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)

New Classes

Advocate: Use updated version (2.0).
Explorer: Use updated version (2.0).
Martial Artist: Use updated version (WoF).
Scientist: Use updated version (2.0).
Sleuth: Use updated version (2.0).
Edgemaster: Use updated version (WoF).
Genesoldier: Reworked - see below.
Witness: Reworked - see below.

 

Arcanist
The Arcanist walks the treacherous path of eldritch power and arcane knowledge. By pouring over fragments of ancient manuscripts and scavenging through the scattered remains of the Lost Age, the Arcanist seeks the hidden mysteries of true power. He uses twisted secrets, forbidden learning, and arcane foci to break the boundaries of science. He is no scholar hiding in an ivory tower from the dangers of the world - he strides fearlessly into the unknown, certain that his skill and power will see him through.
Attributes: Intelligence is key to providing the skill points to undertake the Arcanist’s complex research, while Charisma is essential to impressing his will upon the Ethereal to apply the benefits of his discoveries.
Vitality: 1d8 + Con modifier per level.
Starting Weapon Proficiencies: 2.

Class Skills
The Arcanist’s class skills are Analysis, Bluff, Computers, Cultures, Drive, Impress, Intimidate, Investigate, Medicine, Notice, Profession, Resolve, Science, Search, Sleight of Hand.
Skill Points at Level 1: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier.

 
Core Ability
Studious: You may learn and cast an additional number of 0-level spells equal to your starting action dice. If you gain temporary additional starting action dice (such as from the Pointman’s improved fortune ability, you may learn additional 0-level spells, but lose those spells at the end of the current mission.
 
Class Abilities
Novice: At Level 1, you gain the Novice feat. Your class level is added to your caster level. You gain Ethereal points as shown on Table 1.1: The Arcanist.

Bond Foci I: At Level 1, you may bond with a single focus you have as a possession or have requisitioned.
Bond Foci II: At Level 10, you may have up to 2 bound foci.
Bond Foci III: At Level 20, you may have up to 3 bound foci.

Condensed Formula I: You learn to “write small” when imbuing a focus with spells. At Level 2, your bound foci are considered 1 size category larger for the purpose of determining the maximum number of spell levels they may be imbued with.
Condensed Formula II: At Level 11, your bound foci are considered an additional size category larger for the purpose of determining the maximum number of spell levels they may be imbued with (for a total of 2 categories larger).
Condensed Formula III: At Level 19, your bound foci are considered an additional size category larger for the purpose of determining the maximum number of spell levels they may be imbued with (for a total of 3 categories larger).

Initiation: Your continued study begins to pay off. At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Arcane feat or your maximum safe spell level increases by 1 (maximum of 5th level).

Allure: At Levels 4, 12, and 20, your Charisma rises by 1.

Sacrifices: You have learned how to work powerful magics at the cost of your own wellbeing. At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities. Each of these abilities may be chosen only once. Any Constitution damage suffered as a result of these abilities cannot be reduced except as described below, and is recovered at the rate of 2 points at the end of each scene. 

Desperate Casting: You may attempt to cast a spell imbued into any focus that is part of your possessions, even if you are not in physical contact with that focus. You need not spend EP or make a Craft check – the casting is automatically successful. You then suffer Constitution damage equal to the spell’s level + 1. 

Draw from Within: You may take 1 or more points of Constitution damage to produce double the number of EP to enhance a spell during casting (see arcane feats, page XX). Spending these EP may exceed the normal maximum amount of EP that may be spent on spell enhancement feats. 

Elemental Attunement: When casting a spell the arcanist may choose to attune the spell to a specific element. He suffers 2 points of temporary Constitution damage to add one of the following effects to his spell. A spell may only have a single elemental attunement placed upon it.
Air – You double the range of any spell with a Range other than “Touch” or “Personal.” The spell gains the [air] descriptor. Spells that normally have the [air] descriptor triple their range.
Earth – Any spell that allows a saving throw has its DC increased by +2. The spell gains the [earth] descriptor. Spells that normally have the [earth] descriptor provide a +4 bonus to the DC.
Fire – You cause a spell that inflicts damage to deal +1d6 points of fire damage in addition to the damage the spell normally deals. The spell gains the [fire] descriptor. Spells that normally have the [fire] descriptor deal +2d6 points of fire damage.
Water – Spells with a Target of “Area” gain the Shapeable quality. The spell gains the [water] descriptor. Spells that normally have the [water] descriptor also have any saving throw DC increased by +2.

