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"Now you see that evil will always

triumph, because good is dumb."


— Dark Helmet, Spaceballs
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


Garland T. Dunlap, Scott Gearin, Robert Harris, Derek Miller 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
Andrew Wilson helped edit the Agency book. Our apologies for not crediting him.

Spycraft Created by Patrick Kapera and Kevin Wilson

The Spycraft/Shadowforce The Spycraft/Shadowforce


Archer Story Team is… Archer Design Team is…
Steve Crow, Robert J. Defendi, B.D. Flory, Sean Michael Fish, Alexander Flagg, James Maliszewski,
Meredith Patterson, Les Simpson 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, Michael Blake, Rob Buckley, Matt Birdsall, Tyler Blount,
Kyle Burckhard, Nick Campbell, 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 Morton, Clint Menzes, Lisa Murray,
Clayton A. Oliver, Jason Olsan, Kent Peet, Bob Pfieffer, Andrew M. Popowich, Michelle Popowich, Anthony Rainwater, Rolando Rivero, Andrew Robertson, Jill Robertson, 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 Spaceballs, written by Mel Brooks & Thomas Meehan & Ronny Graham
Chapter 1 quote, page 1 — from Austin Powers in Goldmember, written by Mike Myers & Michael McCullers
Chapter 2 quote, page 1 — from Moonraker, written by Christopher Wood (based on the novel by Ian Fleming)
Chapter 3 quote, page 1 — from All The President’s Men, written by William Goldman (based on the novel by Carl Berstein & Bob Woodward)
Chapter 4 quote, page 1 — from The Third Man, written by Graham Greene & Alexander Korda and Carol Reed & Orson Wells

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
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 New Threat Resources . . . . . . . . . . . . . . . . .78
Basic Cloning . . . . . . . . . . . . . . . . . . .
. . . . . . .78 . . .
Chapter 1: Legion ......................5 Benevolent . . . . . . . . . . . . . . . . . . . . .
. . . . . . .78 . . .
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Bundle Dispensary . . . . . . . . . . . . . . .
. . . . . . .78 . . .
The Minion’s Role . . . . . . . . . . . . . . . . . . . . . . .6 Death Camps . . . . . . . . . . . . . . . . . . .
. . . . . . .78 . . .
What, or Who, are Minions? . . . . . . . . . . . . . . . . . .6 Dungeons . . . . . . . . . . . . . . . . . . . . . .
. . . . . . .78 . . .
Building a Better Minion . . . . . . . . . . . . . . . . . . . . .6 Elite Guard . . . . . . . . . . . . . . . . . . . . .
. . . . . . .78 . . .
Using Minions Effectively . . . . . . . . . . . . . .8 Faceless Legions . . . . . . . . . . . . . . . . .
. . . . . . .78 . . .
Devise a Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . .9 Fearsome Reputation . . . . . . . . . . . . .
. . . . . . .79 . . .
Using Minions as Storytelling Tools . . . . . . . . . . . . .9 Fluid Assets . . . . . . . . . . . . . . . . . . . .
. . . . . . .79 . . .
Roleplaying Minions Effectively . . . . . . . . . . . . . . .10 Foolproof Plan . . . . . . . . . . . . . . . . . .
. . . . . . .79 . . .
Minion Tags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Integrated Agendas . . . . . . . . . . . . . .
. . . . . . .79 . . .
Snitches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Master Plan . . . . . . . . . . . . . . . . . . . .
. . . . . . .79 . . .
Snitching Basics . . . . . . . . . . . . . . . . . . . . . . . . . . .13 Motor Pool . . . . . . . . . . . . . . . . . . . . .
. . . . . . .79 . . .
Standard Minion Types Revisited . . . . .14 Nerve Center . . . . . . . . . . . . . . . . . . .
. . . . . . .79 . . .
“Welcome to the Menagerie” . . . . . . . . . . . . .16 Public Support . . . . . . . . . . . . . . . . . .
. . . . . . .80 . . .
Animal Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Public Sympathy . . . . . . . . . . . . . . . .
. . . . . . .80 . . .
Animals in Play . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Self-Destruct Mechanism . . . . . . . . . .
. . . . . . .80 . . .
Animal Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Torture Chambers . . . . . . . . . . . . . . . .
. . . . . . .80 . . .
Converting Animals From d20 to Spycraft . . . . . . .28 Building a Threat Organization . . . . . . 80
NPC Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
Android . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Front . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Gangster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Grand Scheme . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Gunner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Threat Source of Power . . . . . . . . . . . . . . . . . . . . .86
Mad Bomber . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33 Threat Achilles’ Heel . . . . . . . . . . . . . . . . . . . . . . .88
Resistance Fighter . . . . . . . . . . . . . . . . . . . . . . . . .34 Threat Randomizer . . . . . . . . . . . . . . . . . . . . . . . . .89
Sleeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Threat Randomizer Example . . . . . . . . . . . . . . . . . .96
Special Forces Operator . . . . . . . . . . . . . . . . . . . . .36
Chapter 4: Playing
Chapter 2: Leadership . . . . . . . . . . . . . . .37 A Villain Campaign . . . . . . . . . . . . . . . . . . .107
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
The Foil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 Types of Villainous Campaigns . . . . . . 108
Playing a Foil . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 The Antihero Campaign . . . . . . . . . . . . . . . . . . . .108
Foil Hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 The Conspiracy Campaign . . . . . . . . . . . . . . . . . .109
Foil Quirks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 The Prankster Campaign . . . . . . . . . . . . . . . . . . . .109
The Henchman . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Being a Bad Guy . . . . . . . . . . . . . . . . . . . . . . .109
Playing a Henchman . . . . . . . . . . . . . . . . . . . . . . .44 What is a Villain . . . . . . . . . . . . . . . . . . . . . . . . .109
Henchman Hooks . . . . . . . . . . . . . . . . . . . . . . . . . .46 Types of Villains . . . . . . . . . . . . . . . . . . . . . . . . . .110
Henchman Quirks . . . . . . . . . . . . . . . . . . . . . . . . . .46 Goals and Objectives . . . . . . . . . . . . . . . . .111
The Mastermind . . . . . . . . . . . . . . . . . . . . . . . . .47 Tackling Villainous Missions . . . . . . . . . . . . . . . . .111
Playing a Mastermind . . . . . . . . . . . . . . . . . . . . . .48 Threat Codes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Mastermind Hooks . . . . . . . . . . . . . . . . . . . . . . . . .50 New Backgrounds . . . . . . . . . . . . . . . . . . . . . .114
Mastermind Quirks . . . . . . . . . . . . . . . . . . . . . . . . .51 Disavowed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Villain Motivations . . . . . . . . . . . . . . . . . . . . .52 Obsessed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Villain Flaws . . . . . . . . . . . . . . . . . . . . . . . . . . . .53 New Departments . . . . . . . . . . . . . . . . . . . . . .114
New Villain Core Abilities . . . . . . . . . . . . .54 Hired Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
Conqueror (Mastermind Class) . . . . . . .54 Programmed . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Eternal (Mastermind Class) . . . . . . . . . . .56 Turncoat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
Manipulator (Mastermind Class) . . . . .57 Betrayer (Prestige Class) . . . . . . . . . . . .116
Mentor (Mastermind Class) . . . . . . . . . . .59 Hitman (Prestige Class) . . . . . . . . . . . . . . .117
Predator (Mastermind Class) . . . . . . . . .61 Tamer (Prestige Class) . . . . . . . . . . . . . . . .119
Tyrant (Mastermind Class) . . . . . . . . . . . .63 New Skill Uses . . . . . . . . . . . . . . . . . . . . . . . .121
New Basic Combat Feats . . . . . . . . . . . . . .121
Chapter 3: Organization . . . . . . . . . . . .65 New Unarmed Combat Feats . . . . . . . . . .124
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 New Gear Feats . . . . . . . . . . . . . . . . . . . . . . . .124
New Threat Agendas . . . . . . . . . . . . . . . . . . .66 New Style Feats . . . . . . . . . . . . . . . . . . . . . . .125
Special Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66 New Training Programs . . . . . . . . . . . . . . .126
Multiple Threat Agendas . . . . . . . . . . . . . . . . . . . .66 Guerrilla Warfare Training . . . . . . . . . . . . . . . . . .126
Threat Agenda Descriptions . . . . . . . . . . . . . . . . . .68 Tactical Disruption Program . . . . . . . . . . . . . . . . .127

3
mastermind
Next, we come to the overarching precepts guiding
the villainous Organization. Herein, we present an
INTRODUCTION
Welcome to the second of a two-part series of
exhaustive list of threat agendas, as well as new rules
for applying them to any enemy. Now your villains
can aspire to even greater heights of corruption in
Spycraft sourcebooks peeling back the curtain behind preparation for their grand master stroke. New threat
which the Agency and its enemies reside (the first being resources are also provided, extending the list of ways
Agency, already available). the Blofelds and Dr. Klaws of the world can accost
One of the greatest challenges facing any Spycraft their adversaries. Finally, this chapter introduces an
GC is the creation of truly impressive villains. Criminal all-encompassing method for randomly generating
masterminds and their legions are the Agency’s ultimate complete Mastermind System threats, from base concept
enemies and define the character of the opposition to deceptive front to grand scheme, from source of
at the gaming table, in terms of both roleplaying and power to achilles heel. Every facet of Mastermind
mechanical superiority. When a season’s villains are Design is simplified and streamlined, tearing through
flat, the rest of the experience tends to follow suit. the complicated math so you can build a balanced and
The pitfalls are many. Solid villain concepts can be likely somewhat unexpected enemy in minutes.
matched up with subpar statistics, or not utilized to
their full potential. Poor concepts can sully an otherwise So You Want to Play a
interesting puzzle or rules challenge. Flawed presentation Villain?
can taint even the finest mastermind creations. Look no further! Chapter 4 of this book contains
This book offers a wealth of knowledge about a wide array of agent options for those on the other
Spycraft villains, including how to brainstorm, flesh side of the tracks. New backgrounds to support the
out, stat out, and roleplay them. It also expands the agents’ particular brand of evil! New departments to
options available to GCs interested in challenging the illustrate the agents’ penchant for global domination!
Agency on an organizational level, with new New prestige classes to expand the ways in which
Mastermind System options and ways to exhaustively the agents can sublimate or devastate their foes!
describe and utilize the ultimate anti-establishment. New training programs to ready the agents for their
As in Agency, we begin with the villains themselves, next criminal undertaking!
as their positions within an organization offer the As with all Spycraft agent options, these are available
perfect structure for a book about them. Also as in to agents of any bent, but are collected here as part of
Agency, we begin at the bottom, with minions, or in this a broader window into the halls of destruction.
case the criminal organization’s Legion. This chapter Though many of the agent options within this book imply
describes what minions do, where they come from, and a certain moral low ground, they can just as easily be
how they operate. Beyond the origins, this chapter adopted by anti-heroes or even Agency operatives living
examines how to construct intriguing minion types with on the edge. Deep cover operatives frequently gain these
unique personality and playability, and how to make the options to lend credibility to their false identities, as do
most use of them in play. The GC’s minion toolkit is also agents assigned to short-term insertions.
greatly expanded, including new standard minion types, Also included in this chapter: rules for NPC back-
the most comprehensive animal rules to date, new gear grounds! At long last, the GC can assign backgrounds to
options, new NPC classes, and rules for determining just his villains and other characters in a fashion that cleanly
what any captured minion knows when successfully interlocks with the existing Spycraft game system!
interrogated. Finally, Chapter 4 offers several articles about
Higher on the Mastermind ladder we find the running the flip side of a standard Spycraft campaign —
organization’s named characters, its foils, henchmen, how to set things up, what to watch for, and how
and masterminds, or its Leadership. This chapter describes to make it one of the most enjoyable experiences of the
the potential origins and utility of each of these character players’ careers.
types, as well as how to effectively present them to We hope you enjoy this foray into the dark side of
new and experienced players alike. It also offers ways the Spycraft universe. We look forward to showing you
to personalize each character with randomized hooks new and more impressive ways to utilize our version of
(the character’s seed concept, in summary) and quirks the d20 mechanics with upcoming supplements. Next
(personality or background traits that solidify the seed up… U.S. Militaries and World Militaries, the first two
concept as a semi-fleshed character). New toolkit options of a sporadic series of books designed expressly for
for these character types include motivations and flaws, the fans who’ve been clamoring for harder, real-world
new villain core abilities, and five of the most terrifying combat options. Boot camp begins this summer!
prestige classes ever released, each designed to soundly Now we invite you to turn the page and indulge
exploit the system against the players. in a little bit of merry mayhem…

4
“Do you know how many anonymous
henchmen I’ve killed over the years?
I mean, look at you, you don’t even have
a nametag! You don’t stand a chance!
Just lie down on the floor…”
— Nigel Powers, Austin Powers
in Goldmember

Legion
1
mastermind
organization’s leaders. Still others are deployed as field
operatives to carry out tasks vital to the organization’s
INTRODUCTION
Our study of Spycraft’s villainous contingent begins
function, including theft, intimidation, and coercion.
What minions are not is special — they are in many
ways normal men and women, swept up in a grand
at the bottom, with an overview of the enemy’s
tug of war between forces beyond their control (and in
rank and file — minions. We begin with a brief study of
many cases, beyond their comprehension as well). While
minions in action — what they do, how and why — and
minions are intimately involved in their organization’s
continue with suggestions for personalizing minions,
operations, they rarely grasp the Big Picture, if for no
shaking minions down for information, and adjusting
other reason than it prevents them from challenging
basic minion packages to help the GC realize many new
their mastermind’s control. But although minions don’t
concepts in play. This chapter also introduces animals
call the shots or hatch elaborate schemes, they are
into the Spycraft game system, with an expansive list
the glue that holds their organization together — and in
of options for requisitioning them as gear or including
many ways, keeps the Spycraft game setting intact.
them as custom-built minions. Finally, we introduce
several new NPC classes especially tailored to fill the Building a Better Minion
front ranks of any diabolical overlord’s army.
Good minions are made, not born, and all good
minions begin with solid choices. The following tips
and tricks can help any inventive GC build strong
THE MINION’S ROLE
Minions are a commonly utilized but little-under-
minion concepts — and improve the challenges in
his game as well.
stood Spycraft resource. All too often, they’re portrayed Start at the Top
as little more than faceless hordes within a master-
The best minions start with one solid concept,
mind’s organization, robotically executing their leaders’
and one of the best ways to develop a good minion
will and charging blindly into the agents’ gunfire.
concept is to look at the squad’s boss. The GC should ask
But minions fill a unique niche, as both narrative
himself several pointed questions about this individual
and mechanical tools that can be exploited to great
— for instance, what is his role in his organization, and
effect in play.
what skills does he naturally demand of his followers?
The following sections deal with creating and using
Describe the boss’s personality, and the sorts of people
minions to both drive and enhance your Spycraft
with whom he’s come into contact during previous
campaigns, and present many ways a GC can make each
exploits. Does the boss prefer stealthy operations, or
minion squad — and in many cases, each individual
brute force? Is he a trained combatant, or does he need
minion — a more effective, more memorable and more
protection? These questions — and the ones that spring
enjoyable part of any Spycraft season.
from them — define much of the most basic information
What, or Who, are Minions? about the boss’s minions, and may even suggest
historical notes about them as well (such as where
Simply put, minions are average people caught up in
they come from, where they receive their training,
a secret world full of extraordinary individuals. Just
and what types of weapons they carry).
as agents are drawn from the wild, untapped world of
professional superspy espionage, minions can exhibit Make a Match
a grand diversity of character concepts, ranging from
With some rough ideas in hand, the GC should
brainy lab rats to battle-hardened mercenaries, hapless
decide how his minions work for the special NPC
security guards to unstoppable killer androids. Likewise,
to whom they’re assigned. Well-constructed minions
the motivations of each minion squad — or even each
usually compliment their boss in one of three ways —
minion — can be painted as a grand tapestry rather than
through imitation, through affirmation, or through
a simple portrait. While many might become hapless
assistance.
pawns in the mastermind’s newest plot, others might
Imitator minions are essentially less grand, less
become insidious collaborators, working class Joes,
powerful versions of their superior(s). For example,
or even fanatical followers.
imitator minions assigned to a battle-hardened soldier
Minions are also the backbone of a mastermind’s
are likely to have impressive combat abilities, and may
empire — the men and women who fight for his causes,
even be experienced mercenary troupes themselves.
guard his bases and leaders, and execute his master
Likewise, imitator minions assigned to a wizened
plans. Most work as guards and technicians in the
Oriental master might be young ninja apprentices.
organization’s action sites and other facilities,
while others serve as bodyguards and assistants to the

6
legion
EYES ONLY:
LOW-LEVEL VILLAIN CREATION Attacks
By Garland T. Dunlap and Steve Crow
Unarmed +8 (dmg 1d6+4 normal, error 1, threat 20)
Brandon Logan Weighted Cane* +9 (dmg 1d6+8 normal, error 1, threat 19–20)
“I’m way too pretty to hit you with my bare hands. * This weapon features the increased durability and com-
I’ll use this instead …” posite body masterwork modifications.
Codename: PRETTY BOY Standard Personal Gear: Weapons, large briefcase and
Aliases: Brand Johnson, Cueball, Don Logan, Logan Branson, clothes carrier, 1 set of average clothes, 1 set of designer clothes,
Pretty Boy Floyd cell phone, digital audio recorder with 1 commercial-grade
Nationality: United States of America (African-American) memory chip, evidence kit, PDA (power rating +1), 13 BP.
Gender: Male Handedness: Right
Height: 6 ft. 1 in. Weight: 180 lbs. Common Gadgets: Standard tuxedo liner with instant
Eyes: Green Hair: Bald (Brown) costume change option.
Place of Birth: Chicago, Illinois Notes
Date of Birth: 1974.04.08
Using the standard Living Spycraft ability score system,
Distinguishing Characteristics: Neatly trimmed goatee, fash-
Garland sets out to create a well-rounded character with good
ionable clothes, signature gear (weighted cane). Disguises himself
Strength and Charisma scores to support his two class choices.
as an “old man” when approach his victims.
He sets the other four attributes in the 10–14 range.
Background Next, Garland settles on Bluff and Disguise as his primary
Few people have the gall and skill to successfully walk skills and sets those as high as possible. He could choose a basic
up to a victim, put a bullet into them, and then escape in the skill feat such as Persuasive to improve these, but instead selects
confusion. Brandon Logan thought he was one of those few, but combat feats such as Power Attack to increase his hand-to-hand
he was wrong. When he attempted to kill the man responsible damage, and The Look to establish his central character schtick.
for his family’s death — the Agency’s current Deputy Director, Garland distributes the remainder of his skill points amongst his
who led a high-speed air chase over a remote ski resort where faceman skills.
Brandon was staying with his parents and sister — Brandon was At 3rd level, Garland multi-classes as a soldier and gains
captured, interrogated, and thrown into prison. two feats — “Not the Face!” and Martial Arts. He receives less
A rival organization abducted Brandon from prison and skill points, but allocates most of them to Demolitions and
gave him a choice — he could join them or he could return Intimidate, which he can’t improve as a faceman. At 4th level,
to prison in a body bag. Brandon agreed to join, with the Garland increases his Strength to 17, providing no immediate
condition that they’d give him another chance to get at the benefit but granting him a Strength score of 18 by 8th level,
Deputy Director. He’s still waiting for his second chance... and further boosts his melee damage bonus.
Garland continues as a soldier — acquiring Kicking Basics at
Department: D-6 Wetworks
5th level — and at 6th level, he returns to the faceman class to
Class: Faceman/Soldier
increase his concept class skills yet again. He chooses Signature
Level: 3/3
Gear with his preferred weapon, gaining an additional +1 to hit
Strength: 17 Dexterity: 12 and a bonus with action dice spent to boost attack and damage
Constitution: 12 Intelligence: 14 rolls made when using it. The weighted cane also doubles his
Wisdom: 10 Charisma: 16 Strength bonus for determining damage and lets him hide its
Vitality: 52 Wounds: 14 function with Disguise, making it a highly effective undercover
Defense: 14 (+1 Dex, +3 class)* weapon, further supporting his core concept.
Initiative: +9 (+1 Dex, +2 department, +6 class) Using the 8 skill points he gains as a faceman at 6th level,
Speed: 30 Garland brings his Bluff and Disguise skill ranks up to their
* When wearing his armor, Logan’s Defense is 12. maximum of 9, intending to use them to get close to an
unarmed target and engage him in melee combat before they
Fort: +6 Ref: +4 Will: +3 can react. Garland’s weighted cane is an effective weapon which
Special Qualities: Adaptable, cold read 1/session, damage he can further enhance using Power Attack to inflict an
reduction 1/—, linguist +2, quick change 1/session. additional 5 points of damage. Defensively , Garland possesses
4 points of damage reduction against unarmed combat — 1 as
Skills: Bluff +12, Cultures +4, Demolitions +7, Disguise +12,
a soldier and 3 from the “Not the Face!” feat. And if combat
Driver +10, Intimidate +5/+4, Knowledge (Espionage) +7,
doesn’t go his way, he can make a quick escape with Driver
Knowledge (Underworld) +7, Languages +4, Sense Motive +6,
or Cultures enhanced by quick change.
Spot +6.
As a henchman, Garland sometimes thwarts security
Feats: Armor Group Proficiency (Light, Medium, Heavy), measures by employing faceman minions wearing his “old man”
Kicking Basics, Martial Arts, “Not The Face!”, Power Attack, disguise. These minions either get close to the victim and
Signature Gear (Weighted Cane), The Look, Weapon Group attack en masse after Garland leads security away, or provide
Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). a distraction while their employer finishes the job. On occasion,
Garland hires innocent actors to wear his disguise and wander
near the target (see The Thomas Crown Affair (1999) for an
example of this tactic).

7
mastermind
Affirming minions provide abilities that reinforce Give Them Personality
or expand their superiors’ abilities or core concept(s). Not all minions are mindless drones. Most have the
For example, affirming minions assigned to a master same concerns and dilemmas anyone else — they ask
thief might be smugglers moving his spoils on the black questions, experience moral dilemmas, slack off on the
market, while those assigned to a researcher building job, and have dreams and desires of their own. When
experimental aircraft might be test pilots. creating any but the most throwaway minion squads,
Finally, assistant minions fill the gaps in their the GC should ask himself what issues and concerns the
superiors’ abilities. For example, assistant minions minions might face in their work. If they’re forced to
assigned to a henchman without combat training might work in sub-standard conditions or regularly placed in
be brute bodyguards, while those assigned to a brash harm’s way, they might be sullen, sarcastic, or even
gangster might be his thugs and lawyers, alternately rebellious. Minions who are treated fairly and regularly
acting as his enforcement crew and keeping him out provided perks and personal freedoms are usually far
of jail. more loyal, well spirited, and perhaps even jovial. Of
course, these are just basic assumptions — infrequently
Build Upon the Basic Concept playing a minion against his circumstances can lodge
Once the GC has an idea of the type of minion that the NPC in the players’ minds and provide them with
might work for his special NPC boss, he should start a great deal of information about him all at once.
making mechanical choices based on that information. Further questions about a minion squad’s personality
Fortunately, many options are already available to him reveal his motivations, drives, and desires. Are they
— for example, NPC classes provide an easy-to-use and bloodthirsty anarchists, or just guys looking for a job?
very focused lens through which a GC can build minion Do they understand their leaders’ objectives, and to what
squads (see page 30 for new information about NPC degree? What kinds of lives do they lead away from
classes). This book also introduces three new standard “the job” — and what kind of lives do they want to lead?
minion types — smart, stealthy, and strong — which offer Keeping just a few such questions in mind when
a wide range of skills and character progression options creating a minion type, and jotting down a few motiva-
at a reasonable mastermind point cost (see page 14). tional notes before arriving at the table, helps the GC
Ability scores, feats, and skill choices can further fully round out his minions, and interpret and roleplay
distinguish a minion concept, further establishing their opinions and dialogue. It also prevents play from
a minion type’s role within its parent organization, slowing down when the GC finds himself without
suggesting or defining the capabilities it requires to a rapid response to the players’ actions.
fulfill that role, and providing ideas for tactics and
motivations. Indeed, many GCs skip the conceptual
stage altogether and begin with a minion’s statistics,
allowing the rules to guide their brainstorming process.
While less story-driven, this process does tend to
U SING M INIONS
EFFECTIVELY
produce results that better blur the line between the
Even the best conceived minions can fall flat if
drama and the dice.
portrayed in lackluster or routine ways, but keeping
Create Minion “Tags” them fresh and exciting at the table can prove
a difficult proposition. The following sections detail tips
A key element when creating any memorable minion
and strategies for using minions to illustrate plot
type is deciding upon a simple ‘tag’ that makes the
and other story points, outwit experienced players
minions distinctive to the players. For example,
in combat, and more.
the minion squads in Moonraker wore yellow jumpsuits
— an easy point of reference for the audience, even well Using Minions in Combat
after they’ve seen the film. Many minion tags are even
When encountered one-on-one, minions are typically
more colorful, such as Kamal Khan’s killer circus
the weakest and least capable of any Spycraft combatants
in Octopussy, and some tags can even be non-visual,
(not including non-combatant standard NPCs, of course).
ranging from battle cries to mannerisms that can
They generally lack the skills, abilities, and feats available
be roleplayed each time they come into play or when
even to most low-level agents, and their challenge ratings
circumstances dictate.
are lowered accordingly. But these deficits can be
Lists of suggested minion tags are provided in the
overcome with a little creativity and the right approach —
Minion Tags section (see page 10), which also provides
the GC need only consider his minions’ actions differently
random results for quick reference when the GC creates
than those of all his other characters.
new minions on the fly.

8
legion
A minion squad’s greatest perceived strength — and In each case, having an idea of how the minions
a classic espionage trope — is a matter of sheer numbers. respond — where they move, what they do, who they
Hordes outnumbering the agents by 2 to 1 or worse can attack (and how), what combat actions they favor, etc.
simply whittle an agent team down, vitality point — will keep the game flowing smoothly and, again,
by vitality point (a tactic that’s particularly effective provide options during play.
when employed during “countdown” scenes and other If certain actions, events, or other circumstances are
timed situations). Even when presented only in pairs, necessary to keep the plot moving forward, the GC
minions can be used to flank opponents, or to perform should ask himself how his minions can help fulfill
devastating joint autofire and suppressive fire attacks. those needs. Agents frequently focus all their attention
Likewise, minions can enhance their superiors’ on the masterminds and henchmen of any piece —
combat abilities. At the most basic level, they can provide a behavior the GC can exploit by assigning important
portable cover for a henchman or draw the agents’ fire duties to minions instead. This also helps prevent
(which is made easier if the agents have somehow grown critical plot meltdowns by establishing redundancy —
to hate the minions through good conceptual design the more NPCs involved in an action, the less likely it is
and presentation). More complex — and often far more that one high attack roll will prevent it from happening.
effective — options abound. As an example, minions Plotting ways that the minions support a scene’s
might force the agents to make tough choice (e.g. should villainous special NPCs is also helpful. Minions need not
they take a shot at the mastermind and expose be merely disconnected limbs supporting their superiors’
themselves to counterattack, or should they focus on the desires from afar — they can work directly with their
minions and risk their leader escaping?). Alternately, they bosses, even cooperating with skill checks and complex
might force an agent team to split into smaller, more attack actions. This can also play back into a scene’s
manageable groups (e.g. ferrying the mastermind in one locations and maps — the GC should always ask himself
direction and the serial’s McGuffin in another). not only whether he can make his serials more cool,
They can also become formidable opponents in an but also whether he can make them more challenging.
area pursuit targeting the agents, and a particularly For example, setting a villain ambush against a simple
cruel GC might employ other advanced agent options forest backdrop is nice, but when the mastermind and
using large crowds of minions. With the taking to the his minions are perched in the trees above a passing
streets rules, a minion squad could slow down the agent team, things get interesting…
team’s movement through a city during an investiga- Finally, setting up a chain of events for each scene
tion, or even acquire information about the Agency by — which includes not only minion actions, but also
tracing the team’s backgrounds. Another minion squad those of henchmen, foils, masterminds, and others —
might harass one of the team’s informants, forcing him provides a set piece against which the agents’ actions
to go to ground and leaving the agents without a vital occur, and helps the players believe that the GC’s world
source of intelligence. And should one of the agents is an organic, independently flowing setting. When
ever wind up captured, minions could participate in the agents witness minions and others acting of their
a group interrogation that stands a reasonable chance own volition, beyond the team’s actions, they learn
of success even without a leading mastermind or hench- that they must act or the world will pass them by,
man. Remember that minions are strongest when denying them options. This is a critical lesson for any
encountered in groups, where they can simply over- mission team, and one of the most important goals
whelm an agent team — by sheer number of actions, of any Game Control.
if nothing else.
Using Minions as
Devise a Strategy Storytelling Tools
Though also useful for storytelling purposes (see the Many aspects of the minion archetype make it an
next section for more), a well considered plan of attack excellent storytelling tool — minions are easy to find
has a remarkable effect upon a minion squad’s combat (compared to their leaders, anyway), they’re deeply
actions. Before play, after the GC has chosen and involved in their organization, and numerous enough
mapped all his locations, written all his agent descrip- that the GC doesn’t have to worry about ‘losing some’
tions, and devised and double-checked a serial’s central to drive a story point home. They’re typically an agent
plot, he should seriously consider sitting down with team’s first point of contact with an organization,
everything for an hour or two to look at it from the forming the players’ first impression of the master-
minions’ point of view. He should ask himself where mind’s intentions and methods, and their actions,
each minion squad is located at the outset of each scene, behavior, and appearance provide a unique way
and what they will do in the top five or so most likely of introducing the agents to a serial’s plot.
scenarios, based on how he expects the agents to act.

9
mastermind
When creating a serial, the GC should visualize each humanize his minions can add great vitality to the
minion squad introduced (and the order in which they’re average villain in his Spycraft game. When minions are
introduced), and ask himself what information and/or overheard talking about their families, caught slipping
impressions the agents are likely to take away from the off for naps, or reading the Wall Street Journal on duty,
experience of meeting them. Are the minions organized the agents instantly know something about them — and
or untrained? Are the minions criminals or military realize that they have depth, which kicks open the door
types? What are the minions’ objectives, and what are for greater non-combat interaction. These little touches
their methods? The answers to these questions form of humanity breathe life into otherwise generic goons,
a mental serial skeleton in the minds of inquisitive and make them far more accessible (and memorable)
players, and establish their expectations concerning to the players.
the mission’s central villains and other opposition. This tactic also sets minions — and for that matter,
Industrious GCs can even take this a step farther, all standard NPCs — apart from higher-ranking NPCs,
developing foils and plot twists that play off of these forming a “mundane” benchmark within the GC’s
expectations, developing built-in surprises that cater setting that sharply contrasts the henchmen and
directly to the circumstances at hand. This last tactic masterminds of the piece. After encountering several
is most effective when the GC is familiar with the “average,” humanized minions, the agents may be far
players, if not their agents, and can suit the surprises more surprised to encounter an over-the-top enemy
to their personalities as well. who’s far from average (and may even be far from
During a serial, minions can become valuable fonts human, depending upon the GC’s world setting).
of information for the agents. Indirect investigation, Also, in much the same fashion that minions can
such as shadowing or placing a minion under surveil- enhance their bosses’ combat prowess, they can also be
lance, is a good way to follow a clue trail without used to enhance their bosses’ roleplaying potential.
alerting the enemy to one’s presence. Minions also can Minions are in many ways a direct extension of the
provide forensic clues — weapons, signatures of their character guiding them, and their actions can be used
organizations, and even DNA evidence — all of which to give the players an impression of their leaders’
can help propel a serial in the right direction. They also personalities and tactics. For example, if the agents
make fine targets for direct investigation and story encounter a minion squad wantonly murdering inno-
development when the agents interrogate, seduce, cent civilians, it stands to reason that the man above
bribe, or persuade them to betray their superiors, or them is just as callous — perhaps more so. By having
even to give up their evil ways (for more information minions project the very character of their leader,
about pumping minions for information, see Snitches, the GC can potentially engage the players emotionally
page 13). with a serial’s villain, even before they’ve met him.
Finally, minions provide many ways to urge a serial Another unique roleplaying opportunity afforded by
forward or kick-start a stalled plot — when the agents minions is levity. Even in the most serious Spycraft game,
are indecisive, for instance, the timely arrival of a min- when the fate of the entire world lies in the balance,
ion squad can force them to act on instinct. Minions can an amusing aside can provide relief from dramatic
also be used in less offensive ways — the agents might tension, and galvanize the team for encounters to come.
arrive on the scene as a pair of lazy underlings take Care must be taken to avoid the all-too-common pitfall
an unauthorized smoke break, only to overhear the here, though — too much humor and the game spins
minions mouthing off about their superiors and their wildly off course, embracing camp over comedy,
“hair-brained schemes.” For a great example of this last or worse, hopelessly detaching the players from the plot.
tactic in action, we recommend the fantastic No One
Lives Forever computer games, which regularly portray
the rank and file as intensely human opponents, often
to the detriment of their oblivious commanders.
MINION TAGS
One of the most effective ways to quickly and
Roleplaying Minions effectively establish a minion type in the minds of the
Effectively players is to assign them one or more “tags” — visual
With all the focus placed on the agents and their or behavioral cues that the agents encounter only when
direct opposition in Spycraft products, it’s easy to forget dealing with the minions in question. Minion tags
that minions provide just as many fertile roleplaying are akin to the character quirks assigned to a season’s
opportunities as henchmen, foils or masterminds. mastermind or henchmen (see the Spycraft Espionage
As mentioned earlier, most minions are pretty normal Handbook, page 244), but instead of describing individ-
people — and thus, it’s much easier for the players ual minions, they ascribe to an entire minion type
to relate to them. A GC taking just a few steps to or a particular minion squad.

10
legion
To generate a minion type or squad’s tag, choose Example: The GC decides to create a complex minion
from, or roll 1d20 and consult, Tables 1.1 through tag, rolling once on each table and combining the effects.
1.3: Minion Tags (see pages 11–13). Roll once on any He rolls a 7 for accessories (“face paint/masks”), a 17
table or combine effects from two or more tables for for dress (“stealthy”), and a 1 for behavior (“acrobatic”).
more complex or important minions. These lists are, of Merging these results, the GC decides that his minions are
course, just springboards to illustrate the wealth ritualistic “performance ninjas” who wear kabuki-styled
of options available when defining minions in play. masks and regularly flip and whirl through combat,
gaining a +1 bonus with all Tumble checks.

Table 1.1: Minion Tags — Accessories


Roll Tag Description
1 Antiquated Weapons: The minions use decommissioned or archaic firearms and melee weapons
(e.g. Tommy guns, black powder rifles, samurai swords, etc.).
2 Armed to the Teeth: The minions carry an unusual amount of weaponry and ammunition, often in plainly worn
holsters, slings and ammunition belts.
3 Armored: The minions wear heavy armor, perhaps modern Kevlar or maybe dated pieces such as breastplates.
4 Bad Attitude: The minions are outwardly mean or cruel, going out of their way to menace the agents, civilians,
or passersby.
5 Gadget Implants: The minions appear to possess minor super-science augmentation, such as improved senses,
sub-dermal PDA-style computers, poison ducts beneath their nails, or even chemical augmentation of their
nervous systems.
6 Distinctive Eyewear: The minions wear distinctive eyewear — perhaps trendy dark sunglasses or mirrorshades
(giving them an impassive, menacing look), or perhaps rose-tinted protective goggles (required after years of
working with bizarre heavy metals).
7 Distinctive Insignia: The minions wear prominently displayed symbols belonging to their organization or group,
such as their mastermind’s organization, a religious faction, or a cult. This option is especially interesting when
the insignia has nothing to do with the organization for whom the minions are known to work, or even opposes
that organization.
8 Face Paint/Masks: The minions’ faces are obscured by clothing or makeup — perhaps tribal war paint, ninja
cowls, or even novelty masks parodying famous persons.
9 (Gruesome) Trophies: The minions carry symbols of their victories that may range from the personal
(e.g. passports, signature weapons, etc.) to gory (severed heads, scalps, or ears on necklaces).
10 High-Tech Hardware: The minions carry the latest in military weapons or cutting edge gadgets, perhaps in sharp
contrast to their appearance or their organization’s apparent means.
11 Identical Appearance: The minions don’t look like a uniform squad of individuals — rather, they look exactly alike,
down to the finest details. Perhaps they’re clones, or maybe they undergo plastic surgery to remain anonymous
following a life of crime…
12 Jewelry: The minions wear a signature piece of jewelry, possibly symbolizing their organization, or maybe as a
sign of their camaraderie or dedication to a common cause.
13 Makeshift Gear: The minions carry rusty or ramshackle gear, from stripped down firearms and scavenged armor
to improvised weapons appropriate to each scene.
14 Mounted: The minions are mounted on animals or personal vehicles, such as motorcycles, ATVs, skateboards,
or the like.
15 Organization Symbol: The minions are branded, wear, or otherwise display their organization’s public symbol —
perhaps to intimidate opponents, or maybe as a badge that they’re owned.
16 Scars: The minions bear ritualistic scars that “mark” them as part of a group, or battle-born scars that mark them
as experienced, or serve as a reminder of a brutal indoctrination.
17 Signature Style: The minions adopt an overall “look” — perhaps a subculture (e.g. soldier of fortune, goth, etc.),
or perhaps a philosophical bent (e.g. anarchist, all-business, etc.), that infects the accessories they choose.
18 Tattoos: The minions bear an intricate and easily identifiable tattoo, identifying them as members of their
organization (e.g. a military unit insignia, a Yakuza body tattoo, etc.).
19 Well-Equipped: The minions wear an exceptional amount of gear, such as heavy rucksacks, loaded utility belts,
and fully-stocked tactical harnesses.
20 Roll Again: Roll again twice on this table, ignoring duplicate results and re-rolling additional results of 20.

11
mastermind
Table 1.2: Minion Tags — Behavior
Roll Tag Description
1 Acrobatic: The minions dazzle their opponents with their fancy footwork, flipping and jumping through combat.
Each minion gains a +1 bonus with Tumble checks made during combat.
2 Alert: The minions are veterans of guerrilla warfare, and tirelessly search for signs of ambush. Each minion gains
a +1 bonus with awareness checks.
3 Brainwashed: The minions have been ‘programmed’ by their organization’s leadership, dulling their senses to
subtlety and sleight of hand. Each minion suffers a –1 penalty with Sense Motive checks, and skill checks made
to resist a feint action.
4 Cautious: The minions use their immediate environment to the fullest, moving rapidly from makeshift cover to
makeshift cover. Each minion gains a +1 bonus to Defense when benefiting from a cover Defense bonus.
5 Cowardly: The minions are reluctant to fight, choosing to run at the first opportunity. Each minion suffers a
–1 penalty with morale checks.
6 Distracted: The minions are confused or disorganized, and therefore slow to react to danger. Each minion suffers
a –1 penalty with initiative checks.
7 Drilled: The minions are highly trained in combat doctrines and tactical maneuvering. Each minion gains a
+1 bonus to Defense when benefiting from a cover fire action.
8 Duplicitous: The minions work in teams to confuse and mislead their opponents using innovative close combat
strategies. Each minion gains a +1 bonus with trick actions made during combat.
9 Enraged: The minions fight with unbridled fury, charging blindly at all opponents. Each minion must always
dedicate at least 1 half action per round to move closer to the opposition during each round that he does not
begin his initiative count already adjacent to an opponent.
10 Gung-ho: The minions are fired-up and patriotic, swearing to fight to the last man. Each minion gains a
+1 bonus with morale checks.
11 Mischievous: The minions jeer and tease the opposition in combat, even placing themselves in harm’s way to get
their opponents’ attention. Each minion gains a +1 bonus with taunt actions made during combat.
12 Mute: The minions do not speak, instead preferring to communicate only with hand signals. Each minion suffers
a –1 penalty with Cha-based checks.
13 Painless: The minions are either drugged or conditioned to not react to pain, shrugging off hits that would kill
lesser men. Each minion gains a +1 bonus with Fortitude saves.
14 Push-Overs: The minions are wimps in hand-to-hand combat, and a good blow can easily knock them out.
All subdual damage suffered by each minion is doubled.
15 Reckless: The minions take unnecessary risks in combat, discarding tactics in favor of direct, bloody confrontation.
Each suffers a –1 penalty to Defense.
16 Sleepy: The minions may have recently woken up, might have been up for days on patrol, or might just be slow.
Each minion suffers a –1 penalty with awareness checks.
17 Sluggish: The minions are out of shape, and easily outrun. Each minion’s speed is reduced by 5 ft. per round.
18 Treacherous: The minions are vicious assassins, favoring surprise flank attacks before directly engaging their foes.
Each minion gains a +1 bonus with feint checks made during combat.
19 Unsettling: The minions act in disturbing ways, perhaps ritually cutting themselves, chanting in tongues,
or laughing maniacally. Each minion gains a +1 bonus with threaten checks.
20 Weak: The minions are 98-pound weaklings with a low tolerance for pain. Each minion suffers a –1 penalty
with all Fortitude saves.
Table 1.3: Minion Tags — Dress
Roll Tag Description
1 Civilian: The minions wear common civilian clothes of the region, making them hard to distinguish from nearby
non-combatants.
2 Colorful Jumpsuits: The minions wear jumpsuits, conveniently color-coded by their rank and/or function within
their organization.
3 Corporate: The minions wear immaculately kept business suits and dresses, complete with silk ties, leather briefcases,
expensive watches, and the like.
4 Disguised: The minions wear clothes that keep their true identities hidden (e.g. police uniforms, intelligence
agency vests, military uniforms belonging to friendly forces).
5 Futurist: The minions wear what the world’s designers assume will be a fashion trend in a year, or five, or ten.
Frequently, this dress style devolves to trench coats, zippered clothing, and chromed accessories.

12
legion
Table 1.3: Minion Tags — Dress (Cont.)
6 Goth: The minions wear black clothing made of leather, vinyl, or velvet, typically along with exotic makeup,
ornate jewelry and dark-colored hair.
7 Hip: The minions wear only the most fashionable clothing from their region, looking more like club-hoppers
or party-goers than servants of a global criminal.
8 Lycra: The minions wear full bodysuits intended for acrobats but well suited to high rise cat burglars (and in some
cases, combat divers).
9 Military Fatigues: The squad is clad in modern military BDUs, suitable for the environment in which they operate
(e.g. black for night operations, khaki for desert, etc.)
10 Out of Date: The minions wear out-of-date styles, ranging from defunct military uniforms to decade-specific
attire (e.g. 1970s clothes — “Solid!”).
11 Outlandish: The minions wear wacky or ludicrous outfits — carnival clothing, mime dress, or gypsy gowns and suits.
12 Punk: The minions wear leather adorned with spikes, often accentuated with colorful, extreme hairstyles and
exotic body piercing.
13 Rag-Tag: The minions wear irregular militia clothes — military surplus coats and fatigues blended with T-shirts,
blue jeans and tennis shoes.
14 Scantily Clad: The minions wear sexy or skimpy clothing that reveals a lot of skin — swimsuits, mini-skirts,
lingerie, or less.
15 Space Age: The minions wear retro-styled ‘space suits’ or environmental suits, with ill-fitting masks or helmets,
air tanks, and heavy boots and gloves.
16 Spit and Polish: The minions wear pristine military uniforms and gleaming, well shined shoes, starched shirts,
and shining buttons and medals.
17 Stealthy: The minions wear appropriately stealthy clothes, such as ninja outfits or chameleon suits.
18 Street Thug: The minions are dressed as organized criminals, wearing a mixture of flashy street clothes and
designer men’s wear.
19 Traditional: The minions wear traditional or ethnically flavored garb, such as turbans, sarongs, dashikis, etc.
20 Utilitarian: The minions wear simple and effective clothing for each task at hand — overalls, web belts with tool
pouches, helmets and protective gear, etc.

The agents may obtain information from minions in


SNITCHES
Minions have many uses outside of combat — they
any number of ways. Beyond standard interrogation or
physical coercion are subtle options such as imperson-
ating the minions’ superiors or friends, eavesdropping
can also become a valuable source of information. on minion conversations in the lunchroom, or making
As the functionaries of the mastermind’s organization, friends with a minion to learn more about his
minions are frequently exposed to confidential informa- “background.” The basic methods by which the agents
tion that may be useful to the agents, including vital may obtain information from minions, and the skills
names, plans and geography, and this information required for each method, are described on Table 1.5:
may be coerced out of them any time one is captured. Snitching Skills (see page 14).
When an agent attempts to obtain information from
Snitching Basics a minion, he makes the appropriate skill check, opposed
Each minion possesses a level of knowledge about by the minion’s Bluff skill. The minion gains a bonus
his organization, ranging from utter ignorance to inside equal to his loyalty level. Further, the minion’s result
information, called minion knowledge. This level is modified as shown on Table 1.4: Minion Knowledge
of understanding is determined at minion creation, (see below). If the agent wins this opposed skill check,
and either costs or provides a number of MP as shown he gains one piece of information as determined by the
on Table 1.4: Minion Knowledge (see below). difference between the skill check results, as shown on
Table 1.6: Snitch Results (see page 14).
Table 1.4: Minion Knowledge
Knowledge MP Cost Modifier
Ignorant 2 MP +5 bonus with all Bluff checks made when snitching
Low 1 MP +2 bonus with all Bluff checks made when snitching
Average 0 MP No modifiers
High –1 MP –2 penalty with all Bluff checks made when snitching
Loose Lips –2 MP –5 penalty to all Bluff checks made when snitching

13
mastermind
Table 1.5: Snitching Skills
Method Skill Used
Befriending minion Diplomacy
Bribing minion Bureaucracy
Casually interviewing minion Gather Information
Tricking minion into revealing information Bluff
Impersonating minion’s friend or superior Bureaucracy
Listening for minion rumors/gossip Gather Information
Physically threatening minion Intimidate (Strength)
Seducing minion Innuendo, Sense Motive, Bluff*
Verbally threatening minion Intimidate (Charisma)
* Depending on the current seduction stage (see the Spycraft Espionage Handbook, page 271).

Table 1.6: Snitch Results


Difference Information Gained
S TANDARD MINION
TYPES REVISITED
Up to 5 Worthless (e.g. the minion’s name, rank,
and classification) The basic minion type originally presented on page
5–10 Somewhat Useful (e.g. the minion’s agent 244 of the Spycraft Espionage Handbook assumes
level and the names of each NPC class in a combat-oriented campaign, with legions of minions
which he possesses at least 1 level, the attacking the agents from every direction (or at least
minion’s current duties) a healthy number of guards patrolling the mastermind’s
11–15 Useful (e.g. the codename of the minion’s fortress). But as described throughout the earlier
immediate superior, the threat resource sections of this chapter, minions can fulfill a great many
to which the minion is assigned or is roles within a criminal organization beyond aggression
most closely linked) and defense. The following rules are intended to clarify
16–20 Very Useful (e.g. the real name and agent and expand the GC’s options when building standard
level of the minion’s immediate superior, minions, presenting three standardized base minion
the size and hierarchy ratings of the action types to support the most common concepts seen
site to which the minion is assigned or is in action-espionage fiction, as follows.
most closely linked)
21–30 Extremely Useful (e.g. the current agenda • Smart: Smart minions are commonly found working
of the minion’s commanding mastermind, at action sites with sophisticated threat resources,
the location of the closest action site with often as lab workers, researchers, technicians, or
a hierarchy rating equal to or lower than technical personnel.
the minion’s Wisdom score divided by 2, • Stealthy: Shrewd and tough to catch, these subtle min-
rounded up) ions are often assigned to assassination, surveillance,
31+ Top Secret (e.g. the agent level of the minion’s and infiltration missions.
commanding mastermind, the names of all
classes in which the minion’s commanding • Strong: These low-rent warriors are frequently employed
mastermind possesses at least 1 level, access as guards, muscle, and cannon fodder. Strong minions
codes to secret locations in the minion’s are identical in every way to the ‘standard’ minion type
assignment area) presented in previous Spycraft products. All references to
this earlier minion type actually refer to strong minions.
The GC is encouraged to be creative in the method When designing a minion using any base minion
by which he provides this information to the agents — type, the GC derives its level, squad size, vitality dice,
a simple snitch check should not lay bare an entire ability scores, and feats, as defined in the original
criminal organization. These results are merely guide- Mastermind System rules (see the Spycraft Espionage
lines by which to gauge the level of information Handbook, pages 244–245). The minion’s class skills,
provided through snitching or gossip — the real action base attack bonus, saving throw bonuses, Defense
should be tailored to each table and group in question, bonus, and initiative bonus, however, are now deter-
and be roleplayed accordingly. mined by the chosen base minion type, as shown on
Tables 1.7: Base Minion Type Skills (see page 15), and
Table 1.8: Base Minion Type Progressions (see page 15).

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Table 1.7: Base Minion Type Skills
Smart Minion Stealthy Minion Strong Minion
Class Skill Key Ability Class Skill Key Ability Class Skill Key Ability
Appraise Int Balance Dex Balance Dex
Boating Int Bluff Cha Climb Str
Bureaucracy Cha Climb Str Craft Int
Computers Int Cultures Wis Demolitions Int
Concentration Wis Disguise Cha Driver Dex
Craft Int Driver Dex First Aid Wis
Cryptography Int Escape Artist Dex Intimidate Str or Cha
Cultures Wis Forgery Int Jump Str
Diplomacy Cha Gather Information Cha Profession Wis
Driver Int Hide Dex Sport Str or Dex
Electronics Int Innuendo Wis Spot Wis
First Aid Wis Jump Str Survival Wis
Gather Information Cha Listen Wis Swim Str
Hide Dex Mechanics Int Tumble Dex
Hobby Wis Move Silently Dex Use Rope Dex
Knowledge Int Open Lock Dex Skill Points at 1st Level: (4 + Int modifier) × 4
Languages Int Search Int Skill Points at Each Additional Level: 4 + Int modifier.
Mechanics Int Sleight of Hand Dex
Open Lock Dex Tumble Dex
Pilot Dex Surveillance Wis
Profession Wis
Skill Points at 1st Level: (6 + Int modifier) × 4
Search Int
Skill Points at Each Additional Level: 6 + Int modifier.
Sense Motive Wis
Spot Wis
Surveillance Wis
Skill Points at 1st Level: (8 + Int modifier) × 4
Skill Points at Each Additional Level: 8 + Int modifier.

Table 1.8: Base Minion Type Progressions


Smart Minion Stealthy Minion Strong Minion
Base Fort Ref Will Def Init Base Fort Ref Will Def Init Base Fort Ref Will Def Init
Lvl Att Bon Save Save Save Bon Bon Att Bon Save Save Save Bon Bon Att Bon Save Save Save Bon Bon
1 +0 +0 +1 +2 +1 +0 +0 +1 +2 +0 +1 +1 +1 +2 +1 +0 +0 +1
2 +1 +0 +2 +3 +2 +1 +1 +2 +3 +0 +1 +1 +2 +3 +2 +0 +1 +2
3 +1 +1 +2 +3 +3 +1 +2 +2 +3 +1 +2 +2 +3 +3 +2 +1 +1 +3
4 +2 +1 +2 +4 +3 +2 +3 +2 +4 +1 +2 +2 +4 +4 +2 +1 +2 +3
5 +2 +1 +3 +4 +4 +2 +3 +3 +4 +1 +3 +3 +5 +4 +3 +1 +2 +4
6 +3 +2 +3 +5 +5 +2 +4 +3 +5 +2 +4 +4 +6 +5 +3 +2 +2 +5
7 +3 +2 +4 +5 +6 +3 +5 +4 +5 +2 +4 +4 +7 +5 +4 +2 +3 +6
8 +4 +2 +4 +6 +6 +3 +6 +4 +6 +2 +5 +5 +8 +6 +4 +2 +3 +6
9 +4 +3 +4 +6 +7 +4 +6 +4 +6 +3 +5 +5 +9 +6 +4 +3 +4 +7
10 +5 +3 +5 +7 +8 +4 +7 +5 +7 +3 +6 +6 +10 +7 +5 +3 +4 +8
11 +5 +3 +5 +7 +9 +4 +8 +5 +7 +3 +7 +7 +11 +7 +5 +3 +4 +9
12 +6 +4 +6 +8 +10 +5 +9 +6 +8 +4 +7 +7 +12 +8 +6 +4 +5 +10
13 +6 +4 +6 +8 +10 +5 +9 +6 +8 +4 +8 +8 +13 +8 +6 +4 +5 +10
14 +7 +4 +6 +9 +11 +6 +10 +6 +9 +4 +8 +8 +14 +9 +6 +4 +6 +11
15 +7 +5 +7 +9 +12 +6 +11 +7 +9 +5 +9 +9 +15 +9 +7 +5 +6 +12
16 +8 +5 +7 +10 +13 +6 +12 +7 +10 +5 +10 +10 +16 +10 +7 +5 +6 +13
17 +8 +5 +8 +10 +14 +7 +12 +8 +10 +5 +11 +11 +17 +10 +8 +5 +7 +14
18 +9 +6 +8 +11 +14 +7 +13 +8 +11 +6 +11 +11 +18 +11 +8 +6 +7 +14
19 +9 +6 +8 +11 +15 +8 +14 +8 +11 +6 +12 +12 +19 +11 +8 +6 +8 +15
20 +10 +6 +9 +12 +16 +8 +15 +9 +12 +6 +12 +12 +20 +12 +9 +6 +8 +16

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mastermind
Special Note: Minions automatically gain Armor
Group Proficiency and Weapon Group Proficiency feats
“W ELCOME TO
at no MP cost according to their type, as shown
THE M ENAGERIE ”
on Table 1.9: Base Minion Type Feats (see below).

Table 1.9: Base Minion An entirely different type of minion can be created
Type Feats using animals: the loyal pack of guard dogs, the albino
Smart Minion attack gorilla, the tank of blood-hungry sharks (possibly
Armor Proficiency (Light) with strap-on energy weapons) — all are viable minion
Weapon Group Proficiency (Handgun) type concepts that can spice up any Spycraft campaign.
Weapon Group Proficiency (Melee) Espionage agencies have recognized the value of trained
animals since the days of carrier pigeons and cavalry
Stealthy Minion
scouts, and many a mastermind is known for his
Armor Proficiency (Light)
lethal pet.
Armor Proficiency (Medium)
Within the last century, animals have been used
Weapon Group Proficiency (Handgun)
for such diverse tasks as arson (bats), anti-tank
Weapon Group Proficiency (Hurled)
warfare (dogs), electronic intelligence gathering (cats),
Weapon Group Proficiency (Melee)
assassination (snakes and insects), and underwater
Weapon Group Proficiency (Rifle)
demolitions (dolphins and sea lions). Additionally, many
Weapon Group Proficiency (Rifle)
parts of the world boast no infrastructure capable
Weapon Group Proficiency (Tactical)
of supporting vehicles, leaving animals as the sole
Strong Minion means of (relatively) rapid transportation.
Armor Proficiency (Light)
Armor Proficiency (Medium) Animal Basics
Armor Proficiency (Heavy) In Spycraft, each animal possesses a set of statistics,
Weapon Group Proficiency (Handgun) an obedience level, and potentially a number of qualities
Weapon Group Proficiency (Hurled) and tricks. Whether minions or not, each animal is
Weapon Group Proficiency (Melee) considered a standard NPC unless it possesses the named
critter trick (see page 19).

