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Spycraft Errata
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General Information
The following errata and clarifications are in effect as of
December 1, 2004.
All new text as of this edition is highlighted in blue.
The Order
of Agent Creation
1. An agent may assign or select the facets of each level
(i.e. skills, feats, department bonuses, class abilities, etc.) in any
order, but all the facets of a level must be assigned before the
agent can proceed to the next level.
Table Of Contents
General Corrections and Advisories . . . . . . . . . . . . . . . 03
Spycraft Lite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 04
Spycraft Espionage Handbook . . . . . . . . . . . . . . . . . . . 05
Spycraft Control Screen . . . . . . . . . . . . . . . . . . . . . . . . 27
Spycraft 1960s Decade Book . . . . . . . . . . . . . . . . . . . . . 27
Spycraft Agency Sourcebook . . . . . . . . . . . . . . . . . . . . 29
Spycraft Battlegrounds Sourcebook . . . . . . . . . . . . . . . 30
Spycraft Faceman/Snoop Class Guide . . . . . . . . . . . . . . 30
Spycraft Fixer/Pointman Class Guide . . . . . . . . . . . . . . 31
Spycraft Gentlemens Agreement Season Book . . . . . . 35
Spycraft Mastermind Sourcebook . . . . . . . . . . . . . . . . . 36
Spycraft Modern Arms Guide . . . . . . . . . . . . . . . . . . . . 36
Spycraft Soldier/Wheelman Class Guide . . . . . . . . . . . . 40
Spycraft U.S. Militaries Sourcebook . . . . . . . . . . . . . . . 43
Modern Arms Guide: Chapter 9 (PDF) . . . . . . . . . . . . . 43
NPC Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
XP Rewards and Serial Design . . . . . . . . . . . . . . . . . . . . 45
Skill-Based Effects
and Requirements
1. Unless specifically stated otherwise, whenever a rule refers to
a characters skill value (e.g. skill-based feat requirements,
DCs based on a characters skill, synergy bonuses, etc.), it refers
to the characters ranks with the skill, not the characters
total skill bonus.
Example: When a feats prerequisites include Computers 4+,
it means that a character must possess 4 or more ranks with
the Computers skill in order to choose the feat.
GENERAL
CORRECTIONS
AND A DVISORIES
Limited Abilities
Spycraft Errata
Trump Abilities
feat Prerequisites
Attacks of Opportunity
1. There are no attacks of opportunity in Spycraft. Instead,
during each round, each agent may take 1 full action or 2 half
actions, as well as 1 or more free actions (as allowed by the
GC).
Die Modifiers
Level-Based Feats
1. When an effect increases or decreases a rolled total by a
specific amount per die, possibly to a minimum of a specific
amount per die (e.g. the agent suffers 1 less point of damage
per die (to a minimum damage of 1 point per die)), then the
modifiers are applied to each die separately, adding the dice
totals together to produce a grand total.
1. Agents receive 1 level-based feat at 1st-level, a second levelbased feat at 3rd-level, and an additional 1 level-based feat
for every 3 agent levels they gain thereafter. The feat gained
at 1st-level is in addition to any feats received from class or
department.
2. A feat gained by virtue of agent level may be chosen from any
tree available to the agent.
Temporary Feats
1. Regardless of their source, temporary feats may never be used
to meet the requirements of prestige classes or the prerequisites of other feats.
Prestige
Class Requirements
OGL/OGC
Contact Information
Virtual Feats
1. All feats classified as virtual grant identical threat range
bonuses. Specifically, they should read as follows:
The agents threat range with these skill checks becomes
1920.
SPYCRAFT LITE
Playing Spycraft
Attack Options
Spycraft Handbook
Fixer Class
1. On the fixers class skill list, Boating is now replaced with
Mechanics. (page 24).
SPYCRAFT
ESPIONAGE
HANDBOOK
2. The fixer may use his procure ability a number of times per
session equal to his agent level divided by 4 (rounded down,
minimum 1). If the fixer gains the procure ability from 2 or
more classes, the number of times per session he may use the
ability is equal to the sum total of all procure uses gained
from all of his classes. (page 24).
3. When a fixer uses his procure ability, he must declare all items
to be requisitioned at the same time, before he or any of his
teammates take any additional actions. Each shopping list of
requisitioned items is considered 1 use of the fixers procure
ability. (page 24).
Computer Espionage
Department (D-3)
Feat: This ability may be chosen each time the fixer gains a
special ability choice.
Improvisation: This ability may be chosen each time the fixer
gains a special ability choice.
Master Thief: This ability may be chosen each time the fixer
gains a special ability choice.
Skill Mastery: This ability may be chosen each time the fixer
gains a special ability choice.
Stash It: This ability may only be chosen once.
Faceman Class
1. The facemans base Fortitude and Will saves should be +7 at
15th level and +8 at 17th level. (page 23).
10. The fixers stash it special ability may only be applied to 1 item
at a time. (page 26).
2. When using the cold read ability, the faceman must ask all 3
of his questions before receiving the first answer. He may not
ask the same question multiple times. (page 22).
Spycraft Errata
Pointman Class
Spycraft Handbook
Snoop Class
Example: Redirect, a 6th-level pointman possessing the crossclass ability, fixer: uncanny dodge (Dexterity bonus to
Defense), gains his 4th level in the fixer class. He does not
regain uncanny dodge (Dexterity bonus to Defense), nor is
his uncanny dodge improved in any way. Instead, he may
choose another pointman cross-class ability as standard.
Feat: This ability may be chosen each time the snoop gains a
special ability choice.
Skill Mastery: This ability may be chosen each time the snoop
gains a special ability choice.
Soldier Class
Spin Doctor: Public relations +2, +3; behind the scenes (DC 5);
bonus feat; cover up 1/session; smooth talker 1/session.
Soldier: Bonus feat 1, 2, 3; damage reduction 1/;
armor use +1.
Wheelman: Daredevil; kick start 1/session; bonus feat 1, 2;
familiarity +1.
Unarmed Attacks
Grappling (grappling attacks, trip attacks, and garrotes).
15. The examples for possible benefits gained from the pointmans
serendipity ability should read (page 28):
Melee Weapons
Axes (all axes, including battle axes, broad axes, fire axes,
hatchets, large axes, lumber axes, medium axes, and throwing
axes).
Chains (chains, chain weapons, and rope weapons).
Clubs (all types of clubs, baseball bats, batons, hammers,
lead pipes, maces, monk cudgels, nightsticks, police flashlights, tonfa, weighted canes, and wolf teeth clubs).
Coil weapons (flails, nunchaku, scourges, whips, and all
weapons with the coil quality).
Fencing weapons (fencing foils, rapiers, sabers, scholars
swords, seven piece swords, straight sword piercers, and sword
canes).
Spycraft Errata
Wheelman Class
Multi-Classed Agents
1. When entering a prestige class for the first time, the agent
must fulfill all requirements for the new class before gaining
any of the new classs benefits, including skill points. The skill
points granted by a new class may not be used to fulfill the
requirements of that class. (page 34).
Hurled Weapons
Archery weapons (all bows and crossbows).
Grenades.
The agent does gain 1 the new classs vitality points per
level (but does not gain the maximum possible vitality, as at
1st level).
The agent does gain 1 the new classs skill points per level
(but does not gain 4 x the classs skill points per level, as at
1st level).
Firearms
The agent does gain the class budget bonus listed on the
new classs table (but does not gain the base personal budget
of 40 or the agents Charisma modifier 5).
Assault rifles.
Bolt-action rifles.
Pistols.
Chapter 2: Skills
Revolvers.
Shotguns.
Sniper rifles.
Submachineguns.
Tactical Weapons
Cannons.
Explosives (including mines).
Flamethrowers.
Grenade launchers.
Guided missiles.
Machineguns.
Critical Successes
Mortars.
Rocket launchers.
