Tang, Wi

by Dave McAlister

Codename: Dragon
Aliases: None.
Nationality: Japanese
Gender: Male Handedness: Right
Height: 5 ft. 4 in. Weight: 170 lbs.
Eyes: Black Hair: Black
Place of Birth: Tokyo, Japan
Date of Birth: 1980.12.12
Distinguishing Characteristics: None.

BACKGROUND
The son of an industry captain, Tang had everything as he grew up, from all the best electronic toys to his collection of cars. When it came to wanting to learn to fly, his father was just as generous, promising him a plane when the time came. Tang didn’t want a plane though, his love was helicopters and, after gaining his private pilot’s licence, Tang persuaded his father to buy him one.

Although he doesn’t work in the intelligence community, Tang’s love of flying means that he likes to hire himself out for the occasional ‘job’. To this end, Tang has worked, without necessarily knowing it, for a number of the world’s intelligence agencies.

LOW-LEVEL VERSIONDepartment: Stick Jockey
Class: Wheelman
Level: 4
Strength: 10 Intelligence: 14
Dexterity: 19 Wisdom: 12
Constitution: 10 Charisma: 16

Vitality: 33 Wounds: 10

Defense: 16 (+2 class, +4 Dex)
Initiative Bonus: +6 (+2 class, +4 Dex)
Speed: 30 ft.

Fort: +1 Ref: +10 Will: +2

Skills: Boating +11, Driver +11, Knowledge (aircraft) +5.5, Mechanics +9, Pilot +11, Sport (skydiving) +11, Spot +8, Swim +7

Feats: Filthy Rich, Firm Hand, Signature Gadget, Wind Rider

Special: Twice per session may learn opponent’s choice of chase maneuver before selecting own, custom ride (5 GP), daredevil, lucky, kick start 1/session, familiarity +1

Attacks: Beretta Model 92 +8 (1d10+1, error 1-2, threat 20, range 25 ft.)

Gear: Pilot bundle (small duffel bag, military aviator flight suit, helmet, aviator, sunglasses, parachute, survival kit, GPS receiver, tactical radio, MREs (1 day)), Beretta Model 92, 100 rounds, holster, trendy clothes, cell phone, mechanics kit, night vision goggles, leatherman, commercial helicopter (occ 1/3, hnd +6, speed 600 ft., mph 60/120, def, 15, wp 70, hrd 5)

MID-LEVEL VERSION
Department: Stick Jockey
Class: Wheelman/Ace
Level: 5/4
Strength: 10 Intelligence: 14
Dexterity: 20 Wisdom: 12
Constitution: 10 Charisma: 16

Vitality: 68 Wounds: 10

Defense: 20 (+5 class, +5 Dex)
Initiative Bonus: +10 (+5 class, +5 Dex)
Speed: 30 ft.

Fort: +2 Ref: +16 Will: +4

Skills: Boating +15*, Driver +19*, Knowledge (aircraft) +13*, Mechanics +14, Pilot +23**, Sport (skydiving) +16, Spot +16*, Swim +8
* threat range 18-20
** threat range 16-20

Feats: Advanced Skill Mastery (Speed Demon), Baby It, Filthy Rich, Firm Hand, Signature Gadget, Speed Demon, Wind Rider

Special: Three times per session may learn opponent’s choice of chase maneuver before selecting own, custom ride (6 GP), daredevil, lucky, kick start 1/session, familiarity +1, battle born, taking wing (aviator, advanced), fancy flying, top gun 1/session

Attacks: Beretta Model 92 +13 (1d10+1, error 1-2, threat 20, range 25 ft.)

Gear: Pilot bundle (small duffel bag, military aviator flight suit, helmet, aviator, sunglasses, parachute, survival kit, GPS receiver, tactical radio, MREs (1 day)), Beretta Model 92, 100 rounds, holster, trendy clothes, cell phone, mechanics kit, night vision goggles, leatherman, commercial helicopter (occ 1/3, hnd +6, speed 600 ft., mph 60/120, def 15, wp 70, hrd 9)

HIGH-LEVEL VERSION
Department: Stick Jockey
Class: Wheelman/Ace
Level: 5/9
Strength: 10 Intelligence: 14
Dexterity: 20 Wisdom: 13
Constitution: 10 Charisma: 16

Vitality: 103 Wounds: 10

Defense: 22 (+7 class, +5 Dex)
Initiative Bonus: +13 (+8 class, +5 Dex)
Speed: 30 ft.

Fort: +4 Ref: +19 Will: +6

Skills: Boating +16*, Driver +25*, Knowledge (aircraft) +20**, Mechanics +19, Pilot +31***, Sport (skydiving) +21, Spot +23**, Swim +8
* threat range 17-20
** threat range 16-20
*** threat range 13-20

Feats: Advanced Skill Mastery (Speed Demon), Baby It, Filthy Rich, Firm Hand, Grand Skill Mastery (Speed Demon), Signature Gadget, Speed Demon, Wind Rider, 1 (chase)

Special: Four times per session may learn opponent’s choice of chase maneuver before selecting own, custom ride (7 GP), daredevil, lucky, kick start 1/session, familiarity +1, battle born, taking wing (aviator, advanced, grand, perfect), fancy flying (defense), top gun 2/session, bail out!, test pilot

Attacks: Beretta Model 92 +18 (1d10+1, error 1-2, threat 20, range 25 ft.)

Gear: Pilot bundle (small duffel bag, military aviator flight suit, helmet, aviator, sunglasses, parachute, survival kit, GPS receiver, tactical radio, MREs (1 day)), Beretta Model 92, 100 rounds, holster, trendy clothes, cell phone, mechanics kit, night vision goggles, leatherman, commercial helicopter (occ 1/3, hnd +6, speed 600 ft., mph 60/120, def 20, wp 70, hrd 10)

(References: Spycraft Espionage Handbook, Modern Arms Guide Modern Arms Guide, Chapter 9: Other Gear, Solder/Wheelman Class Guide)

Sutherland, Simon

by Chris Gunning and Dave McAlister

Codename: Spearpoint
Aliases: None
Nationality: British
Gender: Male Handedness: Left
Height: 5 ft. 7 in. Weight: 161 lbs.
Eyes: Green Hair: Brown
Place of Birth: Coventry, England
Date of Birth: 1961.10.19
Distinguishing Characteristics: Simon wears dentures (though they are impossible to spot if they are properly attached)- a legacy of dental disease from his childhood.

BACKGROUND
Mr. Sutherland grew up just outside of Coventry to a fairly unassuming family. He was close to his family, made average grades, and generally did very little to distinguish himself throughout his adolescence. The only thing that really excited or motivated Simon was math class, and that he largely kept to himself for fear of gaining a reputation as a bookworm.

Simon went to university and graduated and entered the workforce as a freelance tax advisor. Sometime in his forth year in business Simon decided to do something a bit out of the ordinary, and applied to a large multinational company called Inter-European Standardized parts (IESP) as a potential on-site economic analyst. Surprisingly, he was called for an interview and eventually offered the job. It was at this time that Simon Sutherland was brought into a front company for the agency and his life was changed dramatically.

What started out as a simple job that would involve flying across the world has turned into a life of espionage. Simon has slowly been introduced to the true purpose of IESP, and embraced his role as a clandestine field agent. Through a battery of tests the agency discovered that Simon was predisposed towards an active role with the agency rather than the low level investigation work they originally slotted him for. With considerable resources and rigorous non-standard training methods the agency has made Simon into an unassuming but effective combatant. The agency has harnessed Simon’s love for math and turned it into another one of his available weapons. Simon’s attention to detail and a lightning-quick analysis of a combat situation is second-to-none. Now, Simon is sent around the world at the side of other agency field operatives acting as the tactical muscle for missions that involve the possibility of combat.

Simon has grown increasingly reclusive since joining with the agency, and there are some concerns as to his mental stability. Outside of his interest in mathematics there is little for Simon to stay interested in besides work – and the stressful nature of his job takes a toll on just about anyone. The agency’s handlers have started to quietly suggest that Simon take some time off and relax, but so far he has rebuffed any such ideas. In fact, Simon defines himself by his job, and any suggestion that he is less than spectacularly effective is a slight against his image of himself.