Obedience Level
An animal may possess an obedience level of wild,
domestic, or trained, as follows.
• Wild: The animal isn’t acclimated to human contact
and obeys its instincts, acquiring food and shelter
where it sees fit. A wild animal has no experience with
obeying human commands, and thus all Handle Animal
checks made targeting the animal suffer a –10 circum-
stance penalty.
• Domestic: The animal has been taught to respect
humans. Though it doesn’t usually default to the “fight
or flight” reactions of its wild counterparts, it isn’t
nearly as comfortable with people as a trained beast.
All Handle Animal checks made targeting the animal
suffer a –2 circumstance penalty. All domestic animals
possess the domestic (DOM) quality (see page 17).
• Trained: The animal has been through the equivalent
of obedience training. It recognizes basic commands,
such as “come,” “stay,” “sit,” or “be quiet,” can identify
its primary trainer, and can be taught to recognize
a number of other individuals up to its Intelligence
score as secondary trainers. A trained animal can also
be taught tricks, as described on page 18. An animal’s
primary and secondary trainers can always order an

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legion
animal to perform a trick it knows without making a +8 competence bonus with all Hide checks. Standard
a Handle Animal check, and suffer no penalty with camouflage options include aquatic, arctic, desert, forest,
Handle Animal checks made targeting the animal. jungle, mountain, swamp, and urban. At the GC’s
All other characters must make a Handle Animal check discretion, when the animal is located in a terrain type
(DC 12) to prompt a trained animal to perform one similar to its camouflage option (e.g. when an animal
of its tricks, and suffer a –2 circumstance penalty with with forest camouflage is located in a jungle), it may
the check. All trained animals possess the trained benefit from 1⁄2 this bonus (rounded down).
(TND) quality (see page 18). Clever (CLV): The animal is possessed of keen
intelligence and may learn a number of tricks up to 1⁄2
Should an animal receive conflicting orders from
its Wisdom score (rounded up), as opposed to 1⁄4 its
its primary and one or more secondary trainers, it obeys
Wisdom score (rounded up), as standard.
its primary trainer. Should it receive conflicting orders
Cold-Blooded (CLD): The animal’s body temperature
from two or more secondary trainers, it loses all actions
is determined by its surroundings. All skill checks made
it would typically make during its next initiative count
to locate the animal using thermal imaging suffer a –8
in confusion (or, if the GC wishes, acts per a random
circumstance penalty. It fares poorly in cold, however,
secondary trainer’s orders).
suffering double damage from all cold-based injuries.
When an animal enters play, the agent or the
Diurnal (DAY): The animal is predisposed to daylight
GC determines its obedience level, as appropriate
hours, suffering a –4 circumstance penalty with all skill
(see Animals in Play, page 21). Undefined animals enter
checks made at night or in darkness.
play possessing an obedience level of wild.
Diving (DIV): The animal is accustomed to spending
Special Note: When an animal is separated long periods of time underwater and can hold its breath
from its primary trainer for a number of months equal for a number of minutes equal to its full Constitution
to its Wisdom score, and spends at least 75% of that score (see the Spycraft Espionage Handbook, page 231).
time living under the care of a secondary trainer, Domesticated (DOM): The animal’s obedience level
it comes to recognize the secondary trainer as its new is domesticated. It is acclimated to human contact and
primary trainer. may be trained (see pages 16 and 20).
Manipulators (MAN): The animal has semi-opposable
Animal Qualities thumbs or other appendages that enable it to pick up
Like vehicles (see the Soldier/Wheelman Class Guide, and manipulate objects.
page 78), and weapons (see the Modern Arms Guide, Mount (MNT): The animal may be ridden or used
page 14), some animals possess qualities. Unless other- as a draft animal. Its load is determined per the standard
wise specified, animals may never gain new qualities agent rules (see the Spycraft Espionage Handbook,
beyond the selection in their profile (see page 24). page 107 — in particular, see the Bigger and Smaller
Two specific exceptions are the domesticated (DOM) Agents section).
and trained (TND) qualities, which may be gained as an Natural Armor (NAR): The animal possesses a thick
animal’s obedience level is upgraded (see page 16). hide, layers of blubber, or similar natural protection,
gaining a number of points of damage reduction
Ambush Hunter (AMB): The animal possesses
as noted in the parentheses following the quality in
the Confident Charge feat (see the Spycraft Espionage
its statistics block. This natural armor features
Handbook, page 69). Additionally, the animal is accus-
the firearms and explosions weaknesses (see the Modern
tomed to striking from concealment, and may prepare
Arms Guide, page 138, for more information about
ambushes and chase ambushes (see the Fixer/Pointman
armor weaknesses).
Class Guide, page 60), gaining a +4 competence bonus
Nocturnal (NOC): The animal is predisposed to
with all Survival checks made in the process. In addition
nighttime hours, suffering a –4 circumstance penalty
to the animal, the only characters who may benefit
with all skill checks made during the day. It has little
from an ambush the animal prepares are the animal’s
trouble seeing in dim light, however, and any low-light
human and animal teammates and allies who possess
concealment bonuses from which its targets benefit
10 or more ranks in the Handle Animal skill.
are reduced by 1 grade.
Arctic (ARC): The animal is accustomed to extremely
Pack Hunter (PCK): The animal tends to hunt in packs,
cold weather, possessing 5 points of damage reduction
possessing the Wolf Pack Basics feat (see page 123).
against cold-based injuries. It fares poorly in heat,
Primal (PRI): The animal’s carnivorous instincts
however, suffering double damage from all heat-based
make it exceptionally dangerous to work with. The error
injuries.
ranges of all Handle Animal skill checks targeting
Camouflage (CMF): The animal blends in with
this animal are increased by 5 (if the animal is wild),
one type of terrain, as noted in the animal’s profile.
or by 2 (if the animal is domesticated). Additionally,
While located in the designated terrain, the animal gains

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mastermind
the DCs of all Handle Animal skill checks made may learn this “trick” up to 3 times, each time gaining
to domesticate or train this animal are doubled. 1 additional skill rank with each skill listed as part of its
Finally, all Intimidate checks targeting the animal basic profile. Prerequisites: Clever (CLV) quality.
suffer a –8 circumstance penalty. Adept: The animal is taught to perform new tasks,
Rage (RAG): The animal flies into a berserk rage gaining 1 skill rank with 1 skill not listed as part of its
when injured in combat. The first time the animal basic profile, from the following list: Balance, Climb,
suffers at least 10 vitality points or 1 wound of damage Hide, Intimidate, Jump, Listen, Move Silently, Perform,
during each combat, its Strength and Constitution Search, Spot, Surveillance, Survival, Swim, Tumble. An
scores each rise by 4 points (and its vitality and wounds animal cannot learn a skill it cannot physically perform
rise accordingly). The animal loses its Dexterity and (e.g. a raven cannot learn the Climb skill). An animal
dodge bonuses to Defense, however, and the error may learn this “trick” multiple times, each time gaining
ranges of all Handle Animal checks targeting it are 1 additional skill rank with each skill that is not listed
increased by 5. Further, the animal cannot leave combat as part of its basic profile (to a maximum of 3 ranks
until it believes that all opponents are dead (at which with each skill). Prerequisites: Clever (CLV) quality.
time all rage effects cease). A character may feign death, Armor Group Proficiency (Light): The animal is
convincing the animal with a successful Bluff check willing to wear light armor tailored for its species,
opposed by the animal’s Sense Motive skill (which is gaining the Armor Group Proficiency (Light) feat.
typically made untrained). Typically, this trick is taught only to mounts and police
Scent (SNT): The animal’s sense of smell is exception- dogs. Prerequisites: Strength 9+, animal must be
ally acute. This quality is required for an animal to learn Medium-sized or bigger.
many tricks (see page 18). Additionally, if the animal also Armor Group Proficiency (Medium): The animal is
possesses the tracker (TKR) quality, it gains a +8 compe- willing to wear medium armor tailored for its species,
tence bonus with all skill checks made to track a target. gaining the Armor Group Proficiency (Medium) feat.
Sonar (SNR): The animal’s sense of hearing is Practically a lost art, this trick is taught only to mounts
so sharp that it instinctively knows when it’s used in period movies and reenactments, and a very
being approached. It possesses the Blind-Fight feat small number of police horses. Prerequisites: Armor
(see the Spycraft Espionage Handbook, page 72). Group Proficiency (Light) trick, Strength 11+, animal
Additionally, when blinded or in total darkness, the must be Large-sized or bigger.
animal may move up to 3⁄4 of his speed during each Armor Group Proficiency (Heavy): The animal is
round (rounded down). willing to wear heavy armor tailored for its species,
Speech (SPC): The animal is capable of learning and gaining the Armor Group Proficiency (Heavy) feat. This
reproducing a vocabulary of a few dozen words. Unless all but unheard-of animal talent is only encountered
its Intelligence is somehow augmented to a near-human in rare cases when an animal is custom trained and
level, however, it can only mimic, not comprehend. prepared for battle. Prerequisites: Armor Group
Tracker (TKR): The animal is adept at following prey Proficiency (Medium) trick, Strength 13+, animal
across long distances, possessing the Track feat (see the must be Large-sized or bigger.
Spycraft Espionage Handbook, page 90). Attack: The animal attacks a specified target as
Trained (TND): The animal’s obedience level is directed by one of its trainers (an animal without this
trained. It obeys basic commands and may be taught trick acts purely on instinct during combat, falling under
tricks (see pages 18 and 20). the GC’s control — see page 21). A trainer may only
Well-Bred (WBD): The animal is bred for show identify an animal’s attack target during his initiative
purposes, granting each of its trainers within 30 ft. a +1 count, though doing so is a free action. Should an
circumstance bonus with all Charisma-based skill animal receive conflicting orders from its primary and
checks. A trainer only gains this bonus against targets one or more secondary trainers, it obeys its primary
who possess line of sight to the animal. trainer. Should it receive conflicting orders from two
or more secondary trainers, it loses all actions it
Animal Tricks would typically make during its next initiative count
Like agents and their allies, animals can be trained in confusion (or, if the GC wishes, acts per a random
to levels of capability that far surpass their mundane secondary trainer’s orders). Prerequisites: None.
counterparts. Animals may gain new tricks when Battle-Ready: The animal is taught to use one of its
a character teaches them (see page 18). An animal must attacks to greater effect, gaining a +1 bonus with 1 of
meet all of a trick’s prerequisites before it can learn it. its attacks. An animal may learn this “trick” up to 3
times, each time increasing this bonus by an additional
Able: The animal is taught to perform its instinctual
+1. Prerequisites: Attack trick.
tasks more ably, gaining 1 additional skill rank with
each skill listed as part of its basic profile. An animal

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legion
Courier: The animal can carry messages or items no check a maximum number of times each day equal to
1
larger than 2 size categories smaller than itself over ⁄2 its Constitution score (rounded down, minimum 1).
long distances. Prerequisites: Survival skill 4+ ranks. When the animal performs this check in a habitat to
Cute: The animal is spruced up and taught to act which it’s not accustomed, this check’s time requirement
in an appealing manner, gaining 1 additional point and DC are each tripled, and the maximum number
of Charisma. This may increase the animal’s Charisma- of times the animal may perform the check is reduced
based skill checks, as standard. An animal may to 1⁄4 its Constitution score (rounded down, minimum 0).
learn this “trick” up to 3 times, each time gaining Prerequisites: Survival skill 1+ ranks, tracker (TKR)
1 additional point of Charisma. Prerequisites: Clever quality.
(CLV) quality. Named Critter: The animal is familiar with its own
Disarm: The animal can use the standard disarm name and responds as a member of the team. It is
action. Alternately, it may perform a charge action, considered both a special character and a teammate for
ending with a standard disarm action instead of a stan- the purpose of determining the effects of agent abilities,
dard attack. Prerequisites: Attack trick. feats, and other rules. Prerequisites: Animal must be
Entertain: The animal can perform one or more trained and know at least 1 trick.
largely useless actions that amuse, such as balancing Open Doors: The animal can open any unlocked
things on its nose, shaking hands, or doing back flips. door that it can naturally manipulate. It can also
In combat, the animal may spend 1 full action performing undo simple mechanical fasteners such as security
cute tricks to grant a +2 cooperation bonus to skill checks chains and deadbolts if it can reach them. Prerequisites:
made as part of a feint action by any 1 character within Strength 2+.
30 ft. This bonus lasts only until the start of the animal’s Rescue: The animal instinctively protects its trainers.
initiative count during the following round. A character If any of its trainers is knocked unconscious or otherwise
only gains this bonus against targets who possess line incapacitated in combat or a hazardous environment
of sight to the animal. Prerequisites: None. (e.g. a smoke-filled room), the animal immediately
Feat: The animal gains any 1 basic combat feat from moves to the individual’s side and attempts to drag him
the following list: Combat Instincts, Confident Charge, to cover or safety (see the Spycraft Espionage Handbook,
Endurance, Great Fortitude, Improved Initiative, page 106). As a free action, one of the animal’s trainer
Increased Speed, Iron Will, Lightning Reflexes, Mobility, may also order it to rescue another individual within
Quick Healer, Run (primary method of movement only), both the trainer’s and the animal’s line of sight.
Sidestep, Surge of Speed. Prerequisites: Animal must Prerequisites: Medium-size or bigger, animal must
meet all prerequisites for the feat and be capable of be able to grip a human.
taking all actions that the feat requires or affects. Retrieve: The animal can “fetch.” As a free action,
Guard: The animal may guard any 1 place, item, one of the animal’s trainers may order it to retrieve any
or person identified by one of its trainers, attacking object that it can pick up and carry, bringing the object
anyone who approaches within a number of feet equal back to its trainer’s location and dropping it when
its speed. A trainer may only identify an animal’s guard ordered. Prerequisites: None.
target during his initiative count, though doing so is Search: The animal can use its sense of smell
a free action. Should an animal receive conflicting to detect one or more target types, gaining a +8
orders from its primary and one or more secondary competence bonus with all Search checks made to find
trainers, it obeys its primary trainer. Should it receive targets of the designated type(s). Standard target types
conflicting orders from two or more secondary trainers, include animals, chemical weapons, drugs, explosives,
it loses all actions it would typically make during food, and people. As a free action, one of the animal’s
its next initiative count in confusion (or, if the GC trainers may order it to find its target type, at which
wishes, acts per a random secondary trainer’s orders). point it uses its boosted Search skill to find any targets
Prerequisites: Attack trick. matching its type within the range of its senses.
Guide: The animal is accustomed to working in If it locates any targets, it moves to the nearest one,
a harness and guiding a visually impaired human. identifies it, then moves to the one nearest its new
Additionally, it automatically alerts all characters location, identifies it, and so on, until it finds no more
within 30 ft. of any environmental hazard it senses targets. If a specified command is included in the
(e.g. a fire, a flood, etc.). Prerequisites: None. trainer’s order, the animal will alternately return the
Hunt: The animal can hunt small game in the target item back to the trainer’s location when he
wilderness and bring it back to its trainers. Each hunt- gave the order. An animal may learn this trick
ing run requires 1d6 × 10 minutes. With a successful multiple times, each time gaining a new target type.
Survival check (DC 15), the animal returns with enough Prerequisites: Scent (SNT) quality.
food for 1 person for 1 day. An animal may perform this

19
mastermind
Smart: The animal is encouraged to think rationally The process of conditioning an animal or teaching
with crude word and experience associations, gaining it a trick may begin at the start of any serial in which
1 additional point of Intelligence. This may increase the the animal is part of the agent’s personal gear during
animal’s Intelligence-based skill checks, as standard, but it the Gearing Up phase. During each serial, the agent
does not impact the animal’s skill ranks (see the able and may make 1 complex Handle Animal check to either
adept tricks for more information). An animal may learn condition an animal or teach it a trick (but not both),
this “trick” up to 3 times, each time gaining 1 additional as described in the new skill use on page 121.
point of Intelligence. Prerequisites: Clever (CLV) quality. When an animal is successfully conditioned, its
Speak: The animal can make noises within its obedience level is increased by 1 grade (i.e. from wild
normal range of vocal expression. If the animal to domesticated, or from domesticated to trained),
possesses the speech (SPC) quality, it may be taught and the animal’s cost is raised accordingly (see Animal
to speak a number of words or short phrases up to its Profiles, page 24).
Charisma score. As a free action, one of the animal’s When an animal is successfully taught a trick,
trainers can order it to either make or silence these the animal gains the benefits of the chosen trick
noises and/or words or phrases. If the animal possesses (see page 18). Additionally, its total cost increases by
the clever (CLV) quality, it may be taught this trick a number of BP equal to the number of tricks the
any number of times, expanding its total vocabulary animal possesses, including the new addition (i.e. +1 BP
accordingly. Prerequisites: None. for the first trick, +2 BP for the second trick, +3 BP for
Subdue: The animal knows how to take opponents the third trick, etc.). If the animal is a mount, its total
down in a non-lethal fashion. As a free action, one of cost increases by +1 GP for the first 2 tricks, and by an
the animal’s trainers can order it to inflict subdual additional +1 GP for each trick thereafter.
damage instead of normal damage. When doing so, In both cases, the agent must thereafter dedicate
the animal does not suffer the standard circumstance a number of personal BP equal to the animal’s increased
penalty with its attacks (see the Spycraft Espionage cost in order to retain it.
Handbook, page 174). This trick may not be taught to
Special Note: Unless otherwise stated, an animal
an animal possessing the rage (RAG) quality, and the DC
may learn a maximum number of tricks equal to 1⁄4 its
to teach this trick to an animal possessing the primal
Wisdom score (rounded up, minimum 1).
(PRI) quality is doubled. Prerequisites: Attack trick.
Tough: The animal is toughened up, gaining 1 addi- Example: Agent deChevalier wants to acquire
tional vitality die. An animal may learn this trick a trained alligator to support his team’s operations
multiple times, each time gaining 1 additional vitality in South America. As the Agency does not keep a large
die (to a maximum of twice the number of vitality dice stock of dangerous reptiles on hand, deChevalier must
listed as part of its basic profile). Prerequisites: None. train his own. He acquires a wild alligator specimen,
Wise: The animal is taught to be wary of common dedicating 24 BPs from his personal budget, and begins
dangers, to be more observant, and to reason through to domesticate it.
basic problems, gaining 1 additional point of Wisdom. After several months and a few close calls,
This may increase the animal’s Wisdom-based skill deChevalier manages to domesticate the alligator
checks and Will save, as standard. An animal may learn (now named Boudreaux). In order to retain Boudreaux
this “trick” up to 3 times, each time gaining 1 additional during subsequent serials, deChevalier must dedicate
point of Wisdom. Prerequisites: Clever (CLV) quality. 36 BPs of his personal budget.
Next, deChevalier begins to train Boudreaux, hoping
Conditioning Animals that after the process, the alligator will come when
and Teaching Them Tricks called and avoid eating guests.
An agent may attempt to condition an animal After several more months, Boudreaux has good
(domesticating a wild animal or training a domesticated table manners. In order to retain Boudreaux during
animal), or teach an animal a trick. Any of these options subsequent serials, deChevalier must dedicate 48 BPs
requires the agent to incorporate the animal into his of his personal budget.
personal gear, dedicating a number of personal BP equal Next, deChevalier begins to teach Boudreaux tricks.
to the animal’s base cost + the cost of all its upgrades With a Wisdom score of 12, Boudreaux can learn
(including a higher obedience level, is applicable), a maximum of 3 tricks. deChevalier decides to teach
tricks, and other options. If at any time the agent Boudreaux to attack first. Once the alligator gains
doesn’t allocate sufficient personal budget to pay the attack trick, its cost rises to 49 BP (48 + 1, the cost
this cost, he loses all access to the animal until he of the animal’s first trick).
re-allocates the necessary resources (the animal is kept
at an Agency kennel or zoo in the meantime).

20
legion
After teaching Boudreaux to attack on command, The Agency will not fulfill any animal request unless
deChevalier begins teaching the alligator to guard at least one agent on the team possesses 5 or more ranks
a location. Once the alligator gains the guard trick, in the Handle Animal skill, or the team also requisitions
its cost rises to 51 BP (49 + 2, the cost of the animal’s an Agency trainer at an additional cost of 1 BP per
second trick). vitality die possessed by the animal. This trainer has
Finally, deChevalier begins teaching the alligator ability scores of 10, except for Charisma, which is 14,
to open doors. Once the alligator gains the open doors and possesses a number of ranks in the Handle Animal
trick, its cost rises to 54 BP (51 + 3, the cost of the skill equal to the team’s average agent level (minimum
animal’s third trick). +5). The trainer is an unarmed non-combatant with
no special gear, and refuses to go anywhere without
Animals in Play the animal to which he’s assigned. Until returned to
Unless otherwise specified (e.g. an animal knows the the home office, the animal recognizes this NPC as its
attack trick and a trainer is present to give it orders), all primary trainer and 1 or more agents as its secondary
animals fall entirely under the GC’s control during com- trainers (to the maximum number of secondary trainers
bat. The GC should strive to present the animal’s behavior it may recognize).
as realistically as possible, taking into consideration its If at least one of the agents possesses 5 or more
position on the food chain (as predator or prey), its natur- ranks in the Handle Animal skill and the team chooses
al level of aggression, and the current tactical situation. not to requisition an Agency trainer, the animal
An animal may enter play in any of the following recognizes 1 agent chosen by the team as its primary
ways. trainer and 1 or more other agents as its secondary
trainers (to the maximum number of secondary trainers
Animals as Gear it may recognize).
An agent may requisition a wild, domesticated, If a domesticated or trained animal requisitioned
or trained version of any animal in the Animal Profiles as mission gear is lost or killed, each agent’s mission
section as part of his personal or mission gear by budget during the following serial is reduced by 3 BP
dedicating the listed BP or GP cost out of his personal and each agent’s field expenses during the following
budget or class-based gadget point allotments. mission are reduced by $200. An animal in which
Alternately, an agent may requisition any of the the Agency has invested time and energy is a valuable
following standard animal resources. commodity not to be casually discarded.
If an animal requisitioned as personal gear is lost
Bomb Dog (11 BP): This trained work dog is used to
or killed, all invested BP are returned to the agent at the
search for explosives. It knows the feat (Light Reflexes)
end of the current serial, after which he may requisition
and search (explosive) tricks. Unlike a drug dog, a bomb
a new base profile specimen and begin its training
dog isn’t trained to disturb suspicious locations,
anew. An animal newly requisitioned in this fashion
packages, and vehicles, instead leaving such tasks to
does not enter play possessing its predecessors’ tricks
his trainer(s).
and other options.
Drug Dog (9 BP): This trained work dog is used
Finally, all animals are requisitioned with necessary
to search for drugs and other contraband. It knows
gear (including saddles and reins for mounts), though an
the search (drugs) trick. Unlike a bomb dog, a drug
agent may requisition armor for any animal possessing
dog paws and sniffs at suspicious packages to alert its
the Armor Group Proficiency (Light) or Armor Group
trainers to its findings.
Proficiency (Medium) tricks, as shown on Table 1.10:
Hunting Dog (11 BP): This trained work dog is used
Animal Armor (see page 22).
to forage for its trainers. It knows the retrieve and
search (animals) tricks. Animals as Minions
Police Dog (18 BP): This trained work dog is trained
A GC may add a wild, domesticated, or trained
to assist law enforcement officials. It knows the attack,
version of any animal in the Animal Profiles section —
search (drugs), search (people), and subdue tricks.
or a squad of such animals — to any serial by spending
Police Horse (4 GP): This trained work horse conveys
a number of mastermind points (MP) as shown on Table
law enforcement officials, frequently into crowd control
1.12: Animal Minion Costs (see page 23).
and public relations situations. It knows the Armor Group
All animal minions possess an obedience level
Proficiency (Light) and feat (Confident Charge) tricks.
of trained. Additionally, the GC may add any number
Rescue Dog (14 BP): This trained work dog is used
of tricks to an animal minion at a cost of 2 MP per trick
to locate people lost in the wilderness or trapped in
per animal minion type (to a maximum number of tricks
rubble after a natural disaster. It knows the rescue,
as dictated by the animal’s Wisdom score and qualities.
search (people), and tough tricks.

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mastermind
An animal minion doesn’t gain level-based ability Alternate Food Source (1 MP per minion, 2 MP per
score increases or feats, and may never gain levels squad): The animal can subsist on one bizarre substance,
in any class (base, prestige, NPC, or otherwise). chosen from the following: blood, garbage, gold, iron,
All animal minions are trained to identify members lead, nuclear waste, or steel. The GC is encouraged to add
of their organization, and will therefore not attack them his own substances to this list. When an animal gains
without provocation. this augmentation, it may no longer consume standard
Individual animal minions may be added to any food. An animal may gain this augmentation only once.
minion squad at no additional cost, though they Boosted Natural Armor (3 MP per minion, 4 MP per
increase the minion squad’s size accordingly. Animal squad): The animal’s skin is armored, perhaps because
minions added to an animal squad recognize all other metal plates have been grafted to it or maybe because
members of the squad as secondary trainers. it generates a bio-electric field that disrupts or deflects
When one or more animal minion(s) are located all incoming attacks. If the animal already possesses
at an action site, they may be positioned by the GC the natural armor (NAR) quality, the number of damage
or encountered randomly. In the latter case, the animals reduction points it possesses is increased by an
are encountered if the GC rolls a natural 1 when the additional 1; otherwise, the animal gains the NAR (DR
agents enter a new location within the action site 1/FE) quality. An animal may gain this augmentation
(see Personnel on page 246 of the Spycraft Espionage multiple times, each time gaining 1 additional point
Handbook). of natural armor damage reduction (to a maximum of
When a GC adds an animal to a villain’s gear using 5 points of natural armor damage reduction, including
the villain’s BP or GP, he should consult the rules any provided by the animal’s base profile).
for Animals as Gear (see page 21). Camouflage (4 MP per minion, 8 MP per squad): The
Finally, a GC may add one or more augmentations animal may, once per session as a half action, become
to any animal minion or animal minion squad featured invisible, gaining the benefits of total concealment
in one of his serials, at the following MP costs and with for 1d10+5 rounds. If the animal attacks while this
the following effects. Unless otherwise specified, animal augmentation is active, its concealment is reduced
augmentations are not available to Agency personnel, to one-half during the following 5 initiative counts.
including agents. Further, heavy rain, sand, and like conditions reduce the

Table 1.10: Animal Armor


Armor Name BP Cost DB DR Weaknesses MDB ACP* Speed Weight Actual Cost
Improvised Armor** N/A +0 1 C, E +2 –2 –5 ft. 10 lbs. N/A
Light Armor 20 +0 2 C, E +3 –4 –10 ft. 20 lbs. $1,000
Medium Armor 40 –2 3 C, E +2 –6 –15 ft. 40 lbs. $2,000
Heavy Armor 60 –2 4 C, E +1 –8 –20 ft. 80 lbs. $3,000
* All Spycraft armor rules apply to animal armor (see the Modern Arms Guide, page 138). The Armor Group Proficiency
(Light) feat is required to avoid suffering an armor check penalty with light armor, the Armor Group Proficiency (Medium)
feat is required to avoid suffering an armor check penalty with medium armor, and the Armor Group Proficiency (Heavy)
feat is required to avoid suffering an armor check penalty with heavy armor.
** An agent may improvise animal armor in 10 minutes with a successful Mechanics or Craft (Steelworking) check (DC 15).

Table 1.11: Size Modifiers


Size Defense Attack Checks Hide Checks Wounds Encumbrance
Fine (F) +8 +8 +16 1/4 × Con* 1/8 × standard*
Diminutive (D) +4 +4 +12 1/3 × Con* 1/4 × standard*
Tiny (T) +2 +2 +8 1/2 × Con* 1/2 × standard*
Small (S) +1 +1 +4 2/3 × Con* 3/4 × standard*
Medium (M) +0 +0 +0 equal to Con standard
Large (L) –1 –1 –4 1 1/2 × Con** 2 × standard
Huge (H) –2 –2 –8 2 × Con 4 × standard
Gargantuan (G) –4 –4 –12 3 × Con 8 × standard
Colossal (C) –8 –8 –16 4 × Con 16 × standard
* These values are rounded up.
** These values are rounded down.

22
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animal’s concealment to one-half. The animal loses this • A weapon that must be thrown — including most
concealment altogether when attacked by a character hurled weapons and all rope weapons — may be added
who can see in the infrared or ultraviolet parts of to an animal, but may never be thrown (thus, a thrown
the light spectrum (by virtue of gear, abilities, etc.). explosive could be added to an animal in order to facil-
An animal may gain this augmentation only once. itate a trained suicide run).
Dominated (1 MP per minion, 2 MP per squad): The
The cost of the chosen weapon must be paid
animal’s actions are controlled by a special character
separately. Further, the animal’s attack bonus with
of the GC’s choice (perhaps using technology, perhaps
the weapon is equal to its appropriate ability modifier
using a more exotic contrivance, such as mind control
+ 1⁄2 its highest attack bonus with any of its natural
or chemical scent triggers). If the animal is controlled
weapons (rounded up). The animal does not possess
technologically, the control signal possesses a power
the appropriate Weapon Group Proficiency to use the
rating of +6. An animal may gain this augmentation
weapon, though it is assumed to become proficient with
only once.
the specific weapon system a number of days after its
Monstrous (4 MP per minion, 8 MP per squad): The
installation equal to 20 minus its Wisdom modifier.
animal is abnormally large, its size category increasing
Finally, an animal may never reload a weapon (though
by 1 (e.g. from Small to Medium, from Medium to Large,
someone else may).
etc.). The animal’s statistics, skill check modifiers,
All of the animal’s attacks with a standard weapon
and carry capacity limits are adjusted by the difference
system are controlled either by command or by remote
between its old and new sizes, as shown on Table 1.11:
control (if the animal possesses the dominated augmen-
Size Modifiers (see page 22). An animal may gain this
tation). The weapon system’s control trigger must
augmentation multiple times, each time increasing
be chosen when it is installed.
its size category by an additional 1 (to a maximum size
An animal may gain this augmentation multiple
of Colossal).
times, each time gaining a new standard weapon (to
Weapon System, Standard (3 MP per minion, 6 MP
a maximum number of combined standard and exotic
per squad): The animal commands a weapon that
weapons as determined by its size: Tiny to Medium: 1,
is strapped onto or implanted into its body. Any weapon
Large to Huge: 2, Gargantuan: 4, Colossal: 8). An ani-
in the Modern Arms Guide may be added to an animal,
mal is always restricted to the standard Spycraft rules
with the following exceptions and modifications.
regarding the number of attacks it may make during
• The animal’s size category must exceed the weapon’s each round, no matter how many weapons it possesses.
category by at least 1. Weapon System, Exotic (MP cost varies): The animal
commands a super-science or similarly unusual weapon
• A weapon that must be thrust or swung — including most
that is strapped onto or implanted into its body, chosen
melee and exotic weapons — may only be added to
from Table 1.13: Exotic Animal Weapon Systems (see
an animal’s limbs, and only if the animal is capable of
page 24). The animal’s attack bonus with the weapon is
positioning its limb to effectively attack with it.
equal to its appropriate ability modifier + 1⁄2 its highest
For example, a sword could be added to a bear’s forepaws,
attack bonus with any of its natural weapons (rounded
but not its hind paws or any of a dog’s paws, while
up). The animal does not possess the appropriate
nunchaku could be added to a monkey but not a cheetah.

Table 1.12: Animal Minion Costs


Size Animal MP Cost Squad MP Cost*†
Fine 1 × challenge rating 2 × challenge rating
Diminutive 2 × challenge rating 4 × challenge rating
Tiny 3 × challenge rating 6 × challenge rating
Small 4 × challenge rating 8 × challenge rating
Medium 5 × challenge rating 10 × challenge rating
Large 6 × challenge rating 12 × challenge rating
Huge 7 × challenge rating 14 × challenge rating
Gargantuan 8 × challenge rating 16 × challenge rating
Colossal 10 × challenge rating 20 × challenge rating
* The number of animals in each animal minion squad is determined as standard with human minions (see the Spycraft
Espionage Handbook, page 244).
† The cost of an animal squad includes the cost of each individual animal in that squad — the GC need not pay the cost of
each individual animal in addition to a full squad’s cost.

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mastermind
Weapon Group Proficiency to use the weapon, though it Unless otherwise stated, an animal minion or
is assumed to become proficient with the specific animal minion squad may gain a maximum number
weapon system a number of days after its installation of augmentations equal to its challenge rating.
equal to 20 minus its Wisdom modifier. This limit does not apply to the number of times
All of the animal’s attacks with a standard weapon an animal minion or animal minion squad may gain
system are controlled either by command or by remote each augmentation (as shown in each augmentation
control (if the animal possesses the dominated augmen- description).
tation). The weapon system’s control trigger must be Unless otherwise stated, animal augmentations are
chosen when it is installed. unavailable to agents.
An animal may never replace or recharge any exotic
weapon’s battery, though someone else may. The cost Animal Profiles
of each recharge or replacement battery for an exotic The following profiles provide a representative
animal weapon system is equal to the weapon’s original sample of animals that masterminds and agents are
cost divided by 2 (rounded down, minimum 1 MP). likely to utilize or encounter. Each is presented with
An animal may gain this augmentation multiple three BP or GP costs, for wild, domesticated, and trained
times, each time gaining a new exotic weapon (to specimens, respectively.
a maximum number of combined standard and exotic
Alligator/Crocodile: These two closely-related preda-
weapons as determined by its size: Tiny to Medium: 1,
tory reptiles prefer to lay in ambush submerged, looking
Large to Huge: 2, Gargantuan: 4, Colossal: 8). An ani-
very much like floating logs, until an unfortunate victim
mal is always restricted to the standard Spycraft rules
comes within range.
regarding the number of attacks it may make during
each round, no matter how many weapons it possesses.

Table 1.13: Exotic Animal Weapon Systems


Min. Animal Range Qualities
Weapon Name Size MP Cost* Recoil Accuracy Damage Error Threat Increment & Mods
Claws/Teeth, Metal Diminutive 1/2 — +0 +1** 1 20 — —
Claws/Teeth, Metal Tiny 2/4 — +0 +1d2** 1 20 — —
Claws/Teeth, Metal Small 3/6 — +0 +1d4** 1 20 — —
Claws/Teeth, Metal Medium 4/8 — +0 +1d6** 1 20 — —
Claws/Teeth, Metal Large 5/10 — +0 +1d8** 1 20 — —
Claws/Teeth, Metal Huge 6/12 — +0 +1d10** 1 20 — —
Dartgun, Tiny Small 1 + contagion/ 0 +0 1 + contagion† 1–2 — 5 ft. (max. 50 ft.) PW
2 + contagion †
Dartgun, Small Medium 3 + contagion/ 0 +0 1d2 + contagion† 1–2 — 10 ft. (max. 100 ft.) PW
6 + contagion †
Dartgun, Medium Large 5 + contagion/ 0 +0 1d4 + contagion† 1–2 — 15 ft. (max. 150 ft.) PW
10 + contagion †
Dartgun, Large Huge 7 + contagion/ 0 +0 1d6 + contagion† 1–2 — 20 ft. (max. 200 ft.) PW
14 + contagion †
Laser, Tiny Small 3/6 0 +0 3d6 1 18–20 50 ft. (max. 500 ft.) AP, PW
Laser, Small Medium 6/12 0 +0 3d8 1 18–20 100 ft. (max. 1,000 ft.) AP, PW
Laser, Medium Large 12/24 0 +0 3d10 1 18–20 200 ft. (max. 2,000 ft.) AP, PW
Laser, Large Huge 24/48 0 +0 3d12 1 18–20 400 ft. (max. 4,000 ft.) AD, PW
Spike Driver, Tiny†† Small 1/2 8 +0 2d6 1 20 5 ft. (max. 50 ft.) PW
Spike Driver, Small†† Medium 2/4 12 +0 2d8 1 20 5 ft. (max. 50 ft.) PW
Spike Driver, Medium†† Large 4/8 16 +0 2d10 1 20 10 ft. (max. 100 ft.) PW
Spike Driver, Large†† Huge 8/16 20 +0 2d12 1 20 10 ft. (max. 100 ft.) PW
* The cost before the slash is for a single animal minion, while the cost after the slash is for an entire animal minion squad.
** This bonus damage is added to each successful hit with the animal’s claws or teeth. Further, if the animal’s attack typically inflicts subdual
damage, it inflicts normal damage when this weapon system is applied.
† The cost of each application of any contagion applied must be paid separately.
†† A miniature rail gun, this weapon magnetically propels metal spikes toward the enemy.

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Alligator/Crocodile (animal — 24/36/48 BP): Bear, Brown (animal — 48/72/96 BP): CR 4
CR 2 (3d8 vitality). SZ M; v/wp 26/17; Init +1 (6d8 vitality). SZ L; v/wp 54/28; Init +1 (+1 Dex);
(+1 Dex); Spd 15 ft., swim 30 ft.; Def 11 (+1 Dex); Spd 40 ft.; Def 10 (–1 size, +1 Dex); Atk: claws (×2)
Atk: bite +6 (dmg 1d8+6 normal, error 1, threat 20), +11 (dmg 1d8+8 normal, error 1, threat 20), bite +6
tail slap +6 (dmg 1d12+6 subdual, error 1); Face 2 (dmg 2d8+4 normal, error 1, threat 20); Face 2
squares (long); Reach 1 square; SA drag under (see squares (long); Reach 1 square; SA None; SQ NAR
below); SQ AMB, CLD, CMF (Swamp), DIV, NAR (DR 4/FE), PRI, SNT; SV Fort +9, Ref +6, Will +3; Str
(DR 3/FE), PRI; SV Fort +6, Ref +4, Will +2; Str 19, 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6; Skills:
Dex 12, Con 17, Int 2, Wis 12, Cha 2; Skills: Hide +7, Listen +4, Spot +7, Swim +2, Survival +8. Feats:
Listen +5, Spot +5. Feats: Savage Attack. Savage Attack.
Special (Drag Under): In combat, an alligator
Bear, Polar (animal — 64/96/128 BP): CR 5
or crocodile always attempts to grapple (see the
(8d8 vitality). SZ L; v/wp 54/28; Init +1 (+1 Dex);
Spycraft Espionage Handbook, page 172). Once it
Spd 40 ft., swim 30 ft.; Def 10 (–1 size, +1 Dex);
has successfully grappled an opponent, it gains a
Atk: claws (×2) +13 (dmg 1d8+8 normal, error 1,
+4 circumstance bonus with all Strength and hold
threat 20), bite +8 (dmg 2d8+4 normal, error 1,
checks made each turn. Additionally, it automatically
threat 20); Face 2 squares (long); Reach 1 square;
inflicts its standard bite damage at the end of each
SA None; SQ ARC, CMF (Snow), NAR (DR 4/FE), PRI,
round during which its victim does not break free.
SNT; SV Fort +10, Ref +7, Will +3; Str 27, Dex 13,
Finally, if a sufficiently deep body of water is available,
Con 19, Int 2, Wis 12, Cha 6; Skills: Hide –2, Listen +4,
the animal attempts to drag its victim underwater
Spot +7, Swim +6, Survival +8. Feats: Savage Attack.
(see the Spycraft Espionage Handbook, page 231).
Camel: Ill-tempered and smelly, the “ship of
Bat: Most bats are harmless to anything but fruit
the desert” is still one of the most effective means
crops and insects.
of transport across sandy wastelands.
Bat, Standard (animal — 1/2/3 BP): CR 1⁄10
Camel (animal — 2/3/4 GP): CR 1 (3d6 vitality).
(no vitality). SZ D; v/wp 0/2; Init +2 (+2 Dex); Spd 5
SZ L; v/wp 19/21; Init +3 (+3 Dex); Spd 50 ft.; Def
ft., fly 40 ft.; Def 16 (+2 Dex, +4 dodge); Atk: None;
13 (–1 size, +3 Dex, +1 dodge); Atk: bite +3 (dmg
Face 1 square; Reach same square; SA None; SQ
1d4+6 normal, error 1, threat 20), kick +3 (dmg
NOC, SNR; SV Fort +2, Ref +4, Will +2; Str 1, Dex 15,
1d8+6 subdual, error 1, threat 20); Face 2 squares
Con 10, Int 2, Wis 14, Cha 4; Skills: Listen +9, Move
(long); Reach 1 square; SA None; SQ MNT, SNT; SV
Silently +6, Spot (sonar only) +9. Feats: None.
Fort +5, Ref +6, Will +1; Str 18, Dex 16, Con 14, Int
Bat, Vampire (animal — 2/3/4 BP): CR 1⁄10 1, Wis 11, Cha 2; Skills: Listen +5, Spot +5. Feats:
(no vitality). SZ D; v/wp 0/2; Init +2 (+2 Dex); Spd 5 None.
ft., fly 40 ft.; Def 16 (+2 Dex, +4 dodge); Atk: bite +4
(dmg Special*, error 1); Face 1 square; Reach same
Cheetah: The fastest land predators on the planet,
square; SA None; SQ NOC, SNR; SV Fort +2, Ref +4,
cheetahs can bring down gazelles and motorcyclists
Will +2; Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4;
with equal aplomb.
Skills: Listen +9, Move Silently +6, Spot (sonar only)
+9. Feats: None. Cheetah (animal — 24/36/48 BP): CR 2 (3d8 vitali-
* Each successful hit inflicts 1 temporary point of ty). SZ M; v/wp 23/15; Init +4 (+4 Dex); Spd 50 ft.;
Constitution damage. Def 16 (+4 Dex, +2 dodge); Atk: claws (×2) +5 (dmg
1d2+1 normal, error 1, threat 20), bite +6 (dmg
Bear: Black bears are omnivorous and rarely
1d6+3 normal, error 1, threat 20); Face 1 square;
dangerous unless provoked, while brown bears and
Reach 1 square; SA sprint (see below), trip +2 (see
polar bears are notoriously ill-tempered under the best
below); SQ PRI; SV Fort +5, Ref +7, Will +2; Str 16,
of circumstances.
Dex 19, Con 15, Int 2, Wis 12, Cha 6; Skills: Hide +7,
Bear, Black (animal — 24/36/48 BP): CR 2 Listen +5, Move Silently +8, Spot +5, Tumble +8.
(3d8 vitality). SZ M; v/wp 23/15; Init +1 (+1 Dex); Feats: Savage Attack, Weapon Finesse (Bite, Claws).
Spd 40 ft.; Def 11 (+1 Dex); Atk: claws (×2) +6 Special (Sprint): Once per hour as a full action,
(dmg 1d4+4 normal, error 1, threat 20), bite +1 a cheetah may take a charge action to move 10 × its
(dmg 1d6+2 normal, error 1, threat 20); Face 1 standard speed (500 ft.). The threat range of the bite
square; Reach 1 square; SA None; SQ NAR (DR 1/FE), attack made at the end of this charge is 17–20.
SNT; SV Fort +5, Ref +4, Will +2; Str 19, Dex 13, Con Special (Trip): The cheetah gains a +2 competence
15, Int 2, Wis 12, Cha 6; Skills: Climb +6, Listen +4, bonus with all standard trip attack actions.
Spot +7, Swim +8, Survival +8. Feats: Savage Attack.

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mastermind
Dog: This animal category includes all domestic Gorilla (animal — 24/36/48 BP): CR 2 (4d6 vitali-
canines. Lap dogs are primarily used for companion- ty). SZ M; v/wp 24/14; Init +2 (+2 Dex); Spd 30 ft.,
ship, while work dogs include the “seeing eye” variety. climb 30 ft.; Def 13 (+2 Dex, +1 dodge); Atk: claws
(×2) +7 (dmg 1d6+5 normal, error 1, threat 20), bite
Dog, Lap (animal — 2/3/4 BP): CR 1 (1d2 vitality).
+2 (dmg 1d6+2 normal, error 1, threat 20); Face 1
SZ S; v/wp 3/10; Init +3 (+3 Dex); Spd 40 ft.; Def 15
square; Reach 1 square; SA None; SQ CLV, MAN,
(+1 size, +3 Dex, +1 dodge); Atk: bite +0 (dmg
NAR (DR 1/FE), primate intelligence (see below), SNT;
1d4–1 normal, error 1, threat 20); Face 1 square;
SV Fort +6, Ref +6, Will +2; Str 21, Dex 15,
Reach 1 square; SA None; SQ CLV, SNT; SV Fort +3,
Con 14, Int 2, Wis 12, Cha 7; Skills: Climb +18,
Ref +5, Will +1; Str 9, Dex 17, Con 13, Int 2, Wis 12,
Listen +6, Spot +6. Feats: Savage Attack.
Cha 10; Skills: Listen +5, Spot +5, Swim +5. Feats:
Special (Primate Intelligence): As some of
None.
humanity‘s closest cousins, gorillas and other
Dog, Work (animal — 4/6/8 BP): CR 1 (1d4 vitali- primates of similar size possess significantly more
ty). SZ M; v/wp 6/15; Init +2 (+2 Dex); Spd 40 ft.; evolved reasoning ability than many other mammals.
Def 16 (+2 Dex, +4 dodge); Atk: bite +3 (dmg 1d6+3 This makes it possible for masterminds with the
normal, error 1, threat 20); Face 1 square; Reach 1 proper resources to raise them to human-level
square; SA None; SQ CLV, PCK, SNT, TRK; SV Fort +5, intelligence with relatively little effort. The BP cost
Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, to teach a gorilla the cute, smart, or wise tricks is
Cha 6; Skills: Listen +5, Spot +5, Swim +5, Survival reduced to 1⁄2 standard (rounded up). Further, a goril-
+1. Feats: None. la may be taught any of these tricks up to 6 times.
Elephant: Used for centuries as mounts, beasts Great Cat: This animal category includes “generic”
of burden, and engines of war, elephants are equally Medium-size predatory felines (e.g. cougars, jaguars,
terrifying and open to training. panthers, leopards, etc.).
Elephant (animal — 3/5/6 GP): CR 8 (11d6 vitality). Great Cat (animal — 24/36/48 BP): CR 2 (3d8
SZ H; v/wp 96/42; Init +0; Spd 40 ft.; Def 2 (–8 size); vitality). SZ M; v/wp 23/15; Init +4 (+4 Dex); Spd
Atk: slam +16 (dmg 2d6+10 normal, error 1, threat 40 ft., climb 20 ft.; Def 15 (+4 Dex, +1 dodge);
20), stamp (×2) +11 (dmg 2d6+5 normal, error 1, Atk: claws (×2) +5 (dmg 1d3+1 normal, error 1,
threat 20), gore +16 (dmg 2d8+15 normal, error 1, threat 20), bite +6 (dmg 1d6+3 normal, error 1,
threat 20); Face 8 squares (2×4); Reach 2 squares; threat 20); Face 1 square; Reach 1 square; SA
SA trample (see below); SQ NAR (DR 6/FE), MAN, pounce (see below); SQ AMB, CMF (Forest or Jungle),
MNT; SV Fort +12, Ref +7, Will +4; Str 30, Dex 10, PRI, SNT; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19,
Con 21, Int 2, Wis 13, Cha 7; Skills: Listen +6, Spot Con 15, Int 2, Wis 12, Cha 6; Skills: Listen +6, Hide
+6, Survival +2. Feats: None. +6, Move Silently +9, Spot +6, Survival +6. Feats:
Special (Trample): As a full action, an elephant Savage Attack, Weapon Finesse (Bite, Claws).
may move up to its full speed, ending its movement in Special (Pounce): During a surprise round, a great
the first occupied square through which it attempts to cat may perform a charge action as a half action.
pass. Each occupant of Medium size or smaller suffers At any other time, a great cat may charge as a full
damage as if successfully attacked with the elephant’s action (as standard), but attacks once with each
gore attack. Each victim may make a Reflex save of its natural weapons at the end of the charge.
(DC 20) to reduce this damage to 1⁄2 standard
Horse: This animal category includes a wide array
(rounded down).
of equines used as mounts and draft animals. Arabian
If the elephant begins its initiative count in an
horses are generally considered the most attractive,
occupied square, it may only use this attack to target
intelligent, and capable breed, and are often adopted as
occupants of that square (though it may move as
mounts. Racing horses are bred for all-out speed, while
standard and then use this attack against other
riding horses are typically selected for docility and
targets during later rounds).
endurance. Work horses are primarily draft animals,
Gorilla: A favored guardian of physically weak long since bred away from their roots as mounts
masterminds and henchmen, gorillas are feared as much for armored knights.
in the world of superspies as in their mountainous
Arabian Horse (animal — 3/5/6 GP): CR 1 (3d6
homelands.
vitality). SZ L; v/wp 19/22; Init +1 (+1 Dex); Spd 50
ft.; Def 12 (–1 size, +1 Dex, +2 dodge); Atk: hooves
(×2) +2 (dmg 1d4+1 normal, error 1, threat 20); Face
2 squares (long); Reach 1 square; SA None; SQ CLV,

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MNT, WBD; SV Fort +5, Ref +4, Will +3; Str 13, Dex 1d3–4 normal, error 1, threat 20); Face 1 square;
13, Con 15, Int 2, Wis 14, Cha 6; Skills: Listen +7, Reach 1 square; SA None; SQ CLV, MAN; SV Fort +2,
Spot +7. Feats: None. Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, Wis 12,
Cha 5; Skills: Balance +10, Climb +13, Hide +13,
Race Horse (animal — 3/5/6 GP): CR 1 (3d6 vitali-
Listen +4, Sleight of Hand +3, Spot +4. Feats:
ty). SZ L; v/wp 19/22; Init +1 (+1 Dex); Spd 80 ft.;
Weapon Finesse (Bite).
Def 14 (–1 size, +2 Dex, +3 dodge); Atk: hooves (×2)
+2 (dmg 1d4+1 normal, error 1, threat 20); Face 2 Raptor: This animal category includes most common
squares (long); Reach 1 square; SA None; SQ MNT; birds of prey, such as hawks and falcons.
SV Fort +5, Ref +4, Will +2; Str 13, Dex 15, Con 15,
Raptor (animal — 4/6/8 BP): CR 1⁄3 (1d4 vitality). SZ
Int 2, Wis 12, Cha 6; Skills: Listen +6, Spot +6. Feats:
T; v/wp 4/3; Init +3 (+3 Dex); Spd 10 ft., fly 60 ft.;
None.
Def 17 (+2 size, +3 Dex, +2 dodge); Atk: claws +5
Riding Horse (animal — 2/3/4 GP): CR 1 (3d6 (dmg 1d4–2 normal, error 1, threat 20); Face 1
vitality). SZ L; v/wp 19/22; Init +1 (+1 Dex); Spd 50 square; Reach same square; SA None; SQ DAY; SV
ft.; Def 12 (–1 size, +1 Dex, +2 dodge); Atk: hooves Fort +2, Ref +5, Will +2; Str 6, Dex 17, Con 10, Int 2,
(×2) +2 (dmg 1d4+1 normal, error 1, threat 20); Face Wis 14, Cha 6; Skills: Listen +6, Spot +14. Feats:
2 squares (long); Reach 1 square; SA None; SQ MNT; Weapon Finesse (Claws).
SV Fort +5, Ref +4, Will +2; Str 13, Dex 13, Con 15,
Rat: Depending on who you ask, rats are plague-
Int 2, Wis 12, Cha 6; Skills: Listen +6, Spot +6. Feats:
ridden vermin or cute and inquisitive companions.
None.
Rat (animal — 1/2/3 BP): CR 1⁄8 (no vitality). SZ D;
Work Horse (animal — 1/2/3 GP): CR 1 (3d6 vitali-
v/wp 0/3; Init +2 (+2 Dex); Spd 15 ft., climb 15 ft.;
ty). SZ L; v/wp 22/24; Init +0; Spd 40 ft.; Def 9 (–1
Def 14 (+2 size, +2 Dex); Atk: bite +4 (dmg 1d3–4
size); Atk: hooves (×2) +4 (dmg 1d6+3 normal, error
normal, error 1, threat 20); Face 1 square; Reach
1, threat 20); Face 2 squares (long); Reach 1 square;
same square; SA None; SQ CLV, SNT; SV Fort +2, Ref
SA none; SQ MNT, NAR (DR 2/FE); SV Fort +5, Ref
+4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha
+4, Will +2; Str 17, Dex 11, Con 17, Int 2, Wis 12,
2; Skills: Balance +10, Climb +12, Hide +18, Move
Cha 6; Skills: Listen +6, Spot +6. Feats: None.
Silently +10. Feats: Weapon Finesse (Bite).
Lion: The largest land predators in many regions of
Raven: Long recognized as one of the most intelligent
the world, lions form familial prides, but may also be
bird species, the raven is often associated with death
trained as individual fighters. Given their natural
imagery due to its habit of scavenging human remains.
instinct to pulling down the weak, well-trained lions
This makes it an ideal companion for an agent team or
can systematically destroy entire parties of superspies.
mastermind looking to cultivate a certain… morbid image.
Lion (animal — 40/60/80 BP): CR 3 (5d8 vitality).
Raven (animal — 2/3/4 BP): CR 1⁄6 (1d2 vitality).
SZ L; v/wp 36/22; Init +3 (+3 Dex); Spd 40 ft.; Def
SZ D; v/wp 2/3; Init +2 (+2 Dex); Spd 10 ft., fly
15 (–1 size, +3 Dex, +3 dodge); Atk: claws (×2) +7
40 ft.; Def 14 (+2 size, +2 Dex); Atk: claws +4
(dmg 1d4+5 normal, error 1, threat 20), bite +2 (dmg
(dmg 1d2–5 normal, error 1, threat 20); Face 1
1d8+2 normal, error 1, threat 20); Face 2 squares
square; Reach 1 square; SA None; SQ CLV, SPC; SV
(long); Reach 1 square; SA pounce (see below);
Fort +2, Ref +4, Will +2; Str 1, Dex 15, Con 10,
SQ CMF (Plains), PRI, SNT; SV Fort +6, Ref +7, Will
Int 2, Wis 14, Cha 6; Skills: Listen +6, Spot +6.
+2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6;
Feats: None.
Skills: Balance +7, Hide +4, Jump +5, Listen +5,
Move Silently +11, Spot +5. Feats: Savage Attack. Shark: Often characterized as the ultimate killing
Special (Pounce): During a surprise round, a lion machines, sharks are the most universally feared aquatic
may perform a charge action as a half action. At any predators on the planet.
other time, a lion may charge as a full action (as
“Ordinary” Shark (animal — 56/84/112 BP):
standard), but attacks once with each of its natural
CR 2 (7d8 vitality). SZ L; v/wp 42/19; Init +2 (+2
weapons at the end of the charge.
Dex); Spd swim 60 ft.; Def 12 (–1 size, +2 Dex, +1
Monkey: With their dexterous hands and small size, dodge); Atk: bite +7 (dmg 1d8+4 normal, error 1,
monkeys are sometimes trained as thieves and pick- threat 20); Face 2 squares (long); Reach 1 square;
pockets. SA None; SQ NAR (DR 2/FE), PRI, SNT; SV Fort +6,
Ref +7, Will +3; Str 17, Dex 15, Con 13, Int 1, Wis
Monkey (animal — 1/2/3 BP): CR 1⁄6 (no vitality).
12, Cha 2; Skills: Listen +7, Spot +7. Feats: None.
SZ T; v/wp 0/3; Init +2 (+2 Dex); Spd 30 ft., climb
30 ft.; Def 14 (+2 size, +2 Dex); Atk: bite +4 (dmg

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mastermind
Great White Shark (animal — 80/120/160 BP): Vitality Points
CR 4 (10d8 vitality). SZ H; v/wp 69/30; Init +2 (+2 A Spycraft animal’s vitality points are equal to its
Dex); Spd swim 60 ft.; Def 10 (–2 size, +2 Dex); d20 System™ hit points.
Atk: bite +10 (dmg 2d6+7 normal, error 1, threat A Spycraft animal’s vitality die is determined by its
20); Face 8 squares (2×4); Reach 2 squares; SA None; general category, as shown on Table 1.14: Converting
SQ NAR (DR 4/FE), PRI, SNT; SV Fort +9, Ref +9, Will Animal Vitality Dice (see below). The resulting vitality die
+4; Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2; is reduced by 1 die type per size category the animal is
Skills: Listen +7, Spot +7. Feats: None. below Small — if this reduces the animal’s vitality die
type below d2, the animal possesses no vitality dice and
Tiger: The world’s largest felines and some of the
0 vitality points.
world’s most fearsome predators, tigers are nonetheless
an endangered species, hunted for their attractive fur.
Tiger (animal — 48/72/96 BP): CR 4 (6d8 vitality). Table 1.14: Converting
SZ L; v/wp 46/25; Init +2 (+2 Dex); Spd 40 ft.; Def Animal Vitality Dice
14 (–1 size, +2 Dex, +3 dodge); Atk: claws (×2) +9 Category Vitality Die
(dmg 1d8+6 normal, error 1, threat 20), bite +4 (dmg Pet d2 (1⁄2 d4)
2d6+3 normal, error 1, threat 20); Face 2 squares Domestic Working Animal d4
(long); Reach 1 square; SA pounce (see below); SQ Beast of Burden d6
AMB, CMF (Forest or Jungle), PRI; SV Fort +8, Ref +7, Wild Herbivore d6
Will +3; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6; Wild Carnivore d8
Skills: Balance +6, Hide +5, Listen +3, Move Silently
+9, Spot +3, Swim +11. Feats: Savage Attack. Wound Points
Special (Pounce): During a surprise round, a tiger An animal’s wound points are determined by
may perform a charge action as a half action. At any its Constitution score and its size, as shown on
other time, a tiger may charge as a full action (as Table 1.15: Converting Animal Wound Points
standard), but attacks once with each of its natural see below).
weapons at the end of the charge.
Wolf: The original stock from which domestic dogs Table 1.15: Converting
descend, wolves are found in virtually every corner of Animal Wound Points
the globe. Animal Size Wound Points
Wolf (animal — 18/27/36 BP): CR 1 (2d8 vitality). Fine Constitution score divided by 5*
SZ M; v/wp 17/15; Init +2 (+2 Dex); Spd 50 ft.; Def Diminutive Constitution score divided by 4*
14 (+2 Dex, +2 dodge); Atk: bite +3 (dmg 1d6+1 Tiny Constitution score divided by 3*
normal, error 1, threat 20); Face 1 square; Reach 1 Small Constitution score divided by 2*
square; SA trip +1 (see below); SQ PCK, PRI, SNT; SV Medium Constitution score × 1
Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int Large Constitution score × 1.5*
2, Wis 12, Cha 6; Skills: Hide +3, Listen +6, Move Huge Constitution score × 2*
Silently +4, Spot +4, Survival +1. Feats: Weapon Gargantuan Constitution score × 3*
Finesse (Bite), Wolf Pack Basics. Colossal Constitution score × 4*
Special (Trip): The wolf gains a +1 competence bonus * Rounded up.
with all standard trip attack actions.
Defense and Damage Reduction
Converting Animals If an d20 System™ animal possesses a natural armor
from d20 to Spycraft bonus and its Dexterity score is higher than its
The d20 System’s™ many support products offer
Constitution score, the Spycraft animal gains a dodge
a wealth of animal profiles with which a GC may
bonus to its Defense equal to its full d20 System™
populate his Spycraft world. Though the Spycraft
natural armor bonus.
engine is slightly different than the standard d20
If an d20 System™ animal possesses a natural armor
System™, conversion is relatively painless, as follows.
bonus and its Constitution score is equal to or higher
All animal statistics left undefined in the following
than its Dexterity score, one of two things happens,
sections are unchanged between standard d20 products
as follows (per the GC’s discretion):
and Spycraft.

