What’s all this then?  2

Ability Score Generation  2

How many points does it cost to purchase an ability score at a set value?  2

How many points do I get in total to purchase my 6 ability scores?  2

Character Templates (for 1st Level Agents)  2

Vehicle getaway specialist  3

Wealthy Sports Car & Gambling Enthusiast  4

Military Pilot  5

Law Enforcement: Pursuit Driver  6

Covert Investigator: Vehicle Crime  7

Vehicle Commando  8

Co-pilot  9

Soldier with Field Engineer cross training  10

Soldier with Negotiator cross training  11

Soldier with ‘Handler’ cross training  12

Soldier with ‘Criminal’ cross training  13

Soldier with Investigator cross training  14

Fixer (burglar specialization) 15

Fixer (acquisitions specialization) 16

Faceman  18

Snoop  19

 


What’s All This Then?

This page is provided for GCs to help inexperienced players quickly make up a 1st level agent character for the SPYCRAFT RPG.

It provides an optional method for players to determine their starting ability scores and number of feats using an “opportunity cost” approach.

After that are 16 character “blueprints”.  Each blueprint describes the type of character being produced; it then suggests the class, department, feats and skills along with some assisting summaries and calculations.  The player can use the blueprint as is, or change as much as required to produce the type of character the player is after.

A lot of the blueprints are for soldiers and wheelmen, as it was assumed these classes would appeal more to inexperienced players.  They are also useful as “additional” characters, provided to players who join the group on an infrequent or temporary basis.

 

Ability Score Generation

The ability score system and the benefits and modifiers are standard for the d20 system.

To determine your character’s starting ability scores, you must purchase each ability score at a set value based on a number of points.

How many points does it cost to purchase an ability score at a set value?

Ability Score Value    Points Cost

7                                  -1

8                                  0

9                                  1

10                                 2

11                                 3

12                                 4

13                                 5

14                                 6

15                                 8

16                                 10

17                                 13

18                                 16

 

How many points do I get in total to purchase my 6 ability scores?

Chose one of the following options:

·         35 points to start with no bonus feats at first level.

·         32 points to start with one bonus feats at first level (standard).

·         29 points to start with two bonus feats at first level.

·         25 points to start with three bonus feats at first level.

 

Character Templates (for 1st Level Agents)


Vehicle getaway specialist

When it comes to vehicle evasion you are the master.  You have been trained to pick up agents and make a clean escape by vehicle; it also proves useful in saving yourself from time to time.

Dept: D-0 (Home Office)

No ability score adjustments.

+1 department bonus to action dice rolls.  Bonus increases by +1 at 4th level and every four levels thereafter.

Select two cross-class skills to become class skills.  Choose another cross-class skill to become a class skill at 4th level and every four levels thereafter.

 

Class: Wheelman

Bonuses: Base Att Bon +1, Ref save +2, Def bon +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium)

Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical)

Lucky: Double action dice to any vehicle related skill check

Daredevil: Can use daredevil only maneuvers during chases

Custom ride: 4 bonus gadget points to spend on vehicles

 

Feats:

Dept bonus (chase): Defensive Driving

Prey maneuvers: Halve any penalties from the maneuver table, +1 critical threat range

Starting: Speed Demon

+2 Boating Driving and Pilot checks, threat range increases to 19-20

Opt bonus feat: Jackrabbit Start

Determining the initial lead for a chase roll extra 1d6 (for 3d6) keep best two dice.

 

Skills (6+):

2 = Any skills (suggest either Bluff, Gather Info, Move Silently, Sense Motive)

3 = Driver (Dex), Boating (Dex), Pilot (Dex),

Remaining = Balance (Dex), Demolitions (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Str/Cha), Mechanics (Int), Open Locks (Dex), Spot (Wis), Surveillance (Wis)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission vehicles pts:             4 + any unused Mission gadgets pts

Mission field expenses:            (2d4 + 2) x $100

 


Wealthy Sports Car & Gambling Enthusiast

Having been fortunate enough to be born into a wealthy family, you have had the opportunity to develop a love of gambling, sports cars, powerboats and luxury yachts.  The agency normally discourages this sort of thing, but in your case they seem happy for you to continue … so long as you continue to develop a network of contacts among wealthy risk takers.