Where once was a mild-mannered tax consultant now stands a field agent able to eliminate just about any threat? and the beginnings of a very dangerous disassociative disorder.

LOW-LEVEL VERSION
Department: D-0: The Home Office
Class: Pointman
Level: 4
Strength: 14 Intelligence: 15
Dexterity: 14 Wisdom: 14
Constitution: 14 Charisma: 14

Vitality: 36 Wounds: 14

Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30 ft.

Fort: +4 Ref: +4 Will: +6

Skills: Bluff +6, Bureaucracy +6, Computers +6, Concentration +6*, Cultures +3, Driver +6, First Aid +6, Hide +6, Gather Information +3, Knowledge (Military History) +4*, Listen +6, Profession (Military) +6, Search +6, Sense Motive +6, Spot +6, Surveillance +6
* threat range 19-20

Feats: Combat Instincts, Scholarly, Traceless

Special: +2 department bonus to any action die rolls, 2 cross-class skills become class skills (cultures, surveillance), generous, versatility (computers, concentration, hide, gather information, listen, search, spot), assistance (1/2 time), lead 1/session, tactics 1/session

Attacks: Beretta Model 92 9mm P +5 (1d10+1, error 1-2, threat 20, range 25 ft.)

Gear: Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalized tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), Bundle C (military “sea-bag”, 1 set plainclothes, 1 set camouflage fatigues, all-weather lighter, cell phone, 10 chemical lightsticks, 5-day supply of field rations, digging/entrenching tool, GPS receiver (hand-held), Beretta Model 92 9mm P with silencer, 200 rounds, 2 tactical radios), first aid kit, night vision goggles, binoculars

MID-LEVEL VERSION
Department: D-0: The Home Office
Class: Pointman/Tactician
Level: 5/4
Strength: 14 Intelligence: 15
Dexterity: 15 Wisdom: 14
Constitution: 14 Charisma: 14

Vitality: 44 Wounds: 14

Defense: 16 (+4 class, +2 Dex)
Initiative Bonus: +7 (+5 class, +2 Dex)
Speed: 30 ft.

Fort: +6 Ref: +7 Will: +8

Skills: Bluff +11, Bureaucracy +11, Computers +6, Concentration +10*, Cultures +7, Driver +10, First Aid +10, Hide +7, Gather Information +8, Knowledge (Military History) +4*, Listen +7, Profession (Military) +6, Search +7, Sense Motive +7, Spot +7, Surveillance +10
* threat range 19-20

Feats: Combat Instincts, Quick Draw, Point Blank Shot, Scholarly, Speed Trigger, Traceless

Special: +3 department bonus to any action die rolls, 3 cross-class skills become class skills (bureaucracy, cultures, surveillance), generous, versatility (computers, concentration, hide, gather information, listen, search, spot), assistance (1/2 time), lead 2/session, tactics 1/session, stratagem (self), wily, tempo (surge), ambush tactics, break away (retreat)

Attacks: Beretta Model 92 9mm P +10 (1d10+4, error 1-3, threat 20, range 25 ft.)

Gear: Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalized tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), Bundle C (military “sea-bag”, 1 set plainclothes, 1 set camouflage fatigues, all-weather lighter, cell phone, 10 chemical lightsticks, 5-day supply of field rations, digging/entrenching tool, GPS receiver (hand-held), Beretta Model 92 9mm P with silencer, 200 rounds military ball (back-up ammunition), 2 tactical radios), first aid kit, night vision goggles, binoculars, 100 rounds hollow point, sunglasses

HIGH-LEVEL VERSION
Department: D-0: The Home Office
Class: Pointman/Tactician
Level: 5/4
Strength: 14 Intelligence: 15
Dexterity: 15 Wisdom: 14
Constitution: 15 Charisma: 14

Vitality: 44 Wounds: 15

Defense: 19 (+7 class, +2 Dex)
Initiative Bonus: +11 (+9 class, +2 Dex)
Speed: 30 ft.

Fort: +8 Ref: +9 Will: +10

Skills: Bluff +16, Bureaucracy +16, Computers +6, Concentration +15*, Cultures +8, Driver +15, First Aid +15, Hide +11, Gather Information +9, Knowledge (Military History) +4*, Listen +7, Profession (Military) +6, Search +11, Sense Motive +7, Spot +11, Surveillance +11
* threat range 19-20

Feats: Combat Instincts, Coolness Under Fire, “Keep Your Head Down!”, Quick Draw, Point Blank Shot, Scholarly, Speed Trigger, Traceless

Special: +4 department bonus to any action die rolls, 4 cross-class skills become class skills (bureaucracy, cultures, hide, surveillance), generous, versatility (computers, concentration, hide, gather information, listen, search, spot), assistance (1/2 time), lead 2/session, tactics 1/session, stratagem (self, team), wily, tempo (surge, share), ambush tactics, break away (retreat, assist prey), soldier’s soldier (2 grades), no escape

Attacks: Beretta Model 92 9mm P +16 (1d10+4, error 1-3, threat 20, range 25 ft.)

Gear: Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalized tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), Bundle C (military “sea-bag”, 1 set plainclothes, 1 set camouflage fatigues, all-weather lighter, cell phone, 10 chemical lightsticks, 5-day supply of field rations, digging/entrenching tool, GPS receiver (hand-held), Beretta Model 92 9mm P with silencer and laser sight, 200 rounds military ball (back-up ammunition), 2 tactical radios), first aid kit, night vision goggles, binoculars, 100 rounds hollow point (standard ammunition), sunglasses, 60 rounds talon (alternate ammunition)

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Soldier/Wheelman Class Guide)

Roxmanov, Shaxpoulos

by G Littlejohn and Dave McAlister

Codename: None
Aliases: None
Nationality: Russian
Gender: Male Handedness: Ambidexterous
Height: 6 ft. 8 in. Weight: 280 lbs.
Eyes: Blue Hair: Black
Place of Birth: Moscow, Russia
Date of Birth: 1977.12.18
Distinguishing Characteristics: Hair is shaved short.

BACKGROUND
Shaxpoulos Roxmanov was born to a Greek mother and Russian (Georgian) father. He has one sister who is four years older than he is. Shax’s father was heavily involved in the Soviet war machine and made large sums of money. When the Soviet Union collapsed his father was ready and was able to move to Greece and live with his wife’s family. Shax though dreamed about being part of the Russian Spetsnaz. His father still had contacts and Shax was given the chance to prove he had what it took and has recently been nominated to be part of the new United Nations Intelligence Team.

LOW-LEVEL VERSION
Department: Special Operations (Spetsnaz)
Class: Soldier
Level: 4
Strength: 17 Intelligence: 12
Dexterity: 16 Wisdom: 12
Constitution: 15 Charisma: 10

Vitality: 41 Wounds: 15

Defense: 15 (+2 class, +3 Dex)
Initiative Bonus: +6 (+3 class, +3 Dex)
Speed: 30 ft.

Fort: +6 Ref: +5 Will: +2

Skills: Climb +7, Cultures +6, Demolitions +7, Driver +7, First Aid +5, Intimidate +7/+4, Languages +2, Profession (Military) +5, Survival +5, Tumble +7

Feats: Ambidexterity, Mingling Basics, Quick Draw, Two-Weapon Fighting, Weapon Focus (Tniitochmash PSS Silent 7.62x42mm SP4)

Special: +2 to damage rolls when attacking during a ready action, accurate, damage reduction 1/-, armor use +1

Languages: English, Georgian, Greek, Russian

Attacks: Tniitochmash PSS Silent 7.62x42mm SP4 +8 (1d6+1, error 1-2, threat 20, range 15 ft., qualities DT, IN std. suppressor), Makarov 9mm +7 (2d4, error 1, threat 20, range 20 ft.), Ballistic knife +7 (1d4+3 (melee)/1d8 (ranged), error 1-2, threat 20, range 5 ft., qualities AP (ranged only))

Gear: Tniitochmash PSS Silent 7.62x42mm SP4, 50 rounds, concealable holster mark II, Provocateur Bundle (courier bag and garment bag, 1 set poor clothes, 1 set average clothes, 1 set trendy clothes, speed grooming kit, language manual, travel manual, regional maps, bug sweeper kit, cell phone, ballistic knife, Makarov PM with 50 rounds, discreet holster and silencer), climbing kit, survival kit, swiss army knife

MID-LEVEL VERSION
Department: Special Operations (Spetsnaz)
Class: Soldier
Level: 9
Strength: 18 Intelligence: 12
Dexterity: 16 Wisdom: 12
Constitution: 15 Charisma: 10

Vitality: 86 Wounds: 15

Defense: 17 (+4 class, +3 Dex)
Initiative Bonus: +10 (+7 class, +3 Dex)
Speed: 30 ft.