This list is exclusive, and contains all possible weapon specializations the soldier may choose from.
Critical Failures
Spycraft Handbook
Taking 10
Diplomacy Skill
3. You may not score a threat or suffer an error when taking 10.
Taking 20
1. Unlike taking 10, taking 20 does in fact take 20 the standard
amount of time required for the skill use. This option is the act
of working slowly and methodically toward a goal to procure
the best possible result. (page 39).
2. An agent may not spend action dice to increase a skill check
result generated by taking 20. (page 39).
3. You may not score a threat or suffer an error when taking 20.
Hobby Skill
Skill Synergy
1. The following clause is added to this skills Special entry
(page 55):
Appraise Skill
1. An agent who possesses 5 or more ranks in Diplomacy gains a
+2 synergy bonus with Appraise checks made to cut black
market and street deals (see the Spycraft Modern Arms Guide,
page 26, and the Fixer/Pointman Class Guide, page 71,
respectively). (page 40).
Jump Skill
1. In Spycraft, intent of jumping is not to consistently move
farther or more efficiently than on foot. The intent is to reach
areas you cannot typically reach, and to perform certain
maneuvers that require jumping. (page 57).
Computers Skill
1. When using a computer to gather information, an agent
uses the Computers skill with the DCs described under the
Gather Information skill, increasing all the listed DCs by +5.
(page 44).
Demolitions Skill
1. The following text is added to this skills Special entry (page 49):
Spycraft Errata
6. This skills Critical Failure entry is replaced with the following
(page 57):
Languages Skill
Search Skill
1. The Modern Arms Guides gear concealment rules supercede
the rules for frisking someone described under this skill
(see page 36 for updated gear concealment rules). (page 63).
The agent must choose how to devote new skill ranks in the
Languages skill immediately when they are acquired. If the
agent chooses not to devote new skill ranks immediately,
he retains the skill ranks, but loses the option to learn or
improve any languages.
The agent may only devote up to two skill ranks to any single
language.
Spot Skill
Listen Skill
1. The following entries are added (or modified) on the standard
Listen check table (page 58):
Sound
Gunshot in same room (up to 50 ft. away)
Gunshot in same city block (up to 500 ft. away)
Distant gun shots (up to 1 mile)
Remote gun shots (over 1 mile)
DC
0
5
10
15
10
Spycraft Handbook
Surveillance Skill
Improved Two-Weapon
Fighting (Basic Combat Feat)
You may use this feat ability a number of times per session
equal to your Wisdom modifier (though you may only use it
once per round), and you may use it on the same person more
than once.
Sidestep
(Basic Combat Feat)
Swim Skill
1. The bonus granted by this feat lasts until the the start of the
agents initiative count during the following round, rather
than until the agents next action. (page 70).
Surge of Speed
(Basic Combat Feat)
1. The bonus action granted by this feat may not be any action
that requires an attack roll. (page 71).
Tumble Skill
1. All distance moved as part of a Tumble check is subtracted
from the agents total available movement for the round. If an
agent doesnt possess enough remaining movement to make a
desired Tumble check, he may not make the check during the
current round. (page 66).
Weapon Focus
(Basic Combat Feat)
Chapter 3: Feats
Expertise
(Basic Combat Feat)
1. The bonus granted by this feat lasts until the start of the
agents initiative count during the following round, rather
than until the agents next action. (page 69).
Extreme Range
(Ranged Combat Feat)
1. The effects of this feat do not stack with those of the Far Shot
feat they replace them. (page 75).
Cleave
(Melee Combat Feat)
Improved Disarm
(Basic Combat Feat)
1. The following clause is added to this feat (page 69):
Further, the threat ranges of all attacks and skill checks made
while attempting to disarm an opponent are increased by
1 (i.e. a threat range of 20 becomes 1920).
11
Spycraft Errata
Snake Strike
(Melee Combat Feat)
Adrenaline Burst: You may spend and roll 1 action die while
making a melee or unarmed attack, adding the action dies
result to both the attack roll and to your Defense until the
start of your initiative count during the following round.
Dodging Basics
(Unarmed Combat Feat)
Dodging Mastery
(Unarmed Combat Feat)
Increased Precision
(Ranged Combat Feat)
1. This feats iron man ability should read as follows (page 79):
1. In addition to its printed Benefit description, this feat also
increases the number of range increments at which the agent
may attempt a ranged disarm action by 1. (page 76).
Lightning Draw
(Ranged Combat Feat)
1. The following text is added to the end of this feats Benefit
section (page 76):
Holding Basics
(Unarmed Combat Feat)
1. This feats one-handed choke ability does not allow the agent
to grapple more than 2 opponents. Instead, it negates the
standard 4 penalty when the agent attempts to grapple a
second opponent (see page 22). Further, this feat ability
grants the agent a +2 bonus when making a hold check to
perform any of the following grapple actions: attack with a
light weapon, disarm, force opponent prone, inflict damage,
move, or pin.
Blocking Basics
(Unarmed Combat Feat)
1. Use of this feats break weapon ability is a free action, but the
agent may only use it a maximum number of times per round
equal to twice his Dexterity bonus (minimum 1). (page 78).
Throwing Basics
(Unarmed Combat Feat)
2. Use of this feats break weapon ability occurs after the attack
that triggers it. (page 78).
1. The trip action made to activate this feats foot sweep ability
is a named attack called foot sweep, and may not be used in
conjunction with another named attack. (page 81).
Relentless Pursuit
(Chase Feat)
1. This feat may only increase the minimum lead the prey needs
to make any finishing maneuver to a maximum of 30 lengths.
(page 84).
Blocking Mastery
(Unarmed Combat Feat)
1. Adrenaline burst and redirection are named abilities granted
by this feat. Both ability names should be printed in italics.
(page 78).
12
Spycraft Handbook
Hidden Run (Covert Feat)
3. If an agent chooses this feat 2 or more times, he may requisition 1 or more additional signature gadgets or vehicles (up to
the number of Signature Vehicle feats he possesses),
or upgrade or swap an existing vehicle (as noted in the feats
description). Alternatively, if the agent previously assigned
non-mission GP to the cost of an existing signature gadget or
vehicle, he may use bonus GP from a subsequent Signature
Vehicle feat to pay for some or all of the existing signature
gadget or vehicles cost, returning any GP freed up in this
manner to the agents non-mission GP pool. (page 87).
Quick Use
(Advanced Skill Feat)
1. When a class ability grants this feat for a specific skill (but not
when the agent gains a bonus feat that allows him to choose
Quick Use), the feat applies to all uses of the specified skill,
even those that normally require more than 1 minute to use.
(page 90).
2. This feat no longer reduces the time required to perform 1 half
action to 1 free action. (page 90).
3. If an agent chooses this feat 2 or more times, he may requisition 1 or more additional signature weapons or items (up to
the number of Signature Gear feats he possesses), or upgrade
or swap an existing item (as noted in the feats description).
Alternatively, if the agent previously assigned personal budget
to the cost of an existing signature weapon or item, he may
use bonus BP from a subsequent Signature Gear feat to pay
for some or all of the existing signature weapon or items cost,
returning any BP freed up in this manner to his personal
budget pool. (page 86).
Training
(Advanced Skill Feat)
1. When the skill points granted by this feat are spent to increase
the agents skill ranks, the agent gains 1 skill rank per point
spent (as if the skill is a class skill), even if the skill is actually
a cross-class skill for the agent. (page 91).
2. This feat does not affect the agents maximum possible ranks
with any skill. Skill points gained from this feat may only raise
a skill to the maximum number of ranks the agent may
typically acquire. (page 91).
13
Spycraft Errata
Fortunate (Style Feat)
Chapter 5: Gear
Safe House
(Style/Gear Feat)
Bundles
1. This feat was printed as a style feat, but it is actually a gear
feat. (page 94).
