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)

Origins

New Talents: Choosing A Side
New talents in this setting focus on the sharp divide between black and white, right and wrong. (Under construction)

    Imperial: Certainty. Security. Power. You serve the Galactic Empire of your own free will..
    Requirement: Empire or Sith Allegiance.

  • Intimidate is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).

    Rebel: You preserve the flame of freedom in the face of the Empire!
    Requirement: Jedi or Republic Allegiance.

  • Blend is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60). 

    Republic: A democracy that stretches across a million worlds, the Republic has sheltered individuality and peace for millennia.
    Requirement: Jedi or Republic Allegiance.

  • Networking is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).

    Separatist: You see the corruption at the heart of the Republic, and believe your people should make their own way outside of its constraining laws.
    Requirement: Separatist Allegiance.

  • Streetwise is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).

New Races: A Vast Galaxy

Non-human 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 Wars Universe (sources: www.starwars.com/databank, WotC's Ultimate Alien Anthology for Star Wars d20, Second Edition).

    Bith: The Bith are a highly evolved race of entertainers and scientists whose evolution has placed them above such instinctual passions such as aggression or a need for sleep.
    Type: Medium biped quasi-human. You gain the bonus feat from your Specialty only if it is Celebrity, Contract Professional, Doctor, Entertainer, Geek, Ircon, Outcast, Playboy, Researcher, or Suit.

  • +2 Charisma, -2 Constitution.
  • You are not affected by the fatigued condition. Further, if you suffer from an effect that would change your condition to exhausted or sleeping, it is instead treated as if you were fatigued.
  • Your threat range with Impress checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

    Bothan: Many Bothan characters gave their lives to make this talent.
    Type: Medium biped quasi-human.

  • Bluff is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • You gain 2 acquaintance-grade contacts. These contacts each improve 1 grade at Career Levels 6, 12, and 18.
  • Your threat range with Investigation checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

    Cathar: With their strong sense of honor and warrior backgrounds, many beings would hope to call a Cathar friend rather than foe.
    Type: Medium bipedal semi-human.

  • +2 Strength, +2 Constitution.
  • Your base Speed is 40 ft.
  • You gain the fast healing NPC quality.
  • You gain the natural attack (claw II) NPC quality. If you already possess a claw attack, its grade increases by 1 (e.g. claw II becomes claw III, maximum claw V).
  • You gain the feral NPC quality.

 

    Cerean: Intelligent and wise, the “conehead” style craniums of Cereans contain binary brains, which allow members of this race to quickly process information and to think clearly about complex situations.
    Type: Medium biped semi-human.

  • +2 Intelligence.
  • You may take 2 Ready actions at the same time as 1 full action. After the first of the 2 triggers occurs, the other Ready action is lost.
  • When making a skill check, you may ignore all penalties imposed by the Hands On tag.
  • You gain a +1 insight bonus with Initiative checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

    Chiss: While the Chiss are essentially just Humans with blue skin and freaky red eyes, unlike Humans they Chiss are universally intelligent and dignified. They excel at both arts and sciences, although their pursuit of excellence makes them seem aloof or arrogant to less... sophisticated... species - which is pretty much everyone outside their borders.
    Type: Medium biped near-human.

  • +2 to lower of Intelligence or Wisdom (player decides in event of tie), -2 to any other stat.
  • The threat range for Tactics increases by +1 at levels 0, 5, 10, 15 & 20.
  • Choose either Impress or Science as a permanent class skill. The result cap for this skill increases by 5 (max 60).
  • 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.
  • Arrogant: The starting disposition of all standard characters not from your Faction that are aware of your talent is decreased 1 grade.
  • Restricted Specialties: You may not choose the Special Ops, Thrill Seeker, Tribesman or Wanderer specialties.

    Clawdite: Also known as “shifters” or “changelings,” these aliens possess extraordinary power to alter their forms. Though they cannot change their mass, clawdites’ skill at disguise make them highly desirable as spies and assassins.
   Type: Medium biped quasi-human. You gain the bonus feat from your Specialty only if it is Mercenary, Operative, Outcast, Recruit, Spacer, Special Ops, Spiritualist, Stranger, Wanderer, or Warrior.