Fort: +8 Ref: +7 Will: +4

Skills: Climb +9, Cultures +9, Demolitions +11, Driver +10, First Aid +7, Intimidate +11/+7, Languages +2, Profession (Military) +7, Survival +8, Tumble +10

Feats: Ambidexterity, Improved Two-Weapon Fighting, Mingling Basics, Point Blank Shot, Precise Shot, Quick Draw, Quick Reload, Speed Trigger, Two-Weapon Fighting, Weapon Focus (Tniitochmash PSS Silent 7.62x42mm SP4)

Special: +3 to damage rolls when attacking during a ready action, accurate, damage reduction 1/-, armor use +2, weapon specialization (Tniitochmash PSS Silent 7.62x42mm SP4, ballistic knife)

Languages: English, Georgian, Greek, Russian

Attacks: Tniitochmash PSS Silent 7.62x42mm SP4 +13 (1d6+3, error 1-2, threat 20, range 15 ft., qualities DT, IN std. suppressor), Makarov 9mm +12 (2d4, error 1, threat 20, range 20 ft.), Ballistic knife +13 (melee)/+12 (ranged) (1d4+5 (melee)/1d8+2 (ranged), error 1-2, threat 20, range 5 ft., qualities AP (ranged only))

Gear: Tniitochmash PSS Silent 7.62x42mm SP4, 50 rounds, concealable holster mark II, Provocateur Bundle (courier bag and garment bag, 1 set poor clothes, 1 set average clothes, 1 set trendy clothes, speed grooming kit, language manual, travel manual, regional maps, bug sweeper kit, cell phone, ballistic knife, Makarov PM with 50 rounds, discreet holster and silencer), climbing kit, survival kit, swiss army knife, demolitions kit (1 lb.)

HIGH-LEVEL VERSION
Department: Special Operations (Spetsnaz)
Class: Soldier
Level: 14
Strength: 18 Intelligence: 12
Dexterity: 16 Wisdom: 12
Constitution: 16 Charisma: 10

Vitality: 134 Wounds: 16

Defense: 19 (+6 class, +3 Dex)
Initiative Bonus: +14 (+11 class, +3 Dex)
Speed: 30 ft.

Fort: +11 Ref: +9 Will: +5

Skills: Climb +12, Cultures +12, Demolitions +14, Driver +12, First Aid +10, Intimidate +13/+9, Languages +2, Profession (Military) +11, Survival +11, Tumble +12

Feats: Ambidexterity, Improved Two-Weapon Fighting, Mingling Basics, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Sidestep, Speed Trigger, Two-Weapon Fighting, Weapon Focus (Tniitochmash PSS Silent 7.62x42mm SP4)

Special: +3 to damage rolls when attacking during a ready action, accurate, damage reduction 2/-, armor use +3, weapon specialization (Tniitochmash PSS Silent 7.62x42mm SP4, ballistic knife, Makarov 9mm), portable cover (1/4 cover), one in a million

Languages: English, Georgian, Greek, Russian

Attacks: Tniitochmash PSS Silent 7.62x42mm SP4 +18 (1d6+3, error 1-2, threat 20, range 15 ft., qualities DT, IN std. suppressor), Makarov 9mm +17 (2d4+2, error 1, threat 20, range 20 ft.), Ballistic knife +18 (melee)/+17 (ranged) (1d4+5 (melee)/1d8+2 (ranged), error 1-2, threat 20, range 5 ft., qualities AP (ranged only))

Gear: Tniitochmash PSS Silent 7.62x42mm SP4, 50 rounds, concealable holster mark II, Provocateur Bundle (courier bag and garment bag, 1 set poor clothes, 1 set average clothes, 1 set trendy clothes, speed grooming kit, language manual, travel manual, regional maps, bug sweeper kit, cell phone, ballistic knife, Makarov PM with 50 rounds, discreet holster and silencer), climbing kit, survival kit, swiss army knife, demolitions kit (2 lb.)

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Fixer/Pointman Class Guide)

O’Connell, Shamus

by Dave McAlister

Codename: Cobra
Aliases: Sean Ryder
Nationality: Irish
Gender: Male Handedness: Right
Height: 5 ft. 6 in. Weight: 140 lbs.
Eyes: Brown Hair: Brown
Place of Birth: Belfast, Northern Ireland
Date of Birth: 1969.04.05
Distinguishing Characteristics: Missing small finger from left hand.

BACKGROUND
Shamus O’Connell doesn’t exist… at least, not officially. The name Shamus O’Connell is a cover identity for Sean Ryder, an undercover SAS officer. Sean was tasked, in 1996, with infiltrating the Irish Republican Army (IRA). This undertaking wasn’t without its problems, but Sean has managed to integrate himself into the organization to such an extent that he is in a position to provide the UK intelligence community with vital information.

The downside to this is that Sean has, on occasion, undertaken operations for the IRA. In each case he has made the appropriate reports, which have been used to ensure that loss of life was minimal (although news bulletins on the incidents always indicated otherwise).

LOW-LEVEL VERSION
Department: Special Forces
Class: Soldier
Level: 4
Strength: 14 Intelligence: 14
Dexterity: 15 Wisdom: 14
Constitution: 14 Charisma: 14

Vitality: 41 Wounds: 14

Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +5 (+3 class, +2 Dex)
Speed: 30 ft.

Fort: +6 Ref: +6 Will: +3

Skills: Demolitions +11, Driver +9, First Aid +9, Intimidate +9, Profession (Military) +9, Spot +9

Feats: Combat Reflexes, Point Blank Shot, Precise Shot, Quick Draw, Weapon Focus (Colt M1911A1)

Special: accurate, damage reduction 1/-, armor use +1

Attacks: Colt M1911A1 .45 ACP +7 (1d12, error 0, threat 19-20, range 25 ft., qualities RG, TD) or Ballistic knife +6 (1d4 (melee)/1d8 (ranged), error 1-2, threat 20, range 5 ft., qualities AP (ranged only))

Gear: Colt M1911A1 .45 ACP, 100 rounds, concealable holster mark II, ballistic knife, average clothes, sunglasses, encrypted tactical radio, cell phone, demolitions kit (1 lb.), first aid kit, flashlight

MID-LEVEL VERSION
Department: Special Forces
Class: Soldier
Level: 9
Strength: 14 Intelligence: 14
Dexterity: 16 Wisdom: 14
Constitution: 14 Charisma: 14

Vitality: 86 Wounds: 14

Defense: 17 (+4 class, +3 Dex)
Initiative Bonus: +10 (+7 class, +3 Dex)
Speed: 30 ft.

Fort: +8 Ref: +10 Will: +5

Skills: Demolitions +17, Driver +15, First Aid +14, Intimidate +14, Profession (Military) +14, Spot +14

Feats: Combat Reflexes, Far Shot, Lightning Draw, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Snap Shot, Speed Trigger, Weapon Focus (Colt M1911A1)

Special: accurate, damage reduction 1/-, armor use +2, weapon specializtion (Colt M1911A1 .45 ACP, Ballistic knife)

Attacks: Colt M1911A1 .45 ACP +12 (1d12+2, error 0, threat 19-20, range 38 ft., qualities RG, TD) or Ballistic knife +11 (1d4 (melee)/1d8 (ranged), error 1-2, threat 20, range 8 ft., qualities AP (ranged only))

Gear: Colt M1911A1 .45 ACP, 100 rounds, concealable holster mark II, ballistic knife, average clothes, sunglasses, encrypted tactical radio, cell phone, demolitions kit (1 lb.), first aid kit, flashlight, fatigues, encrypted radio headset

HIGH-LEVEL VERSION
Department: Special Forces
Class: Soldier
Level: 14
Strength: 14 Intelligence: 14
Dexterity: 17 Wisdom: 14
Constitution: 14 Charisma: 14

Vitality: 131 Wounds: 14

Defense: 19 (+6 class, +3 Dex)
Initiative Bonus: +14 (+11 class, +3 Dex)
Speed: 30 ft.