28
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• The Spycraft animal gains a dodge bonus to its Defense Mixed Minion Gear
equal to its full d20 System™ natural armor bonus.
According to the standard Spycraft rules, all mem-
• The Spycraft animal gains a dodge bonus to its bers of a minion squad possess the same statistics and
Defense equal to 1⁄2 its d20 System™ natural armor carry the same weapons and gear. While this may
bonus (rounded down, minimum 1), as well as the be the fastest way to field minions, it doesn’t allow
natural armor (NAR) quality, which grants a number for minions to have much diversity or character,
of points of damage reduction equal to 1⁄2 its nor does it allow for specialists within minion squads
d20 System™ natural armor bonus (rounded down, who rely upon different equipment or require
minimum 1). special training. The following rules allow for such
exceptions, providing the GC with much more
Qualities control over his rank and file.
There is no direct correlation between the animal At a cost of 5 MP per squad type, a minion squad
qualities presented in this chapter and a d20 System™ may carry mixed weaponry. The GC assigns weapons
animal’s statistics. The GC is advised to use common that are carried by all minions in the squad as
sense and a modicum of research when assigning standard, paying for these weapons out of each
qualities appropriate to the animals they design, minion’s BP allotment. These weapons are the
and increasing the animal’s cost by either 5 BP or 1 GP squad’s primary weapons.
per quality added, as appropriate. Next, the GC may pool the remainder of each
minion’s BP allotment together to form one BP pool
BP or GP Cost from which secondary weapons are purchased.
If an animal is predominantly requisitioned as gear, This secondary weapon BP pool may not contain
it possesses a BP cost equal to the number of vitality more than 1⁄3 of each minion’s total BP allotment
dice it possesses × the maximum number that may (rounded down). Unlike primary weapons, secondary
be rolled on each of its vitality dice. weapons are purchased for the entire squad — that is,
when 1 secondary weapon is purchased, the squad
Example: An alligator possesses 3d8 vitality dice.
possesses 1 of that weapon that must be shared
Its BP cost is 24 (3 × 8).
between all minions in the squad.
If an animal is predominantly requisitioned as Finally, the maximum number of secondary
a mount, it possesses a GP cost is determined by its size, weapons any minion squad may possess when the
as shown on Table 1.16: Mount GP Costs by Size squad comes into play is equal to 1⁄2 the number
(see below). of minions in the squad (rounded up).
Example: The GC builds a minion squad type
featuring 6 minions, each of whom possesses a total
Table 1.16: Mount BP allotment of 30. He decides that each of these
GP Costs by Size minions carries 1 Heckler and Koch MP5SD sub-
Size GP Cost machinegun (15 BP), 1 knife (3 BP) and 100 rounds of
Medium 1 standard military ball ammunition (2 BP), for a total
Large 2 cost of 20 BP per minion in the squad. Each minion
Huge 3 carries these primary weapons at all times.
Gargantuan 4 Each minion then contributes 10 BP to the squad’s
Colossal 5 secondary weapon pool, for a total secondary weapon
pool of 60 BP. The GC uses this pool to purchase
2 Ultimax Mk. 3 light machine guns (25 BP each) +
150 rounds of standard military ball ammunition
for each (10 BP total). These secondary weapons must
be shared between the squad’s minions — the GC
chooses 2 of the minions to carry one of these
weapons each.

29
mastermind
Robot: A character with the ‘robot’ type requires
no sleep, air, nourishment or water, and cannot
NPC CLASSES
The following NPC classes are especially suited
suffer subdual damage or critical hits. It is immune
to level drain, ability damage, and all non-physical
attacks. A robot need never make Will or Fortitude
to villains of all sorts, and may provide many new
saves — except as a result of the takedown quality
challenges for seasoned agents.
and when it suffers 50 or more points of damage
Android in one hit, at which time it must make a fortitude save
as standard.
Once only found in science fiction stories, roughly
A robot never possesses vitality points, and never
humanoid robots are starting to crop up in the arsenals
suffers any penalties for possessing no vitality. Should
of technologically advanced masterminds. This unex-
a character multi-class into or out of this class, he may
pected development has caught the Agency’s R&D
thereafter never possess or gain vitality points under
division flat-footed, leaving the egg-heads pouring
any circumstance.
over captured Gal-Bots™ to find ways to battle and
Hardness: An android is typically constructed from
replicate them.
metals and other stiff materials, and as such possesses
MP Cost: 4 per level + 0 (vitality die).
a hardness of 5. Further, an android is considered a hard
Full Skills target when determining the effects of tactical weapons
and vehicular ordinance (see the Modern Arms Guide,
The android’s full skills and key abilities are:
page 138).
Full Skill Key Ability Upgrade: At 2nd level, the android gains 1 ability
Search Int from the following list.
Spot Wis
Advanced Programming: The android gains 3 ranks
Half Skills in 1 skill. The android may choose this option multiple
times, each time gaining 3 ranks in 1 different skill.
The android’s half skills and key abilities are:
The skill ranks gained from this ability do not stack with
Half Skill Key Ability skill ranks gained from feats or class abilities (such as
Computers Int specialty).
Electronics Int Combat Programming: The android gains 1 basic
Mechanics Int or ranged combat feat. It must meet all prerequisites
Surveillance Wis of this feat before choosing it. The android may
choose this option up to 3 times, each time gaining
Class Features 1 additional basic or ranged combat feat with the
All of the following are class features of the android. same restrictions.
Starting Feats: The android gains the following feats Improved Articulation: The android’s speed is
at 1st level. increased by 10 ft. The android may choose this option
Weapon Group Proficiency (Handgun) only once.
Weapon Group Proficiency (Melee) Reinforced Exoskeleton: The android gains 5 wound
Weapon Group Proficiency (Rifle) points. The android may choose this option multiple
Weapon Group Proficiency (Tactical) times, each time gaining 5 additional wound points.

Table 1.17: The Android (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 0 +1 +2 +1 +0 +0 +1 Hardness 5, robot
2 0 +2 +3 +2 +0 +1 +1 Upgrade
3 0 +3 +3 +2 +1 +1 +2
4 0 +4 +4 +2 +1 +2 +2 Upgrade
5 0 +5 +4 +3 +1 +2 +3
6 0 +6 +5 +3 +2 +2 +4 Upgrade
7 0 +7 +5 +4 +2 +3 +4
8 0 +8 +6 +4 +2 +3 +5 Upgrade
9 0 +9 +6 +4 +3 +4 +5
10 0 +10 +7 +5 +3 +4 +6 Upgrade

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Thickened Armor: The android’s hardness is Class Features
increased by 2. The android may choose this option All of the following are class features of the gangster.
multiple times, each time increasing its hardness by an Starting Feats: At 1st level, the gangster gains the
additional 2. following feats.
Weapons Suite: The android gains 2 GP that must be Armor Group Proficiency (Light)
spent to requisition gadgets and/or vehicular ordinance Weapon Group Proficiency (Handgun)
(all of which is built into the android’s body and may Weapon Group Proficiency (Hurled)
not be removed). The android may choose this option Weapon Group Proficiency (Melee)
multiple times, each time gaining an additional 2 GP Weapon Group Proficiency (Rifle)
with the same restrictions.
At 4th level and for every 2 class levels gained
thereafter, the android gains 1 additional ability chosen
from this list.

Gangster
Drawn from the ranks of the world’s most dangerous
criminal syndicates and street gangs, these individuals
cut menacing figures. Masterminds frequently use these
thugs as cheap muscle, or to “adjust” the attitudes
of stubborn opponents.
MP Cost: 3 per level + 15 (vitality die).

Full Skills
The full skills and key abilities of the gangster are:
Full Skill Key Ability
Knowledge (Underworld) Dex
Intimidate Str or Cha

Half Skills
The half skills and key abilities of the gangster are:
Half Skill Key Ability
Driver Dex
Innuendo Cha
Sense Motive Wis
Spot Wis

Table 1.18: The Gangster (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 8 +0 +1 +0 +1 +1 +1 Organized crime
2 12 +1 +2 +0 +2 +1 +2 Strongarm
3 17 +2 +2 +1 +2 +2 +3
4 21 +3 +2 +1 +2 +2 +3
5 26 +3 +3 +1 +3 +3 +4
6 30 +4 +3 +2 +3 +4 +5 Made man
7 35 +5 +4 +2 +4 +4 +6
8 39 +6 +4 +2 +4 +5 +6
9 44 +6 +4 +3 +4 +5 +7
10 48 +7 +5 +3 +5 +6 +8 Vicious attack

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mastermind
Organized Crime: At 1st level, the gangster gains all Half Skills
the benefits of 1 department option chosen from the The half skills and key abilities of the gunner are:
organized crime macro-department, including its bonus Half Skill Key Ability
feat (see the Fixer/Pointman Class Guide, page 34). Driver Dex
Strongarm: At 2nd level, when the gangster makes Mechanics Int
any Bureaucracy, Diplomacy, Gather Information
or Intimidate check, he applied both his Strength and Class Features
his Charisma modifiers (if positive).
All of the following are class features of the gunner.
Made Man: At 6th level, when making an Intimidate
Starting Feats: At 1st level, the gunner gains the
check to influence a criminal or civilian target’s
following feats.
disposition, the gangster gains a competence bonus
Armor Group Proficiency (Light)
equal to his class level. The gangster only gains
Armor Group Proficiency (Medium)
this bonus if he has previously identified himself as
Armor Group Proficiency (Heavy)
a representative of his criminal organization.
Weapon Group Proficiency (Handgun)
Vicious Attack: At 10th level, when the gangster
Weapon Group Proficiency (Melee)
makes a melee or ranged attack and scores a threat (but
Weapon Group Proficiency (Tactical)
he doesn’t activate it as a critical hit), his attack instead
inflicts the weapon’s maximum standard damage (e.g. 8
points of damage with a weapon that typically inflicts Specialty: At 1st level, the gunner gains 3 ranks
1d8 damage). Additional damage from other sources — in the Craft (Gunsmithing) skill.
including sneak attack damage and action dice spent to Rock n’ Roll: At 2nd level, when the gunner takes
increase a damage roll — is rolled as standard. a brace action with a tactical weapon, his recoil penalty,
if any, is reduced by 4. This benefit applies in addition
Gunner to the brace action’s standard benefit.
Commonly found in military organizations, gunners Bonus Feat: At 4th level, the gunner gains 1 feat
are heavy weapons experts par excellance. Heavily chosen from the following list: Flamer Basics,
armed and often rambunctious, these characters Machinegun Basics, Mortar Basics, Rocket Basics.
are found in small specialist support units fielded by At 10th level, the gunner gains the corresponding
military-minded masterminds, and amongst crews Mastery feat (e.g. if he chose Flamer Basics at 4th level,
assigned to heavy vehicles, such as tanks and warships. he gains Flamer Mastery at 10th level).
MP Cost: 3 per level + 15 (vitality die). In both cases, the gunner must meet all prerequisites
for the feat before choosing it.
Full Skills Boomstick: At 6th level, the gunner gains either
The full skills and key abilities of the gunner are: 15 BP or 3 GP, which he may only spend to requisition
Full Skill Key Ability tactical weapons or personal or vehicular ordinance and
Craft (Gunsmithing) Int ammunition.
Spot Wis Gunnery: At 8th level, the gunner may fire vehicle-
Survival Wis mounted weapons that require 1 full action or 2 half
actions to operate — such as guided missile launchers —

Table 1.19: The Gunner (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 8 +1 +1 +1 +0 +0 +1 Specialty (Craft (Gunsmithing))
2 12 +2 +2 +2 +0 +1 +2 Rock n’ roll
3 17 +3 +2 +2 +1 +1 +3
4 21 +4 +2 +2 +1 +2 +3 Bonus feat
5 26 +5 +3 +3 +1 +2 +4
6 30 +6 +3 +3 +2 +2 +5 Boomstick
7 35 +7 +4 +4 +2 +3 +6
8 39 +8 +4 +4 +2 +3 +6 Gunnery
9 44 +9 +4 +4 +3 +4 +7
10 48 +10 +5 +5 +3 +4 +8 Bonus feat

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Move Silently Dex
with 1 half action.
Additionally, when using a vehicle-mounted
weapon, the gunner may make attack actions that Half Skills
normally require 1 full action or 2 half actions — such The mad bomber’s half skills and key abilities are:
as autofire or strafe — with 1 half action. Half Skill Key Ability
Disguise Cha
Mad Bomber Driver Dex
Saboteurs of the highest caliber, mad bombers are
dangerous opponents who are often utilized by terrorist
and guerrilla groups.
MP Cost: 3 per level + 10 (vitality die).

Full Skills
The mad bomber’s full skills and key abilities are:

Full Skill Key Ability


Concentration Wis
Demolitions Int
Hide Dex

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mastermind
Electronics Int tactics, and those who fight covert battles against
Open Lock Dex a superior foe.
MP Cost: 2 per level + 10 (vitality die).
Class Features
All of the following are the class features of the mad Full Skills
bomber. The resistance fighter’s full skills and key abilities are:
Starting Feats: At 1st level, the mad bomber gains Full Skill Key Ability
the following feats. Hide Dex
Armor Group Proficiency (Light) Intimidate Str or Cha
Weapon Group Proficiency (Handgun) Survival Wis
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Melee) Half Skills
Weapon Group Proficiency (Tactical)
The resistance fighter’s half skills and key abilities are:
Specialty: At 1st level, the mad bomber gains 3 ranks Half Skill Key Ability
in the Demolitions skill. Bluff Cha
Explosives Basics: At 2nd level, the mad bomber Craft (any one) Int
gains the Explosives Basics feat. He need not meet the Demolitions Int
prerequisites for this feat. Driver Dex
Boom Box: At 4th level, the mad bomber gains an First Aid Wis
additional 15 BP, which he may only spend to requisition Surveillance Wis
explosives, grenades, and mines.
At 8th level, the mad bomber gains an additional 15 Class Features
BP (for a total gain of 30 BP), with the same restrictions.
All of the following are class features of the resistance
Explosives Mastery: At 6th level, the mad bomber
fighter.
gains the Explosives Mastery feat.
Starting Feats: At 1st level, the resistance fighter
Chain Reaction: At 10th level, the mad bomber learns
gains the following feats.
many insidious ways to catch his demolition targets by
Armor Group Proficiency (Light)
surprise. When a character suffers blast damage from
Weapon Group Proficiency (Handgun)
an explosive device planted by the mad bomber,
Weapon Group Proficiency (Hurled)
that character may not benefit from feats, abilities,
Weapon Group Proficiency (Melee)
and other agent options that reduce the damage he
Weapon Group Proficiency (Rifle)
suffers from the detonation — including evasion.
Cause: At 1st level, the DCs of all skill checks made
Resistance Fighter to seduce or alter the resistance fighter’s disposition are
Guerrillas, freedom fighters, terrorists — these increased by 2.
dedicated and savage warriors fight underground wars Ambush Tactics: At 2nd level, the resistance fighter
against the Powers That Be. Resistance fighters are fre- gains a +2 competence bonus with all awareness checks
quently employed by masterminds favoring hit-and-run made to determine surprise. Further, the DCs of all
awareness checks made to detect an ambush set up by

Table 1.20: The Mad Bomber (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 6 +0 +0 +2 +0 +1 +1 Specialty (Demolitions)
2 9 +1 +0 +3 +0 +2 +1 Explosives Basics
3 13 +2 +1 +3 +1 +3 +2
4 16 +3 +1 +4 +1 +3 +2 Boom box (15 BP)
5 20 +3 +1 +4 +1 +4 +3
6 23 +4 +2 +5 +2 +5 +4 Explosives Mastery
7 27 +5 +2 +5 +2 +6 +4
8 30 +6 +2 +6 +2 +6 +5 Boom box (30 BP)
9 34 +6 +3 +6 +3 +7 +5
10 37 +7 +3 +7 +3 +8 +6 Chain reaction

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the resistance fighter are increased by 2. Full Skill Key Ability
At 10th level, the resistance fighter gains an addi- Driver Dex
tional +2 competence bonus with all awareness checks Craft (any one) Int
made to determine surprise (for a total bonus of +4). Profession (any one) Wis
Further, the DCs of all awareness checks made to detect
an ambush set up by the resistance fighter are increased Half Skills
by an additional 2 (for a total increase of 4). The sleeper’s half skills and key abilities are:
Guerrilla Warfare: At 6th level, the resistance fight- Half Skill Key Ability
er gains 1 feat chosen from the following list: Daring Concentration Wis
Ambush, Escape and Evasion Training, Explosives Demolitions Int
Basics, Hidden Run, Mine Basics, Poison Basics, Rocket Hide Dex
Basics. The resistance fighter must meet all prerequisites Move Silently Dex
for the feat before choosing it. Spot Wis
Any one skill Varies
Sleeper
Brainwashed by shadowy organizations, these ticking Class Features
time bombs are almost impossible to detect. Unassuming
All of the following are class features of the sleeper.
and lethal, sleepers hide within the civilian populace
Starting Feats: At 1st level, the sleeper gains the
until a handler or phrase activates them, then carry out
following feats.
their programming without pause or remorse.
Armor Group Proficiency (Light)
MP Cost: 4 per level + 10 (vitality die).
Armor Group Proficiency (Medium)
Full Skills Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Melee)
The sleeper’s full skills and key abilities are:

Table 1.21: The Resistance Fighter (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 6 +0 +0 +2 +0 +1 +1 Cause
2 9 +1 +0 +3 +0 +2 +1 Ambush tactics +2
3 13 +2 +1 +3 +1 +3 +2
4 16 +3 +1 +4 +1 +3 +2
5 20 +3 +1 +4 +1 +4 +3
6 23 +4 +2 +5 +2 +5 +4 Guerrilla warfare
7 27 +5 +2 +5 +2 +6 +4
8 30 +6 +2 +6 +2 +6 +5
9 34 +6 +3 +6 +3 +7 +5
10 37 +7 +3 +7 +3 +8 +6 Ambush tactics +4

Table 1.22: The Sleeper (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 6 +1 +0 +0 +2 +1 +1 Programmed
2 9 +2 +0 +0 +3 +1 +1 Killer
3 13 +3 +1 +1 +3 +2 +2
4 16 +4 +1 +1 +4 +2 +2 Weapon of choice (attack)
5 20 +5 +1 +1 +4 +3 +3
6 23 +6 +2 +2 +5 +4 +4 Weapon of choice (damage)
7 27 +7 +2 +2 +5 +4 +4
8 30 +8 +2 +2 +6 +5 +5 Weapon of choice (error ranges)
9 34 +9 +3 +3 +6 +5 +5
10 37 +10 +3 +3 +7 +6 +6 Weapon of choice (threat ranges)

35
mastermind
Weapon Group Proficiency (Rifle) The special forces operator’s half skills and key abil-
Weapon Group Proficiency (Tactical) ities are:
Half Skill Key Ability
Programmed: At 1st level, the sleeper gains all the
Hide Dex
benefits of the programmed department, including
Profession (Military) Wis
its bonus feat (see page 115).
Killer: At 2nd level, the sleeper may spend 2 action Class Features
dice to activate any threat scored when making an attack
All of the following are class features of the special
as a critical hit (typically, minions cannot activate
forces operator.
threats as critical hits at all).
Starting Feats: At 1st level, the special forces operator
Weapon of Choice: At 4th level, the resistance fighter
gains the following feats.
chooses 1 weapon as his ‘weapon of choice’, gaining a +1
Armor Group Proficiency (Light)
competence bonus with all attack rolls when using it.
Armor Group Proficiency (Medium)
At 6th level, each time the sleeper inflicts damage
Armor Group Proficiency (Heavy)
using his weapon of choice, the damage is increased by 2.
Weapon Group Proficiency (Handgun)
At 8th level, the sleeper’s error ranges are decreased
Weapon Group Proficiency (Hurled)
by 1 when using his weapon of choice. If this reduces his
Weapon Group Proficiency (Melee)
error range to less than 1, his error range becomes 1, and
Weapon Group Proficiency (Rifle)
the sleeper’s opponents must spend 1 additional action
Weapon Group Proficiency (Tactical)
die to convert each of his errors into a critical miss.
At 10th level, the sleeper’s threat ranges are Department Training: At 1st level, the special forces
increased by 1 when using his weapon of choice. operator gains all the benefits of either the special forces
department (see the Soldier/Wheelman Class Guide,
Special Forces Operator page 29), or 1 department option from the special
Trained by the world’s most elite military units, operations macro-department (see the Fixer/Pointman
special forces operators are known for their flexibility, Class Guide, page 36), including its bonus feat.
coordination, and discipline on the field of battle. Terrain Training: At 2nd level, the special forces
MP Cost: 4 per level + 15 (vitality die). operator gains 1 feat chosen from the following list:
Aquatic Training, Arctic Training, Desert Training,
Full Skills Forest Training, Jungle Training, Mountain Training,
The special forces operator’s full skills and key Swamp Training, Urban Training. The special forces
abilities are: operator must meet all prerequisites for the feat before
Full Skill Key Ability choosing it.
Demolitions Int Team Player: At 4th level, when the special forces
Spot Wis operator makes a skill check to cooperate with another
Survival Wis character, his cooperation bonus, if any, is increased
by +1 (for a total cooperation bonus of +3).
Half Skills At 8th level, when the special forces operator makes
a skill check to cooperate with another character, his
cooperation bonus, if any, is increased by an additional
+1 (for a total cooperation bonus of +4).
Lay Down Fire: At 6th level, the special forces operator
Table 1.23: The Special Forces gains the Lay Down Fire (NPC
Operator feat. Class)
Vitality Base Fort Ref Will Coordinate
Def Fire:
Init At 10th level, the special forces
Lvl Pts Att Bon Save Save Save operator
Bongains the
BonCoordinate
SpecialFire feat.
1 8 +1 +2 +1 +0 +0 +1 Department training
2 12 +2 +3 +2 +0 +1 +1 Terrain training
3 17 +3 +3 +2 +1 +1 +2
4 21 +4 +4 +2 +1 +2 +2 Team player +1
5 26 +5 +4 +3 +1 +2 +3
6 30 +6 +5 +3 +2 +2 +4 Lay Down Fire
7 35 +7 +5 +4 +2 +3 +4
8 39 +8 +6 +4 +2 +3 +5 Team player +2
9 44 +9 +6 +4 +3 +4 +5
10 48 +10 +7 +5 +3 +4 +6 Coordinate Fire

36
“Mr. Bond, you defy all my attempts
to plan an amusing death for you.”
— Hugo Drax, Moonraker

Leadership
2
mastermind
Despite her origin, however, a foil always possesses
certain common elements, both in motivation and
INTRODUCTION
Though minions are usually the first line of defense
behavior. Primary among these is the fact that a foil’s
agenda is rarely completely in line with either that of
the Agency or that of the threat. Throughout a season,
the agents encounter during the course of a season,
a foil’s intentions usually intersect with both of these
the threat’s leadership is key to making the threat truly
powers, but this is generally a temporary situation. Fully
memorable. Mysterious foils, murderous henchmen, and
fleshing out a foil’s motives lends the foil both
menacing masterminds all bring something different
verisimilitude, in that her actions make sense when con-
to the table, and the way they each interact with the
sidered from her own perspective, and unpredictability,
agents should be unique — not only from one character
in that the agents rarely have enough information
type to another, but from one distinct individual
to piece together the foil’s motives until late in the
to another as well, each memorable for his or her own
season. As such, a proper foil never tells the whole
quirks and motives.
truth, and always keeps the team guessing.
This chapter discusses many ways for special
With this in mind, the GC should strictly limit a foil’s
characters to shine, focusing on each standard Spycraft
exposure during the course of each serial, and carefully
villain type in turn, though the information provided
control her interaction with the agents. The GC should
here can easily be adapted to any character with only
consider the foil’s every action as one piece of a grander
a little ingenuity.
puzzle that is her ultimate agenda — once this puzzle is
assembled, the mystery is gone. Thus, when it comes to
portraying a foil, less is almost always more.
THE FOIL
The foil is an archetype common to most espionage
Further, even within the context of this limited
exposure, a foil’s actions should often seem contradictory.
In the example of the femme fatale, for example,
thrillers, but fulfills a special role in a Spycraft game.
she might initially encounter the team in a casino, where
A foil rarely align herself fully with either the agents or
she attempts to seduce one of the agents; later, in private,
their foes, preferring instead to pursue her own agendas,
she begs him to rescue her from her domineering husband,
or perhaps play both sides against the middle. She
the season’s mastermind. Convinced this is a chink in the
is often a mysterious, exotic character, and always
mastermind’s armor, the agent convinces her to secure
unpredictable. Though she isn’t, strictly speaking,
the team access to the mastermind’s headquarters,
a necessary ingredient of any espionage story, she adds
but later, when the foil finds her loyalties questioned
an additional layer of intrigue to every tale in which
by the mastermind, she realizes that she must betray
she participates.
the agents in order to preserve her own life. From the foil’s
In broad strokes, a Spycraft foil is an NPC whose
perspective, both of these are completely logical actions,
loyalties are in doubt. Most commonly, she is a member
but all the agents see is her seemingly contradictory
of the mastermind’s organization, and thus — despite
behavior. That said, it’s easy for a team of agents
offers of aid to the agents — her motives are commonly
to assume they were set up from the start — until the
suspect. Frequently, her motives are concealed behind
femme fatale later sneaks into the mastermind’s dungeons
layers of secrets and lies, and are only unraveled over
and unlocks the team’s cell door. Once again, the team’s
the course of an entire season of play.
expectations are turned on their ear.
The most familiar foil archetype to most is the
The foil is often the primary source of intrigue in the
femme fatale, the beautiful — and possibly traitorous —
superspy genre, in which villains with larger than life
female companion to a serial’s mastermind, who is
agendas and egos are commonplace. Once revealed,
sometimes seduced to the side of right by the heroic
such a mastermind’s behavior frequently earmarks him
superspy. This is not to say that this is the only option
as the villain of the piece, but the foil’s role should
available. Equally valid is the Agency mole, so deep
be less obvious. On the one hand, a foil might tip off
in cover for so long that the Agency isn’t certain of her
the agents to an ambush, provide the location of the
loyalties; the mastermind’s business partner, who
mastermind’s undersea base, or free the agents from
reports the villain’s activities to the Agency not out
captivity, but she might also lead the agents into
of altruism, but in order to manipulate the Agency
an ambush — and either their capture or their deaths.
to remove an obstacle to her own rise to power; or the
This flexibility makes the foil a valuable weapon in the
agent of a foreign power working with the team in order
GC’s arsenal, a weapon that can be used to either help
to pursue mutual goals, who may betray them at any
the agents move along toward the serial’s climax with
moment in the service of her country.
well-timed assistance and guidance, or to ratchet
the tension by upsetting the team’s plans.

38
leadership
EYES ONLY:
MID-LEVEL AGENT CREATION
By Robert Harris and Steve Crow Attacks
Vere Stone Taser +7 (dmg 1d8–1 subdual, error 1 — 50 shots)
“I talked to your mother about two hours ago. She was very… Dart gun* +10 (dmg 1d4 regular + paralytic poison, error 1–2,
helpful. Don’t worry. Your baby pictures are in a safe place. range 15 ft. — 1 shot)
Now, tell me, what were you working on? No, no… Don’t worry. * This weapon is outfitted with a standard laser sight.
I won’t breathe a word about it.” Standard Personal Gear: Weapons, padded athletic bag, 1 set of
Codename: CATECHIST designer clothes, speed grooming kit, professional camera with
Nationality: United Kingdom super-telephoto lens, night vision scope and lens adapter, tripod, and
Gender: Male Handedness: Right 5 rolls of professional-grade film, document camera with 2 rolls of
Height: 5’ 10” Weight: 195 lbs. intelligence-grade film, studio-quality tape recorder with 5 profes-
Eyes: Brown Hair: Brown sional-grade tapes, parabolic microphone with tripod, radio
Place of Birth: Bradford, England burst/digital audio bug, 3 doses of truth serum (optimized for alco-
Date of Birth: 1966.09.11 hol delivery), 1 antidote shot (optimized for use against truth serum),
Distinguishing Characteristics: Viciously inquisitive. bottle of favorite alcohol, thermos of extra-strong coffee, snacks,
breath spray, wet-naps, caffeine pills, crossword puzzle book, pro-
Background phylactics, empty wide-mouth jar with tight-sealing lid, 25 BP.
Vere Stone led a normal life until the age of 15, when his polit-
Common Gadgets: Standard attaché case with copycat unit and
ically active parents — his mother, an MP, and his father, the owner
surveillance unit options, 5 frame-job cards, tracking device card, 3 GP.
of a small, independent newspaper — died in an auto accident. Stone
believed one or more of their many enemies were responsible and Notes
quit school to research his parents’ activities and locate the killers. Robert starts with low Strength and Constitution scores (10
When his inquiries revealed nothing, he expanded his search and in each), medium Dexterity and Wisdom (14 each), and high
the process became skilled at talking to people. Intelligence and Charisma (16 each). He selects the Fourth Estate
Stone mastered the art of ferreting out secrets, but the one secret department to raise his Intelligence and Charisma to 18. Vere is poor
that eluded him was the identity of his parents’ killers. Just to be on at physical activities, but plans to act from a distance and avoid
the safe side, he discredited and destroyed those enemies he sus- combat whenever possible.
pected of any involvement, even without proof that they were Robert progresses from the faceman class to the pointman class
involved. Now Stone’s turned his attention toward the intelligence and makes sure he possesses the journalist prerequisites by the time
community, making bid after bid to discover and publicize spy he reaches 6th level. He uses his versatility class ability to select
secrets until he finds the truth behind his parents’ murder. skills from his faceman and journalist classes, allowing him to
Department: The Fourth Estate (Print Journalist) increase his Bluff, Diplomacy, Gather Information, Sense Motive,
Class: Faceman/Pointman/Journalist Spot, and Surveillance skills whenever possible. By 12th level, he
Level: 2/6/4 possesses the maximum possible number of ranks with each of these
six skills (15 ranks each).
Strength: 8 Dexterity: 14
Constitution: 8 Intelligence: 18 Robert’s focuses on acquiring feats and class abilities to gain
Wisdom: 14 Charisma: 21 insights into his opponents before bringing them down. The Mark feat
Vitality: 64 Wounds: 8 lets him evaluate 2 opponents per session and the Gunslinger’s Eye
Defense: 17 (+2 Dex, +5 class) feat lets him learn additional critical combat information about his tar-
Initiative Bonus: +8 (+2 Dex, +6 class) gets. Twice per session, he can use the faceman’s cold read ability,
Speed: 30 ft. combined with the journalist’s on assignment (tabloid journalist) abil-
Fort: +5 Ref: +9 Will: +11 ity, to ask 6 personal questions, helping to complete his profile of each
Special Qualities: +7 department bonus with security clearance target. All of these are free actions, so Robert can use them as soon as
favor checks, acquaintances, adaptable, assistance (1/2 time), cold he meets each target.
read 1/session, cross-class ability (cold read 1/session), interview +2, Further, the Undermine feat lets Robert weaken opponents and the
just the facts 1/session, lead 2/session, linguist +2, nosy, on assign-
Handler feat lets him acquire information on and place moles close to
ment (tabloid journalist), press pass, tactics 1/session (+1 bonus),
versatility (Appraise, Concentration, Cultures, Forgery, Gather the heart of each target’s camp. Using the harassment rules (see the
Information, Innuendo, Spot, Surveillance). Fixer/Pointman Class Guide, pages 63–66), Robert gains a +24 bonus
Skills: Appraise +7 (threat 19–20), Bluff +20, Cultures +12 when recruiting someone with a critical success range of 16–20, allow-
(threat 16–20), Diplomacy +20, First Aid +5 (threat 19–20), Forgery ing him to routinely establish a 10th level employee in 5 weeks or less.
+13 (threat 19–20), Gather Information +22 (threat 16–20), Hobby He can assist this NPC with his lead and generous class abilities, great-
(Fashion) +5, Hobby (Hypnotism) +3, Innuendo +17, Knowledge ly improving his utility.
(Espionage) +5, Knowledge (Psychology) +5, Languages +5 (threat
Finally, Robert can go almost anywhere, gaining a +14 bonus
19–20), Open Lock +3, Profession (Espionage) +7, Profession
(Journalist) +16, Read Lips +5, Sense Motive +19, Sleight of Hand with security clearance favor checks from his press pass class abil-
+5, Spot +17, Surveillance +17. ity and the Fourth Estate department (which also allows him to
Feats: Armor Group Proficiency (Light, Medium), Gunslinger’s Eye, make 2 favor checks per session without spending action dice). He
Handler, Mark, Master Fence, The Pen Is Mightier, Undermine, Weapon also gains a +7 bonus with Bluff checks during face-to-face infil-
Group Proficiency (Handgun, Hurled, Melee, Rifle), World Traveler. tration.

39
mastermind
In either case, the GC should always remember that Just as important as the foil herself, however, the GC
the foil labors under the same restrictions as every other should be mindful of the foil’s environment. A paranoid
character. She is neither omniprescient nor omnipotent foil might tend to appear in shadowed alleys and out
— it’s entirely possible, for example, that a mastermind of the way dives, while a flamboyant one might
might suspect a foil’s fading loyalty, and keeps her be encountered at a high rolling casino or alpine
at arm’s length. The GC shouldn’t be afraid when ski chateau. Staging each encounter with a foil can
roleplaying a foil to voice those three little words: be vital to portraying the foil correctly and cementing
“I don’t know,” if such would truly be the case, or to her as a person in the players’ minds.
turn the foil’s back on the team when it makes sense for Also, the GC must ensure that he is as entertained
her to do so. Care must be taken to ensure that a foil by the foil as his players or the character will come off
doesn’t lose her utility, however, as an agent team as dull and uninspired, or simply fall by the boards to
is unlikely to risk involvement with what the assume be abandoned. When mapping out a foil’s habits and
to be a useless foil. The GC must always maintain a fine mannerisms, the GC should focus on those traits that
balance between the team relying upon a foil and the aren’t burdensome. A light accent can go a long way
team ignoring the foil as a dangerous dead end. toward making a foil memorable, but if the GC is
Finally, while the GC may be tempted to use the foil self-conscious when imitating an accent, he won’t enjoy
as cavalry to bail the agents out, it’s rarely a good idea. portraying the foil. Likewise, if a GC is uncomfortable
This tactic not only moves the spotlight’s focus from the with in-character flirting, he should avoid dropping
agents to the NPC, but also suggests that the team can a seductive femme fatale into the mix.
rely upon the foil to extricate them from future trouble. A GC should also take care not to allow a foil to trip
Since any good foil knows she can no more afford into situations that reveal her motivations before the
to reveal her true motives to the mastermind than she appropriate time. This usually means keeping the foil
can reveal them to the agents, it’s unlikely she’ll risk peripheral to the action. If, for example, the agents are
decisively siding with either. casing a casino before a break-in, the serial’s foil might
When a GC incorporates a foil into his serials, there be encountered at the high rollers table, triggering
is only one watchword: intrigue. a round of verbal sparring with choice members of
the team. This allows the team to interact with the foil
Playing a Foil without being able to pin down her true motives (since
Due to the continuing questions surrounding her the motives don’t come into play in this situation).
motivations, a foil can be one of the most difficult NPCs As a counter example using the same conditions, the GC
to accurately portray, but once the GC pins down a foil’s should not place the foil in charge of casino security,
motivation — and therefore establishes how she will as this places her in direct opposition to the team,
behave in any given situation — this NPC type can be forcing them to either attack or investigate her.
one of the most entertaining features of a Spycraft Though foils are frequently employed as plot
season, both for the GC and for the players. devices, the GC should be careful to keep them in play,
The first key to portraying a memorable foil is the and not let a glass bell descend upon them, protecting
oldest rule in storytelling: “Show, don’t tell”. The GC them from harm. They should be just as vulnerable
should never simply tell the players, “The woman seems to damage and death as a mastermind or henchman —
paranoid.” Instead, he could describe her actions as she if not more so — and should periodically be exposed to
embraces one of the agents and runs her hands up and combat as well. Yet while allowing a foil to fall victim
down his body seductively, allowing the agent to make to harm, the GC must take special care to avoid
a successful Sense Motive check to discover that she’s accidentally killing her. A foil is a special NPC, and
searching him for a body wire. The GC should never tell therefore more durable than a minion, but even
the players that a mole fears for his life — instead, a special NPC can die from a lucky shot or massive
he could describe the mole’s furtive glances as the NPC amounts of damage. The easiest way to protect a foil
checks for surveillance, then when the agents refer from random injury, and retain the element of mystery
to the season’s mastermind by name, tell them that surrounding her at the same time, is to simply establish
the mole cuts them off mid-sentence, frantically that she’s cowardly, or self-serving, or otherwise averse
whispering, “Speak the devil’s name, and he shall to fighting. A foil that keeps to the shadows is rarely
appear.” Even little quirks like the tendency for an NPC downed by gunfire (except, perhaps, with random stray
to refer to herself in the third person, a light accent, shots), and a foil who slips just outside the agents’ line
or perhaps a nervous habit of scratching his cheek every of vision is a nagging worry until she is seen again…
time guns are mentioned can help solidify a foil Where did she go? What is she doing? When she
as a person, rather than simply a collection of numbers returns, will she help the agents, or the enemy?
on a character sheet. This is the sort of mystery upon which a foil thrives.

40
leadership
In general, a foil should only act in self defense — Cultural Bond: The foil is linked to the threat’s
at least until a serial’s climax, or preferably, the climax mastermind through some cultural bond. Perhaps the
of the season. Once the GC has rolled to determine mastermind is the foil’s spiritual leader, in which case
a foil’s loyalty, however, all bets are off. Thereafter, she is caught between the bonds of cultural loyalty and
the foil can easily take advantage of her questionable the mastermind’s potential disapproval.
loyalty, and catch either the agents or their opposite Daddy’s Little Girl: The foil is a younger relation
number off guard, or reveal ulterior motives more of the mastermind or a henchman, possibly even his
sinister and/or unexpected than anyone envisioned. son or daughter. Despite ties of blood, however, the foil
Perhaps the most difficult rule to follow when disagrees with his relation’s agenda.
roleplaying a foil is that though the foil’s loyalty may yet Damsel in Distress: The foil is an average Joe
to be determined, the rationale for her actions should or Jane, trapped in the mastermind’s devious plot.
never waver. Though a foil’s true motivations might Though the foil is all too aware of the mastermind’s
be unknown to the agents (and in fact, to the GC, if plan, she’s afraid to act against him.
he hasn’t made her loyalty check yet), these motivations Deep Cover: The foil is an undercover agent, either
are not unknown to the foil. Until a foil’s loyalty is deter- for the Agency or the threat organization.
mined, everything she does should be at least marginally Fugitive: Even before the foil got mixed up in the
ambiguous — otherwise, the GC risks the foil’s actions mastermind’s plan, she was a fugitive from justice.
becoming contrary to the ultimate result of her loyalty She may even be looking for amnesty in exchange for
roll, shattering the integrity of the serial’s backstory. her assistance.
In Too Deep: The foil is a person of decent morals,
Foil Hooks but has gradually skidded down a slippery slope
No matter how complex a foil’s history and motiva- of criminal acts. She’s in so deep, she’s not sure there’s
tions, nearly all can be summed up with one central any way out anymore.
“hook”. Much like a henchman’s or mastermind’s hook Mercenary: The foil is a follower of the almighty
(see the Spycraft Espionage Handbook, pages 244 and dollar, and will do anything for a buck. It doesn’t seem
246, and pages 46 and 50 of this volume), a foil’s hook to matter whether her actions aid the agents or the
is her raison d’être, her ultimate cause, the soul of her mastermind (at least, at first).
character. A foil’s hook almost always generates conflict Moment of Weakness: The foil is ordinarily one
between her loyalties to the threat and to the agents, or of the mastermind’s loyal soldiers, but a particular oper-
sets up a vulnerability or strong opinion that the agents ation, decision, protocol, or other factor simply turns
can exploit, justifying any result of her loyalty check. her stomach. This is the team’s chance to capitalize
To generate an original foil’s hook, choose from, upon the foil’s hesitation.
or roll 1d20 and consult, Table 2.1: Foil Hooks (see page Naïve: The foil is simply too naïve to grasp the
42). This is just a sampling of the hooks from which magnitude of the mastermind’s plot. If the agents can
a foil may be generated — the GC should look outside somehow reveal this information to the foil, she may
the box when generating his own creations, tailoring aid them.
them to his players’ personalities and play styles. Neutral: The foil has no particular love or hate
Descriptions of all results follow. toward the mastermind. She’s simply doing a job.
Office Staff: The foil is among the mastermind’s
Accidentally Injured: The foil was accidentally
office staff, and therefore has access to many docu-
injured, either emotionally, physically, or mentally.
ments. Perhaps she put the pieces of the mastermind’s
She might have caught a stray bullet, or might have
plot together by reading one too many “Eyes Only”
been infected by a designer disease. If the source of
memos, and is now looking for a way to stop him.
the foil’s injury was the mastermind, one of the his
Old Acquaintance: The foil is one of the agents’
henchmen, or another part of the criminal organization,
old acquaintances — a friend, a lover, or perhaps even
this event might be enough to prompt the foil to betray
a former teammate.
the villains.
Ousted Henchman: The foil was once the master-
Betrayed By Villainous Lover: The foil is (or was)
mind’s right-hand woman, but has since been supplanted
betrayed by her lover, one of the threat’s special
by a rising star in the organization. Now she seeks
characters. This betrayal might be linked to the
satisfaction for the slight, or to prove herself more
mastermind’s criminal activities, or the foil might have
worthy than her replacement.
simply have been tossed aside in favor of a new lover.
Playing Both Sides: The foil has her own agenda,
Blackmailed: The foil is being blackmailed for her
entirely separate from that of the threat organization,
cooperation. Perhaps the mastermind has some dirt on
and is playing the Agency against the threat to achieve
her, or holds a relative hostage. Perhaps the mastermind
this goal.
even holds the cure for a disease afflicting the foil.

41
mastermind
Rival Agent: The foil is a rival Agency’s operative. Duplicitous Nature: The foil is either a pathological
This rival group might be another part of the team’s liar or feels the truth is too dangerous to repeat in mixed
own government, or an entirely separate entity. Though company.
both the team and the foil are working to stop the Easily Bored: The foil’s attention flits from one
mastermind, their motives need not be parallel (in fact, subject to the next like a drunken butterfly. This probably
there is more inherent drama if they don’t). includes the agents, which means the foil might leave
Shrewd Career Player: The foil is a rising star in the them hanging at a dangerous moment.
threat organization, hoping to use the agents to oust Gear Head: The foil is obsessed with machinery
the next man up in the chain of command. and technology.
Wild Card: The foil’s agenda is separate from that Gun Bunny: The foil is always heavily armed — even
of the threat organization and that of the Agency, at black tie events, she secrets a firearm somewhere
though it is somehow linked to one or both. It’s entirely on her person.
possible the foil is not even a member of the threat High Roller: The foil lives the high life, and likes it.
organization, but rather a wholly independent player. Betting a fortune on a single hand of blackjack, racing
sports cars in mountain passes, and mixing with the
Table 2.1: Foil Hooks glitz and glamour of Hollywood are all part of a day’s
Roll Hook play for this foil.
1 Accidentally Injured Innocent: The foil is willfully oblivious to the
2 Betrayed By Villainous Lover mastermind’s plot. It’s not that she couldn’t find out,
3 Blackmailed it’s that she doesn’t want to know.
4 Cultural Bond Intellectual: The foil is a thinker. Literate, articulate,
5 Daddy’s Little Girl and intelligent, she’s impressed by agents with the same
6 Damsel in Distress qualities.
7 Deep Cover Mother Hen: The foil is a natural born care giver,
8 Fugitive and tends to be attracted to the agent who seems most
9 In Too Deep in need of her caring touch.
10 Mercenary Mystically Inclined: The foil is a believer in fate,
11 Moment of Weakness destiny, and prophecy. She sees the supernatural in
12 Naïve everything, even when it’s truly just coincidence.
13 Neutral Obsessive: The foil is easily fixated on a single
14 Office Staff subject, whether it be a mystery, an agent, or something
15 Old Acquaintance else entirely.
16 Ousted Henchman Pacifistic: The foil hates violence, and works to
17 Playing Both Sides defuse any physical confrontation between the agents
18 Rival Agent and members of the threat organization.
19 Shrewd Career Player Paranoid: The foil believes that everyone —
20 Wild Card the agents and the threat organization alike — are out
to get her.
Foil Quirks Proud: The foil believes in her own inherent superior-
A foil is not categorized merely by her motivations, ity, whether intellectual or physical. Before she aids the
but rather her own unique passions and background — agents, they must convince her that they’re her equals.
the strange and exotic idiosyncrasies that round out Thrill Seeker: The foil relishes the danger of
her character. the Great Game, and perhaps her betrayal of the
To generate an original foil’s primary quirk, choose mastermind is simply a means to add a little extra risk
from, or roll 1d20 and consult, Table 2.2: Foil Quirks to the play.
(see page 43). Descriptions of all results follow. Untrained: The foil is a babe in the woods when it
comes to the profession of espionage, though she may
Abundant Romantic Entanglements: The foil is a
or may not be aware of this.
lover not a fighter. She falls in love easily and often,
Voracious Sexual Appetite: The foil is obsessed with
possibly with the agents, the mastermind, or both.
the pleasures of the flesh, sleekly dancing from one
Cold Hearted: The foil looks out for Number One, and
casual liaison to the next. She may share the bed of the
nobody else. Innocent lives are just another resource to
mastermind one night, and an agent the next, then play
be bartered and traded with the agents or the mastermind.
them against one another for her own amusement.
Cosmopolitan: The foil lives in high society’s upper-
most strata — which might be how she met the threat’s
mastermind.

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leadership
Yes Woman: The foil is a sycophant, siding with attention away from a known mastermind by using one
whichever side seems to hold the advantage at any or more of his henchmen as decoys. This method lends
given time. itself well to episodic seasons, where subsequent serials
are linked only in that the agents contend with the same
Table 2.2: Foil Quirks organization throughout.
Roll Quirk Conversely, the onion depiction allows the agents to
1 Abundant Romantic Entanglements contend with a different sort of henchman, one who has
2 Cold Hearted no master plan of his own, but simply carries out the
3 Cosmopolitan orders of his master, the season’s mastermind. In some
4 Duplicitous Nature cases, a henchman may even appear side by side with
5 Easily Bored the mastermind, as a bodyguard or in some similar
6 Gear Head capacity. This is a good approach if the GC wishes the
7 Gun Bunny convey the true depth of a threat organization from the
8 High Roller first serial, when the agents discover that there is another
9 Innocent hand directing their opponents from the shadows.
10 Intellectual Often, the GC may wish to combine these two styles,
11 Mother Hen in that some of the mastermind’s henchmen are granted
12 Mystically Inclined more autonomy than others. This allows the GC to
13 Obsessive gradually ratchet the players’ tension over the course of
14 Pacifistic a season. First, the agents might face a henchman
15 Paranoid carrying out an assassination on the mastermind’s
16 Proud orders. When they interrogate the henchman, they
17 Thrill Seeker discover the threat’s true scope and must contend with
18 Untrained another branch of the threat organization, foiling an
19 Voracious Sexual Appetite independent henchman’s insidious plot halfway around
20 Yes Woman the world. Later, the agents return to pursue the master-
mind himself, only to find a third henchman running
day to day operations at the threat’s headquarters.
THE HENCHMAN
The henchman plays a critical role in a threat
All of these approaches are equally valid, but require
the GC to utilize his henchmen effectively throughout
the season. These NPCs are the glue that holds a threat
organization, anchoring the mastermind’s front lines of together — while the mastermind oversees the big
villainy, acting as soldiers to the mastermind’s officer. picture and the minions do the grunt work, the hench-
Frequently, the henchman has a vested interest in the man represents the agents’ first true challenge during
mastermind’s scheme, though this need not always a season, and gives the villains their first true face.
be the case — indeed, a mercenary henchman who When properly utilized, henchmen can become some
extends the heroic superspy a degree of professional of the most memorable NPCs in any Spycraft season.
courtesy is not an uncommon trope of the superspy Henchman may be encountered at any time during
genre. Most often, however, unlike a foil, a henchman’s a season, though the agents can generally count on
loyalty is a matter of course, not conjecture. encountering at least one during each serial. Occasionally,
While the term ‘henchman’ implies that the character two or more henchmen make an appearance at the same
is strictly a second tier flunky, the GC, his setting, and time, working in concert or independently, though the
his storyline can benefit from a henchman having GC should be careful not to overplay this card — most
his own plots and schemes, especially if the agents henchmen operate alone. This is both a mechanical
are unaware of these side projects. To cite a cinematic conceit, as multiple henchmen tend to increase a serial’s
example, in the James Bond film Dr. No, 007 foils the difficulty (reflected with increased experience awards),
titular character’s plan for world domination. Only in and a dramatic device, as developing a memorable hench-
later films does Bond discover that Dr. No is in fact man demands game time dedicated to their appearance
a henchman of S.P.E.C.T.R.E., and not until the fifth film, (too many simply dilutes the effect of all).
You Only Live Twice, does he defeat the mastermind In all cases, up until the point when the agents
himself, Ernst Stavro Blofeld. face off against a threat’s mastermind, henchmen
This approach is worth emulating, or perverting. generally become the primary villainous catalysts
Though the agents are typically forced to peel back driving a season’s plot. The agents contend directly with
the layers of a threat organization like an onion, they these characters most of the time, and present their
can often identify its rotten core. The GC can divert greatest challenge. There are two primary factors to

43
mastermind
keep in mind, however, when using henchmen to propel
the plot. First, what does the henchman want, and
second, how far will he go to get it? The answer to this
question provides a measure against which the agents
are tested: presumably, their goal is to stop the hench-
man, but how far will they go to accomplish this goal?
Out of this direct conflict, many a serial’s story is born.
In addition to the henchman’s dramatic potential, the
character is a valuable tool for pushing the agents along
toward a serial’s conclusion. This can be accomplished
a number of ways. Arguably the most entertaining option
is to use the henchman to invest the players emotionally
in the serial. If the players grow to hate the henchman,
or gain a burning urge to show him up, they’ll naturally
do everything they can to defeat him. Should they get
lost along the way, any good henchman should possess
an arsenal of tricks with which to prod them along the
right course. He may leave a taunting clue, or order an
attempt upon the agents’ lives (leaving behind a leading
clue, of course). If worse comes to worse, the agents may
simply happen upon the henchman’s location by chance.
Since the henchman is the ultimate goal of many
serials, most agents will naturally gravitate toward
a confrontation with him.
A henchmen raises the stakes in any encounter,
simply with his presence. He is the teeth of the tiger,
and if the team wants to overcome the threat, they must
be plucked from its maw. Still, the GC should take care
not to overexpose a henchman — a henchman should
always be present either to pursue his own agenda,
or because the agents have finally tracked him down.
Simply dropping a henchman into a random encounter
usually stretches credulity past the breaking point.
All encounters with henchmen should be special.

Playing a Henchman
Who can forget the menacing presence of Jaws,
or Oddjob’s trademark razored bowler? A memorable
henchman is an opponent the agents love to hate,
and they’ll savor the victory that much more when he
is finally brought to heel. Naturally, the onus of
developing a henchman into an individual worthy
of such passionate reaction falls on the GC’s shoulders.
The first step toward generating such a foe is playing
to the agents’ strengths. Most agents who pride
themselves on their melee combat skills, for example,
relish the chance to go head to head with a henchman
who also happens to be an expert duelist. Meanwhile,
an agent with a sharp tongue won’t soon forget
an encounter with a henchman who can match him
witty retort for witty retort. This sort of parity creates
a natural rivalry between an agent and a henchman,
but it can only go so far — a henchman can’t be every
agent’s nemesis, as a jack of all trades is a master of none
(a tenet the Spycraft NPC creation system supports).

44
leadership
The next step when developing a unique henchman’s This in mind, the GC must remember to play to the
personality is to establish one or more interesting strengths of henchmen when scripting these scenes.
behavioral quirks. Does the henchman perform all of his First, unlike minions, henchmen are special characters,
wetwork missions with a particular gun? Does he recite and are therefore much more durable. Taking advantage
a monotone chorus of “Dem Bones” while torturing an of this, the GC shouldn’t be afraid to set his henchmen
agent? Perhaps his accent becomes indecipherable when plunging headlong into the fray rather than hanging
he’s under pressure. The GC should try to establish at back behind a wall of minions. Also, henchmen gains
least one such trait unique to each henchman. Such level-based ability score increases, level-based feats,
quirks help to cement the henchman in the players’ and class benefits as agents do, and a scene featuring
minds, so they have a personality against which to a henchman can play to a great many strengths he
develop a grudge, rather than a just sheet of numbers. possesses over his subordinates. If a henchman is a
For a ready-made list of henchman quirks, see page 46. wheelman, for example, the GC could pit him against
In the same vein, the GC should take care to invent the agents in a vehicular chase, while a henchman
traits and habits that he’ll enjoy roleplaying, and then with levels in the pointman class could have legions
set up serial situations in which they not only rise to the of minions at his command, all of whom can benefit
surface, but take center stage, if only for a moment. from his many team-oriented class abilities.
If a henchman becomes the life of any party, the Henchmen don’t merely shine in combat, however.
GC should certainly try to stage at least one scene at After all, if the agents immediately come to blows
a private club, or perhaps a luxurious ocean liner owned (or gunfire) with a henchman, his unique character traits
by the mastermind. go straight out the window. Everyone looks the same
Likewise, when presenting a henchman’s traits and down the barrel of a gun. In a non-combat situation,
habits, the GC should always be mindful not to let them a henchman has the chance to shine not only as an
slip. Nothing breaks the illusion of a well-conceived opponent, but also as a fully fleshed out personality.
roleplaying session like a prominent character suddenly As a rule, the team should always encounter a henchman
losing his accent, or not giving his trademark taunting at least once before a serial’s final showdown, preferably
salute as he escapes. Consistency is the key to developing in a situation in which combat is impractical. Public
any truly memorable henchman. meetings are a staple of the espionage genre, and a valu-
Of course, a GC who enjoys portraying a particular able tool in the GC’s arsenal.
henchman is much more likely to do so consistently, Again, memorable encounters are all about context.
but he should strive to develop henchmen that the A henchman who specializes in cloak and dagger
players find memorable. Where minions are usually strategies might be encountered in a shady drinking
“on screen for only a frame or two,” a henchman is joint, while a high rolling henchman thriving on glitz and
the focus of attention for much longer, often spanning glamour might show up in a Vegas casino. While it might
many serials or even seasons. If the players dislike seem that a henchman is outnumbered in such situations,
a henchman central to the GC’s plot, that plot is in and therefore at a disadvantage, the agents are likely
serious jeopardy of growing tiresome long before encountering him on his own turf. Perhaps the henchman
its close. One way to ensure that the players like paid off the baccarat dealer, or blackmailed the bartender
a henchman is to test his personality and other quirks to slip the agents a mickey. Also, the GC should remember
out as part of a minion or other standard NPC — that most henchmen rarely play fair (unless that’s one
someone who can exhibit the traits and vanish, leaving of a henchman’s character quirks, of course).
room for a henchman proven to amuse. If this stretches Whether the agents encounter a henchman in combat
the players’ reality suspenders, the GC might consider or not, the GC should take care to exercise restraint.
making the standard NPC part of the resulting hench- Encounters with henchmen should always be noteworthy,
man’s entourage or circle of friends, or part of his slice forcing the agents to sit up and take notice. Stumbling
of the threat organization, thus justifying his similarity across a henchman in a random encounter makes him
to the henchman as adoration, flattery, or even mockery. little more than just another minion. Henchmen are
Next, the GC should stage unique encounters featuring special characters, like the agents — and like the agents,
the henchman. The agents might pursue anyone in a foot they have their own agendas. Each and every encounter
chase down a busy street, but only a henchman might with a henchman should feature the character in pursuit
lead them on a rooftop pursuit featuring risky jumps of this goal, or the agents in pursuit of him.
across dizzying falls, perhaps to the tune of helicopter-
mounted machinegun fire. Likewise, a martial arts duel
pales in comparison to a life or death struggle in the open
cargo compartment of a C-130 in flight. Encounters with
henchmen should be as much about environment as they
are attitude.

45
mastermind
Henchman Hooks “One Last Job…”: The henchman is ready for retire-
ment, but has to complete one last job before he settles
A henchman’s hook is his central concept, the rea-
down, or is allowed to.
son he works for evil, his schtick, or his place in the
Penitent: The henchman committed some great sin
organization’s ranks. It defines his purpose in any
in the past, and believes that serving the mastermind
serial, and becomes the hub for all other aspects of
is the road to redemption.
his character.
Promoted: The henchman was once a minion in the
To generate an original henchman’s hook, choose
same threat organization, but was promoted for exem-
from, or roll 1d20 and consult, Table 2.3: Henchman
plary service.
Hooks (see the next column). This is just a sampling of
Reject: The henchman always wanted to be a spy,
the hooks from which a henchman may be generated —
but couldn’t land a job with a legitimate agency.
the GC should look outside the box when generating
He turned to the threat organization out of desperation.
his own creations, tailoring them to his players’ person-
Sacrificial Lamb: Unbeknownst to him, the hench-
alities and play styles. Descriptions of all results follow.
man is an expendable resource. He has no value to the
Baptism of Fire: The henchman is a new recruit mastermind once he completes the current mission.
in the threat organization, determined to prove his In fact, the operation may have been planned with the
worth on his first mission. henchman’s death in mind.
Cold Warrior: The henchman was an agent of one True Believer: The henchman blindly believes in the
of the super powers during the Cold War, and needs the mastermind’s scheme, to the point of religious zeal.
clarity of Us versus Them. In his case, “Us” became the Weekend Warrior: The henchman maintains another
threat organization. identity as an average citizen. He holds a job, takes out
Expert: The henchman was recruited for his exper- the trash, and might even have a spouse and children
tise with a particular talent, whether it be fast-talking, unaware of his second job.
surveillance, assassination, or another valued skill.
Fallen From Grace: The henchman was once the Table 2.3: Henchman Hooks
mastermind’s trusted right hand, but botched a vital Roll Hook
operation. This is his last chance to make good. 1 Baptism of Fire
Freelancer: The henchman is not bound to the 2 Cold Warrior
mastermind by loyalty or ideology, but rather serves 3 Expert
in pursuit of the almighty dollar. 4 Fallen From Grace
Gate Keeper: The henchman is entrusted with 5 Freelancer
a vital operation that, if investigated, leads straight 6 Gate Keeper
to the mastermind. 7 Hidden Mastermind
Hidden Mastermind: The henchman is actually the 8 Hired Gun
season’s mastermind, disguised so he can operate under 9 In the Dark
far less direct scrutiny. The season’s “actual” master- 10 John Doe
mind might be an impostor, a clone, or perpetually 11 Native
unavailable, “scheming behind closed doors.” 12 Nemesis
Hired Gun: The mastermind hired the henchman 13 Old Friend
for a single job, in order to maintain plausible deniability 14 “One Last Job…”
in the public eye. 15 Penitent
In the Dark: The henchman has no knowledge of the 16 Promoted
mastermind’s grand scheme, only his small role in it. 17 Reject
John Doe: No record of the henchman exists in any 18 Sacrificial Lamb
law enforcement or intelligence agency database. 19 True Believer
Native: The henchman was recruited by the threat 20 Weekend Warrior
organization because he is a native of a region impor-
tant to the mastermind’s operation. Henchman Quirks
Nemesis: The henchman is one of the agents’ old A henchman may possess many positive attributes
foes, recruited specifically to prevent or stamp out the that may juxtapose his actions. Such a seemingly
team’s interference. contradictory personality can become one of the easiest
Old Friend: The henchman is one of the agents’ ways to identify with a recurring villain. While shallow,
old friends, perhaps a former partner, lover, or just the opposite path is often even more effective — turn
a drinking buddy. a henchman into a ruthless killing machine and he
instantly rises to the top of the agents’ hit list.