Dept: D-1 (Power Brokerage)

+2 Charisma, -2 Strength

Additional budget points:  Receive +5 budget points to personal budget.  Also receive +2 budget points to each mission budget, plus an additional budget point at 2nd level and every two levels thereafter (4th, 6th, etc).

Additional gadget points:  Receive a +1 gadget point at the start of each mission, plus an additional gadget point at 4th level and every four levels thereafter.

+1 department bonus to Diplomacy and Intimidate checks.  Bonus increases by +1 at 4th level and every four levels thereafter.

 

Class: Wheelman

Bonuses: Base Att Bon +1, Ref save +2, Def bon +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium)

Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical)

Lucky: Double action dice to any vehicle related skill check

Daredevil: Can use daredevil only maneuvers during chases

Custom ride: 4 bonus gadget points to spend on vehicles

 

Feats:

Dept bonus (style): Filthy Rich

+$1,000 to field expenses for start of each mission, Emergency expenses at $100 for each XP committed to maximum of 1000 XP (usually $10 for each XP maximum 500 XP).

Starting: Card Shark

Competitive casino games: +3 to roll when playing, considered fully versed in all intricacies, roll two dice when spending an action dice playing such games.

Opt bonus feat: Charmer

When establishing the disposition of NPCs who start at neutral, friendly, or helpful your threat range is 18-20.  Charisma based skills can then be target against these NPCs at +1.

 

Skills (6+):

3 = Driver (Dex), Boating (Dex), Intimidate (Str/Cha)

1 = Gather Information (Cha) as a cross-class skill

Remaining = Balance (Dex), Disguise (Cha), Escape Artist (Dex), Mechanics (Int), Open Locks (Dex), Perform (Cha), Pilot (Dex), Spot (Wis), Surveillance (Wis), Swim (Str)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40 + 5

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35) +2

Mission gadgets pts:            0 + mission bonus (2 to 6) + 1

Mission vehicles pts:             4 + any unused Mission gadgets pts

Mission field expenses:            (2d4 + 2) x $100 + $1000

 


Military Pilot

You have been trained as a full time military pilot and complimented this by driving like a maniac when not flying a plane.  You know how to handle a vehicle in a combat situation and can compensate for some of the damage you might be unlucky enough to suffer.

Dept: D-2 (Military Operations)

+2 to any ability score, -2 to any ability score (maybe used to negate each other)

+1 department bonus to Fortitude saving throws, bonus increases by +1 at 4th level and every four levels thereafter

+1 department bonus to skill checks for one nominated skill (chosen when character is created).  Bonus increases by +1 at 4th level and every four levels thereafter

 

Class: Wheelman

Bonuses: Base Att Bon +1, Ref save +2, Def bon +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium)

Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical)

Lucky: Double action dice to any vehicle related skill check

Daredevil: Can use daredevil only maneuvers during chases

Custom ride: 4 bonus gadget points to spend on vehicles

 

Feats:

Dept bonus (basic combat): Lightning Reflexes

+2 bonus on all reflexes saves (nb: useful for vehicle and standard combat)

Starting: Firm Hand (req: Dex 13+)

You can ignore up to the first –4 in handling penalties for vehicle damage or terrain

Opt bonus feat: Baby It

Ignore any penalties caused by the first critical suffered by a vehicle you are operating

Opt bonus feat: Oversteer

+3 modifier to all crash tests, reduce crash damage by 1d6, +20% to keep vehicle upright

 

Skills (6+):

3 = Driver (Dex), Pilot (Dex), Survival (Wis),

Remaining = Boating (Dex), Mechanics (Int), Spot (Wis), Surveillance (Wis), Swim (Str)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission vehicles pts:             4 + any unused Mission gadgets pts

Mission field expenses:            (2d4 + 2) x $100

 


Law Enforcement: Pursuit Driver

Your training has specialized in vehicle pursuit.  Nothing is better then the thrill of the chase, now you have the authorization and the ability to do it at every opportunity.

