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Character Classes

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Spycraft and Stargate: SG-1 RPGs
 
EXPLORER: Whether in the steaming rainforests of Borneo or the concrete jungle of downtown New York, some agents cannot resist the call of discovery. Many organizations field agents who circle the globe in search of places and phenomena beneath the notice of their technological colleagues. These individuals bring a wealth of experience with exotic locations to any team, as well as a steady hand in the face of bizarre circumstances (HOG, 41/SG1,).

FACEMAN: Facemen are masters of disguise and talented confidence men, trained for infiltration and sting operations. Without them, a team may have difficulty with face to face deception, not to mention infiltrating the enemy and discerning their master plan (SEH, 22).

FIXER: The fixer is the team�s �acquisitions expert�. He gets them what they need, when they need it, through whatever means necessary. He is an expert at breaking and entering, as well as adapting to unexpected situations. Without a fixer, the team might not be able to react in time if a mission takes a turn for the worse (SEH, 24).

HIGH ROLLER: The life of a super spy is a collection of glamorous highlights and down-to-the-wire scrapes. The high roller is a master of both, combining a broad base of talents with a lucky streak wider than the Atlantic Ocean. Teams without a high roller may find it difficult to blend in with the highest circles of society or pull off their missions with the panache that makes them legends within the world's shadow communities (AA, 49).

MARTIAL ARTIST: Among the many practitioners of traditional Oriental martial arts, only a special few devote themselves entirely to �the Art�, rising from the ranks of casual student to demonstrate a remarkable fusion of body, mind and spirit. The Archer Conspiracy long ago realized that such individuals can contribute greatly to the Pact�s goals, and seek to recruit them whenever and wherever possible. In addition to their formidable fighting abilities, martial artists bring a sense of discipline and composure to an agent team, displaying the utmost ability of the non-augmented human form (PAC, 33).

POINTMAN: Pointmen train in many skills, and often enhance or assist the other members of the team. They are also the most flexible team members available. A team that lacks a pointman will have trouble becoming more than the sum of its parts (SEH, 26).

SLEUTH: The Archer Conspiracy�s mandate of global security rests squarely on one pillar: information. The Foundation recruits heavily from fields of expertise that can provide it with the clearest picture of what is going on in the world, from the broad scope provided by orbital satellites to the most questionable dirt from street-side snitches. It is this latter, hands-on approach to information-gathering that interests the sleuth. A sleuth provides his team with solid investigative skills and an intimate understanding of the human mind, and can be the most valuable part of any operation involving HUMINT (human intelligence) (AF, 47).

SNOOP: The snoop is the master of gathering and analyzing data. He is trained in computer hacking, cryptography, and electronic counter-measures. Without a snoop on the team, vital pieces of information are almost certain to be overlooked (SEH, 28).

SOLDIER: During firefights, the soldier is the group�s backbone. No other member of the team is as heavily trained in combat techniques and strategies, though how that training manifests differs from soldier to soldier. Some are intense martial artists, while others are master marksmen. Without at least one soldier around, the team is likely to find itself outgunned in a fight (SEH, 30).

SPIN DOCTOR: In the modern world, information is power, and by controlling the sources of information -- media, the press, and the internet -- one can control the very nature of truth itself. Spin doctors are those trained to manipulate, twist, and suppress information to their own ends, and those of their masters. Within the world�s shadow communities, spin doctors are keepers of the status quo, obfuscating the truth from the public through propaganda and lies, and information rebels, using their interpersonal skills and media connections to uncover hidden truths. Within the Archer Conspiracy, spin doctors work with the media to maintain the Conspiracy�s public front, diverting attention from the Chambers� true objectives until they come to fruition. The European Commonwealth makes particularly heavy use of spin doctors, for nowhere in the world do Archer agents operate so closely to the surface. In the field, spin doctors fulfill a variety of roles, as consummate negotiators, public relations officers, information gatherers, and damage control experts, ensuring their team�s activities stay out of the public eye and wielding information as a deadly weapon to thwart his opponent�s activities (EC, 49).

WHEELMAN: The wheelman thrives on high-speed chases and the rush of deadly battles. He is both the team�s vehicle specialist and a trained combatant second only to the soldier class. Without a wheelman, the team might find itself unable to cope when a mission requires breakneck speed and nerves of steel, or a quick getaway (SEH, 32).

WIRE: With elaborate, automated techniques for cryptography, surveillance, and communications coming to the fore and covert agencies scrambling to recruit and train some of the brightest minds of the day, the 1960s are the golden age of the Cold War spy. The classic 'black hat' of the era, the wire is capable of taking to the field to gather critical intelligence through a variety of indirect and often relatively high tech methods. His mastery of technology, from planting bugs to reviewing scratchy recordings to analyzing the latest surveillance flight photos, ensures his team never operates in the dark. Without a wire on the team, vital pieces of information are almost certain to be overlooked (60s, 148).

Scientist:
Guardian:
Scout:

Spycraft "Shadow Force Archer" Base Classes:

MENTALIST: Where physical adepts focus on the body and telepaths reach into the minds of others, mentalists enhance the powers of their own minds (SFA, 179).

PHYSICAL ADEPT: Psion�s who specialize in body-affecting powers are called physical adepts. They are capable of a variety of superhuman feats that make them extremely valuable to any team (SFA, 189).

TELEPATH: No other Psion is as feared or as misunderstood as the telepath. The earliest telepath serums were derived from the blood of the Demagogue, and that terrible era has permanently scarred the reputation of this field of Psionic research and training. Further, the idea of mental intruders, who can steal deeply held secrets or command obedience without an agent�s knowledge, is terrifying to secret agents, who live and die by the information they keep locked away in their minds. Regardless, telepaths have proven one of the Foundation�s greatest tools in the secret war to save humanity from dire threats they cannot see. Whether as tools of interrogation, investigation, or brainwashing, telepath�s are the cutting edge of Psion development in the information age (SFA, 196).
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