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A Living Spycraft Mission for Level 4 Agents A Living Spycraft Mission for Level 4 Agents

Fashion Victim Fashion Victim


by Christophe Mouchel by Christophe Mouchel

his is a standard RPGA Network tournament

T for a team of three to six 4th-level agents


(though the serial’s challenges and XP rewards
are tiered so that the serial can be played by up to six
agents of levels 9, 14, or 19 as well). See the Living
Spycraft website, or the most recent Living Spycraft
Master Rules Document, for which agents may play at
each of these target average agent levels. Set aside
a four-hour time block for this event. Instruct the
players to leave the character sheets face down until
you have read the introduction.
The actual playing time should be about three
hours. Make sure to let the players use the last 20
to 30 minutes of the event time block to briefly
describe their characters for each other, and to vote
on each others’ performances during the mission.
Use the standard RPGA Network voting procedures.
Make sure you have finished voting before you collect
the players’ voting sheets, so you won’t be influenced
by their votes and comments.
A note about the text in this module — some of
it is written so that you may present it to the players,
while other text is for your eyes only. Text for the
players is presented in shaded boxes throughout the
serial. It’s strongly recommended that you paraphrase
the player text, instead of reading it aloud; some
of the text is general and must be adapted to the
specific situation or to the actions of the agents.

L I V I N G L I V I N G
TM TM

Requires the use of the Spycraft™ Espionage Handbook, Requires the use of the Spycraft™ Espionage Handbook,
published by Alderac Entertainment Group, Inc., and the published by Alderac Entertainment Group, Inc.,
Dungeons & Dragons® Player’s Handbook, and the Dungeons & Dragons® Player’s Handbook,
Third Edition, published by Wizards of the Coast.® Third Edition, published by Wizards of the Coast.®

1800-14
© 2004 Alderac Entertainment Group, Inc. All rights reserved.
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How to Use This Product GC Introduction


