Using the SFA rules in the ‘Spycraft Australia’ Setting.. 1

Preface. 1

SFA Books Used. 1

Rules and Game Mechanics.. 1

The Mystic World.. 1

The Fringe. 2

Psionics - Overview... 2

Standard SFA Psionics Classes. 3

The Mentalist 3

The Physical Adept 3

The Telepath. 3

New Classes derived from the SFA Psionics Rules/Classes. 4

The Gadgeteer. 4

The Cyborg. 5

The Freak. 6

Campaign Setting and Background.. 11

 

Using the SFA rules in the ‘Spycraft Australia’ Setting

Preface

The additional Spycraft rules presented in the various ‘Shadow Force Archer’ (referred to hereafter as SFA) campaign books have been promoted by the authors with having two uses:

·         A definitive set of extra rules for the SFA setting.

·         As a ‘toolbox’ of rule options and ideas for GC’s to use in their own setting.

This text is an application of the later point.  It provides an example of how the SFA rules will be utilized in my own campaign setting.  Primarily it has been prepared for my benefit and as a reference for my players.

The ideas presented here can be used by other GC’s for their personal use, either in its complete form or as a source of a few extra ideas.  This text does require the appropriate SFA books to be of any use.  It does not repeat content that is in the SFA material; it only explains how the SFA content will be used.

SFA Books Used

As the various SFA books are released they will be reviewed and this material updated.  The books that have been included so far are:

·         Shadow Force Archer - Campaign Setting (referred to here after as CS).

·         Shadow Force Archer – The Archer Foundation (referred to here after as AF).

 

Rules and Game Mechanics

The Mystic World

The rules for mysticism (including the three R’s of rites, rituals and relics) presented in the SFA material will be used as presented.  It is probably worth noting the following:

·         The overall lower level of player characters and NPCs will make it harder to access the more powerful features of mysticism.

·         The frequency and occurrence of mystic characters will be even less common then in the SFA setting.  Typically it will be used with mysterious “foil-style” characters rather then become the province of entire organizations.

·         Dedicated classes that make the mystic feats or powers easier to access or more powerful will probably not be adapted into this setting.  This will probably include a lot of the future SFA material in the ‘Hand of Glory’ and ‘Guardians of the Whispering Knife’ supplements.

·         Players who are very keen to role-play a Mystic or ShadeSpeaker agent, but are too low in level to either qualify or be effective should look at the Freak base class (which is presented latter).

The Fringe

The rules for the fringe presented in the SFA material will be used as presented.  It is probably worth noting the following:

·         The aspect of the fringe that makes it “the birthplace of countless coincidences and anomalies” will be the aspect that is emphasized, especially in relation to the use of the fringe feats.

·         The aspects of the fringe relating to Spirits, Fringe bridges and Spirit Realm bridges will be less emphasized.  The relation to the Fringe and Mystic power will remain largely undiscovered.

·         As presented for mysticism, encounters with the fringe will have more to do with mysterious characters and less to do with entire organizations.

·         The GC will be attempting to make encounters with the fringe very subtle.  Players will hopefully be left asking questions like “Was that the influence of the fringe or was that just co-incidence?” or “That seems very weird – are we dealing with the fringe or is someone just trying to screw with our minds?” as opposed to “okay you are being attacked by spirits from the fringe”.

·         Players who are very keen to role-play a FringeWalker but are too low in level to qualify should look at the Freak base class (which is presented latter).  This is also an option for players who just want an agent who has some really weird abilities.

Psionics - Overview

The psionics rules of SFA fit perfectly within the environment of the SFA campaign setting, however I was determined that psionics would play a much smaller role within my own campaign setting.

Looking through the psionics rules and seeing how diverse they are, I decided to adopt the framework of rules but apply them to meet different character abilities that are not necessarily based on psionics.  While I could have made up my own rules for these abilities, I felt that by using the existing SFA game mechanics and applying further restrictions, I could create the new rules I needed very quickly without risking them being unbalancing to the game.

Here is a summary of how the Psionic rules have been divided up:

The Mentalist and the Physical Adept are no longer available as classes.  Their feats and skills have been divided up to create other classes more suited to the campaign setting.

The Telepath – remains very similar to the SFA rules, being used as the ‘true’ psionic class.  He has been given access to some of the more general physical psion feats (now that the Physical Adept is no longer available).