Dept: D-4 (Urban Assault)

+2 Dexterity, -2 Intelligence

+1 department bonus to Spot and Hide checks, bonus increases by +1 at 4th level and every four levels thereafter

+1 department bonus to attack rolls when attacking during a ready action, bonus increases by +1 at 4th level and every four levels thereafter

 

Class: Wheelman

Bonuses: Base Att Bon +1, Ref save +2, Def bon +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium)

Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical)

Lucky: Double action dice to any vehicle related skill check

Daredevil: Can use daredevil only maneuvers during chases

Custom ride: 4 bonus gadget points to spend on vehicles

 

Feats:

Dept bonus (ranged combat): Speed Trigger

Burst attacks can be made with firearms that do not normally allow burst fire (uses 3 bullets)

Starting: Speed Demon

+2 Boating Driving and Pilot checks, threat range increases to 19-20

Opt bonus feat: Offensive Driving

Predator maneuvers: Halve any penalties from the maneuver table, +1 critical threat range

 

Skills (6+):

3 = Driver (Dex), Spot (Wis), Intimidate (Str/Cha)

1 = ½ Boating (Dex), ½ Pilot (Dex)

Remaining = Balance (Dex), Disguise (Cha), Escape Artist (Dex), Mechanics (Int), Open Locks (Dex), Perform (Cha), Pilot (Dex), Spot (Wis), Surveillance (Wis), Swim (Str)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission vehicles pts:             4 + any unused Mission gadgets pts

Mission field expenses:            (2d4 + 2) x $100

 


Covert Investigator: Vehicle Crime

You are at the “hands-on” end of investigating vehicle related crime; frequently dealing with smugglers, groups of car thieves and bike gangs.  Most of your training has been skills learnt from the very people you are working against.

Dept: D-5 (Black Ops)

+2 Constitution, -2 Dexterity

+4 extra vitality points at 1st level; Bonus increases by +1 at each additional level.

+1 extra wound point at 1st level; Bonus increases by +1 at 4th level and every four levels thereafter

 

Class: Wheelman

Bonuses: Base Att Bon +1, Ref save +2, Def bon +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium)

Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical)

Lucky: Double action dice to any vehicle related skill check

Daredevil: Can use daredevil only maneuvers during chases

Custom ride: 4 bonus gadget points to spend on vehicles

 

Feats:

Dept bonus (melee): Improvised weapon (req: Wis 13+)

Use available items as melee weapons without penalty.

Starting: Instant Hotwire

Prey maneuvers: Halve any penalties from the maneuver table, +1 critical threat range

Opt bonus feat: Lane Dancer (usual req: Driver skill 5+)

Using ground vehicle: +2 avoid collision with stationary obstacles, Treat tight terrain as close or close terrain as open

 

Skills (6+):

4 = Mechanics (Int), Open Locks (Dex), Driver (Dex), Escape Artist (Dex)

Remaining = Intimidate (Str/Cha), Spot (Wis), Surveillance (Wis), Disguise (Cha), ½ Boating (Dex), ½ Pilot (Dex)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission vehicles pts:             4 + any unused Mission gadgets pts

Mission field expenses:            (2d4 + 2) x $100

 


Vehicle Commando

You have been trained in all aspects of vehicle assault including: covert unarmed entry, vehicle sabotage, boarding actions and hijackings.  Future training will improve your combat abilities but your initial focus was a strong foundation in controlling and disabling vehicles.

Dept: D-6 (Wetworks)

+2 Strength, -2 Constitution

+1 department bonus to Initiative checks, bonus increases by +1 at 4th level and every four levels thereafter

+1 department bonus to Reflex saving throws, bonus increases by +1 at 4th level and every four levels thereafter

 

Class: Wheelman

Bonuses: Base Att Bon +1, Ref save +2, Def bon +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium)

Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical)

Lucky: Double action dice to any vehicle related skill check

Daredevil: Can use daredevil only maneuvers during chases

Custom ride: 4 bonus gadget points to spend on vehicles

 

Feats:

Dept bonus (unarmed combat): Martial Arts

Unarmed attacks deal 1d6 damage.  To inflict normal instead of subdual damage there is no penalty (normally –4).  A natural 20 for an unarmed attack is a critical threat.