Abbreviations Two years ago, the Agency assigned an undercover agent,
This adventure uses standard Spycraft NPC abbreviations, Eric Sienski, to infiltrate a ring of Russian arms dealers. When
as follows: Sienski repeatedly failed to make contact with his handler,
Atk Attack Control assumed he was dead or worse, turned. In fact,
Def Defense Sienski was still active, but tight security protocols and the
Fort Fortitude remote location of the ring’s headquarters in heartland
Init Initiative Russia made communication needlessly risky.
Ref Reflex Now, Sienski has decided to blow his cover and flee with
Spd Speed information that the ringleader, Aleksei Kamenev, is in con-
SV Save tact with a French research lab that’s accidentally
v/wp vitality/wound points discovered a new type of nerve gas. Looking for a quick
Will Willpower cash-out, the lab’s head scientist, André Gauthier, has placed
Ability scores are abbreviated as normal (see the Spycraft rules). the accidental discovery on the black market. Kamenev has
placed the highest bid, but before the deal is sealed, the ring-
To prepare to run this serial, you should read it completely at leader has requested a full-scale demonstration of the gas’s
least once. You may wish to print extra copies of the fashion show effectiveness — at Paris’ Fashion Week, where the world’s
hall and the Aurora Vale yacht maps for ease of use as well. most famous designers present their new collections to the
upper crust of high society.
The demonstration is scheduled to happen during
Spycraft the Thierry St. Martin’s exhibition on Wednesday (poetic
This module requires the use of the DUNGEONS & DRAGONS® justice care of Kamenev’s former communist education).
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of The exhibition’s new perfume, Voracious, will be distributed
the Coast,® and the Spycraft™ Espionage Handbook, published by in small, exclusive spray cans. Five of these cans will contain
Alderac Entertainment Group, Inc. You won’t be able to run this the nerve gas instead — more than enough to wipe out the
adventure without it. entire audience.
Spycraft, Shadowforce Archer and all related marks are ™ and When Sienski learned of this, he knew that the only
© 2004 Alderac Entertainment Group, Inc. All rights reserved. way he could stave off disaster would be to get word to his
superiors at the Agency. As yet, the Agency is unaware of the
terrible news Sienski carries, and has dispatched the agents
the Fashion Victim to make contact with Sienski, debrief him, and make sure he
Author: Christophe Mouchel hasn’t been turned. Once the team learns of the plot
Art Director: jim pinto to unleash the nerve gas, however, the mission becomes
Brand Manager: Patrick Kapera a desperate rescue operation to save the lives of hundreds,
Editor: Patrick Kapera and potentially millions more.
Creative Director: Mark Jelfo
Graphic Design: Nate Barnes Serial Synopsis
Cover Illustration: Paul Way Fashion Victim follows the standard Living Spycraft serial
(color by Nate Barnes) format, and is divided into an introduction and three scenes.
Cartography: Cris Dornaus Mission Briefing and Gearing Up: The agents learn that
an undercover Agency operative, Eric Sienski — assumed lost
for two years — has unexpectedly resurfaced in Paris,
requesting immediate assistance. The Agency is understand-
ably skeptical about Sienski’s loyalties, and suspects that the
meet might be a trap. The agents are instructed to contact the
wayward operative, debrief him, and if he’s found to be loyal,
respond to the information he’s broken cover to deliver.
Scene 1: First Contact. The team must come up with a plan
to contact Sienski without arising suspicion — and protect
themselves in case he tries to set them up. Sienski only
knows that Kamenev asked for a live demonstration of the
gas and that he intends to meet Gauthier at Fashion Week to
negotiate the price. Once the agents determine for sure that
Sienski’s request for aid is legitimate, and learn the details
that drove him out of hiding, the mission shifts to finding out
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where and how the demonstration will take place. Control answers questions to the best of his knowledge,
Meanwhile, Kamenev and his clique pick up Gauthier and but stresses the fact that the mission parameters are extreme-
leave for the Russian’s Yacht in St. Tropez to wait for the ly hazy at this point. He asks the agents to remain in close
