Crafty Games

Crafty Games is a roleplaying games company publishing the acclaimed Spycraft espionage RPG. It supports both Spycraft v1 (published under the d20 System licence) and Spycraft v2 (published under the Open Gaming Licence - OGL)

To Boldly Go...

Typhon Expanse
 
New Races
 
 
 
Non-Terran characters may be created by choosing a Race/Specialty pair for their Origin instead of a Talent/Specialty pairing. These new races for use in Spycraft 2.0 model the races of the Star Trek Universe (sources: http://www.memory-alpha.org/en/wiki/Main_Page, Decipher's Player's Guide, Narrator's Guide, Starfleet Operations Manual, various other sources from Last Unicorn Games and FASA versions of the game, and the gang over at the forums).
 
 
 
Terrans and Bajorans now have their own racial origin.
 
 
 
 
 
Andorian: You are about the same size as a standard Terran, but you have blue skin, white hair and two short antennae.
 
+1 Wisdom, +1 Constitution, -2 Intelligence
Antennae. You can detect subtle fluctuations in your environment, thus giving you the Improved Hearing quality. The loss of an antenna causes a -2 on all Skill checks. You also suffer a -2 penalty to saves against electrical damage (including electro-magnetic pulse weapons and devices).
Your Wisdom is considered 1 higher when determining stress damage. This bonus increases by an additional +1 at Career Levels 6, 12 and 18.
Redundant Circulation. You gain a +3 bonus to saves against cold damage. However, you suffer a -2 penalty to saves against heat damage and -2 penalty to saves against injection and injury delivered poisons.
You gain an extra weapon proficiency, the chaka, the traditional Andorian dual weapon.
Keth. You belong to a particular clan that concentrates on one Specialty.
Aldin (Researcher)
Athrun (Ship Captain)
Birev (Technician)
Dara (Operative)
Idrani (Infantry)
Idisha (Entertainer)
Kor (Authority)
P’Trell (Doctor or Investigator)
Semi-hominid. Attempts to treat you with non-Andorian medicine suffer a -4 penalty. You suffer an -8 penalty on all attempts to disguise yourself or blend in with non-Andorian.
 
Bajoran: You are identical to Terrans, but your biggest distinction physically is that there are a series ridges going across the nose vertically. Bajorans have just thrown the shackles of oppression off their backs and are looking to reclaim part of what was lost to them.
 
Diverse.  You may choose a Talent in addition to your Race. Your career level is always considered to be 1 for the determining the benefits you receive from that Talent.
Pagh. Once per game session you may retry a roll without a penalty, but only if it’s an act considered for good, selfless, helpful or justifiable reasons.
Impress and Networking are always class skills. Further, the result cap increases by +5 (maximum 60).
Near-hominid. Attempts to treat you with non-Betazoid medicine suffer a -1. You suffer a -2 penalty on all attempts to disguise yourself as or blend in with other hominids.
Your disposition towards all Cardassians is reduced by 2 grades.
 
Betazoid: Physically, you bare a number of identical traits to the Terrans of Earth. However, there are a few differences mentally as your race have develop other means of communication.
 
+2 Charisma
You are considered to be in voice contact with other members of your teammates at all times, as long as they are within a number of miles equal to your Career Level.
Once per session, you may request a hint from the GC for which the GC gains no action dice. If the GC refuses, you gain 1 bonus action die.
Sense Motive is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
Near-hominid. Attempts to treat you with non-Betazoid medicine suffer a -1. You suffer a -2 penalty on all attempts to disguise yourself as or blend in with other hominids.
 
 
 
Cardassian: A humanoid descendant of a reptilian and hominid subspecies, Cardassians have grey skin and jet-black hair and pronounced bone and scale-like plates on its face and neck. These plates are profusely displayed on the back of the neck, in “rings” around the eyes and the formation of a spoon-like indention on the forehead.
 
+2 Constitution, -2 Dexterity
Your Wisdom is considered 1 higher when determining subdual damage thresholds. This bonus increases by an additional +1 at Career Levels 6, 12 and 18.
Because of your reptilian ancestry, you gain a +2 Defense.
You gain +2 bonus to saves against heat damage. However, you suffer -2 penalty to saves against cold damage.
Low light vision. However, the duration of flash damage you suffer is doubled.
You gain access to Cardassian Racial feats.
Semi-hominid. Attempts to treat you with non-Cardassian medicine suffer a -4 penalty. You suffer a -8 penalty on all attempts to disguise yourself as or blend in with non-Cardassians.
The disposition of all members of the Bajoran race is reduced by 2 grades. The disposition of all other races are reduced by 1 grade.
 
Deltan: You are a hairless hominid save for eyebrows and eyelashes. Your skin tones range from olive to pink and your facial features are very symmetrical. You are from an open sexual culture, but most Deltans upon joining Starfleet have taken a vow of celibacy to reduce the number of problems that may occur.
 
+1 Wisdom, +1 Charisma, -2 Constitution.
Sense Motive is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
You have a keen sense of navigation. You gain a +2 Knowledge check bonus with any check involving Astrogation or Navigation.
You gain the NPC quality Captivating.
Near-hominid. Attempts to treat you with non-Deltan medicine suffer a -1. You suffer a -2 penalty on all attempts to disguise yourself as or blend in with other non-Deltans.
 
