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)

Minions Inc

Ninjas
 
29 MP
(10 for the vitality die plus 4/level of operative (8) plus 8 for the adjustments to abilities plus 3 for the extra feat) 
2nd-level operatives, D-6 Wetworks; CR 1. SZ M; v/wp 9/10; Init +4 (+1 class, +1 department, +2 Dex); Spd 30 ft.; Def 13 (+1 class, +2 Dex); Atk: punch/kick +3 (1d6+2), seven piece sword +3 (1d6+2), shuriken +3 (1); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +2, Ref +5, Wil +1; Str 14, Dex 14, Con 10, Int 10, Wis 9, Cha 12; Skills: Bluff +2, Climb +3, Demolitions +2, Driver +3, Hide +5, Move Silently +8, Search +1, Spot +0, Surveillance +0, Tumble +3. Feats: Martial arts, Stealthy, Weapon Prof. (Exotic). Gear: Seven piece sword* (7 BP), 9 shuriken* (1 BP), ninja outfit (considered to be camouflaged clothing as per the MAG page 141) (6 BP), 11 BP left.

* See the Modern Arms Guide.
 

AIM Scientists

20 MP
(5 for the vitality die plus 2/level of academic (8) plus 4 for the adjustments to abilities plus 3 for the extra feat) 
4th-level academics; CR 3. SZ M; v/wp 11/10; Init +2 (+2 class); Spd 30 ft.; Def 13 (+3 class); Atk: punch/kick +1 (1d3-1), plasma ejector* -4 (2d4); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +1, Ref +1, Wil +5; Str 8, Dex 10, Con 10, Int 15, Wis 12, Cha 10; Skills: Bureaucracy +2, Computers +6, Concentration +7, Drive +2, Electronics +6, Knowledge** (choose one) +11, Knowledge** (choose one) +8, Knowledge** (choose one) +6, Languages +4, Mechanics +4, Profession (scientist) +3. Feats: Scholarly, Signature Gadget. Gear: Plasma ejector* (see below), Asbestos suit (7 BP), 18 BP remaining.

* Plasma ejector: It is an experimental weapon created and used by the scientists. There is a proximity sensor in each weapon that tracks each owner. If the weapon should ever leave the scientists grasp for longer than three rounds it explodes as dynamite. Damage is equal to the number of rounds left in the weapon.
Ammunition Type: Plasma
Ammunition Capacity: 12
Weight: 400 oz.

Plasma ejector; Acc. --; Dam 2d4(see below); Err 1-4; Thr --; Range Inc. 15 feet; Q&M DA; Wt. 25 lbs.; Cost: Restricted
Plasma ejector round: Treat as a white phosphorus grenade that only affects the target. (See the MAG page 40.)

** The type of knowledge skills possessed by each scientist varies.
 
Sisterhood of the Sand

An organization of female assassins. They specialize in infiltration and assassination. They are a secret order started many years ago in northern Africa, but have expanded across the globe and into many cultures.

40 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (6) and 4/level of operative (8) plus 8 for the adjustments to abilities plus 3 for the extra feat)
2nd-level femme fatale/2nd-level operative, D-6 Wetworks; CR 3. SZ M; v/wp 21/10; Init +6 (+2 class, +2 department, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk: punch/kick +3 (1d6+1), curved dagger +4 (1d4+1), Walther PPK +4 (2d4); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +2, Ref +8, Wil +5; Str 12, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +5, Climb +2, Demolitions +2, Diplomacy +3, Disguise +3, Driver +4, Hide +6, Innuendo +3, Listen +2, Move Silently +6, Perform +3, Profession (Spy) +2, Search +1, Sense Motive +2, Spot +2, Surveillance +2, Tumble +3. Feats: The Look, Martial Arts, Stealthy, Weapon Prof. (Exotic). Gear: Curved dagger (5 BP), Walther PPK w/removable silencer (14 BP), 50 rounds of MB (1 BP), 5 BP left.

54 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (12) and 4/level of operative (16) plus 8 for the adjustments to abilities plus 3 for the extra feat)
4th-level femme fatale/4th-level operative, D-6 Wetworks; CR 7. SZ M; v/wp 37/10; Init +9 (+4 class, +3 department, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk: punch/kick +7 (1d6+1), curved dagger +8 (1d4+1), Walther PPK +8 (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ None; SV Fort +3, Ref +9, Wil +5; Str 12, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +8, Climb +3, Demolitions +4, Diplomacy +4, Disguise +4, Driver +6, Hide +8, Innuendo +5, Listen +3, Move Silently +8, Perform +4, Profession (Spy) +3, Search +2, Sense Motive +3, Spot +3, Surveillance +3, Tumble +4. Feats: The Look, Martial Arts, Stealthy, Weapon Prof. (Exotic). Gear: curved dagger (5 BP), Walther PPK w/removable silencer (14 BP), 50 rounds of MB (1 BP), 5 BP left.

66 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (24) and 4/level of operative (16) plus 8 for the adjustments to abilities plus 3 for the extra feat)
8th-level femme fatale/4th-level operative, D-6 Wetworks; CR 11. SZ M; v/wp 55/10; Init +13 (+7 class, +4 department, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk: punch/kick +10 (1d6+1), curved dagger +11 (1d4+1), Walther PPK +11 (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Evasion; SV Fort +4, Ref +12, Wil +7; Str 12, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +12, Climb +3, Demolitions +4, Diplomacy +6, Disguise +6, Driver +8, Hide +10, Innuendo +9, Listen +5, Move Silently +8, Perform +6, Profession (Spy) +5, Search +2, Sense Motive +5, Spot +3, Surveillance +3, Tumble +4. Feats: Charmer, The Look, Martial Arts, Stealthy, Weapon Prof. (Exotic). Gear: curved dagger (5 BP), Walther PPK w/removable silencer (14 BP), 50 rounds of MB (1 BP), 5 BP left.
 
The Order of the Cross and Sword
The Order is a secret branch of the Church that investigates and removes any threats to the Church. The Order has roots based in both the Templars as well as the Inquisition. Newer agents are trained in investigation and surveillance along with their religious studies. As they progress, they will receive operative training for handling the more threatening operations.

Order Agents
32 MP
(10 for the higher vitality die (police official) plus 3/level of police official (6) and 2/level of professional (4) plus 12 for the adjustments to abilities) 
2nd-level police official/2nd-level professional; CR 3. SZ M; v/wp 25/12; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk: punch/kick +4 (1d3+1), Barretta Model 92 +5 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +3, Ref +5, Wil +6; Str 13, Dex 14, Con 12, Int 10, Wis 14, Cha 12; Skills: Bluff +3, Bureaucracy +3, Concentration +3, Craft (Gunsmithing) +4, Demolitions +1, Diplomacy +3, Drive +4, Gather Information +2, Hobby (Gardening) +6, Listen +3, Profession (Priest) +9, Profession (Spy) +3, Search +1, Sense Motive +6, Spot +4, Surveillance +6. Feats: Ordinary Past, Point Blank Shot, Police Training. Gear: Barretta Model 92 (12 BP), 50 rounds of MB (1 BP), average clothes (1 BP), signet ring, 11 BP left.

42 MP
(10 for the higher vitality die (police official) plus 3/level of police official (12) and 2/level of professional (8) plus 12 for the adjustments to abilities) 
4th-level police official/4th-level professional; CR 7. SZ M; v/wp 35/12; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk: punch/kick +7(1d3+1), Barretta Model 92 +8 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Armor use +1, specialty +3 (Profession-Priest, Sense Motive); SV Fort +4, Ref +7, Wil +6; Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 12; Skills: Bluff +4, Bureaucracy +4, Concentration +4, Craft (Gunsmithing) +6, Demolitions +2, Diplomacy +4, Drive +6, Gather Information +3, Hobby (Gardening) +8, Listen +4, Profession (Priest) +11, Profession (Spy) +4, Search +2, Sense Motive +13, Spot +6, Surveillance +10. Feats: Ordinary Past, Point Blank Shot, Police Training. Gear: Barretta Model 92 (12 BP), 50 rounds of MB (1 BP), average clothes (1 BP), signet ring, 11 BP left.

56 MP
(10 for the higher vitality die (police official) plus 3/level of police official (18) and 2/level of professional (8) and 4/level of operative (8) plus 12 for the adjustments to abilities)
6th-level police official/4th-level professional/2nd-level operative, Peace Officer department; CR 11. SZ M; v/wp 55/12; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk: punch/kick +9 (1d3+1), Barretta Model 92 +11 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Armor use +1, human nature 1/session, specialty +3 (Profession-Priest, Sense Motive); SV Fort +7, Ref +9, Wil +12; Str 11, Dex 14, Con 12, Int 12, Wis 14, Cha 12; Skills: Bluff +6, Bureaucracy +5, Climb +1, Concentration +4, Craft (Gunsmithing) +6, Demolitions +6, Diplomacy +4, Drive +8, Gather Information +4, Hide +5, Hobby (Gardening) +8, Listen +5, Move Silently +6, Profession (Priest) +11, Profession (Spy) +4, Search +5, Sense Motive +15, Spot +12, Surveillance +17, Tumble +3. Feats: Ordinary Past, Point Blank Shot, Police Training, Precise Shot, Stealthy. Gear: Barretta Model 92 (12 BP), 50 rounds of MB (1 BP), average clothes (1 BP), signet ring, 11 BP left.
 
Generic Men-in-Black
These are the guys the government sends out to investigate the paranormal. They also must be prepared to eliminate it, if they feel it threatens the security of the country. Not too much surprises these guys. They have seen a lot of weird stuff.

30 MP
(10 for the vitality die plus 4/level of operative (8) and 2/level of mysterious stranger (4) plus 8 for the adjustments to abilities)
2nd-level operative/2nd-level mysterious stranger, "The Basement"; CR 3. SZ M; v/wp 18/10; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk: punch/kick +3 (1d3+1), SIG-Sauer P-229 +4 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +5, Ref +7, Wil +7; Str 12, Dex 14, Con 10, Int 10, Wis 14, Cha 9; Skills: Bluff +1, Climb +2, Demolitions +2, Disguise +1, Driver +4, Hide +6, Intimidate +5/+3, Knowledge (Paranormal) +4, Listen +5, Move Silently +7, Search +4, Spot +5, Surveillance +6, Tumble +3. Feats: Alertness, Black Cat, Stealthy, Unshakable. Gear: SIG-Sauer P-229 (14 BP), 50 rounds of MB (1 BP), black suit (5), sunglasses (1), 4 BP left.

42 MP
(10 for the vitality die plus 4/level of operative (16) and 2/level of mysterious stranger (8) plus 8 for the adjustments to abilities)
4th-level operative/4th-level mysterious stranger, "The Basement"; CR 7. SZ M; v/wp 32/10; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk: punch/kick +7 (1d3+1), SIG-Sauer P-229 +8 (1d10+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ None; SV Fort +6, Ref +8, Wil +9; Str 12, Dex 14, Con 10, Int 10, Wis 14, Cha 9; Skills: Bluff +4, Climb +3, Demolitions +4, Disguise +3, Driver +6, Hide +8, Intimidate +8/+6, Knowledge (Paranormal) +7, Listen +6, Move Silently +10, Search +6, Spot +6, Surveillance +8, Tumble +4. Feats: Alertness, Black Cat, Stealthy, Unshakable. Gear: SIG-Sauer P-229 (14 BP), 50 rounds of MB (1 BP), black suit (5), sunglasses (1), 4 BP left.

54 MP
(10 for the vitality die plus 4/level of operative (24) and 2/level of mysterious stranger (12) plus 8 for the adjustments to abilities)
6th-level operative/6th-level mysterious stranger, "The Basement"; CR 11. SZ M; v/wp 46/10; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk: punch/kick +9 (1d3+1), SIG-Sauer P-229 +10 (1d10+1); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Daredevil; SV Fort +8, Ref +10, Wil +12; Str 12, Dex 14, Con 10, Int 10, Wis 14, Cha 9; Skills: Bluff +8, Climb +4, Demolitions +6, Disguise +5, Driver +8, Hide +10, Intimidate +10/+8, Knowledge (Paranormal) +9, Listen +7, Move Silently +13, Search +8, Spot +7, Surveillance +11, Tumble +5. Feats: Alertness, Black Cat, Sidestep, Stealthy, Unshakable. Gear: SIG-Sauer P-229 (14 BP), 50 rounds of MB (1 BP), black suit (5), sunglasses (1), 4 BP left.
 
Cleaner Team
The cleaner team is called in when a messy operation needs to be cleaned up. These guys take no prisoners. The site is sanitized and nothing is left to show what happened.

48 MP
(20 for the higher vitality die [mercenary] plus 4/level of operative (8) and 4/level of mercenary (8) plus 12 for the adjustments to abilities)
2nd-level operative/2nd-level mercenary , Damage control department; CR 3. SZ M; v/wp 28/12; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 15 (+2 class, +2 department, +1 Dex); Atk: punch/kick +4 (1d3+1), H&K MP5SD +4 (1d8); Face 1 square; Reach 1 square; SA None; SQ Heavily armed (+10); SV Fort +6, Ref +3, Wil +5; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +5, Climb +2, Demolitions +4, Diplomacy +3, Disguise +4, Driver +3, Hide +5, Listen +2, Move Silently +5, Search +2, Sense Motive +2, Spot +3, Surveillance +2, Survival +2, Tumble +2. Feats: Point Blank Shot, Stealthy, Weapon Focus (H&K MP5SD). Gear: H&K MP5SD (15 BP), 50 rounds MB (1 BP), urban fatigues (5 BP), combat boots (1 BP), trendy clothes (5 BP), 8 BP left.

64 MP
(20 for the higher vitality die [mercenary] plus 4/level of operative (16) and 4/level of mercenary (16) plus 12 for the adjustments to abilities)
4th-level operative/4th-level mercenary , Damage control department; CR 7. SZ M; v/wp 50/12; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 18 (+4 class, +3 department, +1 Dex); Atk: punch/kick +8 (1d3+1), H&K MP5SD +8 (1d8); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Heavily armed (+10), damage reduction 1/-; SV Fort +7, Ref +4, Wil +5; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +7, Climb +3, Demolitions +7, Diplomacy +4, Disguise +5, Driver +5, Hide +7, Listen +3, Move Silently +7, Search +3, Sense Motive +3, Spot +5, Surveillance +3, Survival +3, Tumble +3. Feats: Point Blank Shot, Stealthy, Weapon Focus (H&K MP5SD). Gear: H&K MP5SD (15 BP), 50 rounds MB (1 BP), urban fatigues (5 BP), combat boots (1 BP), trendy clothes (5 BP), 8 BP left.

80 MP
(20 for the higher vitality die [mercenary] plus 4/level of operative (32) and 4/level of mercenary (16) plus 12 for the adjustments to abilities)
8th-level operative/4th-level mercenary , Damage control department; CR 11. SZ M; v/wp 68/12; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 22 (+7 class, +4 department, +1 Dex); Atk: punch/kick +11 (1d3+1), H&K MP5SD +11 (1d8); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Heavily armed (+10), damage reduction 1/-, daredevil; SV Fort +9, Ref +6, Wil +7; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +10, Climb +5, Demolitions +11, Diplomacy +4, Disguise +6, Driver +7, Hide +9, Listen +3, Move Silently +11, Search +5, Sense Motive +3, Spot +7, Surveillance +5, Survival +3, Tumble +5. Feats: Point Blank Shot, Stealthy, Weapon Focus (H&K MP5SD). Gear: H&K MP5SD (15 BP), 50 rounds MB (1 BP), urban fatigues (5 BP), combat boots (1 BP), trendy clothes (5 BP), 8 BP left.

