2. Classes
Replacement Classes
The change from 1st edition to 2.0 saw a number of classes dropped or their features merged. As before, (2.0) references the Spycraft 2.0 Core Rules, (WoF) references World on Fire, and (10K) references 10,000 Bullets.
Explorer. Use updated version (2.0).
Guardian. Use Thug (10K).
Pointman. Use updated version (2.0).
Scientist. Use updated version (2.0).
Scout. Use updated version (2.0).
Soldier. Use updated version (2.0).
Bodyguard. Use Transporter (2.0)
Field Analyst. Use updated version (2.0).
Field Medic. Use Medic (WoF).
Officer. Use Tactician (2.0).
Prime. Reworked – see below.
Sniper. Use updated version (2.0).
Prime [Master Class]
Allegiance: System Lords (any). Without this Allegiance you may still enter this class at Career Level 15 if you meet all other requirements.
Charisma: 13+.
Base Attack Bonus: +8 or higher.
Notice: 10+ ranks.
Feats: Tac-Squad Basics.
The Prime’s class skills are Athletics, Bureaucracy, Drive, Intimidate, Notice, Profession, Resolve, Survival, and Tactics.
Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Prime class skills for you.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Abilities
Oppressor: At Level 1, each time you fail an Intimidation or Resolve check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result.
If you gain the oppresor ability from two or more classes, add together your levels in all classes granting you this ability before you add 20 to determine the DC against which you automatically succeed. Oppress
Voice of the Masters I: At Level 1, you and all of your teammates able to hear or see you gain a +1 morale bonus to attack checks, damage rolls, defense, and all saves.
Voice of the Masters II: At Level 4, this morale bonus increases to +2. Further, as a full action, you may extend this benefit to all allies able to hear or see you within 60 ft for a number of rounds equal to your Charisma modifier.
Ring of Defense: At Level 2, as a full action, you may choose a number of teammates and allies up to your charisma modifier (you may include yourself) as “defenders” and a character you wish to defend. A character cannot be chosen to defend himself. The character you are defending gains a +1 bonus to defense and DR 1/- for each defender within 10 ft. of him until the end of the scene or you use this ability again. You may use this ability a number of times per scene equal to your starting action dice.
Uncanny Dodge II: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 3, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held). Further, you never become flanked.
True Warrior: Your skills and dignity command the respect of all who fight. At Level 4, the disposition toward you of any NPC with a Base Attack Bonus of +11 or higher or 3 or more feats from Combat trees is automatically improved by 1 grade.
Undying Loyalty: At Level 5, once per scene as a full action during combat, you may grant all teammates and allies within 60 ft. able to hear or see you 8 temporary wound points. This bonus lasts until 1 minute after the end of combat or until you become unconscious or dead.
Table SG.1: The Prime
|
Level |
BAB |
Fort |
Ref |
Will |
Def |
Init |
Wealth |
Gear |
Abilities |
|
1 |
+1 |
+2 |
+1 |
+1 |
+1 |
+1 |
0 |
— |
Voice of the Masters I, Oppressor |
|
2 |
+2 |
+3 |
+2 |
+2 |
+1 |
+1 |
0 |
1W |
Ring of Defense |
|
3 |
+3 |
+3 |
+2 |
+2 |
+2 |
+2 |
0 |
1W |
Uncanny Dodge II |
|
4 |
+4 |
+4 |
+2 |
+2 |
+2 |
+2 |
1 |
1W,1V |
True Warrior, Voice of the Masters II |
|
5 |
+5 |
+4 |
+3 |
+3 |
+3 |
+3 |
1 |
1W,1V |
Undying Loyalty 1/scene |
Shol'va [Master Class]
Vitality: 1d10 + Con modifier per level.
Allegiance: Free Jaffa. Without this Allegiance you may still enter this class at Career Level 15 if you meet all other requirements.
Wisdom: 13+.
Base Will Save: +5 or higher.
Resolve: 10+ ranks.
Feats: Escape & Evasion Training.
The Shol'va’s class skills are Athletics, Blend, Drive, Notice, Profession, Resolve, Sneak, Survival, and Tactics.
Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Shol'va class skills for you.
Skill Points at Each Additional Level: 6 + Int modifier.
Class Abilities
Fugitive: At Level 1, each time you fail an Athletics, Blend or Resolve check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 30. If more than 1 grade of success is possible, you achieve only the lowest possible positive result.
If you gain the Fugitive ability from two or more classes, add together your levels in all classes granting you this ability before you add 20 to determine the DC against which you automatically succeed. Oppress
Cross-Class Ability: To survive life on the run, you have to be adaptable. At Levels 1 and 4, you gain a cross-class ability as per the Pointman ability of the same name.
The Getaway: At Level 2, once per session during a Chase conflict in which you are the Prey, you may choose the "That's Impossible!" Strategy. Further, if you win the Conflict round with this Strategy, you gain 2 additional Advantages.
Uncanny Dodge II: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 3, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held). Further, you never become flanked.
Unfamiliar Territory: At Level 4, you gain the Unfamiliar Territory feat.
A Bloody Reckoning: You always knew it would come to this. At Level 5, when you and your team-mates are out numbered by more than 2-to-1 and at least one of you have suffered wound damage, your first attack each round, if successful, is automatically considered a threat. Further, once per session as a free action you may spend and roll an action die to apply both the bloodbath and violent campaign qualities to a scene for a number of rounds equal to the result.
Table SG.1: The Shol'va
|
Level |
BAB |
Fort |
Ref |
Will |
Def |
Init |
Wealth |
Gear |
Abilities |
|
1 |
+1 |
+1 |
+1 |
+1 |
+1 |
+2 |
0 |
— |
Fugitive, Cross-class Ability |
|
2 |
+2 |
+2 |
+2 |
+2 |
+1 |
+3 |
0 |
1W |
The Getaway |
|
3 |
+3 |
+2 |
+2 |
+2 |
+2 |
+4 |
0 |
1W |
Uncanny Dodge II |
|
4 |
+4 |
+2 |
+2 |
+2 |
+2 |
+5 |
1 |
1W,1R |
Unfamiliar Territory, Cross-class Ability |
|
5 |
+5 |
+3 |
+3 |
+3 |
+3 |
+5 |
1 |
1W,1R |
A Bloody Reckoning |