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 Rules

Chemical Monsters
You can use the Chemical Monster rules as written in the SFA Worldbook. For those looking for something closer to the 2.0 standard, here are conversions that Mouthymerc posted on the boards.

Endure
Benefit:
The agent receives the NPC qualities damage reduction 2 and fast healing. In addition, they also gain the abilities of a Caliber II Healing gadget for each session. Finally, the agent gains the benefits of the feat Guts. If they already have this feat then no further benefit is gained.
Drawbacks: Every treatment that the agent misses causes 2 points of permanent Constitution damage. Further, until he is back on the treatment and healed of this damage his action dice are reduced by 2.

Gill
Benefit:
The agent gains the aquatic NPC quality.
Drawback: As per SFA Worldbook.

Kickstart
Benefit:
If injected into an agent who hasn’t had the dead condition for more than an hour, Kickstart will restore him to 1 wound point and 1 vitality point.
Drawback: Kickstart cannot completely reverse the trauma of death. As a result, the agent suffers 2 points of permanent Constitution damage and is drained of one level.

Muscle
Benefit:
Upon receiving the first treatment, the agents size changes to Large and his Strength gains a permanent +2 bonus. Further, at any career level where the character gains an increase to an attribute, he also gains an +1 bonus to his Strength. Finally, his unarmed damage increases by one die type (e.g. 1d3 to 1d4 or 1d6 to 1d8).
Drawback: The agent now receives a penalty of -1 skill point at any further career levels. Also, for each treatment that is missed, the agent will take one point of permanent Intelligence damage. Finally, until he is back on the treatment and healed of this damage his action dice are reduced by 2.

Sharpen
Benefit:
The agent receives a +5 gear bonus to Notice/Awareness, Search/Perception and Survival/Tracking checks.
Drawback: As per SFA Worldbook.

Talon
Benefit:
The agent gains the NPC quality natural attack (claw II). These claws are retractable and extending them is considered incidental on a move action or can be done as a half action. It is a free action to retract them. Further, at any career level that a level-based attribute increase is given, the agent may instead increase the caliber of his natural attack by 1.
Drawback: While the agent’s claws are extended, he receives a -4 gear penalty to any actions or checks with the Grasp or Hands-On descriptors. If the agent misses any treatments the claws lock in the extended position until he is back on the treatments.
Due to the insidiousness of the treatments, even if the claws are removed through surgery, all penalties remain if the subject stops taking the treatments. On the upside, if the claws are removed and the treatments are continued, the claws will return after the next treatment.

 

Psionics
See Psionics conversion.

 

PsiTech Gadgets
Build as per standard gadget rules.

New Mechanisms
Air supply (Caliber I; Nuisance):
Provides character with 5 minutes of breathable air.
Breathing fluid (Caliber III; Tiny): Grants character immunity to water pressure to a depth of 2,000 feet.
Camera-proof (Caliber II; no size): 1 modified document cannot be photographed or copied – all such attempts produce a blank page.
Eraser Flash (Caliber I; Nuisance; 3 uses): Each use produces a 30 ft. cone flash that erases/evaporates all ink exposed to air.
Fringe-lens (Caliber IV; Fringe; Fine): This device causes optical media to record the Fringe aspect of the photographed/filmed location instead of it’s real world image. It may not be looked through to view the Fringe directly – it only modifies record media.
Underwater firearm conversion (Caliber II; no size): Converts 1 firearm and 1 load of ammo for use under water. Modified weapon’s range increment is reduced to one half normal (round up to nearest 5 ft.).

 

The Mystic World
Replace Knowledge (Occult) with Cultures (Occult) in all cases. Characters may gain Measure from various character options. Measure may be substituted for bonded followers on a 1-for-1 basis.
Note: many elements of the mystic rules were updated and revised in Dark Inheritance – work from those versions when available.

Mystic Feats
As written, with the following changes.

Blade Master: Prerequisites: Allegiance (Guardians), Str 13+.
Blood of the Phoenix: Prerequisites: Career Level 20, Cultures 25+, Philosopher.
Discipline of the Body: Use updated version (WoF).
Discipline of the Mind: Use updated version (WoF).
Discipline of the Spirit: Use updated version (WoF).

The Sleep
You are able to enter a state of suspended animation.
Prerequisites: Career Level 3+.
Benefit: As a full action, you may enter a state of hibernation akin to death. You are considered dead and helpless while in this state – any examination reveals no vital signs and you do not require air, food or water. All physical functions are suspended except aging.
You are not aware of your surroundings, but can feel damage to your body. In order to rouse yourself, you must make a full action Will Save (DC 20). Upon awakening, you are initially flat-footed and fatigued for 1 minute.

 

Invocations
As written, with the following changes.

The DC of all complex checks is set to the listed Leaning DC + 10.
The number of challenges equals the listed complex check DC/25 (round up).
The times per check are as listed.

Mystic Relics
All of these devices are considered gadgets with a reputation cost determined by the GC to requisition.

 

Fringe Feats
Fringe feats are a group of additional Chance feats, but are only available in campaigns with the On the Fringe quality in effect. All instances where a Fringe feat counts how many Fringe feats the character has should instead count the number of Chance feats the character has.
 
All or Nothing: Use updated version (2.0).
Black Cat: Use updated version (2.0).
Curdle: Reworked – see below.
Fringe Fetch: Reworked – see below.
Fringe Scrounge: Reworked – see below.
Fringe Stash: Reworked – see below.
Jinx: Use updated version (2.0).
Peculiar Dodge: Use updated version (2.0).
Rule of 5: Use Bravado (WoF).
Spoil: Reworked – see below.
Unshakable: Reworked – see below.
 
Adamant
Prerequisites:
Fringe.
Benefit: You receive a +2 Fringe bonus to all Will saves. Further, you retain your initiative bonus and ability to take 10 while in the presence of the Fringe.
 
Blight
Prerequisites:
Fringe, Career Level 5+, Adamant.
Benefit: The DC of any invocation targeting you is increased by the number of Chance feats you possess x 2. You gain Fringe a bonus to your defense against any mystical attack or mystic weapon equal to the number of Chance feats you posses.
 
Curdle
Prerequisites:
Fringe, Career Level 10+, Blight.
Benefit: If you are within line of sight of a character performing an invocation, the number of successes required to complete that invocation is increased by 50% (round up).
 
From Between the Cracks
Prerequisites:
Fringe, Wisdom 13+.
Benefit (City): You may spend 1 hour to find any common item. The error range of this item is increased by 1, and the GC may spend 1 action die to cause the item to break. The item automatically breaks at the end of the current session. You may use this ability a number of times per session equal to your starting action dice.
 
Reach Between the Cracks
Prerequisites:
Fringe, Career Level 5+, From Between the Cracks.
Benefit: You may use your From Between the Cracks feat to acquire a piece of physical gear of up to Caliber I. You may reduce the time required to use your From Between the Cracks to (3d10 – your Career Level) minutes (minimum 1 round), but the resulting item vanishes the moment it is no longer being watched or held.
 
Stashed Between the Cracks
Prerequisites:
Fringe, Career Level 10+, Reach Between the Cracks.
Benefit: You may use your From Between the Cracks feat to acquire a piece of physical gear of up to Caliber II. Further, you may spend 1 action die and 1 minute to place a single relatively generic item (GC’s discretion but no famous, unique, or signature items) into the Fringe where you may retrieve it later. Afterwards, you may retrieve the item at any time and any location as a full action. You may only have 1 item stashed in the Fringe at any one time.