demonstration’s results and close the deal. contact with him throughout the operation.
Scene 2: Show Time. Here the agents must locate the gas
at Fashion Week and prevent it from being released.
Ultimately, the trail leads to the Carousel du Louvre, site of
Gearing Up
the Thierry St Martin’s exhibition. Access to the show is This mission is Code: Red.
restricted, and the team must find a way to sneak in and find
The GC should allow the agents no more than 20–30 min-
the cans before they’re handed out.
utes to choose gear and plan how to approach the mission.
Scene 3: Storming the Riviera. Finally, the agents must
Expecting the mission to take unsuspected turns, the home
track down and deal with both Gauthier and Kamenev, who
office has authorized additional resources. Once the agents
are withdrawing after learning of the failed demonstration.
learn what’s going on, and subsequent action has been
The team must storm the yacht and lay their hands on both
plotted and approved, the team may re-allocate up to 1/2 its
the villains and the formula.
spent mission budget and gadget points (rounded up).
Any custom rides await the team outside the safe house,
Mission Briefing as do any other vehicles requisitioned during the Gearing Up
phase. Remaining gear is delivered to the safe house within
Read the following aloud to begin this serial.
1 hour after the initial mission briefing.

You receive an emergency call requesting your immediate Bundles


presence at one of the Agency’s nearby safe houses. Upon The following bundle(s) are available to agents during the
your arrival, you find Control seated in the living room, dis- Gearing Up phase of this serial only. They may not be
turbed, nervously playing with his pen in front of an open chosen at any other time during this serial, or during any
archive box. The box is covered with dust and bears the label, other serial, unless expressly stated otherwise by the Living
“Eric Sienski — Missing.” Spycraft Master Rules Document or the serial in question.
“Please,” Control begins, “be seated. This morning, the home This bundle is expressly useful for the mission as presented
office received an intriguing email from one of our deep cover during this serial’s briefing (not particularly later scenes),
operatives, Eric Sienski. The problem is… we thought he was and the GC should make this clear during this phase.
dead. He hasn’t reported to us in over 3 years, and our trail
to him has gone stone cold.
False Front Bundle (25 BP)
Designer luggage (to carry and store bundle), 2 sets of
“The message contained an out-of-date threat signal request- trendy clothes, 1 cover identity (power rating +3).
ing urgent assistance and exfiltration, and ended with
R412/Hotel Plaza Athénée/Paris/0900 GMT/D+2. Recommended Gadgets
“Sienski’s last assignment was a long-term infiltration of an If time is short or the GC wishes to get straight to
arms smuggling ring in Kiev, a group headed up by Aleksei the action, it’s encouraged that he assign gadgets from the
Kamenev, a ruthless ex-KGB agent with shady connections. following list, or allow the agents to normally requisition
The home office has targeted Kamenev several times since we gadgets from these options.
lost Sienski, with no luck. He’s got a fortune to burn — and • Standard armored attaché case (1 GP), possibly with counter-surveillance
very little compunction about how he uses it. option (+1 GP) or surveillance option (+1 GP).
“This morning’s email is forcing our hand. We have to make • External bug detector (1 GP).
a move quickly whether we’re going in to save Sienski or stop
him. Your team is to meet with Sienski and investigate fur- • DNA analyzer (3 GP).
ther. Be cautious. This could a trap, and we can’t afford to • Hypnotic lenses (2 GP per pair).
lose any more agents to Kamenev. If it’s not a trap, we need
to know what’s finally brought Sienski out of hiding, and deal • Tracking device business cards (1 GP each).
with it accordingly. • Bugs with non-sinusoidal transmission (1 GP per bug).
“Oh, and discretion is key here. As you may know, this is • Bullet tracers (1 GP per package).
Fashion Week, and hundreds of the world’s biggest names are
converging on Paris as we speak. We can’t afford any corpses • Echo tracers (1 GP per package).
— especially high-profile ones.
“That should about do it, team. Dismissed.”
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learned about much of the ring’s criminal actions, but none