46
leadership
To generate an original henchman’s primary quirk, Silent: The henchman is unnervingly silent, never
choose from, or roll 1d20 and consult, Table 2.4: uttering a word, or even a cry of pain.
Henchman Quirks (see the next column). Descriptions of Sociopath: The henchman completely lacks empathy,
all results follow. attaching no significance to human life.
Thorough: The henchman is supremely focused on
Apologetic: The henchman truly, truly regrets what
each assignment, leaving nothing to chance.
he must do to the agents, but they’re in the way of his
Vengeful: The henchman remembers every wrong
mission.
ever committed against him, and refuses to let past
Ambitious: The henchman’s going to be somebody.
slights be forgotten.
He has his sights set on a position high in the threat
Vocal: The henchman enjoys taunting his opponents
organization’s ranks, and the agents are just another
— even in combat, his verbal sparring never ceases.
rung on the ladder he needs to climb in order to
get there. Table 2.4: Henchman Quirks
Amiable: The henchman is the personable sort. Roll Quirk
The agents might even get to like him — until one of the 1 Apologetic
bullets they trade with him hits someone they like… 2 Ambitious
Bored: The henchman’s assignment is beneath him. 3 Amiable
So are the agents. He’s capable of so much more, and he 4 Bored
intends to show the world just that… 5 Duelist
Duelist: The henchman enjoys mano a mano tests of 6 Fanatic
skill, engaging single agents in such contests whenever 7 Fastidious
possible. 8 Flamboyant
Fanatic: The henchman is a zealot, believing in the 9 Honorable
mastermind’s cause with every fiber of his being (even 10 Maverick
if the mastermind does not). 11 Macho
Fastidious: The henchman hates a mess. He cleans his 12 Moral
gun after every firefight and his furniture is scotch- 13 Nonchalant
guarded. “One can’t be too careful,” he says, “bloodstains 14 Playful
never come clean.” 15 Precise
Flamboyant: The henchman is a showman, not 16 Silent
content to simply do the job — he needs to make the 17 Sociopath
evening news. 18 Thorough
Honorable: The henchman subscribes to a code 19 Vengeful
of honor from which he refuses to deviate under any 20 Vocal
circumstances.
Maverick: Though the henchman’s agenda is more
or less in line with the mastermind’s, he’s got his own
way of doing business.
Macho: The henchman hates being outdone; if an
THE MASTERMIND
The mastermind is the vicious spider lurking at
agent bests the henchman in any endeavor, the agent
the heart of any threat’s web, whether that web be
becomes the exclusive target of the henchman’s wrath.
impossibly complex or dead simple. Frequently, the
Moral: The henchman honestly believes that he’s
agents don’t even hear of the mastermind — much less
one of the good guys and works hard to maintain
encounter him — until late in a given season, when the
this delusion.
stakes are high and the fate of the very world is on the
Nonchalant: The henchman is casual in his expertise.
line. Since there’s usually only one mastermind during
He shoots from the hip, never leaves fingerprints (not even
each season (where there may be many henchmen),
on a cigar), and conducts high speed chases with a drink
it’s an easy assumption that the mastermind requires
in one hand.
less attention than his underlings, particularly since the
Playful: The henchman takes great pleasure in
mastermind often doesn’t put in an appearance until
matching wits and wiles with worthy opponents —
late in the game. In fact, nothing could be further from
including the agents.
the truth. The very fact that the mastermind is so rare
Precise: The henchman never causes more destruc-
will prompt the players to focus all the more on
tion or death than he must in order to complete his
his complexity (or lack thereof). Indeed, while a two-
mission (though he doesn’t shy away from bloodshed
dimensional henchman is forgivable — even desirable in
when necessary).
some rare instances — a two-dimensional mastermind
leads to a dull and predictable season.

47
mastermind
Ultimately, while a henchman might propel the plot, defeated, and his plans are teetering on the edge of ruin
the mastermind is the driving force behind an entire do most masterminds ultimately step to the fore to
threat organization. His influence determines the combat the agents directly.
threat’s motives and methods, and dictates these things This is not to say that the GC can’t showcase his
to his subordinates. While a threat organization is the season’s ultimate threat earlier. Often, the agents may
sum of its parts, the mastermind must carry more weight encounter a mastermind well before they know his true
than his followers as part of that equation. Masterminds identity, or understand his true role in the unfolding
are perhaps the most independent characters in superspy drama. They may assume the mastermind to be
Spycraft, for while even the agents must answer to their a simple henchman or even a character completely
Control, the mastermind must ultimately answer to no unconnected to the threat at hand.
one but himself. Yet introducing an anonymous mastermind to the
While the mastermind is clearly a villain, he very players is not nearly as much fun as dangling him in
rarely considers himself such. He often believes he’s front of a team that can’t move against him. Revealing
pursuing a greater good, and that his ends justify any a mastermind’s true identity after the scene shifts in
means. Even when a mastermind pursues nothing more favor of the villains, or in a location or under conditions
than a personal fortune, he tends to justify his actions in which the team can’t act, are excellent tools for
as part of his own often bizarre ideology. For example, building animosity between the agents and the master-
a mastermind might believe that even the most vicious mind, as the team’s frustration at being unable to act
financial manipulation is simply good capitalism, or directly against the mastermind feeds into their enmity
might justify his amoral money-making schemes by toward him. Nothing builds antagonism like an
playing at the role of philanthropist after the fact. untouchable mastermind taunting the agents from the
Only in the most farcical seasons should any mentally other side of the baccarat table, a field of instant death-
well-balanced mastermind actually perceive himself as traps, or a lethal lava pool. This provides the agents
evil, lest an otherwise serious Spycraft campaign lapse a personal motivation for pursuing the dastardly villain
into self parody. — while a threat to the world is compelling, it does
It should be noted that while the mastermind is, little to make the team’s mission personal.
in some ways, the final henchman to be faced during The GC should remember at all times, however,
a season — as a henchman, he is a special NPC and leads that the mastermind labors under a very important
a cadre of minions — he should never be treated as just restriction: if he falls, so too does his organization. As
another face in the gallery of rogues. The mastermind’s such, the mastermind should never be dropped into an
every action should be in pursuit of the threat’s agenda, encounter simply to spice it up — the GC is advised to
as his influence over the threat organization as a whole use henchman for this purpose instead. The mastermind
dictates that its goals must match his. Yes, until and himself should only appear toward the end of a season,
unless the mastermind is forced to do otherwise, he uses or under controlled circumstances, when the agents
his subordinates — both henchmen and minions — draw close to the heart of his organization. Confronting
to pursue such goals. Only rarely, and as a last resort, the mastermind should be a climactic moment; anything
does a mastermind put himself in the line of fire. While less is a disservice to the character. While the master-
a fanatical mastermind might place his cause over his mind may return in later seasons, his current defeat
own safety, he nonetheless believes that if he is killed, usually signals the death knell for the immediate threat.
no others can take his place to spearhead the threat. The
mastermind, therefore, considers himself indispensable. Playing a Mastermind
He takes every measure, up to and including sacrificing Though the mastermind is any season’s ultimate
the very lives of his subordinates, to maintain his own villain, the GC has precious little time to develop his
life and freedom. character firsthand. The necessity to minimize his
But even the most callous mastermind rarely throws exposure to dangerous situations (and therefore avoid
his followers’ lives away. This threatens morale, not to short circuiting the season), coupled with his ability to
mention the constant drain upon the mastermind’s work through subordinates, can easily make the master-
personnel resources. Even when a mastermind executes mind a distant concept, a foe the agents intellectually
a minion who’s failed him, he does so in front of the rest know presents a threat, but to whom the team doesn’t
of his followers, in order to set an example that failure attach any true importance. In many ways, developing
is not to be tolerated. That minion’s death, no matter a henchman’s character is a game of illustration by proxy
how regrettable, has a purpose. — the GC must intimate the mastermind’s personality and
Considering this, it isn’t surprising that masterminds motivations through his organization’s actions.
are slow to expose themselves to the agents. Only after As such, even when the mastermind doesn’t appear
his army of minions has been exhausted, his henchmen over the course of a serial, the GC should always

48
leadership
be mindful of his influence on events. This not only a legitimate front and calls in official law enforcement
lends additional consistency to the season by unifying personnel to stymie the team. Maybe the mastermind’s
the actions of the threat organization’s lesser members entire headquarters is rigged to explode if the mastermind
under a single vision, but it also provides the GC with a is killed. Regardless, the agents should never be able
firm grasp of the mastermind’s quirks and motivations to force the mastermind into one on one combat unless
long before the NPC enters the picture. they have a truly cunning plan — or the mastermind
When the mastermind finally does appear, his wants to meet them under such circumstances.
behavior and attitudes should be the final piece of
a puzzle developed over the course of an entire season, Finding the Body
not a total revelation. For example, if the mastermind
is a politico bent on increasing his personal power, the Veteran agents know that finding the body is the
agents should notice that his henchman are consistent- holy grail in battling a true mastermind. Until they
ly dispatched on blackmail and assassination missions possess this hard evidence of a mastermind’s demise,
targeting other political figures. Once the final piece the villain may still be out there, rebuilding his
falls into place — that the targets were the mastermind’s organization and waiting for the right time to strike.
political rivals — the mastermind should fit perfectly Such “legacy villains” are a staple of serialized
into the events of the leading season. espionage drama.
The GC should remember that more than any other Yet the time-worn “infinite escape” plot twist
character, the mastermind is a microcosm of the threat should be used with great caution. A villain’s
organization. His goals should match those of the threat constant return can easily lead to player frustration,
organization down to the finest detail, as his vision and a sense that in the final analysis, the team’s
forms the core of the greater whole. If the threat is heroic efforts don’t really matter.
a violent religious crusade, the mastermind should be When re-introducing any legacy villain, the GC
a fanatical follower of the espoused religion, if not should keep three simple rules in mind:
the religion’s founder. If the threat is a rival agency, the
“Time Heals All Wounds…”: The defeat of a mas-
mastermind should be a cold, calculating intelligence
termind is a momentous event, and the team’s fallen
professional. This reinforces the threat’s theme in the
foe should not be able to simply leap back on his
agents’ minds, and lends the mastermind a larger than
horse and ride once more into battle. In general,
life presence. The ultimate villain may be only one man,
the GC should let at least one full season pass —
but his goals and ideals shape the entire threat against
if only a short one — before once more featuring
which the agents struggle.
a legacy mastermind as the head of a new threat
As with henchmen, the GC should be careful
organization.
to ascribe motivations and beliefs that he understands
“…But Scars Are Left Behind”: Most often, the
to the mastermind. The GC need not agree with the
agents finally defeat a mastermind in a cataclysmic
mastermind’s beliefs, or even sympathize with them,
showdown. If the mastermind reappears after such
but he should at the very least understand the logic
a confrontation with nary a scratch, the agents will
behind them — however twisted — and roleplay them
feel cheated. Instead, the mastermind should bear tags
appropriately and effectively. This allows the GC to
of his previous encounters with the team — burn scars
focus most closely on characterization and drama,
from a chemical fire, confinement to a wheelchair
rather than propping up the mastermind’s believability.
following a great fall, and so on. Further, it’s not
The mastermind is the last challenge the agents must
merely enough to include these reminders, but to
surmount during a season, and such encounters often
emphasize them upon the villain’s return.
end in violence. Not every mastermind can be a soldier,
Old Foe, New Battles: Most likely, in the master-
and the GC should stack the odds in favor of less combat-
mind’s absence, his threat organization has fallen to
oriented masterminds. Remember that the mastermind
pieces. He shouldn’t simply return to power at the
has the resources of the entire threat organization at his
head of the same organization, or even one similar
disposal, and more likely than not, the agents ultimately
to his previous regime. Instead, he might have built
confront him in his lair, or at the very least, in territory
a new power base from scratch or moved on to seize
with which the mastermind is familiar. One or more
control of an entirely different threat organization.
minion squads are probably nearby to lend combat
This reminds the agents that though the mastermind
support, and the location is likely riddled with appropriate
is a threat once more, he was unable to simply shrug
dangers ranging from traps to secret passages and other
off his prior defeat, and verifies that the team’s
surprises. Perhaps a shark pen is concealed beneath
actions do indeed have lasting consequences.
the command center’s floor, beneath a spring-loaded
trap door. Perhaps the mastermind is concealed behind

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mastermind
It’s just as important in these final moments for the Deranged Scientist: The mastermind is on the cut-
mastermind to be effective outside combat. The GC ting edge of science in a particular field, and obsessed
shouldn’t hesitate to use action dice to augment the with making the next big breakthrough, regardless of
villain’s skill checks, or to activate critical successes and the lives lost in the process.
failures. This is where the season needs to explode with Determined Holdout: The mastermind and his
wild action and over-the-top outcomes, forcing the organization are the last relics of a bygone movement,
agents into unbelievable situations and then making and he’s willing to go to any lengths to restore his
sure they pay for every hit they score on the villain, faction to power.
every minor success they manage along the way. Disillusioned Politico: The mastermind once worked
Since the mastermind is a season’s final challenge, within the system for his goals, but realized long ago
the GC can do little to sabotage the fun at this point. that those who truly get things done needn’t rely on the
Those pitfalls that do exist, however, are to be avoided good will of a voting public.
at all costs. First, the GC needs to be certain that the Fringe Ideologue: The mastermind preaches a fringe
mastermind’s defeat comes at the agents’ hands — after belief, and is determined to spread his message no
all that the team has been through and accomplished, matter the cost.
they deserve to make the telling blows. Second, though Genocidal Butcher: The mastermind holds great
the temptation exists to forestall the mastermind’s final hatred toward a particular race or creed, and will go to
defeat — particularly for those masterminds that prove any lengths to wipe the group from the face of the earth.
particularly entertaining — the GC should only deprive Godfather: The mastermind is the patriarch of
the agents of their victory if they are left satisfied a massive criminal organization.
by other aspects of the season. Stalemates and hollow Illuminati: For decades, the mastermind has manip-
conclusions make for frustrated players. ulated mankind from behind the scenes, and takes all
steps necessary to maintain his influence.
Mastermind Hooks Industrialist Czar: The mastermind is an industrial
A henchman’s hook is usually the hook for an entire leader, but his business practices are ruthless at least,
season — the reason for everything that happens and the murderous at worst.
wellspring for most, if not all, plots and subplots Last Legs: The mastermind is crippled or dying, and
throughout. It’s often helpful for the GC to choose the bitter at his fate. He intends to drag the entire world
mastermind’s hook first and build the rest of the season down with him.
around it, as described in the original Mastermind Man of Mystery: The mastermind is a cipher. Long
System rules (see the Spycraft Espionage Handbook, ago, he disappeared into the woodwork, and plans to
page 242). stay out of the public eye.
To generate an original mastermind’s hook, choose Master Criminal: The mastermind is the ringleader
from, or roll 1d20 and consult, Table 2.5: Mastermind of an international criminal cartel.
Hooks (see page 51). This is just a sampling of the hooks Misguided Visionary: The mastermind believes he
from which a mastermind may be generated — the GC knows the secret to peace on earth, and plans to enforce
should look outside the box when generating his own his vision of the world on the rest of mankind, whether
creations, tailoring them to his players’ personalities they want to be “enlightened” or not.
and play styles. Descriptions of all results follow. Playboy Dilettante: The mastermind is a pampered
billionaire, spending his fortune on the most depraved
Brutal Despot: The mastermind rules his nation with
(and illegal) of pleasures.
an iron fist. Most likely, his country is a developing
Religious Zealot: The mastermind intends to convert
power, soon to become a rogue nation. Alternately,
the entire world to his own faith – and kill those
the mastermind has gained control of a world power
who do not believe.
through cunning political machination and complex
Righteous Crusader: The mastermind leads an orga-
games of intrigue, maintaining control with vicious
nization dedicated to justice, peace, or some other high
secret police and a well-armed military.
ideal. The means through which he pursues such goals,
Champion of the People: The mastermind believes
however, include blackmail, intimidation, and murder.
himself a defender of the common man. He considers
Rogue Control: The mastermind once led a national
government a tool of “The Man,” and goes to any
intelligence agency, and is now a veteran of the
lengths to fight for the rights of the downtrodden.
espionage game.
Usually, the mastermind counts himself among their
Ruthless Competitor: The mastermind is a leader in
number, whether he’s right or not. Regardless of his
industry, business, or research, using all means at his
motives, however, the mastermind’s means are typically
disposal to cripple his competition and gain preeminence
reprehensible.
in his field.

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Super Hacker: The mastermind is an elusive hacker, Extravagant: The mastermind is prone to extreme
using his computer expertise to grease the wheels for his demonstrations of appreciation and displeasure. Those
henchmen’s operations — in exchange for a cut of who please him are granted small fortunes, mansions,
the profits. and their hearts’ desire, while those who disappoint
receive a painful death and a shallow grave.
Table 2.5: Mastermind Hooks Gamesman: The mastermind enjoys testing his skills
Roll Hook against his foes — in marksmanship, automobile racing,
1 Brutal Despot or even chess.
2 Champion of the People God Complex: The mastermind has not only convinced
3 Deranged Scientist his minions of his omnipotence, he believes in it himself.
4 Determined Holdout Grand Planner: The mastermind is given to intricate,
5 Disillusioned Politico globe-spanning plots that take years to play out.
6 Fringe Ideologue Grandstander: The mastermind thrives on grand
7 Genocidal Butcher gestures. When ordering an assassination, for example,
8 Godfather the victim’s entire family is sanctioned. If he wishes
9 Illuminati a building destroyed, he nukes the entire city within
10 Industrialist Czar which it stands.
11 Last Legs Hands On: The mastermind likes nothing more than
12 Man of Mystery to get his own hands dirty, and an operation is never
13 Master Criminal done right unless he does it himself.
14 Misguided Visionary Immortality Syndrome: The mastermind believes
15 Playboy Dilettante himself untouchable. Perhaps he survived a horrible
16 Religious Zealot accident without a scratch, or maybe his belief is only
17 Righteous Crusader subconscious.
18 Rogue Control Man of God: The mastermind is devout in his
19 Ruthless Competitor religious beliefs, though he twists the teachings of his
20 Super Hacker faith to his own convenience.
Megalomaniac: The mastermind is drunk with
Mastermind Quirks power, and enjoys flaunting his absolute authority over
A mastermind’s traits and habits become the flavor his organization.
for a season, spicing the meat and generating unique Minimalist: The mastermind is a firm believer in the
spins on the central premise. Locations, scene structure, principle of waste not, want not. Henchmen he sends on
characters — the mastermind’s quirks help to define the assassination missions might receive a single bullet with
details that make every serial an original adventure. the victim’s name on it, and the mastermind’s own
To generate an original mastermind’s primary quirk, quarters are likely quite Spartan.
choose from, or roll 1d20 and consult, Table 2.6: Paranoid: The mastermind believes that everyone —
Mastermind Quirks (see page 52). Descriptions of all even his own minions — are out to bring him down,
results follow. and doesn’t tolerate even an iota of disloyalty.
Patriarchal: The mastermind considers his organiza-
Animal Lover: The mastermind has an appreciation for
tion to be his family, even treating disloyal members
wildlife, particularly exotic species. He likely maintains
as misguided children.
an extensive menagerie or game preserve somewhere
Plausible Deniability: The mastermind is obsessed
in or near his headquarters.
with maintaining his own “innocence.” He gives orders
Artist: The mastermind is a painter, sculptor, artist, or
only in obscure innuendo, and refuses to directly
performer. He spends a great deal of his time mastering
involve himself in his schemes.
his craft, and may have a secret chamber in his head-
Prognosticator: The mastermind relies on a psychic,
quarters set aside to display his work.
tarot reader, or even his horoscope to decide his actions.
Bloated Ego: The mastermind believes he’s a superior
Public Image: The mastermind is a public figure,
specimen of mankind — physically, mentally, or in both
obsessed with maintaining public good will.
ways. He goes to great lengths to prove his superiority to
Warmonger: The mastermind indulges in private
his minions, his henchmen, the agents, and the world.
wars, looking toward a final, global conflagration.
Collector: The mastermind maintains an extensive
collection — of big ticket automobiles, antique weapons,
and trophies of fallen foes, or equally exotic items.

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mastermind
Table 2.6: Mastermind Quirks Greed: The villain strives to expand his personal
fortune.
Roll Quirk
Legacy: The villain is working to build a legacy
1 Animal Lover
he can pass on to his successors, or accomplish an
2 Artist
achievement that will stand the test of time.
3 Bloated Ego
Love: The villain may be controlled by one whom he
4 Collector
loves, or want to gain the favor of the object of his love
5 Extravagant
through his actions.
6 Gamesman
Loyalty: The villain is driven by loyalty to his supe-
7 God Complex
riors, his friends, or his family.
8 Grand Planner
Nationalism: The villain strives to shift his nation
9 Grandstander
into the world spotlight.
10 Hands On
Peace: The villain works to establish a true and
11 Immortality Syndrome
lasting peace, though in the case of henchmen and
12 Man of God
masterminds, this may be “the peace of the gun.”
13 Megalomaniac
Pleasure: The villain pursues nothing more than the
14 Minimalist
pleasures of the moment.
15 Paranoid
Political Power: The villain works to establish or
16 Patriarchal
expand a political power base.
17 Plausible Deniability
Programmed: The villain has been brainwashed, and
18 Prognosticator
acts according to his programming.
19 Public Image
Prophecy: The villain believes his destiny is fore-
20 Warmonger
ordained, and works tirelessly to fulfill his ultimate glory.
Revenge: The villain has suffered some grievous
(or perceived) wrong, and is obsessed with vengeance.
VMILLAIN
OTIVATIONS
Rivalry: The villain works to establish preeminence
over a rival, in business, espionage, or politics.
Survival: The villain’s survival teeters on a knife’s
edge, and he is doing anything he can to avoid a grisly
The driving force behind all three types of special
death.
villain characters are largely the same — indeed, they
change little from character to character, no matter their Table 2.7: Villain Motivations
ethical bent. Roll Motivation
To generate an original villain’s primary motivation, 1 Admiration
choose from, or roll 1d20 and consult, Table 2.7: Villain 2 Ego
Motivations (see the next column). Descriptions of all 3 Envy
results follow. 4 Extortion
Admiration: The villain wishes to follow in the foot- 5 Fame
steps of another, emulating his actions or dedicating his 6 Freedom
evil deeds in memory of the adored. 7 Grace
Ego: The villain wishes to prove himself superior 8 Greed
to all others. 9 Legacy
Envy: The villain covets the possessions or power 10 Love
of another. 11 Loyalty
Extortion: The villain is being blackmailed, forcing 12 Nationalism
his present course of action. 13 Peace
Fame: The villain wishes his name marked down 14 Pleasure
in history. 15 Political Power
Freedom: The villain is fighting for his own freedom, 16 Programmed
or for the freedom of his family or people. 17 Prophecy
Grace: The villain is working to gain favor with 18 Revenge
his god. 19 Rivalry
20 Survival

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leadership
VILLAIN FLAWS
Villains are by their nature extreme characters, and
Table 2.8: Villain Flaws
Roll Flaw
all extreme characters suffer from Achilles’ Heels that
1 Addicted
may be exploited.
2 Boastful
To generate an original villain’s primary flaw,
3 Impatient
choose from, or roll 1d20 and consult, Table 2.8: Villain
4 Impulsive
Flaws (see the next column). Descriptions of all results
5 Lecherous
follow.
6 Melodramatic
Addicted: The villain is a substance abuser or 7 Micro-Manager
obsessed with an activity, hobby, or location. 8 Narcissistic
Boastful: The villain can’t help but boast of both his 9 Overly Cautious
accomplishments and his grand plans to all who express 10 Phobic
even the mildest curiosity. 11 Prejudiced
Impatient: The villain believes that if it’s worth 12 Ruthless
doing, it’s worth doing now — soon is far too late. 13 Sadistic
Impulsive: The villain rarely thinks through the 14 Self Destructive
ramifications of his actions. 15 Sensitive
Lecherous: The villain is obsessed with the opposite 16 Short-Sighted
sex. 17 Soft Spot
Melodramatic: The villain is prone to gross exagger- 18 Supremely Overconfident
ation of even the smallest inconveniences. 19 Trigger Happy
Micro-Manager: The villain can’t trust his subordi- 20 Tunnel Vision
nates or allies to do a job right, and always hovers near-
by to supervise.
Narcissistic: The villain is preoccupied with his own
grandeur, and cares little for the plight of others.
Overly Cautious: The villain analyzes every situation
— and every possible option — to the nth degree.
Phobic: The villain suffers an insurmountable dread
of something (e.g. darkness, women, etc.).
Prejudiced: The villain believes every person of
a particular race or creed is either inferior or superior
to others.
Ruthless: The villain goes to any length to achieve his
goals, even though his actions might repulse his allies.
Sadistic: The villain delights in inflicting pain.
Self Destructive: The villain subconsciously loathes
himself or his agenda, and sets himself up to fail when-
ever possible.
Sensitive: The villain is vulnerable to even the most
casual verbal barb.
Short-Sighted: The villain has difficulty analyzing
the long term effects of his actions.
Soft Spot: The villain has a soft spot for a particular
person that sometimes keeps him from accomplishing
his goals.
Supremely Overconfident: The villain believes that
victory is inevitable, and rarely bothers with contin-
gency plans.
Trigger Happy: The villain believes violence is the
solution to every problem.
Tunnel Vision: The villain tends to focus on a partic-
ular problem to the exclusion of all other concerns.

53
mastermind
N EW V ILLAIN
CORE ABILITIES C ONQUEROR
Undisputed military geniuses or glorious warriors
who’ve led entire armies to victory, conquerors are
As described in the sidebars on pages 102–103 of
commonly brash characters who prefer to meet their
the Fixer/Pointman Class Guide, masterminds and
opponents only on the field of battle. Organizations run
henchman can share some of the advantages gained
by conquerors are often stringent military dictatorships
from their first base class’s core abilities with minions
funded by the spoils of war and built with the labor
under their command. The following shared abilities
of the vanquished.
expand upon this initial list.
Abilities: Conquerors distinguish themselves on
Explorer: The villain may spend 1 action die to share a battlefield first and in the halls of power second.
his result with any Cultures or Languages check with all Exceptional physical abilities are a must, followed by
members of 1 squad of the chosen minion type. a high Wisdom, which increases shrewdness in battle
High Roller: Once per scene, as a half action, the and deflects enemy deception.
villain may spend 1 action die and target 1 minion Vitality: 1d10 + Con modifier per level.
squad of the chosen type. For the duration of the
current scene, whenever a minion of the chosen type Requirements
scores a total action die result of 1, he may re-roll Organization: The agent must control at least part
the die. The minion must accept the second result, of a criminal organization, either as a mastermind,
no matter what it is. henchman, or foil with a villainous enterprise.
Martial Artist: As a half action, the villain may roll Agent Level: 9+.
1 action die. Each member of 1 squad of the chosen Strength: 15+.
minion type regains a number of vitality points equal to Base Attack Bonus: +8 or higher.
1
⁄2 the result (rounded up). Knowledge (Tactics) or Profession (Military): 8+ ranks.
Scientist: Once per scene, the villain may spend Feats: Military Contacts, Personal Lieutenant, any 2
1 action die to grant the benefits of any 1 basic skill feat melee or ranged combat feats.
to 1 squad of the chosen minion type, even if the villain Special: Only 1 conqueror may be part of any 1
doesn’t possesses the feat himself. The benefits of this organization at any time. Should a character already
feat last until the end of the current scene. possessing 1 or more levels in the conqueror class
Sleuth: The villain may spend 1 action die to share already belong to an organization, no other character
his result with any education check with all members may gain levels in the class until the conqueror dies or
of 1 squad of the chosen minion type. leaves the organization (in which case, the same rule
Spin Doctor: Once per scene during which a squad applies to the former conqueror after another character
of the chosen minion type is present, the villain may refills the organization’s conqueror slot).
spend 1 action die to shift a target’s disposition toward Further, no character possessing 1 or more levels in
the chosen squad by 1 grade. This effect lasts until the the conqueror class may join an organization whose
end of the current scene. ranks already include another character with 1 or more
levels in the class. Unless the GC determines otherwise,
this means that any organization’s conqueror slot is
M ASTERMIND
CLASSES
likely already filled, if not by the mastermind or one of
his closest NPC henchmen, then by the most devious of
the organization’s loyals. Thus, special approval is
required for any agent to gain levels in the conqueror
Mastermind classes are a new category of prestige
class, and only 1 agent in any standard Spycraft team
class, similar in many ways to a senior agent class.
may possess levels in the class.
Mastermind classes are open to all leaders of villainous
organizations, including masterminds, their henchmen,
and foils attached to an organization. Though intended
for NPCs, mastermind classes are balanced against other
Spycraft classes, and may be entered by players who
receive their GC’s permission beforehand.

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leadership
Class Skills Training Regimen: The conqueror’s victories are
attributable both to his strategic genius and his armies’
The conqueror’s class skills and key abilities are:
rigorous training. At 1st level, at the beginning of any
Class Skill Key Ability serial or during its Gearing Up phase, the conqueror
Concentration Wis may reduce the number of action dice he receives at the
Craft Wis beginning of each session during the current serial by 1,
Culture Wis and select 1 melee or ranged combat feat he possesses.
Demolitions Int Each member of the conqueror’s organization who
Diplomacy Cha meets the prerequisites of this feat gains the benefits
Driver Dex of the chosen feat until the end of the current serial.
First Aid Wis These temporary feats may not be used to meet the
Handle Animal Dex requirements of prestige classes or the prerequisites
Intimidate Str or Cha of other feats.
Knowledge Int Spoils of War: The conqueror’s organization is
Languages Wis composed of veteran fighters, well equipped from the
Listen Wis plunder of countless enemies. At 1st level, each minion
Pilot Dex in the conqueror’s organization gains a number of
Profession Wis additional BP equal to 4 × the conqueror’s class level.
Search Int Order of Battle: The conqueror is a supreme tacti-
Sense Motive Wis cian with a solid chain of command throughout his
Sport Str or Dex organization. Beginning at 2nd level, the conqueror and
Spot Wis each henchman in the conqueror’s organization gains
Surveillance Wis the tactics class ability with a +1 bonus. This ability is
Survival Wis identical to the pointman’s class ability of the same
Skill Points at Each Additional Level: 6 + Int modifier. name (see the Spycraft Espionage Handbook, page 28),
and affects all actions taken according to 1 order the
Class Features character issues on behalf of the conqueror. If a target
All of the following are class features of the conqueror. character already possesses the tactics class ability, he
Mastermind: The conqueror is a mastermind class gains 1 additional use of the ability per session instead.
with no core ability. If the agent has yet to gain a core At 5th level, the conqueror and each henchman in
ability from a prestige class, he gains the core ability of the conqueror’s organization may use his tactics ability
the next non-mastermind, non-senior prestige class 1 additional time per session.
with which he gains a level. Further, if the agent has Rigid Discipline: At 3rd level, the conqueror and
previously gained levels in another mastermind class, he each of his teammates within his line of sight gains a +4
may not gain any levels in the conqueror class. morale bonus with all Will saves. Additionally, each
Class Feats: At 1st level, the conqueror gains the morale check made by one of these characters during
following feats. combat is automatically successful.
Armor Group Proficiency (Light) Vast Might: At 4th level, the conqueror’s Strength
Armor Group Proficiency (Medium) score — and the Strength score of each member of his
Armor Group Proficiency (Heavy) organization — is increased by 2. Any character who
Weapon Group Proficiency (Handgun) leaves the organization immediately and permanently
Weapon Group Proficiency (Hurled) loses this benefit.
Weapon Group Proficiency (Melee) Conqueror’s Stratagem: The conqueror leads forces
Weapon Group Proficiency (Rifle) that span the globe, and may use his vast military
resources to not only crush his enemies, but stamp them

Table 2.9: The Conqueror


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +2 +0 +1 +1 +1 2 0 Spoils of war, training regimen
2 +2 +3 +0 +2 +1 +2 4 1 Order of battle 1/session
3 +3 +3 +1 +2 +2 +3 6 1 Rigid discipline
4 +4 +4 +1 +2 +2 +3 8 2 Vast might +2
5 +5 +4 +1 +3 +3 +4 10 2 Conqueror’s stratagem,
order of battle 2/session

55
mastermind
out. At 5th level, once per round as a full action, to an organization, no other character may gain levels in
the conqueror may spend 4 action dice to summon the class until the eternal dies or leaves the organization
reinforcements from an unsuspected sector. (in which case, the same rule applies to the former
If the conqueror uses this ability during combat, the eternal after another character refills the organization’s
reinforcements arrive in the form of 2 of the conqueror’s eternal slot).
minion squads, lead by a special NPC identical to the Further, no character possessing 1 or more levels in
conqueror’s personal lieutenant. These reinforcements the eternal class may join an organization whose ranks
appear no closer than 100 ft. from the conqueror, then already include another character with 1 or more levels
roll initiative, joining the combat during the following in the class. Unless the GC determines otherwise, this
round. means that any organization’s eternal slot is likely
If the conqueror uses this ability outside of combat, already filled, if not by the mastermind or one of his
the reinforcements arrive in the form of a second closest NPC henchmen, then by the most devious of the
force, identical to the conqueror’s starting force (at full organization’s loyals. Thus, special approval is required
strength). for any agent to gain levels in the eternal class, and
These forces arrive in 1d10+5 rounds, under condi- only 1 agent in any standard Spycraft team may possess
tions and in positions determined by the GC. levels in the class.
This ability may only be used if the conqueror is able
to communicate with his home office — verbally, Class Skills
electronically, or though another equally rapid means. The eternal’s class skills and key abilities are:
Class Skill Key Ability
Balance Dex
ETERNAL
The eternal embodies the adage, “evil never dies.”
Bureaucracy
Concentration
Cha
Wis
Cultures Wis
This tough-as-nails villain displays endurance and Driver Dex
tenacity that seemingly surpass human limits, allowing First Aid Wis
him to survive in spite of the stoutest resistance. Gather Information Cha
The eternal tends to favor slow, durable strategies and Intimidate Str or Cha
tactics, slowly grinding his opponents down with Knowledge Int
lengthy wars of attrition or the slow passage of time. Languages Wis
As a leader, the eternal is traditional, ruling his Jump Str
organizations like a king of old — while stable, his Mechanics Int
organizations are also archaic and inflexible. Yet despite Sense Motive Wis
this, the eternal carries on as he always has, knowing Spot Wis
that his dynasties will carry on long after he is gone. Survival Wis
Abilities: A high Constitution score is critical for the
Skill Points at Each Additional Level: 4 + Int modifier.
eternal, increasing his durability and fortitude. High
Strength or Wisdom scores are also beneficial, as they Class Features
either reinforce his skill at arms or his patience to out-
All of the following are class features of the eternal.
last opponents.
Mastermind: The eternal is a mastermind class with
Vitality: 1d12 + Con modifier per level.
no core ability. If the agent has yet to gain a core
Requirements ability from a prestige class, he gains the core ability of
the next non-mastermind, non-senior prestige class
Organization: The agent must control at least part
with which he gains a level. Further, if the agent has
of a criminal organization, either as a mastermind,
previously gained levels in another mastermind class,
henchman, or foil with a villainous enterprise.
he may not gain any levels in the eternal class.
Agent level: 9+.
Class Feats: At 1st level, the eternal gains the
Constitution: 15+.
following feats.
Bureaucracy: 8+ ranks.
Armor Group Proficiency (Light)
Concentration: 12+ ranks.
Armor Group Proficiency (Medium)
Feats: Great Fortitude, Hard Core, Quick Healer,
Armor Group Proficiency (Heavy)
Toughness.
Weapon Group Proficiency (Handgun)
Special: Only 1 eternal may be part of any 1 organi-
Weapon Group Proficiency (Hurled)
zation at any time. Should 1 character already possess-
Weapon Group Proficiency (Exotic, Archaic)
ing 1 or more levels in the eternal class already belong
Weapon Group Proficiency (Melee)

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leadership
Table 2.10: The Eternal
Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +1 +2 +0 +2 +1 +0 1 0 Eternal sovereign,
might of ages
2 +2 +3 +0 +3 +1 +1 2 1 Grind to dust (damage)
3 +3 +3 +1 +3 +2 +1 3 2 Unstoppable
4 +4 +4 +1 +4 +2 +2 4 3 Vast endurance +2
5 +5 +4 +1 +4 +3 +2 5 3 Eternal’s permanence,
grind to dust (attack/damage)

Might of Ages: At 1st level, at the beginning of any Eternal’s Permanence: At 5th level, when the
serial or during its Gearing Up phase, the eternal may eternal’s vitality or wound points are reduced to 0 or
reduce the number of action dice he receives at the less, once per round as a free action, the eternal may
beginning of each session of the current serial by 1, spend 4 action dice to immediately gain 50 vitality or a
and select 1 basic or unarmed combat feat that he number of wounds equal to his Constitution score. This
possesses. Each member of the conqueror’s organization bonus may not increase the eternal’s vitality points
who meets the prerequisites of this feat gains the above his standard maximum. The eternal may use this
benefits of the chosen feat until the end of the current ability even if his wounds are reduced to –10 or less, but
serial. These temporary feats may not be used to meet not if his wounds are reduced to –25 or less (as at that
the requirements of prestige classes or the prerequisites point, his body is destroyed).
of other feats.
Eternal Sovereign: The eternal’s followers take
comfort in his longevity and stability. At 1st level,
each minion in the eternal’s organization may ignore
a number of points of damage during each combat
MANIPULATOR
The manipulator is many things to many people — a
round equal to eternal’s class level. shadowy ruler, a traitorous schemer, a treacherous
Grind to Dust: The eternal’s followers are relentless enemy — but the only constant upon which everyone
warriors willing to sacrifice everything to crush their agrees is that he is not to be trusted. The manipulator is
leader’s enemies. At 2nd level, once per round, the a master of doublespeak and deception, preying upon
eternal and each of his henchmen may spend a number the goodwill of his allies and the weaknesses of his ene-
of vitality points up to a number of vitality points equal mies. This cunning criminal typically founds his organi-
to his total Fortitude save bonus. For each point spent zations upon layer over layer of deceit and subterfuge,
in this manner, the damage inflicted by the character’s from behind which he may pursue his own mysterious
melee and unarmed attacks is increased by 1 until the agendas. His organizations are usually complex and
end of the current round. ruthless bureaucracies, rife with politicking and compe-
At 5th level, when the eternal or one of his hench- tition amongst the ranks, above which the manipulator
men spends 1 or more vitality points to activate this sits and watches, grinning.
ability, each point spent increases the results of the Abilities: The manipulator relies upon cunning to
character’s melee and unarmed attack and his damage undermine his foes, and persuasion to turn others to his
rolls until the end of the current round. side, so high Wisdom and Charisma scores are essential.
Unstoppable: The eternal’s followers gain an almost Intelligence and Dexterity are also important, as they
supernatural fortitude under his direct leadership. At 3rd fuel the manipulator’s plots, in and out of combat.
level, the eternal and each of his teammates within his Vitality: 1d8 + Con modifier per level.
line of sight may not be stunned, staggered, or knocked
unconscious (even if reduced to 0 or fewer wounds). Requirements
Further, the eternal and each of his teammates Organization: The agent must control at least part of
within his line of sight completely ignores all damage a criminal organization, either as a mastermind, hench-
from the first critical hit he suffers during each combat. man, or foil with a villainous enterprise.
Vast Endurance: At 4th level, the eternal’s Agent level: 9+.
Constitution score — and the Constitution score of each Wisdom: 15+.
member of his organization — is increased by 2. Any Bluff: 12+ ranks.
character who leaves the organization immediately and Innuendo: 8+ ranks.
permanently loses this benefit. Feats: Mark, Handler, Stealthy.

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Special: Only 1 manipulator may be part of any 1 Sleight of Hand Dex
organization at any time. Should a character already Spot Wis
possessing 1 or more levels in the manipulator class Surveillance Wis
already belong to an organization, no other character Skill Points Per Each Additional Level: 8 + Int modifier.
may gain levels in the class until the manipulator dies
or leaves the organization (in which case, the same rule Class Features
applies to the former manipulator after another charac- All of the following are class features of the manip-
ter refills the organization’s manipulator slot). ulator.
Further, no character possessing 1 or more levels in Mastermind: The manipulator is a mastermind class
the manipulator class may join an organization whose with no core ability. If the agent has yet to gain a core
ranks already include another character with 1 or more ability from a prestige class, he gains the core ability of
levels in the class. Unless the GC determines otherwise, the next non-mastermind, non-senior prestige class
this means that any organization’s manipulator slot is with which he gains a level. Further, if the agent has
likely already filled, if not by the mastermind or one of previously gained levels in another mastermind class, he
his closest NPC henchmen, then by the most devious of may not gain any levels in the manipulator class.
the organization’s loyals. Thus, special approval is Class Feats: At 1st level, the manipulator gains the
required for any agent to gain levels in the manipulator following feats.
class, and only 1 agent in any standard Spycraft team Armor Group Proficiency (Light)
may possess levels in the class. Armor Group Proficiency (Medium)
Weapon Group Proficiency (Handgun)
Class Skills Weapon Group Proficiency (Hurled)
The manipulator’s class skills and key abilities are: Weapon Group Proficiency (Melee)
Class Skill Key Ability Master’s Blessings: The manipulator uses force
Appraise Int of personality to inspire his followers to their utmost
Bluff Cha ability. At 1st level, at the beginning of any serial or
Bureaucracy Cha during its Gearing Up phase, the manipulator may
Computers Int reduce the number of action dice he receives at the
Concentration Wis beginning of each session of the current serial by 1, and
Cryptography Int select 1 chance or chase feat that he possesses. Each
Cultures Wis member of the manipulator’s organization who meets
Diplomacy Cha the prerequisites of this feat gains the benefits of the
Disguise Cha chosen feat until the end of the current serial.
Escape Artist Dex These temporary feats may not be used to meet the
Forgery Int requirements of prestige classes or the prerequisites
Gather Information Cha of other feats.
Hide Dex Play to Win: In a manipulator’s organization, only
Innuendo Cha those willing to go to any length to get ahead survive. At
Intimidate Str or Cha 1st level, each minion in the manipulator’s organization
Knowledge Int gains a competence bonus with all opposed skill checks
Languages Wis equal to the manipulator’s class level.
Listen Wis Web of Lies: The manipulator handpicks his
Move Silently Dex lieutenants for their guile and skill at deceit, forming
Profession Wis a vast network to conceal his complex plots. At 2nd
Search Int level, once per session, the manipulator and each of his
Sense Motive Wis

Table 2.11: The Manipulator


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +0 +2 +2 +1 +1 1 0 Master’s blessings, play to win
2 +1 +0 +3 +3 +1 +1 2 1 Web of lies +10
3 +2 +1 +3 +3 +2 +2 3 2 Fatal ruse
4 +3 +1 +4 +4 +2 +2 4 3 Vast cunning +2
5 +3 +1 +4 +4 +3 +3 5 3 Manipulator’s scheme,
web of lies +20

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henchmen may suppress information that might reveal
MENTOR
his activities, or those of the manipulator. The character
selects 1 event that happened during the current session
The mentors is the textbook example of the “evil
in which either he or the manipulator was involved (e.g.
genius” — a cruel, callous scientist or scholar who treats
a kidnapping, a murder, a political maneuver, etc.). He
the world as a subject to be examined, dissected,
then spends 4 hours getting in touch with his contacts,
and disposed of for his own ends. The mentors is also
after which the DCs of all Computers, Gather
a master of super-science, and often possesses the
Information, Search, Surveillance, and inspiration
most advanced and dangerous gadgets and weapons
checks made to collect information about the chosen
at anyone’s disposal. The mentor’s organizations
event are increased by 10.
is often a meritocracy, in which those with natural abil-
At 5th level, when the manipulator or one of his
ity or knowledge dominate. While these organizations
henchmen uses this ability, the DCs of all Computers,
may look like benevolent centers of enlightenment,
Gather Information, Search, Surveillance, and inspiration
a heartless and unethical academy lurks just beneath
checks made to collect information about the chosen
the surface, in which failed operatives and hostages are
event are increased by an additional +5 (for a total
experimented upon in the name of progress and for the
increase of +20).
mentor’s greater glory.
Fatal Ruse: The manipulator is a crafty and under-
Abilities: Intelligence is far and away the mentor’s
handed fighter who encourages his followers to follow
most important ability, as it provides him with skill
his example. At 3rd level, the manipulator and each
points and powers many of his class skills. Wisdom
of his teammates within his line of sight may make
comes in a distant second, as it also improves many
a disarm, feint, strike object, or trip action as a free
of the mentor’s class skills.
action. Further, the manipulator and each of his
Vitality: 1d8 + Con modifier per level.
teammates within his line of sight gains a bonus with all
attack rolls and skill checks made as part of this action Requirements
equal to the manipulator’s class level (rounded down).
Organization: The agent must control at least part
The manipulator and each of his teammates may use
of a criminal organization, either as a mastermind,
this ability a number of times per session equal to the
henchman, or foil with a villainous enterprise.
manipulator’s class level, but not more than once
Agent level: 9+.
during any single round.
Intelligence: 15+.
Vast Cunning: At 4th level, the manipulator’s
Knowledge (any 2): 12+ ranks (each).
Wisdom score — and the Wisdom score of each member
Feats: Advanced Skill Mastery (Scholarly), Extra
of his organization — is increased by 2. Any character
R&D Support, False Start.
who leaves the organization immediately and
Special: Only 1 mentor may be part of any 1
permanently loses this benefit.
organization at any time. Should a character already
Manipulator’s Scheme: The manipulator’s skill
possessing 1 or more levels in the mentor class
at deception is so immense that his true aims and
already belong to an organization, no other character
intentions are almost impossible to pin down. At 5th
may gain levels in the class until the mentor dies or
level, as a free action at the end of any combat round,
leaves the organization (in which case, the same rule
the manipulator may spend 4 action dice to negate all
applies to the former mentor after another character
damage, all results of failed saving throws, and all
refills the organization’s mentor slot).
errors and critical failures suffered by himself and each
Further, no character possessing 1 or more levels in
of his teammates during the current round.
the mentor class may join an organization whose ranks

Table 2.12: The Mentor


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +0 +0 +2 +1 +0 2 1 Illuminated, ivory tower
2 +1 +0 +0 +3 +2 +1 4 2 Engineered competence
1/session
3 +1 +1 +1 +3 +3 +1 6 3 Checkmate
4 +2 +1 +1 +4 +3 +2 8 4 Vast intellect +2
5 +2 +1 +1 +4 +4 +2 10 5 Engineered competence
2/session, mentor’s design

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mastermind
already include another character with 1 or more levels Illuminated: At 1st level, at the beginning of any
in the class. Unless the GC determines otherwise, this serial or during its Gearing Up phase, the mentor may
means that any organization’s mentor slot is likely reduce the number of action dice he receives at the
already filled, if not by the mastermind or one of his beginning of each session of the current serial by 1, and
closest NPC henchmen, then by the most devious of the select 1 basic or advanced skill feat that he possesses.
organization’s loyals. Thus, special approval is required Each member of the manipulator’s organization who
for any agent to gain levels in the mentor class, and meets the prerequisites of this feat gains the benefits of
only 1 agent in any standard Spycraft team may possess the chosen feat until the end of the current serial.
levels in the class. These temporary feats may not be used to meet the
requirements of prestige classes or the prerequisites
Class Skills of other feats.
The mentor’s class skills and key abilities are: Ivory Tower: The mentor’s focus on science, research,
Class Skill Key Ability and technology gives him a distinct advantage over his
Appraise Int enemies. Beginning at 1st level, each minion in the
Computers Int mentor’s organization gains a number of GP equal
Concentration Wis to the mentor’s class level.
Craft Wis Engineered Competence: A mentor’s most trusted
Cryptography Int henchmen are selected for their quick wits as often
Cultures Wis as their prowess on the battlefield. At 2nd level, once
Demolitions Int per session, the mentor and each of his henchmen may
Diplomacy Cha re-roll 1 attack roll or skill check. The character must
Electronics Int accept the result of this second result, even if it’s worse
Forgery Int than the first.
First Aid Wis At 5th level, the mentor and each of his henchmen
Gather Information Cha may use this ability twice per session.
Hide Dex Checkmate: The mentor is a keen strategist, ensuring
Hobby Wis that his followers fight in a logical and coordinated way.
Innuendo Cha At 3rd level, the mentor and each of his teammates
Knowledge Int within his line of sight may cooperate with the mentor
Listen Wis or another teammate when making an attack roll or skill
Mechanics Int check. No cooperation checks are made; instead, the
Profession Wis leader gains a +2 cooperation bonus for each teammate
Search Int assisting him in this fashion. Each involved teammate
Sense Motive Wis must assist for the attack roll or skill check’s full dura-
Sleight of Hand Dex tion. If the leader’s action is an attack, each teammate
Spot Wis assisting him must be within range of the target and
Surveillance Wis expend the same amount of ammunition (if any) as the
Survival Wis leader in order to provide this bonus.
Vast Intellect: At 4th level, the manipulator’s
Skill Points at Each Additional Level: 8 + Int modifier.
Intelligence score — and the Intelligence score of each
Class Features member of his organization — is increased by 2. Any
character who leaves the organization immediately and
All of the following are class features of the mentor.
permanently loses this benefit.
Mastermind: The mentor is a mastermind class with
Mentor’s Design: The mentor hoards rare and
no core ability. If the agent has yet to gain a core
dangerous technologies, providing him with a nearly
ability from a prestige class, he gains the core ability of
limitless arsenal of deadly weapons and incredible
the next non-mastermind, non-senior prestige class
devices at a moment’s notice. At 5th level, once per
with which he gains a level. Further, if the agent has
round as a full action, the mentor may spend 4 action
previously gained levels in another mastermind class,
dice to gain the use of 1 gadget, vehicle, or intelligence
he may not gain any levels in the mentor class.
resource with a GP cost up to his Intelligence score.
Class Feats: At 1st level, the mentor gains the
This asset is lost at the end of the current session.
following feats.
The mentor may use this ability even if stripped of all
Armor Group Proficiency (Light)
his equipment and/or visible resources, though not
Armor Group Proficiency (Medium)
within a completely isolated location (such as a clean
Weapon Group Proficiency (Handgun)
room).
Weapon Group Proficiency (Melee)

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Survival: 12+ ranks.
Feats: Bloodthirsty, Traceless, Track.
Special: Only 1 predator may be part
of any 1 organization at any time. Should
a character already possessing 1 or more
levels in the predator class already belong to
an organization, no other character may
gain levels in the class until the predator
dies or leaves the organization (in which
case, the same rule applies to the former
predator after another character refills the
organization’s predator slot).
Further, no character possessing 1 or more
levels in the predator class may join an orga-
nization whose ranks already include another
character with 1 or more levels in the class.
Unless the GC determines otherwise, this
means that any organization’s predator slot is
likely already filled, if not by the mastermind
or one of his closest NPC henchmen, then by
the most devious of the organization’s loyals.
Thus, special approval is required for any
agent to gain levels in the predator class, and
only 1 agent in any standard Spycraft team
may possess levels in the class.

Class Skills
PREDATOR
The predators is the most devious and vicious
The predator’s class skills and key abilities are:
Class Skill Key Ability
Balance Dex
of masterminds — a ruthless hunter/killer who toys with Bluff Cha
his prey, harassing and confusing them before striking Climb Str
the final blow. Unlike most leaders, the predators is fair- Cultures Wis
ly “hands on,” sometimes going so far as to personally Demolitions Int
lead his minions during manhunts. The predator’s Escape Artist Dex
organization is a striking example of natural selection Hide Dex
at its finest, where the strong prevail and the weak Intimidate Str or Cha
perish. His callous rule is legendary, for though he may Jump Str
not be a powerful figurehead, those who dare express Listen Wis
their dissent are swiftly and permanently silenced. Move Silently Dex
Abilities: A high Dexterity is the predator’s key abil- Search Int
ity, as it increases his natural grace, powers many of his Spot Wis
class skills, and makes him a more able hunter. Many Survival Wis
predators favor close combat, making Strength another Tumble Dex
vital ability. Finally, a high Wisdom score assists the
Skill Points Per Level: 4 + Int modifier.
predator in stalking his prey more effectively.
Vitality: 1d12 + Con modifier per level. Class Features
Requirements All of the following are class features of the predator.
Mastermind: The predator is a mastermind class
Organization: The agent must control at least part of
with no core ability. If the agent has yet to gain a core
a criminal organization, either as a mastermind, hench-
ability from a prestige class, he gains the core ability of
man, or foil with a villainous enterprise.
the next non-mastermind, non-senior prestige class
Agent level: 9+.
with which he gains a level. Further, if the agent has
Dexterity: 15+.
previously gained levels in another mastermind class,
Intimidate: 8+ ranks.
he may not gain any levels in the predator class.

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mastermind
Class Feats: At 1st level, the predator gains the This ability is identical to the uncanny dodge ability
following feats. possessed by the fixer. If a benefiting character possesses
Armor Group Proficiency (Light) the uncanny dodge ability from one or more other
Armor Group Proficiency (Medium) classes, he may add levels from these other classes in
Weapon Group Proficiency (Exotic, Archaic) a limited fashion to determine the effectiveness of this
Weapon Group Proficiency (Exotic, Martial Arts) ability. The character’s level in one other class granting
Weapon Group Proficiency (Handgun) him the uncanny dodge ability is increased by 4.
Weapon Group Proficiency (Hurled) Law of the Pack: The predator is a master of ambush-
Weapon Group Proficiency (Melee) es and pack hunting who can lead his followers to
Weapon Group Proficiency (Rifle) victory over opponents many times their strength. At 3rd
level, the predator and each of his teammates within his
Alpha Hunter: At 1st level, at the beginning of any
line of sight inflicts an additional +2d6 sneak attack
serial or during its Gearing Up phase, the predator may
damage when either flanking a target or attacking
reduce the number of action dice he receives at the begin-
a target who’s currently denied his Dexterity bonus
ning of each session of the current serial by 1, and select
to Defense (including any character who is flat-footed
1 covert or terrain feat he possesses. Each member of the
or immobilized). This damage stacks with sneak attack
manipulator’s organization who meets the prerequisites of
damage gained from other sources.
this feat gains the benefits of the chosen feat until the end
This bonus is only applied to ranged attacks made
of the current serial. These temporary feats may not be
within 1 range increment — beyond that, it’s difficult
used to meet the requirements of prestige classes or the
to hit the target’s vitals.
prerequisites of other feats.
A character may use this ability with any weapon or
Survival of the Fittest: The predator’s brutal rule of
unarmed attack, even one that inflicts subdual damage.
his organization ensures that only the wiliest and most
However, he cannot use a weapon that inflicts normal
savage followers survive. At 1st level, each minion in
damage to inflict subdual damage during this attack,
the predator’s organization gains a dodge bonus to
even by applying the standard –4 penalty (see the
Defense equal to the predator’s class level. Any minion
Spycraft Espionage Handbook, page 173), nor may he
who becomes flat-footed or is denied his Dexterity
use strafe fire when making this attack.
bonus to Defense immediately loses this benefit.
Finally, a character may not use this ability against
Instinctual: The predator’s faithful followers are
any target who is immune to critical hits, who benefits
survivors, with instincts honed by his organization’s
from total concealment, or whose vitals are out of reach.
savage nature. At 2nd level, the predator and each of his
Vast Grace: At 4th level, the predator’s Dexterity
henchmen retain their Dexterity bonus to Defense
score — and the Dexterity score of each member of his
(if any), even when caught flat-footed or attacked by an
organization — is increased by 2. Any character who
invisible adversary (though they still lose their Dexterity
leaves the organization immediately and permanently
bonuses to Defense if immobilized).
loses this benefit.
At 5th level, the predator and each of his henchmen
Predator’s Gambit: The predator need not always
may react to opponents on both sides as easily as they
hunt his prey — rather, he can make his prey come to
can to a single attacker, and may therefore no longer
him. At 5th level, once per round as a full action, the
be flanked. This ability denies fixers and others agents
predator may spend 4 action dice to spring an ambush
possessing the sneak attack ability the opportunity to
upon his opponents. Each opponent within the preda-
use flank attacks to sneak attack the character, unless
tor’s line of sight immediately become flat-footed, and
the attacker’s agent level is at least 4 higher than that
a single squad of the predator’s minions appears at the
of the target.
Table 2.13: The Predator
Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +1 +2 +0 +1 +1 3 0 Alpha hunter,
survival of the fittest
2 +1 +2 +3 +0 +2 +1 6 1 Instinctual
(Dexterity bonus to Defense)
3 +2 +2 +3 +1 +3 +2 9 1 Law of the pack
4 +3 +2 +4 +1 +3 +2 12 2 Vast grace +2
5 +3 +3 +4 +1 +4 +3 15 2 Instinctual (can’t be flanked),
predator’s gambit

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leadership
conclusion of the predator’s initiative count, under Class Skills
conditions and in positions determined by the GC
The tyrant’s class skills and key abilities are:
(though they may enter play no closer than 30 ft. to any
of the predator’s opponents). These minions may imme- Class Skill Key Ability
diately take 1 full action or 2 half actions and thereafter Bluff Cha
act at the conclusion of the predator’s initiative count Bureaucracy Cha
during each round. Cultures Wis
Diplomacy Cha
Gather Information Cha

TYRANT
This merciless dictator reigns over his organization
Hide
Hobby
Innuendo
Dex
Wis
Cha
with an iron fist of bureaucracy and fear. He also tends Intimidate Str or Cha
to be a megalomaniac who revels in his power, demand- Knowledge Int
ing absolute loyalty from his followers while crushing Languages Wis
those who dare contest him. A tyrant’s rule is enforced Listen Wis
with brutal reprisals and capital punishment for those Move Silently Dex
who stray from the letter of his orders (and those who Profession Wis
don’t), and anyone unfortunate enough to be caught in Search Int
his domain is kept subservient with a combination of Sense Motive Wis
military might, propaganda, and terror. Sport Str or Dex
Abilities: The tyrant is a silver-tongued bureaucrat Spot Wis
and fearsome dictator, so Charisma is invariably impor- Surveillance Wis
tant to him, and Intelligence grants him the skill point Survival Wis
pool necessary to back up his claims. Skill Points at Each Additional Level: 6 + Int modifier.
Vitality: 1d10 + Con modifier per level.
Class Features
Requirements All of the following are class features of the tyrant.
Organization: The agent must control at least part of Mastermind: The tyrant is a mastermind class with
a criminal organization, either as a mastermind, hench- no core ability. If the agent has yet to gain a core
man, or foil with a villainous enterprise. ability from a prestige class, he gains the core ability of
Agent level: 9+. the next non-mastermind, non-senior prestige class
Charisma: 15+. with which he gains a level. Further, if the agent has
Bureaucracy: 8+ ranks. previously gained levels in another mastermind class,
Sense Motive: 12+ ranks. he may not gain any levels in the tyrant class.
Feats: Advanced Skill Mastery (Persuasive), Political Class Feats: At 1st level, the tyrant gains the following
Clout. feats.
Special: Only 1 tyrant may be part of any 1 organiza- Armor Group Proficiency (Light)
tion at any time. Should a character already possessing 1 Armor Group Proficiency (Medium)
or more levels in the tyrant class already belong to an Weapon Group Proficiency (Handgun)
organization, no other character may gain levels in the Weapon Group Proficiency (Hurled)
class until the tyrant dies or leaves the organization (in Weapon Group Proficiency (Melee)
which case, the same rule applies to the former tyrant after
Imminent Domain: At 1st level, at the beginning of
another character refills the organization’s tyrant slot).
any serial or during its Gearing Up phase, the tyrant
Further, no character possessing 1 or more levels in
may reduce the number of action dice he receives at the
the tyrant class may join an organization whose ranks
beginning of each session of the current serial by 1, and
already include another character with 1 or more levels
select 1 gear or style feat he possesses. Each member
in the class. Unless the GC determines otherwise, this
of the manipulator’s organization who meets the
means that any organization’s tyrant slot is likely
prerequisites of this feat gains the benefits of the
already filled, if not by the mastermind or one of his
chosen feat until the end of the current serial.
closest NPC henchmen, then by the most devious of the
These temporary feats may not be used to meet the
organization’s loyals. Thus, special approval is required
requirements of prestige classes or the prerequisites
for any agent to gain levels in the tyrant class, and only
of other feats.
1 agent in any standard Spycraft team may possess
levels in the class.