The Gadgeteer – becomes the class for role-playing a gadget-oriented character.  It uses the class profile of the mentalist but does have access to all the kinetic (or non-gadget) feats and skills.  It is not very powerful when compared to other classes, but still serves its purpose in providing depth to the campaign setting and providing a role-playing alternative with interesting abilities.

The Cyborg – becomes the class for role-playing a character who is learning to use a host of cyberware, bioware, nano-technology and other artificial augmentation.  Based primarily on the rules for the physical adept, there are alternative design options depending on the characters “sponsor” company, some which use the more low-key electrical features of the mentalist’s kinetic abilities.

The Freak – is based upon (a very diluted version) of the mentalist’s kinetic (non-gadget) feats and skills.  In addition the character has slightly more access to some of the Mystic and Fringe feats.  This class is intended to be extremely uncommon, providing an initial character option for someone who really wants to role-play a Mystic, Shadespeaker or Fringewalker but is too low in level to either qualify or be effective.

Finally the decision was made that each character may have levels in only one of these classes that are based on the psionic rules.  They may be single classed or combined with any of the more standard base classes (including newer base classes like the sleuth).  They may also be combined with prestige classes that the GC decides are appropriate (for example a cyborg should not qualify for an Archer Foundation psion prestige class, even though he is using the equivalent of the psion game mechanics).

Standard SFA Psionics Classes

The Mentalist

This class is not available for use at all.

If a player is interested in the gadget-creation aspect of the mentalist, they should review the Gadgeteer class presented below.

A very small number of some Psychokinetic and Telekinetic powers are available (in a less powerful form) to some of the other classes presented below, but in general they are not available.

The Physical Adept

This class (in it’s true form) is not available for use at all.

If a player is interested body-affecting powers of the physical adept, but is content to role-play them as being powered by technology instead of psionics, then he should review the Cyborg class below.

The Telepath

This class is available for use and is considered the only true psionic class in the campaign setting (even though other classes are based on psionic game mechanics).

This class is used largely as described in the SFA setting.  The only changes made reflect the fact that telepath can no longer multi-class to other psionic classes (as there are none).  To reflect this some of the feats and skills that where limited to the Mentalist or the Physical Adept are now available to the Telepath (as Telepath feats and skills).  The other requirements of these feats and skills still apply (even though the class restriction is removed).

The list of additional Telepath feats is:

            Overcharge power – from CS pg. 191

            Quicken power – from CS pg. 191

            Stamina battery – from CS pg. 192

The list of additional Telepath skills is:

Psionic Sensing (as an ESP Psion skill) – from AF pg. 62

The list of SFA telepath feats and skills that are not allowed:

None at present, but some features from future SFA books may be disallowed.

 

New Classes derived from the SFA Psionics Rules/Classes

The Gadgeteer

This class is based on the psionic rules, but for game purposes is not considered a psionic class.  The best explanation for this is from the SC pg. 203 which can be summarized as follows:

“Gadgets are created by those with a gift for thinking outside the box of conventional science.  It does not involve betraying the laws of physics, bending time, converting matter or creating life.  The gadget creator need only be capable of envisioning and building technologies that mundane culture would not get around to for years.”

A logical extension of this is that creating gadgets does not involve psionics at all, just the ability to be proficient at the next level of innovation.  This then becomes the basis for the Gadgeteer.

The Gadgeteer class is based on the identical profile that is specified for the Mentalist class (from the SC pg. 179).  The main difference is that the feats and skills available are much more limited with neither psychokinetic nor telekinetic options available to the Gadgeteer.

The other main difference is that the Gadgeteer’s abilities are not considered to be psionic.  The Gadgeteer’s abilities that are based on the psion rules are also not considered psionics for purposes of detecting, negating or opposing.  The Gadgeteer cannot have levels in other psion classes, so his “psion level” cannot be increased by other classes (or increase other classes).