Scene 1: First Contact as potentially explosive as the last — the Fashion Week
nerve gas transaction.
Agent Description Sienski gives the agents the name of the French researcher
who discovered the gas, André Gauthier, and explains how
Read the following when the agents enter this scene.
Kamenev demanded a live demonstration — here, in Paris,
at Fashion Week. The problem is… Sienski hasn’t yet pinned
You land at Le Bourget airport early the following morning. down where and when the demonstration will happen.
After a largely uneventful drive to the Plaza Athénée hotel in He hopes that his knowledge of Kamenev’s organization,
the Paris city center — interrupted only by heavy traffic coupled with the Agency’s resources (including the agents’
caused by an underground employee strike — you’re left to go help), he can find the gas before it’s released.
over your plan one last time before your meeting with Sienski. So far, all Sienski knows for sure is that Kamenev is plan-
ning to meet Gauthier at Suite 1500 of the Plaza Athénée
GC Description later this evening, after which he’ll retire with Gauthier to
Kamenev’s yacht and head to St. Tropez. “Kamenev still
The Plaza Athénée hotel is one of the most luxurious in
trusts me, you see, and I think I can be more help on the
Paris, bathed in flowers and warm shades of red, gold,
inside at this stage…”
and bronze. Its classical French design perfectly complements
Sienski insists upon remaining with Kamenev until
the lively events of Fashion Week, and the recent renovations
St. Tropez, partly to keep tabs on the smuggler but mostly
and high-class services attract the finest of the super-rich
to keep from tipping the Agency’s hand too soon. “I can keep
from around the globe. As the agents enter the lobby,
him distracted, at least a little,” he says, “while you search
they find the hotel a hotbed of activity — mainly designers,
for the gas.”
models, and wealthy visitors to Fashion Week.
The second part of this scene consists of gaining know-
The team must come up with a plan to contact Sienski
ledge of Gauthier’s plan, which is discussed in Suite 1500 at
safely, in case the meeting is actually a trap. One likely
shortly after 1:00pm. The two most likely ways to accomplish
option might involve the team posing as room service, which
this are to arrange for Sienski to wear a wire, or to somehow
would grant them largely unfettered access to the hotel’s
manage to bug Kamenev’s room. The hotel’s door and
guestrooms. Another option could find the agents taking
window locks require a successful Open Lock check (DC
on the roles of Fashion Week dignitaries, using their faux
15/20/25/30) to bypass, and the security cameras observing
prestige to force their way into places they wouldn’t other-
its hallways require a successful Electronics (DC 15/20/25/30)
wise be able to access. Alternately, they could just show up
to disable. From 11:30am to 1pm, Kamenev and Gauthier are
at the room Sienski’s rented under a false name, and take it
found at the hotel’s five-star restaurant having lunch. They
from there.
do not discuss their plans in this public venue, but while
At 9:00 GMT (10am local time), the agents find Sienski
they’re away, the agents can sneak into Kamenev’s room and
waiting pensively in his room. He’s grown a beard and much
set up any surveillance gear or gadgets. Of course, they’ll
of the life has gone from his weary eyes, but the agents
have to deal with Kamenev’s bodyguard, Youri Denisov,
recognize him from the case file nonetheless. He’s tense,
when Kamenev sends him up to grab his forgotten wallet
knowing that the agents have no reason to trust him yet,
(see Threats, page 7).
but somehow manages to lay it all out to them. He obliges
If the agents search Kamenev’s room, they find nothing to
any loyalty test the agents present (though he refuses
contradict what Sienski has told them. Kamenev does appear
to endanger civilians or otherwise violate standard Agency
to live in Russia and own a boat currently stationed at
protocols), and voluntarily fails all skill checks made to
a nearby marina. Kamenev and Gauthier seem to be staying
oppose the agents’ Sense Motive skills. Failing all else,
in the same multi-room suite, and no luggage is present for
Sienski’s loyalty may be confirmed with a standard Sense
either of them (it’s actually on Kamenev’s yacht). Of course,
Motive skill check (DC 25/25/25/25).
the presence of Kamenev’s wallet — and his identification —
Sienski justifies his long silence by claiming that he’s
should tip the agents off that someone will return to the
been working his way up through the ranks of Kamenev’s
room shortly. It should also be obvious that if the agents
staff for the past two years. During this time, he unexpect-
want to learn about Kamenev’s plans for the gas, they
edly found himself transferred to a remote location in the
shouldn’t steal or disturb anything. In the case of planting
Ukraine through which some of Kamenev’s most outrageous
surveillance gear, the team must make a single Surveillance
acquisitions are funneled, and most of the smuggler’s
check opposed by Youri Denisov’s Search skill (as he sweeps
money is laundered. The site’s security was too tight for
the room upon Kamenev’s return).
Sienski to get away, or to get word out to his handler. On
If the agents plant a wire on Sienski, it goes unnoticed, as
the up side, Sienski’s managed to work his way into
Sienski is still one of Kamenev’s most trusted lieutenants.
Kamenev’s innermost circle, gaining a position as one of
Assuming Kamenev’s suite is bugged or Sienski is wired by
the smuggler’s chief lieutenants. In this position, Sienski’s
the time Kamenev and Gauthier return at 1pm, the agents
overhear the following conversation:
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Gauthier: “You can’t be serious.” If Kamenev is killed before the agents learn about the