63
mastermind
Reign of Fear: At 1st level, each minion in the “…Corrupts Absolutely”: While the tyrant is univer-
tyrant’s organization may activate threats scored with sally feared, his minions are also heartened that they
Bureaucracy, Diplomacy, Innuendo, Intimidate and aren’t the targets of his wrath. At 5th level, whenever
Sense Motive skill checks as critical successes without any henchman in the tyrant’s organization uses the
spending an action die a number of times per session absolute power class ability, each of the henchman’s
equal to 1⁄2 the tyrant’s class level (rounded up). teammates within the henchman’s line of sight gains
“Absolute Power…”: The tyrant’s emissaries are a morale bonus with skill checks and saving throws
known throughout his domain, and may call upon the equal to the henchman’s Charisma modifier (minimum
tyrant’s reputation to further their own goals. At 2nd 1). If used in combat, this bonus lasts for 2d6 rounds;
level, once per session, the tyrant and each of his otherwise, this bonus lasts until the end of the current
henchmen may invoke their dread reputation to cow scene.
their enemies. Each enemy within the character’s line of Tyrant’s Offer: A tyrant is so commanding that even
site must immediately make a Will save (DC equal to his enemies are compelled to remain on his good side.
tyrant’s agent level + 5). With failure, the enemy suffers At 5th level, once per round as a full action, the tyrant
a morale penalty with all skill checks and saving throws may spend 4 action dice to dictate the actions of
equal to the character’s Charisma modifier (minimum 1). a number of opponents within both verbal contact and
If used in combat, this penalty lasts for 2d6 rounds; within his line of sight equal to his Charisma modifier.
otherwise, this penalty lasts until the end of the If a target’s agent level is equal to or higher than the
current scene. tyrant’s agent level minus 4, he must make a Will save
“War, By Other Means”: The tyrant’s intimidating (DC 10 + the tyrant’s agent level + the tyrant’s Charisma
reputation is so far-reaching that only the rarest modifier). With failure, he acts according to the tyrant’s
opponent willingly raises arms against him. At 3rd orders until the start of the tyrant’s initiative count
level, each opponent attempting to attack the tyrant during the following round.
or one of the tyrant’s teammates within his line of sight If a target’s agent level is lower than the tyrant’s
must immediately make a Will save (DC equal to the agent level minus 4, he may not make this save, instead
target’s agent level + 5). With failure, the opponent may falling under the tyrant’s control as described until
not attack his target, loses the attack action, and may the start of the tyrant’s initiative count during the
not attack the same character for the duration of the following round.
current round. With success, the opponent may attack The tyrant may not force a target to take any action
the same target without making additional saves for the that directly endangers the target’s life or the life of any
duration of the current scene. of the target’s allies.
Vast Allure: At 4th level, the tyrant’s Charisma Finally, the tyrant must be able to speak and
score — and the Charisma score of each member of his be heard in order to use this ability, and his targets must
organization — is increased by 2. Any character who be able to hear and understand him in order for it
leaves the organization immediately and permanently to affect them.
loses this benefit.

Table 2.14: The Tyrant


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +0 +1 +2 +1 +0 3 1 Imminent domain, reign of fear
2 +1 +0 +2 +3 +1 +1 6 2 “Absolute power…”
3 +1 +1 +2 +3 +2 +1 9 3 “War, by other means”
4 +2 +1 +2 +4 +2 +2 12 4 Vast allure +2
5 +2 +1 +3 +4 +3 +2 15 5 “…Corrupts absolutely”,
tyrant’s offer

64
“In a conspiracy like this, you build from
the outer edges and go step by step.”
— Deep Throat, All the President’s Men

Organization
3
mastermind
attempt to spearhead the evolution of mankind,
intellectually, physically, or otherwise. Like charity,
INTRODUCTION
No matter how intimidating a mastermind’s legions
evolution begins at home.

Extinction
of doom, or how compelling the mastermind himself,
The extinction agenda was originally designed
either element is by itself a poor challenge for any
specifically to support Villain X, a powerful villain
Agency. What truly makes a villain a threat is infra-
in the Shadowforce Archer world setting. Here, it’s
structure and organization, as these factors determine
appropriate for any mastermind or organization that
the resources upon which the threat may draw. First,
wishes to eliminate the bulk of the world’s population,
however, a threat’s personnel must be bound together to
usually leaving behind only those loyal to the organi-
fulfill a common cause. Only rarely does a mastermind’s
zation and its allies.
sheer charisma serve this purpose — more often,
it requires an agenda… Special Rules
The following rules clarifications apply to all threat
agendas.
N EW T HREAT
AGENDAS No agenda may increase a threat’s power base
ratings above the maximums listed in the Fixer/Pointman
Class Guide (10 for wealth, loyalty, influence, and scope,
As introduced in the Fixer/Pointman Class Guide, 20 for technology). If an agenda does increase a threat’s
an agenda is a class-like threat option that any criminal power base rating above a listed maximum, the rating
organization can pursue, representing its preparation — becomes the listed maximum.
though not necessarily its progress — toward a given Further, when an agenda grants a threat a resource
goal. Unlike a class, a threat’s agenda level doesn’t and the threat doesn’t meet the resource’s prerequisites,
increase as the criminal organization gains experience , the threat does not gain the resource. Even if the threat
but rather as the agents gain experience. Each time the later meets the prerequisites, the threat does not retroac-
team’s average agent level rises by 1 during or follow- tively gain the resource.
ing a serial in which a threat isn’t featured, its agenda
level increases by 1. For more information about threat Multiple Threat Agendas
agendas, see the Fixer/Pointman Class Guide, page 106. Some threats pursue more than one agenda, usually in
Presented here are a wide variety of all new agendas succession rather than in concert. The resources expended
for threat organizations to pursue. Unlike agendas pre- in refocusing the organizations efforts generally translates
sented previously — in the Fixer/Pointman Class Guide, into lost ground, so most such changes in agenda occur
the 1960s Decade Book, and the Shop Threat Book, only once, perhaps twice, in a threat’s existence.
as well as Paradigm Concepts’ Most Wanted), each Any time a threat gains an agenda level, the GC may
of these agendas is presented with a 10-level progres- choose to begin gaining levels in a new threat agenda.
sion. This expanded scope allows an agent team to However, the first level gained in any new agenda has
contend with ever growing and changing threats limited effect — while the threat organization gains
throughout the breadth of its espionage career. In order the listed bonuses to wealth, technology, loyalty, and
to bring existing threat agendas up to the same caliber influence, it does not gain any benefits listed under
as the new agendas included here, we have taken the ‘Special.’ These lost benefits reflect the time and effort
liberty of reprinting every agenda to date with an wasted to re-train minions, re-tool secret bases, and
expanded 10-level progression. otherwise shift the threat’s focus.
Most of the reprinted threat agendas appear exactly From this point on, this penalty also applies any
as they did in their original release. Two, however — time a threat gains a level in any agenda, unless the new
the evolution and extinction agendas — are slightly level is gained in the same agenda as the most recently
modified such that they are appropriate for use outside gained level.
the Shadowforce Archer world setting. For their original
Example: After decades of pursuing the entertain-
incarnations, see the Shop Threat Book, pages 87–88.
ment agenda (and thereby reaching 4th level in it), the
Evolution Board adopts the extinction agenda. Though the Board
gains the appropriate bonuses to wealth, technology,
Originally designed specifically for the Shop’s
loyalty, and influence, it does not gain the +2 bonus to
attempt to evolve all of mankind into psions, this agen-
personnel at all action sites typically granted by the
da now represents the mastermind or organization’s
extinction agenda at 1st level.

66
organization
EYES ONLY:
HIGH-LEVEL AGENT CREATION
By Derek Miller and Steve Crow Feats: Advanced Skill Mastery (Police Training), Armor Group
Proficiency (Light, Medium), Flawless Identity, Handler, Hometown
Gary Veitch Hero, Home Turf, Mingling Basics, Personal Lieutenant, Police
“I suppose my resources vary with the mission, if only because Training, Political Favors (2/serial)*, Safe House, Undermine,
my target’s assets are the tools at my disposal.” Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle).
Codename: MARATHON * Gary gains a second use for possessing 10+ ranks of
Aliases: Far, far too many to mention. Knowledge (Politics) (see The 1960s Decade Book, page 160).
Nationality: United States of America Attacks
Gender: Male Handedness: Right
Makarov PM backup pistol* +10 (dmg 2d4 normal, error 1,
Height: 6 ft. Weight: 190 lbs.
threat 20, range 20 ft. — 8 shots)
Eyes: Brown Hair: Brown, graying at temples
* This weapon is outfitted with a standard suppressor.
Place of Birth: Las Cruces, New Mexico
Date of Birth: 1951.08.14
Distinguishing Characteristics: Exotic looks from his Hispanic Standard Personal Gear: Weapon, 50 shots of standard military
background. ball ammunition, discreet holster, suitcase, garment bag, carry-on
Background bag, fanny-pack camera bag, cover identity (power rating +2 —
details depend upon mission parameters), 1 set of poor clothes,
Gary Veitch was already a talented amateur swindler when he 4 sets of average clothes, 1 set of trendy clothes, 2 family channel
was drafted and sent to Vietnam. In the fetid jungle, the teenager radios, 2 uses of knockout drug (hidden in prescription medicine
quickly fast-talked his way out of combat and into the U.S. vial), standard camera with super-telephoto lens and 3 rolls of
Air Force’s Project: Blue Book. With his knack for elaborate cons, commercial-grade film, speed grooming kit, language manuals
Veitch soon carved out a position of relative comfort in the military (region depends on mission parameters), travel manuals (region
hierarchy, enjoying several decades of rank and all its privileges. depends on mission parameters), regional maps (region depends
With the end of the Cold War, Veitch hung up his uniform, on mission parameters), miscellaneous local souvenirs (including
moved into the private sector, and set out to realize his true calling 1 hollow item), bug sweeper kit, cell phone, $2,500 in traveler’s
— manipulating people. What Veitch wants is simply whatever the cheques, 29 BP.
highest bidder pays him to get.
This agent’s bag of tricks is extensive, but one of his most Common Gadgets: Personal vehicle (station wagon, commuter —
useful assets is a superspy he helped train during his time in SZ L, Occ 1/5, Hnd –3, Spd 500 ft., MPH 50/100, Def 6, WP 100,
the Pentagon. Veitch has since fostered the operative’s career and Hrd 6) with 10-mile tempest surveillance, hidden compartment,
cultivated him into a loyal personal lieutenant whom he calls revolving license plate, auto-tint windows, and remote control
upon when a violent approach is needed. vehicular gadgets, 6 GP — commonly spent to acquire otherman
drops or lethe cigarettes, depending on mission parameters.
Department: Project: Blue Book
Class: Fixer/Wire/Operative/Police Official/Provocateur/Menace Notes
Level: 1/6/1/1/6/3 Derek, a GC, plans out this NPC’s entire mechanical career from
the outset, intending to bring him into the campaign at middle age.
Strength: 11 Dexterity: 11
Since Gary is a civilian, he doesn’t start with a department — Derek
Constitution: 11 Intelligence: 20
assigns a 14 to Strength and a 16 to Intelligence in anticipation
Wisdom: 16 Charisma: 16
of acquiring Project: Blue Book at 5th level. He keeps his Wisdom
Vitality: 94 Wounds: 10
and Charisma high and his Dexterity and Constitution low.
Defense: +13 (+13 class) Gary starts as a fixer, giving him the procure and dexterous
Initiative: +12 (+12 class) class abilities, then takes 4 levels in the wire class, bringing him to
Speed: 30 ft. 5th level. At this point in his career, Gary finally becomes an agent
Fort: +8 Ref: +9 Will: +16 and takes 1 level in the operative NPC class. This grants him the
Project: Blue Book department and 1 rank in each of 10 different
Special Attacks: Sneak attack +1d6. skills, plus bonus skill points for his high Intelligence modifier.
Special Qualities: +5 to power rating of 1960s equipment, Gary then takes 1 level in the police official NPC class and once
abrasive, “Before I kill you…” (taunt), dexterous, extensive dossiers, again gains 10 different skill ranks, as well as the Police Training
flawless search, “follow the plan!” (1 level), gremlin, intercept skill feat.
communication 1/session, intuition 1/session, jury-rig +2, mind From there, he takes levels in the provocateur and menace
games (1 level), procure, psy-ops –2, scare tactics, special ability prestige classes, followed by 2 levels in wire. Thanks to the wire’s
(skill mastery — Bureaucracy, Computers, Diplomacy, Driver, skill mastery class ability, Gary can now take 10 with 8 different
Electronics, Knowledge (Espionage), Sense Motive, Spot), undivided skills. He decides that his Safe House is located near a military
attention 1/session. base or college campus in each city, planning to use any of his
4 flawless identities and the hometown hero class ability to
Skills: Bluff +28, Bureaucracy +32 (threat 18–20), Climb +1,
cultivate dozens of useful allies surrounding each. Combined with
Computers +13, Cultures +10, Demolitions +13 (threat 18–20),
a 9th level Personal Lieutenant, Gary now has a formidable
Diplomacy +24, Driver +18, Electronics +13, Forgery +9, Gather
organization and can recruit even more using the harassment rules.
Information +7, Hide +6, Innuendo +20, Intimidate +12/+15,
Knowledge (Espionage) +24, Knowledge (Politics) +15, Languages
+8, Listen +8, Move Silently +5, Open Lock +4, Profession
(Espionage) +10, Profession (Military) +8, Search +10, Sense Motive
+23, Spot +8, Surveillance +11 (threat 18–20), Tumble +1.

67
mastermind
Later, the Board elects to return to the entertainment Credibility
agenda, gaining its next level in that agenda. Though The mastermind or organization attempts to estab-
the Board gains the appropriate bonuses to wealth, tech- lish itself as a legitimate organization, in the business,
nology, loyalty, and influence, it does not gain the +1 intelligence, or political arenas. This agenda frequently
bonus to personnel at all action sites and Fluid Assets replaces another agenda — such as megalomania — once
resource typically granted by the entertainment agenda the first agenda has been fulfilled.
at 5th level.
Still later, the Board continues to focus on its Enlightenment
entertainment agenda, gaining its next level in that The threat or organization seeks the intellectual
agenda as well. Since the Board is gaining this new level advancement of humankind, whether humankind wants
in the same agenda in which it last gained a level, it or not. While not overtly dangerous, such a threat can
it not only gains the appropriate bonuses to wealth, foster the pursuit of knowledge to grow out of control
technology, loyalty, and influence, but also gains the +1 (e.g. by accidentally sparking an epidemic while studying
to all henchmen levels typically granted by the enter- a new virus, or by scrambling worldwide air traffic
tainment agenda at 6th level. signals while testing a new communications technology).

Threat Agenda Descriptions Entertainment


See pages 69–77 for the progression tables corre- The mastermind or organization considers the inter-
sponding to each of the following new threat agendas. national game of espionage to be just that — a game.
Members enjoy testing themselves against the Agency
Agitation and other players, and have little concern for the con-
The mastermind or organi- sequences of their actions.
zation prompts unrest amongst For an example of a threat
the populace at large, on either pursuing this agenda, see the
a local or a global scale. Such Board in the Gentlemen’s
an organization generally Agreement Season Book.
remains behind the scenes,
as it is all too aware that Luddite
a public revelation would The mastermind or orga-
direct all the fear and anger nization seeks to eliminate
it has been fostering against technology, or to simply the
the organization itself. halt technological advance-
ment. Either of these goals
Anarchist may apply to technology in
The mastermind or organi- general, or to specific fields
zation promotes chaos and (such as the elimination
anarchy — most often in a spe- of genetic engineering, space
cific area and for a specific travel, or mechanizing the
reason (such as to sell work force). Members of
weapons). Very rarely does such a threat seek to plunge such an organization tend to rely on themselves rather
the entire world into chaos, though this can sometimes than their gear, making them effective operatives in
be a prelude to establishing a New World Order. a variety of diverse situations.
Anarchist threats generally lack focused leadership,
though their minions are often extremely capable. Proletarian
The mastermind or organization believes in and
Counter supports the ascension of the common man over power
The mastermind or organization is dedicated structures imposed upon him by an elite few. The threat
to countering the Agency’s efforts. Perhaps the master- strives to bring down such powerful individuals and
mind or organization is loyal to an opposing nation, groups, usually to replace them with a much broader
or competes within the same intelligence community distribution of power — or, frequently, the threat
for increased funding and jurisdiction. Note that organization itself.
this agenda is particularly appropriate for a villain
campaign (see page 107).

68
organization
Propaganda Terrorist
The mastermind or organization wishes to spread The mastermind or organization attempts to breed
its message throughout the world’s population, fear in the heart of the populace, either in a specific
or perhaps across a much smaller area. The region or worldwide. Frequently, this is a means to
organization need not believe the message is the a political end, though often the battle is alternately one
truth — indeed, the most effective propaganda of ideology. Regardless, a threat with this agenda rarely
machines are often those that can make a cold, has any compunction about committing even the most
calculated, logical debate, rather than an argument reprehensible acts.
born of passion.
Visionary
Revelation The mastermind or organization seeks to remake the
The mastermind or organization strives to drop the world — or a significant portion of it — to match its
veil before the public’s eyes, revealing something it feels grand vision. On its surface, this agenda usually seems
the public must know. This agenda is of particular beneficial to the world at large, promoting one world
concern when the Agency or its parent government government, for example, or the elimination of nuclear
has something to hide. arms. The means through which a threat pursues such
a goal, however, are what set it against the Agency.

Table 3.1: Agitation Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +0 +1 +1 +1 level for each minion
2 +0 +0 +2 +2 +1 scope, Propaganda
3 +1 +1 +2 +2 +5 to DC of each favor check targeting the organization
4 +1 +1 +3 +3 +1 level for each henchman
5 +1 +1 +4 +4 +2 levels for each mastermind, Legitimate Front
6 +1 +2 +4 +5 +1 level for each minion (+2 total)
7 +2 +2 +5 +5 +1 scope (+2 total), Public Support
8 +2 +3 +5 +6 +5 to DC of each favor check targeting the organization (+10 total)
9 +2 +3 +6 +7 +1 level for each henchman (+2 total)
10 +3 +3 +7 +7 +2 levels for each mastermind (+4 total), Government Affiliation

Table 3.2: Anarchist Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +0 +1 +1 +1 level for each minion
2 +0 +1 +1 +2 +1 level for each henchman
3 +1 +1 +0 +3 +1 scope, Faceless Legions
4 +1 +2 +0 +4 +1 level for each minion (+2 total)
5 +2 +2 -1 +5 +2 levels for each mastermind
6 +2 +3 -1 +6 +1 level for each minion (+3 total)
7 +3 +3 -2 +7 +1 level for each henchman (+2 total)
8 +3 +4 -2 +8 +1 scope (+2 total), Elite Guard
9 +4 +4 -3 +9 +1 level for each minion (+4 total)
10 +4 +5 -3 +10 +2 levels for each mastermind (+4 total)

Table 3.3: Assassination


Level Wealth Tech Loyalty Influence Special
1 +0 +1 +2 +0 +1 level for each henchman
2 +0 +2 +2 +1 +2 secrecy at each action site
3 +0 +3 +2 +2 +1 to each special characters’ attack roll threat ranges
4 +0 +3 +3 +3 +2 GC action dice at the start of each session
5 +0 +3 +4 +4 +1 level for each henchman (+2 total)
6 +1 +4 +4 +4 +1 level for each henchman (+3 total)
7 +1 +6 +5 +4 +2 secrecy at each action site (+4 total)
8 +1 +7 +5 +5 +1 to each standard characters’ attack roll threat ranges (+2 total)
9 +1 +8 +5 +6 –1 action die to each agent at the start of each session
10 +2 +8 +7 +6 +1 level for each henchman (+4 total)

69
mastermind
Table 3.4: Conquest Agenda
Level Wealth Tech Loyalty Influence Special
1 +1 +0 +1 +0 +1 level for each minion
2 +2 +0 +2 +0 +2 personnel at each action site
3 +2 +1 +4 +0 +1 scope, Departmental Training
4 +2 +2 +4 +1 +2 levels for each mastermind
5 +3 +2 +5 +1 +1 level for each minion (+2 total)
6 +3 +2 +6 +2 +1 level for each minion (+3 total)
7 +4 +2 +7 +2 +2 security at each action site
8 +4 +3 +9 +2 +2 scope (+3 total), Public Support
9 +4 +4 +9 +3 +2 levels for each mastermind (+4 total)
10 +4 +4 +10 +4 +1 level for each minion (+4 total)

Table 3.5: Control Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +1 +0 +1 +1 scope, Manipulators
2 +1 +1 +1 +1 +2 personnel at each action site
3 +1 +1 +2 +2 +1 scope (+2 total), Media Blackout
4 +2 +1 +3 +2 +1 level for each henchman
5 +2 +2 +3 +3 +2 personnel and +2 security at mastermind’s HQ
6 +2 +3 +3 +4 +1 scope (+3 total), Dungeons
7 +3 +3 +4 +4 +2 security at each action site
8 +3 +3 +5 +5 +1 scope (+4 total), Torture Chambers
9 +4 +3 +6 +5 +1 level for each henchman (+2 total)
10 +4 +4 +6 +6 +2 personnel and +2 security at mastermind’s HQ (+4 total each)

Table 3.6: Counter Agenda


Level Wealth Tech Loyalty Influence Special
1 +1 +1 +0 +0 +2 secrecy at each action site
2 +2 +1 +1 +0 +2 security at each action site
3 +2 +2 +1 +1 +1 scope, Departmental Access
4 +2 +4 +2 +1 +2 personnel at each action site
5 +2 +4 +3 +2 +1 level for each henchman
6 +3 +4 +4 +2 +2 secrecy at each action site (+4 total)
7 +4 +5 +4 +2 +2 security at each action site (+4 total)
8 +4 +6 +6 +2 +1 scope (+2 total), Departmental Training
9 +4 +7 +6 +3 +2 personnel at each action site (+4 total)
10 +4 +8 +6 +4 +1 level for each henchman (+2 total)

Table 3.7: Credibility Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +0 +3 +0 +2 secrecy and +2 security at mastermind’s HQ
2 +0 +0 +4 +1 +1 level for each henchman
3 +0 +0 +4 +2 +1 scope, Manipulators
4 +1 +0 +4 +3 +1 level for each mastermind, Legitimate Front
5 +1 +0 +5 +4 +1 scope (+2 total), Nerve Center
6 +1 +1 +5 +5 +1 scope (+3 total), Integrated Agendas
7 +1 +1 +6 +6 +2 secrecy at each action site
8 +1 +2 +6 +7 +1 level for each minion
9 +1 +2 +6 +8 +1 level for each henchman
10 +2 +2 +6 +9 +2 levels for each mastermind (+3 total)

70
organization
Table 3.8: Destruction Agenda
Level Wealth Tech Loyalty Influence Special
1 +0 +1 +2 +0 +1 level for each minion
2 +0 +2 +3 +0 +1 level for each henchman
3 +1 +3 +3 +1 +1 scope, Weapons of Mass Destruction
4 +1 +3 +4 +2 +2 levels for each mastermind
5 +2 +4 +4 +2 +1 scope (+2 total), +1 new threat resource
6 +2 +5 +6 +2 +1 level for each minion (+2 total)
7 +2 +6 +7 +2 +1 level for each henchman (+2 total)
8 +3 +7 +7 +3 +1 scope (+3 total), Satellite Network
9 +3 +7 +8 +4 +2 levels for each mastermind (+4 total)
10 +4 +8 +8 +4 +1 scope (+4 total), Orbital Bombardment

Table 3.9: Enlightenment


Level Wealth Tech Loyalty Influence Special
1 +0 +1 +2 +0 +2 levels for each mastermind
2 +0 +3 +3 +0 +2 secrecy and +2 security at mastermind’s HQ
3 +0 +4 +3 +1 +1 scope, R&D Division
4 +1 +4 +4 +1 +1 scope (+2 total), Legitimate Front
5 +1 +5 +4 +2 +1 scope (+3 total), Benevolent
6 +1 +6 +6 +2 +1 level for each henchman
7 +1 +8 +7 +2 +2 levels for each mastermind (+4 total)
8 +1 +9 +7 +3 +1 secrecy and +2 security at each action site
9 +2 +9 +8 +3 +1 scope (+4 total), Public Sympathy
10 +2 +10 +8 +4 +1 scope (+5 total), Self-Destruct Mechanism

Table 3.10: Entertainment Agenda


Level Wealth Tech Loyalty Influence Special
1 +1 +0 -1 +1 +1 level for each henchman
2 +2 +0 -2 +2 +1 scope, Filthy Stinking Rich
3 +3 +0 -3 +3 +2 levels for each mastermind
4 +4 +0 -4 +4 +1 scope (+2 total), Private Collection
5 +5 +0 -5 +5 +1 personnel at each action site, Fluid Assets
6 +6 +0 -6 +6 +1 level for each henchman (+2 total)
7 +7 +0 -7 +7 +1 scope (+3 total), Escape Route
8 +8 +0 -8 +8 +2 levels for each mastermind (+4 total)
9 +9 +0 -9 +9 +1 scope (+4 total), +1 security at each action site
10 +10 +0 -10 +10 +1 personnel and +1 security at each action site (+2 total each)

Table 3.11: Evolution Agenda


Level Wealth Tech Loyalty Influence Special
1 +1 +1 +0 +0 +1 level for each minion
2 +1 +4 +0 +0 +1 scope, Weapons of Mass Destruction
3 +1 +6 +1 +0 +8 skill points for each special character
4 +1 +9 +1 +0 +1 scope (+2 total), Master Plan
5 +1 +10 +1 +1 +1 level for each minion (+2 total)
6 +2 +11 +1 +1 +1 level for each minion (+3 total)
7 +2 +14 +1 +1 +1 scope (+3 total), +1 new threat resource
8 +2 +16 +2 +1 +1 to each ability score for each special character
9 +2 +19 +2 +1 +1 scope (+4 total), +1 new threat resource (+2 total)
10 +2 +20 +2 +2 +1 level for each minion (+4 total)

71
mastermind
Table 3.12: Expansion Agenda
Level Wealth Tech Loyalty Influence Special
1 +0 +1 +0 +1 +1 scope, +1 new threat resource
2 +1 +2 +0 +1 +1 scope (+2 total), +1 new threat resource (+2 total)
3 +1 +2 +1 +2 +1 scope (+3 total), +1 new threat resource (+3 total)
4 +1 +3 +1 +3 +1 level for each henchman
5 +2 +4 +1 +3 +1 scope (+4 total), +1 new threat resource (+4 total)
6 +2 +5 +1 +4 +1 scope (+5 total), +1 new threat resource (+5 total)
7 +3 +6 +1 +4 +1 scope (+6 total), +1 new threat resource (+6 total)
8 +3 +6 +2 +5 +1 scope (+7 total), +1 new threat resource (+7 total)
9 +3 +7 +2 +6 +1 level for each henchman (+2 total)
10 +4 +8 +2 +6 +1 scope (+8 total), +1 new threat resource (+8 total)

Table 3.13: Extinction Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +0 +3 +0 +2 personnel at each action site
2 +0 +1 +5 +0 +2 secrecy and +2 security at mastermind’s HQ
3 +0 +2 +6 +0 +1 level for each henchman
4 +0 +2 +7 +1 +2 personnel at each action site (+4 total)
5 +0 +2 +10 +1 +1 scope, +1 new threat resource
6 +0 +2 +13 +1 +2 personnel at each action site (+6 total)
7 +0 +3 +15 +1 +2 secrecy and +2 security at mastermind’s HQ (+4 total each)
8 +0 +4 +16 +1 +2 level for each henchman (+2 total)
9 +0 +4 +17 +2 +2 personnel at each action site (+8 total)
10 +0 +4 +20 +2 +1 scope (+2 total), +1 new threat resource (+2 total)

Table 3.14: Genocide Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +1 +2 +0 +1 level for each minion
2 +1 +2 +2 +0 +1 scope, Fleet Support
3 +2 +3 +2 +0 +2 levels for each mastermind
4 +3 +3 +3 +0 +1 scope (+2 total), Hardened Killers
5 +3 +4 +3 +1 +2 to each minion squad’s size
6 +3 +5 +5 +1 +1 level for each minion (+2 total)
7 +4 +6 +5 +1 +1 scope (+3 total), Death Camps
8 +5 +7 +5 +1 +2 levels for each mastermind (+4 total)
9 +6 +7 +6 +1 +1 scope (+4 total), Worse Than Death
10 +6 +8 +6 +2 +2 to each minion squad’s size (+4 total)

Table 3.15: Grail Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +2 +1 +0 +1 level for each henchman
2 +0 +3 +1 +1 +2 personnel and +2 security at mastermind’s HQ
3 +1 +4 +1 +1 +1 level for each henchman (+2 total)
4 +1 +6 +2 +1 +1 level for each henchman (+3 total)
5 +1 +7 +2 +2 +1 scope, Exotic Poisons
6 +1 +9 +3 +2 +1 level for each henchman (+4 total)
7 +1 +10 +3 +3 +1 personnel and +2 security at mastermind’s HQ
(+4 total each), Worse Than Death
8 +2 +11 +3 +3 +1 level for each henchman (+5 total)
9 +2 +13 +4 +3 +1 level for each henchman (+6 total)
10 +2 +14 +4 +4 +1 scope (+2 total), Fanatics

72
organization
Table 3.16: Greed Agenda
Level Wealth Tech Loyalty Influence Special
1 +1 +0 +0 +0 +2 security at each action site
2 +2 +0 +0 +1 +1 level for each henchman
3 +3 +1 +0 +1 +1 scope, +1 new threat resource
4 +4 +1 +0 +1 +2 security at each action site (+4 total)
5 +5 +1 +0 +2 +1 scope (+2 total), +1 new threat resource (+2 total)
6 +6 +1 +0 +2 +2 security at each action site (+6 total)
7 +7 +1 +0 +3 +1 level for each henchman (+2 total)
8 +8 +2 +0 +3 +1 scope (+3 total), Filthy Stinking Rich
9 +9 +2 +0 +3 +2 security at each action site (+8 total)
10 +10 +2 +0 +4 +1 scope (+4 total), Private CollectionLuddite Agenda

Table 3.17: Luddite Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +0 +3 +0 +1 personnel at each action site, Worse Than Death
2 +0 +0 +4 +1 +1 level for each henchman
3 +1 +0 +5 +1 +1 scope, Fanatics
4 +1 +0 +6 +2 +2 levels for each mastermind
5 +1 +0 +7 +3 +1 scope (+2 total), +1 new threat resource
6 +2 +0 +8 +3 +1 security at each action site, Exotic Poisons
7 +2 +0 +9 +4 +1 level for each henchman (+2 total)
8 +2 +0 +10 +5 +1 scope (+3 total), Martyrs
9 +3 +0 +11 +5 +2 levels for each mastermind (+4 total)
10 +3 +0 +12 +6 +1 scope (+4 total), +1 new threat resource (+2 total)

Table 3.18: Meddler Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +1 +0 +1 +1 to each special characters’ skill check threat ranges
2 +1 +2 +0 +1 +5 to DC of each favor check targeting the organization
3 +1 +2 +1 +2 +1 level for each henchman
4 +2 +3 +1 +2 +2 secrecy and +2 security at mastermind’s HQ
5 +2 +3 +2 +3 +1 scope, Moles
6 +2 +4 +2 +4 +1 to each standard characters’ skill check threat ranges (+2 total)
7 +3 +5 +2 +4 +5 to DC of each favor check targeting the organization (+10 total)
8 +3 +5 +3 +5 +1 level for each henchman (+2 total)
9 +4 +6 +3 +5 +2 secrecy and +2 security at mastermind’s HQ (+4 total each)
10 +4 +6 +4 +6 +1 scope (+2 total), Master Plan

Table 3.19: Megalomania


Level Wealth Tech Loyalty Influence Special
1 +0 +1 +0 +1 +2 personnel and +2 security at mastermind’s HQ
2 +0 +2 +0 +2 +2 levels for each mastermind
3 +0 +2 +1 +3 +2 levels for each mastermind (+4 total)
4 +0 +2 +1 +4 +1 scope, Private Collection
5 +1 +2 +1 +5 +2 levels for each mastermind (+6 total)
6 +1 +3 +1 +6 +2 personnel and +2 security at mastermind’s HQ (+4 total each)
7 +1 +4 +1 +7 +2 levels for each henchman
8 +1 +4 +2 +8 +2 levels for each mastermind (+8 total)
9 +1 +4 +2 +9 +1 scope (+2 total), Hunting Grounds
10 +2 +4 +2 +10 +2 levels for each henchman (+4 total)

73
mastermind
Table 3.20: Peace Agenda
Level Wealth Tech Loyalty Influence Special
1 +0 +0 +1 +1 +2 levels for each mastermind
2 +0 +0 +2 +2 +1 to each special characters’ skill check threat ranges
3 +1 +0 +2 +2 +1 scope, Manipulators
4 +2 +0 +2 +3 +2 personnel at each action site
5 +2 +0 +3 +4 +5 to DC of each favor check targeting the organization
6 +2 +0 +4 +5 +2 levels for each mastermind (+4 total)
7 +2 +0 +5 +6 +1 to each standard characters’ skill check threat ranges
8 +3 +0 +5 +6 +1 scope (+2 total), Benevolent
9 +4 +0 +5 +7 +2 personnel at each action site (+4 total)
10 +4 +0 +6 +8 +5 to DC of each favor check targeting the organization (+10 total)

Table 3.21: Political


Level Wealth Tech Loyalty Influence Special
1 +0 +0 +0 +1 +1 scope, Manipulators
2 +1 +0 +0 +2 +1 personnel and +1 security at each action site
3 +1 +0 +1 +3 +1 to each special characters’ skill check threat ranges
4 +1 +0 +1 +4 +1 scope (+2 total), Manipulators
5 +2 +0 +1 +5 +2 levels for each mastermind
6 +2 +0 +1 +6 +1 scope (+3 total), Moles
7 +3 +0 +1 +7 +1 personnel and +1 security at each action site (+2 total each)
8 +3 +0 +2 +8 +1 to each standard characters’ skill check threat ranges
9 +3 +0 +2 +9 +1 scope (+4 total), Public Support
10 +4 +0 +2 +10 +2 levels for each mastermind (+4 total)

Table 3.22: Power Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +1 +0 +1 +1 scope, +1 new threat resource
2 +1 +2 +0 +1 +1 scope (+2 total), Worse Than Death
3 +1 +2 +0 +2 +1 scope (+3 total), +1 new threat resource (+2 total)
4 +2 +2 +0 +3 +2 to each minion squad’s size
5 +3 +2 +1 +3 +1 scope (+4 total), +1 new threat resource (+3 total)
6 +3 +3 +1 +4 +1 scope (+5 total), +1 new threat resource (+4 total)
7 +4 +4 +1 +4 +1 scope (+6 total), Fanatics
8 +4 +4 +1 +5 +1 scope (+7 total), +1 new threat resource (+5 total)
9 +5 +4 +1 +6 +2 to each minion squad’s size (+4 total)
10 +6 +4 +2 +6 +1 scope (+8 total), +1 new threat resource (+6 total)

Table 3.23: Proletarian


Level Wealth Tech Loyalty Influence Special
1 +0 +0 +1 +1 +1 personnel and +1 security at each action site
2 +0 +0 +2 +2 +1 to each standard characters’ skill check threat ranges
3 +0 +1 +2 +3 +1 scope, Propaganda
4 +1 +1 +3 +3 +1 to each standard characters’ attack roll threat ranges
5 +1 +1 +4 +4 +1 level for each mastermind, Master Plan
6 +1 +1 +5 +5 +1 personnel and +1 security at each action site (+2 total each)
7 +1 +1 +6 +6 +2 to each minion squad’s size
8 +1 +2 +6 +7 +1 scope (+2 total), Public Sympathy
9 +2 +2 +7 +7 +1 level for each minion
10 +2 +2 +8 +8 +1 scope (+3 total), Foolproof Plan

74
organization
Table 3.24: Propaganda Agenda
Level Wealth Tech Loyalty Influence Special
1 +0 +0 +1 +1 +1 scope, Propaganda
2 +0 +1 +1 +2 +2 levels for each mastermind
3 +1 +1 +2 +2 +2 secrecy and +2 security at mastermind’s HQ
4 +1 +1 +3 +3 +1 scope (+2 total), Legitimate Front
5 +1 +2 +3 +4 +1 level for each henchman
6 +1 +2 +4 +5 +1 scope (+3 total), Public Sympathy
7 +1 +3 +4 +6 +2 levels for each mastermind (+4 total)
8 +2 +3 +5 +6 +1 secrecy and +1 security at each action site
9 +2 +3 +6 +7 +1 scope (+4 total), Public Support
10 +2 +4 +6 +8 +1 level for each henchman (+2 total)

Table 3.25: Reconstruction


Level Wealth Tech Loyalty Influence Special
1 +1 +1 +0 +0 +1 level for each henchman
2 +1 +2 +0 +1 +1 level for each mastermind
3 +2 +2 +1 +1 +1 scope, Raw Recruits
4 +2 +3 +1 +2 +1 level for each henchman (+2 total)
5 +3 +3 +1 +3 +1 level for each mastermind (+2 total)
6 +4 +4 +1 +3 +1 level for each henchman (+3 total)
7 +4 +5 +1 +4 +1 level for each mastermind (+3 total)
8 +5 +5 +2 +4 +1 scope (+2 total), +1 new threat resource
9 +5 +6 +2 +5 +1 level for each henchman (+4 total)
10 +6 +6 +2 +6 +1 level for each mastermind (+4 total)

Table 3.26: Redemption Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +0 +2 +1 +2 levels for each minion
2 +0 +2 +3 +1 +1 level for each mastermind
3 +1 +2 +4 +1 +1 scope, Fanatics
4 +1 +2 +5 +2 +2 levels for each henchman
5 +2 +2 +6 +2 +1 level for each mastermind (+2 total)
6 +2 +2 +8 +3 +2 levels for each minion (+4 total)
7 +2 +4 +9 +3 +1 level for each mastermind (+3 total)
8 +3 +4 +10 +3 +1 scope (+2 total), Martyrs
9 +3 +4 +11 +4 +2 levels for each henchman (+4 total)
10 +4 +4 +12 +4 +1 level for each mastermind (+4 total)

Table 3.27: Revelation Agenda


Level Wealth Tech Loyalty Influence Special
1 +1 +1 +0 +0 +1 level for each minion
2 +2 +1 +1 +0 +1 scope, Worse Than Death
3 +3 +2 +1 +0 +1 level for each henchman
4 +3 +2 +1 +0 +1 scope (+2 total), Fanatics
5 +3 +2 +1 +3 +2 levels for each mastermind
6 +3 +4 +2 +3 +1 level for each minion (+2 total)
7 +4 +3 +2 +4 +1 scope (+3 total), +1 new threat resource
8 +4 +3 +3 +5 +1 level for each henchman (+2 total)
9 +4 +3 +4 +6 +1 scope (+4 total), +1 new threat resource (+2 total)
10 +4 +3 +5 +7 +2 levels for each mastermind (+4 total)

75
mastermind
Table 3.28: Revenge Agenda
Level Wealth Tech Loyalty Influence Special
1 +0 +0 +2 +0 +1 scope, Hardened Killers
2 +0 +1 +3 +1 +2 levels for each mastermind
3 +0 +2 +3 +2 +1 level for each minion
4 +1 +3 +3 +2 +2 levels for each mastermind (+4 total)
5 +1 +3 +4 +3 +2 levels for each mastermind (+6 total)
6 +1 +3 +6 +3 +1 scope (+2 total), Master Plan
7 +1 +4 +7 +4 +2 levels for each henchmen
8 +1 +5 +7 +5 +1 levels for each minion (+2 total)
9 +2 +6 +7 +5 +2 levels for each henchman (+4 total)
10 +2 +6 +8 +6 +2 levels for each mastermind (+8 total)

Table 3.29: Secrecy Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +1 +0 +1 +1 scope, Secret Identification Method
2 +1 +2 +0 +1 +1 secrecy and +1 security at each action site
3 +1 +2 +1 +2 +1 scope (+2 total), Secure Communications
4 +2 +3 +1 +2 +1 secrecy and +1 security at each action site (+2 total)
5 +2 +4 +1 +3 +1 scope (+3 total), Media Blackout
6 +2 +5 +1 +4 +1 scope (+4 total), Nerve Center
7 +3 +6 +1 +4 +1 secrecy and +1 security at each action site (+3 total)
8 +3 +6 +2 +5 +1 scope (+5 total), Integrated Agendas
9 +4 +7 +2 +5 +1 secrecy and +1 security at each action site (+4 total)
10 +4 +8 +2 +6 +1 scope (+6 total), Foolproof Plan

Table 3.30: Subversion Agenda


Level Wealth Tech Loyalty Influence Special
1 +0 +2 +0 +0 +1 level for each henchman
2 +0 +3 +0 +1 +1 scope, Manipulators
3 +0 +4 +0 +2 +1 level for each mastermind
4 +0 +4 +1 +3 +2 secrecy at each action site
5 +0 +5 +1 +4 +1 scope (+2 total), Moles
6 +0 +7 +1 +4 +1 level for each henchman (+2 total)
7 +0 +8 +1 +5 +1 scope (+3 total), Legitimate Front
8 +0 +9 +1 +6 +1 level for each mastermind (+2 total)
9 +0 +9 +2 +7 +2 secrecy at each action site (+4 total)
10 +0 +10 +2 +8 +1 scope (+4 total), Government Affiliation

Table 3.31: Takeover Agenda


Level Wealth Tech Loyalty Influence Special
1 -1 +1 +0 +2 +2 security at each action site
2 -1 +1 +1 +3 +2 security at each action site (+4 total)
3 +0 +2 +1 +3 +5 to DC of each favor check targeting the organization
4 +1 +2 +1 +3 +1 scope, Media Blackout
5 +3 +2 +1 +3 +1 scope (+2 total), +1 new threat resource
6 +2 +3 +1 +5 +2 personnel at each action site
7 +2 +3 +2 +6 +2 personnel at each action site (+4 total)
8 +3 +4 +2 +6 +5 to DC of each favor check targeting the organization (+10 total)
9 +4 +4 +2 +6 +1 scope (+3 total), +1 new threat resource (+2 total)
10 +6 +4 +2 +6 +1 scope (+4 total), +1 new threat resource (+3 total)

76
organization

Table 3.32: Terrorist Agenda


Level Wealth Tech Loyalty Influence Special
1 +1 +0 +1 +0 +1 scope, Worse Than Death
2 +2 +1 +1 +0 +1 level for each henchman
3 +2 +2 +3 +0 +1 secrecy and +1 security at each action site
4 +3 +2 +4 +0 +2 levels for each mastermind
5 +2 +4 +5 +1 +1 scope (+2 total), Fanatics
6 +2 +4 +6 +2 +1 scope (+3 total), Martyrs
7 +2 +5 +6 +3 +1 level for each henchman (+2 total)
8 +2 +6 +6 +4 +2 personnel at each action site
9 +2 +6 +6 +4 +2 levels for each mastermind (+4 total)
10 +2 +6 +6 +7 Government Affiliation, Weapons of Mass Destruction

Table 3.33: Transformation


Level Wealth Tech Loyalty Influence Special
1 +0 +2 -1 +1 +1 scope, Fall Guy
2 +1 +3 -1 +1 +1 level for each henchman
3 +2 +3 -1 +1 +2 personnel and +2 security at mastermind’s HQ
4 +3 +3 -1 +2 +1 scope (+2 total), +1 new threat resource
5 +3 +3 +2 +2 +2 levels for each mastermind
6 +3 +5 +1 +3 +1 scope (+3 total), Integrated Agendas
7 +4 +6 +1 +3 +1 level for each henchman (+2 total)
8 +5 +6 +1 +3 +2 personnel and +2 security at mastermind’s HQ (+4 total each)
9 +6 +6 +1 +4 +1 scope (+4 total), +1 new threat resource (+2 total)
10 +6 +6 +4 +4 +2 levels for each mastermind (+4 total)

Table 3.34: Visionary Agenda


Level Wealth Tech Loyalty Influence Special
1 +1 +0 +1 +0 +2 secrecy and +2 security at mastermind’s HQ
2 +2 +1 +1 +0 +1 scope, Benevolent
3 +2 +2 +1 +1 +2 levels for each mastermind
4 +2 +2 +2 +2 +1 scope (+2 total), +1 secrecy at each action site
5 +3 +2 +3 +2 +1 level for each henchman
6 +4 +2 +4 +2 +1 scope (+3 total), Legitimate Front
7 +5 +3 +4 +2 +1 level for each mastermind (+3 total), Public Sympathy
8 +5 +4 +4 +3 +1 scope (+4 total), Public Support
9 +5 +4 +5 +4 +1 level for each minion
10 +6 +4 +6 +4 +1 scope (+5 total), Government Affiliation

77
mastermind
Prerequisites: Wealth 5+.
Benefit: Each minion type gains 1 bundle costing 25
N EW T HREAT
RESOURCES BP or less at no cost.
Possible Sites: Cargo freighter, dockside warehouse,
manufacturing plant.
The following new resources may be acquired by any
threat, per the rules on page 98 of the Fixer/Pointman Death Camps
Class Guide. The organization maintains death camps in which
prisoners spend their last — often very painful — days.
Basic Cloning Prerequisites: Loyalty 8+.
The organization has the technology to create Benefit: When the agents are located in an action
primitive clones. site controlled by the organization, all morale penalties
Prerequisites: Technology 7+, wealth 6+. inflicted upon them are increased by an additional 1⁄2 the
Benefit: Through the use of genetic manipulation, site’s hierarchy rating (rounded down).
the organization can create clones of specific individu- Possible Sites: Former Agency operative chain gang,
als. Each clone has an MP cost equal to the cost of subterranean manufacturing plant, wilderness work camp.
an identical henchman, and matures to the desired age
at 100 times the standard rate (e.g. a 30-year old clone Dungeons
matures in 3.6 months). A clone created with this threat The organization maintains a large, subterranean
resource is identical in all physical respects to the prison complex.
individual copied, but is a blank slate, possessing no Prerequisites: Influence 5+, wealth 4+.
skills, personality, memories. The clone is capable of Benefit: If one of the organization’s masterminds or
basic speech and can communicate about as well as henchmen captures the agents, the DCs of the agents’
an average teenager at its “birth”. skill checks are increased by the hierarchy level of the
Unfortunately, the clone is physically unstable action site in which they were captured until the team
and degrades quickly. At 2d20+8 hours past the clone’s leaves the premises.
maturation, the clone suffers a fatal stroke and dies. Possible Sites: Castle dungeon, corrupt penitentiary,
For more cloning-oriented threat resources, see the remote island interrogation center.
Shop Threat Book, page 85.
Possible Sites: Private clinic, guarded hospital wing, Elite Guard
university research lab. The organization assigns a cadre of bodyguards to
its most critical staff.
Benevolent Prerequisites: Loyalty 7+, Faceless Legions.
The organization has managed to dupe the world — Benefit: Each of the organization’s masterminds,
and even the Agency — into believing that it is largely henchmen, and foils is accompanied by a number of
harmless, and its public relations machine continues bodyguards equal to his agent level +2 at all times, even
to grind away to support this false front every minute when not on duty. These bodyguards are culled from
of every day. one of the minion types featured in the same serial, but
Prerequisites: Credibility, enlightenment, grail, are encountered in addition to the minions typically
peace, or visionary agenda. encountered during the serial.
Benefit: At the beginning of each serial during which Possible Sites: Bloodsport arena, “doubling” prison,
the agents are scheduled to contend with this threat, paramilitary training camp.
the GC may spend a number of his action dice up to the
site’s hierarchy rating to reduce each agents’ available Faceless Legions
GP by the number of action dice spent. This modifier The organization supports an inordinate number of
only affects GP gained from the mission’s threat code, minions.
and has no effect upon each agent’s class-granted GP. Prerequisites: Loyalty 3+.
Possible Sites: Popular grass roots political move- Benefit: When the agents encounter one or more
ment’s HQ, public relations office, soup kitchen. minion squads in an action site controlled by the
organization, the GC may roll 1 die and add a number
Bundle Dispensary of minions to each of the encountered squads equal to
Having taken a cue from the Agency and its peers, the result. The die type rolled is equal to the highest
the organization bundles mission-critical gear in action die type possessed by any agent (though the die
uniform packages and trains its personnel to take granted by this threat resource is not an action die and
full advantage of them in the field. does not explode).

78
organization
Possible Sites: Cubicle farm, military boot camp, Integrated Agendas
prison compound.
The organization is sufficiently well coordinated
Fearsome Reputation that it may pursue multiple agendas at once, without
perceptible loss of efficiency.
The organization is so feared that people speak of it
Prerequisites: Scope 4+, Nerve Center.
only in hushed whispers.
Benefit: The organization may alternately gain
Prerequisites: Influence 5+, Hardened Killers.
levels in any number of different agendas without
Benefit: The DCs and error ranges of all Gather
losing access to the Special benefits of any (see page 66
Information checks made to gain information about the
for more information about gaining multiple agendas).
organization or its resources are increased by the site’s
Possible Sites: Bureaucratic office, situation room,
hierarchy rating. Further, if an agent making such
think tank.
a check scores a threat, he must spend an additional
action die to activate it as a critical success. Master Plan
Possible Sites: Mass grave, organized crime head-
The organization has considered every contingency.
quarters, secret police headquarters.
Prerequisites: Influence 4+.
Fluid Assets Benefit: Once per session, when one of the organi-
zation’s masterminds or henchmen is located within 30
The organization is incredibly wealthy, allowing it
miles of the action site containing this threat resource,
to maintain several pools of emergency funds for
the character may spend 1 action die to gain any class
unexpected upsets.
ability offered by a class in which he already possesses
Prerequisites: Wealth 8+.
at least 1 level. This class ability must be offered at
Benefit: This threat resource grants no immediate
a level equal to his current level in the class +1⁄2 the
benefit on its own. Instead, at the beginning of any
organization’s current influence rating (rounded down).
serial, the GC may choose any other threat resource for
Possible Sites: Chemical lab, mystic commune, secret
which the organization meets all agenda and resource
project warehouse.
prerequisites, and exceeds all power base rating prerequi-
sites by at least 2. If this increases a power base rating Motor Pool
prerequisite above that rating’s standard maximum, that
The organization maintains a well-supplied motor
resource is unavailable using Fluid Assets.
pool.
Example: At the start of a serial, the GC wants Prerequisites: Wealth 5+.
to replace Fluid Assets with Integrated Agendas. The Benefit: Each of the organization’s minion squads
organization must possess the Nerve Center threat gains a number of bonus GP equal to 1⁄2 the organiza-
resource and a scope rating of 6 or higher. tion’s wealth rating (rounded up). These GP may only be
spent to purchase vehicles (but not vehicular gadgets or
Example 2: At the start of a serial, the GC wants
ordnance).
to replace Fluid Assets with Dungeons. the organization
Further, each of the organization’s special NPCs
must possess an influence rating of 7 or higher and
gains a number of bonus GP equal to the organization’s
a wealth rating of 6 or higher.
wealth rating, with the same restrictions.
Possible Sites: Hidden Nazi gold stockpile, Swiss Possible Sites: Aircraft carrier, helicarrier launch
bank, secret vault. platform, private airstrip.

Foolproof Plan Nerve Center


The organization has not only considered every The organization is controlled from one well-
contingency, but taken measures to foil all possible equipped central nerve center.
interference. Prerequisites: Technology 5+.
Prerequisites: Influence 8+, Master Plan. Benefit: The organization may alternately gain
Benefit: When an agent is located at an action site levels in up to 2 different agendas without losing access
controlled by the organization, he must spend 1 addition- to the Special benefits of either (see page 66 for more
al action die when he spends one or more action dice information about gaining multiple agendas).
for any purpose other than to activate a threat or error. Possible Sites: Luxury airliner, corporate headquarters,
This additional action die grants no additional benefit. mountain research facility.
Possible Sites: Secure office complex, booby-trapped
mansion, well-patrolled fortress.