Starting: Circus Stunt

If deliberately leaping out of a moving vehicle reduce the damage by one point per die.  If attempting jump from one moving vehicle to another add half of Boating, Driver or Pilot skill (as appropriate) rounded down.

Opt bonus feat: One Hand on the wheel …

When driving a vehicle you may take a half action at –2 to maneuver checks (instead of -4)

 

Skills (6+):

4 = Boating (Dex), Jump (Str), Swim (Str), Mechanics (Int)

1 = ½ Driver (Dex), ½ Pilot (Dex)

Remaining = Balance (Dex), Demolitions (Int), Intimidate (Str/Cha), Spot (Wis)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission vehicles pts:             4 + any unused Mission gadgets pts

Mission field expenses:            (2d4 + 2) x $100

 


Co-pilot

You were initially trained as a field mechanic, but it was quickly identified that you have a knack for helping others reach their full potential.  Your subsequent training has focused on you assisting agents as they operate vehicles by acting as co-pilot, medic and a devastatingly effective vehicle gunner.  Who says playing second fiddle is no fun?

Dept: “The Basement”

+2 Wisdom, -2 Charisma

+4 extra skill points at 1st level and +1 extra skill point at each additional level

+1 department bonus to Will saving throws, bonus increases by +1 at 4th level and every four levels thereafter

Bonus feat: Any basic skill feat (typically the Scholarly feat)

 

Class: Pointman

Bonuses: Base Att Bon +0, Fort/Ref save +1, Will save +2

Vitality: 1d10 plus Con modifier per level

Armor Proficiency (Light, Medium)

Weapon Group Proficiency (Melee, Handgun, Rifle)

Generous: May spend action dice to add to rolls of allies in contact

Versatility: 6 cross-class skills become class skills, plus an additional skill every 3 levels

 

Feats:

Dept bonus (basic skill feat): Grease Monkey

+2 Electronics and Mechanics checks, threat range increases to 19-20

Starting: “In My Sights” (req: Int 13)

When targeting a vehicle with an attack the critical threat range is increased by 1, If a critical hit is scored the location of the critical may be chosen.

Opt bonus feat: Ride Shotgun (normally req: base attack bonus +1)

You do not suffer the –2 attack penalty for being a passenger in a moving vehicle

 

Skills (7+):

2 = Driver (Dex), First Aid (Wis)

3 = Electronics (Int), Mechanics (Int), ½ Boating (Dex), ½ Pilot (Dex)

2 = Any 2 skills – recommend: Move Silently (Dex), Spot (Wis), Surveillance (Wis)

Remaining = Bluff (Cha), Bureaucracy (Cha), Diplomacy (Cha), Sense Motive (Wis)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 3 + 40

Mission budget pts:            (cha bonus x 2d4) + 3 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission field expenses:            (2d4 + 2) x $100

 


Soldier with Field Engineer cross training

Soldiers whose training focused exclusively on combat skills were found to be generally unsuitable for many espionage missions.  Department D-0 (Home office) has been cross training soldiers with a non-combat specialty to increase their usefulness in covert missions.

Your character has received cross training as a field engineer and sabotage expert.  Unlike some of the other cross trained officers you have been able to keep up with a lot of the advanced military training and have learn some neat combat tricks.

Dept: D-0 (Home Office)

No ability score adjustments.

+1 department bonus to action dice rolls, bonus increases by +1 at 4th level and every four levels thereafter.

Select two cross-class skills to become class skills.  Choose another cross-class skill to become a class skill at 4th level and every four levels thereafter.

 

Class: Soldier

Bonuses: Base Att Bon +1, Fort save +2, Ref save +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium, Heavy)

Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical)

Accurate: Double action dice to any attack roll or Str/Con related skill check

 

Feats:

Dept bonus (chase): “In My Sights” (req: Int 13)

When targeting a vehicle with an attack the critical threat range is increased by 1, If a critical hit is scored the location of the critical may be chosen.

