bonus to action die results, +4 to error ranges of Gather Information, Sense Motive, and seduction checks made against Marco, adaptable, backup 1/session, cold read 1/session, cross-class skills (Bureaucracy, Computers, Demolitions, Intimidate), family ties 1/session, linguist +3, made man, omerta, quick change 2/session, strongarm, this thing of ours +4. Skills: Bluff +16, Bureaucracy +21 (threat 18–20), Computers +12, Demolitions +12 (threat 18–20), Diplomacy + 6, Disguise +12, Forgery +11, Gather Information +16, Innuendo +9, Intimidate +18/+18, Knowledge (Underworld) +7, Surveillance +10 (threat 18–20), Sense Motive +11. Feats: Advanced Skill Mastery (Police Training), Armor Group Proficiency (Light, Medium), Chip Away, Police Training, Traceless, Undermine, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle).

Using the standard Living Spycraft ability score system, Zach starts off by giving Marco high Charisma and Intelligence scores, low Dexterity, Constitution, and Wisdom scores, and a Strength of 12, intending to raise the lattermost later for reasons that become clear when he reaches 6th level. Marco’s high Charisma provides him with a good solid base for his faceman class abilities and skills, and his high Intelligence score provides him with lots of skill points that’ll be useful to support his agent concept. By selecting the home office department, Zach diversifies Marco, granting him 2 Charisma-based and 2 Intelligence-based skills that facemen typically lack. This makes Marco more versatile and lets him acquire 8 ranks in Intimidate, which he’ll also need by 6th level. Knowledge is a class skill for facemen, so Zach devotes 4 skill points to an Underworld focus as well. As Zach’s character progresses through his first 5 levels as a faceman, he gains the Chip Away, Traceless, and Undermine feats — again, Marco will need Undermine by 6th level. Also, at 4th level, Zach raises Marco’s Strength to 13. When Marco finally reaches 6th level, the true fun begins — Zach switches over to the goodfella prestige class and gains the strongarm ability, which lets Marco add his Strength and Charisma bonuses to Bureaucracy, Diplomacy, Gather Information, and Intimidate skill check results. These bonuses immediately gain an additional +1 bonus (for total bonus of +5), which go up again when Zach raises Marco’s Strength to 14 at 8th level. Overall, Marco gains a +6 ability bonus with these 4 skills — a bonus he would have needed a Charisma score of 20 and stiffed another ability score by 2 in order to achieve. Via this method, Marco not only has a good Strength for hand-to-hand combat, but also a decent base Strength bonus for untrained skill use. Marco also gains Surveillance as a class skill at 6th level. Zach chooses the order that he assigns level benefits, granting Marco at least 1 rank in Surveillance and then selecting Police Training as his 6th level feat. This grants him a +2 bonus and a threat range increase with Bureaucracy, Demolitions, and Surveillance skill checks, increased to +3 when he gains the corresponding Advanced Skill Mastery feat at 9th level. Marco’s Wisdom is a little low for a faceman, but the adaptable class ability provides him with an extra action die to make Wisdombased skill checks and his department grants him a +3 to those dice.

Finally, Marco’s high Intimidate and Gather Information skill bonuses allow him to switch back and forth between interrogation methods, using whichever one works best at the moment (see the Fixer/Pointman Class Book, pages 66–68).

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agency a shadow within his organization, able to tap its resources through private channels and work toward his own goals alongside those of the agent team he’s adopted. These goals may be contrary to those of the Agency, but should remain in line with those of his team, lest the campaign derail due to agent strife.

Class Skills The cat burglar’s class skills and key abilities are: Class Skill Appraise Balance Bluff Boating Climb Concentration Craft Driver Electronics Escape Artist Hide Hobby Jump Knowledge Listen Mechanics Move Silently Open Lock Pilot Profession Search Sleight of Hand Spot Surveillance Tumble

Special Talents • No ability modifiers. • Bluff is always a class skill for the agent. • The agent chooses a Charisma-based skill. When the agent suffers an error with the chosen skill, the GC or an opposed character must spend 1 additional action die to activate the error as a critical failure. The agent chooses 1 additional Charisma-based skill to benefit from this effect at 4th level and for every 4 agent levels gained thereafter. • Once per session, the agent may activate an error with any favor, Bureaucracy, Computers, or Gather Information check made to gain information about him without spending an action die. The agent may use this ability 1 additional time per session at 4th level, and for every 4 agent levels gained thereafter. • Bonus feat: Deleted.

CAT BURGLAR

Key Ability Int Dex Cha Dex Str Wis Int Dex Int Dex Dex Wis Str Int Wis Int Dex Dex Dex Wis Int Dex Wis Wis Dex

Skill Points at Each Additional Level: 8 + Int modifier.

This is a prestige class. While fixers are usually well suited for the trespassing needs of a field team, they aren’t always adequately prepared to break into impossibly high security facilities, or to regularly evade the authorities thereafter. Cat burglars excel at such assignments, being masters of stealth, breaking and entering tactics, and second-story work, and possessing connections to the underworld — specifically with regard to fencing and tracing stolen goods — that can be extremely useful in the espionage arena. Abilities: Cat burglars rely most heavily on a variety of Dexterity-based skills, though Intelligence plays a significant role as well, granting them the skill points required for the wide variety of class skills at their disposal. Vitality: 1d8 + Con modifier per level.

Class Features All of the following are class features of the cat burglar. Starting Feats: At 1st level, the cat burglar gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Nimble: The cat burglar gains a +1 bonus with all Dexterity-based skill checks. This is the cat burglar’s core ability. Case: The trick to defeating modern security is knowing exactly what you’re facing, and what it can’t see. Each action site possesses a security rating ranging from 0 to 10 (see the Fixer/Pointman Class Guide, page 111). At 1st level, if the cat burglar spends at least 1 hour moving around within line of sight of 1 or more buildings of an action site, he may make a Surveillance check (DC 20 + the site’s security rating). With success, he learns the site’s current security rating. This check may be retried as often as the cat burglar likes, each time requiring another 1 hour of scouting.

Requirements Agent Level: 5+. Climb: 8+ ranks. Open Lock: 8+ ranks. Feats: Acrobatic, Master Fence.

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operative At 5th level, the cat burglar may spend 1 BP or $100 in field expenses to acquire plans and gear to ‘foil’ the security of an action site he’s already successfully cased. For the next 24 hours, the site’s security rating is considered to be 1 lower than standard when applied to the cat burglar’s actions only (to a minimum rating of 0). The cat burglar may foil the security of a number of action sites per session equal to his class level. At 9th level, the cat burglar’s expertise with circumventing security devices and patrols extends to the rest of his team. While in verbal or visual contact with the car burglar, each of the cat burglar’s teammates benefits from his reduced security rating. The cat burglar’s teammates may not case new locations. Honor Among Thieves: The criminal underworld is a society unto itself, one that respects accomplishments as much as it shuns outsiders and newcomers. There is a fierce sense of fraternity amongst recognized “operators,” all of whom thumb their noses at “The Man.” At 2nd level, when the cat burglar introduces himself and offers his criminal “handle,” the dispositions of other criminals toward him improve by 1 grade. This modifier is improved after the cat burglar’s standard roll to improve disposition. At 7th level, the cat burglar’s reputation becomes so impressive that the dispositions of other criminals improve by 2 grades. Allies and helpful NPCs still expect to be treated with respect in return, hoping to obtain a piece of the action, usually some of the cat burglar’s take. Bonus Feat: At 3rd level, the cat burglar gains 1 bonus covert or basic skill feat. He must meet all of this feat’s prerequisites before choosing it. At 5th level, and for every 2 class levels gained thereafter, the cat burglar gains 1 additional bonus covert or basic skill feat, with the same restrictions. Go to Ground: By necessity as much as training, the cat burglar excels at evading pursuers — particularly the authorities. He knows all the secret paths,

underground clubs, and people who can help him escape — or how to find them. At 4th level, the cat burglar may never completely fail a Hide or Move Silently check made to evade a pursuer, so long as he doesn’t roll and error and he’s able to break away from the pursuer’s line of sight for at least 1 full round. Further, when the cat burglar suffers an error with one of these checks, the GC must spend 1 additional action die to activate his critical failure. At 8th level, while the prey in a chase, the cat burglar’s lead is considered to be 5 higher for the purpose of choosing finishing maneuvers only. Improvise Tools: At 4th level, the cat burglar suffers no penalties with Climb and Open Lock checks when working without the appropriate kit. “Do I Want to Know?”: Cat burglars sometimes seem to come up with handy items… without a receipt. The cat burglar may spend 1 hour to “acquire” any item costing less than $200. The cat burglar may use this ability up to a number of times each session equal to his class level. Multiple uses of this ability may not be combined to acquire more expensive items. Each item gained in this fashion is lost at the end of the current serial (mission) — they probably find their way back to the truck off which they fell. Maybe. Sucker Punch: While the cat burglar shies away from combat, chance encounters with guards are unavoidable. In these cases, the cat burglar prefers to keep the fighting quick and the legal consequences to a minimum. At 8th level, when making an attack that inflicts subdual damage, the cat burglar need not spend action dice to convert threats into critical hits. Impossible Dodge: There is one last thing a master thief absolutely detests — pain. At 10th level, when the cat burglar is struck by a critical hit, he may make a Reflex save (DC equal to the attack’s damage). With success, the critical hit is canceled and the damage is applied to the cat burglar’s vitality per the rules for a standard hit.

Table 3.1: The Cat Burglar Lvl 1 2 3 4

Base Att Bon +0 +1 +1 +2

Fort Save +0 +0 +1 +1

Ref Save +2 +3 +3 +4

Will Save +0 +0 +1 +1

Def Bon +1 +2 +3 +3

Init Bon +1 +1 +2 +2

Budg Pts 3 6 9 12

Gadg Pts 0 1 2 3

5 6 7 8 9 10

+2 +3 +3 +4 +4 +5

+1 +2 +2 +2 +3 +3

+4 +5 +5 +6 +6 +7

+1 +2 +2 +2 +3 +3

+4 +5 +6 +6 +7 +8

+3 +4 +4 +5 +5 +6

15 18 21 24 27 30

3 4 5 6 6 7

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Special Case (scout), nimble Honor among thieves Bonus feat Go to ground (hiding), improvise tools Bonus feat, case (foil) “Do I want to know?” Bonus feat, honor among thieves Go to ground (chases), sucker punch Bonus feat, case (penetrate) Impossible dodge

agency Class Features

EAVESDROPPER

All of the following are class features of the eavesdropper. Starting Feats: At 1st level, the eavesdropper gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun)

This is a prestige class. People convey remarkable amounts of information when speaking, sometimes on purpose, more often by accident. The Agency maintains a stable of operatives whose specialty it is to keep an ear out for just such slips, and make the most of them. These audio surveillance experts possess finely tuned senses of hearing, as well as the attention needed to notice and link seemingly inconsequential background noises and the psychological training needed to hear what isn’t being said at any given time. They are most at home in crowded scenes such as ballroom galas and lunchtime restaurants, but many also find uses for their acute senses in other scenes as well. Abilities: The eavesdropper’s most important ability is Wisdom, though Intelligence is a close second. Both support the agent’s class skill set and abilities. Vitality: 1d10 + Con modifier per level.

At Home In A Crowd: The eavesdropper must always be mindful of commonly overlooked mannerisms and the minor details that add up to the true picture. The eavesdropper gains a +1 bonus with all Wisdom-based skill checks. This is the eavesdropper’s core ability. Wallflower: The eavesdropper is unsurpassed at silently working crowds for information. At 1st level, and for each class level gained thereafter, the eavesdropper gains 1 additional skill point that must be spent to increase his Listen skill. Further, at 1st level, the eavesdropper gains the virtual skill feat “Attentive,” which grants him a +2 bonus with all Listen, Read Lips, and Sense Motive checks and increases his threat ranges with these skills to 19–20. At 5th level, the eavesdropper gains the Advanced Skill Mastery feat for his Attentive feat. At 9th level, the eavesdropper gains the Grand Skill Mastery feat for his Attentive feat. All prerequisites for these feats are waived. Inconspicuous: The eavesdropper is trained to blend into the surrounding scenery, even carrying on conversations and performing other tasks in the process. At 2nd level, the eavesdropper may designate any one character within his line of sight as his target. So long as this target remains within the eavesdropper’s line of sight, all Listen and Read Lips checks made to determine what the target is saying or doing are considered free actions. At 7th level, the eavesdropper may designate a number of targets up to his Wisdom modifier, gaining the same effect with each. Targeting Ears: The eavesdropper’s ability to detect audible clues is uncanny. At 1st level, his Listen and Read Lips DCs are increased by only +1 per 15 ft. to the target or noise, rather than the standard +1 per 10 ft. (see the Spycraft Espionage Handbook, pages 58 and 62). Further, the eavesdropper’s Read Lips skill may be used at up to 50 ft., rather than the standard 30 ft. At 5th level, the eavesdropper’s Listen and Read Lips DCs are increased by +1 per 20 ft. to the target or noise, and his Read Lips skill may be used at up to 75 ft. At 9th level, the eavesdropper’s Listen and Read Lips DCs are increased by +1 per 25 ft. to the target or noise, and his Read Lips skill may be used at up to 100 ft. Wallflower: The eavesdropper is unsurpassed at silently working crowds for information. At 1st level, he gains the virtual skill feat “Attentive,” which grants him a +2 bonus with all Innuendo, Listen, and Read Lips checks and increases his threat ranges with these skills to 19–20.

Requirements Agent Level: 5+. Wisdom: 13+. Listen: 8+ ranks. Sense Motive: 8+ ranks. Feat: Alertness, Blind-Fight.

Class Skills The eavesdropper’s class skills and key abilities are: Class Skill Appraise Computers Concentration Cryptography Cultures Electronics Forgery Gather Information Hide Hobby Innuendo Knowledge Languages Listen Move Silently Profession Read Lips Search Sense Motive Surveillance

Key Ability Int Int Wis Int Wis Int Int Cha Dex Wis Wis Int Wis Wis Dex Wis Int Int Wis Wis

Skill Points at Each Additional Level: 6 + Int Modifier.

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operative Lookout: Due to his keen senses, and because he often works in hostile situations, the eavesdropper is constantly on the lookout for potential trouble and always plans for the worst. At 4th level, the eavesdropper gains a competence bonus to Defense and with initiative checks equal to his Wisdom modifier. The eavesdropper gains this bonus even when he’s denied his Dexterity bonus to Defense (but not if he’s immobilized). Casual Eavesdropping: The eavesdropper is trained to blend into the surrounding scenery, even when carrying on conversations and performing other tasks. At 6th level, the eavesdropper may target a number of characters within his line of sight up to his Wisdom modifier. So long as a target remains within the eavesdropper’s line of sight, each of the eavesdropper’s Innuendo, Listen, and Read Lips checks made to determine what the target is saying or doing is considered a free action. Flawless Lie Detector: The eavesdropper’s ability to spot lies is a shade away from perfect. At 8th level, when the eavesdropper makes a Sense Motive check to determine a speaking character’s sincerity, he may never completely fail unless he suffers an error. Even when the eavesdropper suffers an error, the GC must spend 2 action dice to activate it as a critical failure. The eavesdropper always knows whether a target is lying, though he may not realize what he’s lying about, or the nature of his lie. Veteran Investigator: The eavesdropper has not only seen it all, he’s heard it all. At 10th level, the eavesdropper gains a +2 bonus to Wisdom.

At 5th level, the eavesdropper gains the Advanced Skill Mastery feat for his Attentive feat. At 9th level, the eavesdropper gains the Grand Skill Mastery feat for his Attentive feat. All prerequisites for these feats are waived. “…Like a Bat”: The eavesdropper’s sharp hearing allows him to track the movements of opponents with ease. At 2nd level, he gains the Blindsight 5-ft. radius feat. All prerequisites for this feat are ignored. At 7th level, the eavesdropper gains the Zen Shot feat. All prerequisites for this feat are ignored. At 10th level, the eavesdropper is only considered blinded if he is also deafened, and cannot be flanked under any circumstances unless deafened. The Grapevine: The eavesdropper picks up all kinds of useful information in passing. At 3rd level, he gains a synergy bonus with all Gather Information checks equal to 1⁄2 his ranks in the Listen skill (rounded down). At 7th level, the eavesdropper gains a synergy bonus with all education and Knowledge checks equal to 1⁄2 his ranks in the Listen skill (rounded down). Awareness: The eavesdropper’s senses make him extraordinarily aware of the actions and behavior of others. As such, he is rarely taken by surprise. At 4th level, the eavesdropper gains a +2 competence bonus with all checks made to determine awareness during a surprise round (see the Spycraft Espionage Handbook, page 162). At 8th level, this bonus increases to +4. If the eavesdropper gains this ability from more than one class, the effects of all his awareness abilities stack.

Table 3.2: The Eavesdropper Base Att Bon +0

Fort Save +0

Ref Save +1

Will Save +1

Def Bon +1

Init Bon +1

Budg Pts 1

Gadg Pts 0

2 3 4 5

+1 +2 +3 +3

+0 +1 +1 +1

+2 +2 +2 +3

+2 +2 +2 +3

+2 +3 +3 +4

+2 +3 +3 +4

2 3 4 5

1 2 3 3

6 7

+4 +5

+2 +2

+3 +4

+3 +4

+5 +6

+5 +6

6 7

4 5

8 9

+6 +6

+2 +3

+4 +4

+4 +4

+6 +7

+6 +7

8 9

6 6

10

+7

+3

+5

+5

+8

+8

10

7

Lvl 1

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Special At home in a crowd, targeting ears (1.5 × range), wallflower (Basics) “…like a bat” (Blindsight) The grapevine Awareness +2, lookout Targeting ears (2 × range), wallflower (Advanced) Casual Eavesdroppin “…like a bat” (Zen Shot), the grapevine Awareness +4, Targeting ears (2.5 ¥ range), wallflower (Grand) "…like a bat", veteran investigator

agency Black Cat

CHANCE FEATS

Strange and unfortunate accidents tend to plague your enemies. Benefit: The error ranges of attack rolls and skill checks made by the highest-level opponent in your presence are increassed by 2. In the event of that 2 or more characters in your presence are tied for highest level, the GC determines which character is affected. Special: This feat may be chosen multiple times, each time affecting 1 additional character in your presence, in order from highest- to lowest-level.

This new feat tree provides options for agents who are unusually lucky. The Fortunate feat is now considered a chance feat, rather than a style feat (see the Spycraft Espionage Handbook, page 92). Special: A chance feat counts as 1 additional Fringe feat in games where the Fringe feat tree is available.

“A Little Bit of Luck…” Fate smiles on you — frequently. Prerequisites: Agent level 6+, Fortunate. Benefit: You begin each game session with 1 additional d6 action die. This bonus action die is a d6 regardless of the type you typically roll. Further, all action dice you gain from the Fortunate feat are also d6s. Normal: The Fortunate feat always grants a d4 action die, regardless of the type you typically roll. Special: The benefits of this feat supersede the rule that action dice granted by Fortunate are always d4s.

Fortune Favors the Bold You reap better-than-average rewards from your good karma. Prerequisites: Fortunate. Benefit: Whenever the GC awards you an action die, the action die is one die type larger than standard. If this results in an action die larger than a d12, you gain two d6 action dice instead. Special: All other abilities that increase the size of action dice are applied before the effects of this feat.

All or Nothing Fortune’s Fool

Win or lose, life is never dull when you’re around. Prerequisites: Agent level 3+, Trouble Magnet. Benefit: Once per session before making a roll, you may increase the threat and error ranges of that roll by 5 (e.g. a threat range of 19–20 and an error range of 1–2 become a threat range of 14–20 and an error range of 1–7). If the roll falls within the error range, the GC (or an opposing player) may still activate the error and cause a critical failure, even if the result would usally be a success.

Sometimes, you can snatch a fighting chance from the jaws of defeat. Prerequisites: Fortune Favors the Bold. Benefit: Whenever you suffer an error and the GC spends 1 or more action dice to activate your critical failure, you may immediately trade 1 of your action dice of any size (generally a d4, d6, d8, or d10) for 1 of the action dice the GC just spent (generally a d12).

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operative “…Goes a Long Way”

TPRAINING ROGRAMS

A little luck is better than no luck at all. Prerequisites: “A Little Bit of Luck…" Benefit: Whenever you spend and roll an action die and it results in a natural 1, the die is not considered spent. The die result of 1 (plus all applicable modifiers) is applied as standard, but the die immediately returns to your action die pool.

The following training programs are particularly appropriate for operatives, but may be chosen by agents of any type. For general rules concerning training packages, see the sidebar on page 13.

Jinx

Basic Disguise Training

You’re a walking disaster area… for your enemies. Prerequisites: Agent level 12+, Tough Luck. Benefit: You may activate an opponent’s error without spending an action die. You may use this feat ability a number of times per session equal to the number of chance feats you possess. Further, when you wish to activate a critical failure result requiring more than 1 action die, the number of action dice required is always reduced by 1, but you must spend that action die as standard.

This training program provides the fundamental skills behind any workable disguise. It focuses on the comparatively simple aspects of creating an original identity rather than doubling someone. Qualifications: None. GP Cost: 3. Training Time: 4 days. The agent spends this time in professional makeup and costuming studios, learning standard intelligence-grade disguise techniques. Final Exam: The agent is sent into an Agency field office where his true identity is known and ordered to dupe his colleagues with a front of his tutors’ choosing. This involves three challenges. The first is getting the look right, which requires a successful Disguise check (DC 15), the second is mingling with onlookers, which requires a successful Bluff check (DC 15), and the third is submitting paperwork for inspection, which requires a successful Forgery check (DC 15). Benefits: Until the end of the current serial, the agent gains 2 temporary skill ranks in Bluff and Disguise, and Forgery when attempting to create or support a disguise. These bonus skill ranks may not raise an agent’s skills beyond their standard maximum. Additionally, the agent gains a cover identity with a power rating of +4. Recertification Time: 4 hours.

Tough Luck You’re more than just a jinx — you’re a magnet for unlucky breaks. Prerequisites: Agent level 6+, Black Cat. Benefit: Any opponent affected by your Jinx feat(s) must spend 1 additional action die to activate any threat he scores.

Trouble Magnet As the Chinese curse says, you “live in interesting times”. Prerequisites: Agent level 1 only. Benefit: You begin play with one 4-point background chosen by the GC. When you resolve a background, you must roll 1d4 during the Gearing Up phase of your next mission. The die result becomes the strength of one new background for which you spend no skill points, again chosen by the GC. You never receive skill points from these backgrounds. Further, whenever you gain XP from a background, you gain only 1⁄2 the XP typically offered by the background (rounded up). However, each of your teammates during the current serial also gains a number of XP equal to 1 ⁄2 the experience that you receive (rounded up).

“Fumigation” Training As an Agency operative, it’s not enough to merely accomplish your job — you must do so in a fashion that also leaves your targets assuming all is well. This training program tutors the agent in the ways to leave a room the way he finds it, including wiping out traces of his intrusion, conducting search and destroy missions without leaving trace evidence (such as spent casings), and staging the “lived in” look. Qualifications: Int 13+, Open Locks 1+ ranks, Electronics 1+ ranks. GP Cost: 3. Training Time: 5 days. The agent spends nearly all of this time in mock mission sites, learning by mistake from Agency tutors.

Example: Donovan resolves a 4-point background during a serial in which one of his backgrounds was a focus of play. Donovan would typically gain 200 XP, but instead gains 100 XP. Each of his teammates during the serial gains 50 XP.

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agency Final Exam: The agent’s final trial run involves two test missions. In the first, he’s given the description of one target item located at a public location. The agent must search the premises, photograph or copy the item (typically a document or computer file), and clean up all traces of his intrusion. The location features minimal security measures, including a locked door (Open Locks (DC 20) to bypass without notice and without leaving evidence behind) and an alarm system (Electronics (DC 20) to bypass without notice and without leaving evidence behind). The item is moderately well hidden, requiring a successful Search check (DC 20) to locate without disturbing the scene. Photographing the item requires no skill check. In the second mission, the agent must enter an unsecured room and subdue 1 combatant minion in 3 combat rounds or less, then sanitize the room with a successful Forgery check (DC 20). The minion possesses ability scores of 12 each and an agent level three lower than that of the acting agent. Benefits: Until the end of the current serial, the agent gains 2 temporary skill ranks in Forgery and Search when attempting to conduct a search without leaving evidence of his passing. These bonus skill ranks may not raise an agent’s skills beyond their standard maximum. Additionally, the agent gains the benefits of the Traceless feat. Recertification Time: 8 hours.

Knowledge check of the GC’s choice, opposed by the attendees’ average Hobby or Knowledge skill bonus of +1d6–1. The fourth is completing ruse by making a successful education check (DC 10) to recall a minute detail of the target character’s life. Benefits: Until the end of the current serial, the agent gains 2 temporary skill ranks in Forgery when attempting to forge the target character’s signature. These bonus skill ranks may not raise an agent’s skills beyond their standard maximum. Additionally, the agent gains either 2 temporary skill ranks in any 2 Hobby or Knowledge skills the target character is expected to know, or 2 languages the target character is expected to know (but not both). Recertification Time: 4 hours.