Fort: +11 Ref: +13 Will: +6

Skills: Demolitions +23, Driver +20, First Aid +19, Intimidate +19, Profession (Military) +19, Spot +19

Feats: Combat Reflexes, Extreme Range, Far Shot, Lightning Draw, Martial Arts, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Snap Shot, Speed Trigger, Weapon Focus (Colt M1911A1), Weapon Focus (Ballistic knife)

Special: accurate, damage reduction 2/-, armor use +3, weapon specialization (Colt M1911A1 .45 ACP, Ballistic knife, H&K MP5K), portable cover (1/4 cover), one in a million

Attacks: Colt M1911A1 .45 ACP +17 (1d12+2, error 0, threat 19-20, range 50 ft., qualities RG, TD) or Ballistic knife +17 (1d4 (melee)/1d8 (ranged), error 1-2, threat 20, range 10 ft., qualities AP (ranged only))

Gear: Colt M1911A1 .45 ACP, 100 rounds, concealable holster mark II, ballistic knife, average clothes, sunglasses, encrypted tactical radio, cell phone, demolitions kit (1 lb.), first aid kit, flashlight, fatigues, encrypted radio headset, 10 BP remaining

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Soldier/Wheelman Class Guide)

Tinkler, Sebastian

by Dave McAlister

Codename: Dweedledum
Aliases: Stephen Thompson, Simon Trinkson
Nationality: Australian
Gender: Male Handedness: Right
Height: 5 ft. 9 in. Weight: 160 lbs.
Eyes: Brown Hair: Brown
Place of Birth: Perth, Australia
Date of Birth: 1974.09.18
Distinguishing Characteristics: None

BACKGROUND
Sebastian always was a bit of a charmer, but it was until he joined the agency that his abilities were put to proper use. Over the years, Sebastian has honed himself to such an extent that he is now one of the agencies key public relations agents. He shares an office with agent Dweedledee (Timothy Simpson) and, between them, they ensure that the agencies operations don’t make front page news. If the task is beyond Sebastian’s abilities, the Dweedledee takes over, and woe betide any agent who’s actions require either to be called into use.

LOW-LEVEL VERSION
Department: D-1: The Power Brokerage
Class: Spin Doctor
Level: 4
Strength: 8 Intelligence: 14
Dexterity: 12 Wisdom: 14
Constitution: 10 Charisma: 20

Vitality: 23 Wounds: 10

Defense: 14 (+3 class, +1 Dex)
Initiative Bonus: +3 (+2 class, +1 Dex)
Speed: 30 ft.

Fort: +1 Ref: +2 Will: +6

Skills: Bluff +12, Bureaucracy +12, Computers +9, Cultures +9, Diplomacy +14, Disguise +12, Driver +8, Gather Information +12, Intimidate +8/+14, Sense Motive +9

Feats: Hard Core, Mark, Political Favors, The Look

Special: doublespeak, public relations +3, behind the scenes (DC 5 or less), cover up 1/session

Attacks: Glock 21 .45 ACP +3 (1d12, error 1, threat 19-20, range 25 ft., qualities AA, CP, TD)

Gear: Investigative Operations Kit (large wheeled suitcase, 1 set average clothes, 1 set trendy clothes, 2 evidence kits, PDA, cell phone, mirco-tape recorder with 5 professional-grade tapes, standard camer with 3 professional-grade rolls of film, flashlight, leatherman), Command Post Bundle (hardshell electronics case, laptop computer +2 with a/v feed, laser printer, portable fax, projector, signal tapper, and global mapping software, first aid kit, photo development kit, fire extinguisher, universal power supply, 6 headset radios, police scanner, wall-size local map), Glock 21 .45 ACP, 50 rounds .45 ACP, holster, disguise kit, 4 BP remaining

MID-LEVEL VERSION
Department: D-1: The Power Brokerage
Class: Spin Doctor
Level: 9
Strength: 8 Intelligence: 14
Dexterity: 12 Wisdom: 14
Constitution: 10 Charisma: 21

Vitality: 48 Wounds: 10

Defense: 18 (+7 class, +1 Dex)
Initiative Bonus: +6 (+5 class, +1 Dex)
Speed: 30 ft.

Fort: +3 Ref: +4 Will: +8

Skills: Bluff +19*, Bureaucracy +17, Computers +14, Cultures +14, Diplomacy +22*, Disguise +17, Driver +13, Gather Information +17, Intimidate +16/+22*, Sense Motive +14
* threat range 19-20

Feats: Charmer, Hard Core, Mark, Persuasive, Political Clout, Political Favors, The Look

Special: doublespeak, public relations +4, behind the scenes (DC 5 or less), cover up 2/session, smooth talker 2/session, spin control (breaking news, status quo)

Attacks: Glock 21 .45 ACP +5 (1d12, error 1, threat 19-20, range 25 ft., qualities AA, CP, TD)

Gear: Investigative Operations Kit (large wheeled suitcase, 1 set average clothes, 1 set trendy clothes, 2 evidence kits, PDA, cell phone, mirco-tape recorder with 5 professional-grade tapes, standard camer with 3 professional-grade rolls of film, flashlight, leatherman), Command Post Bundle (hardshell electronics case, laptop computer +2 with a/v feed, laser printer, portable fax, projector, signal tapper, and global mapping software, first aid kit, photo development kit, fire extinguisher, universal power supply, 6 headset radios, police scanner, wall-size local map), Glock 21 .45 ACP, 50 rounds .45 ACP, holster, disguise kit, 19 BP remaining

HIGH-LEVEL VERSION
Department: D-1: The Power Brokerage
Class: Spin Doctor
Level: 14
Strength: 8 Intelligence: 14
Dexterity: 12 Wisdom: 14
Constitution: 10 Charisma: 22

Vitality: 73 Wounds: 10

Defense: 22 (+11 class, +1 Dex)
Initiative Bonus: +9 (+8 class, +1 Dex)
Speed: 30 ft.

Fort: +4 Ref: +5 Will: +11

Skills: Bluff +22*, Bureaucracy +18, Computers +14, Cultures +15, Diplomacy +26*, Disguise +18, Driver +13, Gather Information +18, Intimidate +19/+26*, Sense Motive +14
* threat range 17-20

Feats: Advanced Skill Mastery (Persuasive), Charmer, Grand Skill Mastery (Persuasive), Hard Core, Mark, Persuasive, Political Clout, Political Favors, The Look

Special: doublespeak, public relations +5, behind the scenes (DC 10 or less), cover up 3/session, smooth talker 3/session, spin control (breaking news, status quo, tip off), smear campaign (1 grade), propaganda 1/session

Attacks: Glock 21 .45 ACP +8 (1d12, error 1, threat 19-20, range 25 ft., qualities AA, CP, TD)

Gear: Investigative Operations Kit (large wheeled suitcase, 1 set average clothes, 1 set trendy clothes, 2 evidence kits, PDA, cell phone, mirco-tape recorder with 5 professional-grade tapes, standard camer with 3 professional-grade rolls of film, flashlight, leatherman), Command Post Bundle (hardshell electronics case, laptop computer +2 with a/v feed, laser printer, portable fax, projector, signal tapper, and global mapping software, first aid kit, photo development kit, fire extinguisher, universal power supply, 6 headset radios, police scanner, wall-size local map), Glock 21 .45 ACP, 50 rounds .45 ACP, holster, disguise kit, 39 BP remaining

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Archer Foundation, Fixer/Pointman Class Guide, European Commonwealth)

Davidson, Roberta

by Dave McAlister

Codename: None
Aliases: Davina Robertson
Nationality: American
Gender: Female Handedness: Right
Height: 5 ft. 6 in. Weight: 120 lbs.
Eyes: Blue Hair: Blonde
Place of Birth: Los Angeles, California
Date of Birth: 1975.10.11
Distinguishing Characteristics: None

BACKGROUND
Always intending to be a career police officer, Roberta’s “dumb blonde” look was held against her and she was constantly overlooked for promotion in favor of, lesser, male, candidates. Attempting to “buck” the system, Roberta stood her ground but, eventually, had to admit defeat and resigned from the force. Now, she travels across America tracking down bail-jumpers. It’s not as good as police work, but she’s good at it, and enjoys it. The final plus, is that she’s finally get the respect she deserves… and the “dumb blonde” act helps in now and again…

LOW-LEVEL VERSION
Department: Peace Officer
Class: Sleuth
Level: 4
Strength: 12 Intelligence: 17
Dexterity: 14 Wisdom: 14
Constitution: 14 Charisma: 14

Vitality: 31 Wounds: 14

Defense: 14 (+2 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30 ft.

