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

New Classes

Sleuth: Use updated version (2.0).
Field Analyst: Use updated version (2.0).
Fringe Walker: Reworked – see below.
Hyper: See Psionics conversion.
Lord: Reworked – see below.
Maxim: See Psionics conversion.
Scanner: See Psionics conversion. 

 

 

Expert Classes

Cat Burglar: Use Intruder (2.0) or Thief (10kB).
Counter-Terrorist: Use updated version (2.0).
Hacker: Use updated version (2.0).
Sniper: Use updated version (2.0).

 

Fringewalker [Fringe Expert Class]
Vitality: 1d10 + Con modifier per level.

Requirements
Charisma:
13+.
Notice: 6+ Ranks.
Feats: Adamant.

 
Class Skills
The Fringewalker’s class skills are Analysis, Bureaucracy, Cultures, Drive, Investigate, Notice, Resolve, Science, Search, Sense Motive, Sneak, and Streetwise.
Skill Points at Each Additional Level: 6 + Int modifier.
 
Core Ability
Superior Wisdom: Your Wisdom rises by 1. Your Wisdom rises by an additional 1 at Level 6.

Class Abilities
Best When It Counts:
At Level 1, you gain a +2 morale bonus to all checks and saving throws during dramatic scenes.

Defiant I: As written.
Defiant II: As written.

Bonus feat: At Levels 3, 5, 7, and 9, you gain 1 additional Chance or Style feat.

Dauntless: As written.

Uncanny Dodge I: As Intruder.
Uncanny Dodge II: As Intruder.

Soul Survivor: As written.

Shade Strike: This ability may be used a number of times per combat equal to your starting action dice. Otherwise, as written

Spirit Anchor: As written.

Table AF.1 The Fringewalker

Level BAB Fort Ref Will Def Init Wealth Gear Abilities
1 +0 +1 +0 +2 +2 +1 0 1R Best when it counts, superior wisdom
2 +1 +2 +0 +3 +3 +1 0 1R Defiant I
3 +2 +2 +1 +3 +3 +2 1 1R, 1W Bonus feat
4 +3 +2 +1 +4 +4 +2 1 1R, 1W Dauntless, uncanny dodge I
5 +3 +3 +1 +4 +5 +3 1 2R, 1W Bonus feat
6 +4 +3 +2 +5 +6 +4 2 2R, 1W, 1G Soul survivor
7 +5 +4 +2 +5 +6 +4 2 2R, 1W, 1G Bonus feat, defiant II
8 +6 +4 +2 +6 +7 +5 2 2R, 2W, 1G Shade strike, uncanny dodge II
9 +6 +4 +3 +6 +8 +5 3 2R, 2W, 1G Bonus feat
10 +7 +5 +3 +7 +9 +6 3 3R, 2W, 1G Spirit Anchor

 

Master Classes

Shadespeaker [Mystic Master Class]
Attributes: As an intermediary with the spirit world, the Shade Speaker requires both a high Wisdom and Charisma. Strength is also important as they tend to possess considerable melee skill.
Vitality: 1d12 + Con modifier per level.

Requirements
Allegiance:
Guardians of the Whispering Knife. Without this Allegiance you may still enter this class at Career Level 15 if you meet all other requirements.
Wisdom: 13+.
Base Attack Bonus: +6 or higher.
Feats: Knife Basics, Sixth Sense.

Class Skills

The Shadespeaker’s class skills are Athletics, Investigation, Medicine, Notice, Resolve, and Sense Motive.
Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Shadespeaker class skills for you.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Abilities
The Call I:
At Level 1, once per scene, your will is sufficient to focus the thought of the dead and grant the illusion of normal interaction. You may converse in a (mostly) normal fashion with a dead person’s spirit. The spirit rarely understands its current condition, is unable to perceive its surrounding or characters other than yourself, and is prone to irrational anger or raving (reducing its initial disposition towards you by 2 grades). You must be in the presence of the spirit’s corpse, and the target may not have died more than 3 days prior. You suffer 10 subdual per minute you maintain this ability.
The Call II: At Level 4, you may inflict 1 wound upon yourself with your washaif blade (see below) to make a spirit you have summoned with you the call ability visible to others and able to perceive its surroundings more clearly. This has a calming effect that reduces the penalty to the spirit’s disposition to 1 grade and allows it to verbally interact with other characters. The spirit remains incorporeal. After 1 minute the spirit vanishes and may not be summoned again during this scene.

