Living Spycraft -- Character Creation & Playing the Game Abilities Living Spycraft uses the standard d20 abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). The use and meaning of these abilities can be found in the Spycraft Espionage Handbook (page 15-16). Living Spycraft agent abilities are generated using a point-based system. Agents receive 36 points to purchase all six abilities according to the following table. Agent abilities may range from 8 to 18 before department modifiers are applied. Table 1: Point Based Attributes Score Cost Modifier 6 - -2 7 - -2 8 0 -1 9 1 -1 10 2 0 11 3 0 12 4 +1 13 5 +1 14 6 +2 15 8 +2 16 10 +3 17 13 +3 18 16 +4 19 - +4 20 - +5 Example: Simon uses his 36 points to purchase the following statistics: Str 14 (6 points), Dex 16 (10 points), Con 12 (4 points), Int 12 (4 points), Wis 12 (4 points), Cha 15 (8 points). Departments All Spycraft departments are approved for use in Living Spycraft games at this time, including… From the Spycraft Espionage Handbook D-0: The Home Office D-1: The Power Brokerage D-2: Military Operations D-3: Computer Espionage D-4: Urban Assault D-5: Black Ops D-6: Wetworks "The Basement" From the Soldier Wheelman Class Guide Infantry Military Academy Training (all types) Officer Training (all types) Peace Officer Racer Special Forces Stick Jockey Shadowforce Archer Departments are approved on a case-by-case basis. At this time, the following Shadowforce Archer departments are approved for use in Living Spycraft games: From The Archer Foundation Damage Control Training Corps Classes All 6 base classes presented in the Spycraft Espionage Handbook (the faceman, fixer, pointman, soldier, snoop, and wheelman) are approved for use in Living Spycraft games. At this time, the following Shadowforce Archer base classes are approved for use in Living Spycraft games: From The Archer Foundation Sleuth Skills Rules for acquiring and increasing skill ranks can be found in the Player’s Handbook™. All skills listed in the Spycraft Espionage Handbook are approved for use in Living Spycraft games. Backgrounds At this time, Living Spycraft agents may not acquire backgrounds by spending skill points. Feats Rules for acquiring feats can be found in the Player’s Handbook™. All feats in the Spycraft Espionage Handbook are approved for use in Living Spycraft games, with the following exceptions and modifications: [Clarification] Five Star Service: All outstanding debts must be paid (in field expenses) at the end of the mission. If an agent doesn’t have enough field expenses to pay his debt, he must forfeit experience to satisfy the debt as described in the Spycraft Espionage Handbook (page 105). Other agents may use their field expenses to help the agent pay his debt. [Ruling] Handler: This feat is not currently approved for use in Living Spycraft games. [Ruling] Personal Staff: This feat is not currently approved for use in Living Spycraft games. [Ruling] Quick Use: This feat is not currently approved for use in Living Spycraft games. [Ruling] Signature Gadget: Taking this feat multiple times does not permit the agent to select gadgets costing over 3 GP as part of their personal gear (see Gadgets ). All feats from the Soldier Wheelman Class Guide are approved for use in Living Spycraft games. At this time, no Shadowforce Archer feats are approved for use in Living Spycraft games. Personal Budget During agent creation, Living Spycraft agents receive personal budget points as described in the Spycraft Espionage Handbook (page 104). All standard personal budget rules apply when creating a Living Spycraft agent. Bundles: All bundles described in the Spycraft Espionage Handbook and Soldier Wheelman Class Guide are available to Living Spycraft agents. Bundles: The following bundles described in The Archer Foundation are available to Living Spycraft agents: Aquatic Operations Kit, Investigative Operations Kit, Paranormal Operations Kit. Gear: Living Spycraft agents may requistion any gear in the Spycraft Espionage Handbook or the Spycraft Modern Arms Guide Other Gear web supplement as part of their personal gear. Weapons: Refer to the Spycraft Modern Arms Guide for all weapon costs, types, and mechanics. This information supercedes weapon data in the Spycraft Espionage Handbook. Gadgets Living Spycraft agents receive gadget points only during the Gearing Up step of any mission. Gadgets may be requisitioned during the mission’s Gearing Up step or in the field. Living Spycraft agents may requisition gadgets costing 3 GP or less without restriction. Unless otherwise stated in a serial, however, Living Spycraft agents may only requisition a gadget costing 4 GP or more if it is included in the serial’s Approved Gadgets list (see Playing the Game). All gadgets from the Spycraft Espionage Handbook and the Soldier Wheelman Class Guide are approved for use in Living Spycraft games. The following Shadowforce Archer gadgets are approved for use in Living Spycraft games: From the Shadowforce Archer Worldbook Cell phone models (all types) Diving equipment (all types) New evidence analysis (all types) Ear implants (all types) Icon Prostar 7 OmnID cards (all types) Palmprint identifiers (all types) Rings (hologram project only) From The Archer Foundation New Diving Equipment (all types) New Document Gadgets (all types) New Weapon Options (all types) Finishing Touches Level A new Living Spycraft agent begins play at level 1 with 0 XP. Living Spycraft agents gain levels at the end of serials (not during serials). The