Top-Down Entry Technique This program trains an agent in the full spectrum of top-down entry techniques, including rappelling, break and entry, and rapid response from a fall. The Agency recommends this program when the agent’s team is expected to enter one or more heavily secured locations via the roof. Qualifications: None. GP Cost: 4. Training Time: 7 days. The agent spends all of this time in close personal training sessions with Agency specialists, maneuvering through harsh “urban climb” training grounds. Final Exam: The agent is provided 1 melee or exotic weapon of his choice costing no more than 15 BP and 1 bundle of his choice, then delivered by transport helicopter to a point 30 ft. above a 6-story building in the urban climb training ground. The agent must rappel out of the helicopter to the target site’s roof without significant injury, a task requiring a successful Jump check (DC 15). With success, the agent suffers 3d6 subdual damage, –1 per 2 points of difference between his check result and the DC. With failure, the agent suffers 3d6 normal damage (which may reduce his total wounds to no less than 0), and suffers a –1 circumstance penalty with all subsequent Move Silently checks made as part of the final exam per point of difference between his check result and the DC. A critical success with this Jump check indicates that the agent suffers no damage, while a critical failure indicates that he immediately fails the exam and suffers twice the standard damage (again, this may reduce his total wounds to no less than 0). If the agent arrives on the roof with at least 3/4 of his total wounds remaining (rounded up), he continues the exam. This requires that he successfully top-rope as described on page 12 of the Modern Arms Guide Chapter 9 Website Download and descend 3 floors to

Impersonation Training This training program improves upon the fundamental skills behind any workable disguise, granting the agent the skills necessary to adequately mimic a target of his choice. Qualifications: Disguise 4+ ranks, Mark. GP Cost: 2. Training Time: 4 days. The agent spends this time in professional makeup and costuming studios, refining his standard disguise techniques to duplicate one target he is to mimic during the current mission. Final Exam: The agent is sent into a location where the target character is known and ordered to dupe his friends, colleagues, and family. This often takes the form of a low-key party or other gathering when the target is known to be out of the area — and from which it’s expected no word of his appearance will get back to him. This exam involves four challenges. The first is getting the look right, which requires a successful Disguise check, opposed by the attendees’ average Spot skill bonus of +1d6–1. The second is mingling with onlookers, which requires a successful Bluff check, opposed by the attendees’ average Sense Motive skill bonus of +1d6–1. The third is engaging in a personal conversation with someone who knows the target character, which requires a successful Hobby or

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operative a range of 500 miles ¥ 500 miles, centered on a location of the agents’ choosing (outside this area, a new crew must be requested, and a new GP cost paid). This team works out of a well-equipped tractor-trailer — in fact, a vehicle similar to that used on mobile Hollywood sets. For the duration of the current serial, this crew can provide the agents with any number of disguises, each created using the skill bonus listed on Table 3.3: Disguise Crew Intelligence Resources. These disguises may adjust an agent’s appearance as described on page 50 of the Spycraft Espionage Handbook, and may even modify his weight and height by up to 20% instead of the standard 5%, with each additional 5% granting an additional +2 to the DCs of observers’ Spot checks. Alternately, the crew may create realistic non-human disguises, such as gorilla suits. Each disguise requires a base time of 1 hour, plus an additional 30 minutes per +5 Spot check DC modifier granted by the final deception (though this time may be reduced — see Complication, page 69). At any given time, the crew may simultaneously create up to a number of disguises equal to 1⁄4 its Disguise skill bonus (rounded down, minimum 1). Complication: The agents may voluntarily push the disguise crew to complete a disguise in less than its preferred time, but rushed artists have delicate egos — and shaky hands. The error ranges of all Disguise checks made by a rushed disguise crew are increased by the base number listed on Table 3.3: Disguise Crew Intelligence Resources (see page 69), +1 per 30 minute decrease (minimum 30 minutes).

a target room without detection en route. This requires 2 successful Climb checks (DC 15), as well as a successful Move Silently check opposed by the occupants’ Spot average skill bonus of +1d4–1. Finally, upon arrival in the target room, the agent must successfully neutralize a team of 3 hostile minions carrying tasers. These minions each possess Defense scores of 10, attack bonuses of +2, vitality scores of 8, and 9 wounds each. The agent begins the combat adjacent to only 1 of the hostiles, though the others are only 30 ft. away each. Stealth is no longer a consideration at this stage of the exam — the agent need only best each minion in combat. He may even take the combat elsewhere within the test building if he likes. Finally, if the agent reduces any minion to less than 0 wounds, the minion’s wound total immediately becomes 0. Benefits: Until the end of the current serial, the agent gains 2 temporary skill ranks in Balance, Climb, and Use Rope (each). These bonus skill ranks may not raise an agent’s skills beyond their standard maximum. Additionally, the agent gains the benefits of either the Improved Equilibrium or the Breakfall feat (but not both). Recertification Time: 12 hours.

N EW IRNTELLIGENCE ESOURCES The team may pay the GP cost of any of the following resources to gain access to the resource for the duration of the current mission. The GC may overrule any attempt to gain access to an intelligence resource on the grounds that the option is either unavailable or tasked elsewhere. Also, allowing the Agency to take work out of the team’s hands has its risks. Each intelligence resource lists a potential complication that may interfere with the team’s plans when it’s activated.

Table 3.3: Disguise Crew Intelligence Resources Disguise Skill Bonus +2 +4 +6 +8 +10 +12 +16 +20

Disguise Crew The Agency’s disguise specialists are on par with Hollywood’s most remarkable illusionists, if not superior, in all ways save two — time and cost effectiveness. With all of R&D’s advancements in latex skin refashioning, futuristic body sculpting, and identity recreation, the department has lost sight of the fast and simple methods employed by its most skilled operatives. Consequently, the Agency can offer its mission teams methodical yet remarkably talented support teams, or leave them on their own, with no options in-between. When the agents request a disguise crew, they pay the GP cost listed on Table 3.3: Disguise Crew Intelligence Resources (see page 69). For this cost, the team gains the services of one disguise crew with

GP Cost 1 2 3 4 5 6 8 10

Error Range Increase +1 +1 +1 +1 +2 +2 +3 +3

Law Enforcement Authority The Agency is not a police organization and in fact operates outside the law more often than not. Such drastic tactics are required to safeguard the world in the Great Game between superspies and their criminal mastermind opponents. But occasionally, Agency field teams need to do more than ignore the law — they must supercede it. This resource is not to be accessed lightly, however, as it often unleashes incredible backlash upon the Agency, which responds to the team in kind.

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agency or when not needed (effectively “crying wolf”) and it becomes known, Internal Affairs becomes involved (see Complication, page 71). Call for Medical Aid: The agents may call for emergency medical assistance when someone in their vicinity is significantly injured (i.e. has lost 1 or more wound points). Said medical aid’s arrival time and composition are described under Medical Services (see page 94). If the agents call for medical aid when not needed (effectively “crying wolf”) and it becomes known, Internal Affairs becomes involved (see Complication, page 71). Detain: The agents may legally detain any character for questioning related to an ongoing police investigation, using acceptable force as well as appropriate actions (such as taunt and threaten), and appropriate skill checks (such as Bluff and Intimidate), in the process. Should the character flee, the agents may legally give chase, calling for police backup as warranted. No character may be detained for longer than 24 hours without an arrest. If the agents detain characters for longer than 24 hours, or for frivolous or unspecified reasons, and it becomes known, Internal Affairs becomes involved (see Complication, page 71). Interview: The agents may legally interview any detained or arrested character concerning matters relating to an ongoing police investigation. The agents are not allowed to use force beyond the minimum required to keep the character in custody and defend themselves from any attack during the interview. Any character may demand a lawyer, ending the interview. If the characters ignore a character’s request for legal counsel, or use unnecessary force during an interview, and it becomes known, Internal Affairs becomes involved (see Complication, page 71). Obtain Search Warrant: The agents may legally seek a search warrant for any private location or vehicle, though they must convince a judge of due cause. This usually involves making a show of basic evidence linking the location or vehicle, or the location or vehicle’s owner, to an ongoing criminal investigation. With proper evidence, the agents may obtain a warrant with a successful Diplomacy check (DC 10); without, they need a successful Diplomacy check (DC 25). If the agents seek unjustified search warrants, and it becomes known, Internal Affairs becomes involved (see Complication, page 71). Search: The agents may legally search any public location, any private location or vehicle area openly visible to the public, or any location or vehicle permitted by a search warrant (see above). The agents may bypass the need for a warrant with permission from a private location or vehicle’s owner. If the agents conduct illegal searches, or coerce characters into permitting searches, and it becomes known, Internal Affairs becomes involved (see Complication, page 71).

When the agents request this resource, they designate one or more cities, or one or more regions no larger than 500 miles ¥ 500 miles within which no cities are located. For each city or region, the team must pay the GP cost listed on Table 3.4: Law Enforcement Authority Intelligence Resources (see page 71). For the duration of the current serial, within each designated city or region, each agent on the team may act with the authority of the local law enforcement, gaining the right to make arrests, conduct legal searches and interviews, and perform other police actions legislated within the region. The agents must abide by the laws and by-laws prescribed for the local law enforcement, lest they incite detrimental inquiries into their true backgrounds (see Complication, page 71). An agent acting with law enforcement authority gains a +4 circumstance bonus with all skill checks made as part of a legal police action (as described in the following paragraphs). Further, by exercising their temporary authority, the agents gain the following abilities and benefits. Acceptable Force: The agents may legally attack citizens, though only when justified under local law, and only using sanctioned weapons that inflict subdual damage. If the agents violate these limits and it becomes known, Internal Affairs becomes involved (see Complication, page 71). Area Pursuit: The agents may legally launch an area pursuit to locate and detain or arrest any suspect, witness, or protected civilian, as appropriate. This takes the form of a standard area pursuit (see the Faceman/Snoop Class Guide, page 96). If the agents initiate an unwarranted pursuit and it becomes known, Internal Affairs becomes involved (see Complication, page 71). Arrest: The agents may legally arrest any known or suspected lawbreaker , using acceptable force as well as appropriate actions (such as taunt and threaten), and appropriate skill checks (such as Bluff and Intimidate), in the process. Should the lawbreaker flee, the agents may legally give chase, calling for police backup as warranted. If the agents make unwarranted arrests and it becomes known, Internal Affairs becomes involved (see Complication, page 71). Call for Police Backup: The agents may call for armed police backup when faced with a dangerous opponent they cannot easily subdue. Said backup arrives 1d20 rounds later in the form of one or more squad cars, each containing 2 police officers possessing agent levels equal to 1⁄2 the team’s average agent level (rounded down), ability and Defense scores of 12, and base attack bonuses of +1d6. Each officer carries one Glock 17 service revolver and 1 bundle of the GC’s choice, while each squad car contains one Mossberg Model 500 “Cruiser” combat shotgun. If the agents call for backup to assist with a non-police matter,

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operative Except where noted, all police actions should be roleplayed using the standard Spycraft rules. This intelligence resource does not provide the agents with any gear, not even the standard police duty bundle (though the agents may requisition such bundles with their own BP allotments if they wish). Finally, the agents gain access to the local criminal database, which can provide poor-grade biographical and psychological profiles of characters “in the system,” as well as its forensic labs, which can analyze evidence with skill bonuses equal to 1⁄3 the team’s average agent level (rounded up). Misusing these facilities also involves Internal Affairs (see Complications, page 71). These generalized benefits are tailored for use in the United States and should be adjusted accordingly in other parts of the world (developing full options for every region — or even every part of the U.S. — is well beyond the scope of this volume). None of these benefits extend to the team’s allies. Further, the agents may never gain the authority to deputize. Complication: Life on the force isn’t a bowl of cherries. First, the agents must also answer to a superior — typically a lieutenant and/or squad commander who calls the shots while they complete their mission. This individual is made aware that the team is “on loan from a government organization, pursuing a matter of national security,” but given no further information. Generally, career police officers are loathe to let such blatant disregard for their command go unchecked, however, and so involvement in the agents’ business is rampant, and often demands as much attention as getting the mission done. The Agency demands that all agents requesting this intelligence resource cooperate with true local authorities, including their temporary commanding officer, often placing the agents in an awkward position. Second, the agents must always take care not to step outside the bounds of their limited legal charter. Should they break the law or perform any action that involves Internal Affairs, the GC has two options, as follows.

In all cases, the GC is the final arbiter of what is legally and ethically acceptable within each region, and in each case. All agent actions taken with law enforcement authority are judged according to his barometer and the needs of his campaign.

Table 3.4: Law Enforcement Authority Intelligence Resources Agency Leverage* Home Friendly Neutral Hostile

GP Cost 4 8 12 16

* The cost of this resource is based upon the Agency’s leverage within the region (see page 29).

Team Research An agent team is generally provided with immediately relevant information in its initial mission briefing, including data supporting its primary and secondary objectives. But this information is susceptible to human error, as the Agency’s intelligence division prepares dozens of briefings each day and the organization’s Controls are often juggling several missions at once (see page 106 for more about the nature of Control duties). Therefore, it’s often up to the agents to ensure that they possess all the necessary data going into a mission. The following mission spec intelligence resources represent this effort, the GP cost involved not so much a tit-for-tat payment as a showing of their effort before leaving the home office — time and energy they could otherwise spend with R&D or in other pursuits. Team research may only be conducted at the home office, and only during the Gearing Up phase. When the agents invest home office prep time in team research, they pay the GP cost and spend the time required to gather all pieces of desired data, as shown under Team Research Options (see page 72). Each set of team research requires 1 hour to prepare. The agents may not request more than 1 team research option per Gearing Up phase (and therefore, per serial, unless another ability is in play). Complication: Data gathered at the home office is filtered through many hands before it makes it back to the agents, and is sometimes less reliable than anything they could gather on their own. When the agents request one or more pieces of data using this intelligence resource, the GC may spend 1 or more action dice to cause some of the resulting information to be slightly off. For each action die the GC commits, one piece of information is flawed in some minor way. Alternately, the GC may devote 3 committed action dice to a single piece of information to cause it to be completely incorrect. The specific effects of flawed and incorrect data are described with each team research option (see page 72).

• The GC may spend 1 action die to launch an IA inquiry into the agents’ actions. In this case, the Agency continues to support the agents until the end of the current mission, contacting IA and claiming that the team’s actions are a matter of national security. At the conclusion of the current mission, however, the Agency places the team on administrative leave (see the Faceman/Snoop Class Guide, page 108). • The GC may spend 2 action dice to launch an IA inquiry into the agents’ backgrounds. In this case, the Agency immediately withdraws, disavowing the agents (see the Faceman/Snoop Class Guide, page 109). If concrete evidence of the agents’ indiscretions is made available to Internal Affairs (such as eyewitnesses or supporting forensics), then this is the GC’s only option, and his action die cost is reduced to 0.

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agency Site Blueprints: The agents designate one target building, gaining a set of blueprints from an allied civil service cell. These blueprints are generally the original documents provided to city planners by the architect, though occasionally they’re reproduced as needed by near-site personnel. In both cases, they are only marginally reliable. GP Cost: 2 GP (1–4 stories), +1 GP per 4 additional stories (or fraction thereof), including basement floors. Flawed Data: The blueprints are in fact unavailable. The agents regain any GP spent on this resource. Incorrect Data: The blueprints are inaccurate. The GC should adjust the map as he sees fit once the agents arrive on site. Site Electromagnetic Analysis: The agents designate one target building, gaining an external electromagnetic scan of its contents. This tracks the flow of electricity through the building, providing the agents with the equivalent of a wiring diagram for the structure. Additionally, this grants the team with a measure of each room’s electricity usage, usually measured as ampere flow to the location — each room loosely grouped into one of four categories, as follows.

The allocation of the GC’s action dice is not declared until the agents discover the data flaws during the standard course of play.

Team Research Options Character Profile: The agents designate one target character by name and one desired profile type (biographical or psychological), gaining an average-grade edition of the requested profile. Once in the field, the agents may build upon this profile as described on page 75 of the Faceman/Snoop Class Guide. GP Cost: 2 GP per profile (biographical or psychological). Flawed Data: The provided profile’s grade is poor. Incorrect Data: The provided profile is worthless, granting no benefit. The desired profile must be built in the field per the standard profiling rules. Character Relationship: The agents designate one target character by name, gaining a list of the character’s significant other(s) and his dispositions toward each. The agents also gain the name of the character toward whom the target is known to have the most extreme positive disposition, and the name of the character toward whom the target is known to have the most extreme negative disposition. Alternately, the agents may designate two characters and learn their dispositions toward one another. GP Cost: 2 GP (target character dispositions toward others) or 1 GP (target characters’ dispositions toward each other). Flawed Data: One or more provided dispositions are 1 grade off. Incorrect Data: One or more provided dispositions are 2 or more grades off. Identify City/Region Leaders: The agents designate one or more cities, or one or more regions no larger than 500 miles × 500 miles within which no cities are located. They also designate one or more sectors within each city or region (government, intelligence, military, police, professional, street, or underworld). Within each designated sector of each designated city or region, the agents’ threat ranges when locating a street contact are increased by 2. This benefit extends to locating a street contact only, and is not applied when cutting street deals or making any other skill checks involving in street negotiations. For more information about street negotiations, see the Fixer/Pointman Class Guide, page 71. GP Cost: 1 GP per city/sector or region/sector combination (e.g. “Atlanta underworld” or “Greenville County Police”). Flawed Data: The agents’ threat ranges when locating a street contact are increased by 1 instead of 2. Incorrect Data: The agents’ threat ranges when locating a street contact are not increased; rather, their error ranges are increased by 2.

• Residential (including moderately used appliances). • Business (including computers, copiers, faxes, lights, and other miscellaneous gear running almost constantly). • Light industrial (including small-scale industrial equipment that draws a lot of power). • Heavy industrial (including many devices requiring significant power). This information is only provided for the structure’s outer 500 feet. Thus, if a building is wider than 1,000 ft., it’s center is invisible to this analysis. GP Cost: 2 GP (1–4 stories), +1 GP per 4 additional stories (or fraction thereof), including basement floors. Flawed Data: One or more provided electricity usage estimates are 1 category off. Incorrect Data: One or more provided electricity usage estimates are 2 or more grades off. Site Photos, Exterior: The agents designate one target building, gaining a battery of photos taken from the surrounding ground and from low-altitude overflights. The resolution is high enough to identify the building’s construction and all visible door and window locks and security systems. If the agents wish to make any Search or Spot checks using the photos, their skill check cap is 15. GP Cost: 2. Flawed Data: The photos are in fact unavailable. The agents regain any GP spent on this resource. Incorrect Data: The photos are out of date, depicting obsolete information. The GC may upgrade the building’s locks and security, and make other changes as he sees fit, before the agents arrive.

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operative Site Photos, Interior: The agents designate one target building, gaining a battery of photos taken from previous infiltrations. The resolution is low, but public landmarks and easily accessed private landmarks are identified — unfortunately, in no particular order (thus, the agents may only guess at their location within the structure). If the agents wish to make any Search or Spot checks using the photos, their skill check cap is 10. GP Cost: 4. Flawed Data: The photos are in fact unavailable. The agents regain any GP spent on this resource. Incorrect Data: The photos are out of date, depicting obsolete information. The GC may modify or omit landmarks as he sees fit before the agents arrive.

the division and the agents are still on the same side). In this case, a success or critical success has no effect upon the division’s disposition. Unless otherwise directed, no division’s disposition may be improved beyond ally or worsened beyond unfriendly. If an agent team performs one or more actions under a division’s “Favored Actions” and “Disfavored Actions” entries, no Charisma check may be made.

Table 3.5: Modifying Division Disposition Current Disposition Ally Helpful Friendly Neutral Unfriendly

D IVISION DISPOSITIONS An agent team’s relationship with the Agency’s different divisions has a tremendous impact upon its ability to perform its duties. This relationship is tracked using standard Spycraft dispositions (see the Spycraft Espionage Handbook, page 269). By default, each division’s disposition toward the agent team is friendly, though tables are provided to randomly determine dispositions if the GC wishes to begin a game with some history between the agents and one or more divisions. A division’s starting disposition toward the agents does not change the first time the team interacts with it, and is not affected by class, feat, or other abilities unless specifically dictated by the ability text. Instead, each division’s starting disposition may be modified by the team’s actions. When the team performs any number of actions described under a division’s “Favored Actions” entry during a mission (or a similar action of the GC’s choice), one player makes a Charisma check against a DC listed on Table 3.5: Modifying Division Disposition (see page 73). With success, the division’s disposition is improved by 1 grade (to a maximum disposition of ally). With a critical success, the division’s disposition is improved by 2 grades (to a maximum disposition of ally). In this case, a failure or critical failure has no effect upon the division’s disposition. Conversely, when the team performs any number of actions described under a division’s “Disfavored Actions” entry during a mission (or a similar action of the GC’s choice), one player makes a Charisma check against a DC listed on Table 3.5: Modifying Division Disposition (see page 73). With failure, the division’s disposition is worsened by 1 grade (to a minimum disposition of unfriendly). With a critical failure, the division’s disposition is worsened by 2 grades (to a minimum disposition of unfriendly — after all,

DC 8 12 16 20 24

Division Disposition Effects To generate the disposition of any division within an original Agency, choose from, or roll 1d20 and consult, Table 3.6: Division Dispositions (see page 75). The effects of each division’s dispositions are also described on this table.

Finance Division The Agency’s Finance Division controls its sources of income and — perhaps more importantly — how it spends its money. When an agent team secures this division’s approval, it can expect increased budgetary consideration. Favored Actions: Returning 75% or more of the team’s total field expense allowance and 75% or more of the team’s total mission BP allowance undamaged at the conclusion of a serial (in both cases, rounded up), protecting existing sources of Agency income or producing new ones (per the GC’s discretion). Disfavored Actions: Returning 25% or less of the team’s total field expense allowance and 25% or less of the team’s total mission BP allowance undamaged at the conclusion of a serial (in both cases, rounded down), depriving the Agency of one or more sources of significant income (per the GC’s discretion).

Intelligence Division The Agency’s Intelligence Division is the central analysis and clearing house for the organization’s collected information. When an agent team secures this division’s approval, it can expect increased assistance in the form of the Agency’s many espionage programs. Favored Actions: Completing all of a mission’s objectives — primary, secondary, etc., bringing in one

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agency or more high-ranking enemy operatives alive for interrogation (e.g. henchmen or masterminds), capturing one or more significant and intact data sources (e.g. computer systems possessing a power rating of +4 or higher, action sites controlling 1 or more threat resopurces) . Disfavored Actions: Completing less than 50% of a mission’s primary objectives, unnecessarily liquidating one or more high-ranking enemy operatives (e.g. henchmen or masterminds), permitting one or more significant data sources to be corrupted or destroyed (e.g. computer systems possessing a power rating of +4 or higher, action sites controlling 1 or more threat resopurces ).

Operations Division The Agency’s Operations Division is responsible for handing out mission assignments. When an agent team secures this division’s approval, it tends to avoid missions in miserable locations against blatantly superior opponents. The most favored teams often enjoy vacation-like conditions, cozying up to royalty and celebrities. Favored Actions: Making no favor or inspiration checks during a mission, dumb luck (per GC’s discretion). Disfavored Actions: Making a number of favor or inspiration checks during a mission equal to 3⁄4 the number of agents on the team (rounded up), or more, bad dumb luck (per GC’s discretion).

Public Relations Division The Agency’s Public Relations Division coordinates with civilian, government, and foreign groups. When an agent team secures this division’s approval, it can expect increased support from the Agency and its many allies. Favored Actions: Successfully assisting or cooperating with an allied global organization (per the GC’s discretion), successfully covering up a potential breach of Agency or allied organization security (e.g. preventing the public from discovering an Agency secret, or even the Agency’s existence if it’s not public knowledge).

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operative Disfavored Actions: Straining or severing relations with an allied global organization (per the GC’s discretion), failing to cover up a potential breach of Agency or allied organization security.

Favored Actions: Returning 75% or more of the team’s total GP allowance undamaged at the conclusion of a serial (rounded up), providing R&D with helpful feedback and/or capturing gadgets created by other organizations (both per GC’s discretion). Disfavored Actions: Returning 25% or less of the team’s total GP allowance undamaged at the conclusion of a serial (rounded down), ignoring R&D recommendations and/or allowing R&D creations to fall into the hands of enemies and competitors (both per the GC’s discretion).

Research & Development Division The Agency’s Research & Development Division creates and distributes unusual and cutting edge technology for the Agency. When an agent team secures this division’s approval, it can expect more super-science options.

Table 3.6: Division Dispositions Roll

Starting Disposition

Disposition Effects

Finance Division 1–2 Ally +6 BP and +$400 during Gearing Up phase of each serial* 3–7 Helpful +3 BP and +$200 during Gearing Up phase of each serial* 8–13 Friendly No change to BP and field expenses 14–18 Neutral –3 BP and –$200 during Gearing Up phase of each serial* 19–20 Unfriendly –6 BP and –$400 during Gearing Up phase of each serial* * These modifiers are to mission budgets only. The agents’ personal budgets are unaffected. Intelligence Division 1–2

Ally

3–7

Helpful

8–13 14–18 19–20

Friendly Neutral Unfriendly

Operations Division 1–2

Ally

3–7 8–13 14–18

Helpful Friendly Neutral

19–20

Unfriendly

Public Relations Division 1–2 Ally 3–7 8–13 14–18 19–20

Helpful Friendly Neutral Unfriendly

Research & Development Division 1–2 Ally 3–7 Helpful 8–13 Friendly 14–18 Neutral 19–20 Unfriendly * Per GC’s discretion.

–2 to total GP cost of all intelligence resources during each mission (to a minimum cost of 1 GP per intelligence resource) –1 to total GP cost of all intelligence resources during each mission (to a minimum cost of 1 GP per intelligence resource) No change to GP cost of intelligence resources +1 to total GP cost of all intelligence resources during each mission +2 to total GP cost of all intelligence resources during each mission Missions tend to involve choice assignments (seducing beautiful people, infiltrating pleasant locations, etc.) and take place in the world’s espionage hotspots and most desirable destination spots* Missions tend to take place in glamorous and critical locations* No changes to mission parameters Missions are high risk, with CRs 1 higher than warranted, and and tend to take place in grungy and less critical locations* Missions are very high risk, with CRs 2 higher than warranted, and tend to take place in extremely unpleasant and hostile locations* +2 bonus with favor checks, +1 action die for use when making favor checks only +1 bonus with favor checks No change to favor check bonus –1 bonus with favor checks –2 bonus with favor checks +2 GP during Gearing Up phase of each serial +1 GP during Gearing Up phase of each serial No change to GP –1 GP during Gearing Up phase of each serial (min. 1 per agent) –2 GP during Gearing Up phase of each serial (min. 1 per agent)

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agency Half Skills The civil servant’s half skills and key abilities are:

EW NPC N CLASSES

Half Skills Listen Open Lock Spot Surveillance

Nearly any previously published Spycraft class is appropriate when designing an operative NPC, and new options follow. Once again, while these options are most appropriate for operatives, they may be used to create characters of any type.