3. An agent team gains 1 safe house in each city per agent who
possesses the Safe House feat.
Budget Points
1. Unspent personal budget points are lost they do not
transfer to the agents mission budget. (page 104).
Chapter 4:
Finishing Touches
Backgrounds
1. An agent may never regain more skill points from a background than he initially invested. When an agent benefits
from an ability that reduces the cost of a background and
completes that background, he gains back the number of skill
points invested in the background, and no more. (page 96).
Field Expenses
1. All items, services, and other things purchased with field
expenses are lost at the end of the current mission.
The Agency takes an extremely dim view of agents who
use field expenses to increase their personal possessions.
(page 105).
Action Dice
1. Action dice used for any application are lost, and may not be
used again for any other application. (page 99).
2. All action dice left unused at the end of each session are lost.
(page 99).
3. Regardless of talents, abilities, feats, or any other agent option
or rule, an agent may never roll more than 2 action dice per
1 action die spent to increase any single roll. (page 99).
Example: When used in conjunction with either the devastating
psion skill or the aces battle born core ability, the soldiers
accurate core ability produces no more than 2 action dice for
every 1 action die spent.
14
Spycraft Handbook
Carrying Capacity
Exotic Weapons
Standard-Issue Gear
Melee Weapons
1. A garrote is a two-handed weapon. Damage inflicted with this
weapon is increased by the attackers Strength modifier 1.5
(rounded up). (page 110).
Firearms
1. When an agent attempts to conceal a pocket pistol,
the DCs of Spot checks made to notice the weapon on the
agents person is +4, not 4. (page 111).
Firearms Ammunition
1. Under no circumstances may an agent mix and match different ammunition types within the same attack. If an agents
ammunition load indicates that more than one type of ammunition is being fired during a single attack, the GC chooses
which ammunition effect to apply. (pages 115116).
Tactical Weapons
1. The final paragraph under the rocket launchers description
belongs to the Anti-Tank Guided Missile (ATGM), and is not
part of the base weapons description. (page 119).
BP
6
15
Weight
1 lb.
2 lb.
Actual Cost
$600
$1,400
15
Range Increment
40 ft.
50 ft.
Spycraft Errata
Snowmobile, two-man
SUV, commuter
SUV, off-road
Truck, commuter
Truck, flatbed
Truck, off-road
Truck, pick-up
Truck, racing
Van, full
Van, mini-van
Water skis
9. The following new gear type is added to this section (page 130):
Name
Per Hour
Rented Transportation
ATC (3-wheeler)
ATV (quad, 4-wheeler)
Bicycle, off-road
Bicycle, racing
Bicycle, touring
Board, boogie
Board, surf
Boat, catamaran
Boat, fishing, private
Boat, house, single
Boat, house, family
Boat, racing
Boat, sail (Large)
Boat, sail (Huge)
Boat, speed
Boat, swamp
Car, classic
Car, commuter (compact)
Car, commuter (mid-size)
Car, commuter (sedan)
Car, commuter (station wagon)
Car, commuter (sub-compact)
Car, economy
Car, electric
Car, electric-gas conversion
Car, high-performance
Car, luxury
Car, off-road
Car, sports (classic)
Car, sports (modern)
Dog sled
Hang glider
Helicopter, commercial
Helicopter, light
Helicopter, service
Horse, domesticated (riding)
Jeep, civilian
Jeep, Humvee
Jet-ski, one-man
Jet-ski, two-man
Limousine, Cadillac
Limousine, Humvee
Motorcycle, chopper
Motorcycle, commuter
Motorcycle, off-road
Motorcycle, racing
Motorcycle, scooter/moped
Motorcycle, street
Motorcycle, touring
Prop plane, 1-seater
Prop plane, 2-seater
Prop plane, 4-seater
Recreational vehicle
Ship, yacht (Huge)
Ship, yacht (Gargantuan)
Skates, in-line
Skates, quads
Skis
Snowboard
Snowmobile, one-man
$20
$30
$5
$8
$5
$4
$6
$30
$30
$60
$150
$40
$30
$40
$30
$30
$30
$30
$200
$150
$200
$20
$40
$60
$50
$150
$75
$100
$150
$100
$100
$150
$2
$2
$5
$5
$40
Actual Cost
Per Day Per Week
$100
$150
$25
$40
$25
$20
$30
$150
$150
$300
$750
$200
$150
$200
$150
$150
$150
$75
$75
$75
$50
$50
$50
$100
$100
$200
$200
$150
$300
$300
$150
$150
$1,000
$750
$1,000
$100
$100
$300
$200
$300
$250
$750
$20
$30
$50
$50
$20
$30
$30
$375
$500
$750
$500
$500
$750
$10
$10
$20
$20
$200
$500
$750
$125
$200
$125
$100
$150
$750
$750
$1,500
$3,500
$1,000
$750
$1,000
$750
$750
$750
$375
$375
$375
$250
$250
$250
$500
$500
$1,000
$1,000
$750
$1,500
$1,500
$750
$750
$5,000
$3,750
$5,000
$500
$500
$1,500
$1,000
$1,500
$1,250
$3,750
$100
$150
$250
$250
$100
$150
$150
$2,250
$2,500
$3,750
$2,500
$2,500
$3,750
$50
$50
$100
$100
$1,000
$60
$10
$300
$50
$75
$50
$75
$75
$50
$100
$75
$50
$50
$1,500
$250
$375
$250
$375
$375
$250
$500
$375
$250
$250
Gadgets
1. When an agent uses the standard armored attach case as a
shield, he retains his class bonus to Defense in addition to the
gadgets listed benefit. (page 132).
2. The grenade cigarettes Spot DC was accidentally omitted.
It is 15. (page 135).
3. The standard clothing liner may appear as any type of
clothing the agent wishes with a cost of 5 BP or less. If an
agent wishes to requisition a clothing liner that looks like
a more expensive type of clothing, he must pay the BP
difference. (page 135).
Example: A standard clothing liner requisitioned to look like
a high-quality tuxedo costs an additional 5 BP (10 BP for
designer clothes, minus the clothing liners base allowance of
5 BP).
4. The chameleon suit clothing option should have a GP cost of
+8. Further, this gadget only repairs damage caused by an
injury that triggers its self-repair cycle. All other damage must
be repaired at the home office. Finally, an agent wearing this
gadget when its active is considered invisible (see page 20).
(page 136).
5. The putty in the womans compact acts as only 1/2 lb. of C4,
not 1 lb. of C4. (page 137).
6. When an agent requisitions a set of translator lenses, he must
choose all languages the lenses can read before the end of the
Gearing Up phase. (page 140).
7. The X-ray lenses cost 5 GP, not 2 GP. (page 140).
8. Attacks made with the shoe gadgets blade option benefit
from talents, abilities, feats, and other agent options that
grant bonuses when using a stiletto blade. (page 141).
16
Spycraft Handbook
Vehicular Gadgets
10. The laser watch may not be used on organic matter (including
characters). (page 144).
11. The explosive watch acts as only 1/2 lb. of C4, not 1 lb. of C4.
(page 144).
12. The umbrella gun gadgets cost pays only for the weapons
housing the agent must pay for the chosen gun separately.
(page 145).
13. When an agent adds 1 or more weapon enhancement gadgets
to a weapon, they apply to that weapon only the enhancements do not carry over to other weapons the agent currently carries, or weapons the agent later requisitions. If the agent
wants the enhancements to apply to another weapon,
he must requisition them again. (page 145).
3. Refilling the oil slick gadget takes 6 half actions. (page 153).
4. The Proteus Package gadget requires 1 half action to activate.
The time required to assume the form of another vehicle
depends on the vehicle categories involved, as follows
(page 153):
Vehicles
1. When the team requisitions a vehicle, the team gains access to
a like vehicle in every scene until the end of the current
mission (even if subsequent scenes take place on different
continents). The GC may rule that a vehicle isnt available
during a scene, in which case the gadget points spent on the
vehicle are returned to the team (minus 2 per scene in which
the vehicle was available). If the GC rules that a vehicle isnt
available during a scene, the vehicle is no longer available
during any later scene (unless the agents requisition it again).