The following are considered allowable mental psion feats for the Gadgeteer:

From the Mentalist Feats

Psycoinventive Basics – from CS pg. 182

Psycoinventive Mastery – from CS pg. 182

Psycoinventive Supremacy – from AF pg. 59

From the Basic Psion Feats

Combat Gadgeteer – As per Combat Psion from CS pg. 178

Efficient Power – from CS pg. 178

Extended Power – from CS pg. 178

Mastered Power – from CS pg. 178

Gadgeteer Prodigy – As per Psion Prodigy from CS pg. 179

Efficient Power – from CS pg. 178

From the Physical Psion Feats

            Overcharge power – from CS pg. 191

            Quicken power – from CS pg. 191

            Stamina battery – from CS pg. 192

The following are considered allowable mental psion skills for the Gadgeteer:

Focus the Mind (Int) – from CS pg. 184

Gadgeteer (Int) – from CS pg. 184

Spatial Comprehension (Int) – from AF pg. 60

Synthesis (Int) – from CS pg. 203

The Cyborg

This class is based on the psionic rules (in particular the physical adept psionic rules), but for game purposes it is not considered a psionic class.  The use of psionic rules represents a very different style of play using cyberware (bioware, etc.) then the players may be used to from other games.  The paragraph below is an attempt to summarize the different game mechanics:

 “The artificial augmentation of the human body is still only in the very early stages of development.  It is possible to synchronize the use of artificial technology with the body’s natural functions but only with a great deal of training.  The requirement for cyborg characters to acquire levels, feats and skills represents this gradual training and adaptation that takes place.  The use of the concentration skill represents the character having to overcome the body’s natural “fight or flight” tendencies in order to utilize a set of abilities that have not developed naturally”.

The Cyborg class is based on the identical profile that is specified for the Physical Adept class (from the SC pg. 189).  The only major difference is that there are some extra feats and skills available, primary a diluted version of the options from the mentalist class that relate to electro-magnetic type influences.

The other main difference is that the Cyborg’s abilities are not considered to be psionic.  The Cyborg’s abilities that are based on the psion rules are also not considered psionics for purposes of detecting, negating or opposing.  The Cyborg cannot have levels in other psion classes, so his “psion level” cannot be increased by other classes (or increase other classes).

The following are considered allowable psion feats for the Cyborg:

From the Basic Psion Feats

Combat Cyborg – As per Combat Psion from CS pg. 178

Efficient Power – from CS pg. 178

Extended Power – from CS pg. 178

Mastered Power – from CS pg. 178

Efficient Power – from CS pg. 178

From the Physical Adept Psion Feats

            Adrenal Basics – from CS pg. 190

            Adrenal Mastery – from CS pg. 191

            Metabolic Basics – from CS pg. 191

            Metabolic Mastery – from CS pg. 191

            Overcharge Power – from CS pg. 191

            Quicken Power – from CS pg. 191

            Sensory Basics – from CS pg. 192

            Sensory Mastery – from CS pg. 192

            Stamina Battery – from CS pg. 192

From the Physical Adept Psion Feats

Electromagnetic Basics (base upon Adrenal Basics – from CS pg. 190)

Electromagnetic Basics (base upon Adrenal Mastery – from CS pg. 191)

All physical adapt psion skills are available for Cyborg characters, except for:

Link Health – from AF pg. 62

Psionic Sensing – from AF pg. 62

The following psionic skills are also reclassified for purposes of the cyborg class:

As Electromagnetic cyborg skills

Kinetic Shield (Con) – from CS pg. 187

Photokinesis (Wis) Dim / Flash / Image – from CS pg. 186

Poltergeist (Dex) Grab (metal objects) / Catch (metal objects) – from CS pg. 188

Radiokinesis (Wis) – from AF pg. 60

Static Charge (Dex) Inhibit Device – from CS pg. 184

The Freak

This class is intended to be very uncommon, even more of an oddity then all the other classes.  It provides an initial character option for someone who really wants to role-play a Mystic, Shadespeaker or Fringewalker but is too low in level to either qualify or be effective.  Alternatively it provides an option for players looking for “something a bit different” and characters may decide to take one or more levels as freak to represent their character developing some unusual powers.

This class is based on the Mentalist class (as described in CS pgs. 179-181) with the following major differences:

·         The Freak is not a psionic class.  It uses the psionic game mechanics to provide some class abilities (referred to as “freak psionics”).  The character does not use any of the standard SFA psionic feats or skills (and may not use them in conjunction with freak’s psionic skills and powers).  Levels gained in this class increase the character’s “freak psion” level.