Rune: By drawing a rune of power upon an item, you may change the duration of a spell that you can cast safely to “until triggered.” Triggering is based on an event of your choice. This event may be simple in nature (i.e. “the first person to touch this door.”), or may be quite complex (i.e. “when Constance Martins walks beneath this arch.”). The trigger cannot exceed the parameters of the spell. The conditions for triggering the rune can be based upon a character’s name, ethnicity, observable action, or qualities. Intangibles such as level, class, and current wound points do not qualify. A rune may be noticed with a Notice check (DC 25 – spell level) and deciphered with a Cultures (occult) check (DC 15 + spell level). EP equal to the spell level must be spent in addition to you suffering Constitution damage equal to the level of the spell +1. Runes are subject to dispel magic, but must be targeted by the spell for it to have any effect on the rune. 

Sacrificial Reach: You may extend the range of a spell that has a Range of “Touch” to 15 feet. No other features of the spell are changed. If the spell normally requires an attack check, then you must still make an attack check against the target. You suffer Constitution damage equal to the spell’s level. 

Spell Guard: As a free action, you can turn any failed saving throw against a spell made by you or any teammate within line of sight into a success. You are then sent reeling and suffer temporary Constitution damage equal to the spell’s level + 1. 

Tethered Focus: As a full action, you may summon one of bound foci that is medium sized or smaller. The focus appears in your hand, properly fitted if worn or immediately adjacent to you if the focus is not suitable for being worn or held. You then take temporary Constitution damage equal to the power rating of the focus + 1.

Eldritch Defense I: You may instinctively use your connection to the ethereal to defend yourself. At Level 8, if you are successfully attacked, you may spend 1 or more EP to give yourself DR equal to twice the number of EP spent against that attack.
Eldritch Defense II: At Level 16, you may spend EP to cancel a successful attack against you. You must spend EP equal to one half the amount the attack check exceeded your defense (round up).

Ethereal Flood: You may momentarily wedge open the gates between the real world and the ethereal, creating an abundance of arcane energies. At Level 14, once per mission as a full action you may reduce the number of EP required to cast any spell imbued into one of your bound foci to 1. This effect lasts for a number of round equal to your class level. At the end of this period, you become nauseated for 2d6 rounds and any spells an ongoing duration you cast during the flood immediately end.

 

Table 1.1 The Arcanist

Level BAB Fort Ref Will Def Init Wealth Gear EP Abilities
1 +0 +0 +1 +2 +0 +1 1 1G 2 Bond foci I, Craft user, studious
2 +1 +0 +2 +3 +1 +1 2 1G 4 Condensed formula I
3 +1 +1 +2 +3 +1 +2 2 1G, 1R 6 Initiation
4 +2 +1 +2 +4 +2 +2 2 1G, 1R 8 Allure +1
5 +2 +1 +3 +4 +2 +3 3 2G, 1R 10 Initiation
6 +3 +2 +3 +5 +2 +4 3 2G, 1R, 1W 12 Sacrifices
7 +3 +2 +4 +5 +3 +4 4 2G, 1R, 1W 14 Initiation
8 +4 +2 +4 +6 +3 +5 4 2G, 1R, 1W 16 Eldritch defense I
9 +4 +3 +4 +6 +4 +5 4 2G, 1R, 1W 18 Initiation, sacrifices
10 +5 +3 +5 +7 +4 +6 5 3G, 1R, 1W 20 Bond foci II
11 +5 +3 +5 +7 +4 +7 5 3G, 2R, 1W, 1V 22 Condensed formula II, initiation
12 +6 +4 +6 +8 +5 +7 6 3G, 2R, 1W, 1V 24 Allure +2, sacrifices
13 +6 +4 +6 +8 +5 +8 6 3G, 2R, 1W, 1V 26 Initiation
14 +7 +4 +6 +9 +6 +8 6 3G, 2R, 1W, 1V 28 Ethereal flood 1/mission
15 +7 +5 +7 +9 +6 +9 7 3G, 2R, 1W, 1V 30 Initiation, sacrifices
16 +8 +5 +7 +10 +6 +10 7 4G, 3R, 2W, 1V 32 Eldritch defense II
17 +8 +5 +8 +10 +7 +10 8 4G, 3R, 2W, 1V 34 Initiation
18 +9 +6 +8 +11 +7 +11 8 4G, 3R, 2W, 1V 36 Sacrifices
19 +9 +6 +8 +11 +8 +11 8 4G, 3R, 2W, 1V 38 Condensed formula III, initiation
20 +10 +6 +9 +12 +8 +12 9 4G, 3R, 3W, 1V 40 Allure +3, bond foci III