79
mastermind
Public Support × 2d6. Each character within may make a Reflex save
to reduce this damage to 1⁄2 standard (rounded down),
The organization’s cause is so widely supported that
as usual, and may benefit from evasion and any similar
even elements within the Agency’s parent government
abilities they possess. The blast increment of this explo-
are inclined not to thwart it.
sion is a number of squares equal to the site’s hierarchy
Prerequisites: Influence 8+, scope 5+.
rating, beginning at the site’s outermost walls.
Benefit: The GC chooses 1 nation, within which the
Possible Sites: Cold War bomb cache, military demo-
agents must spend 1 additional action die to make each
litions depot, terrorist bomber cell.
favor check and the time required to fulfill each favor
check is doubled. These modifiers apply to all agent favor Torture Chambers
checks made in the nation, even those not targeting the
The organization maintains a cadre of skilled pain
threat organization.
engineers, furnishing them with a lavish workspace
Special: This threat resource may be taken multiple
and all the most impressive implements of the trade.
times, each time granting the same benefits in a different
Prerequisites: Dungeons.
nation.
Benefit: The loyalty rating of each of this season’s
Possible Sites: Legislative building, missionary station,
foils is increased by the hierarchy rating of the action
politico’s office.
site containing this resource. Further, each minion
Public Sympathy squad gains a morale bonus with morale checks equal
to the hierarchy rating of the action site containing
The organization enjoys public sympathy, either
this resource.
because it harbors genuinely good intentions or due
Possible Sites: Brainwashing and interrogation
to skilled spin doctoring.
facility, Russian gulag, submarine or helicarrier brig
Prerequisites: Influence 5+, Benevolent.
(read: airlock).
Benefit: At the beginning of each serial during
which the agents are scheduled to contend with this
threat, the GC may spend a number of his action dice
up to this site’s hierarchy rating reduce each agents’
available BP by 5 × the number of action dice spent.
BUILDING A THREAT
ORGANIZATION
This modifier only affects BP gained from the mission’s
threat code, and has no effect upon each agent’s The process of building a threat organization
class-granted BP. is involved. In addition to simply assigning values to
Possible Sites: Public relations firm, electronic a threat’s various elements, such as its power base values,
billboard control station, TV or radio station. henchmen, minions, and so forth, the GC must put a face
to the numbers — and in many cases, each of these
Self-Destruct Mechanism numbers. He must determine the threat’s means and ends,
The organization routinely rigs its action sites to as well as its weaknesses and many other details.
explode if compromised, usually in order to prevent In order to streamline the process — or at the very
its secrets from being revealed but occasionally merely least, jumpstart the creative juices — this section breaks
out of spite. a threat down into its component parts. New options are
Prerequisites: Technology 5+, Martyrs. presented for each, along with random tables so that
Benefit: Each of the organization’s action sites a GC who wants to quickly create an organization can
features a self-destruct mechanism that may be do so without worrying about the ideas or the numbers.
triggered as a half action by the special NPC in charge While the threats generated from these tables are
of the facility or set to go off when a set trigger event random, and therefore may seem outlandish at times,
occurs, as chosen by the GC when this threat resource the tables are structured to present thematically
is acquired. Possible trigger events include accessing and mechanically consistent threats, which are ready
a secure area without the proper security clearance, to be dropped into any Spycraft game.
triggering a trap within the site, or even just tripping
a laser security wire. The GC may choose a different Concept
trigger event for each of the organization’s action sites, A threat’s concept is shorthand for what the master-
but must immediately choose all of them when this mind or organization is, though not necessarily what
resource is acquired. they do or how they do it. Examples include, “elusive
When an action site’s self-destruct mechanism terrorist organization,” “rising world government,”
is triggered, the entire site is reduced to rubble and each and “one-man army.”
character, vehicle, and object within suffers an amount
of blast damage equal to the site’s hierarchy rating

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organization
In many cases, a threat’s concept suggests several high action site secrecy ratings, agitation agenda,
later choices for the organization. A group of “fanatical terrorist agenda, Martyrs resource, Secret Identification
eco-terrorists,” for example, probably foster a grand Method resource.
scheme that revolves around the preservation of Nature Fanatical Eco-Terrorists: The threat seeks to combat
over Man, for example; while a “financial mogul” the violence against nature with violence of its own.
likely possesses the greed agenda. Of course, the GC Likely Threat Options: High loyalty rating, Luddite
should never be afraid to play against type, should agenda, visionary agenda, Benevolent resource, Public
inspiration strike: a squad of “ruthless freelance Sympathy resource.
assassins” might wish to save the rainforest as much Financial Mogul: This threat is a mastermind —
as the aforementioned eco-terrorists, though perhaps or perhaps a group of villains — willing to do anything
only because the dense jungles are an excellent place the preserve and expand their fortunes. Likely Threat
to hide from international authorities. Options: High wealth rating, expansion agenda, greed
Each threat concept’s initial “seed” idea is fairly agenda, Filthy Stinking Rich resource, Fluid Assets
simple — many are even archetypical — and the GC resource.
should flesh them out before he uses them in play. Genetically Engineered Super Soldiers: This threat
We’ve provided plenty of detailed tables for use later in is a bit on the fringe, probably masterminded by a mad
this chapter, though the GC should ask himself several scientist or similarly exotic figure. Likely Threat
questions to get the ball rolling regardless. What makes Options: High technology rating, evolution agenda,
a “rival agency” different from any other such foe? transformation agenda, Basic Cloning resource, Rapid
Perhaps it’s actually a pawn working for a secret Transit Link resource.
shadow government within the agents’ own nation? International Smuggling Cartel: This threat is devot-
Perhaps the rival agency is made up predominantly ed to financial success through illegal trade, possibly
of patriots, men and women who would do anything — involving controlled substances, slavery, or weapons.
even commit murder — to preserve their ideology. In this Likely Threat Options: High wealth rating, power
case, the agents should be ethically repelled by the rival agenda, secrecy agenda, Media Blackout resource,
agency, though perhaps occasionally tempted to join in Fleet Support resource.
order to “get the job done.” Large Scale Thieving Ring: This threat is a cadre of
A “rogue military division” prompts several different high tech thieves, along with the necessary supporting
questions. What flag did the division serve? Is the personnel (i.e. fences, smugglers, etc.). Likely Threat
division actually a division, or a brigade? A platoon? Options: High personnel rating, conquest agenda, greed
A rag-tag mercenary outfit? What is the division agenda, Exotic Poisons resource, Master Plan resource.
commander’s name, rank, and nationality? When and Mad Scientists with Experimental Weapons: This
why did he go rogue? threat is develops, tests, sells, and/or uses experimental
Answering such questions is a great head start weaponry. It may leach from the Agency and similar
toward fleshing out the GC’s threat. think tanks, or it might be generations ahead of every-
To generate an original threat’s concept, choose one else, leading the charge toward the future. Likely
from, or roll 1d20 and consult, Table 3.35: Threat Threat Options: High technology rating, high action site
Concept (see page 82). Descriptions of all results follow. security ratings, enlightenment agenda, revelation
agenda, Orbital Bombardment resource, Weapons
Corrupt Local/Provincial/National Government: The
of Mass Destruction resource.
threat is an established government, and may even be
Masterful Thinker: This threat revels in testing
part of the agents’ own allegiance. Likely Threat
its genius against the agents. The particular plots
Options: High influence rating, control agenda, political
are almost irrelevant, so long as the agents present
machination agenda, Propaganda resource, Public
a respectable challenge. Likely Threat Options: Meddler
Support resource, plentiful low-level minions.
agenda, megalomania agenda, Foolproof Plan resource,
Cunning Behind-the-Scenes Manipulator: The threat
Private Hunting Ground resource.
is controlled by a shadowy figure that seems to have
Mercenary Espionage Team: This threat is the Agency
interests and influence wherever the agents turn. Likely
through a glass darkly, with all-too-similar capabilities,
Threat Options: High scope rating, megalomania agenda,
but an opposing mission. Likely Threat Options: Low
subversion agenda, Faceless Legions resource, Integrated
personnel rating (focusing on masterminds, henchmen,
Agendas resource, plentiful, well-paid informants.
and foils, with few minions), counter agenda, takeover
Elusive Terrorist Organization: The threat harasses
agenda, Departmental Access resource, Self-Destruct
segments of the global community to achieve a political
Mechanism resource.
or social end. Likely Threat Options: High loyalty rating,

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mastermind
Modern Day Pirates: This threat consists of raiders Well Meaning Philanthropist: This threat is perhaps
seeking to dominate a region’s transit routes, make the hardest to deal with, as its intentions are often
it rich by capturing and re-selling vehicles and goods, noble, but its methods have debatable merit. Likely
or both. Likely Threat Options: High loyalty rating Threat Options: High wealth rating, meddler agenda,
(as a single traitor could endanger the entire operation), visionary agenda, Independent Energy Source resource,
control agenda, greed agenda, Fearsome Reputation Propaganda resource.
resource, Private Collection resource.
One-Man Army: This threat is dominated by a single Table 3.35: Threat Concept
individual, who may or may not employ flunkies to Roll Concept
do his bidding. Likely Threat Options: High influence 1 Corrupt local/provincial/national government
rating, redemption agenda, revenge agenda, Armory 2 Cunning behind-the-scenes manipulator
resource, Hardened Killers resource. 3 Elusive terrorist organization
Organized Crime Family: This threat is “mobbed up,” 4 Fanatical eco-terrorists
as it were, and is likely either part of, or linked to, 5 Financial mogul
a known cartel such as the Russian Mafia, the Italian 6 Genetically engineered super soldiers
Mob, or the Chinese Triads. Likely Threat Options: High 7 International smuggling cartel
influence and loyalty ratings, peace agenda, revenge 8 Large scale thieving ring
agenda, Fall Guy resource, Legitimate Front resource. 9 Mad scientists with experimental weapons
Rising World Government: This threat is a newly 10 Masterful thinker
established government out to prove itself in the global 11 Mercenary espionage team
political environment. Likely Threat Options: High influ- 12 Modern day pirates
ence rating, credibility agenda, political machination 13 One-man army
agenda, Manipulators resource, Nerve Center resource. 14 Organized crime family
Rival Agency: This threat is often the tool of a for- 15 Rising world government
eign power, but may just as easily be another arm of the 16 Rival agency
agents’ own government. Likely Threat Options: High 17 Rogue military organization
technology and action site secrecy ratings, assassination 18 Ruthless freelance assassins
agenda, counter agenda, Bundle Dispensary resource, 19 Third world revolution
Secure Communications resource. 20 Well-meaning philanthropist
Rogue Military Organization: This threat is an
unsanctioned military force, working toward the aims Front
of its leaders. High profile, rogue military organizations Almost as important as a threat’s concept is its front,
are often the focus of extremely tenuous public its public face. The threat’s front defines what it
relations nightmares in which the agents’ actions are pretends to be. Of course, not all threats engage in
extremely limited, even as the public calls for swift and such masquerades; some seek complete anonymity,
precise response. Likely Threat Options: High loyalty while others boldly claim responsibility for their
and action site personnel ratings, destruction agenda, actions, hoping to sway or incite the public with
proletarian agenda, Hardened Killers resource, Motor their reputation.
Pool resource. A threat’s front should provide the GC with a good
Ruthless Freelance Assassins: This threat engages idea of how the organization goes about its business.
the agents in the ultimate game of cat and mouse, For example, a rival agency with a “telecommunications
presenting mind boggling challenges to all who attempt magnate” front is probably in the business of electronic
to track them down. Likely Threat Options: High action surveillance, and uses its access to spy on whomever
site secrecy ratings, assassination agenda, greed agenda, it pleases. Alternately, a masterful thinker with the
Armory resource, Exotic Poisons resource. “billionaire playboy gamblers” front might enjoy
Third World Revolution: This threat seeks to making wagers with the agents on whether or not
undermine or overthow a government allied to the they can stop his latest scheme.
Agency. Likely Threat Options: High influence rating, To generate an original threat’s front, choose from,
propaganda agenda, subversion agenda, Elite Guard or roll 1d20 and consult, Table 3.36: Threat Front
resource, Public Support resource. (see page 84). Descriptions of all results follow.
Anonymous: The threat has no public face, as it
strives to maintain an impenetrable veil of secrecy.
Likely Threat Options: Secrecy agenda, Secret
Identification Method resource.

82
organization
Billionaire Playboy Gamblers: The threat’s leaders — such illicit arenas as cloning, disease, and superweapons
or subordinates, if they’re very well paid, enjoy excit- technologies. Likely Threat Options: Greed agenda, any
ing lives in the world international high-stakes. resource.
This front is excellent for any organization that moves Island Resort: An island resort can finance a crimi-
in circles of power and influence. Likely Threat Options: nal empire, while simultaneously providing a remote
Entertainment agenda, Filthy Stinking Rich resource. location from which the mastermind can coordinate
Charitable Organization: This is the perfect cover for a operations. Even better, such a front is often remote
variety of threat organizations, particularly those dealing enough that it doesn’t fall under any nation’s legal
in biological research or human experimentation — when jurisdiction. Likely Threat Options: any agenda, any
a soup kitchen regular disappears, it’s unlikely anyone resource.
will miss him. This front also engenders good will with News Magazine Publisher: With this front, a threat
the public, especially when the threat keeps its more gains press access to global events and information, and
sinister activities Top Secret. Likely Threat Options: Any an outlet for organization dogma. Likely Threat Options:
agenda, Benevolent resource. Any agenda, Satellite Networks resource.
Fanatic Terrorists: This front could easily be the Provisional Government: This front is most appropri-
actual threat, though a pragmatic threat might conceal ate for an established threat, particularly one attempt-
its motives by pretending to fight for a cause — perhaps ing to dominate a small corner of the world. After the
even leading its minions to believe in the cause while threat succeeds in toppling the region’s former rulers, it
the mastermind manipulates that zeal to support his can dominate the provisional government from the
own designs. Likely Threat Options: Any agenda, shadows. Likely Threat Options: Conquest agenda,
Faceless Legions resource. Nerve Center resource.
Fashion Mogul: The threat’s mastermind maintains Political Lobby: A nice, sensible political lobby is an
a front business in the fashion world, allowing him to excellent way to draw sympathy. Politically minded
travel the world with impunity and make many contacts threats can use interest in a lobby’s cause to screen for
among the rich jet set. Likely Threat Options: Credibility potential minions. Likely Threat Options: Political
agenda, Fleet Support resource. machination agenda, Public Sympathy resource.
Fringe Religious Sect: The threat conceals its secular Righteous Crusaders: While some threats believe
motives behind religious robes, drawing in true believers wholeheartedly in their causes, a threat hiding behind
to serve as footsoldiers, and to shield the organization this front uses it as an excuse, rather than a reason.
from government interference. Likely Threat Options: Likely Threat Options: Grail agenda, Martyrs resource.
Reconstruction agenda, Propaganda resource. Simple Thugs: Some small-scale threats consist of
Government Bureau: The threat has thoroughly little more than simple thugs, while worldwide threats
penetrated a government bureau, gaining the freedom may disguise local operations using this front. Also, the
to act with the authority of a government body, and lowest rungs of a larger threat might behave like simple
a ready-made army of informants trained to report on thugs, as is the case with many organized crime threats.
the activities of foreign interests. Likely Threat Options: Likely Threat Options: Any agenda, any resource.
Political machination agenda, Moles resource. Telecommunications Magnate: A financial empire
Grassroots Revolutionaries: This front also plays provides a wonderful cover for a scheming mastermind,
upon the sympathies of the public, though usually in and it’s even better when the nature of the business
a third world country — or possibly a remote hideout allows him to monitor global communications. Likely
in America. Likely Threat Options: Subversion agenda, Threat Options: Any agenda, Satellite Network resource.
Public Support resource. Wall Street Financial Firm: A front within the
Impartial Mediator: This front is an excellent start- world’s money market provides an excellent route for
ing point for any mastermind seeking to foment war by laundering illegally gained funds, and also provides the
playing two or more sides against the middle. Likely mastermind and his henchmen with limitless go-getter
Threat Options: Anarchist agenda, Fall Guy resource. informants looking to trade for the next great tip. Likely
Import/Export Firm: The threat maintains a front Threat Options: Greed agenda, Fluid Assets resource.
that allows it great latitude when moving personnel None: The threat is well known around the world,
and gear across the globe. Likely Threat Options: Any and doesn’t bother to hide its true activities. This is
agenda, Fleet Support resource. often true of terrorists and other organizations known
Independent Research Lab: An excellent front for to “claim credit” for violent incidents. Likely Threat
any mastermind on the bleeding edge of technology, Options: Any agenda, any resource.
this front accepts research contracts and grants, then
throws up low-cost smoke screens to justify them.
In truth, it funnels the money to private projects into

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mastermind
Table 3.36: Threat Front Control the Moon: The threat plans to gain control
Roll Front of the Moon, either to use it for its own purposes
1 Anonymous (e.g. to establish a private colony), or to somehow
2 Billionaire playboy gamblers ransom it to the world. More bizarre seasons might
3 Charitable organization feature a threat attempting to destroy the world by
4 Fanatic terrorists influencing the tidal forces the Moon exerts upon
5 Fashion mogul the Earth. Likely Threat Options: Expansion agenda,
6 Fringe religious sect Independent Energy Source resource.
7 Government bureau Destabilize Global Economy: The threat wishes to
8 Grassroots revolutionaries destabilize the world economy, perhaps as a highly
9 Impartial mediator focused attack on a single nation’s currency, sparking
10 Import/export firm a domino effect, or as a massive campaign intended
11 Independent research lab to throw the entire world into immediate financial
12 Island resort chaos. Similarly, the intended result may be temporary
13 News magazine publisher or permanent, depending on the threat’s ultimate
14 Provisional government agenda. Likely Threat Options: Subversion agenda,
15 Radical political lobby Private Collection resource.
16 Righteous crusaders Destroy/Steal Monument(s): The threat seeks to
17 Simple thugs capture or destroy one or more man made or natural
18 Telecommunications magnate monuments, ranging from Buckingham Palace to Mt.
19 Wall Street financial firm Fuji to the Kremlin to the Devil’s Tower. This could be
20 None a symbolic act (particularly in the case of a terrorist
threat), or an attempt to ransom the monument back
Grand Scheme to its rightful owner. Alternately, it might be an attempt
Espionage is very much a game of “What have you to secure a monument the threat feels it should own
done lately?” and a true threat isn’t just the sum of its (e.g. a religious fundamentalist threat attempting
parts, but what it plans to do with those parts. As to steal monuments in the Holy Land). Likely Threat
the Agency’s attention is rarely drawn by a threat that Options: Control agenda, Fanatics resource.
simply lurks in the background, never truly threatening Destroy/Subvert the Agency: The threat has targeted
anything, the assumption is that most, if not all, threats the Agency itself, intending to destroy it or use it as
appearing on the home office radar are already on the a stalking horse. This grand scheme often comes into
move according to a set plan. play after the agents have previously foiled one or more
While it would seem that a threat’s agenda should of the threat’s schemes, thrusting the Agency into the
dictate its grand scheme (or vice versa), these two facets threat’s view. Likely Threat Options: Counter agenda,
of a criminal organization aren’t indelibly linked. For any resource.
example, a grand scheme result of “destabilize global Dominate/Topple Global Government(s): The threat
economy” might indicate anything from an anarchist seeks to either usurp control of a national or global
threat sowing economic chaos to a greed threat creating government, or invade a neighboring nation. Likely
a recession from which it can profit to a visionary threat Threat Options: Expansion agenda, Filthy Stinking Rich
attempting to demonstrate the folly of relying on resource.
government backed currency. The independent facets Eliminate Foe(s): The threat has a veritable rogue’s
are merely parts of the collective whole, used here to gallery of enemies, each of whom it intends to elimi-
spark the creative process (and help quickly design nate. These enemies might be individuals, organizations,
Mastermind System threats, as shown on page 89). or even nations. The target may or may not be aware
To generate an original threat’s grand scheme, choose of the threat’s intentions, but regardless, it shouldn’t be
from, or roll 1d20 and consult, Table 3.37: Threat Grand able to deal with the problem through ordinary channels
Scheme (see page 85). Descriptions of all results follow. (such as calling the police, or at a larger scale, the U.N.);
Advance Scientific Knowledge: The threat seeks to otherwise, the need for the Agency’s involvement
advance scientific knowledge — either its own or, more wanes. Likely Threat Options: Assassination agenda,
benignly, that of the entire world. The means through Foolproof Plan resource.
which the threat pursues this end often questionable, Exterminate Population: The threat wishes to exter-
however, involving human experimentation and other minate a specific segment of the population. It might
dangerous or immoral research methods that draw the target a particular race, creed, or nation. Alternately,
Agency’s attention. Likely Threat Options: Enlighten- a threat with a tenuous grip on reality may simply
ment agenda, Death Camps resource.

84
organization
intend to wipe out all life on earth. Likely Threat Remake the World: The threat wishes to establish
Options: Genocide agenda, Weapons of Mass a New World Order. Perhaps it seeks a Marxist world
Destruction resource. government, or wishes to end man’s abuse of the natur-
Gain Followers: The threat is in the process of build- al world. Regardless, the threat’s cause is frequently
ing its infrastructure, and is mounting a propaganda a mundane agenda taken to an extreme length, necessi-
war to gain the manpower required to move on to its tating the Agency’s involvement. Likely Threat Options:
true agenda. Likely Threat Options: Reconstruction Transformation agenda, Fearsome Reputation resource.
agenda, Benevolent resource. Save the World: The threat wishes to save the world
Go out with a Bang: The threat is nearing the end of from a real or perceived threat, such as global warming,
its lifespan. Perhaps it teeters on the brink of financial nuclear disaster, or — in the case of a more deluded
or political collapse, or its members are literally dying threat, or unusual season — an alien invasion. Naturally,
out. Regardless, when it goes out, it intends to take the mastermind has managed any number of ways to
everyone else out in the process. Likely Threat Options: endanger the world in pursuit of its own purportedly
Extinction agenda, Orbital Bombardment resource. heroic agenda. Likely Threat Options: Redemption agen-
Hearts and Minds: The threat plans to mount da, Manipulators resource.
a public relations campaign to win the hearts and minds Turn Back the Clock: The threat seeks to bring
of the local populace. This is more than a simple back the “good old days,” whether by destroying
ad campaign, however — the threat intends to blackmail the world’s satellite network, crippling automated
or frame its opponents, or even resort to murder. Likely industry, or using another, similar scheme. Alternately,
Threat Options: Power agenda, Exotic Poisons resource. the mastermind may miss the “bad old days” of the Cold
Lead Mankind: Idealistic, the threat wishes to lead War, or communist domination of Russia, and strive
mankind into a new era, perhaps by forcing man’s to bring them back. Likely Threat Options: Evolution
evolution, or by sparking conflict in order to fuel agenda, any resource.
technological advancement. Likely Threat Options: Win the Game: The threat considers the Agency its
Visionary agenda, Basic Cloning resource. personal opponent in a vastly entertaining game of
Maintain/Reveal Conspiracy: The threat rests at the global espionage. Its schemes and plans are turned
center of a web of secrets and lies, with the Agency toward one purpose: draw the Agency into its latest
searching for the truth. Alternately, the threat is caper, then beat it at the game of espionage. Likely
attempting to dig up the bones of those the Agency Threat Options: Counter agenda, Self-Destruct
would rather remained buried. Likely Threat Options: Mechanism resource.
Revelation agenda, Faceless Legions resource.
Make a Profit: The threat wants to make money the Table 3.37: Threat
old fashioned way, by stealing it. Alternately, the threat Grand Scheme
may operate a smuggling or slavery ring. Likely Threat Roll Grand Scheme
Options: Greed agenda, any resource. 1 Advance scientific knowledge
Mundane Political Agenda: The threat pursues an 2 Control the Moon
ordinary political agenda through extraordinary means. 3 Destabilize global economy
It might wish to end taxation or the death penalty, 4 Destroy/steal monument(s)
nationalize health care, or push gun control legislation 5 Destroy/subvert the Agency
through Congress. In the last case, for example, the 6 Dominate/topple global government(s)
threat might stage a series of armed rampages through 7 Eliminate foe(s)
metropolitan areas, in order to bias Congress toward 8 Exterminate population
draconian gun control laws. Likely Threat Options: 9 Gain followers
Political machination agenda, Master Plan resource. 10 Go out with a bang
Ransom/Steal Unique Item(s): The threat is looking 11 Hearts and minds
to steal one or more unique items, such as the Mona 12 Lead mankind
Lisa, the Shroud of Turin, or the United States 13 Maintain/reveal conspiracy
Constitution. It’s possible the threat may have a buyer 14 Make a profit
already lined up, or it may use the item to demonstrate 15 Mundane political agenda
the validity of a greater cause. This last option is 16 Ransom/steal unique item(s)
particularly appropriate if the item is a religious relic. 17 Remake the world
Alternately, the mastermind may simply wish to expand 18 Save the world
his private collection. Likely Threat Options: 19 Turn back the clock
Megalomania agenda, Elite Guard resource. 20 Win the game

85
mastermind
Threat Source of Power Without its power source, the threat is crippled.
Some seasons may be constructed around the idea of
Every threat has a power base, a foundation from
finding and destroying a threat’s source of power, while
which it can launch its grand scheme. The possibilities
in others, the agents may either stumble across it
in this category are broad, from the literal (an undersea
or gain information about it from captured NPCs loyal
geothermal generator) to the symbolic (control of the
to the threat (see Snitching, page 13).
“promised land” or a precious icon) to the intangible
To generate an original threat’s source of power,
(a massive informant or mole network). Without
choose from, or roll 1d20 and consult, Table 3.38:
a formidable source of power, a criminal organization
Threat Source of Power (see page 88). Descriptions
can’t truly be a threat to anyone.
of all results follow.
A threat’s power source might be secret, as is likely
the case with the aforementioned undersea generator, or Arsenal/Army: The threat controls a standing army.
the threat might flaunt its resource. Indeed, some Alternately, the threat has access to an arsenal of pow-
sources of power may need to be public knowledge in erful weaponry, possibly including biological, chemical,
order to grant any advantage (e.g. the true Promised and nuclear weaponry. Likely Threat Options: Conquest
Land). agenda, Armory resource.

86
organization
Control of Promised Land/Precious Icon: The threat Limitless Wealth: The threat commands vast finan-
controls an object or location that is highly valued by cial resources, perhaps in the form of controlling
many, such as a culture’s ancestral home, or a religion’s interest in dozens of corporations, or debtors who owe
holy relic. Regardless of the item’s nature, it grants millions of dollars, or simply cold hard cash. Likely
the threat ideological leverage with a vast number Threat Options: Any agenda, Filthy Stinking Rich
of people. Likely Threat Options: Grail agenda, Martyrs resource.
resource. Long Arm: The threat operates around the world,
Criminal Empire: The threat controls a criminal from the boardrooms of Wall Street to the neon streets
empire of some size — perhaps a smuggling ring or of Tokyo. Nowhere is safe for the threat’s foes. Likely
a vast racketeering and protection operation — that Threat Options: Expansion agenda, Rapid Transit Link
provides a source of both income and warm bodies resource.
to fill the lower ranks. Likely Threat Options: Any Low Profile: The threat is highly secretive, allowing
agenda, Filthy Stinking Rich resource. it to operate below the radar. Likely Threat Options:
Dirty Little Secret: The threat is a source of shame Secrecy agenda, Secure Communications resource.
for one or more powerful organizations, and is thus Massive Informant/Mole Network: The threat might
ignored by the authorities. While there are lines the be blackmailing its foes, or it might have the inside
threat cannot cross, so long as it doesn’t breach these track on financial or political developments. Either way,
boundaries, it is allowed to operate largely with impuni- its vast information network keeps it well informed
ty. Likely Threat Options: Redemption agenda, Fearsome at all times. Likely Threat Options: Meddler agenda,
Reputation resource. Moles resource.
Government Backing: The threat is subsidized Mind Control: Through widespread subliminal
and supported by one or more national governments, messages, targeted brainwashing, or another incredible
whether foreign or the Agency’s own. It can draw coup, the threat easily subverts potential foes. Likely
on any number of government resources for financial Threat Options: Control agenda, Death Camps resource.
and personnel support. Likely Threat Options: Public Apathy: By all appearances, the threat simply
Credibility agenda, any resource. doesn’t present a danger to the world at large, so little
Graft and Corruption: The threat bribes or black- outcry is raised when it makes a move. Likely Threat
mails select individuals, either at a local level (e.g. Options: Peace agenda, Benevolent resource.
police commissioners), at a national level (e.g. senate Public Sympathy: The threat appears to have the
subcommittees), or at a global level (e.g. the UN Security world’s best interests at heart (or at least, the best inter-
Council). Targeted individuals are paid not only to ests of the majority), so it’s overlooked as a marginally
ignore the threat, but perhaps to support its operations beneficial organization. Likely Threat Options:
as well. Likely Threat Options: Takeover agenda, Torture Reconstruction agenda, Public Sympathy resource.
Chambers resource. Puppet Government: The threat controls a national
Fear/Hate: The threat capitalizes on base human government from behind the scenes. This is frequently
emotion, spouting propaganda to align public opinion the case in a dictatorship, in which the threat can
to its cause (or to simply deflect attention elsewhere). cultivate power over the course of the ruler’s lifetime.
Likely Threat Options: Propaganda agenda, Manipulators Likely Threat Options: Political machination agenda,
resource. Government Affiliation resource (see Paradigm Concept’s
The Grassy Knoll: The threat maintains an army Most Wanted).
of highly skilled operatives who intimidate potential Seller’s Market: The threat has something everybody
opponents, and when necessary, eliminate them. These wants — maybe a serum for eternal life, or perhaps the
operatives are faceless and seemingly impossible to secrets of cold fusion. Whatever it is, no one is willing
apprehend. The threat may allow some of its potential to move against the threat for fear of losing (or losing
foes to live in fear of assassination, spreading the out on) the potential resource. Likely Threat Options:
message of terror and supporting the cause. Likely Megalomania agenda, Private Collection resource.
Threat Options: Agitation agenda, Hardened Killers Superior Technology: The threat’s research and
resource. development arm has been busy, and now controls
Inertia: The threat is well entrenched in the public technology far beyond that of any other world power.
consciousness, perhaps as a national government, Likely Threat Options: Enlightenment agenda, Elite
business conglomerate or a political movement. While it Guard resource.
has its opponents, they are largely dismissed as radical Undersea Thermal Generator: The threat has
idealists. The threat prospers because — as far as the established the infrastructure for its own isolated soci-
public is concerned — nothing can, or should, be done. ety, outside the jurisdiction of any world government.
Likely Threat Options: Proletarian agenda, Media Likely Threat Options: Visionary agenda, Independent
Blackout resource. Power Source resource.

87
mastermind
Table 3.38: Threat port. If the agents can find and cut off this resource,
Source of Power they can cripple the threat in turn.
Roll Source of Power Embittered Staff: Harsh treatment — possibly
1 Arsenal/army including arbitrary execution following failed assign-
2 Control of promised land/precious icon ments — has left the threat’s minions with extremely
3 Criminal empire low morale. The agents may be able to gain allies in
4 Dirty little secret exchange for sanctuary from such treatment.
5 Government backing Grandiose: The threat is given to grand, theatrical
6 Graft and corruption gestures. Rather than simply assassinate a member of
7 Fear/hate a legislative body, for example, the threat may choose
8 The grassy knoll to bomb the legislative building while the body is in
9 Inertia session. Eventually, word of such bold maneuvers is
10 Limitless wealth likely to reach the outside world — and the agents — in
11 Long arm time for the Agency to move against them.
12 Low profile Hedonism: The threat’s minions frequently engage
13 Massive informant/mole network in common vices, and often grow careless in the
14 Mind control process. Alternately, the threat’s mastermind and/or
15 Public apathy henchmen spend more time enjoying simple pleasures
16 Public sympathy than pursuing world domination, leaving them vulner-
17 Puppet government able to counter-espionage.
18 Seller’s market Hubris: The threat believes that it’s invincible.
19 Superior technology This most frequently manifests in the mastermind
20 Undersea geothermal generator himself, and can lead to a prideful revelation of his
grand scheme to the agents.
Threat Achilles’ Heel Ignorance: The threat’s minions are told only what
An organization is only as strong as its weakest link, they need to know, and only when they need to know
and this is doubly true in the world of espionage, where it. They never see the big picture, and therefore make
a careless word in the wrong ear can foil the most decisions that, while beneficial for the immediate oper-
carefully planned scheme, or a single traitor can reveal ation, might also lead to the threat’s ultimate defeat.
a global criminal’s ultimate plot. Even the most Impatience: The threat has little patience for the
powerful mastermind must rely on every minion’s subtle maneuverings of the espionage game, and instead
discretion, whether he compels that discretion through launches massive operations with little preparation or
dogmatic loyalty, promised wealth, or simple fear, forethought.
because when that discretion is breached, the entire Lax Discipline: The threat’s minions have little
organization is left vulnerable. fear for their masters, and are frequently careless
Even when an organization’s human element when executing their duties.
is flawless, it can fall victim to faulty technology, Obsession: The threat is obsessed with something —
careless political missteps, and even public outrage. maybe revenge for a past slight, proving the superiority
Every group has its weakness — even the most of a “master race,” or simply playing the ponies. Once
impenetrable bastion of evil. the agents discover this obsession, they might be able
To generate an original threat’s Achilles’ heel, choose to predict the threat’s upcoming moves.
from, or roll 1d20 and consult, Table 3.39: Threat Office Politics: The threat is plagued with internal
Achilles’ Heel (see page 89). Descriptions of all results strife, as each henchman tries to one up the other.
follow. Even the threat’s minions are constantly angling for
promotion, making coordinated action difficult.
Bluffing: The threat can rarely back up its grand
Old School: The threat first appeared during the Cold
claims and threats. The key word here is “rarely,” as an
War, or even earlier, and hasn’t yet adjusted to the Game
organization that can never back up its claims and
in the information age. Technologically adept agents
threats is eventually ignored.
might be able to catch it off guard.
Compartmentalized: The threat is overly compart-
Outsourced: The threat outsources one or more vital
mentalized, to the point that its various operations
elements of its operations. It may hire a private security
sometimes come in conflict. The agents may be able to
firm to guard its facilities, contract an outside
cause the threat’s henchmen and minions to stumble
manufacturer to fabricate vital components for its
over one another, sowing chaos in the enemy’s ranks.
super weapons, or even hire secretaries through a temp
Dependent: The threat relies on an outside organiza-
agency. The agents may be able to infiltrate the
tion — frequently a government — for funding and sup-
threat through this outside group.

88
organization
Overextended: The threat has a few too many irons Threat Randomizer
in the fire — so many that it lacks either the manpower
Building a truly menacing threat organization can
or wealth to manage all its current projects. Security is
be one of the GC’s most rewarding tasks, but it can also
consequently poor throughout.
be one of the most time-consuming. Bringing a threat
Overzealous: The threat is fanatical in pursuit of
from concept seed to fully fleshed out organization is an
its goals, to the point that its agenda is repellent to
exacting process with many steps. Should the GC desire
virtually every national government and citizen of the
a quick and dirty option for threat design, we present
world. The agents have little trouble convincing third
the following step-by-step randomizer.
party informants to come forward with information.
All of the information here corresponds directly to
Presumptuous: The threat makes gross assumptions,
the original Mastermind System presented in the
either regarding the geopolitical situation, the agents’
Spycraft Espionage Handbook, and to the expansion
capabilities, or its own minions’ intelligence. If the
material presented in the Fixer/Pointman Class Guide.
agents zero in on the threat’s blind spot, they might
These two books are required to use this randomizer.
be able to capitalize upon it.
Many options contained herein are found in other
Secretive: The threat is so secretive that it removes
Spycraft and Shadowforce Archer products, and
itself from the day-to-day world, probably isolating
Paradigm Concepts’ Most Wanted, and these books are
itself on some remote island, or deep in an inhospitable
recommended as well.
clime. While this makes it difficult for the agents
to reach the threat’s headquarters, the threat’s response Step 1: Threat Concept and
time when a crisis arises is extremely poor. Agenda
Soft Spot: The threat has a soft spot for something,
When building a random threat, the initial step is
perhaps the mastermind’s precious daughter, or the
to determine its basic nature. The GC chooses from,
organization’s loyalty to a particular nation or cause.
or rolls 1d20 and consults, Table 3.35: Threat Concept
Its personnel refuse to knowingly endanger the subject
(see page 82), then chooses from, or rolls 1d20 and con-
of its affection, thus providing the agents a way to
sults, Table 3.40: Threat Randomizer — Agenda
manipulate the threat.
(see page 91). This will provide the fundamental idea
Superstitious: The threat holds one or more supersti-
behind the threat, as well as its general intent.
tions to be fact. Perhaps its members refuse to shed
blood on holy ground, or place too much confidence Step 2: Determine Power
in the trappings of a tribal religion. Base
Table 3.39: Threat Next, the GC determines his threat’s power base rat-
Achilles’ Heel ings (wealth, technology, loyalty, influence, and scope).
Roll Achilles’ Heel He chooses from, or rolls 1d20 and consults, Table 3.36:
1 Bluffing Threat Front (see page 84), then finds the threat’s front
2 Compartmentalized on Table 3.41: Threat Randomizer — Power Base Ratings
3 Dependent (see page 92), rolling the listed dice to determine each
4 Embittered staff power base rating.
5 Grandiose
Step 3: Movers and Shakers
6 Hedonistic
7 Hubris Now that the foundation for the GC’s threat is estab-
8 Ignorance lished, he can move on to its mastermind, henchmen,
9 Impatience and foil (if any). This process has 4 steps, as follows.
10 Lax discipline
Step 3.1: Special Characters and
11 Obsession
Season Length
12 Office politics
13 Old school All threats begin with a mastermind. In order
14 Outsourced to determine the level of a threat’s mastermind, the GC
15 Overextended chooses from, or rolls d% and consults, Table 3.42:
16 Overzealous Threat Randomizer — Season Details (see page 94). The
17 Presumptuous mastermind’s level is presented as a positive modifier —
18 Secretive simply add this modifier to the average agent level
19 Soft spot at the beginning of the season to determine the
20 Superstitious mastermind’s agent level.

89
mastermind
Table 3.42 also indicates the length of the season has multi-classed, the first class rolled is assumed to
featuring the mastermind (i.e. the number of serials the be the first class in which he gained a level, and there-
agents must complete before their final encounter with fore the class from which he gained his base class
the mastermind), as well as the number of henchmen in core ability.
the threat/season, the number of those henchmen who Once a henchman’s class levels are determined, the
appear in each serial (beginning with the first), and GC should generate his statistics per the standard
whether the season features a foil. Spycraft agent creation rules.
Special Note: The GC may wish to flesh out
Step 3.2: Mastermind Background his henchmen by using the information in Chapter 2.
and Class Levels In particular, he may wish to choose from, or roll
In order to determine the mastermind’s classes, the 1d20 and consult, each of the following: Table
GC chooses from, or rolls 2d12 and consults, Table 3.43: 2.3: Henchman Hooks (see page 46), Table 2.4:
Threat Randomizer — Special Character Class Levels (see Henchman Quirks (see page 47), Table 2.7: Villainous
page 96). If the result indicates that the mastermind has Motivations (see page 52), and Table 2.8: Villain Flaws
multi-classed, the first class rolled is assumed to be the (see page 53).
first class in which he gained a level, and therefore the
class from which he gained his base class core ability. Step 3.4: Foil Background and
Once the mastermind’s class levels are determined, Class Levels
the GC generates his statistics per the standard Spycraft In order to determine a foil’s agent level — and the
agent creation rules. serial in which the foil appears — the GC chooses from, or
rolls 1d20 and consults, Table 3.48: Threat Randomizer —
Special Note: The GC may wish to flesh out his
Foil Agent Level and First Appearance (see page 100).
mastermind by using the information in Chapter 2. In
This table’s results are applied as follows.
particular, he may wish to choose from, or roll 1d20 and
The foil’s agent level is determined by applying the
consult, each of the following: Table 2.5: Mastermind
modifier in the Agent Level column to the mastermind’s
Hooks (see page 46), Table 2.6: Mastermind Quirks (see
agent level (minimum equal to the team’s average agent
page 47), Table 2.7: Villainous Motivations (see page
level +1).
52), and Table 2.8: Villain Flaws (see page 53).
The serial in which the foil first appears is deter-
Step 3.3: Henchmen Background mined by applying the modifier in the First Appearance
and Class Levels column to the season length. If the result is 0 or less,
the foil first appears in Serial #1.
Each henchman’s agent level is equal to the team’s
In order to determine a foil’s classes, the GC
average agent level + the number of the serial in which
chooses from, or rolls 2d12 and consults, Table 3.43:
he appears (maximum 20).
Threat Randomizer — Special Character Class Levels
Example: A henchman appears in the 4th serial of (see page 96). If the result indicates that the foil has
a season and the team’s average agent level is 7. multi-classed, the first class rolled is assumed to be the
The henchman’s agent level is 11. first class in which she gained a level, and therefore the
class from which she gained her base class core ability.
If more than 1 henchman appears in the same serial,
Once a foil’s class levels are determined, the GC
the first henchman’s agent level is determined per
should generate her statistics per the standard Spycraft
this formula and the agent level of each additional
agent creation rules.
henchman is the same, modified by rolling 2d4 and
Special Note: The GC may wish to flesh out his foil
consulting Table 3.47: Threat Randomizer — Additional
by using the information in Chapter 2. In particular,
Henchmen Agent Levels (see page 100). Again, the
he may wish to choose from, or roll 1d20 and consult,
henchman’s maximum agent level is 20.
each of the following: Table 2.1: Foil Hooks (see page
In order to determine each henchman’s classes, the
42), Table 2.2: Foil Quirks (see page 43), Table 2.7:
GC chooses from, or rolls 2d12 and consults, Table 3.43:
Villainous Motivations (see page 52), and Table 2.8:
Threat Randomizer — Special Character Class Levels
Villain Flaws (see page 53).
(see page 96). If the result indicates that a henchman

90
organization
Step 4: Rank and File Special Note: The GC may wish to flesh out his
After the threat’s leadership is laid out, the GC minions by using the information in Chapter 1. In par-
develops its legions. The GC generates 1 set of minion ticular, he may wish to choose from, or roll 1d20 and
squad statistics for each special NPC in the threat consult, each of the following: Table 1.1: Minion Tags
(including the foil, per his discretion). This process — Accessories (see page 11), Table 1.2: Minion Tags —
has 6 steps, as follows. Behavior (see page 12), and Table 1.3: Minion Tags —
The resulting statistics are used for all minions Dress (see page 12).
encountered under a special NPC’s command for the
duration of the current season.

Table 3.40: Threat Randomizer — Agenda


Corrupt Cunning Elusive Fanatical Financial Genetically Engineered International Large Scale
Roll Government Manipulator Terrorist Eco-Terrorist Mogul Super-Soldiers Smuggling Cartel Thieving Ring
1 Conquest Agitation Anarchist Agitation Control Anarchist Assassination Agitation
2 Control Anarchist Assassination Anarchist Counter Assassination Control Assassination
3 Counter Control Control Assassination Credibility Conquest Credibility Control
4 Credibility Counter Credibility Counter Destruction Control Destruction Counter
5 Destruction Credibility Destruction Credibility Enlightenment Destruction Expansion Destruction
6 Expansion Entertainment Expansion Enlightenment Entertainment Evolution Greed Enlightenment
7 Genocide Greed Genocide Evolution Evolution Expansion Meddler Entertainment
8 Greed Meddler Luddite Grail Expansion Extinction Megalomania Grail
9 Meddler Megalomania Megalomania Luddite Grail Genocide Power Greed
10 Megalomania Peace Power Meddler Greed Grail Proletarian Luddite
11 Peace Power Proletarian Peace Meddler Megalomania Propaganda Meddler
12 Political Machination Proletarian Propaganda Proletarian Megalomania Power Reconstruction Megalomania
13 Power Propaganda Revelation Propaganda Peace Reconstruction Redemption Power
14 Propaganda Reconstruction Revenge Reconstruction Power Revenge Revelation Proletarian
15 Reconstruction Revelation Secrecy Redemption Redemption Secrecy Revenge Redemption
16 Revenge Revenge Subversion Revelation Revelation Subversion Secrecy Revelation
17 Secrecy Secrecy Takeover Takeover Revenge Takeover Subversion Revenge
18 Subversion Subversion Terrorist Terrorist Subversion Terrorist Takeover Secrecy
19 Takeover Takeover Transformation Transformation Takeover Transformation Terrorist Subversion
20 Terrorist Visionary Visionary Visionary Visionary Visionary Transformation Takeover

Masterful Mercenary Modern Day One-Man Organized Rising World Rival


Roll Mad Scientist Thinker Espionage Team Pirates Army Crime Family Government Agency
1 Anarchist Agitation Agitation Agitation Agitation Assassination Conquest Agitation
2 Assassination Assassination Assassination Anarchist Assassination Control Control Assassination
3 Conquest Control Control Assassination Control Credibility Credibility Control
4 Control Counter Counter Control Counter Destruction Destruction Counter
5 Credibility Credibility Destruction Destruction Destruction Expansion Evolution Credibility
6 Destruction Destruction Expansion Entertainment Entertainment Greed Expansion Destruction
7 Enlightenment Enlightenment Genocide Expansion Extinction Meddler Genocide Expansion
8 Entertainment Entertainment Greed Grail Genocide Megalomania Greed Genocide
9 Evolution Grail Meddler Greed Grail Peace Megalomania Grail
10 Extinction Greed Megalomania Meddler Greed Power Peace Meddler
11 Genocide Meddler Power Megalomania Meddler Proletarian Political Machination Megalomania
12 Grail Megalomania Proletarian Power Megalomania Propaganda Power Peace
13 Greed Power Reconstruction Proletarian Power Reconstruction Propaganda Political Machination
14 Megalomania Redemption Revelation Redemption Redemption Redemption Reconstruction Power
15 Power Revelation Revenge Revelation Revelation Revenge Revenge Propaganda
16 Revenge Revenge Secrecy Revenge Revenge Secrecy Secrecy Redemption
17 Takeover Subversion Subversion Secrecy Subversion Subversion Subversion Revelation
18 Terrorist Takeover Takeover Subversion Terrorist Takeover Takeover Revenge
19 Transformation Terrorist Terrorist Takeover Transformation Terrorist Terrorist Secrecy
20 Visionary Visionary Transformation Terrorist Visionary Transformation Visionary Subversion

91
mastermind
Step 4.1: Minion Level and Squad Size is determined by applying the modifier in the Minion
In order to determine a minion squad’s agent level, Level column to the agent level of the special NPC
the GC chooses from, or rolls 1d12 and consults, Table commanding the minions (minimum 1). The squad size
3.49: Threat Randomizer — Minion Level and Squad is used as listed.
Size (see page 100). The minion squad’s agent level

Table 3.40: Threat Randomizer — Agenda (Cont.)


Rogue Ruthless Third-World Well Meaning
Roll Military Assassins Revolution Philanthropist
1 Agitation Anarchist Agitation Agitation
2 Anarchist Assassination Anarchist Control
3 Conquest Control Assassination Counter
4 Control Counter Control Credibility
5 Credibility Destruction Credibility Enlightenment
6 Destruction Entertainment Destruction Entertainment
7 Expansion Genocide Evolution Evolution
8 Genocide Greed Greed Expansion
9 Greed Luddite Luddite Grail
10 Megalomania Megalomania Megalomania Luddite
11 Peace Political Machination Proletarian Meddler
12 Political Machination Power Propaganda Political Machinations
13 Power Proletarian Reconstruction Power
14 Proletarian Redemption Redemption Proletarian
15 Reconstruction Revelation Secrecy Reconstruction
16 Revenge Revenge Subversion Redemption
17 Subversion Secrecy Takeover Revelation
18 Takeover Subversion Terrorist Takeover
19 Terrorist Terrorist Transformation Transformation
20 Visionary Visionary Visionary Visionary

Table 3.41: Threat Randomizer — Power Base Ratings


Agenda Wealth Tech Loyalty Influence Scope
Anonymous 1d4+2 2d8 2d4+2 1d4 1d4
Billionaire playboy gamblers 2d4+2 2d8 1d4 1d4+2 1d4+6
Charitable organization 2d4 1d8 1d4+2 2d4+2 1d4+2
Fanatic terrorists 1d4 1d8+2 2d4+2 2d4 1d4+4
Fashion mogul 2d4+2 1d8 1d4+2 2d4 1d4+4
Fringe religious sect 1d4+2 1d8 2d4+2 2d4 1d4
Government bureau 1d4+2 2d8+4 1d4 2d4 1d4+6
Grassroots revolutionaries 1d4 1d8+2 2d4+2 2d4 1d4+2
Impartial mediator 1d4+2 2d8 1d4 2d4+2 1d4+2
Import/export firm 2d4 1d8+2 1d4 2d4+2 1d4+4
Independent research lab 1d4+2 2d8+4 1d4 2d4 1d4+4
Island resort 2d4 2d8+4 1d4+2 1d4 1d4+2
News magazine publisher 1d4+2 1d8 2d4+2 2d4 1d4+2
Provisional government 2d4 1d8+2 1d4 2d4+2 1d4+4
Radical political lobby 1d4+2 1d8 2d4+2 2d4 1d4+2
Righteous crusaders 1d4+2 2d8 2d4+2 1d4 1d4+2
Simple thugs 1d4+2 1d8 2d4+2 2d4 1d4
Telecommunications magnate 2d4 2d8+4 1d4 1d4+2 1d4+4
Wall Street financial firm 2d4+2 2d8 1d4+2 1d4 1d4+6
None 1d10 1d20 1d10 1d10

92
organization
Step 4.2: Minion Type Step 5.2: Other
Next, the GC determines the minion type that makes Headquarters Ratings
up the squad by choosing from, or rolling 1d20 Next, the GC determines each site’s personnel,
and consulting, Table 3.50: Threat Randomizer — secrecy, and security ratings. First, he finds the site’s
Minion Type (see page 101). hierarchy rating on Table 3.55: Threat Randomizer —
Other Action Site Ratings (see page 102), then he rolls
Step 4.3: Minion Vitality the listed dice to determine each site rating. If the sum of
Next, the GC determines how durable, lucky, all three results exceeds the number in the correspond-
or downright tough the minions are, by choosing from, ing Maximum Sum column, continue reducing the high-
or rolling 1d20 and consulting, Table 3.51: Threat est of the 3 ratings by 1 until the sum equals the listed
Randomizer — Minion Vitality Dice (see page 102). maximum. If at any time two or more ratings are tied for
highest score, the GC chooses which to reduce.
Step 4.4: Minion Ability Scores
Example: The GC generates the ratings for a site with
Next, the GC determines how many points the min-
a hierarchy rating of 10, rolling a personnel rating of 9,
ion squad has to distribute amongst its ability scores,
a secrecy rating of 7, and a security rating of 2. This
by choosing from, or rolling 1d20 and consulting,
exceeds the number in the Maximum Sum column by 3.
Table 3.52: Threat Randomizer — Minion Ability Score
The site’s personnel rating is highest, so it is reduced
Points (see page 101). For information about spending
by 1, from 9 to 8. Thereafter, the site’s personnel rating
these points, see the Spycraft Espionage Handbook,
is still highest, and is reduced by an additional 1,
page 245.
from 8 to 7. At this point, both the site’s personnel
Step 4.5: Minion Feats and secrecy ratings are 7, so the GC decides to reduce
the site’s personnel by an additional 1, bringing it down
Each minion in the squad gains Armor Group
to 6. Now that the sum of the three ratings equals
Proficiency and Weapon Group Proficiency feats
the number in the Maximum Sum column (15), no
according to its minion type (see Step 4.2, above).
additional reductions are required.
In order to determine additional feats, the GC chooses
from, or rolls 1d20 and consults, Table 3.53: Threat Step 6: Threat Resources
Randomizer — Minion Feats (see page 101).
Each threat may feature many possible resources,
Step 4.6: Minion Details and most threats built with this randomizer feature at
least one (based on the threat’s agenda). The GC
Finally, the GC generates each minion squad’s statis-
determines a threat’s resources using the following
tics per the standard Spycraft minion creation rules.
3-step process.
Step 5: Action Sites Step 6.1: Base Threat Resource
Once the threat’s players are outlined, the GC builds
In order to determine a threat’s base resource, the GC
a field upon which they can contend with the agents.
finds the threat’s agenda on Table 3.56: Threat
The GC generates 1 headquarters action site for each
Randomizer — Base Threat Resources (see page 103),
special NPC, using the following 2-step process.
then chooses the resource from the listed option or rolls
Special Note: The GC also generates 1 standard
1d20 to generate it randomly. If the threat doesn’t meet
action site for each threat resource commanded by
the prerequisite(s) for a randomly rolled resource, the
the threat, using the same 2-step process (for more
threat does not gain a base resource.
information, see Step 6.3, page 95).
Step 6.2: Additional
Step 5.1: Headquarters
Threat Resources
Hierarchy Rating
Next, the GC determines the threat’s additional
The hierarchy rating of the mastermind’s HQ is
resources (if any). For each serial except the first, the
automatically equal to the threat’s scope (see Step 2,
GC chooses from, or rolls 1d20 and consults, Table 3.57:
page 89). For each henchman’s HQ, the GC consults
Threat Randomizer — Additional Threat Resources
Table 3.54: Threat Randomizer — Action Site Hierarchy
(see page 105).
Rating (see page 102), cross-referencing the threat’s
scope with the serial in which the HQ appears to
determine it’s hierarchy rating.

93
mastermind
Table 3.42: Threat Randomizer Table 3.42: Threat Randomizer
— Season Details — Season Details (Cont.)
Mastermind Season Number of Henchmen Mastermind Season Number of Henchmen
Roll Level Length Henchmen Per Serial Foil Roll Level Length Henchmen Per Serial Foil
1 +2 1 0 — N 51 +7 5 4 — N
2 +2 1 0 — Y 52 +7 5 4 — Y
3 +2 1 1 — N 53 +7 5 5 1d4+1 N
4 +2 1 1 — Y 54 +7 5 5 1d4+1 Y
5 +3 1 0 — N 55 +7 5 6 1d3/1d4+1 N
6 +3 1 0 — Y 56 +7 5 6 1d3/1d4+1 Y
7 +3 2 1 — N 57 +7 6 5 — N
8 +3 2 1 — Y 58 +7 6 5 — Y
9 +3 2 2 1d2 N 59 +7 6 6 1d4+2 N
10 +3 2 2 1d2 Y 60 +7 6 6 1d4+2 Y
11 +4 1 0 — N 61 +7 6 7 1d4/1d3+3 N
12 +4 1 0 — Y 62 +7 6 7 1d4/1d3+3 Y
13 +4 2 1 — N 63 +8 5 4 — N
14 +4 2 1 — Y 64 +8 5 4 — Y
15 +4 2 2 1d2 N 65 +8 5 5 1d4+1 N
16 +4 2 2 1d2 Y 66 +8 5 5 1d4+1 Y
17 +4 3 2 — N 67 +8 5 6 1d3/1d4+1 N
18 +4 3 2 — Y 68 +8 5 6 1d3/1d4+1 Y
19 +4 3 3 1d3 N 69 +8 6 5 — N
20 +4 3 3 1d3 Y 70 +8 6 5 — Y
21 +5 2 1 — N 71 +8 6 6 1d4+2 N
22 +5 2 1 — Y 72 +8 6 6 1d4+2 Y
23 +5 2 2 1d2 N 73 +8 6 7 1d4/1d3+3 N
24 +5 2 2 1d2 Y 74 +8 6 7 1d4/1d3+3 Y
25 +5 3 2 — N 75 +8 7 6 — N
26 +5 3 2 — Y 76 +8 7 6 — Y
27 +5 3 3 1d3 N 77 +8 7 7 1d6+1 N
28 +5 3 3 1d3 Y 78 +8 7 7 1d6+1 Y
29 +5 4 3 — N 79 +8 7 8 1d4/1d4+3 N
30 +5 4 3 — Y 80 +8 7 8 1d4/1d4+3 Y
31 +5 4 4 1d4 N 81 +9 6 5 — N
32 +5 4 4 1d4 Y 82 +9 6 5 — Y
33 +6 3 2 — N 83 +9 6 6 1d4+2 N
34 +6 3 2 — Y 84 +9 6 6 1d4+2 Y
35 +6 3 3 1d3 N 85 +9 6 7 1d4/1d3+3 N
36 +6 3 3 1d3 Y 86 +9 6 7 1d4/1d3+3 Y
37 +6 4 3 — N 87 +9 7 6 — N
38 +6 4 3 — Y 88 +9 7 6 — Y
39 +6 4 4 1d4 N 89 +9 7 7 1d6+1 N
40 +6 4 4 1d4 Y 90 +9 7 7 1d6+1 Y
41 +6 5 4 — N 91 +9 7 8 1d4/1d4+3 N
42 +6 5 4 — Y 92 +9 7 8 1d4/1d4+3 Y
43 +6 5 5 1d4+1 N 93 +9 8 7 — N
44 +6 5 5 1d4+1 Y 94 +9 8 7 — Y
45 +6 5 6 1d3/1d4+1 N 95 +9 8 8 1d8 N
46 +6 5 6 1d3/1d4+1 Y 96 +9 8 8 1d8 Y
47 +7 4 3 — N 97 +9 8 9 1d6/1d4+5 N
48 +7 4 3 — Y 98 +9 8 9 1d6/1d4+5 Y
49 +7 4 4 1d4 N 99 +10 7 6 — N
50 +7 4 4 1d4 Y 100 +10 7 6 — Y

94
organization
Step 6.3: Resource Site Ratings If more than 1 threat resource is featured in any given
Finally, the GC determines the ratings for each action serial (as determined in Steps 6.1 and 6.2), the hierarchy
site containing one of the threat’s resources, according to rating of each additional action site containing a threat
the rules described in Step 5.2 (see page 93). resource is determined by subtracting 1 from the last
The hierarchy rating of the first action site containing (minimum 1).
a threat resource during any serial is equal to the
Example: Alternately, the 2nd serial of a season
hierarchy rating of the corresponding henchman’s HQ –
features the Weapons of Mass Destruction and the
1 (minimum 1).
Orbital Bombardment resources. The action site
Example: The 2nd serial of a season features the containing the Weapons of Mass Destruction resource
Weapons of Mass Destruction resource. The henchman’s has a hierarchy rating of 2 and the action site
HQ during the same serial has a hierarchy rating of 3. containing the Orbital Bombardment resource has
The action site containing the Weapons of Mass a hierarchy rating of 1.
Destruction resource has a hierarchy rating of 2.
With these hierarchy ratings in hand, proceed
to Step 5.2 to determine each action site’s personnel,
secrecy, and security ratings.

95
mastermind
Threat Randomizer Example Step 2: Scott consults Table 3.60 to generate his
threat’s power base ratings. He rolls 2d4 for wealth
Scott sits down to roll up a threat organization to
(scoring a 6), 1d8+2 for technology (scoring an 8), 1d4
oppose a team of agents with an average agent level of 4.
for loyalty (scoring a 2), and 2d4+2 for influence (scor-
Step 1: Rolling on Tables 3.35 through 3.39, he ing a 7). Finally, he rolls 1d4+4 to generate the threat’s
determines that his threat is a rival agency hiding scope (scoring a 7).
behind an import/export firm front. This rival agency
Step 3.1: Moving on to season length and special
plans to dominate a global government by exploiting its
characters, Scott rolls d% on Table 3.42 to determine the
superior technology, but its agents frequently succumb
season’s length, the level of the mastermind in charge of
to their hedonistic tendencies.
the rival agency, the number of henchmen beneath the
Next, Scott dives into the threat’s mechanics, rolling
mastermind, and whether a foil is involved. A result of
on Table 3.40 to determine the rival agency’s agenda.
49 indicates a 4-serial season and a mastermind whose
He scores a 12, which indicates that the threat seeks
agent level is equal to the team’s average agent level +7
peace. He decides that the rival agency is within the
(i.e. an 11th-level mastermind). Four henchmen appear
Agency’s own government, but has been subverted by
over the course of the first 3 serials, and Scott rolls 1d4
a foreign power with which the Agency’s government is
to determine the serial in which the extra henchman
on the brink of war.
appears (scoring a 3 — the extra henchman will appear
in Serial #3). The season will not feature a foil.

Table 3.43: Threat Randomizer


— Special Character Class Levels
Roll Class
2 Multi-classed. Roll 2 base classes for the character, in which he possesses levels at a 3:1 ratio.
Ignore further results of 2, 3, 11, and 12.
3 Multi-classed. Roll 2 base classes for the character, in which he possesses levels at a 2:1 ratio.
Ignore further results of 2, 3, 11, and 12.
4 Base class — Faceman.
5 Base class — Fixer.
6 Base class — Pointman.
7 Base class — Snoop.
8 Base class — Soldier.
9 Base class — Wheelman.
10 Special — Choose or roll 2d4.
Roll Class Reference
2 Explorer Hand of Glory Threat Book, page 41.
3 High Roller African Alliance Chamber Book, page 49.
4 Martial Artist Pan-Asian Collective Chamber Book, page 32.
5 Scientist Shop Threat Book, page 49.
6 Sleuth Archer Foundation Chamber Book, page 47.
7 Spin Doctor European Commonwealth Chamber Book, page 49.
8 Wire 1960s Decade Book, page 148
11 Prestige Class — Choose or roll 2d12 on this table to determine 1 base class. If the character has a total
agent level of at least 6, then choose or roll 1d20 on the appropriate prestige class table, based on the
character’s base class (see Tables 3.44–3.46, pages 97, 98, and 99). If the character has a special base
class (see result #10), then choose or randomly determine the prestige class table. The character possesses
5 levels in the base class, and the rest of his levels in his prestige class. Ignore further results of 2, 3, 11,
and 12.
12 Prestige Class — Choose or roll 2d12 on this table to determine 1 base class. If the character possesses
a total agent level of at least 6, then choose or roll 1d20 on the appropriate prestige class table, based
on the character’s base class (see Tables 3.44–3.46, pages 97, 98, and 99). If the character has a special
base class (see result #10), then choose or randomly determine the prestige class table. The character
possesses 5 levels in the base class, and the rest of his levels are split between his base and prestige class.
Ignore further results of 2, 3, 11, and 12.