·         Replace Insightful with Unpredictable: Whenever the freak uses an action dice to add to the results of a dice roll, also roll a second die of the same type.  If the result of the second die is even then add it to the roll, if the result is odd then subtract it from the roll.  Either dice are able to “explode” as per normal action dice, but the first dice is always added regardless of the second dice.  This is the Freak’s core ability.

·         At first level the freak chooses one special “freak base” feat from the following list: Mystic-prodigy, Psionic-conduit, Spirit-bridge, Spirit-channel, Spirit-empathy or Wild Talent.  These are detailed below and determine exactly what it is that makes the character a freak.

Replace the class skills of the mentalist with the following skills:

Appraise (Int), Craft (Int), Concentration (Wis), Handle Animal (Cha), Hobby (Wis), Innuendo (Int), Languages (Wis), Listen (Wis), Knowledge (Int), Listen (Wis), Profession (Wis), Read Lips (Wis), Spot (Wis)

Another class skill is determined by the characters freak base feat (see below).

The player may nominate one addition skill to become a class skill.

The Freak has its own list of class feats.  They may be chosen as class-based bonus feats for this class.  They may also be chosen as level-based bonus feats if the character is increasing his level in this class at that level (this also applies when the first level of this class is chosen, which explains how the requirements for the base feats can be met).  The list of feats is:

Mystic Feats (CS pgs. 218-222) – Discipline of the Body, Glimpse, Guardian Presence, Mystic, Second Sight, Sixth Sense.

Fringe Feats (AF pgs. 76-79) – All or Nothing, Black Cat, Decipher Fringe Script, Fringe Scrounge, Like to Like, Unshakable.

Feats listed as becoming class feats as a result of the character’s chosen freak base feat (see below).

Replace the class features listed under special for the mentalist with these features:

·         Bonus feat: At 2nd, 4th and 6th level the freak receives an additional bonus class based feat.

·         Freak power mastery: Starting at 3rd level, the freak chooses a freak-psion skill that he has at least one rank in.  He receives a +1 bonus to all skill checks with that skill.  At 5th and 7th level the freak gets another +1 bonus to add to the same skill or any other freak psion skill that he has at least one rank in.

·         I don’t want to be a freak: The freak gets no special class features beyond 7th level.  Normally before this time the freak has moved on to take one or more other classes (either prestige or base), however he is not forced to do so.  Freaks who do progress to other classes still retain the class features, skills and powers of the freak class – however they may be more reluctant to use some of these abilities in the presence of others.  A freak may continue to add ranks to his freak psionic skills (that are always considered class skills), however his freak psionic level is always equal to his freak class level.

 

A useful reminder for this class is that an agent from the basement department may chose a fringe feat as his department bonus feat instead of a basic skill feat (as described in AF pg. 76).

 

At first level the freak chooses one (and only one) of the following feats, this is the only time these feats are available to any character:

MYSTIC-PRODIGY: You have some unexplained potential to wield very weak mystic energies without needing any bonded followers.   While not yet powerful enough to have true mystic ability, you have the ability to harness minor control over heat, cold and static.

Prerequisites: Freak level (exactly) 1, Mystic (CS pg 221).

Benefit: You may learn some freak-psionic skills as though they were class skills.  These freak-psionic skills are equivalent to:

·         Cryokinesis (Cha) Chill Air / Freeze Object – from CS pg. 185

·         Pyrokinesis (Cha) Warm Air / Heat Object – from CS pg. 187

·         Static Charge (Dex) Scramble Attack / Inhibit Device – from CS pg. 184

Normal: Without this feat, you may not learn these freak-psion skills.

Special: The following feats become class feats and you may ignore all their pre-requisites – Heightened Inner Strength (CS pg 191), All or Nothing (AF pg 76).

Special: Intimidate (Str or Cha) becomes a class skill.

 

PSIONIC-CONDUIT: You are a node for all nearby psionic activity, even though you will never have any psionic potential.

Prerequisites: Freak level (exactly) 1, Psion Prodigy (CS pg 179).

Benefit: You may learn some freak-psionic skills as though they were class skills.  These freak-psionic skills are equivalent to:

·         Catalyst (Con) Dampen – from CS pg. 203

·         Psionic Sensing (Wis) Detect Psionics – from AF pg. 62

Normal: Without this feat, you may not learn these freak-psion skills.