Class Features The following are class features of the civil servant. Starting Feats: At 1st level, the civil servant gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Melee)

Civil Servant Far more numerous than the jet-setting playboys that the Agency is known for are its baseline operatives, those whose less glamorous duties include simple surveillance, transporting low-risk information and objects, and just keeping an eye on the outside world, acting as the organization’s human “early warning” system. This last task that is often fulfilled by blue-collar workers — maintenance workers, civil engineers, and minions of the Department of Water & Power. These Agency operatives don’t try to save the world — they perform their day jobs and raise families, and sometimes slip the Agency’s region commanders an extra tidbit relevant to a current mission in exchange for government favors and the occasional under-the-table bonus. MP Cost: 3 per level + 5 (vitality die).

Beyond the Blueprints: City blueprints are often little more than an arcane collection of lines and scribbles, and deciphering them requires both skill and intuition, but the civil servant can read them like a map. At 1st level, once per session, the civil servant can also point out locations that have changed since the blueprints were drafted. Further, once per session, the civil servant may spend 5 minutes viewing a set of city blueprints to find one hidden access point into one target location. Finally, when one or more characters attempt to gain entry into the target location via this access point, they gain a +4 circumstance bonus with skill checks made to detect or bypass (though not disable) security systems. At 6th level, the civil servant may use each of these abilities up to twice per session. Man Behind the Curtain: While on the job, the civil servant often overhears the conversations of others. At 1st level, he gains the Alertness feat. Do It With Duct Tape: Civil servants are frequently required to perform miracles on short notice and with few resources. At 2nd level, when the civil servant performs a quick/temporary fix (see the Spycraft Espionage Handbook, page 59), the error ranges of all

Full Skills The civil servant’s full skills and key abilities are: Full Skills Craft Electronics Knowledge (any one city) Mechanics Search Survival

Key Ability Wis Dex Wis Wis

Key Ability Int Int Int Int Int Wis

Table 3.7: Civil Servant (NPC Class) Lvl 1

Vitality Pts 4

Base Att Bon +0

Fort Save +1

Ref Save +1

Will Save +1

Def Bon +1

Init Bon +1

2 3 4 5 6 7 8 9 10

6 8 10 12 14 16 18 20 22

+1 +1 +2 +2 +3 +3 +4 +4 +5

+2 +2 +2 +3 +3 +4 +4 +4 +5

+2 +2 +2 +3 +3 +4 +4 +4 +5

+2 +2 +2 +3 +3 +4 +4 +4 +5

+1 +2 +2 +3 +4 +4 +5 +5 +6

+2 +3 +3 +4 +5 +6 +6 +7 +8

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Special Beyond the blueprints 1/session, man behind the curtain Do it with duct tape “Like the back of my hand!” Beyond the blueprints 2/session Do it with duct tape Nobody

operative Full Skills Balance Hobby Intimidate Jump Sport Tumble

skills performed using the device repaired are reduced by 1 (to a minimum of 0). Further, the civil servant’s DC modifier to perform repairs without the proper tools and parts is reduced to +10. At 8th level, when the civil servant performs a quick/temporary fix (see the Spycraft Espionage Handbook, page 59), the error ranges of all skills performed using the device repaired are reduced by 2 (to a minimum of 0). Further, the civil servant’s DC modifier to perform repairs without the proper tools and parts is reduced to +5. “…Like The Back Of My Hand!”: At 4th level, with a successful Knowledge (city) check (DC 20), the civil servant automatically knows the fastest and most direct sewer route(s) to any location. When traveling via this route, a character gains a +10 circumstance bonus with all Hide checks, whether opposed or not. Further, when the civil servant is located in a car, the driver may ignore the first obstacle during each chase. Nobody: When working in uniform, the civil servant gains the benefits of the Nobody feat (see page 12). The civil servant gains these benefits regardless of his Charisma score.

Key Ability Dex Wis Str or Cha Str Str or Dex Dex

Half Skills None.

Class Features The following are class features of the professional athlete. Starting Feats: At 1st level, the professional athlete gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Hurled) Weapon Group Proficiency (Melee) Boosted Physical Abilities: At 1st level, the professional may choose 1 physical ability (Strength, Dexterity, or Constitution), which is increased by 2. At 6th level, the professional may choose a second physical ability, which is increased by 2. The professional athlete may not choose the same ability twice. Athletic: At 4th level, the professional athlete gains the Athletic feat. The prerequisites for this feat are waived. Thick Skin: The professional athlete’s lifestyle helps him shrug off minor bruises and abrasions. At 8th level, he gains 2 points of damage reduction against subdual damage only. This damage reduction has no effect on normal damage. Personality: The professional athlete has achieved a measure of fame with his success. Once per session, the professional athlete may improve the disposition of any 1 NPC toward him by 1 grade (to a maximum disposition of ally).

Professional Athlete As with icons (see the European Commonwealth Chamber Book, page 93), the Agency taps the ranks of professional sports stars to penetrate communities and galas outside its standard operational arena. Unlike icons, professional athletes possess sturdy frames and physical skills far beyond the average citizen. Many even surpass the average agent. MP Cost: 3 per level + 10 (vitality die).

Full Skills The professional athlete’s full skills and key abilities are:

Table 3.8: The Professional Athlete (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 6 9 12 15 18 21 24 27 30 33

Base Att Bon +1 +2 +3 +4 +5 +6 +7 +8 +9 +10

Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

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Def Bon +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Init Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special Boosted physical abilities (+2)

Athletic Boosted physical abilities (+4) Thick skin Personality

agency Table 3.9: Operative Mission Generator — Action Roll 1

Threat Code Red

2

Red

3

Black

4

Yellow

5

Red

6

Red

7

Red

8

Red

9

Red

10

Black

11

Red

12

Red

13

Red

14

Yellow

15

Red

16

Black

17

Red

18

Red

19

Red

20

Black

Mission task/References Reach and alert a friendly operative group on communication blackout before they walk into an ambush. See Ambushes — Fixer/Pointman Class Guide, page 60. Penetrate an enemy outpost and rescue an allied operative team trapped within. See Streamlined Physical Infiltration — Fixer/Pointman Class Guide, page 125. Recover a captured Agency helicarrier en route to an enemy island nation. See Chases — Spycraft Espionage Handbook, page 183. Sneak onto an enemy vessel and replace the navigation transponder so that it travels into a restricted area where it can be searched. See Water Dangers — Spycraft Espionage Handbook, page 231. Enter a skyscraper to rescue a captured scientist protected by guards — while avoiding the fire raging in lower floors and rescuing civilians along the way. See Heat Dangers — Spycraft Espionage Handbook, page 230. Board and stop a runaway bullet train headed for Tokyo, disarming the dirty nuke and rescuing the innocent passengers on board. See Connected Vehicles — Soldier/Wheelman Class Guide, page 52. Protect an allied ground station from enemy poacher-operatives following a devastating mass driver attack. See New Security Options — Fixer/Pointman Class Guide, page 116. Escape through the sewers beneath Prague after a virus drives the citizens temporarily insane, find the culprits’ underground lair, and deliver the cure to the nearest Red Cross station. See Action Sites — Fixer/Pointman Class Guide, page 111. Descend into a nuclear missile silo infested with malfunctioning security robots and accidentally vented liquid nitrogen, then rescue the trapped technicians. See Cold Dangers — Spycraft Espionage Handbook, page 229. Enter a rogue nuclear submarine approaching New York and defeat its crew. See Scuba Diving — Soldier/Wheelman Class Guide, page 64. Maneuver natural caverns leading into a collapsed mineshaft and recover a canister of toxic waste before it pollutes the local water table or falls into the hands of an enemy team. See Cave-ins and Collapses — Spycraft Espionage Handbook, page 235. Reach a remote super-collider set to run at maximum power until it self-destructs and takes out part of Texas, without the benefit of your metal weapons (which are useless within the powerful magnetic field created by the device). See Basic Self-Defense Training — Agency, page 14. Parachute behind enemy lines and help escort an escaped political prisoner out of the region under the watchful eye of the local military. See Area Pursuit — Faceman/Snoop Class Guide, page 95. Complete a harassment operation by breaking into a Cayman Islands bank and stealing several rare paintings located in a safety deposit box — without killing any guards. See Harassment — Fixer/Pointman Class Guide, page 63. Find and capture a renegade Agency station chief who’s gone insane and formed a cultish band of followers. See Brainwashing — Fixer/Pointman Class Guide, page 61. Capture and replace a lethal terrorist cell operating with an as-yet-unidentified corrupt world leader, then arrange a meeting with the leader, and shut him down, replacing him with an Agency imposter if necessary See Identity Theft — Faceman/Snoop Class Guide, page 106. Chase down an enemy agent who’s kidnapped the President’s daughter without the benefit of air vehicles (coincidentally, a crippled satellite is raining debris down onto the region, preventing air travel). See Four-Wheeling — Soldier/Wheelman Class Guide, page 54. Save a rocketry expert trapped on a North Sea launching platform in the middle of a terrible hurricane — then fight off the minions who tracked you there. See Weather Hazards — Spycraft Espionage Handbook, page 232. Fight off the effects of a virulent hallucinogenic toxin affecting humans and animals in a South American jungle, recover a sample of the toxin, and return it to the Agency for study. See Poison and Disease — Spycraft Espionage Handbook, page 238. Using an experimental ultra-light, board, scuttle, and then escape an enemy helicarrier threatening the Northern Hemisphere with a sonic weapon that also destroys all approaching missiles. See Skydiving — Soldier/Wheelman Class Guide, page 63.

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Prestige Classes Table 3.10: Operative Mission Generator — Investigation and Problem Solving Roll 1

Threat Code Red

2

Yellow

3

Yellow

4

Red

5

Yellow

6

Red

7

Yellow

8

Red

9

Red

10

Yellow

11

Yellow

12

Red

13

Red

14

Yellow

15

Red

16

Red

17

Red

18

Yellow

19

Red

20

Red

Mission task/References Separate a friendly political leader from his new mistress — actually a femme fatale working for the enemy — without alienating the leader. See Persuasion — Faceman/Snoop Class Guide, page 102. Determine the true identity of a new mover and shaker on the intelligence scene, using cover identities so as not to tip the team’s hand if the newcomer knows them from previous operations. See Cover Identities — Faceman/Snoop Class Guide, page 105. Covertly track down and capture the last remaining henchman of a collapsed criminal organization — who’s surfaced in New York on Christmas Eve. See Tailing — Faceman/Snoop Class Guide, page 83. Track down the physical source of a computer virus targeting intelligence system farms before it infects the as yet undetermined hard drive for which it was intended. See Computers — Spycraft Espionage Handbook, page 44. Navigate the dangerous underworld of a city targeted by a criminal organization, and free it from tyranny. See Deduction — Faceman/Snoop Class Guide, page 85. Prepare the sites along the expected travel route of a visiting dignitary. See Surveillance — Faceman/Snoop Class Guide, page 80. Go undercover at a college that’s produced several enemy agents and find the enemy headhunter. See Handoffs — Faceman/Snoop Class Guide, page 94. Lure the local police to a gambling den laundering money containing an enemy nation’s cipher, then identify the coded money and slip it out of the police’s hands. See Taking to the Streets — Fixer/Pointman Class Guide, page 71. Investigate the sudden explosion of voting corruption just before a critical election that may put an unsympathetic leader in power. See Deduction — Faceman/Snoop Class Guide, page 85. Undermine the land developer behind the severe recent defoliation in a tropical country. See Harassment — Fixer/Pointman Class Guide, page 63. Determine who’s cornering the ruby market, and why, by putting the screws to a corrupt jewel magnate. See Blackmail and Coercion — Fixer/Pointman Class Guide, page 77. Dive into shallow ocean waters of a neutral coastline and penetrate a downed enemy submarine for potential intelligence. See Streamlined Assault — Fixer/Pointman Class Guide, page 119. Hunt down an Agency profiler who’s gone rogue (unfortunately, that means beating the profiler at his own game). See Profiling — Faceman/Snoop Class Guide, page 75. Identify the culprit behind the death of an scientific Agency specialist — in a locked room, by what appears to be a wounded animal. See Forensics — Faceman/Snoop Class Guide, page 68. Capture a power station refusing to comply with Agency demands to black out an area during a critical operation, preferably without letting the station’s staff know the identity of the team’s true superiors. See Streamlined Face-to-Face Infiltration — Faceman/Snoop Class Guide, page 124. Determine which of three Senators is an enemy organization’s plant, and slander him. See Profiling — Faceman/Snoop Class Guide, page 75. Slip into an Agency ground station known to be under constant spy satellite and aerial surveillance, and ferry its collected intelligence out of the country. See Intelligence Resources — Fixer/Pointman Class Guide, page 113. Set up a failed operation to become captured and tossed into an enemy prison, where contact can be established with a political dissident, then escape with him in tow. See Streamlined Physical Infiltration — Fixer/Pointman Class Guide, page 125. Figure out how and why a media outlet seems to know about every Agency operation in a foreign territory, and plug the leak. See Surveillance — Faceman/Snoop Class Guide, page 80. Sneak into a coastal town in conjunction with an expected hurricane and sabotage an enemy agricultural project intended to lace a primary source of beef with tracking isotopes to be passed on to consumers. See New Security Options — Fixer/Pointman Class Guide, page 116.

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agency To generate an original Agency’s methodology, choose from, or roll 1d20 and consult, Table 3.12: Agency Methodology (see page 81). Special Note: An Agency’s methods tend to be closely linked with its forté (see page 83), if only due to experience. A GC concerned about this might choose to randomly determine either of these facets of the Agency and choose the other to mesh according to his resultant vision; one who isn’t might randomly determine both and come up with an inventive way to explain any seemingly contradictory outcome.

PERATIVE O M ISSION GENERATOR When generating a mission involving one or more operatives on the fly, the GC may roll 1d20 twice, consulting Table 3.9: Operative Mission Generator — Action the first time and Table 3.10: Operative Mission Generator — Investigation/Problem Solving the second time (see pages 78 and 79, respectively). By coupling the results, the GC can create unique combinations of events, building the guts of a serial that he can flesh out with detail particular to his own game. The threat code for a mission generated with these tables is equal to the most severe of the threat code results.

A GENCY CREATION: PERATIVE O MANPOWER Operatives typically constitute the majority within any Agency that favors fieldwork. Though this is the expected norm in many superspy stories, these rules allow for more realistic, more fantastic, or just more exaggerated organizations, such as those which favor analysis, or lab work, or government lobbying.

Example: The action table’s result is Code: Yellow, while the investigation/problem solving result is Code: Red. The mission’s threat code is Code: Red.

A GENCY CREATION: THE PRIVATE FACE

Operative Recruitment Since the work of most operatives requires such a diverse array of skills, many Agencies don’t maintain hard and fast promotion requirements. Instead, each Agency — and, in fact, each recruiter — establishes a “bar” against which existing recruits are judged. Common expectations include the ability to think quickly on one’s feet and to react to volatile situations with decisiveness (and often aplomb). Some Agencies also recruit from outside the fold, usually with the same criteria, but often with an entirely different bent. To generate an original Agency’s methods for recruiting operatives from the outside, choose from, or roll 1d20 and consult, Table 3.13: Operative Recruitment Parameters (see page 82).

Once an agent is approved for full field duty, he becomes aware of the Agency’s true motives and methods, which are described in the following sections.

Actual Intent The Agency’s true intentions are commonly hidden from the public — even when it maintains a public face. Some Agencies keep their true intentions a secret because it’s nefarious or counter to the goals of its foster nation. Others harbor secret agendas that they believe to be in the best interests of those in their protection, but that they don’t believe their charges will accept. Most Agencies keep their true intentions hidden even from their own recruits and specialists, for fear that the weaker loyalties of the lesser ranks will reveal their secrets to the enemy. Shallow Agencies, whose true intentions are known to all, are often the strongest amongst their peers, however. To generate an original Agency’s actual intent, choose from, or roll 1d20 and consult, Table 3.11: Agency Actual Intent (see page 81).

Operative Preparation Fieldwork requires a very different skill set than most other Agency tasks, and more than a little ingenuity. Operatives frequently find themselves in bad situations with little or no time to plan. They must also regularly contend with outsiders possessing questionable or unknown motives, undertake dangerous tasks at high speeds and under incredible pressure, and battle enemy forces with unexpected and wild talents. Standard protocol typically involves setting operative trainees upon probationary missions (some of which are mocked up by the Agency and some of which are real, though ultimately of low importance).

Agency Methodology Each Agency handles its affairs in its own way, but all share similar basic tactics. True, most Agencies utilize a variety of the tactics described in this section, but most focus or specialize in one.

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operative

Table 3.11: Agency Actual Intent Roll 1–8 9–12

12–14 15–17 18–19

20

Intent Promote Political Ideal: The Agency promotes a particular political ideology around the world. Communism is a prime example, as are liberty and fundamentalist religious ideals. Promote Change: The Agency seeks to somehow radically alter the world — perhaps through technological or medical advances, perhaps through sweeping social reform, perhaps in some other fashion. The most deviant Agencies seek change in all arenas, for change’s sake alone. Develop Shadow Empire: Distrusting all existing governments, the Agency seeks to establish a series of governments in different nations, falling under its multi-national command. Sustain the Agency: The Agency seeks only to keep itself operational, having long since lost sight of its original intentions (if, indeed, it ever possessed any). Maintain the Balance: The Agency sees the end of the Cold War as a threat to peace, or desires another tenuous balance of power in the world. It feels that peace is best maintained when world powers directly compete, and strives to promote such competition whenever possible. Make an Enemy Suffer: The Agency seeks to bring down a particular opponent, perhaps one that has bested or shamed it repeatedly in the past. This hidden intent is often a secret even to the Agency’s operatives, to prevent them from defying the high command’s thirst for vengeance.

Table 3.12: Agency Methodology Roll 1–3

4–6 7–9

10–12

13–15

16–17

18–19

20

Primary Methods Military Force: The Agency relies upon strength in arms to get its job done, commonly going in guns blazing and sorting through the fallout with a handy dental record database. Soldiers and wheelmen are common, while facemen and snoops are rare. Stealth: The Agency prefers a minimal body count, operating with covert means whenever possible. Fixers are the heroes of the establishment, and soldiers are relegated to training camps and black ops squads. Investigation: The Agency seeks the truth behind every situation, hoping that a careful analysis of the details will provide an unconventional (or at least low-impact) solution to every problem. Snoops are the Agency’s front line, providing second-stage missions for all other classes. Subversion: The Agency completes its missions and eliminates its enemies by attacking the people endangering the world, believing that those without determination, desire, or motive will simply give up the fight. Facemen rule the day here, using their ever-growing networks of HUMINT specialists in a war of wills to save the world. One-Man Army: The Agency trains and fields selected “superstar” operatives as its primary force, counting on them — and sometimes them alone — complete the tasks at hand. In this unorthodox scheme, any agent may rise to the top of the food chain, but pointmen generally have the easiest time establishing themselves on such a diverse, chaotic job. Chess Game: The Agency plays an intricate shell game across the globe, utilizing misdirection, complex bluffs, and “Plan B” tactics to pit its enemies against one another. All agents have equal roles in this Agency methodology, which plants the mission before the man. Sabotage: The Agency utilizes sneak attack forces to steal away the enemy’s means of waging the intelligence war — or destroying them. This approach creates a happy medium between all agents, who must count upon one another not only to end the mission successfully, but to keep each other alive in the process. Attrition: The Agency considers all agents expendable tools used only to gauge a problem or solve it — once. Each of its actions is critically analyzed with an eye toward cost-benefit ratios and nothing more. No agents find a home here, but many find an early grave.

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agency Table 3.13: Operative Recruitment Parameters Roll 1–3 4–6 7–10 11–14 15–17

18–20

Recruitment Method DOA: Dead on arrival. The Agency targets candidates who’ve been critically injured in the course of a standard government mission or civilian activity, then fake their death. Dirty Half-Dozens: The Agency trolls psychiatric wards and prisons for candidates, offering them a second chance to improve their karma. Rehabilitation: The Agency seeks its operatives from amongst those who serve the enemy, typically targeting those whose loyalties are strong but clash with their current superiors. Spy Games: The Agency recruits operatives by subjecting them to a series of small challenges, often involving at least one chase scene, one back-alley fight, and one situation where hirelings enter the agent’s residence. Mercenary Camp: The Agency recruits operatives by maintaining a number of training camps for otherwise unconnected militia groups and mercenaries around the world. Candidates with the most talent and right mental attitude are targeted. Mission Failure: The Agency purposely sends the agents on a mission where their vehicle gets destroyed or they find themselves otherwise cut off from the outside world, then present them with unlikely challenges in a trialby-fire crucible to see if they have desired talents.

Regional Teams: The Agency maintains enough operatives to justify segregating them into operational theatres within which they often spend their entire careers. Teams tend to back one another up a great deal, rarely hesitating to call in backup or seek the Agency’s stamp of approval. Redundant Network: The Agency’s web of operatives is complex enough to warrant backup teams as the norm. On the down side, its bureaucracy is likely equally complex, demanding excessive paperwork trails from its people and weighing them down with endless trivial protocols. Individual operatives are far less significant in this network, which in practice operates much like an administrative military.

To generate an original Agency’s initial operative training, consult the Operative Mission Generator (see page 78), choosing once from, or rolling 1d20 and consulting each table for each training mission to which the agents are assigned.

Operative Numbers To generate the average number of operatives working for an original Agency at any time, choose from, or roll 1d20 and consult, Table 3.14: Operative Numbers (see page 82). Descriptions of division size results follow. None: The Agency fields no operatives. It might possess a large recruiting division, being a training platform for one or more other organizations, or it might make use of outside resources — including moles, plants, and freelancers — to operate in the outside world. Solos: The Agency keeps very few operatives on hand (perhaps only the agents!), pitting them against all ills, great and small. On-Call Teams: The Agency may not rely strictly upon operatives to correspond with the outside world — in fact, operatives might not even be the first staff to whom it turns in times of crisis. In this case, the Agency’s operatives might be freelancers, or black bag teams, or loaners from another group, brought in for the most sensitive work, or when the Agency is ill prepared to handle its current dilemma. Global Teams: In the classic Spycraft model, the Agency maintains many teams that troubleshoot across the globe as needed. Without enough operatives to be everywhere at once, the Agency must be selective about which missions it couples with which operatives, carefully judging its assignments against the abilities of its available teams. Also, with very little redundancy, the Agency relies heavily upon its operatives to develop strategies and solve problems on their own.

Table 3.14: Operative Numbers Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

82

Division Size None Solos Solos Solos On-Call Teams On-Call Teams On-Call Teams On-Call Teams On-Call Teams Global Teams Global Teams Global Teams Global Teams Global Teams Regional Teams Regional Teams Regional Teams Regional Teams Regional Teams Redundant Network

Number of Operatives 0 1–3 4–5 6–10 11–15 16–25 26–40 41–60 61–100 101–150 151–250 251–400 401–600 601–1,000 1,001–1,500 1,501–2,500 2,501–4,000 4,001–6,500 6,501–10,000 10,001+

operative A GENCY CREATION: AGENCY CREATION: FORTÉ FINANCES Each Agency has its area of expertise. The CIA, for example, specializes in electronic intelligence (ELINT), including satellite surveillance and emissions intelligence, while the Mossad has its roots in human intelligence (HUMINT), maintaining a network of spies and informants around the world. An Agency’s specialty is referred to in the Spycraft system as its forté, which grants a blanket bonus with one type of action or check most common to its discipline. Each agent may only call upon his Agency’s forté bonus once per session. To generate an original Agency’s forté, choose from, or roll 1d20 and consult, Table 3.15: Agency Forté (see page 83). Special Note: An Agency may only ever benefit from one forté bonus at a time. If an Agency somehow gains a new forté, it must lose its old one.

An Agency’s financial standing determines the general support it may provide to agents, as well as the maximum resources it may devote to any single team request. To generate an original Agency’s finances, choose from, or roll 1d20 and consult, Table 3.16: Agency Finances (see page 84). Descriptions of financial variables follow. Bundles: This entry lists the maximum number of bundles each agent may requisition. Poor Agencies cannot afford to keep gear tied up in ready-made bundles. Maximum Item/Weapon BP: This entry lists the maximum number of budget points each agent may spend to requisition any single item. The number before the slash applies to non-weapon gear, while the number after the slash applies to weapons. An agent may requisition as many items as he likes (assuming he has the BP to pay for them), but may not requisition any single item that costs more than this value.

Table 3.15: Agency Forté Roll 1 2 3 4 5 6 7

Concept Unbreakable Unflappable Uncanny Master Students Master Speculators Master Charmers Master Manipulators

8

Master Interrogators

9

Master Brainwashers

10

Master Tormentors

11 12 13 14 15 16 17 18 19 20

Master Hackers Master Trackers Master Motorists Master Tricksters Master Messengers Master Travelers Master Diplomats Master Cryptographers Master Detectives Master Investigators

Forté Bonus* +2 circumstance bonus with any one Fortitude save. +2 circumstance bonus with any one Will save. +2 circumstance bonus with any one Reflex save. +2 circumstance bonus with any one education check. +2 circumstance bonus with any one inspiration check. +2 circumstance bonus with any one disposition or seduction check. +2 circumstance bonus with any one skill checks made as part of any one blackmail or coercion attempt (see the Fixer/Pointman Class Guide, page 77). +2 circumstance bonus with any one skill check made as part of any one interrogation (see the Faceman/Snoop Class Guide, page 74). +2 circumstance bonus with any one skill check made as part of any one brainwashing attempt (see the Faceman/Snoop Class Guide, page 74). +2 circumstance bonus with any one skill check made as part of any one harassment attempt (see the Faceman/Snoop Class Guide, page 74). +2 circumstance bonus with any one Computers or Electronics check. +2 circumstance bonus with any one Search, Surveillance, or Trackcheck. +2 circumstance bonus with any one maneuver or Mechanics check. +2 circumstance bonus with any one Bluff or Disguise check. +2 circumstance bonus with any one Innuendo or Read Lips check. +2 circumstance bonus with any one Cultures or Languages check. +2 circumstance bonus with any one Bureaucracy or Diplomacy check. +2 circumstance bonus with any one Cryptography or Forgery check. +2 circumstance bonus with any one Gather Information or Surveillance check. +2 investigation points relating to any one clue chain.