demonstration, Gauthier will happily offer up details about
Kamenev: “I am all too serious, my good man. In three
the demonstration in exchange for his freedom. Whether this
hours, we’ll know for sure whether you’ve stumbled onto the
is the case or not, the agents should discover a small flier for
next generation of biological warfare, or merely another
Thierry St. Martin’s new fragrance, Voracious, tucked in
visionary breath of desire.”
Kamenev’s breast pocket. Written along its edge are the
Gauthier: (chuckling) “You’re mad, Aleksei. Completely characters, “VOR-87Che90104-009 ~ 013”. The GC should
insane.” strive to ensure that the agents discover this clue regardless,
as it is extremely helpful during Scene 2.
Kamenev: “Relax, André. No one will miss them — not
With a successful education check (DC 18/18/18/18),
even our unsuspecting hosts. Why, this will buy them more
the agents recognize this as the serial codes for five bottles
press than a thousand celebrity endorsements! Come along…
of perfume, typically stenciled on the bottom of each can.
It’s time we made for the marina. We have a pleasant evening
The first three letters are a code for the perfume name, while
ahead of us…”
“87” is a stock code meaning “promotional item,” “Che” is an
abbreviation for the factory of origin (in this case,
With a successful education check (DC 15/15/15/15),
“Chimique”). The remainder of the string translates as “cans
the agents recognize the words, “visionary breath of desire”
009 through 013 of batch 9 in January, 2004.
as the slogan for Thierry St. Martin’s new fragrance,
With a successful favor check (DC 10/10/10/10),
Voracious, which is scheduled to make its world debut at
the Agency can track these cans to the Thierry St. Martin
the company’s new product rollout — at 2pm today, in 30
exhibit at Fashion Week, which is scheduled to occur at 2pm
minutes. The company is also known for its well publicized,
today. Unfortunately, shutting the event down so close to the
exclusive contracts with celebrity spokespersons, many of
launch is beyond the Agency’s resources — the agents will
whom are will be on site at the rollout.
have to take the initiative from here.
Threats Development
While Kamenev is away from his suite during lunch,
Once the agents know about the demonstration, they must
his personal bodyguard, Youri Denisov, is not. Kamenev
act quickly — they have less than an hour to get to the exhi-
sends the former Russian Intelligence operative to grab his
bition, through severe traffic jams with no available mass
forgotten wallet at 12:30pm. He arrives at Suite 1500 at
transportation. Assuming they don’t linger long at the hotel,
12:40pm, grabs the wallet and returns to the restaurant.
or head for the marina, or take some other lengthy action,
Denisov doesn’t search the room until Kamenev returns 20
they arrive just in time to (try to) prevent the gas attack.
minutes later, leaving the agents just enough time to wrap up
and withdraw beforehand.
Should Denisov notice the agents, he attacks first and Scene 2: Show Time
asks questions later. If he subdues any of the agents,
he immediately rings Kamenev at the restaurant and informs Agent Description
him that the room has been compromised. Kamenev orders
Read the following when the agents enter this scene.
Denisov to “take care of them” and meet him back at the
yacht. Without checking out, Kamenev charges lunch to his
room and catches the first cab to the marina. Thereafter, the Soon, you find yourself in a desperate race through Paris
serial continues as scripted, though the yacht guards are far during one of the worst transportation crises in recent
more wary during Scene 3 (see page 15). memory, leaping over cars parked in mile-long traffic jams,
racing stolen boats past curious tourists along the River Seine,
Troubleshooting and plunging through shocked crowds on pilfered bicycles.
The agents should make every effort to keep a low profile Despite leaving behind a trail of police reports that your
until they know about Kamenev’s true intentions. If they Control will frown upon, you manage to arrive at the Carousel
decide, however, to storm Kamenev’s room or take equally du Louvre with only minutes to spare…
violent steps during this scene, the GC should shift
Kamenev’s guards into this scene, having them converge on GC Description
Suite 1500 from the hotel’s rooftop helipad. Youri Denisov
Security at the Carousel du Louvre is tight today.
does everything in his power to get Kamenev to the roof, and
The Thierry St. Martin event is extremely high profile,
from there to the marina, taking Gauthier and Sienski
attracting many wealthy and influential guests. Journalists
with him. Should the villains manage to escape, the serial
from all the major wire services are present, and possess
continues as scripted; otherwise, the GC should close the
some of the only security passes handed out for the gala.
serial with Scene 2 instead.
Even with a security pass, the catwalk is strictly off limits
to all but the models and their managers, dressers, make-
up people.
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The Carousel du Louvre may be entered through six The agents must make their way to the backstage area
different doors, each beside a control desk where invitations are where the cans are stored (see pages 13–14 for a map of the
checked and visitors are patted down for cameras, weapons, room). They have 10 minutes before the cans are handed out
and other unapproved items. Four security guards and one (see Events, page 11), and must contend with one of
greeter are present at each entrance at all times. Unless the Kamenev’s flunkies along the way (see Threats, below).
agents present a valid invitation, they must either come up with