Special: The following feats become class feats and you may ignore all their pre-requisites - Anti-psi training (CS pg 178), Feedback (AF pg. 59).

Special: Cultures (Wis) becomes a class skill.

Special: Psion prodigy is chosen when this feat is chosen, and provides no other benefit beyond qualifying for this feat.

 

SPIRIT-BRIDGE: Your spirit is linked to this world and the next.  You have the ability to move and shift life energy that is beyond all understanding.

Prerequisites: Freak level (exactly) 1, Discipline of the Body (CS pg. 219).

Benefit: You may learn some freak-psionic skills as though they were class skills.  These freak-psionic skills are equivalent to:

·         Body Sculpting (Dex) Triple Jointed – from CS pg. 193

·         Control Metabolism (Int) Feign Death – from CS pg. 194

·         Link Health (Con) Pool Vitality / Twin Recovery – from AF pg. 60

Normal: Without this feat, you may not learn these freak-psion skills.

Special: The following feats become class feats and you may ignore all their pre-requisites – Sympathetic Healer (CS pg. 192), Will to Live (CS pg. 193).

Special: First Aid (Wis) becomes a class skill.

 

SPIRIT-CHANNEL: For reasons unknown to you, the spirits look kindly upon your presence and assist you in mysterious ways when danger threatens.  When needed, lingering spirits can focus their energy to subtly influence the way light, sound and gravity function in your proximity.

Prerequisites: Freak level (exactly) 1, Black Cat (AF pg. 76).

Benefit: You may learn some freak-psionic skills as though they were class skills.  These freak-psionic skills are equivalent to:

·         Photokinesis (Wis) Dim / Image – from CS pg. 186

·         Poltergeist (Dex) Grab / Fling – from CS pg. 188

·         Vibrokinesis (Dex) Sonic Illusion – from AF pg. 60

Normal: Without this feat, you may not learn these freak-psion skills.

Special: The character may ignore all the pre-requisites for the following feats – Guardian Presence (CS pg. 192), Heightened Inner Strength (CS pg 191).

Special: Cryptography (Int) becomes a class skill (for fringe script related work).

 

SPIRIT-EMPATHY: Your mind is sensitive to lingering spirits and the thoughts and memories they still hold.  You can receive mental “flashes” from those spirits who have strong emotions tied to an object, mystic energies, a past event or the lies of a living person.

Prerequisites: Freak level (exactly) 1, Sixth Sense (CS pg. 219).

Benefit: You may learn some freak-psionic skills as though they were class skills.  These freak-psionic skills are equivalent to:

·         Combat Sense (Int) Sense Trap – from CS pg. 195

·         Empathy (Wis) Soothsayer – from CS pg. 201

·         Profile (Dex) Reconstruction – from AF pg. 64

·         Psychometry (Wis) Object Memory – from CS pg. 201

Normal: Without this feat, you may not learn these freak-psion skills.

Special: The character may ignore all the pre-requisites for the following feats – Glimpse (CS pg. 220), Second Sight (CS pg. 221).

Special: Search (Int) becomes a class skill.

 

WILD-TALENT: You will never posses the ability to have the full abilities of a psion; however you have somehow naturally developed one specialized power that is similar to a psionic skill.  The skill is from your latent potential and does not respond to conscious attempts to improve or enhance it.

Prerequisites: Freak level (exactly) 1.

Benefit: You may learn one (and only one) psionic skill from any of the SFA books and treat it as a freak-psionic class skill.  If the skill has several different uses you may only use two of them (your choice as to which two).  It is the only psionic skill you will ever posses.  Unlike true psion skills, it cannot be enhanced using any of the psion feats.

Normal: Without this feat, you must be a cyborg, telepath or freak to learn the psionic skill as a class skill (and even then some skills are not available to any class except this one).

Special: The character does not gain any benefits relating to pre-requisites for other feats from choosing this feat (unlike the other freak base feats).

Special: Bluff (Cha) becomes a class skill.

 


Campaign Setting and Background

At present none of the story background or source material from the SFA has been incorporate into my setting.  This is only because I may run Spycraft games in the SFA setting as well as my own setting, and I do not wish to confuse or complicate maters by having ‘crossover’ issues.

Depending on future SFA material and the development of my own setting (or potential lack thereof), this may change.  If and when that occurs it will be detailed here.

 

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