Fort: +3 Ref: +6 Will: +8

Skills: Bluff +7.5*, Bureaucracy +9, Diplomacy +7.5*, Gather Information +9, Intimidate +10/+11*, Listen +9, Open Lock +9, Search +10, Sense Motive +9, Spot +11, Surveillance +11
* threat range 19-20

Feats: Mark, Persuasive, Point Blank Shot, Political Favors

Special: expert, interview +3, sources 1/session, human nature 1/session

Attacks: H&K USP 9mm P +4 (1d10+1, error 1, threat 20, range 25 ft., qualities DP), Walther PPK 7.65mm P +4 (2d4, error 1, threat 20, range 20 ft., qualities DS, DT)

Gear: investigative operations kit (large wheeled suitcase, 1 set average clothes, 1 set trendy clothes, 2 evidence kits, PDA, cell phone, micro-tape recorder with 5 professional-grade tapes, standard camera with 3 professional-grade rolls of film, flashlight, leatherman), H&K USP 9mm P, Walther PPK 7.65mm P (back-up weapon), 50 rounds (9mm P), 50 rounds (7.65mm P), standard holster (for H&K USP 9mm P), concealable holster mark II (for Walther PPK 7.65mm P, located on right ankle), 1 pair handcuffs

MID-LEVEL VERSION
Department: Peace Officer
Class: Sleuth/Bounty Hunter
Level: 5/4
Strength: 12 Intelligence: 18
Dexterity: 14 Wisdom: 14
Constitution: 14 Charisma: 14

Vitality: 70 Wounds: 14

Defense: 17 (+5 class, +2 Dex)
Initiative Bonus: +7 (+5 class, +2 Dex)
Speed: 30 ft.

Fort: +5 Ref: +10 Will: +11

Skills: Bluff +13*, Bureaucracy +12, Diplomacy +13*, Gather Information +14, Intimidate +14/+15*, Listen +14, Open Lock +13, Search +16, Sense Motive +13, Spot +16, Surveillance +16
* threat range 18-20

Feats: Advanced Skill Mastery (Persuasive), Fortunate, Mark, Persuasive, Point Blank Shot, Political Favors, Precise Shot

Special: expert, interview +3, sources 1/session, human nature 1/session, awareness +2, connections, the upper hand +3, police assistance +1

Attacks: H&K USP 9mm P +7 (1d10+1, error 1, threat 20, range 25 ft., qualities DP), Walther PPK 7.65mm P +7 (2d4, error 1, threat 20, range 20 ft., qualities DS, DT)

Gear: investigative operations kit (large wheeled suitcase, 1 set average clothes, 1 set trendy clothes, 2 evidence kits, PDA, cell phone, micro-tape recorder with 5 professional-grade tapes, standard camera with 3 professional-grade rolls of film, flashlight, leatherman), H&K USP 9mm P, Walther PPK 7.65mm P (back-up weapon), 50 rounds (9mm P), 50 rounds (7.65mm P), standard holster (for H&K USP 9mm P), concealable holster mark II (for Walther PPK 7.65mm P, located on right ankle), 3 pairs handcuffs, binoculars, police scanner, lockpicking kit

HIGH-LEVEL VERSION
Department: Peace Officer
Class: Sleuth/Bounty Hunter
Level: 5/9
Strength: 12 Intelligence: 18
Dexterity: 14 Wisdom: 14
Constitution: 15 Charisma: 14

Vitality: 110 Wounds: 15

Defense: 19 (+7 class, +2 Dex)
Initiative Bonus: +9 (+7 class, +2 Dex)
Speed: 30 ft.

Fort: +7 Ref: +12 Will: +14

Skills: Bluff +19*, Bureaucracy +17, Diplomacy +19*, Gather Information +19, Intimidate +20/+21*, Listen +14, Open Lock +13, Search +21, Sense Motive +18, Spot +22, Surveillance +22
* threat range 17-20

Feats: Advanced Skill Mastery (Persuasive), Fortunate, Grand Skill Mastery (Persuasive), Mark, Martial Arts, Persuasive, Point Blank Shot, Political Favors, Precise Shot

Special: expert, interview +3, sources 1/session, human nature 1/session, awareness +2, connections, the upper hand +6, police assistance +2

Attacks: H&K USP 9mm P +10 (1d10+1, error 1, threat 20, range 25 ft., qualities DP), Walther PPK 7.65mm P +10 (2d4, error 1, threat 20, range 20 ft., qualities DS, DT)

Gear: investigative operations kit (large wheeled suitcase, 1 set average clothes, 1 set trendy clothes, 2 evidence kits, PDA, cell phone, micro-tape recorder with 5 professional-grade tapes, standard camera with 3 professional-grade rolls of film, flashlight, leatherman), H&K USP 9mm P, Walther PPK 7.65mm P (back-up weapon), 100 rounds (9mm P), 100 rounds (7.65mm P), standard holster (for H&K USP 9mm P), concealable holster mark II (for Walther PPK 7.65mm P, located on right ankle), 3 pairs handcuffs, binoculars, police scanner, lockpicking kit, electric lockpick

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Archer Foundation, Modus Operandi)

Patterson, Mary-Jalis

by Chris Gunning and Dave McAlister

Codename: Succubus
Aliases: Typhoid Mary, Samantha Jalis
Nationality: Haitian
Gender: Female Handedness: Right
Height: 5 ft. 5 in. Weight: 114 lbs.
Eyes: Green Hair: Black
Place of Birth: Port-Au-Prince, Haiti
Date of Birth: 1971.03.12
Distinguishing Characteristics: Mary-Jalis is an avowed vodoun hogun. She discreetly carries a number of talismans on her body at all times and often smells of incense.

BACKGROUND
Mary-Jalis was born to illegal Haitian immigrants to the United States. She grew up for a time in and around Miami, but her parents feared being caught by the Immigration and Naturalization Service (INS) and decided to leave the Florida area. As a result, Mary-Jalis never spent more than a few years in any one spot. In a desperate attempt to have some stability in her life, Mary-Jalis learned the ancient practices of vodoun from her mother.

Though she never had much formal education, Mary-Jalis was a voracious reader and grew up as an intelligent and spiritual woman. Mary-Jalis discovered early in life that despite her formidable knowledge of the physical and spiritual world, her best weapon in life is her stunning beauty.

As Mary grew into womanhood she hungered for a more stimulating environment than the endless lower-class suburbs her parents constantly moved into. Thus, Mary began applying to a number of corporations and government agencies in the hopes of making enough money to go to college and study comparative religion. Though she was routinely turned down because of her lack of education, she did gain the attention of a number of agency operatives within the CIA (to which she applied). Mary-Jalis was approached and, over some time, accepted a position as an agent.

Today, Mary is a master of infiltration and seduction. Her natural beauty and intelligence endears her to men and women alike, and she is routinely able to ingratiate herself with people of all walks of life. Mary-Jalis specializes in targeting the disaffected elite of society – the ones who would jump at the opportunity to explore the exotic world at Mary-Jalis’s side.