96
organization
Step 3.2: Next, Scott determines his mastermind’s primary flaw (self-destructive). The GC decides that the
classes. Consulting Table 3.43, he rolls 2d6 and scores mastermind is a political radical seeking to install his
an 11, indicating that the mastermind possesses levels in own brand of law while hamstringing the Agency and
a prestige class. As instructed by the table result, he rolls its allies, but tends to create impossible plans that even
2d6 again, scoring a 6, indicating that the mastermind’s he knows he can’t possibly complete. These plans
base class is pointman. Then he rolls 1d20 on Table 3.45 will cause the agents quite a lot of grief before they
to determine the prestige class into which the master- fail, however.
mind transfers at 5th level. He scores a 9, indicating that The GC decides to hold off generating the master-
the mastermind gains levels as an inventor. According mind’s statistics until he has a full view of the threat.
to the instructions under his original roll on Table 3.43,
Step 3.3: Per the formula presented in this step,
the mastermind gains all levels after 5th in the prestige
the threat’s henchmen are 8th level (in the 4th serial),
class, so the mastermind is a 5th-level pointman/6th-
7th level (in the 3rd serial), 6th level (in the 2nd serial),
level inventor. It looks like R&D dominates the roost in
and 5th level (in the 1st serial). To determine the level
the rival agency threat!
of the second henchman in Serial #3, Scott consults
The GC further develops the mastermind, rolling on
Table 3.47 and rolls 2d4, scoring a 4. This indicates that
Table 2.5 to determine the character’s hook (fringe ide-
the additional henchman’s level is 1 lower than
ologue), on Table 2.6 to determine his primary quirk
the other henchman appearing during the same serial
(God complex), on Table 2.7 to determine his primary
(i.e. 6th level). Finally, Scott determines each of the
motivation (legacy), and on Table 2.8 to determine his
henchmen’s classes…

Table 3.44: Faceman/Snoop Prestige Classes


Roll Prestige Class Reference
1 Attaché 1960s Decade Book, page 150
2 Bounty hunter Faceman/Snoop Class Guide, page 6
3–4 Casanova Faceman/Snoop Class Guide, page 7
5 Code Breaker 1960s Decade Book, page 152
6 Detective Faceman/Snoop Class Guide, page 10
7–8 Doppelganger Faceman/Snoop Class Guide, page 12
9 Examiner Faceman/Snoop Class Guide, page 15
10 Hacker Shadowforce Archer Worldbook, page 167
11 Journalist Faceman/Snoop Class Guide, page 17
12 Negotiator Faceman/Snoop Class Guide, page 19
13–14 Networker Faceman/Snoop Class Guide, page 22
15 Oracle Faceman/Snoop Class Guide, page 24
16 Politico Faceman/Snoop Class Guide, page 26
17 Profiler Faceman/Snoop Class Guide, page 28
18–19 Sentry Faceman/Snoop Class Guide, page 30
20 Special — Choose or roll 1d20

Roll Prestige Class Reference


1 Accuser European Commonwealth Chamber Book, page 52
2–3 Betrayer See page 115
4–5 Deceiver Agency, page 109
6–7 Eavesdropper Agency, page 64
8–9 Expert Agency, page 8
10–11 Illuminati European Commonwealth Chamber Book, page 59
12–13 Manipulator See page 57
14–15 Mole Pan-Asian Collective Chamber Book, page 38
16 Paranoid Agency, page 38
17 Pretender African Alliance Chamber Book, page 52
18 Technocrat Shop Threat Book, page 55
19–20 Tyrant See page 63

97
mastermind
• Serial #1: Scott rolls an 11 on Table 3.43 (prestige class The GC decides to hold off generating the henchmen’s
— ignored, since the character is only 4th level), then statistics until he has a full view of the threat.
an 8 on the same table (soldier). This henchman is
Step 3.4: Scott’s threat features no foil, so he skips
a 5th-level soldier.
this step.
• Serial #2: Scott rolls a 10 on Table 3.43 (special), then
Step 4.1: Scott consults Table 3.49 to determine
rolls a 6 on the special sub-table (high roller).
the agent level of each of his threat’s minion squads,
This henchman is a 6th-level high roller.
rolling a 20 for the minions in Serial #1 (1st-level,
• Serial #3 (first henchman): Scott rolls a 7 on Table 3.43 squad size of 14), a 4 for the minions in Serial #2
(snoop). This henchman is a 7th-level high roller. (3rd-level, squad size of 3), an 7 for the first henchman’s
minions in Serial #3 (5th-level, squad size of 4), a 1 for
• Serial #3 (second henchman): Scott rolls a 9 on Table 3.43
the second henchman’s minions in Serial #3 (4th-level,
(wheelman). This henchman is a 6th-level high roller.
squad size of 3), and a 16 for the mastermind’s minions
The GC further develops each henchman using Table in Serial #4 (6th-level, squad size of 10).
2.3: Henchman Hooks, Table 2.4: Henchman Quirks,
Steps 4.2–4.5: Next, Scott determines each minion
Table 2.7: Villain Motivations, and Table 2.8: Villain
squad’s type, vitality die, ability score points, and feats…
Flaws, establishing a personality for each character
in turn. These personalities are unimportant for the
purposes of this example.

Table 3.45: Fixer/Pointman Prestige Classes


Roll Prestige Class Reference
1–2 Cleaner Fixer/Pointman Class Guide, page 6
3 Courier Fixer/Pointman Class Guide, page 7
4 Counter-Terrorist Shadowforce Archer Worldbook, page 165
5 Forward Fixer/Pointman Class Guide, page 9
6–7 Goodfella Fixer/Pointman Class Guide, page 11
8 Grifter Fixer/Pointman Class Guide, page 13
9 Inventor Fixer/Pointman Class Guide, page 15
10–11 Menace 1960s Decade Book, page 153
12 Ninja Fixer/Pointman Class Guide, page 17
13 Officer Fixer/Pointman Class Guide, page 19
14 Provocateur Fixer/Pointman Class Guide, page 21
15 Ranger Fixer/Pointman Class Guide, page 23
16 Saboteur Fixer/Pointman Class Guide, page 24
17–18 Smuggler Fixer/Pointman Class Guide, page 26
19 Spymaster 1960s Decade Book, page 155
20 Special — Choose or roll 1d20

Roll Prestige Class Reference


1 Cat Burglar Shadowforce Archer Worldbook, page 163; Agency, page 62
2–3 Commander African Alliance Chamber Book, page 50
4–5 Dai Lo Pan-Asian Collective Chamber Book, page 37
6 Field Analyst Archer Foundation Chamber Book, page 49
7–8 Field Commander Agency, page 111
9 Guide Agency, page 10
10–11 Lord Archer Foundation Chamber Book, page 54
12–14 Mentor See page 59
15 Producer Agency, page 87
16–17 Tamer See page 119; African Alliance Chamber Book, page 53
18 Trainer Agency, page 89
19–20 Troubleshooter African Alliance Chamber Book, page 55

98
organization
• Serial #1: Scott rolls a 12 on Table 3.50 (strong minion), The GC further develops each minion squad using
a 9 on Table 3.51 (d6 vitality die), a 20 on Table 3.52 Table 1.1: Minion Tags — Accessories, Table 1.2: Minion
(135 ability score points), and a 7 on Table 3.53 (1 addi- Tags — Behavior, and Table 1.3: Minion Tags — Dress,
tional feat). establishing a combined schtick for each squad in turn.
These schticks are unimportant for the purposes of
• Serial #2: Scott rolls a 19 on Table 3.50 (special —
this example.
he rolls 4d20 and scores a 29 (heavy)), a 12 on Table
3.51 (d6 vitality die), a 9 on Table 3.52 (80 ability score Step 4.6: The GC decides to hold off generating
points), and a 4 on Table 3.53 (no additional feats). the minion squads’ statistics until he has a full view
of the threat.
• Serial #3 (first henchman): Scott rolls a 4 on Table 3.50
(smart minion), an 11 on Table 3.51 (d6 vitality die), a 10 Step 5.1: Now that he’s got the players, Scott needs
on Table 3.52 (85 ability score points), and a 5 on Table a stage. Following the instructions under Step 5.1, he fins
3.53 (no additional feats). that the hierarchy ratings of the various HQ action sites
are 1 (Serial #1 henchman), 2 (Serial #2 henchman), 3
• Serial #3 (second henchman): Scott rolls an 8 on Table
(both Serial #3 henchmen), and 7 (Serial #4 mastermind).
3.50 (stealthy minion), a 1 on Table 3.51 (d4 vitality die),
a 6 on Table 3.52 (65 ability score points), and a 2 on Step 5.2: Scott consults Table 3.55, looking up each
Table 3.53 (no additional feats). of his HQ sites’ hierarchy ratings to determine their
site ratings…
• Serial #4: Scott rolls a 17 on Table 3.50 (corresponding
minion type — since the mastermind’s first base class
was pointman, the minions possess the smart minion
• Serial #1: Scott rolls 1d4–1 for personnel (scoring a 2),
type), a 16 on Table 3.51 (d8 vitality die), a 9 on Table
1d3–1 for secrecy (scoring a 1), and 1d3–1 for security
3.52 (80 ability score points), and a 4 on Table 3.53
(scoring a 2). The sum of these results is 5, so none are
(no additional feats).
reduced.

Table 3.46: Soldier/Wheelman Prestige Classes


Roll Prestige Class Reference
1 Ace Soldier/Wheelman Class Guide, page 6
2 Armorer Soldier/Wheelman Class Guide, page 7
3–4 Bodyguard Soldier/Wheelman Class Guide, page 9
5–6 Grunt Soldier/Wheelman Class Guide, page 10
7 Hunter Soldier/Wheelman Class Guide, page 12
8 Mariner Soldier/Wheelman Class Guide, page 13
9 Medic Soldier/Wheelman Class Guide, page 15
10 Slammer Soldier/Wheelman Class Guide, page 17
11–12 Sniper Shadowforce Archer Worldbook, page 170
13 Stingray Soldier/Wheelman Class Guide, page 18
14–15 Street Fighter Soldier/Wheelman Class Guide, page 20
16 Street Knight Soldier/Wheelman Class Guide, page 21
17 Tactician Soldier/Wheelman Class Guide, page 23
18–19 Triggerman Modern Arms Guide, page 8
20 Special — Choose or roll 1d20

Roll Prestige Class Reference


1–4 Conqueror See page 54
5–7 Drifter Agency, page 36
8–10 Eternal See page 56
11–13 Hitman See page 117
14–17 Predator See page 61
18–20 Raptor Pan-Asian Collective Chamber Book, page 39

99
mastermind
• Serial #2: Scott rolls 1d4 for personnel (scoring a 4), 1d3–1 Step 6.1: Consulting Table 3.56 using his agenda
for secrecy (scoring a 2), and 1d3–1 for security (scoring (peace), Scott rolls 1d20 and scores a 7. The threat
a 1). The sum of these results is 7, so none are reduced. possesses no base resource.
• Serial #3 (first henchman): Scott rolls 1d4 for person- Step 6.2: Scott makes one roll on Table 3.57 for each
nel (scoring a 4), 1d3 for secrecy (scoring a 3), and 1d3 serial from #2 to #4…
for security (scoring a 3). The sum of these results is 10,
• Serial #2: Scott rolls 1d20, scoring a 16 (special).
which is 2 higher than the listed maximum, so the
He rolls another 1d20, scoring a 19 (Worse Than Death
personnel rating is reduced to 3 and Scott chooses
— the threat meets this resource’s minimum loyalty
to reduce the site’s security rating to 2.
requirement, so it keeps it). Scott rolls a third 1d20,
• Serial #3 (second henchman): Scott rolls 1d4 for scoring a 7 (the serial also features Fanatics, Martyrs,
personnel (scoring a 2), 1d3 for secrecy (scoring a 2), and/or Self-Destruct Mechanism). However, since the
and 1d3 for security (scoring a 2). The sum of these threat doesn’t meet the minimum requirements for any
results is 6, so none are reduced. of these additional resources, it doesn’t keep them.
• Serial #4: Scott rolls 2d4–2 for personnel (scoring a 4), • Serial #3: Scott rolls 1d20, scoring a 1 (special). He rolls
1d6 for secrecy (scoring a 2), and 1d6 for security (scoring another 1d20, scoring a 19 (no resource). The hierarchy
a 4). The sum of these results is 10, so none are reduced. rating of this serial’s HQ is not lower than the threat’s
scope – 1, so it doesn’t change.
• Serial #4: Scott rolls 1d20, scoring a 9 (special). He rolls
Table 3.47: Threat Randomizer another 1d20, scoring a 20 (no resource). The hierarchy
— Additional Henchman rating of this serial’s HQ is not lower than the threat’s
Agent Levels scope – 1, so it doesn’t change.
Roll Henchman Level
2–3 –2 agent levels Step 6.3: Scott’s threat possesses only one resource
4–5 –1 agent level — Worse Than Death, during Serial #2. Following
6–7 +0 agent levels the instructions under Step 6.3, he determines that the
8 +1 agent level hierarchy rating of the site containing the resource is 1.
He then proceeds back to Step 5.2 to determine the
resource site’s personnel, secrecy, and security ratings.
Table 3.48: Threat Randomizer He rolls 1d4–1 for personnel (scoring a 1), 1d3–1 for
— Foil Agent Level secrecy (scoring a 1), and 1d3–1 for security (scoring
and First Appearance a 1). The sum of these results is 3, so none are reduced.
Roll Agent Level First Appearance Once Scott fleshes out this threat’s characters
1 –6 –7 and locations, and completes the statistics for each
2 –5 –7 of the special characters and minion squads, he can pit
3 –7 –6 the finished product against the agents!
4 –6 –6
5 –5 –6
6 –6 –5
Table 3.49: Minion Level
7 –5 –5
and Squad Size
8 –4 –5 Roll Minion Level Squad Size
9 –5 –4 1 –2 3
10 –4 –4 2 –2 4
11 –3 –4 3 –3 5
12 –4 –3 4 –3 6
13 –3 –3 5 –4 7
14 –2 –3 6 –4 8
15 –3 –2 7 –5 9
16 –2 –2 8 –5 10
17 –1 –2 9 –6 11
18 –2 –1 10 –6 12
19 –1 –1 11 –7 13
20 –1 –0 12 –7 14

100
organization
Table 3.50: Minion Type
Roll Minion Type
1–5 Smart Minion (see page 14)
6–10 Stealthy Minion (see page 14)
11–15 Strong Minion (see page 14)
16–18 Corresponding Minion Type — If the commanding special NPC’s first base class was pointman or snoop, his minions
gain the smart minion type. If the commanding special NPC’s first base class was faceman or fixer, his minions
gain the smart minion type. In all other cases, the commanding special NPC’s minions gain the strong minion type.
19–20 Special — Choose or roll 4d20.
Roll Special Mission Type
4 Academic (see the 1960s Decade Book, page 192, or the Archer Foundation Chamber Book, page 80)
5 Android (see page 30)
6 Aristocrat (see the European Commonwealth Chamber Book, page 90)
7 Bloodstained Penitent (see the Pan-Asian Collective Chamber Book, page 63)
8 CIA Field Officer (see the 1960s Decade Book, page 193)
9 Civil Servant (see Agency, page 76)
10–11 Community Criminal (see the 1960s Decade Book, page 194, or the Pan-Asian Collective Chamber Book, page 64)
12–13 Conscript (see the 1960s Decade Book, page 194)
14 Contract Killer (see the 1960s Decade Book, page 195)
15 Counter-Intelligence Agent (see the 1960s Decade Book, page 196)
16 Deep Cover Operative (see the Pan-Asian Collective Chamber Book, page 65)
17 Desk Jockey (see Agency, page 120)
18 Diplomat (see the African Alliance Chamber Book, page 84)
19–20 Drug Lord (see the Hand of Glory Threat Book, page 73)
21 Emergency Medical Technician (EMT) (see Agency, page 22)
22–23 Femme Fatale (see the Archer Foundation Chamber Book, page 80)
24 Financier (see the European Commonwealth Chamber Book, page 91)
25 Frogman (see the Hand of Glory Threat Book, page 74)
26 Gangster (see page 31)
27 Gunner (see page 32)
28–29 Heavy (see the European Commonwealth Chamber Book, page 92)
30 Hot Rodder (see the African Alliance Chamber Book, page 85)
31 Instructor (see Agency, page 96)
32 KGB Agent (see the 1960s Decade Book, page 197)
33 Lackey (see the 1960s Decade Book, page 198)
36 Lawyer (see the European Commonwealth Chamber Book, page 93)
37 Lone Gunman (see the European Commonwealth Chamber Book, page 94)
38 Mad Bomber (see page 33)
39–40 Martial Arts Mook (see the Pan-Asian Collective Chamber Book, page 66)
42 Media (see the European Commonwealth Chamber Book, page 95)
43–45 Mercenary (see Agency, page 47, or the Archer Foundation Chamber Book, page 81)
46 Monitor (see the African Alliance Chamber Book, page 86)
47 Monkey Wrench (see the Shop Threat Book, page 96)
48 Mouthpiece (see the African Alliance Chamber Book, page 86)
49–51 Operative (see the 1960s Decade Book, page 199, or the Archer Foundation Chamber Book, page 83)
52 Paper Pusher (see Agency, page 97, or the Archer Foundation Chamber Book, page 84)
53 Police Official (see the 1960s Decade Book, page 200, or the Archer Foundation Chamber Book, page 84)
54–56 Professional (see the 1960s Decade Book, page 200, or the Archer Foundation Chamber Book, page 85)
57 Professional Athlete (see Agency, page 77)
58 Rabble-Rouser (see the African Alliance Chamber Book, page 87)
59 Raider (see the Archer Foundation Chamber Book, page 87)
60 Region Commander (see Agency, page 121)
61 Researcher (see Agency, page 22)
62 Resistance Fighter (see page 34)
63–65 Security Guard (see the African Alliance Chamber Book, page 88)
66–67 Shadow Warrior (see the Pan-Asian Collective Chamber Book, page 66)

101
mastermind
Table 3.50: Minion Type (Cont.)
68–70 Shocktrooper (see the Hand of Glory Threat Book, page 78)
71 Sleeper (see page 35)
72 Special Forces Operator (see page 36)
73 Special Inspector (see the Pan-Asian Collective Chamber Book, page 68)
74–75 Squad Leader (see the African Alliance Chamber Book, page 89)
76 Stalker (see the African Alliance Chamber Book, page 90)
77 Street Fence (see Agency, page 47)
78 Technophile (see the Pan-Asian Collective Chamber Book, page 68)
79 Urban Biker (see the Pan-Asian Collective Chamber Book, page 69)
80 Wingman (see the 1960s Decade Book, page 201)

Table 3.52: Minion


Ability Score Points
Roll Points
Table 3.51: Minion Vitality Dice 1–5 60
Roll Vitality Dice 6 65
1–5 d4 7 70
6–15 d6 8 75
16–20 d8 9 80
10 85
11 90
12 95
Table 3.53: Minion Feats 13 100
Roll Additional Feats 14 105
1–5 0 15 110
6–10 1 16 115
11–15 2 17 120
16–20 3 18 125
19 130
20 135
Table 3.54: Action Site Hierarchy Rating
Scope Serial #1 Serial #2 Serial #3 Serial #4 Serial #5 Serial #6 Serial #7 Serial #8
1 1 1 1 1 1 1 1 1
2 1 1 1 1 2 2 2 2
3 1 1 1 2 2 2 3 3
4 1 1 2 2 2 3 3 3
5 1 1 2 2 3 3 3 4
6 1 2 2 3 3 4 4 5
7 1 2 3 4 4 5 5 6
8 1 2 3 4 5 6 6 7
9 1 2 3 4 5 6 7 8
10 2 3 4 5 6 7 8 9

Table 3.55: Other Action Site Ratings


Hierarchy Personnel Secrecy Security Maximum Sum
1 1d4–1 1d3–1 1d3–1 6
2 1d4 1d3–1 1d3–1 7
3 1d4 1d3 1d3 8
4 1d6–1 1d4 1d4 9
5 2d4–2 1d4 1d4 10
6 2d4–1 1d4 1d4 11
7 2d4–2 1d6 1d6 12
8 2d4–1 1d6 1d6 13
9 2d4 1d6 1d6 14
10 2d6–2 1d6+1 1d6+1 15

102
organization
Table 3.56: Base Threat Resource
Agenda Roll Base Threat Resource
Agitation 1–10 None
11–15 Manipulators (influence 2+ only)
16–17 Moles (influence 6+ only)
18–20 Propaganda (influence 5+ only)
Anarchist 1–10 None
11–16 Armory (wealth 5+ only)
17–19 Hardened Killers (loyalty 6+ only)
20 Weapons of Mass Destruction (technology 7+ only)
Assassination 1–10 None
11–13 Armory (wealth 5+ only)
14–15 Departmental Access (loyalty 3+ only)
16–17 Exotic Poisons (technology 3+ only)
18–20 Hardened Killers (loyalty 6+ only)
Conquest 1–10 None
11–13 Fleet Support (wealth 3+ only)
14–18 Manipulators (influence 2+ only)
19–20 Training Facilities (loyalty 5+ and wealth 3+ only)
Control 1–10 None
11 Legitimate Front* (influence 3+ only)
12–15 Manipulators (influence 2+ only)
16–19 Moles (influence 6+ only)
20 Secret Identification Method (influence 4+ only)
Counter 1–10 None
11–14 Departmental Access (loyalty 3+ only)
15–16 Manipulators (influence 2+ only)
17–18 Public Support (influence 8+ and scope 5+ only)
19–20 Secret Identification Method (influence 4+ only)
Credibility 1–10 None
11–14 Manipulators (influence 2+ only)
15 Media Blackout (influence 6+ only)
16–20 Secure Communications (technology 5+ only)
Destruction 1–10 None
11–12 Armory (wealth 5+ only)
13–18 Hardened Killers (loyalty 6+ only)
19 Master Plan (influence 5+ only)
20 Weapons of Mass Destruction (technology 7+ only)
Enlightenment 1–10 None
11–15 Filthy Stinking Rich (wealth 7+ only)
16–18 Private Collection (wealth 8+ only)
19–20 R&D Division (technology 10+ only)
Entertainment 1–10 None
11–12 Deathtraps (technology 8+ only)
13–17 Filthy Stinking Rich (wealth 7+ only)
18–20 Private Collection (wealth 8+ only)
Evolution 1–10 None
11–13 Master Plan (influence 5+ only)
14–18 Worse Than Death (loyalty 2+ only)
19–20 Weapons of Mass Destruction (technology 7+ only)
Expansion 1–10 None
11–14 Armory (wealth 5+ only)
15–18 Fleet Support (wealth 3+ only)
19–20 Manipulators (influence 2+ only)

103
mastermind
Table 3.56: Base Threat Resource (Cont.)
Agenda Roll Base Threat Resource
Extinction 1–10 None
11–14 Exotic Poisons (technology 3+ only)
15–17 Weapons of Mass Destruction (technology 7+ only)
18–20 Worse Than Death (loyalty 2+ only)
Genocide 1–10 None
11–14 Armory (wealth 5+ only)
15–16 Fleet Support (wealth 3+ only)
17–18 Hardened Killers (loyalty 6+ only)
19–20 Weapons of Mass Destruction (technology 7+ only)
Grail 1–10 None
11–12 Escape Routes*
13–17 Filthy Stinking Rich (wealth 7+ only)
18–20 Private Collection (wealth 8+ only)
Greed 1–10 None
11–13 Independent Energy Source (technology 11+ only)
14–17 Manipulators (influence 2+ only)
18–20 Satellite Networks (technology 9+ only)
Luddite 1–10 None
11–12 Exotic Poisons (technology 3+ only)
13–17 Secret Identification Method (influence 4+ only)
18–20 Worse Than Death (loyalty 2+ only)
Meddler 1–10 None
11–12 Escape Routes*
13–17 Manipulators (influence 2+ only)
18–20 Legitimate Front* (influence 3+ only)
Megalomania 1–10 None
11–12 Filthy Stinking Rich (wealth 7+ only)
13–17 Private Collection (wealth 8+ only)
18–20 Worse Than Death (loyalty 2+ only)
Peace 1–10 None
11–13 Manipulators (influence 2+ only)
14–17 Media Blackout (influence 6+ only)
18–20 Propaganda (influence 5+ only)
Political Machination 1–10 None
11–13 Legitimate Front* (influence 3+ only)
14–20 Manipulators (influence 2+ only)
Power 1–10 None
11–12 Departmental Access (loyalty 3+ only)
13–17 Master Plan (influence 5+ only)
18–20 Secure Communications (technology 5+ only)
Proletarian 1–10 None
11–12 Armory (wealth 5+ only)
13–18 Propaganda (influence 5+ only)
19–20 Worse Than Death (loyalty 2+ only)
Propaganda 1–10 None
11 Media Blackout (influence 6+ only)
12–19 Propaganda (influence 5+ only)
20 Worse Than Death (loyalty 2+ only)
Reconstruction 1–10 None
11–12 Departmental Access (loyalty 3+ only)
13–16 Legitimate Front* (influence 3+ only)
17–20 Secure Communications (technology 5+ only)

104
organization
Table 3.56: Base Threat Resource (Cont.)
Agenda Roll Base Threat Resource
Redemption 1–10 None
11–13 Filthy Stinking Rich (wealth 7+ only)
14–17 Propaganda (influence 5+ only)
18–20 Worse Than Death (loyalty 2+ only)
Revelation 1–10 None
11–13 Moles (influence 6+ only)
14–16 R&D Division (technology 10+ only)
17–20 Secure Communications (technology 5+ only)
Revenge 1–10 None
11–13 Deathtraps (technology 8+ only)
14–16 Fleet Support (wealth 3+ only)
18–20 Hardened Killers (loyalty 6+ only)
Secrecy 1–10 None
11–12 Deathtraps (technology 8+ only)
13–15 Escape Routes*
16–20 Media Blackout (influence 6+ only)
Subversion 1–10 None
11–13 Manipulators (influence 2+ only)
14–17 Moles (influence 6+ only)
20 Legitimate Front* (influence 3+ only)
Takeover 1–10 None
11–13 Departmental Access (loyalty 3+ only)
14–17 Master Plan (influence 5+ only)
18–20 Training Facilities (loyalty 5+ and wealth 3+ only)
Terrorist 1–10 None
11–13 Armory (wealth 5+ only)
14–16 Hardened Killers (loyalty 6+ only)
17–20 Worse Than Death (loyalty 2+ only)
Transformation 1–10 None
11–15 Fall Guy (influence 4+ only)
16–18 Propaganda (influence 5+ only)
19–20 Secure Communications (technology 5+ only)
Visionary 1–10 None
11–12 Filthy Stinking Rich (wealth 7+ only)
13–15 Legitimate Front* (influence 3+ only)
16–20 Master Plan (influence 5+ only)
* See Paradigm Concept’s Most Wanted, available everywhere.

Table 3.57: Additional Threat Resources


Roll Consult Table
1–5 Special — roll 1d20.
1–2 Basic Cloning (technology 7+ and wealth 6+ only)
3–4 Armory (wealth 5+ only)
5–6 Benevolent (credibility, enlightenment, grail, peace, or visionary agenda only). Roll 1d20 — with a result
of 1–10, the threat also gains the Public Sympathy resource during the same serial (influence 5+ only)
7–8 Bundle Dispensary (wealth 5+ only)
9–10 Death Camps (loyalty 8+ only)
11–12 Deathtraps* (technology 8+ only)
13–14 Departmental Access (loyalty 3+ only). Roll 1d20 — with a result of 1–10, the threat also gains the
Departmental Training resource during the same serial (loyalty 4+ only)
15–16 Dungeons (influence 5+ and wealth 4+ only). Roll 1d20 — with a result of 1–10, the threat also gains
the Torture Chambers resource during the same serial
17–18 Escape Routes*
19–20 None. If the hierarchy rating of this serial’s HQ is less than the threat’s scope minus 1, it is increased by 1.

105
mastermind
Table 3.57: Additional Threat Resources (Cont.)
Roll Consult Table
6–10 Special — roll 1d20.
1–2 Exotic Poisons (technology 3+ only)
3–4 Faceless Legions (loyalty 3+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Elite
Guard resource during the same serial (loyalty 7+ only)
5–6 Fall Guy (influence 4+ only)
7–8 Filthy Stinking Rich (wealth 7+ only)
9–10 Fleet Support (wealth 3+ only)
11–12 Fluid Assets (wealth 8+ only)
13–14 Hardened Killers (loyalty 6+ only). Roll 1d20 — with a result of 1–10, the threat also gains the
Fearsome Reputation and/or Sleepers* resource(s) during the same serial, per the GC’s discretion
(influence 5+ and loyalty 7+ only, respectively)
15–16 Hunting Grounds (wealth 4+ only)
17–18 Independent Energy Source (technology 11+ only)
19–20 None. If the hierarchy rating of this serial’s HQ is less than the threat’s scope minus 1, it is increased by 1.
11–15 Special — roll 1d20.
1–2 Legitimate Front* (influence 3+ only)
3–4 Manipulators (influence 2+ only). Roll 1d20 — with a result of 1–10, the threat also gains the
Government Affiliation* resource during the same serial (influence 6+ only)
5–6 Master Plan (influence 4+ only). Roll 1d20 — with a result of 1–10, the threat also gains the Foolproof
Plan resource during the same serial (influence 8+ only)
7–8 Media Blackout (influence 6+ only)
9–10 Moles (influence 6+ only)
11–12 Motor Pool (wealth 5+ only)
13–14 Nerve Center (technology 5+ only). Roll 1d20 — with a result of 1–10, the threat also gains the
Integrated Agendas resource during the same serial (scope 4+ only)
15–16 Private Collection (wealth 8+ only)
17–18 Propaganda (influence 5+ only)
19–20 None. If the hierarchy rating of this serial’s HQ is less than the threat’s scope minus 1, it is increased by 1.
16–20 Special — roll 1d20.
1–2 Public Support (influence 8+ and scope 5+ only)
3–4 Rapid Transit Link (technology 15+ only)
5–6 R&D Division* (technology 10+ only)
7–8 Satellite Network (technology 9+ only). Special — roll 1d20.
1–5 ECM power rating (see the Fixer/Pointman Class Guide, page 103)
6–10 Surveillance bonus (see the Fixer/Pointman Class Guide, page 103)
11–15 Chase bonus (see the Fixer/Pointman Class Guide, page 103)
16–20 Search bonus (see the Fixer/Pointman Class Guide, page 103)
9–10 Secret Identification Method (influence 4+ only)
11–12 Secure Communications (technology 5+ only)
13–14 Training Facilities* (loyalty 5+ and wealth 3+ only). Roll 1d20 — with a result of 1–10, the threat also
gains the Raw Recruits* resource during the same serial (loyalty 7+ only).
15–16 Weapons of Mass Destruction (technology 7+ only). Roll 1d20 — with a result of 1–10, the threat also
gains the Orbital Bombardment resource during the same serial (technology 13+ only)
17–18 Worse Than Death (loyalty 2+ only). Roll 1d20 — with a result of 1–10, the threat also gains the
Fanatics, Martyrs, and/or Self-Destruct Mechanism resource(s) during the same serial, per the GC’s
discretion (loyalty 5+, loyalty 8+, and technology 5+ only, respectively)
19–20 Roll twice more on this table, adding both resources to the current serial.
* See Paradigm Concept’s Most Wanted, available everywhere.

106
“In Italy for 30 years under the Borgias they had
warfare, terror, murder, and bloodshed, but they
produced Michelangelo, Leonardo da Vinci, and the
Renaissance. In Switzerland they had brotherly love…
they had 500 years of democracy and peace, and what
did that produce? The cuckoo clock.”
— Harry Lime, The Third Man

Playing
a villain
campaign 4
mastermind
INTRODUCTION TVYPES OF
ILLAINOUS
In the shadowy world of espionage, black-and-white
CAMPAIGNS
morality often fades to gray. Agents tread a murky
ethical path — they must kill to prevent murder, wage
war to maintain peace, and lie in the pursuit of truth. Bad guys have been around as long as there have
By most people’s standards, their actions would make been heroes — one can’t exist without the other. In the
them criminals or villains. same way, the villainous campaign is a dark mirror
Like any team of ‘good’ agents, the operatives of image of the standard Spycraft game, in which power-
a criminal organization undertake missions on behalf ful and secretive organizations plan ruthless conquests,
of a hierarchy with great resources and sometimes- execute calculating plans for world domination, and
shadowy goals. They may even be affiliated with battle against the forces of good that conspire to ruin
a government or international coalition. But while these their master plans.
surface similarities exist between villainous operatives There are three distinct types of villainous campaign
and their Agency counterparts, the campaign in which — the antihero campaign, in which the players become
they shine is quite different at its core. the Agency’s antithesis, the conspiracy campaign,
The villainous campaign offers a new and exciting in which agents pursue a long term and shadowy goal
twist to Spycraft, challenging the players and the GC in or conspiracy, and the prankster campaign, in which the
new and interesting ways. What follows is a discussion villains become a foil that seeks to disrupt or undermine
of the nature of the villainous campaign, its advantages the efforts of others.
and pitfalls, and an offering of new mechanical options
to support the arsenals of villainous characters and The Antihero Campaign
their minions. The antihero campaign is the ‘classic bad guy’ story,
in which the players become part of an organization
working against the system to further their own
maniacal goals. The villains in an antihero campaign
Defining the Opposition believe themselves to be misunderstood champions
pursuing an ambiguous but far-reaching goal, such
The world of the villainous campaign is as global domination, destruction of their enemies,
topsy-turvy — bad is good, white is black, and the or attaining limitless wealth. Rogue agencies such
Agency is likely one of the team’s most prominent as Alias’s SD-6 and criminal syndicates such
enemies. But how does a team define the Agency as S.P.E.C.T.R.E. from the James Bond franchise
as an enemy in the Spycraft system? The answer are excellent examples of antihero organizations.
is simple — design the Agency using the Mastermind The antihero campaign inverts the morality and
System! perceptions of the standard Spycraft game. The Agency
Most governments and intelligence agencies have is transformed from a benevolent super power to
access to resources similar to those of a criminal a domineering collective seeking to crush all who stand
organization — weapons of mass destruction, research against it, and world governments become misguided
and design facilities, military training camps, and the bureaucracies that have lost sight of their true
like. Likewise, a criminal organization can function ambitions. Only the villains can show them the path
almost exactly as an intelligence agency; it receives to truth. Operatives of antihero criminal organizations
material support, wields super-science gadgets, feel justified in their actions, and little remorse for those
taps into an worldwide information network, calls that dare stand in their way — after all, their ends
on the assistance of outside sources, and engages always justify their means.
in globe-hopping adventures — just like the spies Antihero organizations always have clear enemies,
on the Agency’s front line. and thusly operate both covertly and overtly to achieve
Conversely, if the GC wants to determine the their goals, approaching problems with a certain level
specific rules and benefits provided by a criminal of moral authority. Agents of these organizations
organization, he should consult the home office fight with just as much fervor as operatives
creation rules presented in The Agency sourcebook. of the Agency. Though they may blow up buildings,

108
playing a villain campaign
assassinate enemies, and take hostages as often as they The Prankster Campaign
attack financial infrastructures or secretly infiltrate
The prankster campaign is much less heavy-handed
enemy operations, they claim that the only difference
than the antihero and conspiracy campaigns. Prankster
between them and more altruistic agents is methodology.
organizations are driven by their beliefs, rather than
An antihero organization is familiar to most
a particular mission or plan, seeking a fundamental
Spycraft players, consisting of a strong hierarchy
change in the world, its freedoms, or its ideals. Toward
built upon ambition and treachery, lead by a cadre
this end, pranksters shake things up by revealing
of powerful and intelligent leaders, and manned
secrets, thwarting authority, and otherwise disrupting
by legions of minions and mercenaries. In this model,
“the establishment.” Good examples of a prankster
the mastermind is the organization’s ultimate ruler and
at work include the Joker of the Batman franchise, Tyler
his henchmen are hand-chosen for their devotion and
Durden of Fight Club, and David Lightman in the film
effectiveness. Absolute loyalty is demanded of minions,
War Games.
and threats to the organization — both external and
Pranksters are villains in part due to their ignorance
internal — are stamped out with impunity. This makes
of the consequences of their actions. While not
life in an antihero organization quite harsh; failure is
as threatening as a nuclear power or secret plot to take
often repaid with death, and ambitious junior members
over the world, a prankster organization nonetheless
must be ready to fight their way to the top — and defend
tears at the cloak that conceals the secret wars between
what power they attain at all times, with their very lives.
nations, threatening to uncover secrets that could
The Conspiracy Campaign endanger the security of a nation, or the entire world.
In the end, most pranksters view their actions as a sort
There are great and shadowy powers that exist
of twisted altruism, an attempt to guide the world
outside of the average person’s perception, unseen
toward a new era free of the tyranny of law, politics,
puppeteers pulling the strings that make the nations
secrecy, financial debt, and other social establishments.
of the world dance. The villains in a conspiracy
Prankster organizations are often small, mainly
campaign are these calculating manipulators who
because they’re often built upon a specific interest and
covertly seek a specific but far-reaching plan — the
partly due to the great risk their actions entail.
creation of a New World Order, control of international
Operatives of a prankster organization are brought
finance, or domination of a power beyond human
together by mutual beliefs — commonly a desire for
comprehension. The Cigarette Smoking Man and his
truth, anarchy, or revenge — and thus the organization
cohorts from the X-Files TV series are a prime example
is much more collegial than hierarchical, with members
of a grand conspiracy in action.
coming and going as they please. Yet the loyalty of
Subtlety and secrecy define a conspiracy campaign,
a prankster organization is incredibly high, as each
in which villainous organizations rarely make moves
operative forms an important part of the whole and/or
that reveal their true motives, or even their existence.
plays a key role in the organization’s work.
Agents of these organizations are trained extensively
to sow disinformation and confusion at every turn,
transforming misdirection into high art. In many ways,
this makes a conspiracy campaign the closest to that
of a standard Agency game.
BEING A BAD GUY
The villainous campaign opens up an entirely different
The structure of a conspiratorial organization
set of roleplaying and storytelling opportunities, both for
is much like that of a spider and its web. At the center
the players and for the GC, but playing villains for the first
of this web lies the plan, the ultimate aspirations upon
time can be a daunting task. This section discusses what it
which the entire organization radiates. The leadership
takes to be a villain, what’s different from a standard
remains confined to a small body in order to keep
‘heroic’ campaign, and the ways criminal organizations
the plan secret, building a vast network of contacts,
approach problems and tackle missions.
freelancers, mercenaries, and informants to serve as
its minions. These underlings have no knowledge of What is a Villain?
the organization or their ultimate purpose, instead
A villain is a person employed by or affiliated with
conducting each task in isolation from their colleagues.
an organization that pursues its own goals and objec-
This structure is contrived to make unraveling the
tives, without concern or consideration of the world at
web incredibly difficult, giving the conspiracy time
large. He may range from a low-ranking minion to
to execute its master plan before anyone is the wiser.

109
mastermind
a faithful lieutenant to a mastermind behind the orga- often turning them to his ends without them ever
nization’s ultimate schemes. Nearly all villains foster realizing it. Corporate powerbrokers, con artists, and
some sort of goal or master plan, employing tactics femme fatales are all classic corrupter archetypes.
ranging from clandestine operations to all-out warfare.
The pursuit of this goal is commonly all encompassing,
and the realization of it forms the basis of the origin and
Potential Pitfalls in
existence for the villains and their organization. a Villain Campaign

What does it mean to be a Villain? The villain campaign offers players and the GC
many unique options for exploring Spycraft’s darker
Being a villain means more than being ‘evil,’ in
corners, but this genre is not without its perils — most
the traditional sense of the word. More than anything,
players are not used to the idea of playing bad guys.
a villain is incredibly selfish, pursuing his own ends with-
When running or playing a villainous campaign,
out regard for the rules or welfare of others. Unlike the
watch out for the following pitfalls.
Spycraft superspy, whose work is predominantly altruistic
in nature, a villain’s only moral and ethical checkpoints Being Bad for the Sake of Badness: This is the
are those set by his organization. A villain believes there ‘Chaotic Evil’ syndrome — the player or GC resorts to
is no right or wrong — just actions taken by people playing their villains in such an utterly evil fashion
pursuing their own selfish goals — and thus, the villain that the characters become simplistic sociopaths with
believes that the ends always justify the means. little character depth. When this happens, the guilty
Much like a successful superspy, a successful villain parties should be reminded that villains are not
has a strong sense of commitment. A criminal’s life is always evil so much as morally ambiguous (a much
difficult — he’s constantly harassed by the authorities, more playable ethic). A villain doesn’t have to be
plagued by enemies, and struggling to realize his grand truly evil all the time, and most likely has at least
goals — and so commitment to the ideals or goals of his some beliefs that line up with those held by the rest
organization are key to his success. Criminal organiza- of society. By portraying villains as misguided but
tions rely upon this loyalty and effectiveness just as essentially human beings, everyone can expect
much (or even more so) than intelligence agencies, a much more satisfactory gaming experience.
for they often lack the human and material resources The Danger of Camp: Camp is another common
to retry efforts after they fail. issue in villain campaigns. Sure, many James Bond
Likewise, self-sufficiency is a key attribute of any villains were unabashedly campy — men who painted
good villain. Unlike the classic Agency superspy, the their women gold, threw razor-sharp hats, or bit
villain’s worldview and ultimate goals set him apart through sheet metal with their bare teeth. But in the
from public opinion, and the organization he works for end, these rather silly villains were only on screen for
usually works without the sponsorship of a legitimate an hour or two at a time (less than half of a normal
political body. Furthermore, internal politics within game session)! Good villain roleplaying is about
a criminal organization can often consume aspiring subtlety and nuance — no amount of maniacal
leaders, as the powers that be eliminate threats to their laughing or quirky behavior can prove one’s villainy
control before they grow too powerful. Consequently, over calculated maneuvering and callous ambition.
good villains learn to survive on their own merits, and Dealing with Depravity: Sometimes, players can
to solve problems with creativity rather than resources. go a little over-the-top in their depiction of ‘evil’
behavior, to the point of excess. Wantonly murdering
Types of Villains innocent civilians, mutilating and torturing captives
While a villain can take many conceptual forms, for information, and worse can all bring an otherwise
Spycraft players are likely to come across five basic enjoyable game to a screeching halt. But being a bad
archetypes — the corrupter, the killer, the powermonger, guy — or the player of a bad guy — doesn’t give some-
the saboteur, and the schemer. Each can be found in any one the right to do whatever they want. Remember
type of villain campaign, and provide players a solid that if one player’s actions make even one other
grounding in which to frame their characters. player uncomfortable, he risks ruining a night of fun
roleplaying — and devolving his character to a mere
• Corrupter: The liar and the cheater, the snake with the
caricature in the process. Everyone should remain
proverbial apple who lures the unsuspecting into
sensitive to the feelings and sensibilities of the GC
his schemes, the corrupter’s power base is built on ill-
and their teammates when dabbling at the fringes
gotten consensus, formed lies, blackmail, seduction,
of acceptable behavior — your campaign can only
and corruption. Like the devil, the corrupter uses subtle
benefit from the effort.
deception and temptation to force the hands of others,

110
playing a villain campaign
• Killer: The most straightforward of the villainous because these assets — money, weapons, and technology
archetypes, the killer is destruction incarnate. The worst — are tools that can help the organization achieve its
kind of human being, he preys upon his targets with ultimate goals. The antihero organization’s concern with
ruthless precision and efficiency, destroying things revenge and power also ties back to freedom from
simply because they don’t fall within his narrow plans control, if only to circumvent the laws that ‘tie its hands,’
— often with bold, decisive moves designed only to hampering its ultimate aspirations.
shock. Serial killers, assassins, anarchists, and rogue Conspiracies are usually preoccupied with control
generals are all examples of killers in action. of assets; these villains seek to hoard secrets and
resources all for themselves, as these stockpiles gives
• Powermonger: The powermonger lusts after control —
the organization the edge it needs to survive and
over a group, an asset, or the entire world — simply for
eventually realize its master plan. A conspiracy’s
control’s sake. His desire for utter dominance drives him
obsession with secrecy and asset control plays naturally
ever forward, prompting him to expend all his worldly
back into concern for freedom from the control of
resources to crush those in his path. Good examples
others as well, as a conspiracy’s very existence is
of powermongers include power-mad dictators, inter-
a declaration of independence and exclusive ownership.
national kingpins, and money-hungry businessmen.
Control of others is relegated to hindsight by these
• Saboteur: These villains tear down the edifices created villains — while dominating at least part of the world is
by others, either literally, wantonly destroying the usually the end result of their final plan, the deliberate
assets of their enemies, or though subversion and nature of their operations means the organization
undermining. Though a saboteur’s destructive impulses is unable to focus on the big picture most of the time.
make him similar to the killer, this character destroys Finally, the prankster organization places most of its
as a means of bringing his enemies’ worlds down stock in freedom from control of others, for by under-
around their ears, preferably by using their own mining the status quo it is declaring independence from
weapons against them. Terrorists, expert thieves, the norm. Its belief that its work is for the betterment
and corrupted journalists all make good saboteurs. of society manifests as a form of control of others,
but most pranksters could care less about controlling
• Schemer: The killer’s antithesis, the schemer is defined
assets beyond the information they need to carry out
just as much by what he doesn’t do as what he does.
their goals.
A careful planner weaving an impenetrable cloak
of misinformation and secrecy, he lurks and pursues Tackling Villainous Missions
hidden agendas to change the face of the entire world.
Though the types of missions undertaken by villains
Shadowy illuminati, mad scientists, crazed mystics,
rarely differ from those of normal agents, the approach is
and their ilk fill this ambitious role.
often completely different. Whether due to organization-
al differences or fewer mission parameters, the villainous
campaign provides players with whole new venues
G OALS AND
OBJECTIVES in which to operate. The following sections describe
how and why villains tackle missions, and detail the
differences from standard Spycraft missions.
A villainous organization’s objectives are quite
different from the Agency’s mostly altruistic goals. Assassination and Revenge
It is typically concerned with some form of control — The assassination and revenge mission takes on an
perhaps control of others (e.g. conquest of a nation entirely new meaning in the villainous campaign. Many
or destruction of the organization’s enemies), control criminal organizations are created for just these purposes,
of an asset (e.g. maintenance of a conspiracy or either to profit from the death of others or to wreak havoc
acquisition of a new type of technology), or freedom on those who have opposed them in the past.
from the control of others (e.g. independence from ‘Wetworks’ missions undertaken by villainous orga-
global political influence or the law). nizations have a tendency to be messy and loud affairs.
Each villainous campaign type touches upon these Unlike spies, who must kill then obscure evidence
different aspects of control in how they approach of their involvement to protect the legitimacy of their
missions and objectives. With its grand scope and bold sponsors, villains actually gain legitimacy in many peo-
moves, an antihero organization tends to focus mainly ples’ eyes when they’re linked to the deaths of others.
upon control of others — the conquest of a nation, the Murder can be used to prove a point, threaten an enemy,
annihilation of its enemies, and the power to call the or send a message that the villains are not to be trifled
shots. Control of assets takes a close second, if only with — and in these cases, the higher the profile,

111
mastermind
build the organization’s own. Thus, these missions tend
to involve destruction as much as reconnaissance, for if
the organization cannot have the asset, no one should.
These missions have a variety of goals, depending
on the organization initiating them. Antiheroes tend to
use these missions to try and set back their enemies
as much and possible, through sabotage, disinformation,
and theft. Pranksters often infiltrate to establish provoca-
teurs and other long-lived information pipelines, hoping
to ultimately learn their enemy’s secrets and sabotage
upcoming operations. Conspirators are the subtlest in
their use of infiltration, building networks of moles inside
enemy outfits in the hope that they will eventually be
able to predict an enemy’s moves and counter threats to
their agendas without showing their hand.

Recruitment
Locating fresh blood and new resources is an ongo-
ing mission of any covert organization, and villains are
no exception. Some outfits, such as terrorist cells and
rogue agencies, rely almost entirely upon recruitment to
keep their ranks full and their threats unpredictable.
Unlike Agency defection missions, which task agents
with convincing valuable assets to turn on their current
superiors and then escaping with them (or just getting out
alive), the purpose of villain recruitment is usually build-
ing leverage against the organization’s enemies. Such
missions include aggressive brainwashing and sleeper
campaigns, corruption of enemy agents, indoctrination
the better. Likewise, a revenge mission can prove to the
and training of subversive assets, and the construction of
villains’ enemies that no matter who they are or where
extensive networks of moles and saboteurs.
they go, there’s no escaping the organization’s furious
Conspirators most frequently engage in recruitment
wrath or fell hand.
missions, both as a method of building assets on the road
Antiheroes sometimes make assassination and
to their long-term goals and to establish and tailor foils
revenge missions a full-time job. For example, the comic-
against potential threats before they strike. Antiheroes are
book antihero Frank Castle (aka the Punisher) devotes his
less concerned with the more far-reaching ramifications
entire life to hunting down and eliminating powerful or
of recruitment missions, instead focusing their efforts
dangerous criminal syndicates, one by one. Conversely,
on attracting sympathetic enemies and acquiring new
conspirators use murder and revenge as a surgical tool,
subversive tools. Pranksters are forged by dissent, so the
biding their time for months or years before taking out
incidence of an enemy asset willing to further their cause
their opponents at their weakest and when suspicion is at
makes recruitment missions a top priority for them.
its lowest. Pranksters avoid murder most of the time,
if only because it has a tendency to draw too much heat Salvage and Recovery
from the authorities, though they occasionally make
Though not as highly regarded by villain organiza-
moves against their foes solely for vengeful reasons.
tions as by the Agency, these missions nonetheless have
Infiltration a place in any villainous campaign. Instead of trying to
recover equipment lost during an accident, however,
Infiltration missions are a classic villainous mission.
villains undertake salvage or recovery missions to
The double agent spreading disinformation through
capture technological secrets and grab assets they’ve
an enemy’s ranks or the saboteur slipping through
lost to enemy action.
enemy lines to commit acts of terror are both common
Antiheroes might engage in a recovery mission to
missions undertaken by villains.
regain a critical stronghold lost to Agency raids, while
Like agents, villains infiltrate enemy ranks in order
conspirators may try to capture a relic of power, and
to gather information, capture assets, and disrupt opera-
pranksters could engage in a widespread mission to
tions. But these missions usually serve a dual purpose —
recover scraps of data pertaining to their enemies located
to deny an enemy its resources and to simultaneously

112
playing a villain campaign
across the Internet. In all of these missions, returning the Disciplinary Actions in
asset intact is of paramount importance, if only because
the organization doesn’t have the resources or ability to
Criminal Organizations
replicate it in the first place.
Criminal organizations tend to be a bit more judg-
Search and Rescue mental of their operatives than intelligence agencies,
mainly because villains who fail have few if any ways
The search and rescue mission takes on quite
to offer excuses and no way to appeal any judgment.
a different form from in a villain campaign. Because
Using the 4 isolation rules as a basis, the following
criminal organizations are rarely affiliated with
equivalent punishments are appropriate in villainous
a government, they have little concern for the lives
campaigns. All isolation mechanics remain unchanged
of those outside their own circles. Thus, search and
— this information is merely descriptive (for more
rescue missions generally crop up here in one of two
information about isolation, see the Faceman/Snoop
flavors: manhunts for traitors, escapees, or targets of the
Class Guide, page 108).
organization’s leadership, and rescue missions to save
a person of standing within the organization. These Administrative leave: Villains receiving the lowest
missions may take the form of daring jailbreaks, level of punishment are typically thrown into a holding
ruthless purges, or all-encompassing military sweeps. cell or put under house arrest while their superiors
Both antiheroes and conspirators frequently engage decide what to do with them.
in search operations. The former uses these missions as Suspended: ‘Suspended’ villains are often given
a means of catching and eliminating threats (almost a choice between personally apologizing to and
a sort of revenge mission), while the latter maintains repaying their debt to the mastermind, or rejecting
low-key, ongoing search operations to reconnoiter this option at some heinous cost — often death.
suspected traitors for future elimination. Antiheroes also Reparation can take many forms, such as self-mutila-
engage in rescue missions more than the other two tion (a la the Yakuza ritual of “finger cutting”) or
types of villain groups, because of the three, their engaging in a dangerous mission without assistance.
leaders are the ones most exposed to and involved in Failure to repay a debt usually results in the villain
the fight with the organization’s enemies. Pranksters being disavowed or burned.
rarely choose to join either search or rescue missions Disavowed: A villain found guilty of a disavowable
unless forced, and then participate only out of loyalty to crime suffers a severe punishment — one harsh
colleagues who have been captured in the line of duty. enough, perhaps, to make him wish he’d died. Such
punishments can range from severe demotion (e.g.
Theft from henchman to minion), torture, mutilation, or the
Theft is a central tactic of all villainous organizations, sacrifice of treasured belongings or even loved ones.
for the same reason as salvage and recovery missions — Burned: Criminal organizations rarely eject failed
to capture resources beyond the organization’s reach agents from their ranks — the risk of the individual
or capability. Like theft missions undertaken by Agency turning to the enemy or coming back to haunt them
operatives, criminal thefts must be planned in two stages is simply too high. A villain whose failures warrant
— first, the villains gather information on the location burning is often summarily executed. It’s the excep-
and nature of the item of interest, and second, they steal tional villain indeed who can salvage his life once this
it while evading the authorities. decision is made.
Other than conspiracies, criminal organizations
rarely make an issue of hiding a theft, for a valuable
piece of equipment or information can be used as entirely without the support of a government or other
leverage to intimidate foes or to negotiate for more legitimately sponsor. Further, most have enemies with
intangible objectives. In this way, theft affirms substantially more impressive resources than their own.
a villainous organization’s power and highlights Villains are also routinely focused on keeping their
its opponent’s weaknesses — both excellent strides actions secret until they can commit to their master stroke.
toward the group’s ultimate goals. Revealing their hands too early gives the aforementioned
superior foes an opportunity to turn the tide, and given
Threat Codes the overwhelming evidence that heroes can pull off the
Villain organizations have distinctly different priori- impossible, it’s in any villain’s best interest to ensure that
ties than the Agency, and so threat codes are handled a they don’t get the chance.
bit differently here than in the standard Spycraft mission. These two focuses — survival and secrecy — funda-
Villains are always preoccupied first and foremost mentally change the way villains prioritize missions,
with the issue of their continued survival. Unlike intel- as follows.
ligence agencies, most criminal organizations operate

113
mastermind
• Code: Yellow: The mission typically doesn’t pertain or
contribute to the organization’s central goals. Unlike an
N EW
Agency Code: Yellow mission, this operation may still be
BACKGROUNDS
a dangerous affair, such as running distractions for
another, more important op, breaking into a secured
facility to steal technology, or assassinating a minor The following backgrounds are presented with villains
annoyance to the organization. in mind, but are appropriate for agents of any type.
• Code: Red: The mission is almost always directly related Disavowed
to furthering or defending the organization’s central
Suggested Qualities: Discredited, on the run, suspect.
goals. Most field missions, and nearly all missions
You’ve been cast out of the Agency for insubordina-
involving potential exposure, are assigned this code.
tion, failure, or treason, and are now considered a “rogue”
Code: Red villainous missions are always a high priority,
operative. The Agency may still be hunting you, and your
and characters carrying them out are often assigned
reputation precedes you when trying to find new work.
1 squad of appropriate minions or specialists to assist
them in their work, per the GC’s discretion (see the Obsessed
Cronies feat, page 125, for how this works mechanical-
Suggested Qualities: Commitment, distraction, objective.
ly). Sample villainous Code: Red missions include retak-
You’re utterly consumed with an object or goal,
ing a former stronghold, blackmailing a scientist to help
and will stop at nothing to achieve or obtain it.
the organization build a weapon of mass destruction,
You might seek to own the world’s gold supply, conquer
or dispensing a deadly virus into the population of
an old romantic flame, or utterly destroy your enemies.
a non-compliant country.
• Code: Black: The mission is absolutely central to the
organization’s continued survival and prosperity.
These missions take priority over everything else, as the
organization scrambles to save itself or realize its
N EW
DEPARTMENTS
ultimate goals. Villainous characters are expected
Criminal organizations draw recruits from all walks
to drop everything and stop at nothing in achieving
of life, collecting gang-bangers, mercenaries, anarchists,
such an objective, which might include defending the
activists, and others to work toward their cause. The
organization’s headquarters against an all-out Agency
following departments offer new options for building
assault, launching the final stages of the organization’s
villains from roads frequently less traveled by agents.
master plan, or rescuing the organization’s mastermind
from the Agency’s clutches. When a villainous team Hired Gun
is assigned to a Code: Black mission, they are usually
Mercenaries, torpedoes, button men — no matter
assigned at least 1 squad of appropriate minions
what you call them, hired guns are ruthless killers who
or specialists to assist them in their work, and often
make their living by ending the lives of others. Since
more, per the GC’s discretion (see the Cronies feat,
World War II, hired guns have found their way into the
page 125, for how this works mechanically).
espionage world as CIA and KGB contract killers and
soldiers of fortune, diving into conflicts the world over.
NPC Backgrounds Masterminds frequently retain the services of hired guns
in their schemes, both for their efficiency on the battle-
If the GC wishes to add a little detail to his NPCs’ field and their loyalty to the almighty dollar.
lives, he can assign each NPC up to 5 background
points. For each background point assigned to an Special Talents
NPC, the GC gains 1 additional d4 action die. These
• –2 to Intelligence, +2 to any one physical ability
action dice may only be spent to increase the results
(Strength, Dexterity, or Constitution).
and activate the abilities of the NPC possessing the
background, and are subject to all of the NPC’s agent • +1 department bonus with Intimidate and Move Silently
options, and those of his teammates and allies, checks. This bonus increases by an additional +1 at 4th
that typically affect his action dice. level and for every 4 agent levels gained thereafter.
NPC backgrounds provide openings through
• +5 BP to personal budget at 1st level, which may only
which the character may be exploited, however.
be spent to requisition weapons and ammunition.
The power rating of any blackmail or coercion
This bonus increases by an additional +1 BP every
information targeting the NPC is automatically
agent level gained thereafter.
increased by 1 per background point he possesses.
• Bonus Feat: Contracts.