Starting: Grease Monkey

+2 Electronics and Mechanics checks, threat range increases to 19-20

Class bonus (any combat): Any

Choose any feat from Basic Combat, Melee Combat, Ranged Combat or Unarmed Combat

Opt bonus feat: Any

Chose any feat

 

Skills (4+):

3 = Electronics (Int), Mechanics (Int), Demolitions (Int)

Remaining = Balance (Dex), Climb (Str), Driver (Dex), First Aid (Wis), Intimidate (Str/Cha), Jump (Str), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission field expenses:            (2d4 + 2) x $100

 


Military/Hostage Negotiator

Soldiers whose training focused exclusively on combat skills were found to be generally unsuitable for many espionage missions.  Department D-0 (Home office) has been cross training soldiers with a non-combat specialty to increase their usefulness in covert missions.

Your character has received cross training as a negotiator, specializing in hostile situations.  You are also training in mountain climbing, basic gymnastics and some judo.

Dept: D-0 (Home Office)

No ability score adjustments.

+1 department bonus to action dice rolls, bonus increases by +1 at 4th level and every four levels thereafter.

Select two cross-class skills to become class skills.  Choose another cross-class skill to become a class skill at 4th level and every four levels thereafter.

 

Class: Soldier

Bonuses: Base Att Bon +1, Fort save +2, Ref save +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium, Heavy)

Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical)

Accurate: Double action dice to any attack roll or Str/Con related skill check

 

Feats:

Dept bonus (covert): Break Fall (req: Dex 13+)

Ignore the first 10 feet of a fall; to ignore further distance increase the tumble check DC

Starting: Persuasive

+2 Bluff, Diplomacy and Intimidate checks, threat range increases to 19-20

Class bonus (any combat): Throwing Basics

For unarmed attacks you have two bonus abilities –

Flying Tackle: You can move one 5-foot square before making a trip attempt.

Foot Sweep: If you successfully trip an opponent you make a bonus attack as a free action.

Opt bonus feat: Hard Core

When establishing the disposition of NPCs who start at unfriendly, hostile, or adversary your threat range is 18-20.  Charisma based skills can then be target against these NPCs at +1.

 

Skills (4+):

3 = Bluff (Cha), Diplomacy (Cha), Intimidate (Str/Cha)

2 = Climb (Str), Tumble (Dex)

Remaining = Balance (Dex), Demolitions (Int), Driver (Dex), First Aid (Wis), Jump (Str), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission field expenses:            (2d4 + 2) x $100

 


Soldier with ‘Handler’ cross training

Soldiers whose training focused exclusively on combat skills were found to be generally unsuitable for many espionage missions.  Department D-0 (Home office) has been cross training soldiers with a non-combat specialty to increase their usefulness in covert missions.

Your character has a knack for judging peoples character and communicating things in a roundabout way.  Based on this you received highly specialized cross training: the ability to recruit and utilize enemy operatives as a mission resource.

Dept: D-0 (Home Office)

No ability score adjustments.

+1 department bonus to action dice rolls, bonus increases by +1 at 4th level and every four levels thereafter.

Select two cross-class skills to become class skills.  Choose another cross-class skill to become a class skill at 4th level and every four levels thereafter.

 

Class: Soldier

Bonuses: Base Att Bon +1, Fort save +2, Ref save +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium, Heavy)

Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical)

Accurate: Double action dice to any attack roll or Str/Con related skill check

 

Feats:

Dept bonus (chase): Ride Shotgun

You do not suffer the –2 attack penalty for being a passenger in a moving vehicle

Starting: Field Operative

+2 Innuendo, Read Lips and Sense Motive checks, threat range increases to 19-20

Class bonus (any combat): Holding Basics

For unarmed attacks you have two bonus abilities –

Joint Lock: Opponents receive a –4 penalty to all attempts to escape your pins.

One-handed Choke: You can grapple or pin an opponent using only one hand, leaving the other hand free for other tasks.

Opt bonus feat: Undermine (req: Cha 13+)

You can use cunning suggestions to undermine another character’s resolve.  After speaking to him for a full round make an Innuendo check opposed by the target’s Sense Motive.  If you succeed the target suffers a –1 penalty to his skill checks and a –4 penalty to initiative for a number of rounds equal to twice your charisma modifier.

Opt bonus feat: Handler (req: Undermine feat)

You may invest action dice into developing a “mole” within an enemy organization (pg 92).