* Each agent may only call upon his Agency’s forté bonus once per session.

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agency

Table 3.16: Agency Finances

Roll Finances 1–2 Poor 3–7 Underfunded 8–13 Average 14–18 Wealthy 19–20 Affluent

Bundles No bundles 1 per agent 2 per agent 3 per agent 4 per agent

Maximum Item/ Weapon BP 5/10 10/20 15/30 20/40 25/50

Maximum Gadget/ Vehicle GP 2/5 4/10 6/15 8/20 10/25

Maximum Gadget/Vehicle GP: This entry lists the maximum number of gadget points each agent may spend to requisition any single gadget or vehicle (including all options and/or modifications). The number before the slash applies to gadgets, while the number after the slash applies to vehicles. An agent may requisition as many gadgets and vehicles as he likes (assuming he has the GP to pay for them), but may not requisition any single gadget or vehicle that costs more than this value.

—————— Mission Budgets Code: Code: Yellow Red 5 BP/1GP 10 BP/2GP 10 BP/1 GP 20 BP/3 GP 15 BP/2 GP 25 BP/4 GP 20 BP/2 GP 35 BP/5 GP 25 BP/3 GP 40 BP/6 GP

——————— Code: Black 15 BP/3GP 30 BP/5 GP 35 BP/6 GP 50 BP/7 GP 60 BP/9 GP

Mission Budgets: This entry lists the standard mission budgets provided to an agent during the Gearing Up phase of each mission (when using this system, these values replace those found on pages 104–105 of the Spycraft Espionage Handbook). Special Note: Personal budget is unaffected by the Agency’s finances.

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“Don’t ever risk your life for an asset. If it comes down to you or them… send flowers.” — Nathan Muir, Spy Game

Handler

4

agency INTRODUCTION N EW DEPARTMENTS Handlers are a lost link in the espionage chain in many cases. Once crucial to the global spy effort, if only to maintain the vast number of operatives in place on all sides at any given time, they have since fallen out of favor, or been relegated to desk jobs. This condition is mitigated by recent realizations that the human element will never be completely lost in the spy game, but the process of replenishing each Agency’s field directors is a slow one. This doesn’t have to be the case in your home game, however — handlers can play a crucial role in Spycraft, fulfilling the absentee “leader” position the game system intentionally avoids. With the approval of the GC and all the players, handlers can provide an additional dimension to espionage roleplaying, and a new layer to the Agency’s command structure.

Nearly any previously published Spycraft department fits this brand of agent, especially the peace officer, special forces, officer training, and military academy training options (see the Soldier/Wheelman Class Guide), the special operations option (see the Fixer/Pointman Class Guide), the corporate raider, diplomatic security, field researcher, intelligence agency training, and counter-intelligence agency training options (see the Faceman/Snoop Class Guide), the damage control option (see the Archer Foundation Chamber Book), the recruitment option (see the European Commonwealth Chamber Book), and the first contact operations and lethals options (see the African Alliance Chamber Book). Other examples follow. Once again, while these options are most appropriate for handlers, they may be chosen by agents of any type.

N EW BACKGROUNDS

Relic Many agents spend their entire lives playing the Intelligence Game. Some never leave it, blending into the sociopolitical chaos to become part “espionage scenery,” fixtures within the world’s spy communities that everyone knows and can use as landmarks in the turbulent timeline, anchors in the constantly shifting sea of loyalties. These “dinosaurs” are the Cold War’s most lasting gift to modern intrigue.

The following backgrounds are well suited to handlers but may be chosen by agents of any type. See Backgrounds Revisited, page 17, for more information about background qualities.

Fragile Suggested Qualities: Distraction, organization, suspect. You’ve spent ages on the job and suffered for your country — perhaps a little too much. Today, the Agency classifies you as “fragile” — that is, likely to crack under pressure. This may result in your superiors benching you or sending you on low-impact missions of little import, but it could just as easily result in your superiors intentionally dropping you into the thick of things in the hopes that it will push you over the edge all that much sooner, relieving them of the weak link.

Special Talents • +2 to any one ability (except Dexterity), –2 Dexterity. • The agent chooses any 1 skill. This skill is always considered a class skill for the agent. Further, the agent gains a +1 department bonus with all checks made using this skill. This bonus increases by an additional +1 at 4th level and for every 4 agent levels gained thereafter. • The agent chooses 3 different class skills (one of which may be the skill designated a class skill using the previous department ability). The agent’s maximum rank in these class skills is increased by 1. At 4th level and for every 4 agent levels gained thereafter, the agent may choose 1 additional class skill to receive this benefit. This ability stacks with itself if applied to the same skill more than once.

Shattered Suggested Qualities: Commitment, discredited, distraction. You were once fragile, and during a critical mission or as a result of your stressful duties — you broke. The Agency may or may not be aware of your unstable mental and/or emotional state, but even if they are, they’ve decided that your most likely route to recovery is the high self esteem knowing the organization supports you. Consequently, you’re still field qualified — much to the likely chagrin of your teammates and those allies who know.

• Bonus feat: Family Business.

86

Training Corps

handler PRODUCER

The Agency sometimes takes its best and brightest out of field service to share their formidable skills with other agents. Ostensibly stationed at the Agency’s training centers, many of these experienced spies nevertheless choose to return to the field, justifying their actions with the argument that the best study often happens away from the home office.

This is a prestige class. By the time an agent reaches handler status, he is likely to fall into one of two camps — those who adopt the Agency’s internal bureaucracy and those who reject it. Field handlers tend to fall into the latter category, but in some instances, they rise to the challenge of maneuvering the Agency’s command structure and even thrive therein without becoming mired in it. These rare individuals are affectionately referred to as “producers,” after their counterparts in the intricate Hollywood movie-making engine. A producer can become a vital member of any agent team, granting them leeway and province where others fall victim to faceless executives behind closed doors. Abilities: Charisma single-handedly establishes much of the producer’s influence within the Agency, earning him friends, smooth-talking middlemen, and cowing enemies. Intelligence and Wisdom are both equally close behind in importance, being the foundation for many of the producer’s class skills and keeping him “tuned into” the espionage scene. Vitality: 1d10 + Con modifier per level.

Special Talents • +2 Intelligence, –2 Constitution. • The agent chooses 3 different class skills (one of which may be the skill designated a class skill using the previous department ability). The agent’s maximum rank in these class skills is increased by 1. At 4th level and for every 4 agent levels gained thereafter, the agent may choose 1 additional class skill to receive this benefit. This ability stacks with itself if applied to the same skill more than once. • The agent may take 10 with 1 class skill of his choice, even when stress, distraction, or other factors would typically prevent him from doing so. The agent may take 10 with 1 additional class skill of his choice at 5th level, and for every 5 agent levels gained thereafter. • Bonus feat: Training.

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agency Requirements

Class Features

Agent Level: 5+. Charisma: 13+. Bureaucracy: 8+ ranks. Diplomacy: 8+ ranks. Gather Information: 4+ ranks. Intimidate: 4+ ranks. Feats: Credible, Red Flag.

All of the following are class features of the producer. Acquaintances: Levels in this class are added to the agent’s faceman levels when determining the effectiveness of the agent’s backup ability. Starting Feats: At 1st level, the producer gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle)

Class Skills The producer’s class skills and key abilities are: Class Skill Appraise Bluff Bureaucracy Computers Cultures Diplomacy Escape Artist Forgery Gather Information Hide Hobby Innuendo Intimidate Knowledge Languages Perform Profession Search Sense Motive Sleight of Hand

Cogent: The producer’s innate comprehension of human behavior allows him to manipulate people with ease. Once per session, the producer may spend 1 action die to force an opponent to re-roll a successful skill check made to resist going along with one of the producer’s requests (such as a Bureaucracy, Diplomacy, Gather Information, or Intimidate check). This ability does not affect skill checks made to see through the producer’s deceptions, and may therefore not be used to force an opponent to re-roll a Bluff, Forgery, or Sense Motive check. The producer may use this ability even when armed and/or threatening his opponent. The producer may not use this ability to force an opponent to re-roll a critical success. This is the producer’s core ability. Golden Boy: The producer has spent years developing relationships within the Agency, and just as much time developing scapegoats and believable explanations for any… unconventional methods he uses to get the job done. At 1st level, the morale bonus to disposition checks granted by the producer’s Credible feat is increased by an additional +1 (for a total morale bonus of +2).

Key Ability Int Cha Cha Int Wis Cha Dex Int Cha Dex Wis Wis Str or Cha Int Wis Cha Wis Int Wis Dex

Skill Points at Each Additional Level: 6 + Int modifier.

Table 4.1: The Producer Base Att Bon +0

Fort Save +0

Ref Save +0

Will Save +1

Def Bon +1

Init Bon +1

Budg Pts 3

Gadg Pts 1

2 3 4 5

+1 +2 +3 +3

+0 +1 +1 +1

+0 +1 +1 +1

+2 +2 +2 +3

+1 +2 +2 +3

+1 +2 +2 +3

6 9 12 15

2 3 4 5

6 7

+4 +5

+2 +2

+2 +2

+3 +4

+4 +4

+4 +4

18 21

6 7

8

+6

+2

+2

+4

+5

+5

24

8

9

+6

+3

+3

+4

+5

+5

27

9

10

+7

+3

+3

+5

+6

+6

30

10

Lvl 1

88

Special Cogent, golden boy (disposition bonus) “Catch me if you can” (1 skill) Team player (1 division) Fast track (self), pet project (2 uses) Team player (2 divisions), golden boy (starting dispositions) Pet project (field use) “Catch me if you can” (2 skills), team player (3 divisions) Fast track (team), pet project (field expenses) Team player (4 divisions), golden boy (error ranges) Merit badge

handler At 5th level, the dispositions of all Agency bureaucratic and command personnel begin at friendly. This disposition modifier does not extend to division dispositions (see page 75). At 9th level, error range increase granted by the producer’s Credible feat is increased by an additional +2 (for a total error range increase equal to the producer’s Charisma bonus +2). “Catch Me If You Can”: The producer’s vast experience duping his peers can have a wide variety of useful applications in the field. At 2nd level, the producer may designate 2 of the following skills, for which the key ability becomes Charisma instead of its standard key ability: Appraise, Cultures, Escape Artist, Hide, Hobby, Innuendo, Knowledge, Languages (for speaking only, not understanding), Profession, Sleight of Hand. At 7th level, the producer may designate 2 additional skills from the same list. Team Player: The producer is one of the few individuals within any Agency with friends everywhere. Consequently, his team is rarely held accountable for their actions in the field. At 3rd level, the producer chooses 1 standard Agency division, with which he may never fail a Charisma check made to prevent the worsening of his team’s disposition, unless he scores an error. Even when the producer scores an error, the GC must spend 2 action dice to activate the critical failure (though a critical failure still worsens the division’s disposition toward the team by 2 grades). At 5th level, and for every 2 class levels gained thereafter, the producer’s team gains this bonus with 1 additional Agency division. Fast Track: The producer’s authority within the Agency is such that he can make critical resources available for he and his team. At 4th level, the time required for the producer to complete a training program or recertify with one is reduced to 1⁄2 standard (rounded up). At 8th level, the time required for the producer and each member of his team to complete a training program or recertify with one is reduced to 1⁄2 standard (rounded up). Pet Project: The producer is perhaps most in his element when directing an agent team to use what he’s learned in his time at the Agency to practical effect. Eventually, these life lessons are so acutely ingrained as to be instinctual, and may even help the team in the field, away from the home office. At 4th level, the producer’s team may request up to 2 sets of team research or undertake up to 2 team projects during the Gearing Up phase of the same serial (see pages 72 and 95 for more information about these intelligence resources). Further, the GC must spend 1 additional action die to activate the complication of any team research or team project undertaken by the producer’s team.

At 6th level, the producer’s team may undertake team research or team projects at any time during a serial, at the home office or in the field, during the Gearing Up phase or later during the mission. The GP spent represent the team’s time and effort scrounging the necessary details or components from available NPCs and scenery. Once erected in the field, a team project may not be moved — it remains at its current location until the end of the current serial, after which it is lost. The team may only call upon this ability in areas where the necessary details or components are available to be found. For example, information may be sought in an unfamiliar city but not on a desert island, while a workshop could be erected in a junkyard but not on an ice shelf. At 8th level, the producer’s ability to branch out in the field grows, relying only upon the most basic resource: cash. The producer’s team may pay for team research and/or team projects with field expenses at the cost of $1,000 per GP of standard resource cost. Merit Badge: The producer’s long career has taught him that the single key to success is preparation. Once per serial, as a free action, the producer may ‘reveal’ his preparations. The producer and each of his teammates immediate gains all the benefits of a number of training programs they have completed during previous missions but not recertified with during the current mission. The total GP cost of these programs may not exceed the producers agent level + Charisma modifier. The producer and each of his teammates retain these benefits until the end of the current serial as standard (see page 13).

TRAINER This is a senior agent prestige class. When recruits are deployed in the field, they usually fall under the supervision of a seasoned agent — typically a handler — who’s well versed in instructional skills as well as tradecraft. The trainer specializes in working with less experienced personnel and pushing them to achieve their full potential. Abilities: Functioning in a leadership role, the trainer relies heavily on Charisma. Intelligence and Wisdom are also critical, the former to expand the trainer’s skill base and the latter for the perception-related benefits it provides him when he’s keeping an eye on his wayward charges. Vitality: 1d8 + Con modifier per level.

Requirements Agent Level: 9+. Intimidate: 4+ ranks. Sense Motive: 8+ ranks. Feats: Applied Knowledge, Training.

89

agency profile of him (see the Faceman/Snoop Class Guide, page 75, for more information about psychological profiling). Lead by Example: At 2nd level, when the trainer makes a successful cooperation check (see the Spycraft Espionage Handbook, page 39), he confers an additional +2 cooperation bonus (for a total cooperation bonus of +4 per successful check). At 5th level, this bonus increases by an additional +2 (for a total cooperation bonus of +6 per successful check). Reserved Classroom: At 3rd level, the trainer gains a number of additional GPs equal to his class level during the Gearing Up phase of each mission. These bonus GP must be spent to requisition training programs (see page 13). “…But Not Everything I Know”: The trainer knows not only what Agency personnel are trained to do, but what they aren’t trained to do. At 4th level, the trainer gains a competence bonus with all opposed skill checks made against current and former Agency personnel equal to his class level. This bonus is also applied to all attacks made against such personnel while they’re flat-footed. Trainer’s Privilege: Once per session, the trainer may work with a student of equal or lower agent level, spending a number of hours equal to twice the student’s current agent level performing concentrated drills. At the conclusion of this drill period, the student agent level is temporarily increase by 1, as follows.

Class Skills The trainer’s class skills and key abilities are: Class Skill Concentration Diplomacy First Aid Gather Information Hobby Intimidate Knowledge Languages Profession Sense Motive

Key Ability Wis Cha Wis Cha Wis Str or Cha Int Wis Wis Wis

Skill Points at Each Additional Level: 8 + Int modifier.

Class Features All of the following are class features of the trainer. Senior Agent: The trainer is a senior agent class. This class has no core ability. If the agent has not yet gained a core ability from a prestige class, he gains the core ability of the first non-senior agent prestige class with which he gains a level. Starting Feats: At 1st level, the trainer gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Continuity: The new trainer enters his position based on previous merit, but it’s essential that he continue to hone the skills that earned him the promotion. At 1st level, the trainer may choose 10 skills that are class skills for any other class with which he possesses at least 1 level. These skills are considered class skills for him when he gains levels as a trainer. “I Taught Him Everything He Knows…”: The trainer has been with the Agency long enough that he can easily predict the actions of any individual tutored by the organization. At 1st level, the trainer gains a competence bonus with all Knowledge, Search, Sense Motive, and Surveillance skill checks targeting current or former Agency personnel equal to his class level. This bonus is also applied to skill checks made to anticipate the actions of such a character or to build a psychological

• If the student is a standard character, he gains 1 level in an NPC class in which he already possesses at least 1 level. If the student possesses more than 1 NPC class, the trainer chooses which NPC class level is increased. • If the student is an agent or a special character, he gains 1 level in a base or prestige class in which he already possesses at least 1 level. If the student possesses more than 1 base or prestige class, the trainer chooses which base or prestige class level is increased. The student gains all benefits of the temporary level, including vitality, skill points, class abilities, bonus feat(s), ability increases from total agent level, etc. This bonus temporary level lasts until the trainer uses this ability again, or the student gains 1 level (whichever comes first). The trainer may not target himself with this ability.

Table 4.2: The Trainer Lvl 1 2 3 4 5

Base Att Bon +0

Fort Save +1

Ref Save +0

Will Save +2

Def Bon +1

Init Bon +1

Budg Pts 3

Gadg Pts 0

+1 +1 +2 +2

+2 +2 +2 +3

+0 +1 +1 +1

+3 +3 +4 +4

+1 +2 +2 +3

+1 +2 +2 +3

6 9 12 15

1 2 3 3

90

Special Continuity, “I taught him everything he knows…” Lead by example +2 Reserved classroom “…But not everything I know”, Lead by example +4, trainer’s privilege 1/session

handler a computer system. This back door allows you and your team to completely bypass the facility’s outermost layer of security (e.g. for example, an airport’s baggage screening or a castle’s outer wall).

N EW S TYLE FEATS

Line of Leaders

The following feats are considered part of the style feat tree (see the Spycraft Espionage Handbook, pages 91–94).

For generations, your family line has been at the forefront of service to your chosen cause. You’ve been given every talent required to emulate them. Prerequisites: Family Business, tactics class ability. Benefit: You gain 1 bonus use of your tactics class ability per session. Additionally, whenever you use the tactics class ability, you may spend 1 action die to increase its bonus by a number equal to your Charisma modifier (if positive).

The Devil’s Own Your lineage has always been blessed with preternatural luck — which may be why it’s survived so many generations. Prerequisites: Family Business, uncanny dodge class ability. Benefit: Whenever you spend 1 action die to increase your Defense or the result of a Reflex or Will save, you gain a bonus to the action die result equal to the number of style feats you possess. If you possess another ability that allows you to roll 2 action dice when you spend 1, this bonus applies to both action dice. Special: This feat may be chosen as a bonus covert feat.

Raised in the Saddle You grew up using a specific type of vehicle, and are intimately familiar with its performance characteristics. Prerequisites: Family Business, familiarity class ability. Benefit: When you gain this feat, choose 1 specific type of vehicle or mount (e.g. Arabian horse, police car, heavy bomber). You are always considered to be fully familiar with all vehicles or mounts of this type (in addition to any other vehicles or mounts with which you may be familiar). Further, when you requisition a vehicle or mount of the chosen type, the cost is reduced to 1 GP, and is never increased when requisition requests are made in the field. Special: This feat may be chosen as a bonus chase feat.

Family Business You have a long family tradition of Agency service. Benefit: You gain a +2 circumstance bonus with all favor checks made through Agency channels, as well as all education and skill checks made to uncover or remember information directly related to the Agency. Finally, the cost to acquire a footsteps to follow, nemesis, obligation, vendetta, or vow background is reduced by 1 (e.g. a 2-point version of one of these backgrounds costs 1 skill point, etc.). Special: You may choose this feat at 1st level only.

Warrior Line Trained in the combat arts from an early age, you have a leg up on your colleagues when thrust into dangerous situations. Prerequisites: Family Business, base attack bonus +4 or higher, at least 3 feats from a single combat feat tree (e.g. basic, melee, ranged, or unarmed). Benefit: When you gain this feat, choose 1 of the feats that satisfy this feat’s prerequisites and grants a numerical bonus to your attack rolls, damage rolls, initiative, or Defense. One of the feat’s numerical bonuses is increased by an additional +2. This is a one-time bonus added to the total bonus granted by the designated feat, and may never increase the bonus granted by the designated feat by more than +2.

Family Friends Your family has extensive connections across the world, which you can exploit at will. Prerequisites: Family Business, backup class ability. Benefit: You gain 1 bonus use of your backup class ability per session. Additionally, whenever you use the backup class ability, you may spend 1 action die or $1000 in mission expenses to increase your acquaintance’s disposition from helpful to ally.

Family Planners Your relatives know all the closets where the skeletons are kept — and took the skeleton keys with them. Prerequisites: Family Business, back door class ability. Benefit: You gain 1 bonus use of your back door class ability per session. Additionally, whenever you use the back door class ability, you may spend 1 action die to declare that the “back door” is a physical entrance into a facility rather than an electronic entrance into

Example: An agent possesses the Power Attack and the Warrior Line feats. During an attack, he chooses to subtract 1 from his melee attack rolls and add 1 to his melee damage rolls during the current combat round. His melee attack rolls are decreased by 1 and his melee damage rolls are increased by 3 during the current combat round.

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agency TPRAINING ROGRAMS

Example 2: Continuing the previous example, the same agent later chooses to subtract 3 from his melee attack rolls and add 3 to his melee damage rolls during the current combat round. His melee attack rolls are decreased by 3 and his melee damage rolls are increased by 5 during the current combat round.

The following training programs are particularly appropriate for handlers, but may be chosen by agents of any type. For general rules concerning training programs, see the sidebar on page 13.

Special: This feat may be chosen as a bonus basic combat feat.

Recon and Retrofit Program Agents — and in particular, handlers — are frequently filtered through this quick-impression “training program” to gain a feel for the current mission theatre. It offers not only an overview of the area, but also allows the agent to set up temporary shop for the duration. Qualifications: Move Silently 2+ ranks, Surveillance 2+ ranks. GP Cost: 4. Training Time: 5 days. The agent spends this period in “deep immersion” with maps and Agency reports concerning one city or region no larger than 500 miles ¥ 500 miles not containing any cities. Final Exam: The agent is delivered to a random location within the city or region, given 1 hour on his own, and then set upon by a team of Agency hunters. The agent must successfully evade the hunters using the standard area pursuit rules (see the Faceman/Snoop Class Guide, page 95). The hunter team is composed of 3 civil servants whose agent levels are equal to the team’s average agent level +1. The hunter team chooses tactics intended to find the agent and contain the Agency’s exposure, in that order of importance. The pursuit’s initial search radius is set to a number equal to the result of a Surveillance check made by the agent, to a maximum of 25. The agent may not spend action dice to increase this Surveillance check result. The exposure threshold is 20. If the agent manages to evade the hunter team without the exposure level reaching or rising above 20, he passes the final exam. He is assumed to have established his temporary Safe House in the area as part of the final exam. Benefits: Until the end of the current serial, the agent gains the benefits of the Safe House feat within the target city or region only, as well as 2 temporary skill ranks in the Knowledge (area) skill corresponding to the target city or region. Additionally, the agent gains the benefits of the Urban Training feat when located within 10 city blocks or 1,000 ft. of his safe house (whichever distance is shorter). Recertification Time: 12 hours.

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handler wound points are below 0) to a designated “safe zone” — without sustaining any “life-threatening injuries” himself (i.e. suffering any critical hits in the process). The GC should freely use action dice and GC fiat to ensure that 2 to 4 allied characters require treatment during this exercise. Benefits: When diagnosing or treating any injuries inflicted by penetrating trauma (i.e. bullets, piercing or slashing melee or hurled weapons), the agent gains 4 temporary skill ranks in First Aid. Additionally, whenever the agent makes a First Aid check during combat, he gains a +4 circumstance bonus with any Concentration check required as a result of the combat environment. Finally, whenever the agent attempts to stabilize a subject while under the effects of suppressive fire, he suffers only 1⁄2 the standard penalty with his First Aid skill checks (see the Spycraft Espionage Handbook, page 168). Recertification Time: 4 hours.

Short Term Traitor Program The agent may volunteer to become a temporary handler for any number of disaffected, temperamental, or otherwise fragile moles within a target organization. This program has its share of negative fallout for the agent — traitors are a dangerous crowd, and many of them have memories long outlasting the agent’s brief tenure as their superior. Should the agent somehow play foul with a traitor, the GC is well within his rights to bring the NPC back at a later date, perhaps as the focus of a nasty new agent background. Qualifications: None. GP Cost: 3. Training Time: 1 day. The agent is simply handed a file containing his new charges and left to his own devices. After all, the Agency couldn’t care less what happens to the traitors, and whatever happens will be a learning experience for the agent. Final Exam: None (see Training Time). Benefits: Until the end of the current serial, the agent gains the benefits of the Handler feat and 2 bonus action dice which may only be used to develop moles using this feat. The agent may only gain moles of operative/foil or lesser type with this temporary feat. Recertification Time: 4 hours.

Technical Maintenance Training This training program places the agent in the capable hands of the Agency’s quartermasters, who provide him with extensive training on standard diagnostic and repair procedures. Qualifications: Int 13+, Electronics 1+ ranks, Mechanics 1+ ranks. GP Cost: 3. Training Time: 7 days. The first 5 days are spent with Agency technical experts, learning the proper care and feeding for standard-issue gear. The remainder of the training period involves walking several other agent teams through the Gearing Up phase, acting as their junior R&D representative. Final Exam: The agent is presented with a number of Agency items suffering from staged electronic and mechanical failures, such as misaligned lenses (in cameras, scopes, and binoculars), missing parts (in kits), and faulty relays (in tactical radios and satellite uplink terminals). The agent must expedite repair and redeployment of the gear, a task requiring four successful skill checks — Electronics (DC 10), Mechanics (DC 10), Electronics (DC 15), and Mechanics (DC 15), respectively. The agent may retry any one failed check, but a second (with any skill) indicates that he washes out of the program. Benefits: Until the end of the current serial, the agent gains the benefits of the Clean and Polished feat and 2 temporary skill ranks in Electronics and Mechanics (each). These bonus skill ranks may not raise an agent’s skills beyond their standard maximum. Recertification Time: 12 hours.