2. The hang gliders MPH entry should read 5/10, not 50/100.
(page 150).
17
Spycraft Errata
Attacking With
Two Weapons
Chapter 6: Combat
Damage
1. In all cases when an agents damage rolls are increased by his
Strength modifier, fractions are rounded up. (page 156).
Feat/Light Weapon
Free Actions
1. The following text is added to the description of free actions.
(page 160):
Attacks
2nd
Main
OffOffHand
Hand Hand
Initiative Actions
10
N/A
6
8
8
4
N/A
N/A
N/A
N/A
N/A
N/A
N/A
3. Handguns are Small-sized weapons, and are therefore considered light weapons for Medium-sized agents. (page 165).
4. The additional single attacks made with an agents off hand
may be used for any half action attack possible with the
weapon wielded, including firing a burst or attempting to
disarm an opponent. Additionally, they may be used to strike
an object, even though striking an object is not considered an
attack action (see page 19). If the agent's off hand is empty,
he may also use off-hand attacks to make unarmed attacks or
trip attempts. (page 165).
Autofire
1. When an agent rolls a natural 20 when making an autofire
attack, a minimum of 1 volley hits the target, but the agents
attack result must still be compared to the targets Defense to
determine whether any additional volleys hit. A natural 20
does not indicate that a bonus volley hits the target the
minimum volley is considered to be the first hit if the attack
result equals or exceeds the targets Defense. (page 165).
Multiple Attacks
1. The sentence, Multiple attacks are usually gained through the
use of feats. can be misinterpreted. Assuming the agent takes
no initiative, movement, or other actions, he may typically
take 2 half action attacks or 1 full action attack per round.
Feats grant additional actions beyond this standard number
per round. (page 165).
18
Spycraft Handbook
Disarm
Strafe Attack
2. When an agent scores a critical hit with a strafe attack, only the
damage inflicted against the combatant in the first target
square is applied directly to wounds; the damage inflicted
against the combatants in the second and each subsequent
target square are applied to remaining vitality first, as standard.
(page 167).
3. An agent may never benefit from sneak attack damage
or any other sneak attack benefit when making a strafe
attack. (page 167).
Strike an Object
(half Action)
If the opposed attack roll results in a tie, the winner is determined by the type of disarm action being attempted, as follows.
If youre attempting a melee or unarmed disarm action, compare your Strength to your targets Strength. The character
with the higher score wins the opposed attack roll.
19
Spycraft Errata
9. If an agent moved than twice his speed as part of his most
recent action, he is considered to be running. (page 170).
Hidden Agents
1. When an agent makes a successful Hide check to slip out of
sight during combat, he gains the benefits of total concealment (see the Spycraft Espionage Handbook, pages 170171).
Invisible Agents
1. An agent who is considered invisible e.g. an agent wearing
a chameleon suit gains the benefits of total concealment.
Additionally, there is a 50% that any attack against him
misses (as if the attacker were blind). An invisible agent need
not make a Hide check to remain hidden when moving,
though he must still make a successful Move Silently check
opposed by the Listen skills of observers within 100 ft.
2. An invisible agent may be located at any time with a successful full action Search check, opposed by the invisible agents
Hide skill. If the invisible agent fails this opposed check, he is
considered to possess only nine-tenths concealment against
attacks made by the character who made the successful
Search check.
20
Spycraft Handbook
7. When an invisible agent makes a melee or unarmed attack
against an opponent who is unaware that enemies are
present, the attacker is considered to be flanking his target,
even if no teammate or ally is located on the opposite side of
the target. Additionally, the target is considered to be flatfooted. Note that some feats and class abilities such as the
fixers uncanny dodge ability prevent a character from
being flanked, even in this case.
Blast Damage
Flanking
Grapple
1. This actions rules text is replaced with the following (page 172):
1. Enter the targets square. The agent must move into his
targets square to take a grapple action. This is an exception to
the square occupancy rules and counts as part of the agents
movement for the round (though the agent may use his bonus
5-ft. step to enter the square if he takes no other movement
actions during the same round).
Shooting or Throwing
Into a Melee
1. An agent may always attack any target within his line of sight.
Should an agent shoot or throw a ranged weapon at a
target who is adjacent to him or one or his teammates or
allies, he suffers the 4 penalty as described in this section.
(page 171).
2. When an agent makes a ranged attack through 1 square
occupied by a character (whether the character is a teammate,
ally, bystander, or an opponent), the character provides the
agents target with one-half cover. When an agent makes a
ranged attack through 2 or more squares occupied by
characters (whether the characters are teammates, allies,
bystanders, or opponents), the characters provide the agents
target with a base of one-half cover, which is improved by
1 grade per intervening character beyond the first (to a
maximum of total cover).
Example: Donovan fires a gun through 3 squares occupied by
teammates. His teammates provide his target with nine-tenths
cover.
21
Spycraft Errata
3. Make a hold check. Once an agent grabs his opponent, he
makes a second melee touch attack this one opposed by the
targets melee touch attack in order to start grappling.
The alternate size modifier described in Step 2 applies to this
check as well. With success, the agent and the target are
considered to be grappling and the agent may, as a free
action, immediately inflict his standard unarmed damage
upon the target (the agent may choose not to inflict this
damage if he wishes). With failure, the grapple action ends
and he immediately shifts to an unoccupied, adjacent square
(if no adjacent square is unoccupied, the agent remains where
he is until the first adjacent square opens up, at which time he
immediately shifts to the unoccupied square (unless he is once
again grappling, or otherwise prevented from leaving his
current location). With a critical success, the agent gains the
benefits of a successful hold check and his target becomes
pinned (see page 23). With a critical failure, the agent suffers
the effects of a failed hold check and falls prone in his new
square.
Multiple Grapplers
Multiple grapplers may attempt to initiate a grapple against
one target at the same time, assuming they may act during the
same initiative count and before the target. In this case, the grab
and hold checks are made using the standard cooperation rules
(see the Spycraft Espionage Handbook, page 39), and if the
grapple action is successful, all involved characters are considered
to be grappling.
Alternately, any agent may join a grapple already in progress,
so long as there is still room (see the following special note).
The newcomer must declare the target of his grapple attempt when
he enters the target grapples square. The newcomers grab check
automatically succeeds, though he must still make a hold check to
enter the grapple as standard.
12 points of damage.
damage.
6 12 12 12 6
6 12 24 12 6
6 12 12 12 6
1
0
1
0
points of damage.
points of damage.
5 10 10
5 10 10
points of damage.
point of damage.
22
Spycraft Handbook
Attack With a Light Weapon*: The agent injures the target,
inflicting damage with 1 light weapon he currently wields.
Break a Pin**: The agent breaks free of the targets pin or frees
the target character from a pin (though he or the target character
is still considered to be grappling). This grapple move may not be
attempted by an agent already pinning a character.
Disarm: One weapon or object held in one or both of the targets hands is dropped, landing at the grappling characters feet.
Draw a Light Weapon or Object: The agent draws 1 light
weapon or object. This grapple move may not be attempted by an
agent already pinning a character.
Escape**: The agent slips out of the grapple and may take
1 standard half action move. He must at the very least move out
of his current square, into an adjacent unoccupied square. If no
adjacent square is unoccupied, the agent remains where he is until
the first adjacent square opens up, at which time he immediately
shifts to the unoccupied square (unless he is once again grappling,
or otherwise prevented from leaving his current location).
This grapple move may not be attempted by an agent already
pinning a character.
Force Opponent Prone: The target becomes prone and suffers
1d4 subdual damage. The agent may voluntarily become prone as
part of the same grapple move.