rules for gaining levels can be found in the Player’s Handbook™. Derived Values The rules for determining a Living Spycraft agent’s saving throws can be found in the Player’s Handbook™. The rules for determining a Living Spycraft agent’s Defense and Initiative modifiers can be found in the Spycraft Espionage Handbook (pages 158-159). Vitality A new Living Spycraft agent begins play with maximum possible vitality at 1st level (i.e. as if the player had rolled the highest number possible based on their class). Age A Living Spycraft agent may begin play at any age. All age effects described in the Spycraft Espionage Handbook (page 102) apply. The Career Dossier In addition to his record sheet, each Living Spycraft agent must include one or more career dossiers. The top portion of the career dossier is filled in during agent creation, and includes the following: Agent Name Player Name Player’s RPGA/Other # (as determined by the Regional Branch organization) Agent Creation Date The rest of the dossier - consisting of many individual mission blocks - is filled in upon completion of each serial, and includes the following information: Convention/Location of Play Date of Play Serial Name and ID# (taken from the serial’s cover page) Agent Level (at the start of the serial) XP Gained Certs Gained Game Control Name/Judge # Authorization (required from GC at end of each serial for it to be counted during future games) All career information must be filled in and signed in ink and must be legible. Get a Career Dossier from the Downloads page. Playing the Game This section addresses issues that may arise during play. Action Dice The GC and each Living Spycraft agent receive action dice at the beginning of and during each serial as described in the Spycraft Espionage Handbook (page 20). During continuous events that take two or more rounds to play, the GC and each agent discard all remaining action dice and refresh to their standard starting supply after the final encounter of each 4-hour period. Limited-Use Abilities and Feats Many Spycraft and Shadowforce Archer abilities and feats indicate they may be used a fixed number of times per session. Each Living Spycraft round (4-hour period) is considered one session for this purpose. During continuous events that take two or more rounds to play, each agent may begin to use such limited-use abilities and feats after the final encounter of the each 4-hour period (as if beginning a new session). Unused limited-use abilities and feats do not carry over to later rounds. GEARING UP At the beginning of each serial, each agent may requisition gear as described in the Spycraft Espionage Handbook (page 104). Each serial’s mission budget is based on its starting threat code. If a serial’s threat code rises during play, each agent gains the difference between the bonus mission budgets of the old and new threat codes. Living Spycraft agents do not roll randomly when determining their mission budget. Instead, each Living Spycraft agent is assumed to roll a ‘7’ for this purpose. Some serials feature one or more scenes before the Gearing Up phase. During these early encounters, Living Spycraft agents do not benefit from mission budget (but retain their personal gear). Modifying Gear and Masterwork Items Living Spycraft agents may not requisition gear with masterwork modifications. The only way for Living Spycraft agents to obtain masterwork items and modified gear is with gear certificates or by performing masterworks modifications as described in the Spycraft Modern Arms Guide (page 6). Should an agent modify his personal gear, that gear is returned to the Agency at the end of the serial and replaced with an unmodified version. Gadgets Unless otherwise stated in the current serial, Living Spycraft agents are restricted to gadgets costing a total of 3 GP or less when gearing up or requisitioning gadgets in the field. Some serials may include a list of gadgets costing 4 or more GP that are approved by the Agency for use during that mission only. The GC makes this list available to players at the beginning of the serial’s Gearing Up step. Vehicles At this time, Living Spycraft agents may requisition any vehicles in the Spycraft Espionage Handbook. When the team requisitions a vehicle, the team has access to a like vehicle in every scene through to the end of the serial (even if subsequent scenes take place on different continents). Some serials may restrict the agents from requisitioning certain vehicles or limit the agents to only a small number of vehicles. Returning Gear All gear and gadgets acquired during the mission are to be returned to the Agency at the end of the mission (with the exception of certified items). This includes all items acquired during the gearing up phase, as well as those requisitioned in play or purchased with field expenses. Expendable and Lost Gear Expendable items (such as flares or ammunition) that are part of an agent’s personal gear - as well as personal gear that is lost or stolen during a serial - are replaced at the end of the serial. Gaining Levels Each time an agent gains a level, the player must choose which class the agent takes his new level in. There is no penalty for multi-classing (mixing levels from different classes) in Living Spycraft. Gaining Vitality The number of vitality points a Living Spycraft agent gains when he rises in level is based on the vitality die type of the class he gains the new level in, as folllows: Die Type Vitality Gained d8 +5 d10 +6 d12 +7 Example: Simon gains a level as a soldier (die type d12). He gains 7 additional vitality points. Prestige Classes A Living Spycraft agent may elect to take one or more levels in one or more prestige classes, as described in the Shadowforce Archer Worldbook (page 162). The following Spycraft prestige classes are approved for use in Living Spycraft games: From the Modern Arms Guide Triggerman From the Soldier Wheelman Class Guide Ace Armorer Bodyguard Grunt Hunter Mariner Medic Slammer Stingray Street Fighter Street Knight Tactician The following Shadowforce Archer prestige classes are approved for use in Living Spycraft games: From the Shadowforce Archer Worldbook Cat Burglar Counter-terrorist Hacker Sniper From The Archer Foundation Field Analyst Commendation Certificates (or "Certs") Commendation certificates (or 'certs') represent specific prizes or accomplishments a Living Spycraft agent earns during play. The specific use or effect of each certificate is described on the certificate (or explained as part of the Judge’s text in the serial). When an agent receives a certificate it must be noted on his career dossier and all certificates are must indicate the receiving agent by name and must be signed by the awarding Game Control. Some certs are flagged with rules-specific terms, as follows: Accomplishment: These certificates represent the particular agent’s accomplishments and may not be traded to or used by any agent except the agent the certificate is originally awarded to. Accomplishments rarely affect play directly, but rather serve as triggers for events in later missions. Finite: This type of certificate has a number of check boxes (possibly as few as one). One of these boxes is marked off each time the certificate is used. A finite certificate with all check boxes filled is expended and may no longer be used in any future serials. Gadget: During the Gearing Up phase of a serial, the agent may spend GP to requisition this gadget even if it is typically restricted or doesn’t appear on the list of Agency-approved gadgets for this mission. The gadget’s GP cost is listed on the certificate. If the agent does not pay this GP cost, the gadget is not available during the mission. This specified gadget may only be requisitioned during the Gearing Up phase of the serial; it may not be requisitioned later in the mission (unless it is also on the Agency-approved list for the serial). This certificate is expended once the specified gadget is requisitioned, even if it is later lost or destroyed during the serial. Gear (Mission): During the Gearing Up phase of a seri-al, the agent may requisition the gear specified on this certificate at no BP cost. This specified gear may only be requisitioned at no cost during the Gearing Up phase of the serial; the agent must pay the gear’s normal cost if he requisitions it later in the mission. This certificate is expended once the specified gear is requisitioned, even if it is later lost or destroyed during the serial. Gear (Personal): The gear specified on this certificate is considered part of the agent’s personal gear, though it is not replaced if lost or destroyed. Personal gear certificates may not be traded. Limited: The agent may only have one of these certificates (as identified by name) at any time. Any additional limited certificates with the same name are discarded when gained. Minimum Level-X: These certificates are the rewards of higher levels of play, and cannot be awarded (or traded) to agents whose total agent level is lower than the indicated minimum. Rare: Only one team member may use one of these cer-tificates (of the same name) at any table during any four-hour round. If agents cannot agree about who gets to use the certificate, each agent with a like rare certificate rolls 1d20 and the agent with the highest roll is the only agent allowed to use his rare certificate. In this case, ties are rerolled. Unique: There is only one of these certificates in play in the entire Living Spycraft setting. Certs without any of these flags may be possessed and used in any quantity. Certs must be signed by the awarding Game Control or judge in ink. Trading Certificates Certificates may only be traded between players (not agents controlled by the same player). Once traded away, that certificate may not be traded back to that player, ever. When a certificate is traded, the complete history of the trade must be written legibly on the certificate's backside, along with both players' RPGA/Other # and signatures. A traded certificate must also be noted on both agents' career dossiers (in the Notes section), accompanied by the supervising Game Control/judge's signature. On Decorum While Living Spycraft is a game about cloak & dagger mischief and the agents are routinely tasked with all manner of secret mayhem, it’s still important that no one ‘cross the line’ (especially during convention and in-store play where underaged children may be present). Please be courteous of those around you and avoid gratuitous descriptions of potentially questionable activities (including but not limited to theft and assassination). Further, Living Spycraft players are expected to conduct themselves honestly and to be considerate of the rest of the Living Spycraft community. Massive scale games such as this are only possible if everyone strives to reach a common ground. Should any disputes arise that cannot be resolved with a minimum of fuss, contact your Regional Branch Director for a recommendation. Have fun!