 

Skills (4+):

3 = Innuendo (Wis), Sense Motive (Wis), Intimidate (Str/Cha)

1 = Read Lips (Wis) as a cross-class skill

Remaining = Balance (Dex), Climb (Str), Demolitions (Int), Driver (Dex), First Aid (Wis), Jump (Str), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission field expenses:            (2d4 + 2) x $100


Soldier with ‘Criminal’ cross training

Soldiers whose training focused exclusively on combat skills were found to be generally unsuitable for many espionage missions.  Department D-0 (Home office) has been cross training soldiers with a non-combat specialty to increase their usefulness in covert missions.

Your character has received cross training in criminal related activities such as picking pockets and forcing open locks.  As an agent it helps you to gain covert entry for when a forced entry is not appropriate.

Dept: D-0 (Home Office)

No ability score adjustments.

+1 department bonus to action dice rolls, bonus increases by +1 at 4th level and every four levels thereafter.

Select two cross-class skills to become class skills.  Choose another cross-class skill to become a class skill at 4th level and every four levels thereafter.

 

Class: Soldier

Bonuses: Base Att Bon +1, Fort save +2, Ref save +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium, Heavy)

Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical)

Accurate: Double action dice to any attack roll or Str/Con related skill check

 

Feats:

Dept bonus (covert): Nimble Fingers

You gain three enhanced abilities that may each be used once per session: Fast Slip (Escape bonds in ½ the time), Fast Pick (Open locks in ½ the time) and Fast Swipe (Make a sleight of hand check as a free action).

Starting: Magician

+2 Escape Artist, Open Lock, and Sleight of Hand checks, threat range increases to 19-20

Class bonus (any combat): Any

Choose any feat from Basic Combat, Melee Combat, Ranged Combat or Unarmed Combat

Opt bonus feat: Any

Chose any feat

 

Skills (4+):

3 = Escape Artist (Dex), Open Lock (Dex), Sleight of Hand (Dex)

Remaining = Balance (Dex), Climb (Str), Demolitions (Int), Driver (Dex), First Aid (Wis), Intimidate (Str/Cha), Jump (Str), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission field expenses:            (2d4 + 2) x $100

 


Soldier with Investigator cross training

Soldiers whose training focused exclusively on combat skills were found to be generally unsuitable for many espionage missions.  Department D-0 (Home office) has been cross training soldiers with a non-combat specialty to increase their usefulness in covert missions.

Your character has received cross training as an investigator and scout, able to carefully observe the details that many agents overlook.

Dept: D-0 (Home Office)

No ability score adjustments.

+1 department bonus to action dice rolls, bonus increases by +1 at 4th level and every four levels thereafter.

Select two cross-class skills to become class skills.  Choose another cross-class skill to become a class skill at 4th level and every four levels thereafter.

 

Class: Soldier

Bonuses: Base Att Bon +1, Fort save +2, Ref save +1, Init bon +1

Vitality: 1d12 plus Con modifier per level

Armor Proficiency (Light, Medium, Heavy)

Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle, Tactical)

Accurate: Double action dice to any attack roll or Str/Con related skill check

 

Feats:

Dept bonus (covert): Traceless (req: Int 13+)

The DC to notice your presence or passage is increased by your Int modifier.

Starting: Alertness

+2 Listen, Search and Spot checks, threat range increases to 19-20

Class bonus (any combat): Any

Choose any feat from Basic Combat, Melee Combat, Ranged Combat or Unarmed Combat

Opt bonus feat: Flawless Identity

You have an established cover identity that is perfect in every way.

Opt bonus feat: Mark (req: Wis 13+)

You may ‘size up’ an opponent by determining his relative rank of three chosen skills.

 

Skills (4+):

3 = Listen (Wis), Search (Int), Spot (Wis)

Remaining = Balance (Dex), Climb (Str), Demolitions (Int), Driver (Dex), First Aid (Wis), Intimidate (Str/Cha), Jump (Str), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            0 + mission bonus (2 to 6)

Mission field expenses:            (2d4 + 2) x $100

 


Fixer (burglar specialization)

You are the acquisitions expert of the team.  You are also able to get your hands on what is need, through both legal and illegal methods.