Inflict Damage*: The agent inflicts his standard unarmed
damage upon the target. This damage is subdual, though the
agent may declare that he wishes it to be normal before the
opposed melee touch attack is made in this case, the agent
suffers a 4 penalty with his melee touch attack.
Grapple Second Opponent: The agent moves into an adjacent
square containing 1 opponent and attempts a grapple action per
the rules described here. He suffers a 4 penalty with all melee
attacks made while attempting to simultaneously grapple 2 opponents (including all opposed attacks to prevent held characters
from escaping). This grapple move may not be attempted by an
agent already pinning another character. An agent may never
grapple more than 2 opponents at a time, regardless of feats, class
abilities, or other agent options or game effects.
Move: The agent takes 1 standard half move action.
Pin: The agent pins the target for 1 round (i.e. until the start
of his initiative count during the following round). This grapple
move may not be attempted by an agent already pinning another
character.
Use Opponents Weapon*: The agent injures the target, inflicting damage with 1 light weapon the target currently wields.
Grenade-Like
Weapon Attacks
1. When an agent targets an occupied square with a grenadelike weapon, the agent must make his attack roll against the
occupying characters Defense (i.e. an agent may not target
a square that is occupied to roll against a fixed Defense).
All range and other standard combat modifiers apply.
(page 173).
2. When an agent targets an unoccupied square with a grenadelike weapon, the DC is 15. All range and other standard
combat modifiers apply. (page 173).
3. When an agents attack with a grenade-like weapon misses,
the attack scatters a random number of 5-ft. squares based on
the number of range increments between the attacker and the
target, as follows (page 173):
Range to Target
1-2 3-4
5-6
7-8
9-10
Scatter Distance* 1d2 1d4
1d6
1d8
1d10
* The attack shifts the designated number of squares away
from the target square, in a direction determined by the
Grenade-Like Weapon Deviation diagram on page 173 of the
Spycraft Espionage Handbook.
Moving
1. The first sentence under How Far Can You Move? should
read as follows (page 174):
An agent of any size may move a number of feet per round
equal to his speed.
2. An agent may move through any square occupied by a
stunned character. (page 175).
3. So long as an agent is not also adjacent to 1 or more upright,
aware opponents, he may move away from a helpless or
stunned opponent without restriction. (page 175).
4. The charge action may only be used with a melee or unarmed
attack. Further, the movement required to make the charge
and the attack are combined as 1 full action. (page 175).
23
Spycraft Errata
Other Common Actions
1. The aim and standard attack actions each require 1 half action
to complete, and may not be combined as 1 half action.
These two actions may be taken within the same round, but
only as 2 separate half actions. Unless otherwise indicated,
when an agent aims as his first half action and then attacks
with his second half action during the same round (with no
delay between actions), his target is not considered to have
moved between the aim action and the attack. If, however,
an agent aims as his last action during a round, or his attack
thereafter is somehow delayed, and his opponent moves
more than 5 ft. between the aim action and the attack, the
benefits of the aim action may not be applied to the attack.
(page 176).
Healing
Combat Example
5. An agent may not spend action dice to increase refresh rolls
made to regain vitality. (page 177).
Combat Conditions
Chapter 7: Chases
Navigation
1. As a general rule, the acts of navigating and plotting a course
from one point to another are performed with the skill used
to control the vehicle within which the agent is traveling
(e.g. Pilot is used when the agent is in a plane, Boating is used
when the agent is aboard a ship, etc.). The two exceptions to
this general rule are as follows:
Chase Speed
Damage Reduction
1. The chase speed during each chase round is equal to the base
speed of the chase (determined by terrain type and the fastest
vehicles top speed), modified by each maneuver taken during
the same round. All chase speed modifiers applied by maneuvers are dropped at the end of each chase round; they do not
carry into the following chase round. (page 186).
24
Spycraft Handbook
Maneuvers
Crashes
2. If a predator vehicle crashes, lands upright, and any 1 occupant whether the driver or a passenger either fails or
forfeits his Jump or Tumble check to exit the vehicle, then the
driver or 1 of the other remaining occupants may resume the
chase. In this case, the lead is increased by 6 lengths. If this
increases the lead to 31 or more lengths, the prey is assumed
to escape during the crash (as if hed performed a successful
vanish maneuver); otherwise, the chase continues into the
following round using the modified lead. The crashed vehicle
may or may not come to a complete stop in the process,
per the GCs description (though whether it does or not has
no mechanical effect upon the remainder of the chase).
(page 193).
Chase Example
1. Sideshocks redline maneuver didnt succeed, so he does not
suffer an engine critical as described under the redline
maneuver. (page 197).
Attacking a Vehicle
1. Unless otherwise specified, a vehicles tires do not benefit
from the vehicles hardness rating, and suffer the full damage
of any successful attack. (page 191).
During Step 6, Feather and Sideshock both suffer a 4 circumstance penalty with their attacks because the current
chase speed exceeds 100 MPH (as opposed to the 2 penalty
because the current chase speed exceeds 50 mph, as listed).
Also, Feather rolls an 8 for damage (this corrects his totals
during later rounds after adjusting the speed damage from
Step 2).
25
Spycraft Errata
Poison and Disease
Chapter 8: Tradecraft
1. The basic Spycraft poisons feature the following secondary
damage onset times (page 238):
Favor Checks
Poison
Contact poison
Knockout drops
Knockout gas
Lethal poison I
Lethal poison II
Nerve gas
Paralytic poison
Truth serum
Weakening poison gas
Time Required*
3d20 minutes
1d6 hours
2d6 hours
3d6 hours
4d6 hours
Onset Time
1d4 minutes
1d4 rounds
1d4 rounds
1d4 minutes
1d4 minutes
2d6 rounds
2d6 rounds
1d4 + (1/4 Con, rounded up) rounds
2d6 rounds
Rewards
1. The XP rewards listed on Tables 9.119.13 are replaced by the
detailed breakdown beginning on page 56 of this document.
If the GC wishes to use the printed tables anyway, the following revisions are necessary (page 239):
The XP rewards listed on table 9.11 are per agent. They are
not divided between agents.
The XP rewards listed on tables 9.12 and 9.13 are per team.
They are divided between agents.
Chapter 9: Control
Water Dangers
1. The kill checks described in the rules for underwater combat
should read, skill checks. (page 231).
Mastermind System
Table 9.8: Doors
1. Talents, abilities, feats, and other agent options possessed
by special NPCs masterminds, henchmen, and foils
are applied in addition to all mastermind system rules and
effects. (page 242).
Hardness
7
12
4
10
8
Wounds
50
60
10
10
10
2. A minion types MP cost is paid only once per minion type per
serial (whether the minion type is constructed using 1 or more
NPC classes or not). Once a GC pays the MP cost for a minion
type, he may include any number of squads constructed with
that minion type in the serial. If the GC wishes to include 1 or
more squads of the minions in a second serial, he must pay the
minion types cost again, and so on. (page 244).
Falling
1. When an agent deliberately leaps down from any height
over 10 ft., the Jump check DC is 15. This Jump check DC
never applies during a fall the agent doesnt initiate himself.
(page 236).
26
4. Any talent, feat, ability, or other agent option that calls for the
agent to make a disposition check may be used in addition to
the standard limit of 1 disposition check per session.
(page 270).
Julian Bosque
(Sample Threat)
1. The corporate enforcers statistics are changed as follows
(page 249):
Defense: 13 (+2 Dex, +1 class)
SPYCRAFT
CONTROL SCREEN
Table 9.17:
NPC Statistic Ranges
1. The random range for determining a criminals class should be
as follows (page 267):
Fac
13
Fix
48
Ptm
912
Sol
1314
Snp
1516
Screen
Whl
1720
NPCs
1. Henchmen and foils are sometimes erroneously referred to as
standard NPCs. They are actually special NPCs. (page 247,
248, 265).