a good reason for entering or find another way in, as follows. Map Key: Carousel du Louvre
Convincing the guards to let the team into the event is dif- A. Catwalk: The catwalk is situated 3 ft. above the ground.
ficult. No skill check may be made unless the agents present Each model is on stage for up to 30 seconds. The show’s
a reasonable excuse for their presence. The most direct 20 models are rotated out regularly, with roughly one-third
approach — telling the guards the truth (or warning of on the stage at any given time, working the crowd and
a potential terrorist attack, or something similar) — results collecting another credit for their resume.
in the guards pressing the agents for details. If the agents B. Press Section: Photographers, reporters, and television
mention that one or more perfume cans might be tainted, crews crowd this area, catching images for the early evening
two guards discreetly lead the team to the backstage storage edition.
area where the cans are stored — and where they’re set upon C. Guest Section: Buyers, investors, celebrities, and
by Kamenev’s insurance policy (see Threats, page 10). Any wealthy debutantes are seated here, providing applause and
other lie is weighed against the fact that the exhibition is adoration for the spring line.
being globally televised, and that hundreds of thousands of D. Control Desks: Four security guards and one greeter are
Euros have been spent to set it up. No skill check result below located at each of these stations. These NPCs can phone
20 is believed, and all skill check results are opposed by the another station with 2 half actions (1 to dial and 1 for an
guards’ Will saves. The guards gain a +6 circumstance bonus NPC at the other station to pick up). The perfume sample cans
with all Will saves made to resist the agents’ excuses. are handed out from these locations 11 minutes after the
The building’s rear door is kept open during the event, agents’ arrival (see Events, page 11).
but is guarded by one no-nonsense bouncer possessing the same Backstage: This area is bustling with activity throughout
statistics as the security guards. The rear door opens onto a clear the exhibition. Models dart between the dressing rooms and
alley, beyond which is a parking lot where the exhibitors’ buses the catwalk, dressers and make-up people touching them up
and cargo trucks are parked. If the agents wish to sneak in this one last time before their next appearance. Managers hover
way, they must both successfully distract and/or slip past the nearby, offering up encouragement, making deals on cell
bouncer, and dress to fit in with the backstage crowd in some phones, and performing similar tasks.
fashion. The GC should have each agent make Move Silently, The boxes containing the perfume samples are stacked
Bluff, and other checks as appropriate here. in the building’s back corner, opposite the rear exit. For the
Even if the agents do possess a valid invitation, they must first five minutes of the exhibition, the boxes are left alone,
each make a successful Bluff check against the security though any agent rifling through them must make
guards’ Sense Motive skills, unless they specifically mention a successful Bluff or Hide check, opposed by the managers’
that they’re taking measures to “freshen up” after their race Sense Motive or Spot skill bonuses of +4/+9/+14/+19,
across the city. Each agent is assumed to catch his breath and respectively. If the agents are noticed, they must make a suc-
dust himself off, and therefore gains a +4 circumstance cessful Bluff check against the same Sense Motive skill bonus
bonus with this check. to convince the managers that they should be there. The GC
Once the team makes it inside the building, read the should grant the agents circumstance bonuses or penalties
following: based on the excuses offered. For example, a +2 circumstance
bonus might be applied for a plausible excuse, like the team
Three hundred seats have been set up before a large catwalk being quality control agents for Thierry St. Martin, while
in the historic Carousel du Louvre, in two broad sections — one a –2 circumstance penalty might be applied for a questionable
for photographers and press, and one for guests. Spotlights excuse, like the team seeing one of the boxes leaking when
dwell on the backstage entrances from the rear dressing rooms, no leaks are visible.
but no one is looking there when you enter. The throng of Once the agents have access to the perfume samples,
glitterati mills about the main room, where a net of flashing finding the tainted cans requires a successful Search check
laser lights keeps time with the speedy tempo of techno music (DC 20/25/30/35).
spilling into the room from enormous corner speakers.
Threats
Moments later, the music swells and all the lights turn toward
Beyond the guards — who are unarmed and polite — the team
the catwalk as the first model struts out from behind the cur-
must deal with one primary threat during this scene: Anton
tain, a waif-thin girl you’ve seen on the cover of Vogue. The
Yegor, another of Kamenev’s lieutenants who has been
room explodes into a dazzling display of nearly overwhelm-
discharged to ensure the cans are handed out. Yegor has been
ing sights and sounds, accompanied by hundreds of flashes
led to believe that he’s been given the antidote to the nerve
from the photographer’s section. The show is on…
gas, while in reality he’s only received a placebo. Yegor is
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a brutally efficient man with no reservations about killing any agent fail this opposed Cultures check, he is recognized
anyone to accomplish his task (in fact, he rather enjoys his as either a “name” (if he possesses 3 or more style feats),
work — perhaps a little too much — which is why Kamenev or out of place (otherwise). In either case, the person spotting