Dept: D-4 (Urban Assault)

+2 Dexterity, -2 Intelligence

+1 department bonus to Spot and Hide checks, bonus increases by +1 at 4th level and every four levels thereafter

+1 department bonus to attack rolls when attacking during a ready action, bonus increases by +1 at 4th level and every four levels thereafter

 

Class: Fixer

Bonuses: Base Att Bon +0, Fort save +1, Ref save +2, Def bon +1

Vitality: 1d8 plus Con modifier per level

Armor Proficiency (Light)

Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle)

Dexterous: Double action dice to any Dex related skill check

Procure: The fixer may requisition items and gadgets in the field at normal cost and a slight delay

 

Feats:

Dept bonus (ranged combat): Speed Trigger

Burst attacks can be made with firearms that do not normally allow burst fire (uses 3 bullets)

Starting and optional bonus feats: choose from the list below

 

Stealthy

+2 Hide and Move Silently checks, threat range increases to 19-20

Magician

+2 Escape Artist, Open Lock, and Sleight of Hand checks, threat range increases to 19-20

Nimble Fingers

You gain three enhanced abilities that may each be used once per session: Fast Slip (Escape bonds in ½ the time), Fast Pick (Open locks in ½ the time) and Fast Swipe (Make a sleight of hand check as a free action).

Opt bonus feat: Mark (req: Wis 13+)

You may ‘size up’ an opponent by determining his relative rank of three chosen skills.

 

Skills (8+):

6 = (Dex): Driver, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand

4 = (Wis): Innuendo, Listen, Spot

Remaining = Balance (Dex), Bluff (Cha), Climb (Str), Jump (Str), Tumble (Dex),

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 1 + 40

Mission budget pts:            (cha bonus x 2d4) + 1 + mission bonus (15 to 35)

Mission gadgets pts:            1 + mission bonus (2 to 6)

Mission field expenses:            (2d4 + 2) x $100

 


Fixer (acquisitions specialization)

You are the acquisitions expert of the team.  You are also well provided and highly skilled with the equipment to perform a specialized function (e.g. surveillance, medical support, etc.).

Dept: D-3 (Electronic Espionage)

+2 Intelligence, -2 Wisdom

One of the following benefits:

o        Additional personal budget points:  11 starting budget points to spend on gear relating to the character’s specialization.  This increases by one budget point every level.  All these budget points must be spent on related equipment (e.g. surveillance gear or drugs).

o        Additional gadget points:  Receive a bonus 2 gadget points at the start of each mission, plus an additional gadget point at 2nd level and every two levels thereafter.  The gadget points must go to the same item (e.g. one gadget, one set of weapon upgrades or one set of vehicle upgrades.  Any unused gadget points are wasted).

+1 department bonus to Computers and Electronics.  Bonus increases by +1 at 4th level and every four levels thereafter.

 

Class: Fixer

Bonuses: Base Att Bon +0, Fort save +1, Ref save +2, Def bon +1

Vitality: 1d8 plus Con modifier per level

Armor Proficiency (Light)

Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle)

Dexterous: Double action dice to any Dex related skill check

Procure: The fixer may requisition items and gadgets in the field at normal cost and a slight delay

 

Feats:

Dept bonus (gear): Extra R&D Support

+2 mission gadget points

Starting: Extra Budget

+5 mission budget points

Opt bonus feat: Master Fence

+2 Appraise, forgery, Gather Information checks, threat range increases to 19-20

Opt bonus feat: Traceless (req: Int 13+)

The DC to notice your presence or passage is increased by your Int modifier.

Opt bonus feat: Flawless Identity

You have an established cover identity that is perfect in every way.

 

Skills (8+):

6 = (Dex): Driver, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand

4 = (Int): Appraise, Electronics, Forgery, Search

Remaining = Balance (Dex), Climb (Str), Jump (Str), Tumble (Dex),

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 1 + 40 + {11*}

Mission budget pts:            (cha bonus x 2d4) + 1 + mission bonus (15 to 35) + 5

Mission gadgets pts:            1 + mission bonus (2 to 6) + 2 + {2*}

Mission field expenses:            (2d4 + 2) x $100

 

* = Choose 1 bonus only


Faceman

You are master of disguise and confidence tricks, trained for infiltration and sting operations.