1960S
DECADE BOOK
Credits
Chapter 3:
Balance of Power
27
Spycraft Errata
Menace (Prestige Class)
Chapter 6:
New Agent Options
New Weapons
1. Under Assault Rifles, the M14A1 and M14A2 possess identical
statistics (as shown on Table 6.13). (page 168).
2. The follow the plan ability now reads as follows (page 153):
Komitet Gosudarstvenndi
(Department)
All benefits of this class ability are lost if the menace is killed.
Comb the Streets: This ability may be chosen each time the
snoop gains a special ability choice.
You have allies amongst the rich and famous who can help
you out when you're in trouble.
Prerequisite: Diplomacy 6+ ranks, The Look.
Benefit: You gain a +4 circumstance bonus with all high
society favor checks and street level assistance checks involving
street sources (for more information about high-society favor
checks, see the African Alliance Chamber Book, page 60, and for
more information about street level assistance, see the
Fixer/Pointman Class Guide, page 71).
Feat: This ability may be chosen each time the snoop gains a
special ability choice.
Intelligence Analysis: This ability may only be chosen once.
Phone Bug: This ability may only be chosen once.
Skill Mastery: This ability may only be chosen once.
Wired for Sound: This ability may only be chosen once.
These limits apply to all abilities with the same name,
even when the agent gains them from different classes.
New Gadgets
1. The urban camouflage and wake baffler vehicular gadgets
each require 1 option slot. (page 174).
28
Agency Sourcebook
Chapter 3: Operative
AGENCY
SOURCEBOOK
Eavesdropper
(Prestige Class)
1. The eavesdropper does not gain the inconspicuous class
ability. This ability should have been deleted from the class
during edits but was accidentally left in the final copy.
(page 64).
Training Programs
1. Training programs may only be requisitioned during the
Gearing Up phase of a mission before and after that,
the resources to complete them are unavailable without a
special rule or ability.
3. The flawless lie detector ability was accidentally left off the
eavesdroppers class table at level 8. (page 65).
4. On the eavesdroppers class table, Casual Eavesdroppin
should read Casual eavesdropping. (page 65).
Example: Two agents in the same team possess the Black Cat
feat and are located within each others lines of sight.
Their two highest-level opponents are affected by the Black
Cat feat ability.
Example 2: Three agents in the same team possess the Black
Cat feat and are located within each others lines of sight.
Their three highest-level opponents are affected by the Black
Cat feat ability.
Chapter 1: Specialist
Expert (Prestige Class)
1. The second sentence of the experts bamboozle ability should
read as follows (page 9):
Chapter 4: Handler
Backgrounds Revisited
Raised in the Saddle
(Style Feat)
1. The final line of this feats Benefit entry should read as follows
(page 91):
Chapter 2: Recruit
29
Spycraft Errata
Warrior Line (Style Feat)
1. This feat now reads as follows (page 91):
FACEMAN/SNOOP
CLASS GUIDE
Warrior Line
Trained in the combat arts from an early age, you have a leg
up on your colleagues when thrust into dangerous situations.
Prerequisites: Base attack bonus +4 or higher, Family
Business, at least 3 feats from a single combat feat tree (e.g. basic,
melee, ranged, or unarmed).
Benefit: Once per round, if you miss an attack roll by 2 or less,
you may re-roll the attack. You must accept the second result,
even if it is lower than the first. You may not use this feat ability
if your original attack roll resulted in an error.
Special: This feat may be chosen as a bonus basic combat
feat.
Chapter 1:
Prestige Classes
Journalist (Prestige Class)
1. Each of the journalists on assignment abilities may be chosen
only once (page 18).
Chapter 5: Control
An Old Dog
(Advanced Skill Feat)
1. The agent does not lose this feats one-time bonus when he
gains Advanced Skill Mastery, Grand Skill Mastery, and Perfect
Skill Mastery feats. Thus, the agents Advanced Skill Mastery
feats grant a combined bonus of +4, the agents Grand Skill
Mastery feats grant a combined bonus of +5, and the agents
Perfect Skill Mastery feats grant a combined bonus of +6.
(page 112).
BATTLEGROUNDS
SOURCEBOOK
NBC Training
(Terrain Training Feat)
You are experienced in the use of chemical warfare protective
gear and ways to survive in contaminated environments.
Department of Homeland
Security (Department)
30
Fixer/Pointman
White Collar Contacts
(Style Feat)
FIXER/POINTMAN
CLASS GUIDE
Chapter 1:
Prestige Classes
Forward (Prestige Class)
Chapter 3: Investigation
Table 3.17:
Investigation Point Benefits
Chapter 4:
Intelligence Guide
2Signal Detection
and Location
Orphan (Department)
1. This departments talent to take 10 with an additional class
skill is gained at 5th level and for every 5 agent levels gained
thereafter, not at 4th level and every 4 agent levels gained
thereafter. (page 33).
Face-to-Face Infiltration
1. At the start of each infiltration round, the side with the
highest running skill check result chooses the option for
that interval (not the side with the highest skill check result
during the previous infiltration round, as described in the
book text). In the event of a tie, the infiltrator chooses this
intervals option). (page 125).
31
Spycraft Errata
Craft (Poison) (Skill Use)
Craft Check
DC Modifier
+4
+6
+8
+4
+6
+8
+6
+8
+10
+4
+6
+8
+10
+6
Craft Check
DC Multiplier
2
1.25*
1
0.75*
1
Personal Lieutenant
(Style Feat)
1. A personal lieutenant is considered a special NPC when
determining teammate and ally status (see page 3), but does
not gain level-based feats and ability score increases as a
special NPC. (page 50).
2. The personal lieutenant may gain levels in NPC classes.
(page 50).
The second example in the printed Craft (Poison) skill description is therefore wrong, as the Craft check DC modifier for the
proposed poisons initial damage (paralyzation, +8) is higher
than the Craft check DC modifier for its secondary damage
(1d4 Con damage, +3). If the secondary damage were boosted
to 1d6 Con (+4), with an instant onset time (2), the Craft
check DC modifier for the initial damage would be +8,
equal to the Craft check DC modifier for paralyzation
(and therefore permissible). (page 38).
4. The following text is added to this feats Special entry (page 50):
The personal lieutenant is considered to be a teammate of the
agent possessing this feat, as well as each of that agents
teammates.
A personal lieutenant may never gain the Personal Lieutenant
feat himself."
5. Each agent may take the Personal Lieutenant feat only once,
and may only benefit from 1 personal lieutenant at a time,
even if other talents, feats, abilities, or other agent options
indicate otherwise. (page 50).
32
Fixer/Pointman
6. A personal lieutenants threats may only be activated by the
agent possessing the corresponding Personal Lieutenant feat.
(page 50).
Infiltration Gear
1. Installing a motion sensor hood requires 1 full action.
(page 57).
Chapter 3: Tradecraft
Brainwashing
1. During a brainwashing attempt, each participants complex
skill check DC should be equal to (the oppositions agent
level 5) + (the oppositions full ranks in the Concentration
skill 2). (page 71).