Tactical Medicine Primer This advanced first aid course prepares the recipient for treating common life-threatening combat trauma in a hazardous environment. Qualifications: First Aid 4+ ranks. GP Cost: 2. Training Time: 1 day. This period involves an even mix of classroom instruction and hands-on practice with classmates and actors, using theatrical prostheses to simulate severe injuries. Final Exam: The agent is placed in a live-fire training exercise, equipped only with his personal budget and a first aid kit. Five other participants play the parts of allied characters, while 12 more participants provide the opposing force. Team members not participating in this training may take on either role, if they so choose. The allied characters are equipped with service pistols of their choice, while the opposing force is equipped with submachineguns of their choice and training knives. All participants in the training exercise receive ballistic goggles for protection, and all shots are replaced with safety slug ammunition. The exercise lasts 5 minutes, or until all opposition is eliminated. During this time, the agent must successfully “treat” the “injuries” of all allied characters and move any critically injured personnel (i.e. those whose

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agency • Ambulance Crew (3 GP): An ambulance crew may be placed on standby in any area with direct road access. Once summoned, it arrives in 1d6×5 rounds in an urban area, or 2d6×10 rounds in a wilderness area with roads. An ambulance crew consists of 1 ambulance van crewed by of 2 EMTs (see page 22).

N EW IRNTELLIGENCE ESOURCES

• Friendly Doctor (3 GP): A friendly doctor may be placed on standby in any area with at least 25 ft. × 25 ft. of enclosed space (such as an office or apartment in an urban area, or a cabin in the wilderness). A friendly doctor may only be summoned to a safe house within 20 miles of his workspace; otherwise, the agents must go to him. A friendly doctor is a professional (see the 1960s Decade Book, page 208), with specialties in First Aid, and Knowledge (Biology), and Profession (Doctor). A friendly doctor doesn’t possess a vehicle of his own.

The team may pay the GP cost of any of the following resources to gain access to the resource for the duration of the current mission. The GC may overrule any attempt to gain access to an intelligence resource on the grounds that the option is either unavailable or tasked elsewhere. Also, allowing the Agency to take work out of the team’s hands has its risks. Each intelligence resource lists a potential complication that may interfere with the team’s plans when it’s activated.

Medical Services • Surgical Team (6 GP): A surgical team may be placed on standby in any area with at least 50 ft. × 50 ft. of enclosed space (such as an office or apartment in an urban area, or a cabin in the wilderness). A surgical team may not be summoned — the agents must go to them. A surgical team consists of 2 doctors (professionals with specialties in First Aid, Knowledge (Medicine), and Profession (Surgeon)), as well as 4 surgical nurse assistants (professionals with specialties in First Aid, Profession (Nurse), and Sense Motive). A surgical team doesn’t possess a vehicle of its own.

Accidents can befall a mission team with frightening speed and impartiality — car wrecks happen on rain-slick mountain roads, shroud lines are fouled during HALO jumps, stray ricochets strike unlikely targets during live-fire exercises, and worse. When the words “Agent down!” go out over a secure communication channel, everyone thanks the agents who make sure trauma professionals are standing by. What’s more, the secrecy guaranteed by an Agency trauma team can often mean the difference between a close brush with exposure and a long stay in a prison hospital. When the agents request a backup team, they pay the GP cost listed later in this section. They must also designate the service’s base of operations (from which it operates for the duration of the current serial), as well as one prearranged method of summoning it (usually a pre-set code phrase, flare use, or something similar). The agents may request more than one medical services with the same base of operations, or medical services in multiple bases of operations, by paying each service’s full GP cost for each base of operations from which they’re to operate. The agents may request no more than 1 medical service base of operations during any Code: Yellow mission, no more than 2 medical service base of operations during any Code: Red mission, and no more than 4 medical service base of operations during any Code: Black mission.

In all cases, the agent level of each of these NPCs is equal to 1/2 the team’s average agent level (rounded down). Medical service personnel are never armed. The agents may requisition armor or other protective gear for medical service personnel by paying the standard BP cost of each item. The medical service personnel’s first priority in any scene is to recover wounded agents, get them out of harm’s way, stabilize dying agents, and then do their best for everyone else. Medical service personnel are outside the agents’ direct chain of command and do not accept orders that go against Agency life preservation protocols. During any combat situation, medical services personnel are subject to the standard Spycraft morale rules (see the Modern Arms Guide, page 13). Mobile medical service personnel immediately return to their base of operations once all agents are safe and stable. If any agents require transport to the personnel’s base of operations, the medical crew provides that transport; otherwise, they leave the agents on their own. Complication: The Agency never has enough medical personnel with the proper security clearances, and must often turn to outside contractors. The GC may spend 3 action dice to convert any medical services base of operations into outsiders. This has two effects, as follows.

• Air Ambulance (6 GP): An air ambulance may be placed on standby in any area, even wilderness. Once summoned, it arrives on-site in 1d6×10 rounds. An air ambulance consists of 1 service helicopter crewed by 2 wingmen (see the The 1960s Decade Book, page 201), as well as 2 EMTs (see page 22).

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handler • Outside medical services are not cleared to receive classified Agency information, and must be convinced that any unusual or seemingly illegal occurrences they encounter while working with the agent team are either mundane or easily explained. This requires a successful Bluff or Intimidate check per situation (DC 10–30, depending upon how outrageous the situation is, per the GC). If the agents fail one or more checks, the medical services alert the police, prompting the Agency to step in, claiming that the team’s actions are a matter of national security. At the conclusion of the current mission, the Agency places the team on administrative leave (see the Faceman/Snoop Class Guide, page 108).

New Favor Checks The following favor checks are requested using the standard rules found in the Spycraft Espionage Handbook.

Event Favor Checks The Agency can pull strings to create social events and other public spectacles. These can range from delivering a busload of protestors to a particular park or street corner to staging a massive concert with thousands of attendees. The home office only establishes the seed of larger events, allowing public reactions to “fill in the blanks” (and the seats). As a result, the larger the event, the more time agents must wait between the request and the earliest opportunity for the event to take place. This delay is included in the description of possible events. Agents should exercise this option creatively, perhaps as bait to lure out an opponent or as a distraction to cover some aspect of their mission. Small-scale diversions are covered with a separate intelligence resource (see page 15). Alternatively, this type of favor check may be used to acquire legitimate access to an event. With success, the requesting agent and his team receive tickets or invitations, appropriate clothing, and details of what to expect at the event. This use of the event favor check requires 1d6 hours. Spin doctors have the media contacts and experience to help tailor events for maximum impact, and therefore gain a +2 bonus with event favor checks (see the European Commonwealth Chamber Book, page 49, for more about the spin doctor base class).

• Outside medical services are prone to bouts of extreme self-preservation. Should any outside medical personnel fail a morale check, they suffer an effect one grade worse than their Will save result indicates (e.g. a withdrawal effect becomes retreat, etc.).

Team Projects An agent team is generally provided with the immediately necessary support, as defined in its initial mission briefing, but this support is susceptible to human error, as the Agency’s operations division juggles the needs of dozens of agent teams with only a handful of central facilities to go around. Therefore, it’s often up to the agents to ensure that they possess all the necessary support going into a mission. The following team project intelligence resources represent this effort, the GP cost involved not so much a tit-for-tat payment as a showing of their effort before leaving the home office — time and energy they could otherwise spend with R&D or in other pursuits. Team projects may only be conducted at the home office, and only during the Gearing Up phase. When the agents invest home office prep time in a team project, they must gather all the necessary components by spending 1 hour on the project and paying 4 GP. The agents may not undertake more than 1 team project per Gearing Up phase (and therefore, per serial, unless another ability is in play). Unless an agent on the team possesses the pet project ability (see page 89), the team may only benefit from a team project at the home office or a ground station designated during the Gearing Up phase. A team project may not be moved once it is erected, and lasts only until the end of the current serial. When a team performs the activity supported by their team project, the bonus gained from each successful cooperation check is increased by an additional +1 (to a bonus of +3 per successful cooperation check). This may not increase the total of all bonuses gained from cooperation above the leader’s total bonus with the skill in use.

Event Favor Minor: Gain access to nightclub, gather a dozen picketers (1d6 hours) Local: Gain access to a store opening, local marathon, or city council meeting (1 day) City: Gain access to city sports exhibition, gather a thousand protesters (1d4 days) Regional: Gain access to major superstar concert or major movie opening featuring celebrity guests (2d4 days) National: Gain access to national sports exhibition, gather political rally with party leaders (3d4 days)

DC 5 10 15

20

25

Continued on page 96

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agency New Favor Checks Cont.

N EW NPC CLASSES

High Society Favor Checks Wealth and power go hand in hand, and many agents find themselves needing to move in social strata far above their own in order to obtain results on a national or international scale. One factor complicating such efforts is that few personnel of any Agency are born jet setters. After years of power brokering, however, most governments have developed connections to the extremely rich, and can pull high society strings when necessary. All invitations and opportunities gained through a high society favor check are legitimate, not forgeries. High rollers possess their own connections within the ranks of the mega-wealthy, and therefore gain a +2 bonus with high society favor checks (see the African Alliance Chamber Book, page 49, for more about the high roller base class). High Society Favor Semi-Public: Learn scandalous rumors about society figure Private: Gain entrance into ultra-exclusive club/casino Behind Closed Doors: Learn scandalous truths about society figure Exotic: Acquire invitation to mastermind’s private gala event Unique: Commission exclusive work of art

When designing a handler, the GC may find several previously published NPC classes helpful, including the diplomat, monitor, mouthpiece, and squad leader classes (see the African Alliance Chamber Book), the academic, operative, and professional classes (see the Archer Foundation Chamber Book), the financier, icon, and lawyer classes (see the European Commonwealth Chamber Book), the deep cover operative and special inspector classes (see the Pan-Asian Collective Chamber Book), and the CIA field officer, counter-intelligence agent, and KGB agent classes (see the 1960s Decade Book). Other examples follow. Once again, while these options are most appropriate for handlers, they may be used to create characters of any type.

DC

Instructor Whereas the Agency’s trainers handle most of the field education, the organization’s instructors — experts in academia, if not hands-on practice — provide the bulk of the Agency’s home office training. MP Cost: 3 per level + 5 (vitality die).

5 10 15

Full Skills 20 25

The instructor’s full skills and key abilities are: Full Skill Key Ability Diplomacy Cha Knowledge (any one) Int Profession (any one) Wis Any three skills* Varies * These skills must correspond with the instructor’s basic skill feat (see page 97).

Complication: Facilities thrown together using scavenged and often cannibalized components can often fail, or produce faulty results. The GC may spend 3 action dice to skew the facility’s effectiveness, reducing the bonus gained from each successful cooperation check by +1 (generally, to a bonus of +1 per successful cooperation check, unless other modifiers apply).

Half Skills The instructor’s half skills and key abilities are:

Table 4.3: Team Project Intelligence Resources Team Project Cell block Crime lab* Cult camp Garage Manhunt HQ Profiling bureau Think tank Workshop

Half Skill Bureaucracy Concentration Knowledge (Espionage) Languages

Activity Interviews and interrogations Evidence analysis Brainwashing Upgrading or repairing vehicles Area pursuits Profiling Record searches Upgrading or repairing gear and weapons, building objects

Key Ability Cha Wis Int Wis

Class Features The following are class features of the instructor. Starting Feats: At 1st level, the instructor gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun)

* This team project also qualifies for the standard –20 DC modifier for having access to a fully stocked crime lab.

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handler Bonus Feat: At 1st level, the instructor gains 1 bonus basic skill feat. All skills granted a bonus by this feat become full skills for the instructor. If the instructor chooses Scholarly, he gains any 3 Knowledge skills only as full skills (i.e. he does not gain Concentration as a full skill). At 4th level, the instructor gains 1 additional basic skill feat, with the same conditions. Student Lead: At 2nd level, once per session, the instructor may designate up to 5 students assigned to him. Each designated student may use the instructor’s result with 1 skill check made as part of an action they’re taking together as a group (such as climbing, sneaking, or setting explosives). If the instructor succeeds, then he and each designated student succeeds; otherwise, they all fail. At 8th level, the instructor may use this ability up to twice per session. Advanced Skill Mastery: At 6th level, the instructor gains the Advanced Skill Mastery feat linked to one of his two basic skill feats. At 10th level, the instructor gains the Advanced Skill Mastery feat linked to his second basic skill feat.

Paper Pusher An ubiquitous feature of government and business, the bureaucratic paper pusher may hold the key to success or represent one of the most frustrating challenges an agent may ever face. MP Cost: 2 per level + 5 (vitality die).

Full Skills The paper pusher’s full skills and key abilities are: Full Skill Bureaucracy Diplomacy Knowledge (any one) Search

Key Ability Cha Cha Int Int

Table 4.4: The Instructor (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 4 6 9 11 14 16 19 21 24 26

Base Att Bon +0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

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Def Bon +1 +2 +3 +3 +4 +5 +6 +6 +7 +8

Init Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special Bonus feat Student lead (1/session) Bonus feat Advanced Skill Mastery Student lead (2/session) Advanced Skill Mastery

agency H ANDLER M ISSION GENERATOR

Half Skills The paper pusher’s half skills and key abilities are: Half Skill Bluff Computers Concentration Driver Intimidate Languages Profession (any one) Any one other skill

Key Ability Cha Int Wis Dex Str or Cha Wis Wis Varies

When generating a mission involving one or more handlers on the fly, the GC may roll 1d20 twice, consulting Table 4.6: Handler Mission Generator — Action the first time and Table 4.7: Handler Mission Generator — Investigation/Problem Solving the second time (see pages 99 and 100, respectively). By coupling the results, the GC can create unique combinations of events, building the guts of a serial that he can flesh out with detail particular to his own game. The threat code for a mission generated with these tables is equal to the most severe of the threat code results.

Class Features The following are class features of the paper pusher. Starting Feats: At 1st level, the paper pusher gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee)

Example: The action table’s result is Code: Yellow, while the investigation/problem solving result is Code: Red. The mission’s threat code is Code: Red.

Specialty: At 1st level, the paper pusher’s Bureaucracy skill is increased by 3 ranks. Petty Authority: At 2nd level, the cost required to bribe the paper pusher is doubled. Political Favors: At 6th level, the paper pusher’s work provides him with a variety of markers that he can call in to assist his friends, or make his enemies’ lives a red tape-infested nightmare. He gains the Political Favors feat. Real Authority: At 8th level, the paper pusher gains the Personal Staff feat. Minion squads of paper pushers do not benefit from this ability. Persuasive: At 10th level, the paper pusher gains the Persuasive feat.

A GENCY CREATION: EFFICIENCY Agencies are in the business of spying, and like any business, suffer lost efficiency as they grow. By and large, a larger staff results in a perceived need for stricter protocols, and therefore a need for more bureaucrats to enforce those protocols. Commonly, the largest Agencies eventually settle into inefficient routines or collapse under the strain of their clumsy systems. Rarely, these espionage giants not only survive but thrive, somehow finding strength in extreme numbers. Smaller Agencies are more likely to find a comfortable groove, prospering through a combination of teamwork and creative synergy, though many let their ambitions get away from them, allowing their organizations and operations to grow too quickly for their limited manpower.

Table 4.5: The Paper Pusher (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 4 6 9 11 14 16 19 21 24 26

Base Att Bon +0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

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Def Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Init Bon +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Special Specialty Petty authority

Political Favors Real authority Persuasive

handler Table 4.6: Handler Mission Generator — Action Roll 1

Threat Code None*

2

Red

3

Black

4

Red

5

Yellow

6

Black

7

Red

8

Red

9

Red

10

Black

11

Yellow

12

Black

13

Red

14

Yellow

15

Red

16

Yellow

17

Red

18

Red

19

Yellow

20

Red

Mission task/References Brief two agent teams with slightly flawed information, then pit them against one another in a field exercise without live ammunition. See Spycraft Base Classes — Spycraft Espionage Handbook, page 20. Sneak into and bug the heavily fortified office of a suspected world leader. See Building a Better Bug — Faceman/Snoop Class Guide, page 59. Protect a BIS operative who’s recently uncovered an incredible plot to use concentrated solar energy to scorch nations off the face of the earth. See Security Information Service (BIS) — Faceman/Snoop Class Guide, page 41. Plan and execute the assassination of a researcher known to be supporting a mastermind’s super soldier program. See Coup de Grace — Spycraft Espionage Handbook, page 166. Wade through the records of a Vietnam combat unit believed to have encountered a hardened WWII war criminal long after his death, replaying the records as mini-serials. See Records — Faceman/Snoop Class Guide, page 78. Hunt down and stop the Scarlet Halo Racers before they put their recently acquired nuclear arsenal to use. See Julian Bosque — Spycraft Espionage Handbook, page 248. Track down and capture your most recently graduated agent team — before the poison they slipped into your system takes your life. See Poison and Disease — Spycraft Espionage Handbook, page 238. Plan and orchestrate a raid upon a warlord’s compound in South America. See Grunt — Soldier/Wheelman Class Guide, page 10. Take the battle back to a new Russian movement dedicated to re-launching the Cold War — before they spark conflict with the United States. See Allegiance — 1960s Decade Book, page 137. Regress an amnesiac agent to the events of a desperate combat mission that took the lives of four of his teammates, reliving the mission as a full serial. See Hobby (Hypnosis) — Fixer/Pointman Class Guide, page 40. Lead a military combat team through several training missions until they rate on the Agency’s advanced marksman testing range. See Ranged Combat Feats — Spycraft Espionage Handbook, page 75. Destroy the fuel source for a mastermind’s ultimate doomsday weapon. See Independent Power Source — Fixer/Pointman Class Guide, page 101. Retake an aircraft carrier seized by terrorists — after avoiding its heavy artillery. See Personal Ordnance — Soldier/Wheelman Class Guide, page 43. Determine the true identity of a doppelganger recently captured in Agency HQ. See Doppelganger — Faceman/Snoop Class Guide, page 12. Navigate an agent team across the mine field surrounding a mastermind’s mountain lair. See Blast Damage — Spycraft Espionage Handbook, page 172. Organize the field test of a new advanced recon combat helmet. See Electronic Warfare Gear — Faceman/Snoop Class Guide, page 57. Lead a new agent team on its final mission — through the malfunctioning security at a lost Agency ground station. See Traps, Hazards, and Alarms — Spycraft Espionage Handbook, page 235. Ferry a critical political pouch across war-torn Chechnya. See Handoffs — Faceman/Snoop Class Guide, page 94. Race against time, and against at least one enemy operative team, to a monastery upon the highest peak of a mountain in Tibet, wherein a rare and powerful truth-gathering drug is created. See Climb — Spycraft Espionage Handbook, page 43. Help an Agency genius and a master infiltrator undermine a vicious underground fighting circuit. See Provocateur — Fixer/Pointman Class Guide, page 21.

* During this mission, all involved characters gain their personal budgets only.

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agency Table 4.7: Handler Mission Generator — Investigation and Problem Solving Roll 1

Threat Code Black

2

Yellow

3

Red

4

Yellow

5

Red

6

None*

7

Red

8

Red

9

Yellow

10

Red

11

Yellow

12

Yellow

13

None*

14

None*

15

Black

16

Yellow

17

Yellow

18

Red

19

Red

20

Yellow

Mission task/References Infiltrate the Agency’s Black Ops department (D-5) and determine if it’s actually onthe take. See D-5: Black Ops — Spycraft Espionage Handbook, page 19. Determine whether the rumors of a strange new threat on the African military scene are true. See Mystic Cabal — Fixer/Pointman Class Guide, page 108. Lead a team to infiltrate a group of waterborne raiders along the Eastern U.S. seaboard. See Mariner — Soldier/Wheelman Class Guide, page 13. Build a mastermind organization and use it to challenge recently graduated agent teams, reacting upon their every move until one of them discovers that you’re the mole feeding the “enemy” Top Secret information. See Mastermind Design — Spycraft Espionage Handbook, page 242. Evade a manhunt launched by a politician seeking to vilify the Agency. See Police Action — Fixer/Pointman Class Guide, page 68. Prevent an old flame from revealing sensitive information about your “time off” in the Cayman Islands a few years ago, calling upon one of your training teams and swearing them to secrecy in the process. See Seduction Revisited — 1960s Decade Book, page 183. Lead a team posing as an international jewel smuggling ring in order to locate and retrieve a diamond perfectly cut specifically to work in a one-of-a-kind medical laser, mere days before a critical surgery being used to bribe a dying world leader. See Appraise — Spycraft Espionage Handbook, page 41. Track down and stop a villainous henchman seducing Agency operatives and gathering classified information during “pillow talk.” See Casanova — Faceman/Snoop Class Guide, page 7. Convince a lieutenant to break the code of silence at his military training camp and report about the murder of an Agency operative killed during a routine operation. See Military Academy Training — Soldier/Wheelman Class Guide, page 31. Recruit the assistance of the teammates of an agent suspected of operating against Agency regulations to complete a mysterious personal agenda. See Backgrounds Revisited — Agency, page 17. Put the squeeze on one of Trevor Goodchilde’s daughters in order to flush the misaligned philanthropist into the open, where the Agency can target his family forrecruitment. See The Goodchildes — 1960s Decade Book, page 204. Assess arising espionage situations and assign teams accordingly within your region, checking in with each several times before completion. See Missions — Spycraft Espionage Handbook, page 201. Figure out who seems to be infiltrating the Agency’s exclusive island stress retreat, and why. See Stress — 1960s Decade Book, page 188. Introduce a new agent team to the benefits of cooperation by organizing a mission in which they must complete several group exercises (e.g. working together to bypass a skyscraper’s complex security system, posing as several seemingly unconnected characters to dupe an attaché susceptible to suggestion, etc.). See Cooperation — Spycraft Espionage Handbook, page 39. Avoid news scrutiny during a high-profile criminal case featuring a mastermind who sought refuge with local law enforcement. See The Fourth Estate — 1960s Decade Book, page 146. Defend your team’s actions during a hostage negotiation that went south. See Lawyer — Fixer/Pointman Class Guide, page 86. Develop operatives for the Agency’s intelligence division, using both staged and actual mission situations. See Investigation — Spycraft Espionage Handbook, page 210. Sneak an agent team into an enemy motor pool and help a turncoat mechanic complete a new prototype vehicle’s upgrades, then steal it. See Masterwork Vehicles — Soldier/Wheelman Class Guide, page 79. Infiltrate the dojo of a monk, locate the professional killer he’s training, and secure his support during an upcoming mission. See Exotic Weapons — Modern Arms Guide, page 43. Recruit several of your longest-running contacts as new operatives, filling out the Agency’s recently depleted ranks. See Long-Term Contacts — 1960s Decade Book, page 186.

* During this mission, all involved characters gain their personal budgets only.

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handler

An Agency’s efficiency directly affects its ability to interact with agent teams in a timely and helpful manner. Though larger organizations tend to have a harder time in this department than smaller ones, efficiency is most strongly determined by the work ethics, management styles, and personalities of the organization’s command staff. All of this is represented in the following simple rule for determining Agency efficiency.

Numbers (see page 82), 4.11: Handler Numbers (see page 102), and 5.19: Control Numbers (see page 127), as follows. Agency Size 2–10 11–40 41–100 101–1,000 1,001–5,000 5,001–25,000 25,001–40,000 40,001+

Response Time To generate an original Agency’s response time, choose from, or roll 1d20 and consult, Table 4.8: Response Time (see page 101). The resulting modifier is applied to all times required to requisition gear, acquire information, or request favor checks in the field, as well as to the training and recertification times of all training programs hosted by the Agency (in all cases, rounding up). This roll is modified by the sum result of Tables 1.22: Specialist Numbers (see page 29), 2.15: Recruit Numbers (see page 56), 3.14: Operative

Modifier +4 +2 +1 +0 –1 –2 –4 –8

Table 4.8: Response Time Roll Up to 4 5–6 7–9 10–18 19–20 21–24 * Rounded up, when appropriate.

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Multiplier* ×3 ×2 ×1.5 ×1 ×0.5 ×0.25

agency A GENCY CREATION: Handler Preparation ANDLER H MANPOWER

Unlike those entering most other Agency positions, handlers are almost always extremely familiar with their new duties. After all, most of them were recently operatives, working with handlers in the field. The Agency doesn’t always recognize this training, however, frequently running handlers through needless training programs for the sake of mock continuity. To generate an original Agency’s initial handler training, choose from, or roll 1d20 and consult, Table 4.10: Handler Preparation (see page 103).

Handlers are essentially the Agency’s middle management, the go-betweens handing down Control edicts and keeping things running on an even keel. They often have marginal authority over the details in exchange for all the responsibility for mission success. In spy fiction, handlers are nearly non-existent, a “third wheel” in an otherwise streamlined character drama. In the real world, however, case officers, ground station commanders, senior operatives, and a variety of other handler types are frequently the agents’ only link with the home office, leaving Controls to the duties of managing ideological wars and matters of national security. The following Agency creation options allow for both of these schemes, and many in between.

Handler Numbers To generate the average number of handlers working for an original Agency at any time, choose from, or roll 1d20 and consult, Table 4.11: Handler Numbers (see page 104). Descriptions of division size results follow. None: The Agency doesn’t employ handlers. There is no intermediary between its Controls and its agents. Command by Memo (1 handler per 200–400 agent teams): The Agency employs so few handlers that they effectively become subordinate Controls, communicating with the teams under their command solely by impersonal memos, dead drops, and other means that take none of the teams’ individual needs into consideration.

Recruitment Parameters Handlers are almost exclusively recruited from the available operative pool, promoted according to criteria valued by the Agency’s current command (i.e. its Controls). To generate an original Agency’s criteria for bringing operatives into the command structure as handlers, choose from, or roll 1d20 and consult, Table 4.9: Handler Promotion Parameters (see page 103). Alternately, the GC may decide that the Agency recruits handlers from outside the organization, either in addition to or to the exclusion of internal promotion. In these cases, the GC should consult the recruitment parameter tables in this book’s other chapters to determine the methods by which outsiders are introduced.

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handler Command by Phone (1 handler per 100–150 agent teams): The Agency employs just enough handlers to manage its agent teams, but no more. Agents frequently do not meet with their handlers for several missions at a stretch, and when such meetings do occur, they’re too brief and impersonal to touch on anything short of the most dire problems facing the Agency. In many cases, handlers never physically meet with their agent teams, instead relying upon sporadic phone calls or emails as their management channel.

