Gunnery, New and Updated

Written by Jimmy Anderson and Chris Johnson

The following are the new (and hopefully) improved tables for determining PWV. As we play test these and fine tune them, we will once again post stats for each weapon. 9mm is the basis for PWV as it is most prevalent. Base PWV is 50 and is for a 9mm with a 4″ barrel. Barrel Length: round fractions of an inch to nearest inch. Each inch above 4″ adds +2 to PWV. Each inch under 4″ takes away 2. Guns have several specs. They include:

Range modifiers have been made more uniform. Simply subtract 1 per foot from shooter to target. Low Velocity ammo is available for all except magnums. It causes -10 PWV, 1/2 silencer value, and -2 Damage. Magnum (and magnum rated shells) cause -5 cumulative, +2 Damage, +5 Silencer. Low Velocity modifiers are in addition to the ones listed. Magnum modifiers have been included. The calibers available in commercially available handguns and their specs are included. Omissions will be added as well as new calibers as they become available.
PWV Self explanatory Damage Damage modifier Silencer Cumulative chance that your silencer will fail to silence effectively. The administrator secretly rolls to determine if silencer is still functioning properly. Each time a shot is made, roll d%. If the number (remember, it’s cumulative) or less is rolled, then the next shot would be louder than with a silencer though much quieter than without one. The player would be told *when that next* shot is made that the sound is going bad. The next time d% rolls lower or equal to the cumulative value, the silencer is gone and the next shot would be at full sound level. Cumulative The cumulative effect of shooting this weapon during consecutive phases. The following reloading speeds are assuming the ammo is easily accessible. For example: if character is crouched down and shells are in pants pocket, then 1 phase would be required just to get a handful of shells.

If a magazine in inserted and there is still a shell chambered, the gun is ready to shoot. If not, don’t forget to adjust the speed for the next phase. A phase may be spent at any time to just chamber a round.

Single Action Revolver
Unload Shell 1 Phase
Load Shell 1 Phase
Double Action Revolver
Unload Single Shell 1 Phase
Unload All 1 Phase
Load Single Shell 1 Phase
Load with Speed Loader 2 Phases
Magazine
Load/Unload Shell 1 Phase
Remove Magazine 1 Phase
Put Away Magazine 1 Phase
Insert Magazine 1 Phase
  PWV Damage Silencer Cumulative
BB +30 1/2 Normal -5
.17 Pellet +30 1/2 Normal -5
.22 Rimfire +20 -3 2 -6
.22 Rimfire Magnum +20 -1 7 -11
.25 ACP +15 -3 2 -8
.30 +12 -2 3 -10
.32 ACP +10 -2 3 -10
7.65mm +10 -2 3 -10
.32 Rimfire +10 -2 3 -10
.32 Rimfire Magnum +10 0 8 -10
.38 Special 0 -1 4 -12
.380 ACP 0 -1 4 -12
9mm Makarov 0 0 5 -14
9mm Para 0 0 5 -14
.38 Super 0 +2 10 -19
.357 SIG 0 +2 10 -19
.357 Magnum 0 +2 10 -19
.357 AMP 0 +2 10 -19
.40 S&W -10 +1 6 -19
10mm -10 +1 6 -19
.400 CorBon -10 +1 6 -19
.41 Magnum -15 +3 11 -20
.44 Special -15 +2 7 -17
.44 Russian -15 +2 7 -17
.44 Magnum -15 +4 12 -22
.44 AMP -15 +4 12 -22
.45 ACP -18 +2 8 -22
.45 Colt -18 +2 8 -22
.45 Long Colt -18 +2 8 -22
.45 Super -18 +4 13 -22
.45 Magnum -18 +4 13 -22
.454 Cassull -20 +5 15 -25
.475 Wildey Magnum -25 +5 17 -27
.50 AE -30 +4 15 -25
Single Action Revolver Uncocked -10
Cocked 0
Double Action Revolver Uncocked -5
Cocked 0
Double Action Only Revolver -5
Double Action Only Automatic -5
Unchambered -15
Unchambered with Slide Open -10
Single or Double Action Automatic Uncocked -5
Cocked 0
Unchamered -15
Unchambered with Slide Open -10
Single Action Only Automatic Uncocked -10
Cocked 0
Unchamered -15
Unchambered with Slide Open -10

PWV: Self explanatory
Damage: Damage modifier
Silencer: Cumulative chance that your silencer will fail to silence effectively. The administrator secretly rolls to determine if silencer is still functioning properly. Each time a shot is made, roll d%. If the number (remember, it’s cumulative) or less is rolled, then the next shot would be louder than with a silencer though much quieter than without one. The player would be told *when that next* shot is made that the sound is going bad. The next time d% rolls lower or equal to the cumulative value, the silencer is gone and the next shot would be at full sound level.
Cumulative: The cumulative effect of shooting this weapon during consecutive phases.