Desired Information
33
DC Modifier
+5
+0
5
+4
+0
4
Spycraft Errata
Identity, Location, or Plans of Character(s),
Item Carried by Character(s)
Target character(s) hiding in safe house
Target character(s) hiding in obscure location
(e.g. sewers)
Target character(s) hiding in obvious location
(e.g. cheap hotel)
Target character(s) going about
normal business (e.g. acting like citizen(s))
Target character(s) performing covert,
illegal actions (e.g. break-ins)
Target character(s) performing obvious
illegal actions (e.g. chases)
Target character(s) performing acts of
obvious violence (e.g. shootouts)
Per target character beyond the first
Per vehicle in use by target character(s)
Target character(s) using open phone lines
Target character(s) using commercial transportation
(e.g. planes, trains, rental cars)
Target character(s) using traceable ID
(e.g. credit cards)
Target character(s) using the black market
Target character(s) seeking medical aid
Target character(s) burned by parent organization
within last 1130 days
Target character(s) burned by parent organization
within last 10 days
+12
+8
+4
+0
4
8
12
3
3
5
5
5
1*
4**
4
8
10
5
+0
+5
+4
+8
+12
+5
+5
+0
+5
+0
5
+4
+0
4
+4
+0
4
8
+5
+0
5
+8
+4
+0
4
8
Smuggle Item
Items size is Huge is bigger
+5
Items size is Diminutive or smaller
5
Items design/appearance is obvious
+5
Items design/appearance is nondescript
+0
Items design/appearance is subdued
5
* A decoy may not target more than 100 people.
** This supercedes the number of characters who may be
targeted in the corresponding body text (see the Fixer/Pointman
Class Guide, page 78).
Arrange Decoy
Decoy targets 51100 people*
Decoy targets 2150 people
Decoy targets up to 20 people
Desired Service
DC Modifier
+10
+5
+0
34
Gentlemens Agreement
Mad Schemes
Threat Agendas
Desired Service
DC Modifier
Agent cutting the deal possesses the lead ability
2
Agent cutting the deal possesses blackmail info
(*)
about the specialist
Specialist is happily employed**
+5
Specialist doesnt like his current job**
2
Specialist is unemployed**
4
Specialist is financially secure**
+5
Specialist could use some extra cash
+0
Specialist is destitute
5
* Blackmail power rating.
** The GC always determined whether a specialist is currently
employed, as well as the specialists financial status, based on
the needs of the serial at hand and his campaign as a whole.
Action Sites
1. When used in conjunction with the Mastermind System,
each action site is treated as a separate serial for the purpose
of determining overall MP available to build the commanding
threat. Whether each action site appears as the focus of a
separate serial during the resulting season, or is included in
existing serials, is left up to the GC. (pages 98, 111).
11. The minimum DC for any street deal including all modifiers
is 5. (page 73).
Streamlined Assault
GENTLEMENS
AGREEMENT
SEASON BOOK
Threat Resources
1. Under Hierarchy Levels, it is erroneously stated that minor
headquarters and action sites may possess a hierarchy level
ranging from 1 to 9. Since a threats scope may range from 0
to 10, a minor headquarters or action site may have a hierarchy level with the same range. (page 99).
35
Spycraft Errata
Chapter 4:
Playing a Villain Campaign
MASTERMIND
SOURCEBOOK
Training Programs
MODERN
ARMS GUIDE
Fluid Initiative
1. The following clause is added to the Pressing section (page 10):
If an agents initiative total ever reaches 50 or greater,
the agent must press for an additional action during his next
initiative count, or at his earliest opportunity (whichever
comes first).
Gear Qualities
1. The DC for the takedown qualitys Fortitude saving throw is
equal to the damage rolled (before applying damage reduction), or to the damage rolled + 10 if the attack inflicts at least
1 point of wound damage. (page 17).
Chapter 1: Legion
Table 1.9:
Base Minion Type Feats
Chapter 3: Organization
Table 3.3:
Assassination Agenda
1. The Special entry for level 8 should read as follows (page 69):
+1 to each special characters attack roll threat ranges
(+2 total)
Toxic (TO): This weapon is laced with a toxin, but not necessarily designed to deliver one. When a target is successfully
attacked with a weapon possessing the toxic quality, he must
make a Reflex save (DC equal to the attacks damage, before
damage reduction is applied, or equal to the the attacks
damage + 10 if the attack inflicts at least 1 point of wound
damage). With failure, the target must make a save against
the toxins effects as standard (in addition to the weapons
standard damage).
36
In both cases, each dose of the toxin must either be requisitioned as standard, or created using the Craft (Poison) skill,
as described on page 38 of the Fixer/Pointman Class Guide.
Gear Concealment
1. The gear concealment rules supercede the rules for frisking
someone described on page 63 of the Spycraft Espionage
Handbook. (page 22).
Masterwork Modifications
1. The following masterwork modifications may not be applied to
revolvers: automatic action, locking slide, rebuilt action,
smoothened action, suppressor. (page 17).
When an agent attempts to hide something within the surrounding scenery (not in his hands or within his clothing),
the items concealment DC is increased by a number equal to
1/4 of the agents total Hide skill bonus (rounded down). If the
agent possesses 5 or more ranks in the Spot skill, the items
concealment DC is increased by an additional +2.
2. A weapon or item possessing the disassembly option modification is useless when taken apart (except possibly as a standard
improvised weapon, and then only at the GCs discretion). None
of the weapons other qualities or modifications have any affect
until the weapon or item is reassembled. (page 19, 20, 21).
37
Spycraft Errata
Unless a searcher declares otherwise, he must make a Spot
check against a hidden items concealment DC. This kind of cursory observation requires 1 half action (or 1 free action, at the
GCs discretion). Alternately, a searcher may voluntarily take 2
full actions or more to make a Search check against the hidden
items concealment DC, gaining a circumstance bonus equal to
+1 per full action dedicated to the search (minimum +2).
Chapter 5: Firearms
.40 S&W Caliber
1. Due to an improper muzzle energy conversion, the damage of
all firearms loaded with .40 S&W ammunition is incorrect.
These weapons should inflict 1d12 normal damage. This modification does not affect any of the weapons other traits,
including BP cost.
Handguns
1. Several entries are added to this table, as shown on Table 2:
New Melee Weapons (see page 38). (page 35).
Rifles
1
Budget
Points
Accuracy
Damage
Error
Threat
Range
Increment
Qualities &
Mods
Weight
Cost
1d3**
1d3+2**
1d3**
1d3**
1d3**
12
12
12
12
12
15 ft.
variable
variable
variable
variable
variable
BP Cost
Actual Cost
Bullets
Full Metal Jacket (FMJ) / Military Ball
Hydrashock
1 per 50 shots
2 per 20 shots
No modifiers.
+1d4 damage (double targets damage reduction)
Shells
Shot
2 per 20 shots
Slug
1 per 20 shots
38
Effect
BP: 28
Damage: 2d6+2
BP: 28
Damage: 2d6+2
Table 5.5:
Hunting Revolvers
1. Due to an improper muzzle energy conversion, the statistics
for the .44 Magnum Colt Anaconda are slightly off. Thus, this
weapons statistics are modified as follows (page 92):
Shell Types
BP: 26
Damage: 2d6+2
BP: 27
Damage: 2d6+2
BP: 27
Damage: 2d6+2
Table 5.14:
Firearms Ammunition
Chapter 6: Accessories
Recoil: 15
Threat: 20
Bow Accessories
1. The dynamic shock absorbers recoil modifier is dropped. In its
place, this accessory grants the advanced aim (AA) quality to
the weapon to which its attached. (page 107).
39
Spycraft Errata
Holsters and Cases
Helmets
1. The Defense bonus granted by a helmet stacks with the
Defense bonus granted by a set of armor. Unless otherwise
stated, an agent may only benefit from 1 helmet and 1 set of
armor at any time, however. (page 142).
Chapter 7:
Tactical Weapons\
Machineguns
2. The number listed in the MDB column for the light standard
insert is a modifier, while the numbers in the same column for
the kevlar vest and assault vest inserts supercede the numbers
for the corresponding base armor. (page 142).
SOLDIER/
WHEELMAN
CLASS GUIDE
Table 7.3:
Grenade Launchers
1. The column labeled Blast Increment should be labeled
Range Increment. A grenade launchers blast increment is
determined by the ammunition used. (page 132).