Command by Briefing (1 handler per 70–80 agent teams): The Agency’s handlers regularly meet with agent teams at the outset of each mission, but not in-between. Agents are expected to report to ground stations, senior operatives, and other personnel after they leave the home office. In many cases, this scheme calls for handlers to be assigned to agent teams as they become available, grossly slowing the bonding process between the Agency’s operatives and its command structure.

Table 4.9: Handler Promotion Parameters Roll 1–2

3–4

5–6 7–8

9–10 11–12

13–14

15–16 17–18

19–20

Promotion Criteria Bureaucracy: The Agency values the ability to thrive within its system above all else, promoting agents based on how they fit in with others who do the same. Most often, this translates to promoting those who make the least noise. Competition: The Agency values the results of healthy rivalry above all else, pitting operatives against one another — typically in pairs set upon the same missions — until one or more teams demonstrate themselves markedly superior to their peers. This system tends to engender the worst kinds of morale problems. Desire: The Agency values passion above all else, promoting agents who make the best cases for their appointment. Tribunals and similar judging mechanisms are common here. Experience: The Agency values time on the job above all else, promoting the first agents who achieve a certain degree of expertise (i.e. gain a certain agent level). The Agency may expect certain basic requirements beyond mere level (much like the requirements for entering a prestige class). Noise: The Agency values enthusiasm above all else, promoting agents based on what they regard as devotion (when in fact, it’s just boat-rocking). Opportunity: The Agency promotes agents based on their availability and the very loosest talent-to-position matching criteria. This entirely subjective promotion system is generally left entirely in the hands of a select few appointed in the same way. Performance: The Agency values execution above all else, promoting the first agents to meet or complete a certain number of objectives set forth by their handlers or Controls. The Agency relies upon performance reviews to promote agents, making this system ultimately subjective. Random: The Agency has no promotion criteria, promoting at will and without rhyme or reason. This tends to create the most startling internal structures, and is prone to sudden and unexpected collapse. Seniority: The Agency values dedication above all else (or at least its perception of dedication), promoting agents after they have served a certain time with the organization (and usually not before). This leads to the classic “Old Boys’ Network”. Success: The Agency values successfully completed missions above all else, promoting the first agents who meet a certain quota. Failures may be either discarded or counted against an agent’s “kill count”.

Table 4.10: Handler Preparation Roll 1–4 5–8

9–12 13–16 17–20

Preparation Method Deep End of the Pool: The Agency trusts that handlers know what they’re doing, leaving them to learn the rest by example and mistake. Observation: The Agency assigns one or more Controls, senior handlers, or senior operatives to watch new handlers and offer them feedback on their work. The lattermost of these options can result in serious resentment from the new handler, as he must effectively take job advice from one or more of his subordinates. Probation: The Agency sets an arbitrary period of probation, after which the new handler’s performance is reviewed by his superiors. Handlers are expected to learn by committee. Informal Training: The Agency expects the handler’s peers and superiors to impart their wisdom as a matter of course, relying upon the synergy of teamwork to ensure his training. Formal Training: The Agency runs new handlers through carefully plotted tutorials in every aspect of their duties, a process which frequently nudges strong-willed handlers toward maverick behavior.

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agency

Command by Report (1 handler per 50–60 agent teams): The Agency’s handlers support agent teams throughout missions, though the handler-to-agent team ratio makes it difficult for handlers to pay close attention to details. Agents are therefore expected to initiate contact with their handlers, feeding them information from the field as often as needed. Close Supervision (1 handler per 15–30 agent teams): The Agency’s handlers manage few enough operatives that they can remain in near-constant contact with inexperienced agent teams and check in regularly with seasoned groups. Handlers may take the initiative, popping in expectedly, or remain in neutral locations central to their subordinates in case they need anything. Field Handlers (1 handler per 2–10 agent teams): The Agency’s handlers are field trained and take active part in missions, even to the point of engaging in combat, infiltrations, and other dangerous activities alongside their teams. Backup Operatives (1 handler per agent team): The Agency’s “handlers” are in fact senior operatives frequently sent on their own “all star” assignments. This unfortunate scheme leads to many of the same availability problems as the command by report result, or worse

Table 4.11: Handler Numbers Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Division Size None Command by Memo Command by Memo Command by Phone Command by Phone Command by Briefing Command by Briefing Command by Briefing Command by Report Command by Report Command by Report Close Supervision Close Supervision Close Supervision Field Handlers Field Handlers Field Handlers Backup Operatives Backup Operatives Backup Operatives

Number of Handlers * 0 1 per 2,000 operatives 1 per 1,000 operatives 1 per 750 operatives 1 per 500 operatives 1 per 450 operatives 1 per 400 operatives 1 per 350 operatives 1 per 300 operatives 1 per 250 operatives 1 per 200 operatives 1 per 150 operatives 1 per 100 operatives 1 per 75 operatives 1 per 50 operatives 1 per 25 operatives 1 per 10 operatives 1 per 5 operatives 1 per 4 operatives 1 per 3 operatives

* Rounded down. See Table 3.15: Operative Numbers (see page 82).

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“I want him manning a radar tower in Alaska by the end of the day. Just mail him his clothes.” — Eugene Kittridge, Mission: Impossible

control

5

agency Responsibilities

INTRODUCTION

An Agency’s Controls are responsible for the success or failure of the organization’s operations. They determine mission parameters, resource allocation, and agent assignment. They’re also held accountable when missions fail, answering to Agency and government oversight committees and similar organs. Very few Controls venture into the field alongside their operatives — some are desk jockeys, former agents long past their prime, while others are bureaucrats, politicians, or other elected officials. Yet Controls aren’t complacent after doling out orders, either — they generally manage the Agency’s many, varied resources and tug on the occasional string behind the scenes to make sure their field teams are well provisioned, well informed, and well prepared for anything that they might encounter. Therein lies the Control’s most challenging task — thinking one step ahead of the current situation and making sure no one in their chain of command is taken by surprise. Despite all this, however, Controls habitually avoid becoming babysitters. With each watching over dozens of concurrent operations, very few Controls have the time to micro-manage their field teams, nor answer their every whim. Most often, Controls appear during serials only during the mission briefing, after which they pass off their teams to handlers in the field. A Control’s presence in the field is commonly felt thereafter only during mid-mission updates and when the team makes favor checks.

Controls are essential to the Agency’s operation, the top link in its chain of command, and its point of contact with its parent or sponsor government or organization. There is a great deal of variation in the duties of Agency Controls, which often leads to confusion between them in looser command structures. Yet this variation also often leads to strengths, many of which are explored in this chapter.

Jurisdiction Unlike handlers, Controls are rarely responsible for single operative teams. Instead, they typically administer whole regions, Agency divisions, Agency departments, operation types, or even mission priority. The most prevalent Control structure is along geographic lines, as it leads to the fewest jurisdictional conflicts. An American Agency dedicated to gathering foreign intelligence, for example, might assign responsibility for operations on each major continent to a different Control, while an American Agency dedicated to domestic security might assign a Control to each of the 50 states in the Union. In cases where such geographic regions are extremely large (e.g. nations, or even continents), a number of subordinate Controls might answer to the central regional Control. Additional terms are typically instituted to differentiate between Controls in such circumstances — subordinate Controls might be referred to as “Authorities,” for instance, or even “Sub-trols.” Major operations spanning several areas commanded by these subordinates often require the attention of superior Control(s), and are usually adjudicated by exhaustive Agency protocols. Commanding according to operation type, on the other hand, offers the distinct advantages of placing Controls according to their experience and skill sets, and offering them the chance to focus and refine their efforts along the way. Unfortunately, it also leads to frequent debates about the chain of command, as Agency operations typically span several different areas of expertise. Finally, commanding by mission priority places the Agency’s most vital operations in the hands of its most proven Controls, but also creates one or more layers of the command structure that are not only less experienced but gain less chances to improve. Usually, Agencies utilize a combination of these options. For instance, an Agency that divides command responsibilities regionally might expect its Controls to pass Code: Black intelligence and missions “up the food chain” to continental superiors.

Playing Controls All this may make Controls sound like very poor options for player character agents, though running a Control can be a remarkably rewarding enterprise. Beyond the obvious solo player campaign in which the player decides strategies for mission teams and sends them out into the world, dealing with the ramifications of his briefings and the Agency’s internal politics, a number of opportunities present themselves… • The player may take on the role of a Control assigned to only one high-caliber field team, traveling with them into the field. • The player may take on the role of a highly regarded Control with the pull necessary to take on a “pet” field team and accompany them into the field of his own recognizance. • The player may take on the role of a regional or other subordinate Control, in which case his place in the field takes on aspects of the handler as well. • The player may take on the role of a traveling or “hands on” Control whose responsibilities or preferred modus operandi (MO) places him alongside Agency field teams.

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control EYES ONLY: HIGH-LEVEL AGENT CREATION By John Pope and Steve Crow Skills: Balance +11, Bluff +7, Climb +5, Driver +16, Hide +16, Intimidate +6/+7, Jump +14, Move Silently +16, Sense Motive +6, Spot +20, Survival +5, Swim +5, Tumble +23.

Yoshiko Morgan “A girl needs to earn her way, after all.” Codename: ROSE Aliases: Nakamura Akiko, Jennifer Cougan Nationality: Australian Gender: Female Handedness: Ambidextrous Height: 5 ft. 2 in. Weight: 125 lbs. Eyes: Brown Hair: Black (Navy Blue highlights) Place of Birth: Townsville, Queensland, Australia Date of Birth: 1983.10.07 Distinguishing Characteristics: No habits of note, though her dress style and hair color tend to make her stand out in any scene.

Background Yoshiko’s father, Walter Morgan, worked for M09, and her mother Akari worked for a small company specializing in electronic surveillance R&D. The two met when Walter was fired during a bout of industrial espionage between their companies — and they fell for each other in spite of this troublesome beginning. They eventually wed, retired, and moved to Townsville, Australia, where Akari gave birth to Yoshiko a year later. Unfortunately, enemies from Walter’s past life hadn’t forgotten him, and tracked him down 5 years later, kidnapping his precious wife and daughter. Akari was killed during the subsequent rescue mission, and Yoshiko disappeared in the chaos, presumed dead. Off the record, Walter reluctantly had asked a friend of his, Shoku, to make his daughter “disappear” in order to keep her safe. Shoku ferried the child to Hong Kong and trained her in the less reputable skills she eventually used as a freelancer in the intelligence community. Walter returned to work for M09 and died 1 year after Yoshiko’s eighteenth birthday, leaving her everything through discreet channels and informing an old friend in the Agency, Jonathan Gallagher, that Yoshiko was still alive. Department: D-2 Military Operations Class: Pointman/Soldier Level: 3/11 Strength: Constitution: Wisdom: Vitality:

10 12 10 113

Dexterity: 23 Intelligence: Charisma: Wounds: 12

14 12

Defense: 21 (+6 Dex, +5 class)* Initiative Bonus: +20 (+6 Dex, +10 class, +4 feat)* Speed: 30 * With armor, Yoshiko’s Defense is 17, though her initiative bonus Reflex save, ranged attack bonus, and all Dexterity-based skills are reduced by 2 each. Fort: +13 Ref: +13 Will: +6 Special Qualities: Armor use +2, assistance (1/2 time), damage reduction 2/—, generous, lead 1/session, portable cover (one-quarter), versatility (Balance, Climb, Hide, Jump, Move Silently, Spot, Survival, Tumble), weapon specialization (SMGs, target pistols).

Feats: Ambidextrous, Armor Group Proficiency (Light, Medium, Heavy), Bullseye, Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Quickdraw, Quick Reload, Rapid Shot, Sidestep, Speed Trigger, Two Weapon Fighting, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). Attacks

.22 LR Browning Buck Mark (¥2) +20 (dmg 1d4+4 normal, accuracy +1, error 1–2, threat 20, range 10 ft., qualities and mods: BB — 10 shots of military ball ammunition) Standard Personal Gear: Weapons, 50 shots of military ball ammunition, 20 rounds of teflon-tipped ammunition, 40 shots of hollow point ammunition, 20 shots of safety slug ammunition, trendy clothes (with armored tuxedo lining), sunglasses, flashlight, 9 BP. Common Gadgets: None, 7 GP.

Notes From the outset, John focuses on Yoshiko’s Dexterity, setting it at 18 and boosting it 2 points higher by selecting the D2 department. Intelligence is necessary to John’s desired skill base, so he assigns a 14 there. Since John doesn’t intend for Yoshiko to get involved in hand-to-combat very often, he leaves her Strength at a minimal 10 and assigns 12s to everything else (not including the –2 penalty to Wisdom due to his department). John begins Yoshiko’s career as a pointman, which provides him with 6 versatility skills, though only 4 really matter — Hide, Move Silently, Spot, and Tumble. By 14th level, John has dedicated the majority of his pointman skill points to Bluff, Hide, Move Silently, and Sense Motive, and the remainder to Spot and Tumble. He distributes his soldier skill points into Spot and Tumble as well, and distributes the rest throughout. Yoshiko now possesses the lead class ability and is strong with several skills that benefit her team, including Balance, Hide, Jump, Move Silently, Spot. She can further use her assistance ability to aid teammates making complex skill checks and other activities. Meanwhile, John uses Yoshiko’s feats to improve her combat abilities, specifically her skill with target pistols. She can potentially raise her damage to 13 with her guns using Bullseye, and with her two-weapon fighting skills and Rapid Shot, she can unleash a hail of bullets with a high attack bonus fueled by her Dexterity score. Further, Yoshiko is on the cusp of picking up several other useful feats by this time, such as Shot on the Run and Improved Two-Weapon Fighting. Finally, Yoshiko’s large number of combat feats and pointman skills gives her a wide range of cinematic and leadership options that potentially give John more action dice he can use for himself, or for others.

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agency This chapter contains many options for Controls of all types, whether they work in the field or not. As usual, all of these options are also available to agents of any other type as well.

Executive Though many Agencies recruit Controls from within their own ranks, few form their upper echelons exclusively of veteran agents. Often, Agencies recruit qualified personnel from the military, police, and similar organizations. Occasionally, they even recruit from among the senior management of private corporations. These latter individuals demonstrate grace under fire in the frequently cutthroat business world, and bring keen management skills to the espionage table as well (talents many veteran agents sorely lack). Most executive recruits spend a period of time as Agency consultants before they’re officially brought into the fold.

N EW BACKGROUNDS The following backgrounds are well suited to Controls but may be chosen by agents of any type. See Backgrounds Revisited, page 17, for more information about background qualities.

Black Mark Special Talents

Suggested Qualities: Discredited, objective, suspect. You were in charge of a particularly disastrous past operation. Perhaps an entire team of agents was wiped out, or your incompetence resulted in the very public Agency embarrassment. Now superiors and subordinates alike frequently question your judgment.

• +2 to Intelligence, –2 to Wisdom. • +1 department bonus with Bureaucracy and Sense Motive checks. This bonus increases by an additional +1 at 4th level and for every 4 agent levels gained thereafter.

Obsolete • +10 budget points as part of their personal budget. This bonus increases by +3 at 2nd level and by an additional +3 for every 2 agent levels gained thereafter. These bonus budget points may not be used to requisition weapons or protective gear.

Suggested Qualities: Commitment, financial, time limit. You’re an old hand at the espionage game, and the rules change every day. Your finest moments as a field agent revolved around stakeouts and second story work, rather than electronic surveillance and hacking, and now you’re under constant pressure to prove that you shouldn’t be put out to pasture.

• Bonus Feat: Clearance Basics. This feat’s prerequisites are waived.

Political Appointee Most Agencies answer directly to government interests, usually at a federal level, and it’s therefore commonplace for Controls to be selected from the political arena. While not always highly qualified for espionage work, these individuals offer the Agency significant influence within the halls of power.

N EW DEPARTMENTS Many Agency Controls possess extensive training with one or more of the world’s intelligence organs. Several previously published Spycraft departments fit this brand of agent, including the peace officer, officer training, and military academy options (see the Soldier/Wheelman Class Guide), the intelligence agency training and counter-intelligence agency training options (see the Faceman/Snoop Class Guide), and the CIA, FBI, KGB and foreign military advisor options (see the 1960s Decade Book). Other examples follow. Once again, while these options are most appropriate for Controls, they may be chosen by agents of any type.

Special Talents • +2 to Charisma, –2 to Strength, Dexterity, or Constitution. • Diplomacy is always a class skill for the agent. • +1 department bonus with favor checks. This bonus increases by an additional +1 at 4th level and for every 4 agent levels gained thereafter. • +2 department bonus with disposition checks. This bonus increases by an additional +1 at 2nd level and for every 2 agent levels gained thereafter. • Bonus Feat: Government Contacts. All prerequisites for this feat are waived.

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control Requirements

DECEIVER

Agent Level: 5+. Wisdom: 13+. Bluff: 4+ ranks. Bureaucracy: 8+ ranks. Forgery: 4+ ranks. Feats: Flawless Identity, Handler.

This is a prestige class. The deceiver specializes in infiltrating prominent enemy organizations at the highest levels, then turning the organization’s bureaucracy against itself. A well placed deceiver can throw a significant monkey wrench into enemy operations by distributing bad intelligence, delaying requisition requests, and giving false orders to the organization’s minions. Abilities: Charisma and Wisdom are the deceiver’s most important abilities, granting him access to a target organization and allowing him to carefully gauge when and where to best disrupt its operations. Vitality: 1d8 + Con modifier per level.

Class Skills The deceiver’s class skills and key abilities are: Class Skill Bluff Bureaucracy Computers Concentration Cryptography Cultures Diplomacy Disguise Driver Electronics Escape Artist Forgery Gather Information Hobby Innuendo Languages Listen Profession Read Lips Search Sense Motive Sleight of Hand Sport Spot Surveillance

Key Ability Cha Cha Int Wis Int Wis Cha Cha Dex Int Dex Int Cha Wis Wis Wis Wis Wis Int Int Wis Dex Str or Dex Wis Wis

Skill Points at Each Additional Level: 8 + Int modifier.

Table 5.1: The Deceiver Base Att Bon +0

Fort Save +1

Ref Save +0

Will Save +1

Def Bon +1

Init Bon +0

Budg Pts 3

Gadg Pts 1

2 3 4 5

+1 +2 +3 +3

+2 +2 +2 +3

+0 +1 +1 +1

+2 +2 +2 +3

+1 +2 +2 +3

+1 +1 +2 +2

6 9 12 15

2 3 4 5

6 7

+4 +5

+3 +4

+2 +2

+3 +4

+4 +4

+2 +3

18 21

6 7

8 9

+6 +6

+4 +4

+2 +3

+4 +4

+5 +5

+3 +4

24 27

8 9

10

+7

+5

+3

+5

+6

+4

30

10

Lvl 1

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Special “One bad apple…” (scout), wilderness of mirrors Friendly face (1 grade) Spoil the barrel (basic) Inside man, obfuscate “One bad apple…” (foil), spoil the barrel (Applied) Smile and nod Friendly face (2 grades), spoil the barrel (Mark) Obfuscate, “they’re with me” “One bad apple…” (penetrate), spoil the barrel (Practice) Demoralize

agency At 5th level, the deceiver gains the Applied Knowledge feat for his Spoil the Barrel feat. At 7th level, the deceiver gains the Mark of a Professional feat for his Spoil the Barrel Feat. At 9th level, the deceiver gains the Practice Makes Perfect feat for his Spoil the Barrel feat. All prerequisites for these feats are waived. Inside Man: The deceiver can turn a small number of moles into a bureaucratic army backing up his entire team. At 4th level, the deceiver and each of his teammates gains a competence bonus with all Bureaucracy, Diplomacy, and Intimidate skill checks targeting NPCs employed by an organization within which the deceiver possesses at least 1 mole developed using the Hander feat. This bonus is equal to the number of moles the deceiver has planted within the organization using his Handler feat (to a maximum bonus equal the deceiver’s class level). Obfuscate: The deceiver works to mislead and confuse a threat’s information sources from within. At 4th level, when the GC uses an organization’s influence rating to see if the organization becomes aware of the team’s activities (see the Fixer/Pointman Class Guide, pages 96–97), the GC’s roll is increased by a number equal to the deceiver’s class levels, in addition to the team’s average agent level. At 8th level, the GC’s roll is further increased by a number equal to the number of moles within the organization developed using the deceiver’s Handler feat, in addition to the team’s average agent level. Smile and Nod: The deceiver is so practiced at infiltrating enemy organizations that the lies and misdirection required are second nature. At 6th level, the DCs of Sense Motive checks targeting the deceiver are increased by a number equal to 1⁄2 his class level (rounded down). “They’re With Me”: At 8th level, when one of deceiver’s teammates makes a Charisma-based skill check targeting a member of an organization within which the deceiver possesses at least 1 mole developed using his Hander feat, the teammate’s threat range is increased by a number equal to the deceiver’s Wisdom bonus. Demoralize: At his most daring, the deceiver manipulates the staff of the organizations he’s infiltrated, slowly undermining their morale until he can trigger bouts of severe self-doubt. At 10th level, each organization within which the deceiver possesses at least 1 mole developed using the Handler feat is classified “fragile.” The deceiver may spend and roll a number of action dice up to the number of moles he has within the organization to force any 1 special NPC or 1 squad of standard NPCs to make a morale check with a DC equal to 10 + the number of moles the deceiver has within the organization + the total result of all action dice rolled. For more information about morale checks, see the Modern Arms Guide, page 12.

Class Features All of the following are class features of the deceiver. Starting Feats: At 1st level, the deceiver gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Wilderness of Mirrors: At the start of each session, the deceiver gains a number of additional action dice equal to 1⁄2 his class level (rounded down), which he may only use to invest in his use of the Handler feat for that session. These action dice count against the maximum number of action dice the deceiver may invest in the Handler feat as normal. This is the deceiver’s core ability. “One Bad Apple…”: Each action site possesses a secrecy and security ratings ranging from 0 to 10 each (see the Fixer/Pointman Class Guide, page 111). At 1st level, if the deceiver spends at least 1 hour moving around within 1 or more buildings of an action site, he may make a Bureaucracy check (DC 20 + the site’s secrecy rating). With success, he learns the site’s current secrecy rating. This check may be retried, each time requiring another 1 hour of scouting. At 5th level, the deceiver may spend 1 BP or $100 in field expenses to manipulate the resources of one action site he’s previously scouted, exposing the site to scrutiny and invasion. For the next 24 hours, the site’s secrecy rating is considered to be 1 lower than standard when applied to the deceiver’s actions only (to a minimum rating of 0). The deceiver may manipulate the resources of a number of action sites per session equal to his class level. At 9th level, the deceiver’s expertise with circumventing location secrecy extends to the rest of his team. While in verbal or visual contact with the deceiver, each of the deceiver’s teammates benefits from his reduced secrecy rating. The deceiver’s teammates may not target new locations. Friendly Face: At 2nd level, the disposition of each minion and foil within an organization containing 1 or more moles developed using the Handler feat is improved by 1 grade. Additionally, the loyalty rating of each foil within such an organization is reduced by 1. At 7th level, the dispositions of all minions and foils within an organization containing 1 or more moles developed using the Handler feat are improved by 2 grades. Additionally, the loyalty rating of each foil within such an organization is reduced by 2. Spoil the Barrel: At 3rd level, and for each class level gained thereafter, the deceiver gains 1 additional skill point which must be spent to increase his ranks in Bureaucracy or Forgery. Further, the deceiver gains the virtual basic skill feat “Spoil The Barrel”, which grants him a +2 bonus with all Bureaucracy and Forgery skill checks, and increases his threat range with these skills to 19–20.

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F IELD COMMANDER

Agent Level: 9+. Charisma: 15+. Bureaucracy: 8+ ranks. Diplomacy: 4+ ranks. Feats: Clockwork Tactics. Special: Must possess the lead class ability.

This is a senior agent prestige class. While many Controls prefer to maintain professional detachment from their agent teams and other subordinates, some are frequently found in the field, providing agents with direct logistical and tactical support. These hands-on Controls are an invaluable pipeline directly to the home office, and while their strict adherence to rules and regulations can sometimes stifle a maverick agent’s “creativity,” they can sometimes be the glue that holds a disparate team together. Most of these field commanders are at least passingly familiar with their teammates’ abilities as well, allowing them to fill in for injured agents in a pinch. Abilities: Charisma is the field commander’s most important ability, enabling him to work closely with the agents under his command through cooperation, rather than by pulling rank. Intelligence and Wisdom are also important, as the field commander’s skill base draws on both of these abilities extensively. Vitality: 1d10 + Con modifier per level.

Class Skills The field commander’s class skills and key abilities are: Class Skill Bureaucracy Concentration First Aid Innuendo Intimidate Knowledge Languages Sense Motive Sport Survival

Key Ability Cha Wis Wis Wis Str or Cha Int Wis Wis Str or Dex Wis

Skill Points at Each Additional Level: 6 + Int modifier.

Class Features All of the following are class features of the field commander. Senior Agent: The field commander is a senior agent class, and has no core ability. If the agent does not yet possess a core ability from a prestige class, he gains the core ability of the first agent prestige class with which he gains a level. Starting Feats: At 1st level, the field commander gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle) Command Authority: At 1st level, the field commander may use his lead ability to increase his Charisma score by 4 for a number of minutes equal to his class level. This counts as 1 use of his lead ability.