Mary has never given up her passion for vodoun and has found her spiritualism as an asset, especially when dealing with the more fringe elements of society. In some circles she is known as witch- an opinion she does nothing to dissuade. She is mysterious, capable and driven – all qualities in some of the best operatives.

LOW-LEVEL VERSION
Department: D-0: The Home Office
Class: Faceman
Level: 4
Strength: 10 Intelligence: 16
Dexterity: 10 Wisdom: 14
Constitution: 10 Charisma: 16

Vitality: 28 Wounds: 10

Defense: 12 (+2 class)
Initiative Bonus: +3 (+3 class)
Speed: 30 ft.

Fort: +2 Ref: +1 Will: +4

Skills: Bluff +8, Bureaucracy +4*, Cultures +9, Demolitions +4*, Disguise +8, Driver +5, Hide +7, Hobby (Vodoun) +5, Intimidate +7/+10, Languages +7, Sense Motive +9, Surveillance +3*
* threat range 19-20

Feats: Mingling Basics, Police Training, Traceless

Special: +2 department bonus to any action die rolls, 2 cross-class skills become class skills (hide, intimidate), adaptable, linguist +3, cold read 1/session, quick change 1/session, backup 1/session

Languages: Arabic, English, French, German, Japanese, Mandarin Chinese, Porteguese,Russian, Spanish

Attacks: Makarov PM +3 (2d4, error 1, threat 20, range 20 ft.) or Knife +3 (1d4, error 1, threat 20, range 5 ft.)

Gear: Provocateur Bundle (courier bag and garment bag, 1 set poor clothes, 1 set average clothes, 1 set trendy clothes, speed grooming kit, language manual, travel manual, regional maps, bug sweeper kit, cell phone, ballistic knife, Makarov PM, with 50 rounds, discreet holster and silencer), Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalised tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), disguise kit, sodium pentothal (2 doses), paralytic poison (2 doses), flashlight

MID-LEVEL VERSION
Department: D-0: The Home Office
Class: Faceman/Provocateur
Level: 5/4
Strength: 10 Intelligence: 16
Dexterity: 10 Wisdom: 15
Constitution: 10 Charisma: 16

Vitality: 58 Wounds: 10

Defense: 15 (+5 class)
Initiative Bonus: +7 (+7 class)
Speed: 30 ft.

Fort: +4 Ref: +2 Will: +9

Skills: Bluff +13, Bureaucracy +5*, Craft (Poisons) +4, Cultures +14, Demolitions +5*, Disguise +13, Driver +8, Hide +12, Hobby (Vodoun) +10, Intimidate +12/+15, Languages +12, Sense Motive +14, Surveillance +4*
* threat range 18-20

Feats: Mark, Mingling Basics, Police Training, The Look, Traceless

Special: +3 department bonus to any action die rolls, 3 cross-class skills become class skills (craft, hide, intimidate), adaptable, linguist +3, cold read 1/session, quick change 2/session, backup 1/session, abrasive, gremlin, psy-ops -2, undermine, scare tactics, work the system (advanced)

Languages: Arabic, Bengali, Czech, Danish, English, French, German, Italian, Japanese, Korean, Mandarin Chinese, Porteguese, Russian, Spanish

Attacks: Makarov PM +6 (2d4, error 1, threat 20, range 20 ft.) or Knife +6 (1d4, error 1, threat 20, range 5 ft.)

Gear: Provocateur Bundle (courier bag and garment bag, 1 set poor clothes, 1 set average clothes, 1 set trendy clothes, speed grooming kit, language manual, travel manual, regional maps, bug sweeper kit, cell phone, ballistic knife, Makarov PM, with 50 rounds, discreet holster and silencer), Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalised tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), disguise kit, sodium pentothal (3 doses), paralytic poison (3 doses), flashlight, nerve drug (1 dose)

HIGH-LEVEL VERSION
Department: D-0: The Home Office
Class: Faceman/Provocateur
Level: 5/9
Strength: 10 Intelligence: 16
Dexterity: 10 Wisdom: 16
Constitution: 10 Charisma: 16

Vitality: 88 Wounds: 10

Defense: 18 (+8 class)
Initiative Bonus: +11 (+11 class)
Speed: 30 ft.

Fort: +6 Ref: +4 Will: +12

Skills: Bluff +18, Bureaucracy +6*, Craft (Poisons) +9, Cultures +20, Demolitions +6*, Disguise +18, Driver +8, Hide +17, Hobby (Vodoun) +11, Intimidate +17/+20, Languages +18, Listen +8, Sense Motive +20, Surveillance +6*
* threat range 17-20

Feats: Mark, Mingling Basics, Old Debts, Police Training, The Look, Traceless

Special: +4 department bonus to any action die rolls, 4 cross-class skills become class skills (craft, hide, intimidate, listen), adaptable, linguist +3, cold read 1/session, quick change 2/session, backup 1/session, abrasive, gremlin, psy-ops -4, undermine, scare tactics, work the system (advanced, grand), sneak attack +2d6, mind games (1 level), improved undermine, sleeper hold

Languages: Arabic, Azerbaijani, Bengali, Bulgarian, Czech, Danish, English, French, German, Italian, Japanese, Korean, Mandarin Chinese, Mongolian, Porteguese, Russian, Spanish, Tibetan, Vietnamese

Attacks: Makarov PM +9 (2d4, error 1, threat 20, range 20 ft.) or Knife +9 (1d4, error 1, threat 20, range 5 ft.)

Gear: Provocateur Bundle (courier bag and garment bag, 1 set poor clothes, 1 set average clothes, 1 set trendy clothes, speed grooming kit, language manual, travel manual, regional maps, bug sweeper kit, cell phone, ballistic knife, Makarov PM, with 50 rounds, discreet holster and silencer), Bundle A (large briefcase and clothes carrier, 1 set average clothes, 1 set designer clothes, personalised tuxedo liner, cell phone, digital audio recorder and 1 commercial-grade memory chip, evidence kit, PDA), disguise kit, sodium pentothal (3 doses), paralytic poison (3 doses), flashlight, nerve drug (3 doses)

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Fixer/Pointman Class Guide)

Shibahara, Kazuma

by Chris Gunning and Dave McAlister

Codename: Tsumetai
Aliases: Kaz, Yohei Khan
Nationality: Japanese Korean
Gender: Male Handedness: Right
Height: 5 ft. 6 in. Weight: 152 lbs.
Eyes: Brown Hair: Black
Place of Birth: Yokohama, Japan
Date of Birth: 1977.01.28
Distinguishing Characteristics: Extensive tattoos under his clothes. Numerous small scars across his face.

BACKGROUND
Kazuma Shibahara is an outcast in his own society. Kazuma was born out-of-wedlock to a Japanese mother and a father who was second generation Korean living in Japan. Because of his mixed heritage and the fact that his father was never granted Japanese citizenship, his mother gave him over to his dad and had nothing more to do with their “mongrel baby.” In Japan there are few things more despised than being a Korean.
Thus, Kazuma grew up close to his father, who was a major player in the underworld of Kyoto. Kazuma learned the ins and outs of the streets, helping stand lookout for a number of illicit deals at an age when other children were concerned with nothing more than video games. With his natural cunning and his father’s connections Kaz came to head a notable street gang in Kyoto that specialized in protection rackets (manned mostly by angry Koreans born in Japan). Eventually, Kaz took up the family business with his gang in tow and headed a successful smuggling ring – running everything from sex slaves to weapons – but never drugs.
In time, Kaz came to the attention of the Japanese authorities. He was caught and quickly convicted for his crimes. Expecting to rot away in jail, Kazuma was quite surprised one day into his sentence when a well-dressed man opened his cell door, sat down next to Kaz, and pitched an offer that Kaz could not refuse. The man, Shinya Matsutake, offered to get Kazuma out of jail and into the world of espionage. If Kaz agreed he would be set free (though constantly monitored) and would work for a deep cover organization with interests across East Asia. Kaz would act as an “acquisitions officer” – getting the equipment and information vital to the organization without using legitimate sources.
Kaz was all to happy to agree. He is now once again operating a gang, smuggling, and generally doing all the things he was before his arrest, only now he has some very powerful friends in high places. Kaz also now has a significant obligation to the agency – one that he cannot ignore.