Chapter 1:
Prestige Classes
Balance
Concentration
Handle Animal
Hide
Languages
40
Dex
Wis
Cha
Dex
Wis
Soldier/Wheelman
2. The breakdown class ability has no effect on vehicles (including power armor). (page 8).
3. The Quick Use feat granted by the armorers rush job ability
applies to all Craft (Gunsmithing) and Mechanics skill uses,
even those that normally require more than 1 minute to use.
(page 8).
Racer (Department)
Grunt (Prestige Class)
Street Fighter
(Prestige Class)
Machinegun Basics
(Ranged Combat Feat)
1. This feat allows the agent to use only 2 rounds per burst when
firing in burst mode, not strafe mode. (page 39).
41
Spycraft Errata
Concealed Weapon
(Covert Feat)
Chapter 4:
Spycraft Vehicle Guide
Vehicular Qualities
1. Both of these feats are part of the gear feat tree, not the
advanced skill tree. (page 43).
Gadgets
Cargo Carrier (CGO): This vehicle is designed to haul massive
quantities of cargo. The vehicles cargo space is increased by
50% (rounded up). Further, this vehicle is considered to be 1
size category larger for the purpose of towing other vehicles
(see Connected Vehicles, page 52).
Vehicular Ordnance
3. The reflexive joints gadget should cost 8 GP, not 2.
(page 48).
Chapter 3:
New Chase Options
Four-Wheeling
1. All instances of the spiked quality should read, snow ready.
(page 54).
Racing
Table 4.2:
Master Vehicle Guide Table
1. The text under Racing the Track, Not the Cars should read
(page 58):
42
NPC Classes
Artillery Fire Support
(Mission Resource)
U.S. MILITARIES
SOURCEBOOK
New Bundles
1. The embassy guard bundles chemical sniffer entry should
read bomb sniffer or chemical analyzer. (page 106).
Chapter 1:
Department of Defense
Table 7.15:
Standard-Issue Weapons
Airplanes: 258
Helicopters: 141
Warships: 19
Amphibious, Major Mine, and Support Ships: 14
Table 1.5:
U.S. Military Ranks
BP Cost: 16
Recoil: 18
Damage: 1d12
Table 7.16:
U.S. Military Vehicles
MODERN ARMS
GUIDE: CHAP. 9
(PDF)
Transport (Department)
Optics and Light Sources
43
Spycraft Errata
Example 2: A minion type is created with 4 levels of the
aristocrat NPC class and 3 levels of the strong standard minion
type with a d8 vitality die. The minion types base MP cost is 26
(15, the highest vitality die cost + (4 2 MP per level for the
aristocrat) + 3 for the strong standard minion type levels).
NPC CLASSES
Since the release of the Archer Foundation Chamber Book,
weve noticed that the base rules for NPC classes arent quite as
inclusive as wed like them to be, and that a few rules require
additional clarification. Thus, this new version of the NPC class
rules supercedes the material seen in the previous volume, and in
previous editions of the Spycraft and SFA errata documents.
The following rules include all combinations possible through
multi-classing.
This MP cost does not include any extra MP spent to boost the
minion types ability scores (see the Spycraft Espionage
Handbook, page 245), or the cost to add extra feats to the types
standard minion package, if any.
When a foil, henchman, or mastermind is created with any
number of NPC classes, his MP cost is determined exclusively by
the mastermind system (i.e. 2 level for foils and henchmen and
5 level for masterminds). The details of the characters classes
have no bearing on its MP cost.
Class Skills: NPC class skills are designated either full skills or
half skills:
A Couple Restrictions
The MP cost per level for each level of each NPC class the
minion type possesses.
44
XP REWARDS
AND S ERIAL
DESIGN
Tabletop Spycraft
The tabletop version of Spycraft is geared to advance an agent
approximately 1 agent level per serial, assuming that most teams
playing at home are looking for shorter campaigns with faster
character growth and immediate gratification. This is reflected in
current promotional serials available through the official Spycraft
and Shadowforce Archer websites, as well as in SFA Interactive
serials. Using this scheme, each serial grants 110120% of the
experience needed to gain 1 level, based on the teams average
agent level.
Heres how this breaks down in practice
45
Spycraft Errata
Second, like tabletop play, the maximum XP reward for any
single Living Spycraft serial is determined by the average agent
levels for which its designed, as follows
Converting
Tabletop Serials to the
Living Spycraft Scheme
Maximum XP Reward*
Multiply XP reward by
1
0.500 (rounding down)
0.333 (rounding down)
0.250 (rounding down)
0.400 (rounding down)
0.333 (rounding down)
0.285 (rounding down)
0.250 (rounding down)
0.333 (rounding down)
0.300 (rounding down)
0.275 (rounding down)
0.250 (rounding down)
0.300 (rounding down)
0.285 (rounding down)
0.266 (rounding down)
0.250 (rounding down)
0.294 (rounding down)
0.277 (rounding down)
0.263 (rounding down)
0.250 (rounding down)
Living Spycraft
Some campaigns such as the official Living Spycraft
campaign demand much slower agent progression than
standard tabletop Spycraft.
First, action dice rewards grant a flat 25 XP per action die
awarded, and the maximum XP gained from action dice during
any 1 serial is limited to 1 die per agent level per serial. The agent
may still use any action dice he gains beyond this limit, but is
granted no XP when he earns them.
46
Converting
Living Spycraft Serials
to the Tabletop Scheme
Living Spycraft serials may be converted into tabletop
Spycraft serials by multiplying the standard Living Spycraft XP
as follows
Some DCs are fixed according to the activity, and do not rise
by tier. These are listed with four identical DCs. For example,
Strength checks made to break things are constant, and a Break
check DC made to splinter a wooden door would be listed as
DC 13/13/13/13.
Variant Rewards
Special Training
Some GCs may wish to allow agents to trade in XP earned
during a mission for special training from the Agency. This training translates into specific agent benefits, allowing greater agent
customization at the cost of rapid agent advancement. GCs should
be aware that agents advanced using this system will be more
powerful (or versatile) than their level suggests.
Using this XP scheme, the GC allows each agent to opt for
special training during the Debriefing phase of each serial.
At this time, each agent may exchange up to a number of XP
determined by the GC for the following options.
Multi-Tiered Serials
Early promotional, SFA Interactive, and Living Spycraft serials
are designed for one target average agent level, with the expectation that most players would enter the game using 1st level
agents. Later serials, however, are designed for nearly any level of
play (though Living Spycraft players are still required to play with
others whose agent levels fall within the acceptable range
see Living Spycraft, page 57).
Multi-tiered serials present four versions of each DC, statistic
block, and XP reward. When writing these serials, the author
chooses one target average agent level within the first tier of play
(levels 15), then adds 5 to this number to determine the target
average agent level within the second tier of play (levels 610).
He adds an additional 5 to determine the target average agent
level within the third tier of play (levels 1115), and 5 more to
determine the target average agent level within the fourth and
final tier of play (levels 1620).
Option
Feat
XP Cost
1,000 XP + (500 XP the total number of other
feats required before taking the desired feat,
including the feats listed prerequisites)*
Skill Points
25 XP x (the agents current rank with the
desired skill)
Vitality
10 XP x (the agents current maximum vitality)
* This cost is unchanged even if the agent possesses the desired
feats prerequisites and other feats required before the feat may
be taken.
Example: If Donovan already possesses all the other prerequisites, he could gain the Shot on the Run feat, but it would still
cost him 2,500 XP (as it requires Mobility, Point Blank Shot,
and Sidestep).
Using this scheme, each agent may gain no more than 1 bonus
feat, or 5 bonus skill points, or 5 bonus vitality points, during the
Debriefing phase of any single serial.
Example: In the first example above, the 3rd level serial might
feature a DC of 10. Thus, the second tier DC would be 15, the third
tier DC would be 20, and the fourth tier DC would be 25.
The statistics blocks would be designed to challenge agents of
levels 3, 8, 13, and 18, respectively, and the XP rewards would be
commensurate.
47