 
Police Redux
For any GC whose players have a hard time avoiding the police.

Rookie Beat Cop
16 MP
(cost is 10 for the vitality die (police official) plus 3/level of police official plus 0 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level police official, CR 1; SZ M; v/wp 9/10; Init +1 (+1 class); Spd 30 ft.; Def 12 (+2 armor); Atk +2 unarmed (1d3), +2 police baton (1d6), +2 SIG-Sauer P-228 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +2, Ref +0, Will +2; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; Skills: Bluff +1, Bureaucracy +3, Demolitions +3, Drive +1, Gather Information +1, Listen +1, Search +1, Sense Motive +2, Spot +1, Surveillance +3; Feats: Point Blank Shot, Police Training, Signature Gadget; Gear: SIG-Sauer P-228* (14 BP), 50 rounds MB (1 BP), police baton* (4 BP), badge, handcuffs (1 BP), tactical radio (5 BP), Uniform-Standard liner gadget with extra armor (DR 2)**.

Rookie SWAT Officer
33 MP
(cost is 10 for the vitality die (police official) plus 3/level of police official plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level police official, CR 3; SZ M; v/wp 20/12; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 14 (+2 armor, +1 class, +1 Dex); Atk +5 unarmed (1d3+1), +2 MP5K* (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Armor use +1; SV Fort +3, Ref +2, Will +3; Str 12, Dex 12, Con 12, Int 10, Wis 12, Cha 12; Skills: Bluff +3, Bureaucracy +5, Demolitions +4, Drive +3, Gather Information +3, Listen +3, Search +2, Sense Motive +5, Spot +3, Surveillance +7; Feats: Point Blank Shot, Police Training, Signature Gadget; Gear: MP5K* with Power grip* (24 BP), 50 rounds MB (1 BP), badge, Standard liner gadget with extra armor (DR 2)**.

Veteran Detective
45 MP
(cost is 10 for the vitality die (police official) plus 3/level of police official plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
8th-level police official, CR 7; SZ M; v/wp 38/12; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 14 (+2 armor, +1 class, +1 Dex); Atk +8 unarmed (1d3), +9 SIG-Sauer P-228 (1d10+3); Face 1 square; Reach 1 square; SA None; SQ Armor use +1, human nature 1/session, weapon specialization (SIG-Sauer); SV Fort +5, Ref +3, Will +5; Str 10, Dex 12, Con 12, Int 12, Wis 12, Cha 12; Skills: Bluff +5, Bureaucracy +7, Demolitions +7, Drive +5, Gather Information +5, Listen +5, Search +5, Sense Motive +9, Spot +5, Surveillance +11; Feats: Point Blank Shot, Police Training, Signature Gadget; Gear: SIG-Sauer P-228* (14 BP), 50 rounds MB (1 BP), badge, handcuffs (1 BP), tactical radio (5 BP), flashlight (1 BP), PDA (3 BP), Suit-Standard liner gadget with extra armor (DR 2)**.

Veteran SWAT Officer
51 MP
(cost is 10 for the vitality die (police official) plus 3/level of police official plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level police official, CR 9; SZ M; v/wp 47/12; Init +7 (+6 class, +1 Dex); Spd 30 ft.; Def 15 (+2 armor, +2 class, +1 Dex); Atk +11 unarmed (1d3+1), +9 MP5K* (1d10+3); Face 1 square; Reach 1 square; SA None; SQ Armor use +1, human nature 1/session, weapon specialization (MP5K); SV Fort +6, Ref +4, Will +6; Str 12, Dex 12, Con 12, Int 10, Wis 12, Cha 12; Skills: Bluff +6, Bureaucracy +8, Demolitions +7, Drive +6, Gather Information +6, Listen +6, Search +5, Sense Motive +11, Spot +6, Surveillance +13; Feats: Point Blank Shot, Police Training, Signature Gadget; Gear: MP5K* with Power grip* (24 BP), 50 rounds MB (1 BP), badge, Uniform-Standard liner gadget with extra armor (DR 2)**.

* See The Modern Arms Guide.
** See the Spycraft Handbook.
 
The Ghost Riders
The Ghost Riders are an unscrupulous motorcycle gang who hire themselves out for just about anything, as long as it includes violence. They are or have been into anything illegal.

Prospect Ghost Rider
32 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level raider*, CR 1; SZ M; v/wp 16/14; Init +3 (+1 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk +4 unarmed (1d3+2), +4 Calico 950 or Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Limited custom ride (+3 GP); SV Fort +4, Ref +4, Will +0; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +3, Boating +3, Drive +4, Intimidate +3/-1, Mechanics +0, Move Silently +3, Spot +1; Feats: Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Motorcycle helmet w/face shield (DR 1) (7 BP), Combat boots (1 BP), 2 BP left, Motorcycle outfit-Standard liner with extra armor (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +8; Spd 500 ft.; MPH 50/100; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP)

Regular Ghost Rider
38 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level raider*, CR 3; SZ M; v/wp 29/14; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk +6 unarmed (1d3+2), +6 Calico 950** or Ruger P94** (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Limited custom ride (+3 GP); SV Fort +4, Ref +4, Will +1; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +4, Boating +4, Drive +6, Intimidate +7/+3, Mechanics +1, Move Silently +4, Spot +2; Feats: Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Motorcycle helmet w/face shield (DR 1) (7 BP), Combat boots (1 BP), 2 BP left, Motorcycle outfit-Standard liner with extra armor*** (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +8; Spd 500 ft.; MPH 50/100; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP)

Veteran Ghost Rider
44 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
6th-level raider*, CR 5; SZ M; v/wp 42/14; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk +8 unarmed (1d3+2), +8 Calico 950** or Ruger P94** (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (+4 GP); SV Fort +5, Ref +5, Will +2; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +5, Boating +5, Drive +8, Intimidate +8/+4, Mechanics +2, Move Silently +5, Spot +3; Feats: Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Motorcycle helmet w/face shield (DR 1) (7 BP), Combat boots (1 BP), 2 BP left, Motorcycle outfit-Standard liner with extra armor*** (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +10; Spd 500 ft.; MPH 50/100; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP), improved handling (+1 GP)

Ghost Rider Lieutenant
50 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
8th-level raider*, CR 7; SZ M; v/wp 55/14; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk +10 unarmed (1d3+2), +10 Calico 950** or Ruger P94** (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (+4 GP); SV Fort +6, Ref +6, Will +2; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +6, Boating +6, Drive +10, Intimidate +9/+5, Mechanics +3, Move Silently +6, Spot +4; Feats: Far Shot, Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Motorcycle helmet w/face shield (DR 1) (7 BP), Combat boots (1 BP), 2 BP left, Motorcycle outfit-Standard liner with extra armor*** (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +10; Spd 500 ft.; MPH 50/100; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP), improved handling (+1 GP)

Ghost Rider Captain
56 MP
(cost is 15 for the vitality die plus 3/level of raider plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level raider*, CR 9; SZ M; v/wp 68/14; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 16 (+4 armor, +2 Dex); Atk +12 unarmed (1d3+2), +12 Calico 950** or Ruger P94** (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, limited custom ride (+5 GP), limited familiarity; SV Fort +7, Ref +7, Will +3; Str 14, Dex 14, Con 14, Int 8, Wis 10, Cha 7; Skills: Balance +7, Boating +7, Drive +12, Intimidate +10/+6, Mechanics +4, Move Silently +7, Spot +5; Feats: Far Shot, Point Blank Shot, Signature Gadget; Gear: Calico 950 (14 BP) or Ruger P94 (14 BP), 50 rounds of MB (1 BP), Military helmet w/face shield (DR 1) (9 BP), Combat boots (1 BP), Motorcycle outfit-Standard liner with extra armor*** (DR 2) (3 GP).

Street motorcycle+; 2 GP; SZ M; Occ. 1; Hnd +10; Spd 500 ft.; MPH 50/125; Def 18; WP 35; Hrd 6; Qualities HOT, OPT (50%); Extras Extra armor (+1 GP), wind resistance reduction (+2 GP)

* See the Archer Foundation. I switch the full skill from Boating to Drive.
** See the Modern Arms Guide.
*** See the Spycraft Handbook.
+ See the Soldier/Wheelman Guide.
 
Kampf-Schwimmer Spezial Einheit
This Hand of Glory unit of underwater soldiers do their work almost exclusively in the water. The KSS are very loyal and highly trained. They carry Russian made weapons to hide who they are, casting the shadow of blame elsewhere.

47+ MP
(cost is 20 for the higher vitality die plus 3/level of frogman (6) and 4/level of shocktrooper (8) plus 8 MP in adjustments to ability stats plus 5 for the chemical treatment {plus 2 for every soldier used})
2nd-level frogman*/2nd-level shocktrooper*; CR 3; SZ M; v/wp 28/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +6 unarmed (1d3+2), +6 survival knife (1d6+2), +6 Tzniitochmash SPP-1 Underwater pistol (1d8+1); Face 1 square; Reach 1 square; SA None; SQ Flippers, Gill chem treatment (see page 173 of the Shadowforce Archer book), heavily armed (+10), specialty skill +3 (Swim); SV Fort +5, Ref +4, Will +6; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 6; Skills: Balance +4, Boating +3, Climb +3, Demolitions +2, Hide +4, Intimidate +3/-1, Jump +3, Move Silently +4, Sport (Skydiving) +3, Spot +2, Survival +3, Swim +8; Feats: Weapon Focus (Tzniitochmash SPP-1 Underwater pistol); Gear: Tzniitochmash SPP-1 Underwater pistol** (12 BP), 50 rounds (1 BP), survival knife (4 BP), night vision goggles (8 BP), dive computer*** (3 BP), fins*** (2 BP), underwater radio*** (4 BP), waterproof bag*** (1 BP).

61+ MP
(cost is 20 for the higher vitality die plus 3/level of frogman (12) and 4/level of shocktrooper (16) plus 8 MP in adjustments to ability stats plus 5 for the chemical treatment {plus 2 for every soldier used}))
4th-level frogman*/4th-level shocktrooper*; CR 7; SZ M; v/wp 50/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +10 unarmed (1d3+2), +10 survival knife (1d6+2), +10 Tzniitochmash SPP-1 Underwater pistol (1d8+1); Face 1 square; Reach 1 square; SA None; SQ Flippers, Gill chem treatment (see page 173 of the Shadowforce Archer book), heavily armed (+10), specialty skill +3 (Swim); SV Fort +5, Ref +5, Will +9; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 6; Skills: Balance +6, Boating +4, Climb +4, Demolitions +4, Hide +8, Intimidate +4/+0, Jump +4, Move Silently +8, Sport (Skydiving) +4, Spot +3, Survival +5, Swim +11; Feats: Iron Will, Stealthy, Weapon Focus (Tzniitochmash SPP-1 Underwater pistol); Gear: Tzniitochmash SPP-1 Underwater pistol** (12 BP), 50 rounds (1 BP), survival knife (4 BP), night vision goggles (8 BP), dive computer*** (3 BP), fins*** (2 BP), underwater radio*** (4 BP), waterproof bag*** (1 BP).

73+ MP
(cost is 20 for the higher vitality die plus 3/level of frogman (24) and 4/level of shocktrooper (16) plus 8 MP in adjustments to ability stats plus 5 for the chemical treatment {plus 2 for every soldier used}))
8th-level frogman*/4th-level shocktrooper*; CR 11; SZ M; v/wp 68/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +14 unarmed (1d3+2), +14 survival knife (1d6+2), +15 Tzniitochmash AS Silent Assault rifle (1d12+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Flippers, Gill chem treatment (see page 173 of the Shadowforce Archer book), heavily armed (+20), specialty skill +3 (Swim); SV Fort +7, Ref +7, Will +11; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 6; Skills: Balance +8, Boating +6, Climb +6, Demolitions +6, Hide +12, Intimidate +4/+0, Jump +4, Move Silently +12, Sport (Skydiving) +4, Spot +5, Survival +7, Swim +15; Feats: Iron Will, Stealthy, Weapon Focus (Tzniitochmash AS Silent Assault rifle); Gear: Tzniitochmash AS Silent Assault rifle** (21 BP), 100 rounds (2 BP), survival knife (4 BP), night vision goggles (8 BP), dive computer*** (3 BP), fins*** (2 BP), underwater radio*** (4 BP), waterproof bag*** (1 BP).

87+ MP
(cost is 20 for the higher vitality die plus 3/level of frogman (30) and 4/level of shocktrooper (24) plus 8 MP in adjustments to ability stats plus 5 for the chemical treatment {plus 2 for every soldier used}))
10th-level frogman*/6th-level shocktrooper*; CR 15; SZ M; v/wp 90/12; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +18 unarmed (1d3+2), +18 survival knife (1d6+2), +19 Tzniitochmash AS Silent Assault rifle (1d12+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Flippers (x2), Gill chem treatment (see page 173 of the Shadowforce Archer book), heavily armed (+20), specialty skill +3 (Swim); SV Fort +9, Ref +9, Will +13; Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 6; Skills: Balance +10, Boating +7, Climb +7, Demolitions +8, Hide +14, Intimidate +5/+1, Jump +5, Move Silently +14, Sport (Skydiving) +5, Spot +6, Survival +9, Swim +18; Feats: Coordinate Fire, Iron Will, Stealthy, Weapon Focus (Tzniitochmash AS Silent Assault rifle); Gear: Tzniitochmash AS Silent Assault rifle** (21 BP), 100 rounds (2 BP), survival knife (4 BP), night vision goggles (8 BP), dive computer*** (3 BP), fins*** (2 BP), underwater radio*** (4 BP), waterproof bag*** (1 BP).

*See the Hand of Glory.
**See the Modern Arms Guide.
***See the Modern Arms Guide Chapter 9 web supplement.
Geist Gruppe
Hand of Glory specialists in the field of infiltration and sabotage. This group is specially trained to break into and booby trap or bomb their target, whether it be an object or human being. They are masters of blending into the shadows and using them to their advantage.

32 MP
(cost is 10 for the higher vitality die (operative) plus 3/level of breaker (6) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level breaker*/2nd-level operative**; Dept. Special Forces (see The Sol/Whl Guide); CR 3; SZ M; v/wp 15/10; Init +6 (+3 class, +3 Dex); Spd 30 ft.; Def 16 (+3 class, +3 Dex); Atk +1 unarmed (1d3-1), +4 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Boosted Dex, specialty +3 (OpenLocks); SV Fort +2, Ref +10, Will +4; Str 9, Dex 16, Con 10, Int 12, Wis 14, Cha 10; Skills: Appraise +2, Bluff +1, Climb +1, Demolitions +6, Drive +4, Escape Artist +4, Forgery +2, Gather Information +1, Hide +8, Mechanics +2, Move Silently +11, Open Locks +8, Search +2, Sleight of Hand +4, Spot +3, Surveillance +3, Tumble +5; Feats: Stealthy; Gear: Demolitions kit (10 BP), IMI Uzi pistol w/removeable suppressor (10 BP), 50 rounds of MB (1 BP), lockpicking kit (4 BP).