LOW-LEVEL VERSION
Department: Organized Crime (Yakuza)
Class: Pointman
Level: 4
Strength: 15 Intelligence: 10
Dexterity: 15 Wisdom: 12
Constitution: 14 Charisma: 16

Vitality: 36 Wounds: 14

Defense: 13 (+1 armor, +2 Dex)
Initiative Bonus: +6 (+2 class, +2 Dex, +2 department)
Speed: 30 ft.

Fort: +4 Ref: +4 Will: +5

Skills: Appraise +3, Bluff +7, Cultures +4, Diplomacy +5, Driver +5, Gather Information +6, Innuendo +4, Intimidate +9/+10, Knowledge (Underworld) +4, Move Silently +6, Sense Motive +5, Spot +3

Feats: Clockwork Tactics, Hard Core, Undermine

Special: +2 department bonus when arranging and cutting street deals (see Fixer/Pointman Class Guide, page 72), generous, versatility (Appraise, Cultures, Gather Information, Innuendo, Intimidate, Move Silently, Spot), assistance (1/2 time), lead 1/session, tactics 1/session

Attacks: Glock 17 9mm P +5 (1d10+1, error 1, threat 20, range 25 ft., qualities AA, CP) or Knife +5 (1d4+2, error 1, threat 20, range 5 ft.)

Gear: Glock 17 9mm P, 100 rounds, concealed holster mark II, trendy clothes, sunglasses, cell phone, PDA, leatherman, appraisal kit, police scanner, tuxedo liner, knife, 2 BP remaining

MID-LEVEL VERSION
Department: Organized Crime (Yakuza)
Class: Pointman/Goodfella
Level: 5/4
Strength: 15 Intelligence: 10
Dexterity: 16 Wisdom: 12
Constitution: 14 Charisma: 16

Vitality: 76 Wounds: 14

Defense: 17 (+4 class, +3 Dex)
Initiative Bonus: +10 (+4 class, +3 Dex, +3 department)
Speed: 30 ft.

Fort: +7 Ref: +7 Will: +9

Skills: Appraise +4, Bluff +13*, Cultures +5, Diplomacy +11, Driver +5, Gather Information +14*, Innuendo +5, Intimidate +19*, Knowledge (Underworld) +5, Move Silently +6, Sense Motive +9, Spot +8
* threat range 19-20

Feats: Clockwork Tactics, Hard Core, Persuasive, Stone Cold, Undermine

Special: +3 department bonus when arranging and cutting street deals (see Fixer/Pointman Class Guide, page 72), generous, versatility (Appraise, Cultures, Gather Information, Innuendo, Intimidate, Move Silently, Spot), assistance (1/2 time), lead 2/session, tactics 1/session, omerta, strongarm, this thing of ours +4, sneak attack +1d6, family ties 1/session, made man

Attacks: Glock 17 9mm P +11 (1d10+1, error 1, threat 20, range 25 ft., qualities AA, CP) or Knife +8 (1d4+2, error 1, threat 20, range 5 ft.)

Gear: Glock 17 9mm P with custom grip, red-dot laser sight, 100 rounds, concealed holster mark II, trendy clothes, sunglasses, cell phone, PDA, leatherman, appraisal kit, police scanner, 34 BP remaining

HIGH-LEVEL VERSION
Department: Organized Crime (Yakuza)
Class: Pointman/Goodfella
Level: 5/9
Strength: 16 Intelligence: 10
Dexterity: 16 Wisdom: 12
Constitution: 14 Charisma: 16

Vitality: 76 Wounds: 14

Defense: 20 (+3 class, +3 Dex)
Initiative Bonus: +14 (+7 class, +3 Dex, +4 department)
Speed: 30 ft.

Fort: +9 Ref: +9 Will: +11

Skills: Appraise +4, Bluff +19*, Cultures +5, Diplomacy +17, Driver +5, Gather Information +21*, Innuendo +5, Intimidate +26*, Knowledge (Underworld) +5, Move Silently +6, Sense Motive +14, Spot +13
* threat range 18-20

Feats: Advanced Skill Mastery (Persuasive), Charmer, Clockwork Tactics, Hard Core, Mark, Persuasive, Stone Cold, Undermine

Special: +4 department bonus when arranging and cutting street deals (see Fixer/Pointman Class Guide, page 72), generous, versatility (Appraise, Cultures, Gather Information, Innuendo, Intimidate, Move Silently, Spot), assistance (1/2 time), lead 2/session, tactics 1/session, omerta, strongarm, this thing of ours +8, sneak attack +2d6, family ties 2/session, made man, enforcer, executioner

Attacks: Glock 17 9mm P +14 (1d10+1, error 1, threat 20, range 25 ft., qualities AA, CP) or Knife +12 (1d4+3, error 1, threat 20, range 5 ft.)

Gear: Glock 17 9mm P with custom grip, red-dot laser sight, 100 rounds, concealed holster mark II, trendy clothes, sunglasses, cell phone, PDA, leatherman, appraisal kit, police scanner, 49 BP remaining

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Fixer/Pointman Class Guide)

Domingo, Kachez

by G Littlejohn and Dave McAlister

Codename: None
Aliases: None
Nationality: Japanese
Gender: Male Handedness: Right
Height: 5 ft. 8 in. Weight: 165 lbs.
Eyes: Brown Hair: Black
Place of Birth: Tokyo, Japan
Date of Birth: 1974.01.08
Distinguishing Characteristics: None.

BACKGROUND
Kachez Domingo was born to a Portugal sailor and a Japanese agent of the Public Security Intelligence Agency. They met when a terrorist group tried to poison a freshwater supply for Tokyo in 1972. Kachez was born in 1974 and spent the first 10 years of his life with his father learning about the sea. It was during this time that he learned how to sail any surface water craft there was. Just before his 11th birthday Kachez and his father were involved in an accident at sea and his father was killed. He then went to live with his mother’s relatives in Japan. His mother played a small role in his life but he learned to love Japan as well as Portugal. Kachez has followed in his mother’s footsteps and works for the PSIA, but was recently nominated for the new United Nations Intelligence Team.

LOW-LEVEL VERSION
Department: Racer
Class: Wheelman
Level: 4
Strength: 10 Intelligence: 16
Dexterity: 19 Wisdom: 12
Constitution: 12 Charisma: 12

Vitality: 37 Wounds: 12

Defense: 16 (+2 class, +4 Dex)
Initiative Bonus: +6 (+2 class, +4 Dex)
Speed: 30 ft.

Fort: +2 Ref: +8 Will: +2

Skills: Balance +11, Boating +13*, Craft (Machining) +10, Driver +13*, Intimidate +7/+8, Jump +7, Mechanics +10, Pilot +13*, Swim +7
* threat range 19-20

Feats: Firm Hand, Oversteer, Speed Demon, Wave Runner

Special: +2 department bonus to all maneuver and crash checks, +2/-2 to hit location roll when vehicle critical hit scored, custome ride (5 GP), daredevil, lucky, kick start 1/session, familiarity +1

Attacks: Daewoo DP 45 +8 (1d12, error 1-2, threat 19-20, range 25 ft., qualities TD)

Gear: Daewoo DP 45, 50 rounds, Mechanics bundle (wheeled metal tool box, 2 set coveralls (average clothes), universal power supply, mechanics kit with superior tools, craftsman (machining) kit, 2 large canvass tarps, 2 extension cords (100 ft. each), leatherman, flashlight, tire iron, 4 padlocks with keys, 3 equipment manuals), trendy clothes, sunglasses, cell phone, PDA

MID-LEVEL VERSION
Department: Racer
Class: Wheelman/Mariner
Level: 5/4
Strength: 10 Intelligence: 16
Dexterity: 20 Wisdom: 12
Constitution: 12 Charisma: 12

Vitality: 77 Wounds: 12

Defense: 20 (+5 class, +5 Dex)
Initiative Bonus: +11 (+6 class, +5 Dex)
Speed: 30 ft.