  • +1 Wisdom.
  • Falsify is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60)
  • Your threat range with Falsify checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.
  • You gain the alternate identity/form NPC quality. If you gain the unconscious or sleeping conditions while in your alternative form, you revert to your natural form.
  • The disposition of any character that does not share your native culture and is aware of your Talent is reduced by 1 grade.

    Clone: You were manufactured from the DNA of a talented individual for one purpose and one purpose only.
    Requirement: You must possess a non-Neutral Allegiance.
    Type: Medium biped near-human clone. You gain a +8 bonus to Falsify/Disguise checks to mimic a fellow clone with the same 'parent' and native culture.

  • Diverse: You may choose 3 options from the Diverse Benefits list.
  • Choose 1 skill. This is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • You gain “Fellow Clones” as an acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • At the start of each mission, you gain 1 Caliber III feat training resource pick without spending an action die or making a Request check.
  • The disposition of any character that does not share your native culture and is aware of your Talent is reduced by 1 grade.

    Falleen: Masterful manipulators and businesspeople, the Falleen are a comely and captivating race whose dedication to an urbane lifestyle has made them some of the richest and most powerful beings in the galaxy.
    Type: Medium biped quasi-human.

  • +2 Charisma, -2 Wisdom.
  • Once per session, you may improve the disposition of any 1 non-villain NPC by 1 grade without a skill check.
  • You gain the seductive NPC quality.
  • You age at ¼ the rate of other species.

    Farghul: Mischievious felinoids that  have earned themselves a reputation as thieves and con artists.
    Type: Medium biped semi-human.

  • +2 Dexterity, +2 Charisma, -2 Wisdom.
  • Your base Speed is 40 feet.
  • You gain an extra Interest at Career Levels 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, & 20.
  • Your wardrobe and appearance modifier are determined as if your Lifestyle were +2 higher.
  • You may hold and ready 1 object of Diminutive Size or smaller with your tail. Further, during each round that you do not have a weapon or object readied with your tail, you gain 1 additional half action that may only be used to perform skill checks with the Hands-On (HDO) tag or actions with the Incidental (IDL) tag. Finally, all attacks or skill checks made with your tail have the error range increase by 2.
  • The disposition of any character that does not share your native culture and is aware of your Origin is reduced by 1 grade.

Iktochi: These stern humanoids are notable for their telepathic abilities, immense horns and grim personalities.
    Type: Medium biped semi-human.

  • 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.
  • You gain the strong-minded I and natural attack (gore, II) NPC qualities.
  • You are considered to be in voice contact with your teammates at all times, as long as they are within a number of miles equal to your Career Level.

    Ithorian: More commonly known as “hammerheads” these peaceful humanoids are masterful merchants and negotiators who thrive in nature.
    Type: Medium biped non-human.

  • +2 Wisdom, -2 Dexterity.
  • You gain one additional Cultures skill focus.
  • You gain 1 acquaintance-grade contact. This contact improves by 1 grade at Career Levels 6, 12, and 18.
  • Your threat range with Networking checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

    Mon Calamari: These organized and creative amphibians rank amongst the best pilots, technicians and generals in the galaxy. Plus they’re yummy with tartar sauce.
   Type: Medium biped quasi-human.

  • +2 Intelligence, -2 Constitution.
  • Science and Tactics are always class skills for you. Further, your result cap with these skills increases by 5 (maximum 60).
  • You gain the Achilles’ heel (heat damage) and aquatic NPC qualities.
  • Your threat range with Science checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

    Rodian: These violent green- and blue-skinned humanoids may not be a popular race, but they are excellent warriors, bounty hunters and trackers. They have recently become victims of a vicious slander campaign declaring they always shoot first – a lie students of history are all too aware of.
   Type: Medium biped quasi-human. You gain the bonus feat from your Specialty only if it is City-Dweller, Criminal, Grifter, Hunter, Mercenary, Motorhead, Operative, Recruit, Thrill-Seeker, or Wander.