46 MP
(cost is 10 for the higher vitality die (operative) plus 3/level of breaker (12) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
4th-level breaker*/4th-level operative**; Dept. Special Forces (see The Sol/Whl Guide); CR 7; SZ M; v/wp 27/10; Init +8 (+5 class, +3 Dex); Spd 30 ft.; Def 18 (+5 class, +3 Dex); Atk +4 unarmed (1d3-1), +7 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Dex, specialty +3 (OpenLocks); SV Fort +3, Ref +12, Will +5; Str 9, Dex 16, Con 10, Int 12, Wis 14, Cha 10; Skills: Appraise +3, Bluff +2, Climb +3, Demolitions +10, Drive +5, Escape Artist +5, Forgery +3, Gather Information +2, Hide +12, Mechanics +3, Move Silently +17, Open Locks +10, Search +3, Sleight of Hand +5, Spot +4, Surveillance +4, Tumble +7; Feats: Advanced Skill Mastery (Stealthy), Stealthy; Gear: Demolitions kit (10 BP), IMI Uzi pistol w/removeable suppressor (10 BP), 50 rounds of MB (1 BP), lockpicking kit (4 BP).

58 MP
(cost is 10 for the higher vitality die (operative) plus 3/level of breaker (24) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
8th-level breaker*/4th-level operative**; Dept. Special Forces (see The Sol/Whl Guide); CR 11; SZ M; v/wp 37/10; Init +11 (+8 class, +3 Dex); Spd 30 ft.; Def 21 (+8 class, +3 Dex); Atk +6 unarmed (1d3-1), +9 IMI Uzi pistol (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Dex, specialty +3 (OpenLocks); SV Fort +4, Ref +15, Will +6; Str 9, Dex 16, Con 10, Int 12, Wis 14, Cha 10; Skills: Appraise +7, Bluff +2, Climb +6, Demolitions +13, Drive +5, Escape Artist +9, Forgery +7, Gather Information +6, Hide +16, Mechanics +5, Move Silently +22, Open Locks +16, Search +3, Sleight of Hand +9, Spot +4, Surveillance +4, Tumble +9; Feats: Advanced Skill Mastery (Stealthy), Magician, Master Fence, Stealthy; Gear: Demolitions kit (10 BP), IMI Uzi pistol w/removeable suppressor (10 BP), 50 rounds of MB (1 BP), lockpicking kit (4 BP).

* See the Hand of Glory.
** See the Archer Foundation
 
Hand of Glory Hunt Packs
These units are dispatched to put fear in the Hand of Glory's enemies and track down its enemies. Many are the tales of people disappearing into the night and the sound of hounds howling at the same time. Little do people realize that these hounds were once human.

Huntmaster/Huntmistress
38 MP
(cost is 10 for the vitality die plus 2/level of overseer and 3/level of jäger plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
4th-level overseer*/2nd-level jäger*; CR 5; SZ M; v/wp 26/12; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 15 (+3 class, +1 Dex); Atk +1 unarmed (1d3-2), +4 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Bookworm, psi mastery; SV Fort +4, Ref +6, Will +5; Str 7, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +4, Cultures +5, Diplomacy +4, Disguise +4, First Aid +4, Intimidate +2/+6, Knowledge (History) +2, Knowledge (Psionics) +3, Languages +7, Open Lock +2, Search +3, Sense Motive +5, Spot +4, Survival +3; Psion Skills: Dominion +8, Project Thought +4; Feats: Combat Psion, Imprint Basics, Track, World Traveler; Gear: Walther PPK (12 BP), 50 rounds (1 BP), night-vision goggles (8 BP), cell phone, 4 BP left.

Hellhounds (usually 3-4 hounds per huntsman)
30 MP
(cost is 15 for the vitality die plus 2/level plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level degenerate*, CR 1; SZ M; v/wp 16/14; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 13 (+1 class, +2 Dex); Atk +5 unarmed (1d8+2); Face 1 square; Reach 1 square; SA Claws; SQ None; SV Fort +5, Ref +2, Will +2; Str 14, Dex 14, Con 14, Int 4, Wis 14, Cha 6; Skills: Climb +3, Disguise -1, Hide +3, Listen +3, Move Silently +3, Spot +3, Survival +4; Feats: Track, Weapon Focus (claws); Gear: Clothes.

Huntmaster/Huntmistress
46 MP
(cost is 10 for the vitality die plus 2/level of overseer and 3/level of jäger plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
8th-level overseer*/2nd-level jäger*; CR 9; SZ M; v/wp 40/12; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 17 (+6 class, +1 Dex); Atk +3 unarmed (1d3-2), +6 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Bookworm, psi mastery; SV Fort +5, Ref +8, Will +7; Str 7, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +6, Cultures +5, Diplomacy +6, Disguise +6, First Aid +4, Intimidate +6/+10, Knowledge (History) +2, Knowledge (Psionics) +5, Languages +9, Open Lock +2, Search +3, Sense Motive +9, Spot +6, Survival +6; Psion Skills: Dominion +12, Project Thought +6; Feats: Combat Psion, Imprint Basics, Imprint Mastery, Track, World Traveler; Gear: Walther PPK (12 BP), 50 rounds (1 BP), night-vision goggles (8 BP), cell phone, 4 BP left.

Hellhounds (usually 3-4 hounds per huntsman)
38 MP
(cost is 15 for the vitality die plus 2/level plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
6th-level degenerate*, CR 5; SZ M; v/wp 42/14; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +10 unarmed (1d8+3); Face 1 square; Reach 1 square; SA Claws; SQ Boosted strength +2; SV Fort +7, Ref +4, Will +4; Str 16, Dex 14, Con 14, Int 4, Wis 14, Cha 6; Skills: Climb +6, Disguise +1, Hide +7, Listen +5, Move Silently +7, Spot +5, Survival +8; Feats: Stealthy, Track, Weapon Focus (claws); Gear: Clothes.

Huntmaster/Huntmistress

56 MP
(cost is 10 for the vitality die plus 2/level of overseer and 3/level of jäger plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
10th-level overseer*/4th-level jäger*; CR 13; SZ M; v/wp 56/12; Init +11 (+10 class, +1 Dex); Spd 30 ft.; Def 19 (+8 class, +1 Dex); Atk +6 unarmed (1d3-2), +9 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Bookworm, psi mastery, uncanny dodge (Dex bonus to Def); SV Fort +6, Ref +10, Will +9; Str 7, Dex 12, Con 12, Int 12, Wis 12, Cha 14; Skills: Bluff +7, Cultures +7, Diplomacy +7, Disguise +7, First Aid +5, Intimidate +6/+10, Knowledge (History) +3, Knowledge (Psionics) +6, Languages +12, Open Lock +3, Search +5, Sense Motive +11, Spot +8, Survival +8; Psion Skills: Dominion +15, Project Thought +8; Feats: Combat Psion, Imprint Basics, Imprint Mastery, Insinuation Junction, Track, World Traveler; Gear: Walther PPK (12 BP), 50 rounds (1 BP), night-vision goggles (8 BP), cell phone, 4 BP left.

Hellhounds (usually 3-4 hounds per huntsman)
42 MP
(cost is 15 for the vitality die plus 2/level plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level degenerate*, CR 9; SZ M; v/wp 68/14; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +15 unarmed (1d8+4); Face 1 square; Reach 1 square; SA Claws; SQ Boosted strength +4; SV Fort +9, Ref +5, Will +5; Str 18, Dex 14, Con 14, Int 4, Wis 14, Cha 6; Skills: Climb +9, Disguise +3, Hide +9, Listen +7, Move Silently +9, Spot +7, Survival +12; Feats: Stealthy, Track, Weapon Focus (claws); Gear: Clothes.
 
Hand of Glory Succubae Agents
The Succubae agents are trained in the use of certain Psion skills that compliment their feminine wiles. They are sent in to gather information from certain targets and then eliminate them. They generally do not have a problem getting the information they want from the target, one way or another.

37 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (6) and 2/level of overseer (4) plus 12 for the adjustments to abilities)
2nd-level femme fatale*/2nd-level overseer**; CR 3. SZ M; v/wp 18/11; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk: punch/kick +1 (1d3-1), Baretta 92 +4 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Boosted Charisma +2, psi mastery +2; SV Fort +0, Ref +6, Wil +6; Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 16; Skills: Bluff +6, Diplomacy +5, Disguise +5, Driver +3, Innuendo +3, Intimidate +1/+5, Languages +2, Listen +2, Knowledge (Psionics) +2, Perform +5, Profession (Spy) +2, Sense Motive +4, Spot +2; Psion Skills: Dominion +8, Project Thought +2. Feats: Imprint Basics, The Look, . Gear: Baretta 92 w/removable silencer (14 BP), 20 rounds of Hydrashock (2 BP), disguise kit (4 BP), trendy clothes (5 BP), cell phone.

47 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (12) and 2/level of overseer (8) plus 12 for the adjustments to abilities)
4th-level femme fatale*/4th-level overseer**; CR 7. SZ M; v/wp 32/11; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk: punch/kick +4 (1d3-1), Baretta 92 +7 (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Charisma +2, psi mastery +2; SV Fort +2, Ref +6, Wil +7; Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 16; Skills: Bluff +9, Diplomacy +7, Disguise +7, Driver +4, Innuendo +5, Intimidate +3/+7, Languages +3, Listen +3, Knowledge (Psionics) +3, Perform +7, Profession (Spy) +3, Sense Motive +7, Spot +3; Psion Skills: Dominion +11, Project Thought +3. Feats: Imprint Basics, The Look, . Gear: Baretta 92 w/removable silencer (14 BP), 20 rounds of Hydrashock (2 BP), disguise kit (4 BP), trendy clothes (5 BP), cell phone.

59 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (24) and 2/level of overseer (8) plus 12 for the adjustments to abilities)
8th-level femme fatale*/4th-level overseer**; CR 11. SZ M; v/wp 50/11; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk: punch/kick +7 (1d3-1), Baretta 92 +10 (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Charisma +2, evasion (no damage on save), psi mastery +2; SV Fort +3, Ref +8, Wil +9; Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 16; Skills: Bluff +13, Diplomacy +9, Disguise +9, Driver +6, Innuendo +9, Intimidate +3/+7, Languages +3, Listen +5, Knowledge (Psionics) +3, Perform +9, Profession (Spy) +5, Sense Motive +9, Spot +3; Psion Skills: Dominion +13, Project Thought +3. Feats: Charmer, Imprint Basics, The Look, . Gear: Baretta 92 w/removable silencer (14 BP), 20 rounds of Hydrashock (2 BP), disguise kit (4 BP), trendy clothes (5 BP), cell phone.

69 MP
(15 for the higher vitality die (femme fatale) plus 3/level of femme fatale (30) and 2/level of overseer (12) plus 12 for the adjustments to abilities)
10th-level femme fatale*/6th-level overseer**; CR 15. SZ M; v/wp 64/11; Init +13 (+11 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk: punch/kick +9 (1d3-1), Baretta 92 +12 (1d10+1); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Boosted Charisma +2, evasion (no damage on save), psi mastery +2; SV Fort +5, Ref +10, Wil +11; Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 16; Skills: Bluff +16, Diplomacy +11, Disguise +11, Driver +7, Innuendo +11, Intimidate +5/+9, Languages +4, Listen +6, Knowledge (Psionics) +4, Perform +11, Profession (Spy) +6, Sense Motive +12, Spot +4; Psion Skills: Dominion +16, Project Thought +4. Feats: Charmer, Imprint Basics, Imprint Mastery, The Look. Gear: Baretta 92 w/removable silencer (14 BP), 20 rounds of Hydrashock (2 BP), disguise kit (4 BP), trendy clothes (5 BP), cell phone.
 
Hand of Glory Hammer Soldiers
These troops are hardcore. Highly trained and ready to face anyone. Even a small unit can ruin an agent's day.

 
51 MP
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (8) and 4/level of shocktrooper (8) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
2nd-level mercenary*/2nd-level shocktrooper**; CR 3; SZ M; v/wp 38/14; Init +4 (+2 class, +2 Dex); Spd 30 ft., 20 ft. in armor; Def 13 (+2 armor, +1 Dex); Atk +6 unarmed (1d3+2), +7 HK G36 rifle*** (4d4); Face 1 square; Reach 1 square; SA None; SQ Heavily armed (+10), heavily armed (+2 GP); SV Fort +7, Ref +2, Will +6; Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8; Skills: Balance +3/-1@, Demolitions +2, Diplomacy +0, Driver +4, Intimidate +4/+1, Jump +3/-1@, Listen +2, Sense Motive +2, Sport (Skydiving) +3, Spot +3, Survival +3; Feats: Point Blank Shot, Weapon Focus (HK G36 rifle), Signature Gadget; Gear: Shocktrooper bundle** (35 BP), Signature gadget- Shocktrooper armor** (4 GP).
 
67 MP
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (16) and 4/level of shocktrooper (16) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level mercenary*/4th-level shocktrooper**; CR 7; SZ M; v/wp 68/14; Init +6 (+4 class, +2 Dex); Spd 30 ft., 20 ft. in armor; Def 13 (+2 armor, +1 Dex); Atk +10 unarmed (1d3+2), +11 HK G36 rifle*** (4d4); Face 1 square; Reach 1 square; SA None; SQ Damage resistance 1/-, heavily armed (+10), heavily armed (+2 GP); SV Fort +8, Ref +4, Will +9; Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8; Skills: Balance +4/+0@, Demolitions +4, Diplomacy +1, Driver +6, Intimidate +6/+3, Jump +4/+0@, Listen +3, Sense Motive +3, Sport (Skydiving) +4, Spot +5, Survival +5; Feats: Iron Will, Point Blank Shot, Weapon Focus (HK G36 rifle), Signature Gadget; Gear: Shocktrooper bundle** (35 BP), Signature gadget- Shocktrooper armor** (4 GP).
 
83 MP
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (32) and 4/level of shocktrooper (16) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
8th-level mercenary*/4th-level shocktrooper**; CR 11; SZ M; v/wp 98/14; Init +11 (+5 class, Improved initiative +4, +2 Dex); Spd 30 ft., 20 ft. in armor; Def 13 (+2 armor, +1 Dex); Atk +14 unarmed (1d3+2), +15 HK G36 rifle*** (4d4); Face 1 square; Reach 1 square; SA None; SQ Damage resistance 1/-, heavily armed (+20), heavily armed (+2 GP); SV Fort +10, Ref +5, Will +11; Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8; Skills: Balance +4/+0@, Demolitions +6, Diplomacy +3, Driver +8, Intimidate +8/+5, Jump +4/+0@, Listen +5, Sense Motive +5, Sport (Skydiving) +4, Spot +7, Survival +7; Feats: Iron Will, Point Blank Shot, Weapon Focus (HK G36 rifle), Signature Gadget; Gear: Shocktrooper bundle** (35 BP), night vision goggles (8 BP), combat boots (1 BP), Signature gadget- Shocktrooper armor** (4 GP).
 
99 MP
(cost is 20 for the higher vitality die (mercenary) plus 4/level of mercenary (40) and 4/level of shocktrooper (24) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
10th-level mercenary*/6th-level shocktrooper**; CR 15; SZ M; v/wp 128/14; Init +14 (+8 class, Improved initiative +4, +2 Dex); Spd 30 ft., 20 ft. in armor; Def 13 (+2 armor, +1 Dex); Atk +18 unarmed (1d3+2), +19 HK G36 rifle*** (4d4); Face 1 square; Reach 1 square; SA None; SQ Damage resistance 2/-, heavily armed (+20), heavily armed (+2 GP); SV Fort +10, Ref +5, Will +11; Str 14, Dex 14, Con 14, Int 10, Wis 12, Cha 8; Skills: Balance +5/+1@, Demolitions +8, Diplomacy +4, Driver +10, Intimidate +10/+7, Jump +5/+1@, Listen +6, Sense Motive +6, Sport (Skydiving) +5, Spot +9, Survival +9; Feats: Coordinate Fire, Iron Will, Point Blank Shot, Weapon Focus (HK G36 rifle), Signature Gadget; Gear: Shocktrooper bundle (35 BP), night vision goggles (8 BP), combat boots (1 BP), Signature gadget- Shocktrooper armor** (4 GP).