Mystics – A Shadowforce Archer Preview

Written by Scott Gearin (for Alderac Entertainment Group, Inc)

Copyright © 2002 by Alderac Entertainment Group, Inc.

Combined with the Spycraft Espionage Handbook or the Spycraft Lite supplement this preview introduces all the information necessary to create a 1st-level agent with mystical abilities. For the full details on mystic powers, invocations and ancient relics, and much, much more in the first official Spycraft setting check out the Shadowforce Archer worldbook, available from AEG in May 2002!

Echoes of the Ancients

Shadowforce Archer is not merely a world of cloak and dagger. It is a world of mystery laced with faith in the divine, with powers that guide us through the ages. Our history is a road map leading us to uncharted realms of understanding, where anything is possible. But it is also a shield, protecting us from the ravages of corruption, the pitfalls of villainy and vice. If we’re not careful, we may stumble…

Playing a Mystic Agent

The basis of all serious mystic study is the Mystic feat. This serves as an entry point into the unseen world. It in turn opens up other possibilities and leads to the next great discovery, the Initiate feat…

Mysticism is not inherently a class-based pursuit. At present, no base classes offer additional mystic feats, so those who wish to become a mystic do so using their level-based feat choices. While mystically oriented prestige classes (and threats) will appear in forthcoming supplements, particularly the Guardians of the Whispering Knife and Hand of Glory sourcebooks, it is possible for a dedicated student to achieve great power solely by using his level-based feats for choices from the mystic feat tree.

Mystic Feats

Discipline of the Body

You have extraordinary control over your body as the result of exotic eastern training.
Prerequisites: Str 13+, Con 13+.
Benefit: You may add your Strength modifier to your initiative rolls. Further, you may spend an action die to use one of the following abilities.
Endure: You gain 5 points of damage reduction against heat and cold damage for 1 minute.
Hold Breath: You may go without breathing for a number of minutes equal to your Constitution modifier while performing actions, or for a number of hours equal to your Constitution modifier while remaining still.
Withstand: The action die spent to activate this ability is rolled twice, and the sum added to a Fortitude save you are making (e.g. if you would normally roll 1d4, you roll 2d4 instead).

Mystic

The forces of the unseen world have peculiar resonance for you.
Benefit: Your action dice are considered one die type larger than you normally receive for your agent level (e.g. d4s become d6s, d8s become d10s). Further, you count as 2 bonded followers when participating in any mystic event (including one you are performing).

Sixth Sense

Sometimes you have glimpses into the unseen world, visions of past lives and unquiet spirits. Guardians of the Whispering Knife take a particular interest in those with the Sixth Sense ability, and often track them down and “collect” them for special training. This is one of the rare instances where outsiders are welcomed into the Guardians without question – those who can sense the dead are simply too important to let go, regardless of their background and disposition.
Prerequisites: Wisdom 13+.
Benefit: You see dead people. Whenever you are near the site of a person’s death, there is a chance that you experience an “echo” of their soul. Such an echo cannot speak to you or interact in any way, but may replay the events of its demise or pantomime events it has left unfinished.
To witness a death-echo, you must deliberately open yourself to the spirit world, taking a full round and making a Will save against a DC based on the following conditions about the spirit.

Conditions DC*
Died today 8
Died in the last three days 10
Died more than three days ago 12
Died more than a year ago 16
Died more than a century ago 20
Died more than a millennia ago 24
Died peacefully +0
Died violently -2
Has “unfinished business” -5
Knows it was murdered -5

*If the DC is reduced to 0 or less, you automatically succeed.

With a successful save, you gain a vision as described above. Otherwise, you are shaken and disturbed by the forces you allowed into yourself and suffer a -1 to all skill checks and attack rolls for a number of hours equal to the Will save DC.