Table 5.2: The Field Commander Lvl 1 2 3 4 5

Base Att Bon +0

Fort Save +1

Ref Save +1

Will Save +2

Def Bon +0

Init Bon +1

Budg Pts 3

Gadg Pts 0

+1 +1 +2 +2

+2 +2 +2 +3

+2 +2 +2 +3

+3 +3 +4 +4

+1 +1 +2 +2

+1 +2 +2 +3

6 9 12 15

1 2 3 3

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Special Command authority, continuity Tactical support (+1/–1) “Get down!” Leave no man behind “I’ll handle it”, tactical support (+2/–2)

agency N EW A DVANCED SKILL FEATS

Continuity: The field commander may choose 10 skills that are class skills for any other class in which he possesses at least 1 level. These skills are considered class skills for him when he gains levels as a field commander. Tactical Support: At 2nd level, the dodge bonus granted by each cover fire action taken by the field commander or one of his teammates is increased by an additional +1. Further, the penalty applied by each suppressive fire action taken by the field commander or one of his teammates is increased by an additional –1. At 5th level, the dodge bonus granted by each cover fire action taken by the field commander or one of his teammates is increased by an additional +1 (for a total increase of +2). Further, the penalty applied by each suppressive fire action taken by the field commander or one of his teammates is increased by an additional –1 (for a total increase of –2). These bonuses apply only to teammates in verbal or visual contact with the field commander. Leave No Man Behind: The field commander can provide even the worst injured teammates with the will to evacuate a dangerous area. At 3rd level, once per round, the field commander may target a number of unconscious teammates, or teammates with a number of negative wounds each no greater than the field commander’s Charisma modifier minus 1 (minimum 1). Each target teammate may take 1 half action move that round until he is out of the line of sight of all opponents, at which time he once again collapses. During any round in which a target character takes a half action move as a result of this ability, he may not check to see if he stabilizes. This ability does not modify a target character’s current wounds. “Get Down!”: The field commander can warn his teammates of danger long before it presents a real threat. At 4th level, once per round after an opponent with a lower agent level makes a successful attack against one of the field commander’s teammates, the field commander may increase the teammate’s Defense by a number equal to the field commander’s Charisma modifier. This effect lasts until the end of the current round. If this raises the teammate’s Defense above the opponent’s attack roll result, the attack is considered a miss. The field commander may not use this ability if the attack results in a critical hit. Further, both the opponent and the target teammate must be located within the field commander’s line of sight in order for him to use this ability. The field commander may not use this ability to raise his own Defense. “I’ll Handle It”: At 5th level, the field commander may use any 1 core ability from any 1 base or prestige class possessed by any 1 of his teammates. He must pay all standard costs to use this ability (including action dice). The field commander may use this ability a number of times per session equal to his Charisma modifier.

The following feats are considered part of the advanced skill feat tree (see the Spycraft Espionage Handbook, pages 89–91).

“An Old Dog…” You’ve got a lot of experience under your belt, and know how to use your skills to maximum effectiveness. Prerequisites: Agent level 9+, any 2 different basic skill feats. Benefit: The skill check bonus granted by each basic skill feat you currently possess is increased by an additional +1.

Mark of a Professional You’re not just good — you’re fast! Prerequisites: Agent level 12+, Applied Knowledge for chosen basic skill feat. Benefit: Choose 1 basic skill feat you already possess. When you attempt any skill use targeted by that feat that requires more than 1 round (except an opposed complex skill check), the skill use requires 1⁄2 the standard time (rounded down, to a minimum of 1 round). Further, once per session, you may attempt a full or half action skill use targeted by your chosen basic skill feat as a free action. Special: You may choose this feat multiple times, each time applying it to a new basic skill feat.

Practice Makes Perfect You’ve been perfecting your skills so long, you hardly know how to screw up any more. Prerequisites: Agent level 18+, Mark of a Professional for chosen basic skill feat. Benefit: Choose 1 basic skill feat you already possess. When you attempt any skill use targeted by that feat, any natural roll of 9 or less that does not become a critical failure is considered a natural roll of 10. If this makes the roll a threat, you may not activate it as a critical success. Special: You may choose this feat multiple times, each time applying it to a new basic skill feat.

“…With New Tricks” There may still be a few things you haven’t seen or done in the line of duty, but nothing surprises you anymore. Prerequisites: Agent level 18+, An Old Dog, any 4 different basic skill feats.

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control TPRAINING ROGRAMS

Benefit: Once per session, you may you may temporarily gain any 1 basic skill feat until the end of the current session. You may not select a virtual basic skill feat. You must meet the feat’s prerequisites before choosing it.

The following training programs are particularly appropriate for Controls, but may be chosen by agents of any type. For general rules concerning training programs, see the sidebar on page 13.

N EW S TYLE FEATS

Basic Interrogation Training

The following feats are considered part of the style feat tree (see the Spycraft Espionage Handbook, pages 91–94).

This training program familiarizes the agent with various methods of extracting information from uncooperative subjects. While its focus is on interrogation under controlled circumstances (such as the Agency headquarters), the talents gained here are frequently useful in the field as well. Qualifications: Gather Information 4+ ranks, Stone Cold or Undermine. GP Cost: 3. Training Time: 7 days. The first 2 days of this period is spent in classroom study, while the last 5 days are spent in one-on-one sessions with an experienced Agency interrogator (during which the agent becomes an observer, interrogator, and subject in rapid-fire rotation). Final Exam: The agent is faced with 3 successive interrogations, during each of which he must extract a vital piece of information. Only through synthesizing these diverse clues can the agent determine the solution to the exam’s faux dilemma. Throughout this exam, consult the interrogation rules found on page 66 of the Fixer/Pointman Class Guide. The agent is given 48 hours to successfully complete all three interrogations. Interrogating the first subject is a relatively simple task, as he holds information that is of little apparent consequence. The subject is unaware of the significance of his information, and he therefore gains no situational bonuses to his complex skill checks. This subject’s agent level is 2 lower than that of the interrogator (minimum 1), his Will save bonus is +3, and his Bluff and Concentration skill bonuses are +4. During this portion of the exam, the check interval is 10 minutes. Interrogating the second subject is somewhat tougher, as he believes that surrendering his information will cost him a great deal of money, and he therefore gains a +4 circumstance bonus with each of his complex skill checks. This subject’s agent level is equal to that of the interrogator, his Will save bonus is +6, and his Bluff and Concentration skill bonuses are +8. During this portion of the exam, the check interval is 30 minutes. Interrogating the third and final subject is this program’s ultimate challenge, as he believes that surrendering his information will cost him his life, and he therefore gains a +8 circumstance bonus with each of his complex skill checks. This subject’s agent

Clearance Basics You have access to secret Agency assets and information. Prerequisites: Bureaucracy 6+ ranks. Benefit: You gain a +2 bonus with favor checks. Additionally, your threat range with favor checks increases to 19–20.

Clearance Mastery You have access to assets and information even your immediate superiors may not be able to call upon. Prerequisites: Bureaucracy 12+ ranks, Clearance Basics. Benefit: Your team may make a favor check once per 12 hours (instead of once per 24 hours, as standard). Further, your error range with favor checks is reduced by 2 (e.g. an error range of 1–3 becomes 1), to a minimum of 0 (no error range).

Clearance Supremacy The Agency’s every resource is at your beck and call — or so you say. Prerequisites: Bureaucracy 18+ ranks, Clearance Mastery. Benefit: Additionally, with any successful favor check, the requested favor arrives in 1⁄2 the standard time (rounded down). For a list of standard favor check times, see Table 5.3: Standard Favor Check Times, on page 113. Additionally, your threat range with favor checks is increased by an additional 2 (e.g. a threat range of 19–20 becomes 17–20).

Table 5.3: Standard Favor Check Times DC Time Required* 5 3d20 minutes 10 1d6 hours 15 2d6 hours 20 3d6 hours 25 4d6 hours * Assuming the agent has immediate phone access to his home office.

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agency level is 2 higher than that of the interrogator (maximum 20), his Will save bonus is +9, and his Bluff and Concentration skill bonuses are +12. During this portion of the exam, the check interval is 2 hours. All three subjects are unable to leave. Further, the agent is strictly prohibited from using violence, torture, or death to influence the subject. Should a subject win a complex skill check, the agent is placed before another subject with identical statistics and told to continue the exam with the time remaining. Finally, the GC may not spend action dice to activate critical successes or failures during this exam (though the agent may do so as standard, without restriction). Benefits: Until the end of the current serial, the agent gains the benefits of the Breaking Point or Chip Away feat (agent’s choice, though he must meet all the feat’s prerequisites in order to choose it). See the Fixer/Pointman Class Guide, pages 48 and 49 for more information about these feats. Recertification Time: 8 hours.

Military Operations in Urban Terrain (MOUT) Training This training program instructs the agent in the best methods for deploying a team of agents in an urban setting. Qualifications: Move Silently skill 2+ ranks, Surveillance skill 2+ ranks. GP Cost: 2. Training Time: 7 days. During the first half of this time, the agent rigorously studies urban actions since World War II, including military deployments and Agency operations. For the rest of the training period, the agent is faced with a number of hypothetical scenarios, some of which simply introduce new variables into the studied scenarios, some of which present fictional engagements. The agent interacts with each scenario, learning from his mistakes. Final Exam: The Agency stages an urban conflict in a mock city block. The agent must operate as command and control for a team of five characters (designated Alpha Team), coordinating their efforts against a team of 20 patrolling characters without radios or other communication gear (designated Team Beta). All characters on both teams — including the agent — are given identical service pistols. First, the agent must coordinate Team Alpha to gather intelligence about Team Beta’s movements. This requires three successful Surveillance checks (DC 12). Even if the agent fails one of these checks, he and his team remain undiscovered and may continue the final exam. Second, the agent must plot three successful ambushes (see the Fixer/Pointman Class Guide, page 60). For the purposes of this exercise, a successful ambush is defined as any 1-hour ambush with a check result of 16 or higher. For each successful Surveillance check performed earlier during the exam, the agent gains a +2 circumstance bonus with each Search and Survival check made to set each ambush. Benefits: Until the end of the current serial, the agent gains the benefits of the Urban Training feat (see the Fixer/Pointman Class Guide, pages 45 for more information about this feat). Recertification Time: 4 hours.

Coercion Resistance Training This training program conditions the agent to resist interrogation and persuasion, hardening him to manipulation and exploitation. Qualifications: Concentration 4+ ranks, Iron Will. GP Cost: 3. Training Time: 7 days. The agent spends the first 2 days in a solitary interrogation room, subjected to extreme interrogation techniques and pummeled by Agency interview specialists. The next 2 days are spent in review of the experience, with the specialists explaining how best to resist the techniques used. The 5th and 6th days repeat this process, under more intense and less controlled circumstances. The final day is the agent’s final exam (see next). Final Exam: The agent is placed in a solitary Agency examination room and subjected to an intense interrogation session, against an Agency specialist possessing Gather Information and Intimidate skill bonuses equal to his agent level +3. The agent may not leave, and the interrogator always benefits from the threat of torture/act of violence intimidation tactic (e.g. he gains a +6 circumstance bonus with a threat range of 1–4). If the agent reaches his complex skill check DC first, he is assumed to have resisted the interrogator’s efforts and passed the training program’s final exam. Benefits: Until the end of the current serial, the agent gains the benefits of the Hold Out feat (see the Fixer/Pointman Class Guide, page 49). Additionally, he gains a +1 circumstance bonus with Will saves made to resist the effects of interrogation or persuasion (see the Fixer/Pointman Class Guide, page 66, and the Faceman/Snoop Class Guide, page 102, respectively). Recertification Time: 4 hours.

Psycho-Linguistics Training This program tutors the agent in the effects of language and inflection upon the morale of his fellow teammates. He’s taught to humiliate, inspire, or educate with concise yet powerful speeches. Qualifications: Charisma 15+, Bluff 1+ ranks, Diplomacy 1+ ranks, Innuendo 1+ ranks, Perform skill 2+ ranks. GP Cost: 2.

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Training Time: 5 days. During the first 4 days of this period, the agent is engaged in intensive study of the psychological impact of language and speech upon the human psyche, focusing on the speech patterns and mannerisms of recent famous leaders. The agent is given the fifth day to prepare three speeches — one to whip an audience into righteous indignation over a fabricated wrongdoing, one to deliver a concealed message to a few audience members without prior contact or any sort of code phrase, and one to win over a hostile group. Final Exam: The agent must deliver his prepared speeches to three test audiences selected by his Agency tutors (each unaware of its participation in a test). The first audience is a team of military operations specialists, into which the agent is seeded. Immediately after they receive a false briefing, the agent must convince the specialists that the operation is a suicide mission, set up by a plant within their military branch. Preparing the speech requires a successful Bluff check (DC 10) and delivering it effectively requires a successful Perform check (DC 12). The Agency gauges success by the number of protests filed over the mission parameters during the following hour.

The second audience is an Agency field team, to whom the agent must deliver a false briefing about a mission to rescue a kidnapped scientist. Simultaneously, the agent must deliver the true briefing — about a mission to eliminate the scientist, a traitor to his country — via coded hand signals and voice inflections. Preparing the joint briefings requires a successful Innuendo check (DC 15) and delivering it effectively requires a successful Perform check (DC 17). The Agency gauges success by the gear requisitioned by the team (i.e. whether they’re preparing for an extraction or an assassination). The third audience is a captured henchman, whom the agent must convince to turn on his former master as an Agency informant. This requires a successful complex Persuasion check (see the Faceman/Snoop Class Guide, page 102). The henchman’s Sense Motive skill bonus is equal to 1/2 the agent’s level (rounded up), and his agent level and Will save modifier are each equal to the agent’s level). The agent must bring the henchman around in 24 hours or less. Benefits: Until the end of the current serial, the agent gains the benefits of the Rousing Speech feat (see the Faceman/Snoop Class Guide, page 53). Recertification Time: 4 hours.

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agency a total decrease of 2 grades). After 12 hours of darkness, the GC may spend an additional 1 action die to lower the dispositions of all people within toward each other (and the agents) by yet another 1 grade (for a total decrease of 3 grades). Barring permanent disposition shifts, all dispositions return to normal at the rate of 1 grade per hour after power is restored.

N EW IRNTELLIGENCE ESOURCES The team may pay the GP cost of any of the following resources to gain access to the resource for the duration of the current mission. The GC may overrule any attempt to gain access to an intelligence resource on the grounds that the option is either unavailable or tasked elsewhere. Also, allowing the Agency to take work out of the team’s hands has its risks. Each intelligence resource lists a potential complication that may interfere with the team’s plans when it’s activated.

Table 5.4: Blackout Cost GP Cost/GP Cost Condition Multiplier Blackout Area Private home 1 Residential complex 2 City block 3 Square mile 4 City/county of 10,000 or less people 5 City of 10,001 to 100,000 people 6 City of 100,001 to 1,000,000 people 7 City of 1,000,000 to 5,000,000 people 8 City of 5,000,000 to 10,000,000 people 10 City of 10,000,000 to 15,000,000 people 12 City of 15,000,000 to 25,000,000 people 16 City of more than 25,000,000 people 20

Civil Control Controls and field teams often find it necessary to manipulate municipal populations, usually in order to limit the chance of mission exposure. The most common methods used are controlled blackouts, localized quarantines, and — in the worst cases — evacuation.

Blackout

* The agents may not request the blackout of a city of more than 1,000,000 people.

When the agents request a localized power outage, they must designate the target area and blackout duration and pay the GP cost listed on Table 5.4: Blackout Cost (see page 116). For the duration of the blackout, all characters and targets gain the benefit of nine-tenths concealment (within any city of 10,000 or less people) or three-quarters concealment (within any city of 10,001 or more people). The GC may rule that certain locations within any city (e.g. any with emergency lighting and independent power supplies), and certain conditions (e.g. areas near fire) possess lower concealment, or none at all. Further, power outages are sometimes only a minor inconvenience to prepared foes — a threat possessing its own generators or the independent power source resource may simply shrug off the effects of a blackout. Others, such as well-equipped assassin teams, may relish the darkness. The agents may request only 1 blackout per city per session. Complication: While a power outage can easily hinder the agents’ foes, it can also trigger a number of undesirable side effects — such as panic or even rioting — especially when maintained over a long period of time. After 1 hour of darkness, the GC may spend 3 action dice to ramp up the city’s hostility, lowering the dispositions of all people within toward each other (and the agents) by 1 grade. After 6 hours of darkness, the GC may spend an additional 2 action dice to lower the dispositions of all people within toward each other (and the agents) by 1 additional grade (for

Blackout Duration 2d6+6 minutes 4d6+12 minutes 6d6+24 minutes 1d6 hours 1d6+6 hours 2d6+12 hours

×1 ×1.5* ×2 ×2.5* ×3 ×4

* Rounded up.

Evacuation Emergency evacuations are an all-too frequently used last resort for the Agency. While an evacuation can preserve the lives of a populace under threat by a mastermind’s super weapon (or the aftereffects of one’s use), or minimize exposure to dangerous, localized hazardous material, it arbitrarily exposes the Agency to public scrutiny. Usually, the Agency constructs elaborate cover stories to explain evacuations, demanding additional operations involving countless agents, expense, and lost resources. When the agents request an evacuation, they must determine the size of the population to be displaced and pay the listed GP cost shown on Table 5.5: Evacuation Cost (see page 117). The base time required to conduct the evacuation is also listed on this table. Agents who are located on site may take charge, guiding Agency assets to keep the evacuation orderly and efficient. Each participating agent may perform no actions that

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control take longer than 10 minutes each. One amongst all participating agents makes a Wisdom check against the DC listed on Table 5.5, while all others may make cooperation checks as standard. With success, the base evacuation time is reduced to 1/2 standard (rounded up). The agents may request only 1 evacuation per city per session. Complication: Each time the agents request an evacuation, the GC may automatically roll 1d20 at no action die cost and add the team’s average agent level. If the result is lower than the evacuation’s Wisdom check DC (see Table 5.5: Evacuation Cost, page 117), then the media and/or public become aware of the Agency’s hand in the displacement (possibly because a criminal organization or media moles tipped them). The GC immediately gains one of the following effects, of his choice.

Quarantine Quarantines are usually associated with chemical and viral outbreaks, though they can also be used to “lock down” an area within which an enemy is located. This latter option is rarely used, however, as most nations frown upon cutting off travel to apprehend a single criminal, no matter how dangerous. When the agents request a quarantine, they must determine the size of the population to be locked down and pay the listed GP cost shown on Table 5.6: Quarantine Cost (see page 117). The base time required to lock the area down is also listed on this table. Agents who are located on site may take charge, guiding Agency assets to keep the quarantine orderly and efficient. Each participating agent may perform no actions that take longer than 10 minutes each. One amongst all participating agents makes a Wisdom check against the DC listed on Table 5.6, while all others may make cooperation checks as standard. With success, the base quarantine time is reduced to 1⁄2 standard (rounded up). Agents who choose not to help reduce the quarantine time may participate in the area pursuit mounted to find enemies within the target zone (if any). The quarantine process aids all area pursuits within the target zone, applying a –4 circumstance penalty to all of the quarry’s evasion checks until the quarantine is fully established. After the quarantine is established, the quarry suffers the same penalty and may spend no action dice to increase his evasion check results. Should the search radius ever rise to 30 or higher, however, the quarry manages to slip out of the quarantine area. No quarantine may be maintained indefinitely. After a number of days equal to the highest Wisdom modifier possessed by any agent or character in charge of the

• The GC may spend 1 action die to target the agents with 1 team of minions loyal to a local or appropriate criminal organization. They track the agents down at a time during the evacuation chosen by the GC, at a location and time chosen by the GC. These minions may not possess agent levels higher than the team’s average agent level –1. • The GC may spend 2 action dice to reduce the agents’ overland and vehicle movement within the target city to 1/2 standard (rounded up), throwing angry populace in their way. • The GC may spend 3 action dice to cancel the evacuation at a point of his choice, after at least 1/2 the populace has been displaced (rounded up).

Table 5.5: Evacuation Cost Population 10,000 100,000 1,000,000 5,000,000 10,000,000 15,000,000 25,000,000

Example City Lebanon, Texas Luxembourg Dublin, Ireland Madrid, Spain Istanbul, Turkey Moscow, Russia New York City, U.S.A.

Population 10,000 100,000 1,000,000 5,000,000 10,000,000 15,000,000 25,000,000

Example City Lebanon, Texas Luxembourg Dublin, Ireland Madrid, Spain Istanbul, Turkey Moscow, Russia New York City, U.S.A.

GP Cost 5 10 20 30 50 75 100

Base Time 4 hours 6 hours 12 hours 1 day 2 days 4 days 1 week

Wisdom Check DC 10 10 15 15 20 25 30

Table 5.6: Quarantine Cost GP Cost 5 10 20 30 50 75 100

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Base Time 8 hours 12 hours 18 hours 1 day 2 days 3 days 4 days

Wisdom Check DC 10 10 15 15 20 25 30

agency operation, the agents must spend at least half of each day keeping up the ruse. Also, at the end of each day beyond this initial grace period, one amongst all agents keeping up the ruse must make a Wisdom check against the DC listed on Table 5.6, +5 per day since the grace period ended. With success, the public accepts the need for the quarantine for another day. Proof of a genuine continuing threat — such as pictures of a body infected by the disease reportedly sweeping the area — extends the grace period by a number of days equal to the highest Wisdom modifier possessed by any agent or character in charge of the operation. Once the grace period is over and the first Wisdom check is failed, or if the exposure of any area pursuit within the area exceeds the exposure threshold, the public inside the target zone and out call for the quarantine to be lifted. Generally, the Agency complies (unless the GC determines that they’re willing to go head-to-head with the local government and the wrath of the people). The agents may request only 1 quarantine per city per session. Complication: While a quarantine can easily hinder the agents’ foes, it can also trigger a number of undesirable side effects — such as panic or even rioting — especially when maintained over a long period of time. After 1 day of quarantine, the GC may spend 3 action dice to ramp up the city’s hostility, lowering the dispositions of all people within toward each other (and the agents) by 1 grade. After 2 days of quarantine, the GC may spend

an additional 2 action dice to lower the dispositions of all people within toward each other (and the agents) by 1 additional grade (for a total decrease of 2 grades). After 3 days of quarantine, the GC may spend an additional 1 action die to lower the dispositions of all people within toward each other (and the agents) by yet another 1 grade (for a total decrease of 3 grades). Barring permanent disposition shifts, all dispositions return to normal at the rate of 1 grade per hour after the quarantine is lifted.

Media Control Command of the news media is vital to successful covert operations, and includes both planting and burying stories (if even for a short time).

Bury/Delay Story The Agency can always tug its strings within the wire services to delay a story’s release, or even derail it altogether (the latter often having unfortunate outcomes for the reporters involved). It’s careful, however, not to ruin careers unless the information contained in the subverted stories is extremely damaging, either to the public at large or to the Agency itself. When the agents request that a news story be delayed or buried, they must identify the story in question and pay the GP cost listed on Table 5.7: Bury/Delay Story Cost (see page 119).

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control Plant Story Complication: Stories rarely stay buried forever, and reporters rarely let go of their work. When the agents delay a story (but don’t bury it), the GC may spend 2 action dice to cause the story’s author to begin looking into the Agency and its activities. Until the end of the following mission, the DCs of all the agents’ favor checks are increased by 5. When the agents bury a story, the GC may spend 3–5 action dice to saddle each agent with a hunted or nemesis background (GC’s choice), as the reporter makes it his personal crusade to find those who sank his story and make them pay. The number of points invested in the background is equal to the number of action dice spent to create it –2 (e.g. if the GC spends 4 action dice to create the background, 2 points are invested in it). This background operates per the standard rules (see the Spycraft Espionage Handbook, page 96, and page 17 of this book), except that the agent does not gain any skill points when it’s completed.

Planting a story in the media — through trickery or force — is an ideal way to disseminate false information, including leads to draw enemies into the open and distractions to throw enemies off the Agency’s scent or make room for Agency operations. When the agents request that a news story be planted, they must describe the story in question, determine its destination, and pay the GP cost listed on Table 5.8: Plant Story Cost (see page 119). They must also designate a time at which the story should release, no earlier than 6 hours after they pay the GP cost. Complication: News media editors are experts at sniffing out the truth. The GC may spend 2 action dice to cause the story’s editor to begin looking into the Agency and its activities. Until the end of the following mission, the DCs of all the agents’ favor checks are increased by 5.

Table 5.7: Bury/Delay Story Cost Condition Story’s Impact Local Interest (e.g. burglary, obituary, police raid) National Interest (e.g. assassination, election scandal, terrorist threat) Global Interest (e.g. Agency’s existence, destruction of city or open warfare in Third World region)

GP Cost/GP Cost Multiplier 1 4 10

Delay 24 hours 1 week 1 month Indefinitely

×1 ×2 ×4 ×8

Table 5.8: Plant Story Cost Misinformation GP Cost Believability Easily overlooked (e.g. misquote, false obituary of average person, doctored photo with Spot DC of 25 or higher) 1 Believable (e.g. fabricated “in-character” quote, false obituary of noted person, doctored photo with a Spot DC of 20–25) 2 Questionable (e.g. fabricated “out-of-character” quote, obituary of minor celebrity), doctored photo with a Spot DC of 15–20) Shocking (e.g. fabricated “against character” quote, obituary of major celebrity), doctored photo with a Spot DC of 10–15) 4 Outrageous (e.g. fabricated “quote of the year”, obituary of world renowned character), doctored photo with a Spot DC of 9 or less) Destination College newspaper or radio/TV station City newspaper or radio/TV station State newspaper or radio/TV station National newspaper or radio/TV station Global newspaper or radio/TV station

3

5 –1 +0 +1 +3 +5

119

agency Class Features All of the following are class features of the desk jockey. Starting Feats: At 1st level, the desk jockey gains the following feats. Armor Group Proficiency (Light) Armor Group Proficiency (Medium) Weapon Group Proficiency (Handgun) Weapon Group Proficiency (Melee) Weapon Group Proficiency (Rifle)

N EW NPC CLASSES When creating a Control, the GC may find several previously published NPC classes helpful, including the operative and paper pusher classes (see the Archer Foundation Chamber Book), the diplomat, mouthpiece, and squad leader classes (see the African Alliance Chamber Book), and the CIA field officer, counter-intelligence officer, and operative classes (see the 1960s Decade Book). Other examples follow. Once again, while these options are most appropriate for Controls, they may be used to create characters of any type.