*See the Archer Foundation.
**See the Hand of Glory.
***See the Modern Arms Guide.
@These skills have been adjusted for the soldier wearing armor.

 
Generic Federal Government Police Agents
These are the FBI/RCMP types (feel free to insert whatever country's federal police agency is).

39 MP
(10 for the vitality die plus 3/level of police official (6) and 4/level of operative (8) plus 12 for the adjustments to abilities plus 3 for the extra feat)
2nd-level police official/2nd-level operative, Peace Officer Dept.; CR 3. SZ M; v/wp 18/10; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 armor, +2 Dex); Atk: punch/kick +3 (1d3), H&K USP .45 ACP +5 (1d12); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +4, Ref +4, Wil +8; Str 11, Dex 14, Con 10, Int 12, Wis 14, Cha 12; Skills: Bluff +3, Bureaucracy +4, Climb +1, Demolitions +6, Driver +4, Gather Information +2, Hide +5, Listen +3, Move Silently +6, Search +3, Sense Motive +4, Spot +6, Surveillance +9, Tumble +3. Feats: Point Blank Shot, Police Training, Signature Gadget, Stealthy. Gear: H&K USP .45 ACP (21 BP), 50 rounds of MB (1 BP), sunglasses (1), 2 BP left, Signature Gadget-suit-standard liner with extra armor.

53 MP
(10 for the vitality die plus 3/level of police official (12) and 4/level of operative (16) plus 12 for the adjustments to abilities plus 3 for the extra feat)
4th-level police official/4th-level operative, Peace Officer Dept.; CR 7. SZ M; v/wp 32/10; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk: punch/kick +7 (1d3), H&K USP .45 ACP +9 (1d12); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Armor use +1; SV Fort +4, Ref +5, Wil +9; Str 11, Dex 14, Con 10, Int 12, Wis 14, Cha 12; Skills: Bluff +5, Bureaucracy +5, Climb +2, Demolitions +9, Driver +6, Gather Information +3, Hide +6, Listen +4, Move Silently +8, Search +5, Sense Motive +6, Spot +9, Surveillance +13, Tumble +4. Feats: Point Blank Shot, Police Training, Signature Gadget, Stealthy. Gear: H&K USP .45 ACP (21 BP), 50 rounds of MB (1 BP), sunglasses (1), 2 BP left, Signature Gadget-suit-standard liner with extra armor.

65 MP
(10 for the vitality die plus 3/level of police official (24) and 4/level of operative (16) plus 12 for the adjustments to abilities plus 3 for the extra feat)
8th-level police official/4th-level operative, Peace Officer Dept.; CR 11. SZ M; v/wp 46/10; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 15 (+3 armor, +2 Dex); Atk: punch/kick +11 (1d3), H&K USP .45 ACP +13 (1d12+2); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Armor use +1, human nature 1/session, weapon specialization (H&K USP); SV Fort +6, Ref +6, Wil +12; Str 11, Dex 14, Con 10, Int 12, Wis 14, Cha 12; Skills: Bluff +7, Bureaucracy +7, Climb +2, Demolitions +11, Driver +8, Gather Information +5, Hide +6, Listen +6, Move Silently +8, Search +7, Sense Motive +10, Spot +12, Surveillance +18, Tumble +4. Feats: Point Blank Shot, Police Training, Signature Gadget, Stealthy. Gear: H&K USP .45 ACP (21 BP), 50 rounds of MB (1 BP), sunglasses (1), 2 BP left, Signature Gadget-suit-standard liner with extra armor.

79 MP
(10 for the vitality die plus 3/level of police official (30) and 4/level of operative (24) plus 12 for the adjustments to abilities plus 3 for the extra feat)
10th-level police official/6th-level operative, Peace Officer Dept.; CR 15. SZ M; v/wp 60/10; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 16 (+4 armor, +2 Dex); Atk: punch/kick +14 (1d3), H&K USP .45 ACP +16 (1d12+2); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Armor use +2, daredevil, human nature 1/session, weapon specialization (H&K USP); SV Fort +8, Ref +8, Wil +15; Str 11, Dex 14, Con 10, Int 12, Wis 14, Cha 12; Skills: Bluff +9, Bureaucracy +8, Climb +3, Demolitions +14, Driver +10, Gather Information +6, Hide +7, Listen +7, Move Silently +10, Search +9, Sense Motive +12, Spot +15, Surveillance +22, Tumble +5. Feats: Point Blank Shot, Police Training, Signature Gadget, Stealthy. Gear: H&K USP .45 ACP (21 BP), 50 rounds of MB (1 BP), sunglasses (1), 2 BP left, Signature Gadget-suit-standard liner with extra armor.
Covert Surveillance Teams
When agents in the field need a subject watched, but don't have the time, a Covert Surveillance Team is put on the job. These teams specialize in keeping their target in view and under watch at all times.

30 MP
(10 for the higher vitality die plus 2/level of professional (4) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level professional/2nd-level operative; D-3: Computer Espionage; CR 3; SZ M; v/wp 15/10; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +2 unarmed (1d3); Face 1 square; Reach 1 square; SA None; SQ Specialty +3 (Surveillance); SV Fort +2, Ref +7, Will +5; Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 8; Skills: Bluff +0, Climb +1, Computers +6, Concentration +2, Craft (wire taps & bugs) +6, Demolitions +4, Diplomacy +0, Driver +4, Electronics +5, Hide +5, Hobby (computer games) +5, Move Silently +6, Profession (videographer) +5, Profession (soundman) +4, Search +3, Spot +3, Surveillance +7, Tumble +3; Feats: Ordinary Past, Signature Gadget, Stealthy; Gear: Laptop computer +4, 25 BP and 3 GP (from the Signature Gadget feat); pool  and use this to purchase the equipment that will be needed as this will vary depending on the type of surveillance they will be called upon to perform.

42 MP
(10 for the higher vitality die plus 2/level of professional (8) and 4/level of operative (16) plus 8 MP in adjustments to ability stats)
4th-level professional/4th-level operative; D-3: Computer Espionage; CR 7; SZ M; v/wp 27/10; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +5 unarmed (1d3); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Specialty +3 (Computer, Surveillance); SV Fort +3, Ref +8, Will +5; Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 8; Skills: Bluff +1, Climb +2, Computers +12, Concentration +3, Craft (wire taps & bugs) +8, Demolitions +6, Diplomacy +1, Driver +6, Electronics +7, Hide +6, Hobby (computer games) +7, Move Silently +8, Profession (videographer) +7, Profession (soundman) +5, Search +4, Spot +5, Surveillance +10, Tumble +4; Feats: Ordinary Past, Signature Gadget, Stealthy; Gear: Laptop computer +4, 25 BP and 3 GP (from the Signature Gadget feat); pool  and use this to purchase the equipment that will be needed as this will vary depending on the type of surveillance they will be called upon to perform.

54 MP
(10 for the higher vitality die plus 2/level of professional (12) and 4/level of operative (24) plus 8 MP in adjustments to ability stats)
6th-level professional/6th-level operative; D-3: Computer Espionage; CR 11; SZ M; v/wp 39/10; Init +11 (+9 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +7 unarmed (1d3); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Daredevil, specialty +3 (Computer, Surveillance); SV Fort +5, Ref +10, Will +7; Str 10, Dex 14, Con 10, Int 14, Wis 12, Cha 8; Skills: Bluff +2, Climb +3, Computers +15, Concentration +4, Craft (wire taps & bugs) +11, Demolitions +8, Diplomacy +2, Driver +8 Electronics +9, Hide +7, Hobby (computer games) +10, Move Silently +10, Profession (videographer) +10, Profession (soundman) +7, Search +5, Spot +7, Surveillance +13, Tumble +5; Feats: Advanced Skill Mastery (Ordinary Past), Ordinary Past, Signature Gadget, Stealthy; Gear: Laptop computer +4, 25 BP and 3 GP (from the Signature Gadget feat); pool  and use this to purchase the equipment that will be needed as this will vary depending on the type of surveillance they will be called upon to perform.
 
The Rose Agency
For those times when you want protection, but big burly bodyguards are too intimidating for you, call the Rose Agency. They will supply you with bodyguards of the female persuasion that won't stand out, except as the beautiful woman on your arm. These women are trained to protect their charge and to look good doing it.

45 MP
(20 for the higher vitality die (mercenary) plus 3/level of femme fatale (6) and 4/level of mercenary (8) plus 8 for the adjustments to abilities plus 3 for the extra feat)
2nd-level femme fatale/2nd-level mercenary; CR 3. SZ M; v/wp 27/10; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk: punch/kick +3 (1d3), Colt Defender +5 (1d12+1d4 or 1d12); Face 1 square; Reach 1 square; SA None; SQ Boosted Cha +2, heavily armed (+10); SV Fort +3, Ref +4, Wil +5; Str 11, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +4, Demolitions +1, Diplomacy +4, Disguise +3, Driver +4, Innuendo +4, Listen +3, Perform +3, Profession (Bodyguard) +2, Sense Motive +3, Spot +3, Survival +2. Feats: The Look, Point Blank Shot, Quick Draw. Gear: Colt Defender (20 BP), 20 rounds of hydrashock (2 BP), 20 rounds of Teflon-tipped (2 BP), 11 BP left.

59 MP
(20 for the higher vitality die (mercenary) plus 3/level of femme fatale (12) and 4/level of mercenary (16) plus 8 for the adjustments to abilities plus 3 for the extra feat)
4th-level femme fatale/4th-level mercenary; CR 7. SZ M; v/wp 47/10; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk: punch/kick +7 (1d3), Colt Defender +9 (1d12+1d4 or 1d12); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Cha +2, damage resistance 1/-, heavily armed (+10); SV Fort +5, Ref +5, Wil +5; Str 11, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +6, Demolitions +2, Diplomacy +6, Disguise +4, Driver +6, Innuendo +7, Listen +5, Perform +4, Profession (Bodyguard) +3, Sense Motive +5, Spot +5, Survival +3. Feats: The Look, Point Blank Shot, Quick Draw. Gear: Colt Defender (20 BP), 20 rounds of hydrashock (2 BP), 20 rounds of Teflon-tipped (2 BP), 11 BP left.

71 MP
(20 for the higher vitality die (mercenary) plus 3/level of femme fatale (24) and 4/level of mercenary (16) plus 8 for the adjustments to abilities plus 3 for the extra feat)
8th-level femme fatale/4th-level mercenary; CR 11. SZ M; v/wp 65/10; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk: punch/kick +10 (1d3), Colt Defender +12 (1d12+1d4 or 1d12); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Boosted Cha +2, damage resistance 1/-, evasion (no damage on save), heavily armed (+10); SV Fort +6, Ref +7, Wil +7; Str 11, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +10, Demolitions +2, Diplomacy +8, Disguise +6, Driver +8, Innuendo +11, Listen +7, Perform +6, Profession (Bodyguard) +5, Sense Motive +7, Spot +7, Survival +3. Feats: Charmer, The Look, Point Blank Shot, Quick Draw. Gear: Colt Defender (20 BP), 20 rounds of hydrashock (2 BP), 20 rounds of Teflon-tipped (2 BP), 11 BP left.

85 MP
(20 for the higher vitality die (mercenary) plus 3/level of femme fatale (30) and 4/level of mercenary (24) plus 8 for the adjustments to abilities plus 3 for the extra feat)
10th-level femme fatale/6th-level mercenary; CR 15. SZ M; v/wp 85/10; Init +14 (+8 class, +4 feat, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk: punch/kick +13 (1d3), Colt Defender +15 (1d12+1d4 or 1d12); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Boosted Cha +2, damage resistance 1/-, evasion (no damage on save), heavily armed (+10); SV Fort +8, Ref +9, Wil +9; Str 11, Dex 14, Con 10, Int 10, Wis 12, Cha 14; Skills: Bluff +12, Demolitions +3, Diplomacy +10, Disguise +7, Driver +10, Innuendo +14, Listen +9, Perform +7, Profession (Bodyguard) +6, Sense Motive +9, Spot +9, Survival +4. Feats: Charmer, Improved Initiative, The Look, Point Blank Shot, Quick Draw. Gear: Colt Defender (20 BP), 20 rounds of hydrashock (2 BP), 20 rounds of Teflon-tipped (2 BP), 11 BP left.
 
Shadow Ops Soldiers

30 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (4) and 4/level of operative (8) plus 8 MP in adjustments to ability stats)
2nd-level shadow warrior*/2nd-level operative**; Dept. Special Forces***; CR 3; SZ M; v/wp 18/11; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +4 unarmed (1d3+2), +4 survival knife (1d6+2), +4 MP5SD (1d8); Face 1 square; Reach 1 square; SA None; SQ Heavily armed (+10 BP); SV Fort +2, Ref +9, Will +5; Str 14, Dex 14, Con 11, Int 10, Wis 12, Cha 8; Skills: Balance +3, Bluff +0, Climb +4, Demolitions +4, Drive +3, Hide +7, Jump +3, Move Silently +10, Open Locks +3, Search +1, Spot +3, Surveillance +3, Tumble +4; Feats: Jump Up, Stealthy, Traceless; Gear: Black Fatigues-Camouflaged+ (6 BP), Combat Boots (1 BP), Survival Knife (4 BP), Night Vision Goggles (8 BP), MP5SD+ (15 BP), 50 rounds (1 BP).

45 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (8) and 4/level of operative (16) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level shadow warrior*/4th-level operative**; Dept. Special Forces***; CR 7; SZ M; v/wp 32/11; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +8 unarmed (1d3+2), +8 survival knife (1d6+2), +8 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak Attack +2d6; SQ Heavily armed (+10 BP); SV Fort +3, Ref +11, Will +5; Str 14, Dex 14, Con 11, Int 10, Wis 12, Cha 8; Skills: Balance +4, Bluff +1, Climb +6, Demolitions +7, Drive +4, Hide +10, Jump +4, Move Silently +15, Open Locks +4, Search +2, Spot +5, Surveillance +5, Tumble +6; Feats: Improved Equilibrium, Jump Up, Stealthy, Traceless; Gear: Black Fatigues-Camouflaged+ (6 BP), Combat Boots (1 BP), Survival Knife (4 BP), Night Vision Goggles (8 BP), MP5SD+ (15 BP), 50 rounds (1 BP).

56 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (16) and 4/level of operative (16) plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
8th-level shadow warrior*/4th-level operative**; Dept. Special Forces***; CR 11; SZ M; v/wp 46/11; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +11 unarmed (1d3+2), +11 survival knife (1d6+2), +11 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak Attack +2d6; SQ Evasion, heavily armed (+20 BP); SV Fort +4, Ref +14, Will +7; Str 14, Dex 14, Con 11, Int 10, Wis 12, Cha 8; Skills: Balance +6, Bluff +1, Climb +8, Demolitions +8, Drive +4, Hide +14, Jump +6, Move Silently +20, Open Locks +6, Search +2, Spot +7, Surveillance +7, Tumble +8; Feats: Hidden Run, Improved Equilibrium, Jump Up, Stealthy, Traceless; Gear: Black Fatigues-Camouflaged+ (6 BP), Combat Boots (1 BP), Survival Knife (4 BP), Night Vision Goggles (8 BP), MP5SD with Powergrip+ (18 BP), 100 rounds (2 BP), 1 smoke grenade (6 BP).