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playing a villain campaign
Programmed page 66 and the Faceman/Snoop Class Guide, page 74).
Each of these bonuses increases by an additional +1 at
Programmed agents have been the subjects of intense
3rd level and for every 3 agent levels gained thereafter.
psychological manipulation, be it through brainwashing,
indoctrination, or psychic influence. This tampering • At 1st level, the agent gains one 3-point background,
makes them nearly impossible to identify before they’re chosen from the following: black mark, disavowed,
activated — and high priority Agency targets. hunted, off the reservation, or suspicion. This back-
ground is resolved as normal, and does count against the
Special Talents agent’s standard background limit. Further, the agent
continues to be targeted by his former employers, and is
• +2 to Dexterity, –2 to Wisdom.
always considered to have at least 1 point in his chosen
• +1 department bonus with Cultures and Hide checks. background for the purposes of class abilities, skill
This bonus increases by an additional +1 at 4th level checks, and investigation, even after he resolves it.
and for every 4 agent levels gained thereafter.
• Bonus Feat: Private Identity.
• Once per session, the agent may spend 1 action die to be
“activated” by his handler. An activated agent receives
1 specific mission from the GC or his handler, as
appropriate (e.g. “shoot Senator McCulley at the Monte
Vista political rally”, rather than “kill the senator”).
BETRAYER
This is a prestige class.
While activated, the agent gains a +1 department bonus The betrayer excels at hiding information about his
with all attack rolls, skill checks, and saving throws made background and prior exploits, becoming a shadow upon
to complete the mission, and ignores all morale-based the espionage landscape. He excels at entering rival
penalties with attack rolls and skill checks. If the agent organizations to steal their secrets or conduct sabotage.
is unable to complete his mission by the end of the scene Abilities: A betrayer must appear sincere and loyal at
in which he’s activated, all benefits are lost and he suffers all times, making Charisma his most important ability.
a –1 penalty with all skill checks and Will saving throws Due to his finer understanding of social behavior,
made until the end of the current session. The bonuses the betrayer also needs a reasonable Wisdom score.
granted by this ability increase by an additional +1 at 5th Vitality: 1d10 + Con modifier per level.
level and for every 5 agent levels gained thereafter.
• Bonus Feat: Mingling Basics. All prerequisites for this
Requirements
Agent Level: 5+.
feat are waived.
Charisma: 13+.
Turncoat Bluff: 6+ ranks.
Disguise: 6+ ranks.
Whether for money, power, or pursuit of their own
Gather Information: 4+ ranks.
ideals, turncoats have turned their backs on the countries
Profession (Espionage): 2+ ranks.
and agencies that brought them into the fold.
Sense Motive: 4+ ranks.
Unfortunately for them, in a community built upon
Feats: Credible, Private Identity.
loyalty and trustworthiness, traitorous agents are amongst
Special: If using the allegiance rules (see the 1960s
the most reviled.
Decade Book, page 137), the agent must possess an
Special Talents allegiance other than that of the organization for which
he works.
• +2 to Wisdom, –2 to Charisma.
• +1 department bonus to the threat ranges of all Bluff
Class Skills
The betrayer’s class skills and key abilities are:
and Surveillance checks made by the agent. This bonus
increases by an additional +1 at 5th level and for every Class Skill Key Ability
5 agent levels gained thereafter. Bluff Cha
Bureaucracy Cha
• +1 department bonus to the DCs of all Sense Motive Computers Int
checks made to determine the agent’s intentions Craft Int
or allegiance (see the 1960s Decade Book, page 137). Cultures Wis
Further, the agent’s total Bluff skill bonus is considered Diplomacy Cha
to be 1 higher when he’s the subject of an interrogation Disguise Cha
or interview (see the Fixer/Pointman Class Guide, Driver Dex

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mastermind
Forgery Int At 3rd level, the betrayer’s XP cost to rebuild a secret
Gather Information Cha identity gained from the Private Identity feat is reduced
Hobby Wis to 1/2 standard (rounded up).
Innuendo Wis At 5th level, each of the betrayer’s teammates gains
Knowledge Int the benefits of the Superior Documentation feat, so long
Languages Wis as they remain in verbal communication with him.
Perform Cha At 7th level, each of the betrayer’s teammates gains
Profession Wis the benefits of the Private Identity feat, so long as they
Search Int remain in verbal communication with him.
Sense Motive Wis At 9th level, the betrayer gains an additional
Spot Wis number of secret identities from his Private Identity
Surveillance Wis feat equal to his Charisma modifier.
Skill Points at Each Additional Level: 6 + Int modifier. Two-Faced: The betrayer knows that he will come
under scrutiny, and weaves a tapestry of false leads and
Class Features misinformation about his own past to shield him from
All of the following are class features of the betrayer. close inspection. At 2nd level, the time required
Acquaintances: Levels in this class are added to to develop a biographical or psychological profile of the
the agent’s faceman levels when determining the betrayer is doubled (see the Fixer/Pointman Class Guide,
effectiveness of his backup ability. page 75, for more information about profiles).
Class Feats: At 1st level, the betrayer gains the At 7th level, the DCs of all skill checks made to form
following feats. a biographical or psychological profile of the betrayer
Armor Group Proficiency (Light) are increased by +10 (often making it impossible to
Weapon Group Proficiency (Handgun) create an exact profile). Further, if using the allegiance
Weapon Group Proficiency (Melee) rules (see the 1960s Decade Book, page 137),
the betrayer may change his allegiance once per serial
Fatal Attraction: The betrayer is a master at ingrati-
without penalty. This change lasts until the end of the
ating himself with important people… and using them.
current serial, at which point the betrayer regains his
At 1st level, when the betrayer successfully improves
true allegiance.
the disposition of any character, he may make a second
Disinformation: The betrayer is remarkably adept at
check to influence that character, with the character’s
providing information that sounds good, but isn’t quite
modified disposition as his “starting” disposition. This
right. At 4th level, the betrayer may increase the DC of
is the betrayer’s core ability.
any inspiration or favor check made by a special char-
False Front: The betrayer prepares a number of iden-
acter who considers him to be an ally or better by +5.
tities in advance, both to work his way into a target
At 8th level, the betrayer may increase the DC of any
organization, and to cover his escape. At 1st level,
inspiration or favor check made by a special character
the betrayer gains the Superior Documentation feat.
who considers him to be an ally or better by an

Table 4.1: The Betrayer


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +1 +0 +2 +1 +0 2 1 Acquaintances, false front
(Superior Documentation),
fatal attraction
2 +1 +2 +0 +3 +1 +1 4 2 Two-faced (time)
3 +2 +2 +1 +3 +2 +1 6 3 False front (rebuild identity)
4 +3 +2 +1 +4 +2 +2 8 4 Disinformation +5, sell-out
5 +3 +3 +1 +4 +3 +2 10 5 False front
(team documentation)
6 +4 +3 +2 +5 +4 +2 12 6 Minor setback
7 +5 +4 +2 +5 +4 +3 14 7 False front (team identities),
two-faced (DC)
8 +6 +4 +2 +6 +5 +3 16 8 Disinformation +10,
uncanny foresight
9 +6 +4 +3 +6 +5 +4 18 9 False front (extra identities)
10 +7 +5 +3 +7 +6 +4 20 10 Silent Betrayal

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playing a villain campaign
additional +5 (for a total increase of +10). Alternately, Class Skills
he may increase the DC of any inspiration or favor
The hitman’s class skills and key abilities are:
check made by a special character who considers him
to be helpful by +5. Class Skill Key Ability
Sell-Out: The betrayer charges the highest dollar Bluff Cha
for the secrets he steals. At 4th level, when the betrayer Bureaucracy Cha
makes a Profession (Espionage) check to generate Cultures Wis
income, the amount of money he earns is multiplied Craft Wis
by the highest scope rating of any organization he is Demolitions Int
currently infiltrating (see the Faceman/Snoop Class Disguise Cha
Guide, page 124). Driver Dex
Minor Setback: At 6th level, once per day, the double Escape Artist Dex
agent may spend 4 hours interfering with the operations Forgery Int
of an organization he is currently infiltrating to reduce Gather Information Cha
the level of 1 of that organization’s agendas by 1. This Hide Dex
penalty last for 24 hours after the double agent ceases Intimidate Str or Cha
to interfere. Knowledge Int
Uncanny Foresight: Through disinformation or phys- Listen Wis
ical sabotage, the betrayer takes great care to foil his Move Silently Dex
target organizations at every turn. Beginning at 8th Open Lock Dex
level, when one of the betrayer’s opponents scores an Search Int
error opposing him during an infiltration, the betrayer’s Sense Motive Wis
action die cost to activate the error is reduced by 1 Sleight of Hand Dex
(to a minimum of 0). Surveillance Wis
Silent Betrayal: The betrayer can turn even the Skill Points at Each Additional Level: 6 + Int modifier.
slightest bit of trust into a deadly weakness. At 10th
level, the threat ranges of the betrayer’s attack rolls and Class Features
Bluff, Bureaucracy, Disguise, Forgery, and Gather All of the following are the class features of the hitman.
Information checks are increased by 2 when targeting Starting Feats: At 1st level, the hitman gains the
any teammate or ally, or any character in verbal following feats.
communication with the betrayer whose disposition Armor Proficiency (Light)
toward him is helpful or better. Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Melee)
HITMAN
This is a prestige class.
Weapon Group Proficiency (Rifle)
Blood Money: The hitman is a contract killer who
measures success in blood spilt. At 1st level, each time
Masters of subtlety, hitmen are the phantom killers
the hitman reduces a special NPC’s wounds to –1
of the world’s shadow communities, specializing
or below, he gains twice the normal experience for
in hunting down and eliminating problematic targets —
defeating that opponent. This experience is never
often including agents. Hitmen are highly valued
shared with the rest of the team.
by cruel and paranoid masterminds for their ruthless
If the hitman is an NPC, each time he reduces
guile and ability to remove a problem without revealing
a special NPC’s wounds to –1 or below, the GC gains 1
the organization’s hand.
additional action die instead.
Abilities: A hitman relies upon subtlety and stealth
This is the hitman’s core ability.
before raw power, so Charisma and Dexterity are his
Killer Instinct: The hitman has a predatory instinct
most important abilities.
that rarely leads him astray. At 1st level and for each
Vitality: 1d10 + Con modifier per level.
class level gained thereafter, the hitman gains 1 addi-
Requirements tional skill point, which must be spent to improve his
Move Silently skill.
Agent Level: 5+.
Further, the hitman gains the basic virtual skill feat,
Disguise: 4+ ranks.
“On the Hunt,” which grants him a +2 bonus with
Move Silently: 4+ ranks.
Disguise, Move Silently, and Surveillance checks, and
Sleight of Hand: 4+ ranks.
increases the threat ranges of each of these skills by 1.
Surveillance: 4+ ranks.
Feats: Concealed Weapon, Traceless.

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mastermind
At 5th level, the hitman gains the Advanced Skill possesses the quick change ability from one or more
Mastery feat for his On The Hunt feat. other classes, he may add levels from these other classes
At 9th level, the hitman gains the Grand Skill in a limited fashion to determine the effectiveness of this
Mastery feat for his On the Hunt feat. ability. The character’s level in one other class granting
Cruelest Cut: When the hitman attacks an opponent, him the quick change ability is increased by 4.
he makes sure they stay down. At 2nd level, when the From the Shadows: The hitman is a relentless hunter,
hitman makes an attack that reduces an opponent’s and hard to evade once he’s caught a target’s scent.
wounds to –1 or below, that opponent may not make Beginning at 4th level, the hitman gains a bonus with
any checks to stabilize (though another character may all skill checks made to tail a target equal to his class
attempt to use First Aid to stabilize the opponent level. Further, the DCs of the prey’s Spot checks made to
as standard). Further, the DCs of all First Aid checks notice the hitman is tailing him are increased by the hit-
made to heal or stabilize the target are increased by 5. man’s class level. For more information about tailing,
At 7th level, when the hitman makes an attack that see the Faceman/Snoop Class Guide, page 83.
reduces an opponent’s wounds to –1 or below, that Chink in the Armor: Hitmen train themselves
opponent’s wounds are immediately reduced to –8. and their teammates in the best ways to circumvent an
Wetwork: At 3rd level, the hitman gains the opponent’s defenses. Beginning at 6th level, whenever
Assassin feat. the hitman or one of his teammates makes a melee or
At 7th level, the hitman gains the Master Assassin feat. ranged attack within 1 range increment, the attack
In both cases, all prerequisites for these feats are is considered to possess the armor-piercing quality
waived. (ignoring the target’s first 3 points of damage
Quick Change: The hitman may change his manner- reduction). If the weapon, the ammunition, and/or
isms and clothes just enough to appear as someone else. the attack already possess the armor-piercing quality,
Starting at 4th level, once per session as a half action, the attack ignores the target’s first 5 points of damage
the hitman may make a standard Disguise check to alter reduction instead. This ability’s benefit is unaffected
his appearance (see the Spycraft Espionage Handbook, by the weapon’s ammunition type.
page 50). The hitman suffers no penalty for not Two Behind the Ear: The hitman knows how to make
possessing a disguise kit when making this check. the most of any combat opportunity. At 8th level,
The hitman cannot use this ability while he is being the hitman need no longer spend an action die to
observed, unless he is able to momentarily step out activate an extremely deadly situation (see the Spycraft
of sight (e.g. behind a column). The hitman’s disguise Espionage Handbook, page 179). The GC remains the
stands up under casual scrutiny, but any careful arbiter of what situations qualify to become extremely
inspection gains a +5 circumstance bonus with Spot deadly situations (see page 119).
checks made to penetrate the disguise. Silent Kill: The hitman can deal a fatal blow without
At 8th level, the hitman may use this ability up to ever alerting others to the event. At 10th level,
twice per session. all Listen, Spot, and Surveillance checks made to notice
This ability is identical to the quick change ability the hitman when he attacks an opponent automatically
possessed by the faceman. If a benefiting character fail unless the result is a threat, even if other class

Table 4.2: The Hitman


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +0 +1 +1 +1 +1 2 0 Blood money,
killer instinct (basic)
2 +1 +0 +2 +2 +1 +2 4 1 Cruelest cut (cannot stabilize)
3 +2 +1 +2 +2 +2 +3 6 2 Wetwork (Assassin)
4 +3 +1 +2 +2 +2 +3 8 3 From the shadows,
quick change 1/session
5 +3 +1 +3 +3 +3 +4 10 3 Killer instinct (Advanced)
6 +4 +2 +3 +3 +4 +5 12 4 Chink in the armor
7 +5 +2 +4 +4 +4 +6 14 5 Cruelest cut (–10 wounds),
wetwork (Master Assassin)
8 +6 +2 +4 +4 +5 +6 16 6 Quick change 2/session,
two behind the ear
9 +6 +3 +4 +4 +5 +7 18 6 Killer instinct (Grand)
10 +7 +3 +5 +5 +6 +8 20 7 Silent kill

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playing a villain campaign
Extremely Deadly Requirements
Situations Revisited Agent Level: 5+.
Handle Animal: 8+ ranks.
The extremely deadly situation (EDS) — described Profession (Veterinarian): 2+ ranks.
on page 179 of the Spycraft Espionage Handbook — Survival: 4+ ranks.
is a frequently misunderstood corner of the Spycraft Feats: Animal Partner, Outdoorsman.
combat system. Some GCs and players believe that
even common situations, such as a gun fired point- Class Skills
blank at a target, should trigger them. The tamer’s class skills and key abilities are:
The rule of thumb when using extremely deadly Class Skill Key Ability
situations is that, almost without exception, they take Balance Dex
place outside of combat. As soon as either side has Boating Dex
rolled initiative, it’s too late to use this combat option. Climb Str
By that point, all targets are aware that something Craft Int
is up and at least partially ready for combat. After Driver Dex
initiative is rolled, the coup de grace action covers First Aid Wis
most, if not all, such circumstances. Handle Animal Cha
Thus, sneaking up behind an unaware guard, Hide Dex
putting a gun to his head and pulling the trigger Hobby Wis
would probably count as an extremely dangerous sit- Intimidate Str or Cha
uation, while firing a weapon at an adjacent target — Jump Str
even one who is flat-footed — is not. Listen Wis
Further, extremely deadly situations are allowed Move Silently Dex
only at the GC’s discretion. Players may not declare Profession Wis
they are initiating an extremely deadly situation Sense Motive Wis
(though they may request one). That said, GCs should Spot Wis
also remember that crafty agents should be allowed to Survival Wis
use EDS both as a reward for creativity and to keep Swim Str
the session moving along at a good clip. Tumble Dex
Use Rope Dex
Skill Points at Each Additional Level: 6 + Int modifier.
abilities would typically allow for an automatic success
or critical (e.g. flawless search). Even with a threat, Class Features
the skill check must still be a success in order to notice
The following are class features of the tamer.
or identify the hitman as the attacker.
Starting Feats: At 1st level, the tamer gains the
following feats.
Weapon Group Proficiency (Melee)
TAMER
This is a prestige class.
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Rare assets in the intelligence community, tamers are Doolittle: At 1st level, the tamer may spend action
professionals who specialize in domesticating and training dice to increase the results or activate the critical
even the most dangerous beasts. They also take the field successes of any animal controlled by any member of
with their charges, lending talents wholly outside the his team, so long as the animal is located within the
realm of human ability to even the most dangerous tamer’s line of sight or is in verbal communication with
or esoteric operations. Masterminds employ tamers him. When the tamer spends one or more action dice
to attend to and train their many fantastic pets. to increase a result generated by his animal partner
Abilities: Charisma and Wisdom are critical to any (see page 124), he rolls two dice for each action
competent tamer, the former to help when commanding die spent, adding the results of both. The tamer’s action
animals and the latter when anticipating dangerous die modifiers supersede those of the animal when this
behavior. A high degree of physical fitness is also ability is used. This is the tamer’s core ability.
required to keep up with most animals, so Strength Naturalist: At 1st level, the tamer gains either 1
and Dexterity are also important. terrain ‘training’ feat or 1 advanced skill feat linked
Vitality: 1d10 + Con modifier per level. to his Outdoorsman feat. The tamer must meet all
prerequisites for the feat before choosing it.

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mastermind
The tamer gains 1 additional terrain ‘training’ feat or possesses the improved evasion ability, or later gains it
advanced skill feat linked to his Outdoorsman feat at from another class, whenever he fails a Reflex save to
3rd level and for every 2 class levels gained thereafter, reduce blast damage, the damage he suffers is reduced
with the same restrictions. to 1⁄4 standard (rounded down).
Master Trainer: The tamer is an expert on animal Hunter and Hunted: At 8th level, the tamer gains the
behavior and can safely take shortcuts when training benefits of the wheelman’s daredevil class ability when
animals. At 2nd level, the interval of the tamer’s in any foot chase. This benefit extends to the tamer’s
complex skill checks made to domesticate or train animal partner (see page 124), as well as to any mount
an animal are reduced to 1⁄2 standard (rounded down). upon which the tamer rides.
At 7th level, the interval of the tamer’s complex skill Additionally, the tamer’s base speed increases by 5 ft.
checks made to teach an animal a trick are reduced to 1⁄2 Man and Beast: The tamer’s relationship with his
standard (rounded down). Additionally, the tamer’s error animal partner is sufficiently developed that they act as
ranges with all skill checks made to domesticate, train, one. At 10th level, at the start of the tamer’s initiative
or teach an animal are reduced by 2 (to a minimum of 1). count, he may sacrifice 1 half action to allow his animal
“Get ’Em, Boy!”: The tamer is accustomed to fighting partner to take 1 half action. Likewise, at the start of
with animal allies. At 4th level, he gains the benefits the animal partner’s initiative count, the tamer may
of the Precise Shot feat when firing at a target who is sacrifice 1 of the animal partner’s half actions to grant
in melee combat with an animal. himself 1 half action.
At 8th level, the tamer gains the benefits of the Wolf If the tamer possesses multiple animal partners,
Pack Mastery feat when adjacent to an opponent who he may sacrifice up to 2 half actions to allow up to 2 of
is in melee combat with an animal. his animal partners to take 1 half action each. Likewise,
Pack Alpha: At 4th level, the tamer ignores penalties at the start of the animal partner’s initiative count,
inflicted by an animal’s primal (PRI) quality, including the tamer may sacrifice up to 1 of each animal partner’s
error range increases (see page 17 for more about half actions to grant himself 1 half action per animal
animal qualities). Additionally, the tamer gains a +2 partner half action sacrificed (to a maximum of 2 half
competence bonus with all Intimidate checks. actions gained).
Evasion: At 6th level, whenever the tamer success- The tamer must be located within 10 ft. of his
fully makes a Reflex save to reduce blast damage to animal partner(s) in order to use this ability. All extra
1
⁄2 standard, he instead suffers no damage. If the tamer half actions gained in this fashion occur immediately
already possesses this ability, or later gains it from when the sacrifice is made, and may not be delayed
another class, whenever he fails a Reflex save to reduce in any manner — if an extra half action is not taken
blast damage, the damage he suffers is reduced to immediately when it’s gained, it is lost.
1
⁄2 standard (rounded down). Finally, if the tamer

Table 4.3: The Tamer


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +2 +2 +1 +1 +1 1 0 Naturalist, doolittle
2 +1 +3 +3 +2 +1 +1 2 1 Master trainer
(domesticate/train)
3 +2 +3 +3 +2 +2 +2 3 1 Naturalist
4 +3 +4 +4 +2 +2 +2 4 2 “Get ’em, boy!” (Precise Shot),
evasion
5 +3 +4 +4 +3 +3 +3 5 2 Naturalist
6 +4 +5 +5 +3 +4 +4 6 3 Pack alpha
7 +5 +5 +5 +4 +4 +4 7 3 Master trainer (teach),
naturalist
8 +6 +6 +6 +4 +5 +4 8 4 Get ’em, boy!
(Wolf Pack Mastery),
hunter and hunted
9 +6 +6 +6 +4 +5 +5 9 4 Naturalist
10 +7 +7 +7 +5 +6 +6 10 5 Man and beast

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playing a villain campaign
Check: As per the standard Profession skill check
(see the Spycraft Espionage Handbook, page 61),
NEW SKILL USES
The following skill uses support the animal rules in
you may use this skill to earn money as a veterinarian.
This skill may also be used as a Knowledge skill
concerning matters directly related to veterinary
Chapter 2 and the tamer prestige class in this chapter.
medicine and animal physiology.
They are appropriate for any character, villain or no.
Finally, you may use Profession (Veterinarian)
Handle Animal in place of First Aid skill when attempting to stabilize,
(Cha; Trained Only) diagnose, or treat an animal. All rules for the First Aid
skill apply under these circumstances.
You can domesticate a wild animal, then train it
Special: If you possess 5 or more ranks in Profession
to perform a variety of tasks, and to earn money
(Veterinarian), you gain a +2 synergy bonus with Handle
by doing so.
Animal checks made to domesticate wild animals
Check (Varies): You may domesticate a wild animal (but not with Handle Animal checks made to train
as a complex Handle Animal skill check. This check’s a domesticated animal, or teach a trained animal a trick).
DC is equal to 5 × the sum of the animal’s Wisdom
and challenge rating (CR), and its interval is 4 weeks (for
a mature adult specimen), or 2 weeks (for an adolescent
specimen). With success, the animal is domesticated,
gaining the domesticated (DOM) quality (see page 17).
N EW B ASIC
COMBAT FEATS
Further, when domesticating an animal as a job,
The following feats are considered part of the basic
success also earns you $100 × this check’s DC.
combat feat tree (see the Spycraft Espionage Handbook,
Critical Failure: Thanks to your gross mistreatment,
pages 68–71).
the animal becomes hostile to all humans and may
never be domesticated. “Completely Outnumbered!”
Check (Varies): You may train a domesticated animal When you show up in force, you show up in force!
as a complex Handle Animal skill check. This check’s Benefit: When your team — including all teammates
DC is equal to 10 × the sum of the animal’s Wisdom and and allies — outnumbers its opponents by at least
challenge rating (CR), and its interval is 4 weeks. With 2-to-1, you and each of your teammates, but not your
success, the animal is trained, gaining the trained (TND) allies, gain a +2 morale bonus to all damage rolls
quality (see page 18). for attacks made within 1 range increment. Further,
Further, when training an animal as a job, success if an opponent gains a bonus to initiative during
also earns you $75 × this check’s DC. combat (including his class bonus), it is reduced to
Critical Failure: The animal learns a number of bad 1
⁄2 standard (rounded down, minimum 0).
habits from you, not the least of which is disobedience. These benefits are lost when the triggering numerical
It may never be trained. advantage is lost. No character may be targeted by
more than 1 “Completely Outnumbered!” feat ability
Check (varies): You may teach a trained animal
per round.
1 trick as a complex Handle Animal skill check.
This check’s DC is equal to 50, +10 per trick the animal Contempt
already knows, and its interval is a number of days
You have no time for lesser foes.
equal to 30 – the animal’s Intelligence score (minimum
Prerequisite: Agent level 6+.
1 day). With success, the animal learns the desired trick
Benefit: As a free action, you may make a single
(see page 18).
attack against an opponent whose total agent level is
Further, when teaching an animal a trick as a job,
at least 4 lower than yours. Your full base attack bonus
success also earns you $100 × this check’s DC.
is applied to this attack. If you score a threat, you need
Critical Failure: Your poor handling traumatizes
not spend an action die to activate it. This feat ability
the animal, which may never learn the desired trick.
may only be used once per session, plus one additional
Profession (Veterinarian) time per session for every 4 agent levels you possess.
(Wis; Trained Only) This feat may never be used more than once during any
single round.
You can provide medical care for most domestic
animals and their wild cousins.

121
mastermind
“Cover Me!” equal to your Strength modifier. This is a ‘named
mastery’ unarmed combat ability (see the Spycraft
It’s good to have friends who’ve got your back.
Espionage Handbook, page 78, for more about named
Prerequisite: Base attack bonus +1 or higher.
combat abilities).
Benefit: When your team — including all teammates
and allies — outnumbers its opponents by at least 2-to- Human Wave
1, you may, once per round as a free action, take a cover
You’ve elevated swarm tactics to an art form.
fire action to support one of your teammates or allies.
Prerequisite: “Completely Outnumbered!”
These benefits are lost when the triggering numerical
Benefit: When your team — including all teammates
advantage is lost. No character may be targeted by more
and allies — outnumbers its opponents by at least
than 1 “Cover Me!” feat ability per round.
2-to-1, you and each of your teammates, but not your
“Dog Pile!” allies, benefit from one-quarter cover.
When your team — including all teammates and
You crush your opponents under the sheer weight
allies — outnumbers its opponents by at least 3-to-1,
of bodies.
you and each of your teammates, but not your allies,
Prerequisites: “Completely Outnumbered!”
benefit from one-half cover.
Benefit: At the end of any round during which
This cover benefit does not stack with cover benefits
you’re grappling an opponent and 1 or more of your
gained from other sources.
teammates or allies is located adjacent to your target,
These benefits are lost when the triggering numerical
your opponent suffers an additional 1d4 subdual
advantage is lost. No character may be targeted by more
damage per adjacent teammate or ally of yours.
than 1 Human Wave feat ability per round.
Further, when your team — including all teammates
and allies — outnumbers its opponents by at least “It’s a Trap!”
2-to-1, you and each of your teammates, but not your
There’s no better way to start a fight than with
allies, gain a +4 morale bonus with all checks made
a nasty surprise.
as part of a grapple action targeting a flanked opponent.
Prerequisites: Hide skill 4+ ranks.
These benefits are lost when the triggering numerical
Benefit: When your team — including all teammates
advantage is lost. No character may be targeted by more
and allies — outnumbers its opponents by at least
than 1 “Dog Pile!” feat ability per round.
2-to-1, the benefits of any successful ambush made by
“Give It Up!” you or any of your teammates, but not your allies, lasts
for the surprise round and for the first 3 normal rounds.
Once you got them surrounded, its not so hard
These benefits are lost when the triggering numerical
to reason with them…
advantage is lost. No character may be targeted by more
Prerequisite: Intimidate skill 4+ ranks, “We Have
than 1 “It’s a Trap!” feat ability per round.
You Surrounded!”
Normal: The benefits of any successful ambush
Benefit: When your team — including all teammates
last only for the duration of the surprise round (see the
and allies — outnumbers its opponents by at least
Fixer/Pointman Class Guide, pages 60-61).
2-to-1, you may, once per round as a free action, make
an Intimidate check or take a threaten action against “Lure Them In!”
a number of opponents equal to your Charisma
Once you have your opponents off balance, you tend
modifier (minimum 1).
to keep them that way.
These benefits are lost when the triggering numerical
Prerequisite: Bluff skill 4+ ranks, “It’s a Trap!”
advantage is lost. No character may be targeted by more
Benefit: When your team — including all teammates
than 1 “Give It Up!” feat ability per round.
and allies — outnumbers its opponents by at least
Knockout Blow 2-to-1, you may, once per round as a free action, take
a feint or taunt action against 1 opponent.
You dispatch minions with jaw-shattering blows.
These benefits are lost when the triggering numerical
Prerequisites: Strength 13+, Contempt, Martial Arts.
advantage is lost. No character may be targeted by more
Benefit: Once per round, when you successfully
than 1 “Lure Them In!” feat ability per round.
make an unarmed attack against a standard NPC
possessing an agent level at least 4 levels lower than Massive Crossfire
yours and inflict at least 1 point of damage (after
Once your foes are in the killing zone, you make
damage reduction, class abilities, and other agent
short work of them.
options are applied), your target must make a Fortitude
Prerequisite: Base attack bonus +3 or higher,
save (DC equal to the damage inflicted). With failure,
“Cover Me!”
the NPC is knocked unconscious for a number of rounds

122
playing a villain campaign
Benefit: When your team — including all teammates Tactical Advantage
and allies — outnumbers its opponents by at least
You are a veteran of far too many one-sided engage-
2-to-1, you may, once per round as a free action, make
ments…
a burst attack against 1 opponent.
Prerequisites: Tactics class ability.
These benefits are lost when the triggering numerical
Benefit: You may expend 1 use of your tactics
advantage is lost. No character may be targeted by more
ability to allow you and each of your teammates,
than 1 Massive Crossfire feat ability per round.
but not your allies, to count as 2 characters each
“No Man Left Behind!” when determining who possesses a numerical advantage
over their opponents.
You always watch out for your own.
Prerequisites: First Aid skill 4+ ranks, “Cover Me!” “We Have You Surrounded!”
Benefit: When your team — including all teammates
You can use superior numbers to surround and
and allies — outnumbers its opponents by at least
contain your foes.
2-to-1, you may, once per round as a free action, make
Prerequisites: Base attack bonus +1 or higher.
a First Aid check targeting 1 of your teammates or allies.
Benefit: When your team — including all teammates
Further, when your team — including all teammates
and allies — outnumbers its opponents by at least
and allies — outnumbers its opponents by at least
2-to-1, each opponent attacked from within 1 range
2-to-1 when you withdraw from combat, each of your
increment by you or any teammate, but not any ally,
injured and dead teammates and allies is automatically
is considered to be flanked.
brought with you.
These benefits are lost when the triggering numerical
These benefits are lost when the triggering numerical
advantage is lost. No character may be targeted by
advantage is lost. No character may be targeted by more
more than 1 “We Have You Surrounded!” feat ability
than 1 “No Man Left Behind!” feat ability per round.
per round.
“No Way Out!” Wolfpack Basics
Nobody’s leaving yet — the party is just getting
You are highly skilled at taking advantage of the
started…
openings provided by a well-placed teammate.
Prerequisite: “It’s a Trap!”
Prerequisite: Agent level 3+.
Benefit: When your team — including all teammates
Benefit: You gain a +4 circumstance bonus with
and allies — outnumbers its opponents by at least
attacks made against an opponent you’re flanking.
2-to-1, the speed of each of your opponents is reduced
Normal: An agent typically gains a +2 circumstance
to 1⁄2 standard (rounded down to the nearest 5-ft.
bonus with attacks made against an opponent
increment, min. 5 ft.).
he’s flanking.
These benefits are lost when the triggering numerical
advantage is lost. No character may be targeted by more Wolfpack Mastery
than 1 “No Way Out!” feat ability per round.
You are an expert at close combat teamwork.
“Pin Them Down!” Prerequisite: Agent level 9+, Wolf Pack Basics.
Benefit: Opponents adjacent to you are considered
Surrounded is merely the first step in your cunning
flanked so long as you and one other teammate
plan of destruction.
are adjacent to that opponent in any configuration.
Prerequisite: Base attack bonus +3 or higher, “We
Further, you gain a +1d6 sneak attack bonus to damage
Have You Surrounded!”
whenever you successfully attack an opponent you’re
Benefit: When your team — including all teammates
flanking. This bonus is subject to the same restrictions
and allies — outnumbers its opponents by at least
as the fixer’s sneak attack bonus (see the Spycraft
2-to-1, you may, once per round as a free action, take
Espionage Handbook, page 24), and stacks with all
a suppressive fire action to support one of your
other sneak attack bonuses.
teammates or allies.
Normal: An agent must be exactly opposite another
These benefits are lost when the triggering numerical
agent — i.e. the agents must be ‘sandwiching’ the target
advantage is lost. No character may be targeted by more
— in order to gain a flanking bonus against him.
than 1 “Pin Them Down!” feat ability per round.

123
mastermind
Wolfpack Supremacy If the animal is Medium-size or bigger, both you
and the animal gain the benefits of the Wolf Pack Basics
Your close combat teamwork ability is unmatched.
feat with respect to each other’s flanking positions only
Prerequisite: Agent level 15+, Wolf Pack Mastery.
(i.e. you only benefit from the feat if the two of you
Benefit: The threat ranges of all your attacks made
are flanking an opponent opposite one another). If the
against an opponent you’re flanking are increased by 2.
animal is Small-size or smaller, its size bonus to Defense
Further, you gain an additional +1d6 sneak attack
is doubled.
bonus to damage whenever you successfully attack an
Like any animal, your animal partner gains and
opponent you’re flanking (for a total sneak attack bonus
may use no action dice, but you may spend your action
of +2d6 from Wolfpack feats). This bonus is subject
dice to increase its results, activate its threats as critical
to the same restrictions as the fixer’s sneak attack bonus
successes, and activate any abilities it possesses that are
(see the Spycraft Espionage Handbook, page 24), and
triggered by action dice. Likewise, your animal partner
stacks with all other sneak attack bonuses — including
gains and may use no budget, but you may spend your
the sneak attack bonus granted by Wolfpack Mastery.
personal or mission budget points to requisition items
for it (see page 21).
You are assumed to possess all documents necessary
N EW U NARMED
COMBAT FEATS for you to legally own the animal, regardless of local
laws or any endangered status it may possess.
The animal always recognizes you as its primary
The following feats are considered part of the trainer. It never intentionally attacks you, even if you
unarmed combat feat tree (see the Spycraft Espionage critically fail a Handle Animal check targeting it.
Handbook, pages 78–81). Special: You may take this feat a number of times
equal to your Charisma modifier + 1 (minimum 1), each
Savage Attack time applying it to a new animal. The feat’s Handle
Your natural weapons enable you to carve a bloody Animal prerequisite increases by an additional 2 for
trail of destruction through your opponents. each successive time you take it (e.g. you must possess
Prerequisite: At least 1 natural weapon. 8+ ranks in Handle Animal to take the feat a second
Benefit: When you are located in a square adjacent to time, 10+ ranks in Handle Animal to take the feat a third
1 or more opponents at the start of your initiatve count, time, and so on).
you may take a full action to make 1 attack with each of The benefits of this feat may not be applied to the
your natural weapons, targeting any number same animal multiple times.
of adjacent opponents with them (up to the number of If your animal partner is killed, you may apply
natural weapons you possess). Each attack suffers the benefits of this feat to a new animal, following the
a penalty equal to the number of opponents you target +1. standard rules for replacing a deceased animal that was
part of your personal budget (see page 21).

NEW GEAR FEATS Contracts


You’re a killer-for-hire with contracts on the side.
The following feats are considered part of the gear Benefit: During the Gearing Up phase of any mission,
feat tree (see the Spycraft Espionage Handbook, pages you may spend and roll any number of action dice,
86–87). adding the sum result to your roll for field expenses for
the current mission. For each action die spent and rolled
Animal Partner in this fashion, you must kill 1 special character during
You possess an indispensable pet, mount, or other the current mission (i.e. reduce the special character to
animal companion that accompanies you on missions. –10 wounds or less each). If you fail to kill the necessary
Prerequisites: Agent level 3+, Handle Animal skill 6+ number of special characters during the current mission,
ranks, personal budget must include at least 1 animal. you may roll no dice for determining field expenses
Benefit: Choose 1 animal that is part of your per- during the following mission.
sonal budget. The chosen animal’s BP cost is not
increased by the domesticated and trained qualities (see Pet Project
pages 17–18). Further, the chosen animal gains the You take a special interest in an aspect of your
clever (CLV) quality if it does not already possess it. It organization, personally overseeing its operations.
also gains a number of bonus vitality points equal to Prerequisites: Special character belonging to a threat
your agent level × its Constitution modifier, if positive organization only, Intelligence 13+.
(the animal gains a minimum number of bonus vitality Benefit: Choose 1 threat resource controlled by your
points equal to your agent level). organization. When determining any benefit provided

124
playing a villain campaign
by this resource, its hierarchy rating is considered to be your choice from the basic combat tree, and skill bonuses
a number of points higher equal to your Intelligence in three class skills of your choice with total skill bonuses
modifier. If the chosen threat resource is ever destroyed, equal to their agent level. The cronies are armed with any
you may spend 3 action dice at the beginning of any weapons and gear of your choice with a maximum BP
subsequent session to designate a different threat cost equal to 1⁄3 your current mission budget.
resource as your new pet project. The cronies have a disposition of ally toward you,
and assist you with 1 task designated when you make
Safe House Menagerie the favor check to summon them. They leave at the end
Your safe houses have extra security… and it’s hungry. of the current scene, even if the task has yet to be
Prerequisites: Safe House, Handle Animal skill accomplished. They also leave if more than 1⁄2 of them
8+ ranks. are slain or incarcerated (rounded down), again, even
Benefit: Each of your safe houses features any if the task has yet to be accomplished.
number of animals with a total cost of up to 12 BP.
You may also permanently allocate any number of BP Industrial Sabotage
from your personal budget to boost this total cost, up to You’ve turned your network of moles into a vicious
a number no higher than double your agent level. All of web of provocateurs who actively sabotage enemy
your safe houses’ menagerie animals possess the trained operations.
(TND) quality and know the guard, speak, and subdue Prerequisites: Agent level 12+, Handler.
tricks (see page 18). Benefit: You may activate errors scored by members
If any of your menagerie animals are ever removed of any organization in which you possess at least 1
from a safe house, they become highly agitated, mole, even if you aren’t present. Choose the number of
suffering a –4 penalty with all attack rolls and skill action dice you wish to spend to activate the error.
checks until they are returned. Additionally, the error The action dice spent to activate the target error are
ranges of all Handle Animal checks targeting them not deducted from your action die pool, but rather
are increased by 4 until their return. are deducted from the number of action dice you’ve
invested in moles in the target organization. You may
Secret Hideout not spend more action dice to activate the target
You’ve turned one of your threat resources into your error than you’ve invested in moles in the target orga-
personal HQ, and furnished it accordingly. nization. This does not eliminate your mole(s) within the
Prerequisites: Pet Project. organization unless it reduces the number of action dice
Benefit: When you’re located at an action site invested in moles in the target organization to 0.
containing the threat resource designated as your
Example: Donovan possesses the Handler feat, and
Pet Project (see the previous page), you gain the bene-
has invested 3 action dice in moles inside the Board,
fits of the Safe House feat. Further, the action site’s per-
a criminal organization he’s investigating. A minion
sonnel, secrecy, and security ratings are increased by a
working inside the organization scores an error when
number equal to your Intelligence modifier.
making a Demolitions check while working on
a weapon of mass destruction, and Donovan decides
to activate the error. Donovan chooses to activate
NEW STYLE FEATS
The following feats are considered part of the style
the error with 2 action dice in the hopes of setting the
organization back. Donovan is now considered to have
invested only 1 action die in moles inside the Board.
feat tree (see the Spycraft Espionage Handbook, pages
91–94). Political Clout
Cronies You’re known in political circles, and can exert some
influence in governments around the world.
You have access to a squad of loyal minions.
Prerequisites: Agent level 9+, Bureaucracy skill 8+
Prerequisites: Special characters only (agents with
ranks, Political Favors.
GC permission only), agent level 6+.
Benefit: Your bonus to influence the dispositions
Benefit: Once per session, you may choose one stan-
of politicians and gain government intervention from
dard minion type (see page 14) and make an assistance
your Political Favors feat is increased by an additional
favor check (DC 15). With success, 2d6 minions of the
+2 (to a total bonus of +3). Further, you may use your
chosen type arrive within 1 hour. These minions are
Political Favors feat ability to shrug off criminal charges
considered standard NPCs and their agent level is equal
for capital crimes, and may gain legitimate access
to 1⁄3 your agent level (rounded up). Their vitality dice
to both secure and secret government facilities. You
are d6s and they possess ability scores of 10, 1 feat of
may use either of these abilities up to twice per serial.

125
mastermind
Political Immunity Guerrilla Warfare
Your political influence is extensive, placing you Training
above all but the Agency’s law. Devised as a mutual exchange between military
Prerequisites: Agent level 15+, Bureaucracy skill 12+ opposition groups around the world, the guerrilla war-
ranks, Political Clout. fare program has since become standard-issue for rebels
Benefit: Your bonus to influence the dispositions of and terrorists around the world, preparing them for the
politicians and gain government intervention from your nuances of fighting in adverse conditions and terrain.
Political Favors feat is increased by an additional +3 (to Qualifications: Intelligence 13+, Hide skill 4+ ranks,
a total bonus of +6). Further, you are now immune to all Survival skill 4+ ranks.
criminal charges brought against you by organizations GP Cost: 4.
outside the Agency, including capital crimes. Finally, if Training Time: 7 days. The agent begins in a terrain
you’re the subject of an investigation or manhunt from of his choice, where he joins up with a squad of guerril-
inside the Conspiracy, you may make an intervention la fighters actively engaged in combat. He shadows
favor check (DC 25) to have the investigation called off. and assists them over the course of the training period,
during which he’s trained extensively to read the land,
Right Hand Man create tactical advantage, and learn effective methods
You are a favorite among your Agency or organiza- for prepping an assault or ambush.
tion’s followers. Final Exam: Within the chosen terrain, the agent
Prerequisites: Agent level 3+. must successfully track and “kill” a unit composed of
Benefit: During the Gearing Up phase, you may 5 enemy combatants within 2 hours, without being
reduce the number of GP you receive by up to 1⁄2 your “killed” himself. To score a kill, the agent must success-
agent level (rounded up). For each GP sacrificed in this fully attack his target with a melee or ranged attack
way, you gain a +1 bonus with all favor checks made while the target is flat-footed. The agent is armed with
through the home office during the current serial. a paintball gun (identical in all ways to a 9mmP Beretta
This bonus does not apply to favor checks made outside M92 service pistol, save that it inflicts only 1 point
of normal channels. of subdual damage with each successful hit).
The agent is deployed 1⁄4 mile behind the target unit
Spy Hunter at the beginning of the exercise. He must first determine
You’re an expert at sniffing out traitors in your the targets’ direction by making a successful 10-minute
midst. Survival check (DC 15), then move overland as quickly
Prerequisites: Wisdom 13+, Sense Motive skill 8+ as possible to catch up with them by succeeding with
ranks, Mark. 2 additional 10-minute Survival checks (DC 15).
Benefit: As a free action, you may make a Sense The agent’s opponents are 3rd-level strong minions
Motive check (DC 20 + the target’s ranks in the Bluff armed with identical paintball guns, ability scores of 12,
skill + the power rating of any cover identity the target and total Spot and Listen skill bonuses of +5. They
is currently using). With success, you discover whether travel approximately 200 ft. apart at all times. Each time
the target’s allegiance is different from your own the agent fires his paintball gun, the GC makes a Listen
(though you do not discover the target’s actual check (DC 15) to see if the closest squad member(s)
allegiance). This ability may target an individual only notices the noise and come to help.
once per session. The exercise is completed once the agent has “killed”
all 5 targets (i.e. successfully attacked each target
without being noticed). If the agent is successfully
N EW T RAINING
PROGRAMS
attacked during this exercise, he is “killed” and must
retry the final exam the following day.
Benefits: While located in the chosen terrain type,
the agent gains the benefits of the Daring Ambush feat.
The following training programs are in common
Additionally, the agent inflicts +1d6 sneak attack
use within criminal organization across the globe,
damage when fighting in this terrain, suffering all
though standard Spycraft agents of any type may
the restrictions described in the fixer’s sneak attack
also chose them. For rules concerning training
class ability.
programs, see The Agency, page 13.
Recertification Time: 12 hours. An agent may
only recertify in terrain types in which he’s previously
completed this training program.

126
playing a villain campaign
Tactical Disruption Playing the Great Game
Program Villains are defined by their unique take on the
A favorite of aspiring provocateurs, the tactical rules of the world, and this also applies to the way
disruption program instructs field operatives in new they approach the business of espionage. Each
ways to wage psychological warfare with their enemies organization has a unique take on the 4 major tenants
using blackmail, harassment, and coercion. of espionage, as described on page 6 of the Spycraft
Qualifications: None. Espionage Handbook:
GP Cost: 3.
Defeat is a manner of degrees: Failure is never
Training Time: 7 days. The agent spends the first
taken lightly in the intelligence community, but
2 days studying under the tutelage of veteran provoca- criminal organizations tend to vary to one extreme or
teurs, learning specific observational techniques, the other here. Antiheroes are often utterly consumed
and psychological deception methods. The rest of the with their goals, their entire purpose defined by how
time, the agent put his skills to use in the field, much power they can grab, or how severely they can
learning by experience. drive back their opponents, and thus failure is
Final Exam: The final exam consists of two separate received poorly. Conspirators, on the other hand,
tests — blackmail and diversion — each using the often judge success by how little things change, for
harassment rules found on page 63 of the Fixer/ their power derives from the status quo — anything
Pointman Class Guide. more is considered a bonus. Pranksters sit somewhere
Blackmail: In the first exercise, the agent has 5 days in the middle: while they are concerned with short-
to force a target to hand over private information term goals, they also realize that failure is sometimes
against his will. The agent must successfully “force necessary to draw their enemies in and prompt them
a target’s hand,” as described on page 66 of the to make mistakes or reveal weaknesses.
Fixer/Pointman Class Guide. The agent may use any Subtlety is your greatest weapon: Most villainous
of the following skills as part of this harassment organizations toss this tenant out the window, as they
attempt: Computers, Gather Information, Innuendo, live and die by their reputations. This is especially
Intimidate, or Surveillance. The target has an agent level true with pranksters, whose work is intimately tied
of 1d4+2 and a Will save bonus equal to 1⁄2 his agent to exposure and making the Agency or their other
level (rounded up), rounded up, when determining opponents look foolish. Likewise, antiheroes pride
themselves on doling out damage to their enemies,
the results of harassment.
so subtlety is rarely the point. Conspirators lean
Diversion: In the second exercise, the agent must
the other way — their slow, deliberate moves rely
successfully draw the attention of a parking lot security
on subtlety, and little events, such as the corruption
guard while his colleagues steal 3 cars. The agent has
of a key official, the elimination of a troublesome
1 hour to either harass the sentry or prevent him from investigator, or denying an enemy a key objective,
witnessing the thefts. The security guard has an agent are all considered major successes.
level of 2, a total Will save bonus of 2, and a total Spot Business is business: The rule that ‘you shouldn’t
skill bonus of +3. The DC of each Spot check made take it personally’ rarely applies in a villainous
to notice each theft is 15. campaign. Conspirators tend to be the most prone
The clock starts at the beginning of the first to avenging themselves, if only because disruptions
10-minute interval. The thieves attempt to steal the first of their agendas can set them back years. Pranksters
car after 10 minutes (i.e. at the end of the 1st interval), are sometimes driven by a similar impulse, striking
the second car after 30 minutes (i.e. at the end of the back indirectly or at weak spots in their enemy’s
3rd interval), and the third car after 50 minutes (end infrastructure. But oddly enough, antiheroes are
of the 5th interval). generally the strictest adherents to this code — though
Benefits: The agent gains the benefits of the Police they like bringing the fight to their foes, they also
Training feat for the duration of the current serial. expect their enemies to strike back in turn.
Further, at the end of each interval of a harassment Never reveal your opponent to anyone outside the
attempt during which the agent makes a harassment Game: The final and most cherished tenant of the
check, the running harassment check total is only espionage code is absolutely ignored by most
reduced by an amount equal to 1⁄2 the target’s Will save prankster organizations, whose entire purpose is to
bonus, rounded up (rather than equal to his Will save, lay bare their enemy’s secrets and plans, throwing
as standard). him into chaos. Conspirators occasionally make use of
exposure as a smoke screen to divert attention away
Recertification Time: 4 hours.
from them, and antiheroes usually don’t bother
with exposure at all, unless doing so gains them
a competitive edge over their enemies.

127
mastermind
Ltd.; Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook Copyright
The Open Game License 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson; Spycraft
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 1960s Decade Book, Copyright 2003, Alderac Entertainment Group, Inc.; Spycraft Agency,
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Copyright 2004, Alderac Entertainment Group, Inc.; Spycraft Faceman/Snoop Class Guide,
Copyright 2003, Alderac Entertainment Group, Inc.; Spycraft Fixer/Pointman Class Guide,
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have Copyright 2003, Alderac Entertainment Group, Inc.; Spycraft Gentlemen’s Agreement
contributed Open Game Content; (b) “Derivative Material” means copyrighted material Season Book, Copyright 2002, Alderac Entertainment Group, Inc.; Spycraft Modern Arms
including derivative works and translations (including into other computer languages), Guide Copyright 2002, Alderac Entertainment Group, Inc.; Spycraft Most Wanted, Copyright
potation, modification, correction, addition, extension, upgrade, improvement, compilation, 2003, Paradigm Concepts, Inc.; Spycraft Soldier/Wheelman Class Guide, Copyright 2002,
abridgment or other form in which an existing work may be recast, transformed or Alderac Entertainment Group, Inc.; Stargate SG-1 Rulebook, Copyright 2003, Alderac
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly Entertainment Group, Inc.; Shadowforce Archer Worldbook, Copyright 2002, Alderac
display, transmit or otherwise distribute; (d) “Open Game Content” means the game Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson; Shadowforce Archer
mechanic and includes the methods, procedures, processes and routines to the extent such African Alliance Chamber Book, Copyright 2003, Alderac Entertainment Group, Inc.;
content does not embody the Product Identity and is an enhancement over the prior art and Shadowforce Archer Archer Foundation Chamber Book, Copyright 2002, Alderac
any additional content clearly identified as Open Game Content by the Contributor, and Entertainment Group, Inc.; Shadowforce Archer European Commonwealth Chamber Book,
means any work covered by this License, including translations and derivative works under Copyright 2003, Alderac Entertainment Group, Inc.; Shadowforce Archer Hand of Glory
copyright law, but specifically excludes Product Identity. (e) “Product Identity” means Threat Book, Copyright 2002, Alderac Entertainment Group, Inc.; Shadowforce Archer Pan-
product and product line names, logos and identifying marks including trade dress; artifacts; Asian Collective Chamber Book, Copyright 2003, Alderac Entertainment Group, Inc.;
creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, Shadowforce Archer Shop Threat Book, Copyright 2003, Alderac Entertainment Group, Inc.
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses The Open Game Content
and special abilities; places, locations, environments, creatures, equipment, magical or This printing of Mastermind™ is done under version 1.0a of the Open Game License and
supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark the draft version of the d20 System Trademark License, d20 System Trademark Logo Guide
or registered trademark clearly identified as Product identity by the owner of the Product and System Reference Document by permission of Wizards of the Coast. Subsequent print-
Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the ings of this book will incorporate final versions of the license, guide and document.
logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or
AEG’s intention is to open up as much of Mastermind as possible to be used as Open
its products or the associated products contributed to the Open Game License by the
Game Content (OGC), while maintaining Product Identity (PI) to all aspects of the Spycraft
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Content. intellectual property. Publishers who wish to use the OGC materials from this book are
(h) “You” or “Your” means the licensee in terms of this agreement. encouraged to contact JZinser@alderac.com if they have any questions or concerns about
reproducing material from Mastermind in other OGL works. AEG would appreciate anyone
2. The License: This License applies to any Open Game Content that contains a notice
using OGC material from Mastermind in other OGL works to kindly reference the Mastermind
indicating that the Open Game Content may only be Used under and in terms of this
as the source of that material within the text of their work. Open Game Content may only
License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself. be used under and in accordance with the terms of the OGL as fully set forth in the opposite
No other terms or conditions may be applied to any Open Game Content distributed using column.
this License. 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
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
and all Spycraft and Shadowforce Archer logos and identifying marks and trade dress,
the terms of this License.
including all Spycraft and Shadowforce Archer product and product line names including
4. Grant and Consideration: In consideration for agreeing to use this License, the but not limited to The Spycraft Espionage Handbook, Control Screen, Modern Arms Guide,
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the Faceman/Snoop Class Guide, Fixer/Pointman Class Guide, Soldier/Wheelman Class Guide,
exact terms of this License to Use, the Open Game Content.
Agency, Mastermind, U.S. Militaries, World Militaries, Season Book #1: Gentlemen's
5. Representation of Authority to Contribute: If You are contributing original material as Agreement, Season Book #2, and subsequent Season books, Shadowforce Archer Worldbook,
Open Game Content, You represent that Your Contributions are Your original creation African Alliance Chamber Book, Archer Foundation Chamber Book, Company Chamber
and/or You have sufficient rights to grant the rights conveyed by this License. Book, European Commonwealth Chamber Book, Guardians of the Whispering Knife Chamber
Book, Pan-Asian Collective Chamber Book, Room 39 Chamber Book, Russian Confederacy
6. 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 Chamber Book, and all subsequent Chamber Books, Hand of Glory Threat Book, P.E.R.I.L.
are copying, modifying or distributing, and You must add the title, the copyright date, and Threat Book, Shop Threat Book, and all subsequent Threat Books, Decade Book: The 1940s,
the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content Decade Book: The 1960s, and all subsequent Decade Books, SFA Interactive Episode: Shallow
you Distribute. 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
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indi-
cation as to compatibility, except as expressly licensed in another, independent Agreement community donations, and all free game support items), and all Spycraft and Shadowforce
with the owner of each element of that Product Identity. You agree not to indicate Archer logos; any elements of the Spycraft or Shadowforce Archer settings, including but
compatibility or co-adaptability with any Trademark in conjunction with a work containing not limited to capitalized names, Conspiracy names, Chamber names, project names, code
Open Game Content except as expressly licensed in another, independent Agreement with names, department names, section names, threat names, characters, gadgets (including, but
the owner of such Trademark. The use of any Product Identity in Open Game Content does not limited to, the usual refinements and other gadgets), historic events, and organizations;
not constitute a challenge to the ownership of that Product Identity. The owner of any
any and all stories, storylines, plots, thematic elements, documents within the game world,
Product Identity used in Open Game Content shall retain all rights, title and interest in and
quotes from characters or documents, and dialogue; and all artwork, symbols, designs,
to that Product Identity.
depictions, illustrations, maps and cartography, likenesses, poses, Archer Conspiracy,
8. Identification: If you distribute Open Game Content You must clearly indicate which por- Chamber, or Threat logos, symbols, or graphic designs, except such elements that already
tions of the work that you are distributing are Open Game Content. appear in the d20 System Reference Document and are already OGC by virtue of appearing
9. Updating the License: Wizards or its designated Agents may publish updated versions of there. The above Product Identity is not Open Game Content.
this License. You may use any authorized version of this License to copy, modify and dis- DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above,
tribute any Open Game Content originally distributed under any version of this License. all portions of Mastermind are designated as Open Gaming Content.
USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
of Alderac Entertainment Group, Inc. to add all classes, skills, feats, equipment, prestige
Game Content You Distribute.
classes, and threat and NPC statistics contained in this volume to the canon of Open Game
11. Use of Contributor Credits: You may not market or advertise the Open Game Content Content for free use pursuant to the Open Game License by future Open Game publishers.
using the name of any Contributor unless You have written permission from the Contributor Some of the portions of this book which are delineated OGC originate from the System
to do so. Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this OGC portions of this book are hereby added to Open Game Content and if so used, should
License with respect to some or all of the Open Game Content due to statute, judicial order, bear the COPYRIGHT NOTICE: “Spycraft Copyright 2004, Alderac Entertainment Group, Inc.”
or governmental regulation then You may not Use any Open Game Material so affected. The mention of or reference to any company or product in these pages is not a
challenge to the trademark or copyright concerned.
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 ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast
sublicenses shall survive the termination of this License. and are used according to the terms of the d20 System License version 1.0a. A copy of this
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14. Reformation: If any provision of this License is held to be unenforceable, such provision Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards
shall be reformed only to the extent necessary to make it enforceable.
of the Coast, and are used with permission.
15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. All contents of this book, regardless of designation, are copyrighted year 2004
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan by Alderac Entertainment Group, Inc. All rights reserved. Reproduction or use without the
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave written permission of the publisher is expressly forbidden, except for the purposes of review
Arneson. Star Wars roleplaying game Copyright 2000, Wizards of the Coast and Lucasfilm or use consistent with the limited license above.

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