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)

Gear

Gear

 

New Gear Qualities

 

Cultural Technology (CTK). This item is the creation of a specific culture or cultures, and not broadly available outside of those groups. Characters whose native culture matches that of the gear may requisition the item normally. All other characters may only requisition the item as a gadget one claiber higher.
Example: A Zat is a WII item with the CTK(Goa'uld/Tok'ra) quality. Goa'uld, Tokra, and Jaffa characters may requisition them with caliber II weapon picks. All other characters requistion them as Caliber III gadets.

 

Naquadah Triggered (NAQ). This item requires its user to have a degree of naquadah in their body in order for it to function.

 

Zat Takedown (ZTD). When an opponent is successfully attacked by a zat (whether the attack inflicts damage to him or not), the opponent must make a Fortitude save. This save's DC is determined as follows.

If the attack raises the target's current total of subdual damage to less than or equal to his current vitality point total, the Fortitude save's DC is equal to the damage inflicted (before damage reduction and hardness were applied).
If the attack raises the target's current total of subdual damage to more than his current vitality point total, or if the attack was a critical hit, the Fortitude save's DC is 10 + the damage inflicted (before damage reduction and hardness were applied).

 

 

New Gear

 

Electronics
 
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Gadget
 
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Resource
 
Tretonin. A new drug, developed by the SGC from the Pangarans. It effectively serves as a replacement immune system, freeing the Jaffa who takes it from his dependence upon a symbiote. One dose must be taken every 24 hours for it to function, otherwise the Jaffa starts reacting as usual to the loss of their symbiote. Every load-out includes an injector gun.
 
Pick Caliber: II.  Damage: n/a.  E/T: n/a.  Ammo: 7M1.  Recoil: n/a.  Rng: 0.  SZ/Hand: D/1h.  Qualities: INJ.  Add-Ons: 0.  Weight: 0.5 lb.  Comp: 15/1. Year: 2003.
 
 
Security
 
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Tradecraft
 
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Vehicle
 
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Weapon
 

Staff Weapon. The Jaffa warrior ’s primary offensive weapon, a staff weapon emits a focused plasma charge that can penetrate most forms of body armor with ease. It may also be used as a close combat weapon similar to a quarterstaff. Staff weapons are inaccurate and brutal, epitomizing the Goa’uld martial philosophy of rule through fear.

    Mechanics: A staff weapon is a Medium-sized two-handed weapon. It may be used as a melee weapon or a ranged weapon, as follows.
          For purposes of melee combat, a staff weapon is considered a quarterstaff (see the Stargate SG-1 core rulebook page 328). As per the standard rules for two-handed melee weapons, the character’s Strength modifier is applied to all attack checks, and 1.5 × his Strength modifier (if positive, rounded up) is applied to all damage rolls with the weapon. If the character does not possess the weapon proficiency (Exotic Blunt) or (Exotic Goa'uld), he suffers a –4 penalty with all melee attack checks made with a staff weapon.
          For purposes of ranged combat, a staff weapon is considered a hurled weapon (in the same sense that a bow is) for all purposes except the application of damage effects and damage reduction, for which it is considered an energy weapon. As per the standard rules for hurled weapon, the character ’s Dexterity modifier is applied to all attack checks, and no ability modifier is applied to damage rolls with the weapon. If the character does not possess the weapon proficiency (Exotic Hurled) or (Exotic Goa'uld), he suffers a –4 penalty with all ranged attack checks made with a staff weapon. Finally, a staff weapon used in ranged combat uses the statistics offered below.
          Staff weapons are notoriously imprecise, and are hazardous to fire at targets in close proximity to friendly personnel. The Increased Precision and Precise Shot feats have no effect on ranged attacks made with staff weapons. In addition, whenever a character scores an error with a staff weapon attack against a target located adjacent to one or more bystanders, the GM may spend 2 action dice to activate the critical miss as a successful attack against one bystander adjacent to the target. If the bystander is located within the same square as the target (e.g. they’re grappling), this critical failure may be activated at the cost of only 1 action die.
          A staff weapon may only be fired in single-shot mode and may only be fired once per round as a full action, unless the character possesses the Speed Trigger feat (see the Stargate SG-1 core rulebook page 251) or another feat which specifically affects the modes in which he may fire a staff weapon. If a character is capable of firing a staff weapon in burst or strafe mode, he gains a +2 gear bonus to attacks made using these fire modes, as the energized plasma blasts are as visible as conventional tracer ammunition (see the Stargate SG-1 core rulebook page 337). The Jaffa call the technique of rapidly firing a staff weapon kel’no’pah (literally,“lightning strike ”).
          Using the aim action with a staff weapon requires a full action, not a half action as normal. Staff weapons are not ergonomically designed for precision use.
          A staff weapon derives its destructive energy from a small naquadah power cell which energizes an array of capacitors. This capacitor array stores enough energy for 50 shots. The power cell recharges the capacitors at the rate of one shot every 30 seconds (5 combat rounds). Power cells are typically good for several thousand shots before they need to be replaced, and such replacement is part of routine maintenance for both Goa’uld forces and the SGC.
          Finally, the wielder of a staff weapon gains a +2 gear bonus to Intimidate checks against anyone who has seen a staff weapon fired but has never defeated an opponent wielding a staff weapon. Staff weapons are one of the primary symbols of Goa’uld dominance and their subjects and enemies alike are frequently cowed by the display of raw power that a staff weapon master can present.

Pick Caliber: III.  Damage: 6d6 laser / 1d8 sub.  E/T: 1-2/18-20.  Ammo: 50M1.  Recoil: 12.  Rng: 30.  SZ/Hand: M/2h.  Qualities: CTK(Goa'uld). Melee: GAR(+1), RCH(+5'), TRP(+1). Ranged: AP, IMP, TD..  Add-Ons: 0.  Weight: 8 lb.  Comp: 30/5. Year: n/a.

 

Zat'nik'tel. ...

Pick Caliber: II.  Damage: n/a.  E/T: n/a.  Ammo: 50M1.  Recoil: n/a.  Rng: 30'.  SZ/Hand: D/1h.  Qualities: AP (all), CTK (Goa'uld), ZTD.  Add-Ons: 0.  Weight: 2 lb.  Comp: 30/5. Year: n/a.