68 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (20) and 4/level of operative (24) plus 8 MP in adjustments to ability stats plus 6 for the extra feat)
10th-level shadow warrior*/6th-level operative**; Dept. Special Forces***; CR 15; SZ M; v/wp 60/11; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk +13 unarmed (1d3+2), +13 survival knife (1d6+2), +13 MP5SD (1d8); Face 1 square; Reach 1 square; SA Sneak Attack +3d6; SQ Evasion, heavily armed (+20 BP); SV Fort +6, Ref +17, Will +9; Str 14, Dex 14, Con 11, Int 10, Wis 12, Cha 8; Skills: Balance +7, Bluff +2, Climb +10, Demolitions +11, Drive +5, Hide +18, Jump +7, Move Silently +26, Open Locks +7, Search +3, Spot +9, Surveillance +9, Tumble +10; Feats: Advanced Skill Mastery (Stealthy), Hidden Run, Improved Equilibrium, Jump Up, Stealthy, Traceless; Gear: Black Fatigues-Camouflaged+ (6 BP), Combat Boots (1 BP), Survival Knife (4 BP), Night Vision Goggles (8 BP), MP5SD with Powergrip+ (18 BP), 100 rounds (2 BP), 1 smoke grenade (6 BP).

*See PAC.
**See AF.
***See S/W.
+See MAG.

I traded the Operative’s 6th level ability Daredevil for Advanced Skill Mastery.
 
Nameless Ninja Mooks

24 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (4) and 2/level of martial arts mook (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
2nd-level shadow warrior*/2nd-level martial arts mook*; CR 3; SZ M; v/wp 18/10; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +4 unarmed (1d6+2), +4 tiger claws (1d6+4), +5 ninja-to (1d6+2), +4 shuriken (1), +4 short bow (1d6); Face 1 square; Reach 1 square; SA None; SQ Heavily armed (+10 BP); SV Fort +2, Ref +7, Will +3; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 10; Skills: Balance +5, Climb +4, First Aid +3, Hide +6, Intimidate +1, Jump +5, Knowledge (Ninjitsu) +2, Listen +2, Move Silently +6, Open Locks +3, Spot +2, Surveillance +2, Tumble +5; Feats: Martial Arts, Stealthy, Traceless, Weapon Focus (Ninja-to), Wolf Pack Basics; Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP).

43 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (8) and 2/level of martial arts mook (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
4th-level shadow warrior*/4th-level martial arts mook*; CR 7; SZ M; v/wp 32/10; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +8 unarmed (1d6+2), +8 tiger claws (1d6+4), +9 ninja-to (1d6+2), +8 shuriken (1), +8 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Heavily armed (+10 BP); SV Fort +3, Ref +8, Will +4; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 10; Skills: Balance +8, Climb +6, First Aid +5, Hide +9, Intimidate +2, Jump +8, Knowledge (Ninjitsu) +4, Listen +3, Move Silently +9, Open Locks +4, Spot +3, Surveillance +3, Tumble +8; Feats: Advanced Skill Mastery (Stealthy), Dodging Basics, Martial Arts, Stealthy, Traceless, Weapon Focus (Ninja-to), Wolf Pack Basics; Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP).

51 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (16) and 2/level of martial arts mook (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
8th-level shadow warrior*/4th-level martial arts mook*; CR 11; SZ M; v/wp 46/10; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +11 unarmed (1d6+2), +11 tiger claws (1d6+4), +12 ninja-to (1d6+2), +11 shuriken (1), +11 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Evasion, heavily armed (+20 BP); SV Fort +4, Ref +10, Will +6; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 10; Skills: Balance +10, Climb +8, First Aid +5, Hide +13, Intimidate +2, Jump +10, Knowledge (Ninjitsu) +4, Listen +5, Move Silently +13, Open Locks +6, Spot +5, Surveillance +5, Tumble +10; Feats: Advanced Skill Mastery (Stealthy), Dodging Basics, Martial Arts, Stealthy, Traceless, Weapon Focus (Ninja-to), Wolf Pack Basics; Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP), 3 doses of contact poison (9 BP).

59 MP
(cost is 10 for the higher vitality die plus 2/level of shadow warrior (20) and 2/level of martial arts mook (12) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
10th-level shadow warrior*/6th-level martial arts mook*; CR 15; SZ M; v/wp 60/10; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk +13 unarmed (1d6+2), +13 tiger claws (1d6+4), +14 ninja-to (1d6+2), +13 shuriken (1), +13 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +2d6; SQ Evasion, heavily armed (+20 BP); SV Fort +6, Ref +12, Will +8; Str 14, Dex 14, Con 10, Int 8, Wis 12, Cha 10; Skills: Balance +13, Climb +10, First Aid +7, Hide +15, Intimidate +3, Jump +13, Knowledge (Ninjitsu) +6, Listen +6, Move Silently +15, Open Locks +7, Spot +6, Surveillance +6, Tumble +13; Feats: Advanced Skill Mastery (Stealthy), Dodging Basics, Martial Arts, Stealthy, Traceless, Weapon Focus (Ninja-to), Wolf Pack Basics; Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP), 3 doses of contact poison (9 BP).
 
Psyclone Riderz

New Recruit

37 MP
(cost is 15 for the higher vitality die plus 2/level of community criminal (4) and 2/level of urban biker (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
2nd-level community criminal*/2nd-level urban biker*; CR 3; SZ M; v/wp 21/11; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +2 unarmed (1d3), +4 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Daredevil, home turf (skills, movement), limited custom ride (racing cycle); SV Fort +4, Ref +7, Will +1; Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 10; Skills: Balance +4, Bluff +1, Climb +1, Drive +5, Gather Information +2, Hide +3, Innuendo +2, Intimidate +2, Jump +1, Knowledge (Local) +3, Knowledge (Racing) +2, Mechanics +2, Sport +1/+3, Spot +2, Tumble +4; Feats: One Hand On The Wheel…, Firm Hand; Gear: Beretta Model 92 (12 BP), 50 rounds MB (1 BP), Cell phone, Trendy clothes (5 BP), Sunglasses (1 BP), Motorcycle boots (as per Combat boots) (1 BP), Radio headset (2 BP), PDA (3 BP), Racing motorcycle.

Racing motorcycle+; 4 GP; SZ L; Occ. 1; Hnd +7; Spd 750 ft.; MPH 75/150; Def 17; WP 25; Hrd 2; Qualities OPT (50%).

Regular

48 MP
(cost is 15 for the higher vitality die plus 2/level of community criminal (8) and 2/level of urban biker (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
4th-level community criminal*/4th-level urban biker*; CR 7; SZ M; v/wp 37/11; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +6 unarmed (1d3), +8 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Custom ride (1 enhancement), Daredevil, home turf (skills, movement), limited custom ride (racing cycle); SV Fort +4, Ref +8, Will +3; Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 10; Skills: Balance +6, Bluff +2, Climb +2, Drive +8, Gather Information +4, Hide +4, Innuendo +3, Intimidate +4, Jump +2, Knowledge (Local) +5, Knowledge (Racing) +3, Mechanics +3, Sport +2/+4, Spot +3, Tumble +6; Feats: One Hand On The Wheel…, Firm Hand, Lane Dancer; Gear: Beretta Model 92 (12 BP), 50 rounds MB (1 BP), Cell phone, Trendy clothes (5 BP), Sunglasses (1 BP), Motorcycle boots (as per Combat boots) (1 BP), Radio headset (2 BP), PDA (3 BP), Racing motorcycle.

Racing motorcycle+; 4 GP; SZ L; Occ. 1; Hnd +7; Spd 825 ft.; MPH 82/150; Def 17; WP 25; Hrd 2; Qualities OPT (50%); Extra Performance chip (1 GP).

Expert

56 MP
(cost is 15 for the higher vitality die plus 2/level of community criminal (12) and 2/level of urban biker (12) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
6th-level community criminal*/6th-level urban biker*; CR 11; SZ M; v/wp 53/11; Init +8 (+6 class, +2 Dex); Spd 30 ft.; Def 22 (+10 class, +2 Dex); Atk +8 unarmed (1d3), +10 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Custom ride (1 enhancement), Daredevil, home turf (skills, movement, chases), limited custom ride (racing cycle); SV Fort +6, Ref +10, Will +5; Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 10; Skills: Balance +8, Bluff +3, Climb +3, Drive +11, Gather Information +6, Hide +5, Innuendo +4, Intimidate +6, Jump +3, Knowledge (Local) +7, Knowledge (Racing) +4, Mechanics +4, Sport +3/+5, Spot +4, Tumble +8; Feats: One Hand On The Wheel…, Firm Hand, Lane Dancer, Speed Racer; Gear: Beretta Model 92 (12 BP), 50 rounds MB (1 BP), Cell phone, Trendy clothes (5 BP), Sunglasses (1 BP), Motorcycle boots (as per Combat boots) (1 BP), Radio headset (2 BP), PDA (3 BP), Racing motorcycle.

Racing motorcycle+; 4 GP; SZ L; Occ. 1; Hnd +7; Spd 825 ft.; MPH 82/150; Def 17; WP 25; Hrd 2; Qualities OPT (50%); Extra Performance chip (1 GP).

Veteran

64 MP
(cost is 15 for the higher vitality die plus 2/level of community criminal (16) and 2/level of urban biker (16) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
8th-level community criminal*/8th-level urban biker*; CR 15; SZ M; v/wp 69/11; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk +12 unarmed (1d3), +14 Beretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Custom ride (2 enhancements), Daredevil, home turf (skills, movement, chases), limited custom ride (racing cycle); SV Fort +8, Ref +12, Will +5; Str 10, Dex 14, Con 11, Int 12, Wis 12, Cha 10; Skills: Balance +10, Bluff +4, Climb +4, Drive +14, Gather Information +8, Hide +6, Innuendo +5, Intimidate +8, Jump +4, Knowledge (Local) +9, Knowledge (Racing) +5, Mechanics +5, Sport +4/+6, Spot +5, Tumble +10; Feats: One Hand On The Wheel…, Firm Hand, Lane Dancer, Speed Racer+; Gear: Beretta Model 92 (12 BP), 50 rounds MB (1 BP), Cell phone, Trendy clothes (5 BP), Sunglasses (1 BP), Motorcycle boots (as per Combat boots) (1 BP), Radio headset (2 BP), PDA (3 BP), Racing motorcycle.

Racing motorcycle+; 4 GP; SZ L; Occ. 1; Hnd +7; Spd 825 ft.; MPH 82/150; Def 17; WP 25; Hrd 2; Qualities OPT (50%); Extra Performance chip (1 GP), Solid tires (1 GP).

*See PAC.
+See S/W.
 
Ubersoldaten (Supersoldiers)

46 MP
(cost is 20 for the higher vitality die plus 4/level of shocktrooper (8) and 2/level of uber (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
2nd-level shocktrooper*/2nd-level uber*; CR 3; SZ M; v/wp 35/14; Init +3 (+2 class, +1 Dex); Spd 20 ft.; Def 14 (+1 armor, +2 sealed helmet, +1 Dex); Atk +5 unarmed (1d3+2), +5 H&K G36 (4d4); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Str), heavily armed (+10 BP); SV Fort +7, Ref +1, Will +7; Str 15, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +3, Climb +3, Concentration +3, Demolitions +0, Intimidate +4/+1, Jump +4, Sport +4/+3, Spot +2, Survival +2, Swim +3, Tumble +2; Psion Skills: Energy Burst +4, Speed Control +3; Feats: Adrenal Basics, Signature Gadget x2, Weapon Focus (H&K G36); Gear: Shocktrooper bundle (35 BP), Signature Gadget-Shocktrooper armor (extra armor) (6 GP).

58 MP
(cost is 20 for the higher vitality die plus 4/level of shocktrooper (16) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
4th-level shocktrooper*/4th-level uber*; CR 7; SZ M; v/wp 63/14; Init +5 (+4 class, +1 Dex); Spd 20 ft.; Def 14 (+1 armor, +2 sealed helmet, +1 Dex); Atk +9 unarmed (1d3+2), +9 H&K G36 (4d4); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Str), heavily armed (+10 BP); SV Fort +8, Ref +3, Will +11; Str 15, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +5, Climb +4, Concentration +5, Demolitions +1, Intimidate +6/+3, Jump +6, Sport +6/+5, Spot +3, Survival +3, Swim +4, Tumble +3; Psion Skills: Energy Burst +6, Speed Control +5; Feats: Adrenal Basics, Iron Will, Signature Gadget x2, Weapon Focus (H&K G36); Gear: Shocktrooper bundle (35 BP), Signature Gadget-Shocktrooper armor (extra armor) (6 GP).

74 MP
(cost is 20 for the higher vitality die plus 4/level of shocktrooper (32) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
8th-level shocktrooper*/4th-level uber*; CR 11; SZ M; v/wp 93/14; Init +8 (+7 class, +1 Dex); Spd 20 ft.; Def 14 (+1 armor, +2 sealed helmet, +1 Dex); Atk +13 unarmed (1d3+2), +13 H&K G36 (4d4+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Str), heavily armed (+10 BP), weapon specialization (H&K G36); SV Fort +10, Ref +4, Will +13; Str 15, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +7, Climb +4, Concentration +7, Demolitions +3, Intimidate +8/+5, Jump +8, Sport +8/+7, Spot +5, Survival +5, Swim +4, Tumble +3; Psion Skills: Energy Burst +6, Speed Control +5; Feats: Adrenal Basics, Iron Will, Signature Gadget x2, Weapon Focus (H&K G36); Gear: Shocktrooper bundle (35 BP), Signature Gadget-Shocktrooper armor (extra armor) (6 GP).

86 MP
(cost is 20 for the higher vitality die plus 4/level of shocktrooper (40) and 2/level of uber (12) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
10th-level shocktrooper*/6th-level uber*; CR 15; SZ M; v/wp 121/14; Init +9 (+8 class, +1 Dex); Spd 20 ft.; Def 14 (+1 armor, +2 sealed helmet, +1 Dex); Atk +16 unarmed (1d3+2), +16 H&K G36 (4d4+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (+1 Str), heavily armed (+10 BP), improved iron will, superhuman 1/session, weapon specialization (H&K G36); SV Fort +12, Ref +6, Will +17; Str 15, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +9, Climb +5, Concentration +9, Demolitions +4, Intimidate +10/+7, Jump +10, Sport +10/+9, Spot +6, Survival +6, Swim +5, Tumble +4; Psion Skills: Energy Burst +8, Speed Control +7; Feats: Adrenal Basics, Iron Will, Signature Gadget x2, Weapon Focus (H&K G36); Gear: Shocktrooper bundle (35 BP), Signature Gadget-Shocktrooper armor (extra armor) (6 GP).
 
The Order of the Cross and Sword Soldiers
These are the enforcement and protection arm of the order.  It is made up with former special ops soldiers from various militaries who “have seen the light.”  These guys are hard-core, but are now trying to make up for their earlier lives.  Make no mistake, though, they are good soldiers.