  • +2 Dexterity, -2 Charisma.
  • You gain one additional weapon proficiency.
  • Survival is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
  • Your threat range with Notice checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

Twi’lek: Most noted for their head-tails, pointy teeth and exceptionally attractive females, Twi’lek can be found almost anywhere there is a buck to be made or scam to be pulled.

+2 Intelligence, -2 Wisdom.
Semi-human: Attempts to treat you with human medicine suffer a –2 penalty. You suffer a –4 penalty on all attempts to disguise yourself as or blend in with humans.
Bluff and Streetwise are always class skills for you. Further, your result cap with these skills increases by 5 (maximum 60).
You gain 2 acquaintance-grade contacts. This contact improves by 1 grade at Career Levels 6, 12, and 18.
You gain the low-light vision NPC quality.

Weequay: Quiet and spiritual, this hardy desert people are most famous for their frequent employ as bodyguards and thugs for the Hutt criminal empire.

+2 Constitution, -2 Charisma.
Semi-human: Attempts to treat you with human medicine suffer a –2 penalty. You suffer a –4 penalty on all attempts to disguise yourself as or blend in with humans.
You gain the Edged and Exotic Edged weapon proficiencies at no cost.
Resolve is always a class skill for you. Further, your result cap with this skill increases by 5 (maximum 60).
You have heat damage resistance 2.
You begin each mission with 1 Caliber II melee weapon of your choice.

Wookie: Hailing from the arboreal planet of Kashykk, Wookies are one of the most powerful and widely feared humanoid species in the galaxy. Their physical inability to speak Galactic Basic, feral appearance, and wide popularity as slave labor have earned them an undeserved reputation as uncivilized brutes, but those who know them are aware of their complex society and strong personal codes of honor.

+4 Strength, -2 Dexterity, -2 Charisma.
Large Semi-human: Your size is Large (1x1, reach 1). Attempts to treat you with human medicine suffer a –2 penalty. You suffer a –4 penalty on all attempts to disguise yourself as or blend in with humans.
Your threat range with Intimidate checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.
You gain the fast healing and feral NPC qualities.
Reviled: The disposition of any character that does not share your native culture and is aware of your race is reduced by 1 grade.

Zabrak: Iron-willed survivors who have explored the stars since early galactic history, the Zabrak are explorers and warriors without peer whose intense natures sometimes put off others.

Near-human: Attempts to treat you with human medicine suffer a –1 penalty. You suffer a –2 penalty on all attempts to disguise yourself as or blend in with humans.
You gain one additional Cultures skill focus.
You gain the fearless I and and natural attack (gore, I) NPC quality.
Your threat range with Resolve checks increases by 1. This bonus increases by an additional +1 at Career Levels 5, 10, 15, and 20.

New Specialties: Worlds At War

Commando: You have military-grade training in low-intensity warfare and a knack for subtlety in battle.

  • Bonus Feat: Tactical Advantage.
  • Your Dexterity or Intelligence increases by 1 (whichever is lower, your choice in the case of a tie). This bonus is applied after any attribute modifiers from your Talent.
  • Once per session, you may decrease the overland travel time of any 1 trip to 3/4 standard (rounded down).
  • Each time you gain 1 or more ranks in the Tactics skill, you also gain an equal number of ranks in the Sneak skill. This may not increase your Sneak skill beyond its maximum rank.

Padawan: You were young enough to begin the training.

Bonus Feat: Force Sensitive
...

Trooper: You’ve spent a lot of time rooting about the most exotic places on Earth.

  • Bonus Feat: Any Terrain Feat.
  • You gain the camouflaged NPC quality for 1 terrain type. You may re-choose this terrain type each time you gain a Career Level (though you still only gain this benefit in 1 terrain type).
  • At the start of each mission, you gain 1 Caliber II armor Security pick without spending an action die or making a Request check.
  • You gain a +1 insight bonus with Survival and Tactics checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.