[For a combat oriented alternative choose (D-6 Wetworks) and all unarmed combat feats]

Dept: D-1 (Power Brokerage)

+2 Charisma, -2 Strength

Additional budget points:  Receive +5 budget points to personal budget.  Also receive +2 budget points to each mission budget, plus an additional budget point at 2nd level and every two levels thereafter (4th, 6th, etc).

Additional gadget points:  Receive a +1 gadget point at the start of each mission, plus an additional gadget point at 4th level and every four levels thereafter.

+1 department bonus to Diplomacy and Intimidate checks.  Bonus increases by +1 at 4th level and every four levels thereafter.

 

Class: Faceman

Bonuses: Base Att Bon +0, Fort save +1, Will save +1, Def bon +1, Init bon + 1

Vitality: 1d10 plus Con modifier per level

Armor Proficiency (Light, Medium)

Weapon Group Proficiency (Hurled, Melee, Handgun, Rifle)

Adaptable: Double action dice to any Cha or Wis related skill check

Linguist: Start with 2 extra foreign languages (+1 every 4 levels); all languages spoken as a native

 

Feats:

Dept bonus (style): Undermine (req: Cha 13+)

You can use cunning suggestions to undermine another character’s resolve.  After speaking to him for a full round make an Innuendo check opposed by the target’s Sense Motive.  If you succeed the target suffers a –1 penalty to his skill checks and a –4 penalty to initiative for a number of rounds equal to twice your charisma modifier.

Starting: Field Operative

+2 Innuendo, Read Lips and Sense Motive checks, threat range increases to 19-20

Opt bonus feat: Handler (req: Undermine feat)

You may invest action dice into developing a “mole” within an enemy organization (pg 92).

 

Skills (6+):

3 = (Cha): Bluff, Disguise, Gather Information

2 = (Wis): Innuendo, Sense Motive

Remaining = Cultures (Wis), Diplomacy (Cha), Driver (Dex), Languages (Wis), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis)

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 3 + 40 + 5

Mission budget pts:            (cha bonus x 2d4) + 3 + mission bonus (15 to 35) + 2

Mission gadgets pts:            0 + mission bonus (2 to 6) + 1

Mission field expenses:            (2d4 + 2) x $100

 


Snoop

You are the master of gathering and analyzing data.

Dept: D-3 (Electronic Espionage)                    (or choose another)

+2 Intelligence, -2 Wisdom

Additional personal budget points:  11 starting budget points to spend on gear relating to the character’s specialization.  This increases by one budget point every level.  All these budget points must be spent on related equipment (e.g. surveillance gear or drugs).

+1 department bonus to Computers and Electronics.  Bonus increases by +1 at 4th level and every four levels thereafter.

 

Class: Snoop

Bonuses: Base Att Bon +0, Ref save +1, Will save +1,  Def bon +1, Init bon + 1

Vitality: 1d8 plus Con modifier per level

Armor Proficiency (Light)

Weapon Group Proficiency (Melee, Handgun)

Astute: Double action dice to any Int related skill check

Flawless search: When using Spot or Search to find clues a complete fail only occurs on an error.

 

Feats:

Dept bonus (gear): Extra Budget

+5 mission budget points

Starting: Alertness

+2 Listen, Search and Spot checks, threat range increases to 19-20

Opt bonus feat: Traceless (req: Int 13+)

The DC to notice your presence or passage is increased by your Int modifier.

Opt bonus feat: Flawless Identity

You have an established cover identity that is perfect in every way.

 

Skills (8+):

4 = (Int): Computers (Int), Listen (Wis), Search (Int), Spot (Wis),

Remaining = Bureaucracy (Cha), Concentration (Wis), Cryptography (Int), Driver (Dex), Electronics (Int), Gather Information (Cha), Hide (Dex), Move Silently (Dex), Read Lips (Int), Sense Motive (Wis), Surveillance (Wis).

 

Equipment:

Personal budget pts:            (cha bonus x 5) + 2 + 40 + {11 from one specialty area}

Mission budget pts:            (cha bonus x 2d4) + 2 + mission bonus (15 to 35)

Mission gadgets pts:            1 + mission bonus (2 to 6)

Mission field expenses:            (2d4 + 2) x $100

 

 

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