46 MP
(cost is 20 for the higher vitality die plus 4/level of bloodstained penitent (8) and 2/level of operative (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
2nd-level bloodstained penitent*/2nd-level operative**; Dept. (See Below); CR 3; SZ M; v/wp 25/12; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1 Dex); Atk +4 unarmed (1d3+1), +5 Steyr AUG (4d4); Face 1 square; Reach 1 square; SA None; SQ Department (see below), heavily armed (+10 BP); SV Fort +3, Ref +6, Will +5; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10; Skills: Bluff +1, Climb +2, Demolitions +4, Drive +3, Gather Information +1, Hide +5, Intimidate +2/+1, Knowledge (Religion) +5, Move Silently +6, Search +2, Spot +3, Surveillance +3, Tumble +2; Feats: Point Blank Shot, Stealthy, Training (Knowledge), Weapon Focus (Steyr AUG); Gear: Steyr AUG+ (28 BP), 100 rounds MB (2 BP), Fatigues (5 BP).

62 MP
(cost is 20 for the higher vitality die plus 4/level of bloodstained penitent (24) and 2/level of operative (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
6th-level bloodstained penitent*/2nd-level operative**; Dept. (See Below); CR 7; SZ M; v/wp 47/12; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 17 (+6 class, +1 Dex); Atk +8 unarmed (1d3+1), +9 Steyr AUG (4d4); Face 1 square; Reach 1 square; SA None; SQ Blind rage, Department (see below), Heavily armed (+10 BP); SV Fort +5, Ref +8, Will +6; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10; Skills: Bluff +1, Climb +2, Demolitions +6, Drive +5, Gather Information +3, Hide +7, Intimidate +4/+3, Knowledge (Religion) +5, Move Silently +8, Search +2, Spot +5, Surveillance +5, Tumble +2; Feats: Lay Down Fire, Point Blank Shot, Stealthy, Training (Knowledge), Weapon Focus (Steyr AUG); Gear: Steyr AUG+ (28 BP), 100 rounds MB (2 BP), Fatigues (5 BP).

78 MP
(cost is 20 for the higher vitality die plus 4/level of bloodstained penitent (40) and 2/level of operative (4) plus 8 MP in adjustments to ability stats plus 6 MP for the extra feats)
10th-level bloodstained penitent*/2nd-level operative**; Dept. (See Below); CR 11; SZ M; v/wp 69/12; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 20 (+9 class, +1 Dex); Atk +12 unarmed (1d3+1), +13 Steyr AUG (4d4); Face 1 square; Reach 1 square; SA None; SQ Blind rage, Department (see below), Heavily armed (+20 BP), Last stand; SV Fort +6, Ref +10, Will +8; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10; Skills: Bluff +1, Climb +2, Demolitions +8, Drive +6, Gather Information +5, Hide +9, Intimidate +6/+5, Knowledge (Religion) +5, Move Silently +10, Search +2, Spot +7, Surveillance +7, Tumble +2; Feats: Lay Down Fire, Point Blank Shot, Stealthy, Training (Knowledge), Weapon Focus (Steyr AUG); Gear: Steyr AUG+ with Power grip+ & Assault sling+ (34 BP), 100 rounds MB (2 BP), Fatigues (5 BP), Combat Boots (1 BP), Headset radio (3 BP).

Department-Choose one from these: Military Operations, Urban Assault, Black Ops, Wetworks, or Special Forces++.  Then apply all bonuses and feats.  Skills may need to be adjusted.

*See PAC.
**See AF.
+See MAG.
++See S/W.

 
Psibernetic Ninjas
Individuals that possess the psion potential are culled from the general population and given the physical adept serum.  They are then extensively trained in the art of ninjitsu to become assassins.  These ninjas have the ability to go beyond the normal ken and seem almost mystical.  They have been known to get to places that no normal human should be able to in order to complete their mission.

40 MP
(cost is 15 for the higher vitality die plus 2/level of shadow warrior (4) and 2/level of uber (4) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
2nd-level shadow warrior*/2nd-level uber**; CR 3; SZ M; v/wp 25/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +4 unarmed (1d6+2), +4 tiger claws (1d6+4), +4 ninja-to (1d6+2), +4 shuriken (1), +4 short bow (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Str +1), Heavily armed (+10 BP); SV Fort +4, Ref +5, Will +6; Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +4, Climb +4, Concentration +2, Hide +7, Jump +4, Listen +2, Move Silently +6, Open Locks +3, Spot +2, Sport (Skydiving) +3, Surveillance +2, Swim +3, Tumble +4; Psion Skills: Energy Burst +4. Speed Control +4; Feats: Adrenal Basics, Martial Arts, Stealthy, Traceless, Weapon Proficiency (Exotic-Martial Arts); Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP).

48 MP
(cost is 15 for the higher vitality die plus 2/level of shadow warrior (8) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
4th-level shadow warrior*/4th-level uber**; CR 7; SZ M; v/wp 45/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +8 unarmed (1d6+2), +8 tiger claws (1d6+4), +8 ninja-to (1d6+2), +8 shuriken (1), +8 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Conditioning (Str +1), Heavily armed (+10 BP); SV Fort +6, Ref +7, Will +7; Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +6, Climb +6, Concentration +3, Hide +10, Jump +6, Listen +3, Move Silently +8, Open Locks +4, Spot +3, Sport (Skydiving) +4, Surveillance +3, Swim +4, Tumble +6; Psion Skills: Energy Burst +6. Speed Control +6; Feats: Adrenal Basics, Martial Arts, Stealthy, Traceless, Weapon Proficiency (Exotic-Martial Arts); Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP).

56 MP
(cost is 15 for the higher vitality die plus 2/level of shadow warrior (16) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
8th-level shadow warrior*/4th-level uber**; CR 11; SZ M; v/wp 63/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +11 unarmed (1d6+2), +11 tiger claws (1d6+4), +11 ninja-to (1d6+2), +11 shuriken (1), +11 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +1d6; SQ Conditioning (Str +1), Evasion, Heavily armed (+20 BP); SV Fort +7, Ref +9, Will +9; Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +8, Climb +8, Concentration +3, Hide +14, Jump +8, Listen +5, Move Silently +12, Open Locks +6, Spot +5, Sport (Skydiving) +4, Surveillance +5, Swim +4, Tumble +8; Psion Skills: Energy Burst +6. Speed Control +6; Feats: Adrenal Basics, Martial Arts, Stealthy, Traceless, Weapon Proficiency (Exotic-Martial Arts); Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP), 3 doses of contact poison (9 BP).

64 MP
(cost is 15 for the higher vitality die plus 2/level of shadow warrior (20) and 2/level of uber (12) plus 8 MP in adjustments to ability stats plus 9 MP for the extra feats)
10th-level shadow warrior*/6th-level uber**; CR 15; SZ M; v/wp 83/12; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 24 (+12 class, +2 Dex); Atk +13 unarmed (1d6+2), +13 tiger claws (1d6+4), +13 ninja-to (1d6+2), +13 shuriken (1), +13 short bow (1d6); Face 1 square; Reach 1 square; SA Sneak Attack +2d6; SQ Conditioning (Str +1), Evasion, Heavily armed (+20 BP), Superhuman 1/session; SV Fort +9, Ref +11, Will +11; Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +10, Climb +10, Concentration +4, Hide +17, Jump +10, Listen +6, Move Silently +14, Open Locks +7, Spot +6, Sport (Skydiving) +5, Surveillance +6, Swim +5, Tumble +10; Psion Skills: Energy Burst +8. Speed Control +8; Feats: Adrenal Basics, Martial Arts, Stealthy, Traceless, Weapon Proficiency (Exotic-Martial Arts); Gear: Seven-piece sword (Ninja-to) (7 BP), Tiger claws (1 BP), Shuriken x18 (2 BP), Short bow (6 BP), 50 arrows (1 BP), Ninja outfit (Camoflaged+ Fatigues) (6 BP), 2 Smoke grenades (12 BP), 3 doses of contact poison (9 BP).

*See PAC.
**See HoG.
+See MAG.
 
The Black & White Shaolin Monks
Many years ago there was once a little Shaolin monastery in an unnamed town.  The monastery had many disciples who constantly trained and meditated there, trying to find true enlightenment.  There eventually came a schism in the monastery.  One group grew tired of waiting to find enlightenment and decided to go out and seize it.  They became known as the Black Monks.  The other group stayed at the monastery and continued in their ways, some eventually finding what they were seeking.  These monks are known today as the White Monks.  These two groups have clashed often over the years.

Black Shaolin Monks

31 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (4) and 2/level of uber (4) plus 8 MP in adjustments to ability stats)
2nd-level martial arts mook*/2nd-level uber**; CR 3; SZ M; v/wp 25/13; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +4 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +6, Ref +4, Will +4; Str 14, Dex 14, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance +5, Climb +4, Concentration +2, First Aid +3, Intimidate +4/+1, Jump +5, Knowledge (martial arts) +2, Swim +3, Tumble +5; Psion Skills: Deadly Hands +4. Speed Control +4; Feats: Adrenal Basics, Martial Arts, Wolf Pack Basics; Gear: Clothes, 25 BP.

42 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (8) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level martial arts mook*/4th-level uber**; CR 7; SZ M; v/wp 45/13; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +8 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +7, Ref +5, Will +6; Str 14, Dex 14, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance +8, Climb +6, Concentration +3, First Aid +5, Intimidate +6/+3, Jump +8, Knowledge (martial arts) +5, Swim +4, Tumble +8; Psion Skills: Deadly Hands +6. Speed Control +6; Feats: Adrenal Basics, Kicking Basics, Martial Arts, Punching Basics, Wolf Pack Basics; Gear: Clothes, 25 BP.

53 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (16) and 2/level of uber (8) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
8th-level martial arts mook*/4th-level uber**; CR 11; SZ M; v/wp 63/13; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +11 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +9, Ref +7, Will +7; Str 14, Dex 14, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance +12, Climb +8, Concentration +3, First Aid +9, Intimidate +8/+5, Jump +12, Knowledge (martial arts) +9, Swim +4, Tumble +12; Psion Skills: Deadly Hands +6. Speed Control +6; Feats: Adrenal Basics, Kicking Basics, Martial Arts, Punching Basics, Warrior’s Grace, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 25 BP.

64 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (20) and 2/level of uber (12) plus 8 MP in adjustments to ability stats plus 9 for the extra feats)
10th-level martial arts mook*/6th-level uber**; CR 15; SZ M; v/wp 83/13; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 24 (+10 class, +2 Dex, +2 Adrenal Mast.); Atk +13 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1), superhuman 1/session; SV Fort +11, Ref +9, Will +9; Str 14, Dex 14, Con 13, Int 8, Wis 12, Cha 8; Skills: Balance +15, Climb +10, Concentration +4, First Aid +11, Intimidate +10/+7, Jump +15, Knowledge (martial arts) +12, Swim +5, Tumble +15; Psion Skills: Deadly Hands +8. Speed Control +8; Feats: Adrenal Basics, Adrenal Mastery, Kicking Basics, Martial Arts, Punching Basics, Ultimate Wolf Pack, Warrior’s Grace, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 25 BP.

White Shaolin Monks

35 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (4) and 2/level of uber (4) plus 12 MP in adjustments to ability stats)
2nd-level martial arts mook*/2nd-level uber**; CR 3; SZ M; v/wp 33/15; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +2 unarmed (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +7, Ref +4, Will +4; Str 10, Dex 14, Con 15, Int 14, Wis 12, Cha 8; Skills: Balance +5, Climb +2, Concentration +2, First Aid +3, Intimidate +2/+1, Jump +3, Knowledge (martial arts) +4, Swim +1, Tumble +5; Psion Skills: Pain Transmission +4, Perfect Calm +4; Feats: Martial Arts, Metabolic Basics, Wolf Pack Basics; Gear: Clothes, 25 BP.

46 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (8) and 2/level of uber (8) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level martial arts mook*/4th-level uber**; CR 7; SZ M; v/wp 53/15; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +6 unarmed (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +8, Ref +5, Will +6; Str 10, Dex 14, Con 15, Int 14, Wis 12, Cha 8; Skills: Balance +8, Climb +4, Concentration +3, First Aid +9, Intimidate +4/+3, Jump +6, Knowledge (martial arts) +8, Swim +2, Tumble +8; Psion Skills: Pain Transmission +6, Perfect Calm +6; Feats: Dodging Basics, Martial Arts, Metabolic Basics, Vital Point Basics, Wolf Pack Basics; Gear: Clothes, 25 BP.
 
57 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (16) and 2/level of uber (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
8th-level martial arts mook*/4th-level uber**; CR 11; SZ M; v/wp 75/15; Init +13 (+7 class, +2 Dex, +4 Improved Initiative); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +9 unarmed (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1); SV Fort +10, Ref +7, Will +7; Str 10, Dex 14, Con 15, Int 14, Wis 12, Cha 8; Skills: Balance +12, Climb +6, Concentration +3, First Aid +13, Intimidate +6/+5, Jump +10, Knowledge (martial arts) +12, Swim +2, Tumble +12; Psion Skills: Pain Transmission +6, Perfect Calm +6; Feats: Dodging Basics, Improved Initiative, Martial Arts, Metabolic Basics, Vital Point Basics, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 25 BP.
 
68 MP
(cost is 15 for the higher vitality die plus 2/level of martial arts mook (20) and 2/level of uber (12) plus 12 MP in adjustments to ability stats plus 9 for the extra feats)
10th-level martial arts mook*/6th-level uber**; CR 11; SZ M; v/wp 75/15; Init +14 (+8 class, +2 Dex, +4 Improved Initiative); Spd 30 ft.; Def 22 (+10 class, +2 Dex); Atk +11 unarmed (1d6); Face 1 square; Reach 1 square; SA None; SQ Conditioning (Con +1), superhuman 1/session; SV Fort +12, Ref +9, Will +9; Str 10, Dex 14, Con 15, Int 14, Wis 12, Cha 8; Skills: Balance +15, Climb +8, Concentration +4, First Aid +17, Intimidate +8/+7, Jump +13, Knowledge (martial arts) +15, Swim +3, Tumble +15; Psion Skills: Pain Transmission +8, Perfect Calm +8; Feats: Dodging Basics, Improved Initiative, Martial Arts, Metabolic Basics, Metabolic Mastery, Vital Point Basics, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 25 BP.
 
*See PAC.
**See HoG.
 
The uber’s Sport skill was exchanged for Knowledge (martial arts).
The white monk’s have exchanged Adrenal Basics for Metabolic Basics.

 
The Mysterious Inspector
The Mysterious Inspector looks into happenings beyond the norm and deals with them.  This NPC would make a good foil in an adventure either for or against the players’ characters.

45 MP
(cost is 15 for the higher vitality die plus 4/level of special inspector (8) and 2/level of mysterious stranger (4) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
2nd-level special inspector*/2nd-level mysterious stranger**; CR 3; SZ M; v/wp 21/11; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +3 unarmed (1d3), +5 Berretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Incorruptable; SV Fort +3, Ref +5, Will +6; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 12; Skills: Bluff +2, Bureaucracy +2, Disguise +3, Drive +4, Gather Information +3, Hide +3, Intimidate +3/+4, Knowledge (occult) +3, Listen +4, Move Silently +3, Search +3, Sense Motive +5, Spot +3, Surveillance +3; Feats: Ambidexterity, Black Cat, Hard Core, Two-Weapon Fighting, Unshakeable; Gear: Clothes, 2 Berretta Model 92s, 50 rounds MB.