Career Operative: At 1st level, the desk jockey gains the Career Operative feat. All prerequisites for this feat are waived. Former Agent: The desk jockey’s experience dealing with the administrative and political sides of the Agency exposes him to a variety of personnel from all over the world, both friend and foe. At 2nd level, the desk jockey gains the virtual basic skill feat “Former Agent,” which grants him a +2 bonus with all Bureaucracy, Cultures, and Languages skill checks, and increases his threat range with these skills to 19–20. At 6th level, the desk jockey gains the Advanced Skill Mastery feat for his Former Agent feat. At 10th level, the desk jockey gains the Grand Skill Mastery feat for his Former Agent feat. All prerequisites for these feats are waived. Home Office: At 4th level, when the desk jockey is located within his Agency’s headquarters (or any sanctioned field office), he gains a circumstance bonus equal to his class level with all Climb, Gather Information, Hide, Listen, Move Silently, Search, and Spot checks. At 8th level, when the desk jockey is located within his Agency’s headquarters (or any sanctioned field office), his speed is increased by 10 feet. At 10th level, when the desk jockey is located within his Agency’s headquarters (or any sanctioned field office), he gains a circumstance bonus equal to his class level with all saving throws.

Desk Jockey Controls who graduate from the ranks of field agents possess a wealth of knowledge upon which their subordinates may draw, as well as the field experience to manage agent teams to peak efficiency. MP Cost: 3 per level + 15 (vitality die).

Full Skills The desk jockey’s full skills and key abilities are: Full Skill Innuendo Read Lips Sense Motive

Key Ability Wis Int Wis

Half Skills The desk jockey’s half skills and key abilities are: Half Skill Bluff Bureaucracy

Key Ability Cha Cha

Table 5.9: The Desk Jockey (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 8 12 17 21 26 30 35 39 44 48

Base Att Bon +0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

120

Def Bon +1 +2 +3 +3 +4 +5 +6 +6 +7 +8

Init Bon +0 +1 +1 +2 +2 +2 +3 +3 +4 +4

Special Career Operative Former Agent Home office (skills) Former Agent (Advanced) Home office (movement) Home office (saving throws), Former Agent(Grand)

control Cut the Red Tape: At 2nd level, the region commander may take 10 with any Bureaucracy check, even when distraction and other factors would typically prevent him from doing so. At 6th level, the region commander may take 20 with any Bureaucracy check, even when distraction and other factors would typically prevent him from doing so. At 10th level, when the region commander takes 20 with a Bureaucracy check, he is also assumed to score a threat with his skill check and the GC may spend 1 or more action dice to activate the threat as a critical success. Too Many Secrets: At 4th level, the region commander may take 10 with any Sense Motive check, even when distraction and other factors would typically prevent him from doing so. At 8th level, the region commander may take 20 with any Sense Motive check, even when distraction and other factors would typically prevent him from doing so. At 10th level, when the region commander takes 20 with a Sense Motive check, he is also assumed to score a threat with his skill check and the GC may spend 1 or more action dice to activate the threat as a critical success.

Region Commander While many Agencies employ dozens of Control officers, most of them ultimately answer to one individual within each region who oversees operations therein. MP Cost: 3 per level + 10 (vitality die).

Full Skills The region commander’s full skills and key abilities are: Full Skill Bureaucracy Cultures Sense Motive

Key Ability Cha Wis Wis

Half Skills The region commander’s half skills and key abilities are: Half Skill Diplomacy Gather Information Intimidate Knowledge (Politics) Languages Surveillance

Key Ability Cha Cha Str or Cha Int Wis Wis

Class Features All of the following are class features of the region commander. Starting Feats: At 1st level, the region commander gains the following feats. Armor Group Proficiency (Light) Weapon Group Proficiency (Handgun) Weapon Group Pro-ficiency (Melee) Political Favors: At 1st level, the region commander gains the Political Favors feat. All prerequisites for this feat are waived.

Table 5.10: The Region Commander (NPC Class) Lvl 1 2 3 4 5 6 7 8 9 10

Vitality Pts 6 9 13 16 20 23 27 30 34 37

Base Att Bon +0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7

121

Def Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Init Bon +1 +1 +2 +2 +3 +4 +4 +5 +5 +6

Special Political Favors Cut the red tape (take 10) Too many secrets (take 10) Cut the red tape (take 20) Too many secrets (take 20) Cut the red tape (threat), too many secrets (threat)

agency Table 5.11: Control Mission Generator — Action Roll 1

Threat Code Red

2

Yellow

3

Black

4

Red

5

Red

6

Red

7

Red

8

Red

9

Red

10

Black

11

Red

12

Red

13

Yellow

14

Red

15

Red

16

Yellow

17

Red

18

Red

19

Red

20

Red

Mission task/References Assault a POW camp holding an agency operative, and extract him. See POW Camp — 1960s Decade Book, page 67. Arrest illegal enemy agents operating a SIGINT ground station in Agency territory. See Soviet Ground Station — 1960s Decade Book, page 57. Take down a radical group that’s taken over a pedestrian zone in Berlin before they set off a nuclear device in the city. See Fusgangerzone — 1960s Decade Book, page 71. Penetrate and destroy a nuclear submarine recently completed by a devious warlord. See HMS Vigilant — 1960s Decade Book, page 63. Capture (but do not harm) a squad of allied soldiers who’s been brainwashed by the enemy. See Subdual Damage — Spycraft Espionage Handbook, page 173. Eliminate a foe of the Agency who’s holed up in a nightclub with hostages as a last gambit for freedom. See Using Hostages As Cover — Spycraft Espionage Handbook, page 170. Extract a politico before he’s assassinated. The catch? The assassin’s already attacked when you arrive, and requires immediately first aid before he dies. See Stabilizing Injuries — Spycraft Espionage Handbook, page 179. Establish a command and control post within a live fire zone, then hold back any hostile forces until reinforcements arrive. See Ready Actions — Spycraft Espionage Handbook, page 162. Overtake and board a captured C-130 cargo plane transporting state of the art land warrior infantry suits before it arrives at its Middle East destination. See Vehicular Combat — Soldier/Wheelman Class Guide, page 59. Break into the lab of a mastermind who’s recently released a plague in a major metropolitan area, returning the antidote to a nearby Agency ground station. See Streamlined Assault — Fixer/Pointman Class Guide, page 119. Destroy an experimental vehicular ICBM platform hidden deep in the jungles of South America. See Cuban Missile Site — Gentlemen’s Agreement, page 45. Assassinate a false foreign diplomat before he sets off a bomb at an embassy party, then replace him. See Identity Theft — Faceman/Snoop Class Guide, page 106. Delay the launch of a satellite designed to disrupt communications between competing satellite networks until Agency investigative teams can gather enough evidence to implicate the firm responsible. See Communications and Electronic Warfare — Fixer/Pointman Class Guide, page 110. Evacuate key personnel from the blast zone of an erupting volcano set off by a radical environmentalist group. See Volcano Rules — Gentlemen’s Agreement Guide, page 82. Locate and neutralize a terrorist organization set to release a biological agent in the heart of Europe. See Quarantines — Agency, page 117. Seize raw nuclear materials from a Third World nation’s arsenal, stored in an underground research facility, then transport the materials to the surface, where they’ll be airlifted out by an Agency chopper. See Carrying Capacity — Spycraft Espionage Handbook, page 107. Board and halt a train carrying an armed nuclear device to the heart of New York City. See Hybrid Chases — Soldier/Wheelman Class Guide, page 65. Complete repairs on a prototype Agency tank stranded in a Chinese war zone. See Repairing Vehicles — Soldier/Wheelman Class Guide, page 71. Penetrate the headquarters of an enemy agency and extract the Agency’s operative before he breaks under torture. See Interrogation — Fixer/Pointman Class Guide, page 74. Go behind enemy lines to sabotage command and control operations. See Personal Ordnance — Soldier/Wheelman Class Guide, page 43.

122

control Table 5.12: Control Mission Generator — Investigation and Problem Solving Roll 1

Code Red

2

Yellow

3

Red

4

Red

5

Black

6

Yellow

7

Red

8

Red

9

Black

10

Red

11

Red

12

Red

13

Black

14

Red

15

Red

16

Red

17

Black

18

Red

19

Red

20

Red

Mission task/References Gain access to a local embassy belonging to a nation that’s developed a new cipher that seems to be indecipherable, then determine how to decipher the encoded messages, preferably without the nation finding out. See Advanced Cryptography — Faceman/Snoop Class Guide, page 120. Surveil the headquarters of a private corporation suspected of operating as a front for a criminal organization. See Surveillance — Faceman/Snoop Class Guide, page 80. Determine the motives of an assassin targeting political lobbyists and identify his next victim — before he strikes again. See Profiling — Faceman/Snoop Class Guide, page 75. Abduct and interrogate a close advisor to the President (or another world leader) who’s been giving dodgy advice of late, then determine his loyalty. See Interrogation — Fixer/Pointman Class Guide, page 74. Identify and capture a mole supposedly operating inside the Agency. See Deduction — Faceman/Snoop Class Guide, page 85. Comb Agency records to determine there’s any link — or truth — between “ghost blips” recently detected by various Agency ground stations. See Satellite Reconnaissance — Faceman/Snoop Class Guide, page 118. Keep tabs on an Agency operative who’s infiltrated a mastermind’s inner circle, extracting him if his cover is blown. See Cover Identities — Faceman/Snoop Class Guide, page 105. Determine the loyalties of the sole survivor of a mission disaster that wiped out every other member of the survivor’s field team. See Interrogation and Interviews — Fixer/Pointman Class Guide, page 74. Determine where the body of a dead operative infected with a biological weapon came from, and lead Agency troops back to the culprit. See Forensics — Faceman/Snoop Class Guide, page 68. Recon a chaotic region before the Agency commits greater resources. See Advance Team Reports — Faceman/Snoop Class Guide, page 113. Following the Agency’s disavowal of your team, ingratiate yourself with an as yet unidentified criminal organization and learn its background and intent. See Isolation — Fixer/Pointman Class Guide, page 69. Locate a spy plane that dropped out of contact and disappeared off radar, then determine if the pilot was shot down or betrayed his country. See Clue Chains — Faceman/Snoop Class Guide, page 88. Infiltrate the cabinet of a rogue nation planning to trigger open war. See Streamlined Face-to-Face Infiltration — Faceman/Snoop Class Guide, page 124. Determine how the agents of an enemy organization are making successful handoffs — even under close observation. See Handoffs — Faceman/Snoop Class Guide, page 94. Determine the identity of a mastermind who’s plunge the NYSE into chaos by crashing the SuperDOT exchange computers. See Deduction — Faceman/Snoop Class Guide, page 85. Make contact with domestic intelligence operatives of a corrupted Eastern European nation and recruit them for an operation to restore the government. See Harassment — Fixer/Pointman Class Guide, page 63. Determine the composition of PRC infantry and armor divisions nearing the China/Indian border, as well as China’s military objectives. See Intelligence Resources — Faceman/Snoop Class Guide, page 113. Determine how an illegal medication developed by a foreign pharmaceutical company is being distributed on Agency turf, and how it’s increasing the suggestibility of consumers. See Clue Chains — Faceman/Snoop Class Guide, page 88. Impersonate a henchman recently captured by the Agency and, using your team as a supporting cast, integrate into his organization’s ranks. See Identity Theft — Faceman/Snoop Class Guide, page 106. Identify a reporter threatening to “blow the lid off a “secret conspiracy within our own government” by fingering an Agency team in the process of infiltrating a criminal organization. See Media Control — Agency, page 118.

123

agency

History

ONTROL C M ISSION GENERATOR

Very few Agencies spring up from the ground fully formed, but rather have a long and complicated history in the intelligence game. The intelligence world itself, as it exists today, is relatively young, centered around tradecraft techniques in place only since the beginning of the 20th Century. Thus, very few modern agencies trace their history back further than World War II. To generate an original Agency’s history, choose from, or roll 1d20 and consult, Table 5.13: Agency Origins (see page 125). Then, to generate its visibility to date, choose from, or roll 1d20 and consult, Table 5.14: Agency Historical Profile (see page 125). Finally, to generate its method of covering up its activities, choose from, or roll 1d20 and consult, Table 5.15: Agency Cover Up Method (see page 126).

When generating a mission involving one or more Controls on the fly, the GC may roll 1d20 twice, consulting Table 5.11: Control Mission Generator — Action the first time and Table 5.12: Control Mission Generator — Investigation/Problem Solving the second time (see pages 125 and 126, respectively). By coupling the results, the GC can create unique combinations of events, building the guts of a serial that he can flesh out with detail particular to his own game. The threat code for a mission generated with these tables is equal to the most severe of the threat code results. Example: The action table’s result is Code: Yellow, while the investigation/problem solving result is Code: Red. The mission’s threat code is Code: Red.

Dirty Secrets There are moments in every Agency’s history of which it’s not proud. These skeletons in the Agency’s closet can influence public perception of the agency’s mission, and even prompt scandalous fallout if and when they’re discovered. To generate an original Agency’s worst dirty little secret, choose from, or roll 1d20 and consult, Table 5.16: Dirty Secret (see page 126. Roll once for each column and combine the elements to determine the secret, its victim, and the public’s current knowledge of the event.

A GENCY CREATION: THE BACK STORY When a character enters the ranks of the Agency’s Controls, he becomes privy to the organization’s deepest secrets, gaining a full view of its history (even any turbulent or corrupt bits) and learning the names of all the skeletons in its closet.

124

control Table 5.13: Agency Origins Roll 1 2 3 4 5–6 7–8 9–11 12–16 17 18–19 20

Era of Origin Antique Espionage (Before 1900): Before the modern espionage era. Early 20th Century (1900–1913): Before hostilities broke out in Europe. The Great War (1914–1918): Before or during World War I. Between Wars (1919–1937): During the peace between World War I and World War II. Wartime (1938–1945): During World War II. Post-War (1945–1950): Following World War II. Red Scare (1951–1959): During the height of the Red Scare in the Western world. Cold War (1960–1980): During the Cold War. Glasnost (1981–1990): During or after the end of the Cold War. Computer Age (1991–2000): Following recent advances in computer technology and miniaturization. War on Terror (2001–Present): During the New Millennium, most likely in order to counter growing terrorist threats.

A GENCY CREATION: ONTROL C MANPOWER

Table 5.14: Agency Historical Profile Roll 1 2–3 4–6 7–13 15–17 18–19 20

Controls represent the smallest portion of the Agency’s personnel, and occupy the top of its food chain. The number of Controls in use by an Agency tends to remain fairly static, as new Controls are rarely recruited unless the Agency grows in size or requires a replacement for a dead or retired Control.

Agency Visibility Silent Quiet Covert Average Overt Loud Public

Average Notice Never 1 operation in 1,000 1 operation in 100 1 operation in 20 1 operation in 10 1 operation in 5 Always

draw. Extensive background checks are the order of the day here, and analysts pick apart the entire lives of prospective Controls’ to determine if they’re appropriate for the job. To generate an original Agency’s Control recruitment parameters, choose from, or roll 1d20 and consult, Table 5.17: Control Recruitment Parameters (see page 127).

Control Recruitment Most Agencies obey extremely strict recruitment parameters when considering Control candidates. It’s simply too great a risk to place a relative unknown in the organization’s upper tiers. It’s almost unheard of, for instance, for a Control within a national Agency to hold citizenship in a foreign nation, even one friendly to the Agency’s home territory, as such ties may place the Control’s loyalty in doubt. In the case of international Agencies, restrictions are often similarly draconian, though for a different reason. Most global Agencies strive to balance representation between all member nations, though favoritism is often shown to those countries that contribute large amounts of money, personnel, and equipment to the cause. Further, the vast majority of Controls are recruited from the intelligence, military, or political worlds. This has a significant advantage in that the former two keep extensive records about all employees, while political figures’ lives are often matters of public record. Conversely, the private sector is occasionally tapped, though only when an individual displays skills that are useful to the Agency toward a specific purpose. A canny Wall Street trader, for example, might be recruited to run agency finances, though it’s unlikely he would be placed in command of even a single field team. When an Agency operates in the public eye, recruiting Controls is significantly easier, as the organization generally has a large pool of candidates upon which to

Control Preparation By the time a Control is recruited, he’s fully conversant with Agency protocol. Additional training commonly focuses on the particulars of maintaining and running the organization’s assets, as well as supporting its internal bureaucracy. To generate an original Agency’s initial Control training, choose from, or roll 1d20 and consult, Table 5.18: Control Preparation (see page 127).

Control Numbers To generate the average number of Controls working for an original Agency at any time, choose from, or roll 1d20 and consult, Table 5.19: Control Numbers (see page 127). Descriptions of division size results follow. None: The Agency features no noteworthy Bureaucracy. One Control runs the agency, keeping a tight rein on everything. Partnership: The Agency is run by only a few Controls. Sometimes, one among them oversees the others, who in turn command field teams. Alternately,

125

agency Table 5.15: Agency Cover Up Method Roll 1 2–4 5–7 8–10 11–13 14–16 17–19 20

Method Denial: The Agency simply ignores all mishaps. Distraction: The Agency diverts attention away from mishaps with louder or closer (but unimportant) activity. Revision: The Agency spins the facts to support its version of events. Deceit: The Agency lies, and gathers anecdotal and evidentiary support for its lies. Misdirection: The Agency diverts attention away from mishaps and onto others, blaming them instead. Conspiracy: The Agency relies upon its subverted resources to cover its activities. Coercion: The Agency forces others to lie or ignore its activities. Violence: The Agency simply eliminates those who notice its activities.

Table 5.16: Dirty Secret Roll 1

Secret Assassination

Victim Allied Foreign Political Body or Individual

2

Assassination

Allied Foreign Military

3

Illegal Surveillance

Allied Foreign Citizen(s)

4 5

Illegal Surveillance Botched Operation on Domestic Soil Botched Operation on Domestic Soil Botched Operation on Foreign Soil Botched Operation on Foreign Soil Political Manipulation Political Manipulation Minor Breach of Agency Charter Minor Breach of Agency Charter Breach of National Charter

Allied Foreign Press Allied Foreign Intelligence Assets

Breach of National Charter Roll twice in this column, keeping both results. Roll twice in this column, keeping both results. Roll twice in this column, keeping both results. Roll twice in this column, keeping both results. Roll twice in this column, keeping both results. Roll twice in this column, keeping both results.

6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Neutral Foreign Citizen(s)

Knowledge Agency Controls and agents with Clearance Supremacy Agency Controls and agents with Clearance Mastery Agency Controls and agents with Clearance Basics Agency internal staff Agency staff and domestic political authority with appropriate clearance Commissioned domestic military officers Domestic citizens (e.g. via Freedom of Information Act) Public via domestic press

Neutral Foreign Press Neutral Foreign Intelligence Assets Domestic Political Body or Individual

Public via domestic press First World intelligence communities First World political authorities

Domestic Political Body or Individual

First World military organizations

Domestic Military Domestic Military Domestic Citizen(s)

Global military intelligence communities Global political authorities Global military organizations

Domestic Citizen(s)

Domestic conspiracy theorists

Domestic Press

Global conspiracy theorists

Domestic Press

General public

Roll twice in this column, keeping both results. Roll twice in this column, keeping both results.

Roll twice in this column, keeping both results. Roll twice in this column, keeping both results.

Neutral Foreign Political Body or Individual Neutral Foreign Military

126

control a single Control might be assigned to each of the agency’s areas of responsibility, geographically or operationally. Board: In addition to Controls commanding field teams, a number of Controls are likely dedicated solely to special tasks, such as directing analysis efforts, liaising with allied agencies and military forces, or briefing legislatures and executive bodies. Layered: The Agency’s Control structure is similar to that of a corporation, with layered bureaucracy determined as often by the organization’s history and perceived need than any actual demand. Byzantine: Virtually every responsibility is shared by two or more Controls, who sometimes work at crosspurposes with one another. Even field teams are periodically subject to contradictory orders. In this version of Agency administration, only a few Controls are

typically provided blanket clearance, and in some care cases true authority has been lost, with no one really sure who’s in charge anymore.

Table 5.19: Control Numbers Roll 1 2 3–4 5–7 8–11 12–14 15–16 17–18 19 20

Bureaucracy None Partnership Board Board Layered Layered Layered Layered Byzantine Byzantine

Number of Controls 1 2–3 4–6 7–10 11–20 21–30 31–50 51–75 76–100 101+

Table 5.17: Control Recruitment Parameters Roll 1–3 4–8 9–10 11–15

16–18 19 20

Recruitment Method Baptism By Fire: Controls are recruited from the ranks of the Agency’s field operatives, based upon job performance and professionalism. Career Bureaucrats: Controls are recruited from within the Agency’s administrative ranks, based upon job performance and professionalism. Known Quantities: Controls are recruited from within both the Agency’s field operatives and administrators, with candidates from each given equal consideration. Closed Recruiting: Controls are occasionally brought in from other organizations, including allied intelligence agencies, law enforcement, and the military. Otherwise, the Agency focuses its search for suitable candidates on known quantities. Civilian Recruiting: Controls are regularly recruited from the Agency’s parent government and the civilian world, with prime candidates including business executives and academics specialized in the Agency’s fields of interest. Open Recruiting: Controls are not routinely recruited from outside the Agency (though still within its parent nation), with consideration extending well outside the intelligence arena. International Recruiting: Controls are Controls routinely recruited worldwide, with each candidate considered according to his complete resume, with or without espionage experience.

Table 5.18: Control Preparation Roll 1–2

3–6 7–10

11–15 16

17–20

Preparation Method Specific Focus: Controls receive highly focused initial training, concentrating on those areas for which the Control will be immediately responsible. Further, until a Control fully completes his initial training, he is kept at arms length from all Agency operations. Narrow Focus: Controls receive initial training in both their particular area of responsibility and several additional areas of peripheral concern to his duties. Again, a Control is kept far from Agency operations until he is fully prepared. Focused Cross-Training: Controls receive initial training to familiarize them with both their own duties and those of his closest peers. Further, once a Control completes his initial training, he’s assigned to a “Training Control” to accumulate practical hands-on experience before being set loose upon the Agency’s needs. Broad Cross-Training: Controls receive initial on-the-job training, after which they’re expected to be conversant with every element of Agency operations, even those with which they don’t ordinarily interact. On-The-Job Training: Controls receive hands-on initial training, during which they’re dropped into operations feet first and expected to learn on the fly. This preparation method is typically only employed by Agencies recruiting from within their own ranks, or from closely associated organizations familiar with the Agency’s routine. Control trainees are usually advised by a “Training Control,” though even when this isn’t the case, every decision made by a Control trainee is subjected to review by an Agency committee. None: Controls are expected to be familiar with Agency protocols and procedures prior to recruitment. Either the Agency screens prospective Controls with extensive theoretical and practical tests, or only recruits known quantities.

127

agency The Open Game License

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Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7.

Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8.

Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9.

Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10.

Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11.

Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

This printing of Agency™ is done under version 1.0a of the Open Game License and the draft version of the d20 System Trademark License, d20 System Trademark Logo Guide and System Reference Document by permission of Wizards of the Coast. Subsequent printings of this book will incorporate final versions of the license, guide and document. AEG’s intention is to open up as much of Agency as possible to be used as Open Game Content (OGC), while maintaining Product Identity (PI) to all aspects of the Spycraft intellectual property. Publishers who wish to use the OGC materials from this book are encouraged to contact [email protected] if they have any questions or concerns about reproducing material from Agecny in other OGL works. AEG would appreciate anyone using OGC material from Agency in other OGL works to kindly reference the Faceman/Snoop Class Guide as the source of that material within the text of their work. Open Game Content may only be used under and in accordance with the terms of the OGL as fully set forth in the opposite column. DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Spycraft and Shadowforce Archer logos and identifying marks and trade dress, including all Spycraft and Shadowforce Archer product and product line names including but not limited to The Spycraft Espionage Handbook, Control Screen, Modern Arms Guide, Faceman/Snoop Class Guide, Fixer/Pointman Class Guide, Soldier/Wheelman Class Guide, Agency, Mastermind, U.S. Militaries, World Militaries, Season Book #1: Gentlemen's Agreement, Season Book #2, and subsequent Season books, Shadowforce Archer Worldbook, African Alliance Chamber Book, Archer Foundation Chamber Book, Company Chamber Book, European Commonwealth Chamber Book, Guardians of the Whispering Knife Chamber Book, Pan-Asian Collective Chamber Book, Room 39 Chamber Book, Russian Confederacy Chamber Book, and all subsequent Chamber Books, Hand of Glory Threat Book, P.E.R.I.L. Threat Book, Shop Threat Book, and all subsequent Threat Books, Decade Book: The 1940s, Decade Book: The 1960s, and all subsequent Decade Books, SFA Interactive Episode: Shallow Graves, and all subsequent SFA Interactive Episodes, website support materials (including, but not limited to, the audio drama and all future incarnations, website briefings, online community donations, and all free game support items), and all Spycraft and Shadowforce Archer logos; any elements of the Spycraft or Shadowforce Archer settings, including but not limited to capitalized names, Conspiracy names, Chamber names, project names, code names, department names, section names, threat names, characters, gadgets (including, but not limited to, the usual refinements and other gadgets), historic events, and organizations; any and all stories, storylines, plots, thematic elements, documents within the game world, quotes from characters or documents, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, Archer Conspiracy, Chamber, or Threat logos, symbols, or graphic designs, except such elements that already appear in the d20 System Reference Document and are already OGC by virtue of appearing there. The above Product Identity is not Open Game Content. DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above, all portions of Agency are designated as Open Gaming Content. USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of Alderac Entertainment Group, Inc. to add all classes, skills, feats, equipment, prestige classes, and threat and NPC statistics contained in this volume to the canon of Open Game Content for free use pursuant to the Open Game License by future Open Game publishers. Some of the portions of this book which are delineated OGC originate from the System Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE: “Spycraft Copyright 2002, Alderac Entertainment Group, Inc.” The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, and are used with permission. All contents of this book, regardless of designation, are copyrighted year 2003 by Alderac Entertainment Group, Inc. All rights reserved. Reproduction or use without the written permission of the publisher is expressly forbidden, except for the purposes of review or use consistent with the limited license above.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Star Wars roleplaying game Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.; Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Spycraft Modern Arms Guide Copyright 2002, Alderac Entertainment Group, Inc.; Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Spycraft Soldier/Wheelman Class Guide, Copyright 2002, Alderac Entertainment Group, Inc.

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