Fort: +4 Ref: +11 Will: +3

Skills: Balance +20**, Boating +22***, Craft (Machining) +11, Driver +19*, Intimidate +12/+13, Jump +12, Mechanics +15, Pilot +15*, Swim +10, Use Rope +11**
* threat range 19-20
** threat range 18-20
*** threat range 17-20

Feats: Baby It, Demolition Derby, Firm Hand, “Hold Together Baby!”, Oversteer, Speed Demon, Wave Runner

Special: +3 department bonus to all maneuver and crash checks, +3/-3 to hit location roll when vehicle critical hit scored, custome ride (6 GP), daredevil, lucky, kick start 1/session, familiarity +1, sea legs (advanced), weather eye, full ahead +10%, water wings, slick moves 1/session

Attacks: Daewoo DP 45 +12 (1d12, error 1-2, threat 19-20, range 25 ft., qualities TD)

Gear: Daewoo DP 45, 50 rounds, Mechanics bundle (wheeled metal tool box, 2 set coveralls (average clothes), universal power supply, mechanics kit with superior tools, craftsman (machining) kit, 2 large canvass tarps, 2 extension cords (100 ft. each), leatherman, flashlight, tire iron, 4 padlocks with keys, 3 equipment manuals), trendy clothes, sunglasses, cell phone, PDA, SCUBA suit, dive computer, diving light

HIGH-LEVEL VERSION
Department: Racer
Class: Wheelman/Mariner
Level: 5/9
Strength: 10 Intelligence: 16
Dexterity: 21 Wisdom: 12
Constitution: 12 Charisma: 12

Vitality: 117 Wounds: 12

Defense: 22 (+7 class, +5 Dex)
Initiative Bonus: +15 (+10 class, +5 Dex)
Speed: 30 ft.

Fort: +6 Ref: +13 Will: +5

Skills: Balance +26**, Boating +28***, Craft (Machining) +11, Driver +24*, Intimidate +17/+18, Jump +17, Mechanics +20, Pilot +15*, Swim +13, Use Rope +13**
* threat range 19-20
** threat range 17-20
*** threat range 16-20

Feats: Baby It, Defensive Driving, Demolition Derby, Firm Hand, “Hold Together Baby!”, Jackrabbit Start, Offensive Driving, Oversteer, Relentless Pursuit, Speed Demon, Wave Runner

Special: +4 department bonus to all maneuver and crash checks, +4/-4 to hit location roll when vehicle critical hit scored, custome ride (6 GP), daredevil, lucky, kick start 1/session, familiarity +1, sea legs (advanced, grand), weather eye, full ahead +20%, water wings, slick moves 2/session, gunnery

Attacks: Daewoo DP 45 +15 (1d12, error 1-2, threat 19-20, range 25 ft., qualities TD)

Gear: Daewoo DP 45, 50 rounds, Mechanics bundle (wheeled metal tool box, 2 set coveralls (average clothes), universal power supply, mechanics kit with superior tools, craftsman (machining) kit, 2 large canvass tarps, 2 extension cords (100 ft. each), leatherman, flashlight, tire iron, 4 padlocks with keys, 3 equipment manuals), trendy clothes, sunglasses, cell phone, PDA, SCUBA suit, dive computer, diving light, underwater standard camera with 3 rolls commercial grade film, fins, waterproof bag

(References: Spycraft Espionage Handbook, Modern Arms Guide, Modern Arms Guide, Chapter 9: Other Gear, Soldier/Wheelman Class Guide)

Speroni, Juan

by Dave McAlister

Codename: None
Aliases: None.
Nationality: Argentinian
Gender: Male Handedness: Right
Height: 5 ft. 4 in. Weight: 165 lbs.
Eyes: Brown Hair: Black
Place of Birth: Argentina (exact location unknown).
Date of Birth: Unknown, roughly 19 years old.
Distinguishing Characteristics: None.

BACKGROUND
Juan can’t remember much about his family. What he can remember is that they sold him to a rich family for use as a servant when he was about 7 years old. Treated badly by his new “family” Juan ran away as soon as he could and began a life on the streets. Travelling from one town or city to another, Juan soon fell in with a street gang. So began his education, an education that only taught one subject – survival. Learning to “handle” himself, Juan soon became one of the strongest fighters in the gang and, as is the case in most situations like this, the strongest became leaders. At around 14 years old, Juan became the leader of his gang.

Juan, and his gang, operate as free agents in Argentina, but have been used on a few occasions by intelligence agencies due to their local knowledge and ability to blend in.

LOW-LEVEL VERSION
Department: Organized Crime (Street Gangs)
Class: Martial Artist
Level: 4
Strength: 16 Intelligence: 13
Dexterity: 15 Wisdom: 10
Constitution: 17 Charisma: 10

Vitality: 40 Wounds: 17

Defense: 15 (+3 class, +2 Dex)
Initiative Bonus: +4 (+2 class, +2 Dex)
Speed: 30 ft.

Fort: +5 Ref: +4 Will: +2

Skills: Balance +6, Hide +6, Intimidate +7, Jump +7, Sense Motive +4, Spot +4, Tumble +6

Feats: Expertise, Martial Arts, Mobility, Quick Healer.

Special: +2 department bonus when arranging and cutting street deals (see Fixer/Pointman Class Guide, page 72), unyielding, life of discipline (body), ploy (still standing).

Attacks: Unarmed +7 BAB (1d6+4)

Gear: Average clothing, sunglasses, cell phone (42 BP remaining).

MID-LEVEL VERSION
Department: Organized Crime (Street Gangs)
Class: Martial Artist/Street Fighter
Level: 8/1
Strength: 16 Intelligence: 13
Dexterity: 15 Wisdom: 10
Constitution: 18 Charisma: 10

Vitality: 88 Wounds: 18

Defense: 19 (+7 class, +2 Dex)
Initiative Bonus: +8 (+6 class, +2 Dex)
Speed: 30 ft.

Fort: +10 Ref: +7 Will: +4

Skills: Balance +11, Bluff +1, Hide +10, Intimidate +12, Jump +12, Sense Motive +9, Spot +8, Tumble +11

Feats: Expertise, Kicking Basics, Kicking Mastery, Martial Arts, Mobility, Punching Basics, Punching Mastery, Quick Healer, Sidestep.

Special: +3 department bonus when arranging and cutting street deals (see Fixer/Pointman Class Guide, page 72), unyielding, life of discipline (body), ploy (still standing), wuxia +5, master’s touch, ferocious.

Attacks: Unarmed +12 (1d6+5)

Gear: Average clothing, sunglasses, cell phone (47 BP remaining).

HIGH-LEVEL VERSION
Department: Organized Crime (Street Gangs)
Class: Martial Artist/Street Fighter
Level: 8/6
Strength: 16 Intelligence: 13
Dexterity: 16 Wisdom: 10
Constitution: 19 Charisma: 10

Vitality: 143 Wounds: 19

Defense: 23 (+10 class, +3 Dex)
Initiative Bonus: +12 (+9 class, +3 Dex)
Speed: 30 ft.

Fort: +13 Ref: +10 Will: +6

Skills: Balance +17, Bluff +6, Hide +11, Intimidate +17, Jump +17, Sense Motive +11, Spot +11, Tumble +17

Feats: Blocking Basics, Blocking Mastery, Expertise, Kicking Basics, Kicking Mastery, Martial Arts, Mobility, Punching Basics, Punching Mastery, Quick Healer, Sidestep.

Special: +4 department bonus when arranging and cutting street deals (see Fixer/Pointman Class Guide, page 72), unyielding, life of discipline (body), ploy (still standing, improved disarm), wuxia +5, master’s touch, ferocious, hurricane (swift strike), shrug it off, conditioning, cheap shot.

Attacks: Unarmed +17 BAB (1d6+6)

Gear: Average clothing, sunglasses, cell phone (57 BP remaining).

(References: Spycraft Espionage Handbook, Shadowforce Archer Worldbook, Modern Arms Guide, Pan-Asian Collective, Fixer/Pointman Class Guide)