57 MP
(cost is 15 for the higher vitality die plus 4/level of special inspector (16) and 2/level of mysterious stranger (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
4th-level special inspector*/4th-level mysterious stranger**; CR 7; SZ M; v/wp 37/11; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +7 unarmed (1d3), +9 Berretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Cop’s Intuition (2), Incorruptable; SV Fort +5, Ref +7, Will +8; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 12; Skills: Bluff +3, Bureaucracy +3, Disguise +5, Drive +6, Gather Information +5, Hide +4, Intimidate +6/+7, Knowledge (occult) +5, Listen +6, Move Silently +4, Search +5, Sense Motive +8, Spot +4, Surveillance +4; Feats: Ambidexterity, Black Cat, Hard Core, Two-Weapon Fighting, Unshakeable; Gear: Clothes, 2 Berretta Model 92s, 50 rounds MB.
 
73 MP
(cost is 15 for the higher vitality die plus 4/level of special inspector (32) and 2/level of mysterious stranger (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
8th-level special inspector*/4th-level mysterious stranger**; CR 11; SZ M; v/wp 55/11; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +11 unarmed (1d3), +13 Berretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Cop’s Intuition (4), Hard Target (+2), Incorruptable; SV Fort +6, Ref +8, Will +10; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 12; Skills: Bluff +5, Bureaucracy +5, Disguise +5, Drive +8, Gather Information +9, Hide +4, Intimidate +8/+9, Knowledge (occult) +5, Listen +8, Move Silently +4, Search +7, Sense Motive +12, Spot +6, Surveillance +6; Feats: Ambidexterity, Black Cat, Hard Core, Two-Weapon Fighting, Unshakeable; Gear: Clothes, 2 Berretta Model 92s, 50 rounds MB.
 
85 MP
(cost is 15 for the higher vitality die plus 4/level of special inspector (40) and 2/level of mysterious stranger (12) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
10th-level special inspector*/6th-level mysterious stranger**; CR 15; SZ M; v/wp 71/11; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 22 (+10 class, +2 Dex); Atk +14 unarmed (1d3), +16 Berretta Model 92 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Cop’s Intuition (4), Hard Target (+4), Incorruptable; SV Fort +8, Ref +10, Will +12; Str 10, Dex 14, Con 11, Int 12, Wis 14, Cha 12; Skills: Bluff +6, Bureaucracy +6, Disguise +7, Drive +10, Gather Information +11, Hide +5, Intimidate +11/+12, Knowledge (occult) +7, Listen +10, Move Silently +5, Search +9, Sense Motive +15, Spot +7, Surveillance +7; Feats: Ambidexterity, Black Cat, Hard Core, Sidestep, Two-Weapon Fighting, Unshakeable; Gear: Clothes, 2 Berretta Model 92s, 50 rounds MB.

 
The Home
The Home is a section, which can be part of the normal government, or it could be an extension of the Shop.  The Home takes in orphans and raises them to be perfect assassins, training them in a variety of killing techniques.  The assassins are also trained extensively in escape and evasion techniques.  If these guys get the drop on you, it may be the last thing you ever know.

37 MP
(cost is 10 for the higher vitality die plus 4/level of operative (8) and 2/level of shadow warrior (4) plus 12 MP in adjustments to ability stats plus 3 for the extra feats)
2nd-level operative*/2nd-level shadow warrior**; Dept. Orphan***, CR 3; SZ M; v/wp 18/11; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 15 (+3 class, +2 Dex); Atk +3 unarmed (1d6+1), +4 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Heavily armed +10 BP, Take 10 (Move Silently), +4 to Seduction DCs; SV Fort +3, Ref +8, Will +7; Str 12, Dex 14, Con 11, Int 12, Wis 14, Cha 10; Skills: Balance +3, Bluff +1, Climb +3, Demolitions +3, Drive +3, Hide +7, Jump +2, Knowledge (Espionage) +5, Listen +3, Move Silently +8, Open Lock +3, Search +2, Spot +4, Surveillance +4, Tumble +4 Feats: Career Operative, Martial Arts, Stealthy, Traceless; Gear: Wetworks bundle***, 10 BP.

52 MP
(cost is 10 for the higher vitality die plus 4/level of operative (16) and 2/level of shadow warrior (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
4th-level operative*/4th-level shadow warrior**; Dept. Orphan***, CR 7; SZ M; v/wp 32/11; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 17 (+5 class, +2 Dex); Atk +7 unarmed (1d6+1), +8 Walther PPK (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Heavily armed +10 BP, Take 10 (Move Silently), +4 to Seduction DCs; SV Fort +4, Ref +9, Will +7; Str 12, Dex 14, Con 11, Int 12, Wis 14, Cha 10; Skills: Balance +4, Bluff +2, Climb +5, Demolitions +5, Drive +4, Hide +10, Jump +3, Knowledge (Espionage) +9, Listen +4, Move Silently +12, Open Lock +4, Search +3, Spot +6, Surveillance +6, Tumble +6 Feats: Career Operative, Martial Arts, Point Blank Shot, Stealthy, Traceless; Gear: Wetworks bundle***, 10 BP.

64 MP
(cost is 10 for the higher vitality die plus 4/level of operative (24) and 2/level of shadow warrior (12) plus 12 MP in adjustments to ability stats plus 6 for the extra feats)
6th-level operative*/6th-level shadow warrior**; Dept. Orphan***, CR 11; SZ M; v/wp 46/11; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 21 (+9 class, +2 Dex); Atk +9 unarmed (1d6+1), +10 Walther PPK (2d4); Face 1 square; Reach 1 square; SA Sneak attack +2d6; SQ Daredevil, Evasion, Heavily armed +10 BP, Take 10 (Move Silently), +4 to Seduction DCs; SV Fort +6, Ref +11, Will +9; Str 12, Dex 14, Con 11, Int 12, Wis 14, Cha 10; Skills: Balance +5, Bluff +3, Climb +7, Demolitions +7, Drive +5, Hide +13, Jump +4, Knowledge (Espionage) +13, Listen +5, Move Silently +16, Open Lock +5, Search +4, Spot +8, Surveillance +8, Tumble +8 Feats: Career Operative, Martial Arts, Point Blank Shot, Stealthy, Traceless; Gear: Wetworks bundle***, 10 BP.

79 MP
(cost is 10 for the higher vitality die plus 4/level of operative (32) and 2/level of shadow warrior (16) plus 12 MP in adjustments to ability stats plus 9 for the extra feats)
8th-level operative*/8th-level shadow warrior**; Dept. Orphan***, CR 15; SZ M; v/wp 60/11; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 23 (+11 class, +2 Dex); Atk +13 unarmed (1d6+1), +12 Walther PPK (2d4); Face 1 square; Reach 1 square; SA Sneak attack +3d6; SQ Daredevil, Evasion, Heavily armed +20 BP, Take 10 (Move Silently), +4 to Seduction DCs; SV Fort +7, Ref +13, Will +11; Str 12, Dex 14, Con 11, Int 12, Wis 14, Cha 10; Skills: Balance +6, Bluff +4, Climb +9, Demolitions +9, Drive +6, Hide +16, Jump +5, Knowledge (Espionage) +17, Listen +6, Move Silently +20, Open Lock +6, Search +5, Spot +10, Surveillance +10, Tumble +10 Feats: Career Operative, Martial Arts, Moving Target, Point Blank Shot, Stealthy, Traceless; Gear: Wetworks bundle***, 20 BP.

*See AF.
**See Pac.
***See F/PG.
 
Black Tigers
The Black Tigers are a genetically engineered group of killers.  They are hybrids combining the traits of felines (especially wild cats) and humans.  The Tigers are sent on missions where there is little fear of exposure, but a message still wants to be presented.  They usually use their claws for the kill, but will change to their SMGs if they have to.

37 MP
(cost is 15 for the higher vitality die plus 2/level of degenerate (4) and 2/level of shadow warrior (4) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
2nd-level degenerate*/2nd-level shadow warrior**; CR 3; SZ M; v/wp 29/14; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 14 (+3 class, +1 Dex); Atk +6 claw or +4 2 claws (1d8+2); Face 1 square; Reach 1 square; SA Claws damage 1d8; SQ Heavily armed +10 BP; SV Fort +5, Ref +4, Will +3; Str 14, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +2, Climb +4, Disguise +0, Hide +6, Jump +3, Listen +3, Move Silently +6, Open Lock +2, Spot +3, Surveillance +2, Survival +3, Tumble +2; Feats: Ambidexterity, Weapon Focus (claws), Stealthy, Two-weapon Fighting; Gear: Camouflaged fatigues (6 BP), encrypted radio headsets (5 BP), .32 ACP CZ Scorpion (9 BP), 50 rounds AP (3 BP), 50 rounds MB (1 BP), night vision goggles (8 BP), survival kit (3 BP).

45 MP
(cost is 15 for the higher vitality die plus 2/level of degenerate (8) and 2/level of shadow warrior (8) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
4th-level degenerate*/4th-level shadow warrior**; CR 7; SZ M; v/wp 53/14; Init +6 (+5 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +11 claw or +9 2 claws (1d8+3); Face 1 square; Reach 1 square; SA Claws damage 1d8, Sneak Attack +1d6; SQ Boosted Strength +2, Heavily armed +10 BP; SV Fort +7, Ref +6, Will +4; Str 16, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +3, Climb +7, Disguise +1, Hide +9, Jump +5, Listen +5, Move Silently +9, Open Lock +3, Spot +5, Surveillance +3, Survival +5, Tumble +3; Feats: Ambidexterity, Weapon Focus (claws), Stealthy, Two-weapon Fighting; Gear: Camouflaged fatigues (6 BP), encrypted radio headsets (5 BP), .32 ACP CZ Scorpion (9 BP), 50 rounds AP (3 BP), 50 rounds MB (1 BP), night vision goggles (8 BP), survival kit (3 BP).

53 MP
(cost is 15 for the higher vitality die plus 2/level of degenerate (16) and 2/level of shadow warrior (8) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
8th-level degenerate*/4th-level shadow warrior**; CR 11; SZ M; v/wp 79/14; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 17 (+6 class, +1 Dex); Atk +15 claw or +13 2 claws (1d8+3); Face 1 square; Reach 1 square; SA Claws damage 1d8, Sneak Attack +1d6; SQ Boosted Strength +2, Heavily armed +10 BP; SV Fort +9, Ref +7, Will +5; Str 16, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +3, Climb +9, Disguise +3, Hide +12, Jump +5, Listen +7, Move Silently +12, Open Lock +3, Spot +7, Surveillance +3, Survival +9, Tumble +3; Feats: Advanced Skill mastery (Stealthy), Ambidexterity, Weapon Focus (claws), Stealthy, Two-weapon Fighting; Gear: Camouflaged fatigues (6 BP), encrypted radio headsets (5 BP), .32 ACP CZ Scorpion (9 BP), 50 rounds AP (3 BP), 50 rounds MB (1 BP), night vision goggles (8 BP), survival kit (3 BP).

61 MP
(cost is 15 for the higher vitality die plus 2/level of degenerate (20) and 2/level of shadow warrior (12) plus 8 MP in adjustments to ability stats plus 6 for the extra feats)
10th-level degenerate*/6th-level shadow warrior**; CR 15; SZ M; v/wp 103/14; Init +13 (+12 class, +1 Dex); Spd 30 ft.; Def 20 (+9 class, +1 Dex); Atk +15 claw or +13 2 claws (1d8+4); Face 1 square; Reach 1 square; SA Claws damage 1d8, Sneak Attack +1d6; SQ Boosted Strength +4, Evasion, Heavily armed +10 BP; SV Fort +11, Ref +9, Will +7; Str 18, Dex 12, Con 14, Int 8, Wis 12, Cha 8; Skills: Balance +4, Climb +12, Disguise +4, Hide +15, Jump +7, Listen +9, Move Silently +15, Open Lock +4, Spot +9, Surveillance +4, Survival +11, Tumble +4; Feats: Advanced Skill mastery (Stealthy), Ambidexterity, Weapon Focus (claws), Stealthy, Two-weapon Fighting; Gear: Camouflaged fatigues (6 BP), encrypted radio headsets (5 BP), .32 ACP CZ Scorpion (9 BP), 50 rounds AP (3 BP), 50 rounds MB (1 BP), night vision goggles (8 BP), survival kit (3 BP).

* See HOG.
** See PAC.

The shadow warrior’s 1st level ability Traceless was changed for Stealthy and the degenerate’s 6th level ability Stealthy was changed for Advanced Skill Mastery (Stealthy).

 
 
 
Heavy Hitters
 
 
These are the tough guys that your players will run into.  Like, when a clue leads them to some boxing gym or martial arts dojo and they end up having to fight a bunch of mooks there.  The high level ones are particularly nasty with the Ultimate Wolf Pack ability.  I purposely didn’t choose any extra feats (you still have the option of getting three more) for these guys.  At level 16, with three more unarmed basics feats, these guys could be a good challenge to most players.
 
 
 
40 MP
 
(cost is 20 for the higher vitality die plus 2/level of martial arts mook (4) and 4/level of heavy (8) plus 8 MP in adjustments to ability stats)
2nd-level martial arts mook*/2nd-level heavy**; CR 3; SZ M; v/wp 28/12; Init +4 (+2 class, +2 Dex); Spd 30 ft.; Def 14 (+2 class, +2 Dex); Atk +5 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Specialty (Intimidate) +3; SV Fort +6, Ref +4, Will +3; Str 14, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +4, Climb +3, Driver +3, First Aid +3, Gather Information +0, Intimidate +8/+5, Jump +4, Knowledge (martial arts) +1, Knowledge (underworld) +0, Sense Motive +2, Spot +2, Tumble +4; Feats: Martial Arts, Punching Basics, Wolf Pack Basics; Gear: Clothes, 25 BP.
 
 
 
52 MP
 
(cost is 20 for the higher vitality die plus 2/level of martial arts mook (8) and 4/level of heavy (16) plus 8 MP in adjustments to ability stats)
4th-level martial arts mook*/4th-level heavy**; CR 7; SZ M; v/wp 50/12; Init +6 (+4 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +9 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Heavily armed +10, Specialty (Intimidate) +3; SV Fort +7, Ref +5, Will +4; Str 14, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +6, Climb +4, Driver +4, First Aid +5, Gather Information +1, Intimidate +11/+8, Jump +6, Knowledge (martial arts) +3, Knowledge (underworld) +1, Sense Motive +3, Spot +3, Tumble +6; Feats: Kicking Basics, Martial Arts, Punching Basics, Wolf Pack Basics; Gear: Clothes, 35 BP.
 
 
 
60 MP
 
(cost is 20 for the higher vitality die plus 2/level of martial arts mook (16) and 4/level of heavy (16) plus 8 MP in adjustments to ability stats)
8th-level martial arts mook*/4th-level heavy**; CR 11; SZ M; v/wp 68/12; Init +9 (+7 class, +2 Dex); Spd 30 ft.; Def 19 (+7 class, +2 Dex); Atk +12 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Heavily armed +10, Specialty (Intimidate) +3; SV Fort +9, Ref +7, Will +5; Str 14, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +10, Climb +6, Driver +4, First Aid +9, Gather Information +1, Intimidate +13/+10, Jump +10, Knowledge (martial arts) +7, Knowledge (underworld) +1, Sense Motive +3, Spot +3, Tumble +10; Feats: Kicking Basics, Martial Arts, Punching Basics, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 35 BP.
 