Washaif Blade:
At Level 1, you receive you washaif blade. You are always considered to have this weapon on your person, even if it is taken from you – you may reach into a pocket or even behind your back and reveal that it is still in your possession. This weapon is an exotic knife with the following stats (damage 2d4; Error 1; Threat 18-20; Size T/1h; BLD, KEN (+4); 1 lb)

Deathwatch:
At Level 2, as a half action, you may locate with precision any human corpse within 10 ft. × your Career Level and you immediately know the body’s age at death, time of death, the basic physical cause of death, and a general sense of the deceased’s emotional state at the time of death. This ability is strictly limited to humans, and some characters warped by magic, scientific experimentation, or psionic abilities may slip past your awareness (GC’s discretion).

Traditions of Night:
At Level 3, once per mission during the Intel Phase, you may gain 1 temporary Mystic feat of your choice until the end of the current mission.

Cloaked in the Fringe:
At Level 4, if you are successfully attacked, you may choose to become reeling to attempt to avoid the blow. Roll 1d20 + your Career level (DC 25). If successful, you are considered incorporeal at the moment the attack would have landed. You may use this ability a number of times per scene equal to your starting action dice.

Channeled Wisdom:
At Level 5, as a full action, you may prepare yourself to attempt any skill check. Make the check normally, except you are considered to have rolled a result of 20 + your Career Level, and have no error range, threat range, or check cap while making this check. You may use this ability a number of times per session equal to the number of Mystic feats you possess.

Table SFA.1 The Shadespeaker

Level BAB Fort Ref Will Def Init Wealth Gear Abilities
1 +1 +1 +0 +2 +1 +1 0 -- The call I, washaif blade
2 +2 +2 +0 +3 +1 +1 0 1T Deathwatch
3 +3 +2 +1 +3 +2 +2 1 1T Traditions of night
4 +4 +2 +1 +4 +2 +2 1 1T, 1G Cloaked in the Fringe, the call II
5 +5 +3 +1 +4 +3 +3 1 1T, 1G Channeled wisdom

 

Lord [Master Class]
Vitality:
1d8 + Con modifier per level.

Requirements
Allegiance:
Archer Foundation. Without this Allegiance you may still enter this class at Career Level 15 if you meet all other requirements.
Intelligence: 13+.
Profession: 10+ ranks.
Feats: Advanced Skill Mastery.

Class Skills
The Lord’s class skills are Cultures, Drive, Intimidate, Investigate, Manipulate, Networking, Notice, Profession, Resolve, Science, Sense Motive, and Tactics.
Continuity: At Level 1, choose 3 skills that are class skills for any of your other classes. These become Lord class skills for you.
Skill Points at Each Additional Level: 8 + Int modifier.

Class Abilities
Second Specialty:
At Level 1, you may choose an additional specialty. You gain all benefits from this specialty.

Delegate: At Level 2, if you are the leader of a cooperative check, the synergy bonus provided by each successful helper is increased to +2.

Perfect Synergy: At level 3, any time you receive a synergy bonus, that bonus is increased by +1. Further, all of your synergy bonuses are capped at +10.

Quick Study: At Level 4, once per mission during the Intel Phase, you may gain 1 temporary Advanced Skill feat of your choice until the end of the current mission.

Lord’s Privilege: At Level 5, once per session, you may use any single feat or class ability you possess that may only be used a limited number of times per session or per scene 1 additional time this session.

Table AF.2 The Lord

Level BAB Fort Ref Will Def Init Wealth Gear Abilities
1 +0 +0 +0 +2 +1 +0 2 1T, 1G Second specialty
2 +1 +0 +0 +3 +1 +0 3 2T, 1G Delegate
3 +2 +1 +1 +3 +2 +1 3 2T, 1G Perfect synergy
4 +3 +1 +1 +4 +2 +1 4 2T, 1G, 1R Quick study
5 +3 +1 +1 +4 +3 +1 4 2T, 2G, 1R Lord's privilege 1/session