Ferengi: These hominids are shorter and of more lightly build than standard Terrans with large oversized ears (which form a single brow ridge).
 
+1 Charisma, +1 Wisdom, -2 Strength.
You gain the Improved Hearing quality, but you also suffer from the Achilles Heel (Sonic) effects. (thanks Zog)
Due to your squirrely nature and size you are granted a +2 Defense bonus.
Sharp teeth grants a Natural Attack/Bite (Caliber 1).
You are immune to telepathic probing and other psionic powers. Additionally, you can never possess a psionic power.
You gain access to Ferengi Racial Feats.
Semi-hominid. Attempts to treat you with non-Ferengi medicine suffer a -4 penalty. You suffer a -8 penalty on all attempts to disguise yourself as or blend in with non-Ferengi.
The disposition of other races is reduced by 1 grade.
 
Orion: You are part of a decadent race that spans two quadrants. You could have emerald green to dark olive skin and your hair ranges from black to chestnut.
 
Due to the vastness of the Orions dealings and networks, once per session you can make 1 Request check of any type without spending an action die.
You gain a +2 bonus to saves against radiation damage.
Semi-hominid. Attempts to treat you with non-Orion medicine suffer a -4 penalty. You suffer an -8 penalty on all attempts to disguise yourself or blend in with non-Orion.
Females
 
Pheromones: You gain a +1 bonus in Dramatic conflict/Seduction resolutions in which you are the Predator. This bonus increases at career Levels 6, 12 and 18.
Males
 
You are considerably bigger than most. You are considered Large, reach 1 (2x2). This size increase also makes you stronger: +2 Strength, +1 Constitution.
 
Romulan: You’re identical to Vulcans, but you have a slight cranial bulge.
 
+2 Constitution, -2 Charisma
The Discipline of D’era. From birth you have been disciplined to working together with other Romulans for the betterment of the Star Empire. When working with a group of 2 or more Romulans, the monetary cost or the time to complete a skill with the Project tag is reduced by half (the leader’s choice). This choice remains constant even if it’s a complex check.
Your threat range with Resolve checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15 and 20.
You gain access to Romulan feats.
Vendetta. The disposition of all other races is reduced by 2 grades.
Semi-hominid. Attempts to treat you with non-Romulan medicine suffer a -4 penalty. You suffer an -8 penalty on all attempts to disguise yourself or blend in with non-Romulan.
 
Terran: You are one of the many beings from planet Earth, or could have settled throughout space. Terrans are among the unique races in which that they come in many different sizes, colors and attitudes. Terrans can tend to be among their greatest saviors or worse enemies.
 
Diverse.  You may choose a Talent in addition to your Race. Your career level is always considered to be 1 for the determining the benefits you receive from that Talent.
Adaptable. Terrans have shown a unique ability to survive even under the harshest conditions. You gain a +1 bonus to your choice of Fortitude, Willpower or Reflex.
Choose one skill, this will always be a class skill for you and the result cap for that skill increases by +5.
Arrogance. Terrans have a tendency to exert their ideals, philosophy and rules upon other species. This bit of arrogance cause the disposition of other races to be reduced by 1 grade when dealing with a Terran.
Near-hominid. Attempts to treat you with non-Terran medicine suffer a -1. You suffer a -2 penalty on all attempts to disguise yourself as or blend in with other non-Terrans.
 
Trill: You appear as a standard Terran, but your hair is generally darker and your skin ranges from pink to olive. However, dark brown spots — that are unique, much like fingerprints on Terrans — run from your head, down your neck and to the back of the heels of your feet.
What separates you from other Trill, is that you share a symbiotic relationship with a worm-like creature. You share some knowledge and traits with this symbiont.
 
You can choose one skill, this will always be a class skill. Further, your result cap with these skills is increases by 5 (maximum 60). These are based upon the symbiont’s past key progression. While this skill is usually revolves around Science or Medicine, it's certainly not limited to those.
The skill chosen above gains four bonus skill points at Career Level 1, and 1 additional skill point for each Career Level gained thereafter.
Based on your symbiont's past you gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
Semi-hominid. Attempts to treat you with non-Trill medicine suffer a -8 penalty. You suffer an -4 penalty on all attempts to disguise yourself or blend in with non-Trill.
You gain access to Trill racial feats.
You suffer a -4 penalty during transporter mishaps, or whenever a check is required to see if you were properly transported. (The symbionts don't handle the transporters very well.)
 
Vulcan: You are a race of logic and non-emotion. You have distinctive eyebrows and pointy ears. Skin tones tend to range from olive to dark brown.
 
+1 Intelligence, +2 Strength, -3 Charisma
You gain an additional Science or Cultures skill focus.
Notice is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
Your mental and physical discipline has granted you the ability to gain the Fast Healing quality.
You gain access to Vulcan Racial Feats.
Semi-hominid. Attempts to treat you with non-Vulcan medicine suffer a -4 penalty. You suffer an -8 penalty on all attempts to disguise yourself or blend in with non-Vulcan.