 
 
72 MP
 
(cost is 20 for the higher vitality die plus 2/level of martial arts mook (20) and 4/level of heavy (24) plus 8 MP in adjustments to ability stats)
10th-level martial arts mook*/6th-level heavy**; CR 15; SZ M; v/wp 90/12; Init +12 (+10 class, +2 Dex); Spd 30 ft.; Def 20 (+8 class, +2 Dex); Atk +15 unarmed (1d6+2); Face 1 square; Reach 1 square; SA None; SQ Heavily armed +10, Specialty (Intimidate) +3, Ultimate wolf pack; SV Fort +11, Ref +9, Will +7; Str 14, Dex 14, Con 12, Int 8, Wis 12, Cha 8; Skills: Balance +12, Climb +7, Driver +5, First Aid +11, Gather Information +2, Intimidate +16/+13, Jump +12, Knowledge (martial arts) +9, Knowledge (underworld) +2, Sense Motive +4, Spot +4, Tumble +12; Feats: Holding Basics, Kicking Basics, Martial Arts, Punching Basics, Wolf Pack Basics, Wolf Pack Mastery; Gear: Clothes, 35 BP.
 
 
 
* See PAC.
 
** See EC.
 
 
 
Local Muscle
 
 
These are the real tough guys of local gangs.  Your operatives may find need to hire them or they may find themselves going up against them.  These guys are extremely effective on their own turf.
 
 
 
40 MP
 
(cost is 20 for the higher vitality die plus 2/level of community criminal (4) and 4/level of heavy (8) plus 8 MP in adjustments to ability stats)
2nd-level community criminal*/2nd-level heavy**; CR 3; SZ M; v/wp 24/11; Init +3 (+2 class, +1 Dex); Spd 30(40) ft.; Def 14 (+3 class, +1 Dex); Atk +5 unarmed (1d6+2), +5 Sap (1d3+4), +4 Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Home Turf (skills, movement), Specialty (Intimidate) +3; SV Fort +5, Ref +3, Will +2; Str 14, Dex 12, Con 11, Int 10, Wis 10, Cha 12; Skills: Bluff +2, Climb +3(+5), Driver +3, Gather Information +4(+6), Hide +2(+4), Innuendo+1, Intimidate +7/+7, Jump +3, Knowledge (local) +2, Knowledge (underworld) +1, Move Silently (+3), Listen (+2), Search (+2), Sense Motive +1, Spot +2(+4); Feats: Punching Basics; Gear: Clothes, Ruger P94 (14 BP), 50 rounds MB (1 BP), Sap (2 BP), Sunglasses (1 BP), 7BP.
 
 
 
52 MP
 
(cost is 20 for the higher vitality die plus 2/level of community criminal (8) and 4/level of heavy (16) plus 8 MP in adjustments to ability stats)
4th-level community criminal*/4th-level heavy**; CR 7; SZ M; v/wp 42/11; Init +5 (+4 class, +1 Dex); Spd 30(40) ft.; Def 16 (+5 class, +1 Dex); Atk +9 unarmed (1d6+2), +9 Sap (1d3+4), +8 Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Heavily Armed +10, Home Turf (skills, movement), Specialty (Intimidate) +3; SV Fort +6, Ref +4, Will +3; Str 14, Dex 12, Con 11, Int 10, Wis 10, Cha 12; Skills: Bluff +3, Climb +4(+8), Driver +5, Gather Information +7(+11), Hide +3(+7), Innuendo+2, Intimidate +11/+10, Jump +4, Knowledge (local) +4, Knowledge (underworld) +2, Move Silently (+5), Listen (+4), Search +4, Sense Motive +2, Spot +4(+8); Feats: Punching Basics; Gear: Clothes, Ruger P94 (14 BP), 50 rounds MB (1 BP), Sap (2 BP), Sunglasses (1 BP), 17BP.
 
 
 
60 MP
 
(cost is 20 for the higher vitality die plus 2/level of community criminal (16) and 4/level of heavy (16) plus 8 MP in adjustments to ability stats)
8th-level community criminal*/4th-level heavy**; CR 11; SZ M; v/wp 56/11; Init +8 (+7 class, +1 Dex); Spd 30(40) ft.; Def 19 (+8 class, +1 Dex); Atk +12 unarmed (1d6+2), +12 Sap (1d3+4), +11 Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Heavily Armed +10, Home Turf (chases, skills, movement), Specialty (Intimidate) +3; SV Fort +8, Ref +6, Will +4; Str 14, Dex 12, Con 11, Int 10, Wis 10, Cha 12; Skills: Bluff +5, Climb +6(+14), Driver +7, Gather Information +11(+19), Hide +5(+13), Innuendo+4, Intimidate +13/+12, Jump +6, Knowledge (local) +8, Knowledge (underworld) +2, Move Silently (+9), Listen (+8), Search (+8), Sense Motive +2, Spot +6(+14); Feats: Punching Basics; Gear: Clothes, Ruger P94 (14 BP), 50 rounds MB (1 BP), Sap (2 BP), Sunglasses (1 BP), 17BP.
 
 
 
72 MP
 
(cost is 20 for the higher vitality die plus 2/level of community criminal (20) and 4/level of heavy (24) plus 8 MP in adjustments to ability stats)
10th-level community criminal*/6th-level heavy**; CR 15; SZ M; v/wp 74/11; Init +11 (+10 class, +1 Dex); Spd 30(40) ft.; Def 21 (+10 class, +1 Dex); Atk +15 unarmed (1d6+2), +15 Sap (1d3+4), +14 Ruger P94 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ Heavily Armed +10, Home Turf (chases, cover, skills, movement), Specialty (Intimidate) +3; SV Fort +10, Ref +8, Will +6; Str 14, Dex 12, Con 11, Int 10, Wis 10, Cha 12; Skills: Bluff +6, Climb +7(+17), Driver +9, Gather Information +14(+24), Hide +6(+16), Innuendo+5, Intimidate +16/+15, Jump +7, Knowledge (local) +10, Knowledge (underworld) +3, Move Silently (+11), Listen (+10), Search (+10), Sense Motive +3, Spot +8(+18); Feats: Holding Basics, Punching Basics; Gear: Clothes, Ruger P94 (14 BP), 50 rounds MB (1 BP), Sap (2 BP), Sunglasses (1 BP), 17BP.
 
 
 
All bonuses in brackets are in effect when they are on their home turf.
 
 
 
* See PAC.
 
** See EC.
 
 
 
A Secret Order of Mages
 
 
These can be the minions or even a lone helpful (or foil) NPC of a secret cabal of mages.  They are purposely generic, so that you can fit them into your campaign.
 
 
 
32 MP
 
(cost is 10 for the higher vitality die plus 3/level of occultist(6) and 2/level of mysterious stranger (4) plus 12 MP in adjustments to ability stats)
2nd-level occultist*/2nd-level mysterious stranger**; CR 3; SZ M; v/wp 15/11; Init +3 (+2 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1 Dex); Atk +2 unarmed (1d3), +3 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Specialty +3 (Knowledge: Occult); SV Fort +5, Ref +4, Will +6; Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 12; Skills: Appraise +4, Concentration +6, Disguise +4, Drive +2, Hide +2, Intimidate +3/+4, Knowledge (occult) +11, Languages +4, Listen +3, Move Silently +3, Search +4, Sense Motive +3, Spot +3; Feats: Black Cat, Mystic, Scholarly, Unshakable; Gear: Clothes, various occult readings, Walther PPK (12 BP), 50 rounds MB (1 BP), cell phone, 12 BP.
 
 
 
45 MP
 
(cost is 10 for the higher vitality die plus 3/level of occultist(12) and 2/level of mysterious stranger (8) plus 12 MP in adjustments to ability stats plus 3 for the extra feat)
4th-level occultist*/4th-level mysterious stranger**; CR 7; SZ M; v/wp 27/11; Init +5 (+4 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1 Dex); Atk +5 unarmed (1d3), +6 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Specialty +3 (Knowledge: Occult); SV Fort +6, Ref +6, Will +8; Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 12; Skills: Appraise +6, Concentration +8, Disguise +7, Drive +3, Hide +3, Intimidate +6/+7, Knowledge (occult) +15, Languages +6, Listen +4, Move Silently +5, Search +6, Sense Motive +4, Spot +4; Feats: Black Cat, Mystic, Mystic Fount, Scholarly, Second Sight, Unshakable; Gear: Clothes, various occult readings, Walther PPK (12 BP), 50 rounds MB (1 BP), cell phone, 12 BP.
 
 
 
65 MP
 
(cost is 10 for the higher vitality die plus 3/level of occultist(24) and 2/level of mysterious stranger (8) plus 12 MP in adjustments to ability stats plus 6 for the extra feat plus 5 for the access to invocations)
8th-level occultist*/4th-level mysterious stranger**; CR 11; SZ M; v/wp 37/11; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def 18 (+7 class, +1 Dex); Atk +7 unarmed (1d3), +8 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Ancient formula, Specialty +3 (Knowledge: Occult); SV Fort +8, Ref +7, Will +10; Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 12; Skills: Appraise +8, Concentration +12, Disguise +9, Drive +3, Hide +3, Intimidate +8/+9, Knowledge (occult) +19, Languages +10, Listen +4, Move Silently +7, Search +8, Sense Motive +6, Spot +6; Feats: Black Cat, Faith Healing, Initiate, Mystic, Mystic Fount, Scholarly, Second Sight, Unshakable; Gear: Clothes, various occult readings, Walther PPK (12 BP), 50 rounds MB (1 BP), cell phone, 12 BP.  NPC may have access to invocations as per the Mastermind rules on page 224 of the Shadowforce Archer book with any MP points paid for them above and beyond what is paid here.
 
 
 
78 MP
 
(cost is 10 for the higher vitality die plus 3/level of occultist(30) and 2/level of mysterious stranger (12) plus 12 MP in adjustments to ability stats plus 9 for the extra feat plus 5 for the access to invocations)
10th-level occultist*/6th-level mysterious stranger**; CR 15; SZ M; v/wp 49/11; Init +9 (+8 class, +1 Dex); Spd 30 ft.; Def 21 (+10 class, +1 Dex); Atk +9 unarmed (1d3), +10 Walther PPK (2d4); Face 1 square; Reach 1 square; SA None; SQ Ancient formula, Specialty +3 (Knowledge: Occult); SV Fort +10, Ref +9, Will +12; Str 10, Dex 12, Con 11, Int 14, Wis 14, Cha 12; Skills: Appraise +10, Concentration +14, Disguise +12, Drive +4, Hide +4, Intimidate +11/+12, Knowledge (occult) +23, Languages +12, Listen +5, Move Silently +9, Search +10, Sense Motive +7, Spot +7; Feats: Black Cat, Faith Healing, Initiate, Mystic, Mystic Fount, Mystical Lens, Scholarly, Second Sight, Sidestep, The Quickening, Unshakable; Gear: Clothes, various occult readings, Walther PPK (12 BP), 50 rounds MB (1 BP), cell phone, 12 BP. NPC may have access to invocations as per the Mastermind rules on page 224 of the Shadowforce Archer book with any MP points paid for them above and beyond what is paid here.
 
 
 
* See HoG.
 
* See AF.
 
 
 
The Gatherers
 
 
A gatherer is brought in when something of the occult needs to be retrieved by any means necessary.  These guys are very good at getting in and out of places without being seen.  If they are seen, it is usually just before they put a bullet between your eyes.
 
 
 
34 MP
 
(cost is 10 for the higher vitality die plus 4/level of schwarzjaeger(8) and 2/level of shadow warrior(4) plus 12 MP in adjustments to ability stats)
2nd-level schwarzjaeger*/2nd-level shadow warrior**; Dept. Old Blood*; CR 3; SZ M; v/wp 15/11; Init +5 (+3 class, +2 Dex); Spd 30 ft.; Def 16 (+4 class, +2 Dex); Atk +2 unarmed (1d3), +4 Tniitochmash PSS Silent (1d6+1); Face 1 square; Reach 1 square; SA None; SQ Old Blood saves bonus (+2), Heavily armed +10, Specialty +3 (Open Locks); SV Fort +0, Ref +8, Will +4; Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 10; Skills: Appraise +3, Balance +3, Climb +2, Concentration +5, Escape Artist +3, Forgery +3, Gather Information +1, Hide +6, Jump +1, Knowledge (occult) +7, Listen +3, Mechanics+3, Move Silently +6, Open Locks +8, Sleight of Hand +3, Spot +3, Surveillance +3, Tumble +4; Feats: Scholarly, Traceless; Gear: Tniitochmash PSS Silent (11 BP), 50 rounds MB (1 BP), camouflaged utility clothing (6 BP), cell phone, lockpicking kit (4 BP), climbing kit (3 BP), flashlight (1 BP), night vision goggles (8 BP), glow sticks, binoculars (1 BP).
 
 
 
46 MP
 
(cost is 10 for the higher vitality die plus 4/level of schwarzjaeger(16) and 2/level of shadow warrior(8) plus 12 MP in adjustments to ability stats)
4th-level schwarzjaeger*/4th-level shadow warrior**; Dept. Old Blood*; CR 7; SZ M; v/wp 27/11; Init +7 (+5 class, +2 Dex); Spd 30 ft.; Def 18 (+6 class, +2 Dex); Atk +5 unarmed (1d3), +6 Tniitochmash PSS Silent (1d6+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Old Blood saves bonus (+3), Heavily armed +10, Specialty +3 (Open Locks); SV Fort +2, Ref +10, Will +5; Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 10; Skills: Appraise +4, Balance +4, Climb +4, Concentration +6, Escape Artist +4, Forgery +4, Gather Information +2, Hide +12, Jump +2, Knowledge (occult) +9, Listen +4, Mechanics+4, Move Silently +12, Open Locks +11, Sleight of Hand +4, Spot +4, Surveillance +4, Tumble +6; Feats: Scholarly, Stealthy, Traceless; Gear: Tniitochmash PSS Silent (11 BP), 50 rounds MB (1 BP), camouflaged utility clothing (6 BP), cell phone, lockpicking kit (4 BP), climbing kit (3 BP), flashlight (1 BP), night vision goggles (8 BP), glow sticks, binoculars (1 BP).
 
 
 
62 MP
 
(cost is 10 for the higher vitality die plus 4/level of schwarzjaeger(32) and 2/level of shadow warrior(8) plus 12 MP in adjustments to ability stats)
8th-level schwarzjaeger*/4th-level shadow warrior**; Dept. Old Blood*; CR 11; SZ M; v/wp 37/11; Init +10 (+8 class, +2 Dex); Spd 30 ft.; Def 21 (+9 class, +2 Dex); Atk +7 unarmed (1d3), +8 Tniitochmash PSS Silent (1d6+1); Face 1 square; Reach 1 square; SA Sneak attack +1d6; SQ Old Blood saves bonus (+4), Heavily armed +10, Specialty +3 (Open Locks); SV Fort +3, Ref +12, Will +6; Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 10; Skills: Appraise +8, Balance +4, Climb +6, Concentration +8, Escape Artist +8, Forgery +8, Gather Information +6, Hide +16, Jump +2, Knowledge (occult) +12, Listen +4, Mechanics+6, Move Silently +16, Open Locks +17, Sleight of Hand +8, Spot +4, Surveillance +4, Tumble +8; Feats: Magician, Master Fence, Scholarly, Stealthy, Traceless; Gear: Tniitochmash PSS Silent (11 BP), 50 rounds MB (1 BP), camouflaged utility clothing (6 BP), cell phone, lockpicking kit (4 BP), climbing kit (3 BP), flashlight (1 BP), night vision goggles (8 BP), glow sticks, binoculars (1 BP).
 
 
 
74 MP
 
(cost is 10 for the higher vitality die plus 4/level of schwarzjaeger(40) and 2/level of shadow warrior(12) plus 12 MP in adjustments to ability stats)
10th-level schwarzjaeger*/6th-level shadow warrior**; Dept. Old Blood