chose to assign him to this suicide mission). If Yegor realizes the agent engages him in conversation and must be
that the agents are trying to foul up Kamenev’s plot, he distracted or dodged before the agent can continue his
moves to silence them with as much discretion as possible. covert actions.
Within the last minute before the gas is released, however, all
bets are off, and Yegor moves against the agents without
Troubleshooting
concern for notice. If the agents failed to obtain the serial codes during
Scene 1, they won’t be able to identify which cans contain
Events the nerve gas and will have to confiscate all of them.
This is no easy task, as the 300 cans are stored in 6 cases,
The GC should keep careful track of time consumed by
each 20 inches square and weighing 15 lbs. In this case,
the agents’ actions during this scene. The perfume cans are
the GC should make the agents aware of the number of
handed out ten minutes into the event, at the conclusion
volume of cans involved when they arrive (based on their
of the fashion show, as the new fragrance’s logo is revealed
understanding that one can will go to each attendee).
behind the central curtain on stage. The boxes containing
The players should be given a few extra minutes to plan
the perfume cans are located backstage until five minutes
accordingly.
after the agents’ arrival, when they are taken on rolling carts
Should the agents somehow launch a panic during this
to the six control desks throughout the main room. Five
scene, the attendees rush the exits, quickly overwhelming the
minutes after that, the runway clears for a model dressed
security guards and fleeing into the streets outside.
in a white bridal gown. Any agent making a successful
This makes finding the cans easier, but getting away with
education check (DC 10/10/10/10) knows that this is the last
them far more difficult, as the police arrive 1d6+2 minutes
offering of any proper fashion show — the curtain is about to
later and lock the site down, taking the agents into custody
fall. The workers manning the exits prepare to hand out the
and questioning them at length before the Agency can spring
perfume samples to the attendees as they leave the building…
them. By then, Kamenev will be aware that the demonstra-
If the agents have let the scene progress this far, they find
tion was botched (by watching the evening news), and storm-
themselves having to figure out what cart contains the taint-
ing his yacht will prove far more difficult (see page 15).
ed cans within the next 10 rounds (1 minute), before the first
Finally, should any agent become exposed to the nerve
attendee leaves the building. This most likely means splitting
gas, or be located within 10 ft. of anyone releasing the gas,
the party into six groups and rapidly scanning the cans
he must make a immediately successful Fortitude save
before they leave. Convincing the security guards to allow
(DC 20/20/20/20) or suffer 1d8 points of temporary Dexterity
the cans to be inspected at this critical moment in the show
damage. Then, 1d4 rounds later, he must make a second
requires a successful Diplomacy or Intimidate check (DC
successful Fortitude save (DC 20/20/20/20) or suffer 1d10
25/30/35/40), and skimming the can bottoms for the correct
points of temporary Dexterity damage. All NPCs exposed to
codes requires a successful Search check (DC 25/30/35/40). In
the gas are assumed to fail these saves and suffer maximum
both cases, there is no time for retries, and only 1 additional
damage (which in nearly all cases will reduce their Dexterity
agent may cooperate.
to 0 or less, killing them).
On a different note, one or more attendees may recognize
any high-profile agent during this scene. The GC should ask Development
every agent to make a Cultures check to blend into the crowd
Even if the team fails to intercept the cans, Kamenev
once per 5 minutes while inside the Carousel du Louvre,
is still in possession of the formula, and Sienski has to be
as described in the Fixer/Pointman Class Guide, page 39.
rescued. The agents must get to Kamenev’s yacht before the
If this book is unavailable, the agents’ Cultures checks are
deal is cut and Gauthier is dropped off. The Agency provides
simply opposed without modifier by the crowd’s Spot skill
transportation to the St. Tropez harbor at no GP cost (though
bonus of +4/+9/+14/+19. Any agent possessing 3 or more
the agents must reallocate GP if they wish to approach the
style feats suffers a –2 circumstance penalty with this skill
yacht with a vehicle).
check per style feat he possesses beyond the second. Should
13 14

FASHION SHOW HALL


0 5 10

Backstage
dressing room area
bathroom
curtain

D B B D

D c c D

Ladies’ Men’s
room Room
c

D D
15 16

Finally, the agents may approach by helicopter. In this case,


Scene 3: Storming the GC should consult the standard awareness rules to determine
the Riviera surprise and encounter distance (see the Spycraft Espionage
Handbook, page 263). The spotting distance is 6d6 × 40 ft. In
Agent Description this case, the heavies gain an additional +4 circumstance bonus
with Listen and Spot checks (i.e. they gain a +4 circumstance
Read the following when the agents enter this scene.
bonus if caught unawares or a +6 circumstance bonus if warned
of the agents’ involvement). If the agents’ awareness checks are
St. Tropez, former hot spot for the world’s elite, now a haven successful, they benefit from a standard 1 half action surprise
for tourists and culture junkies. Beyond modernized medieval round before standard combat begins.
village and the café-lined boardwalk rests one of the most Remember that the agents must requisition any vehicle
prestigious destination ports in all of Europe. Out there, just they use during this scene according to the standard vehicle
out of sight from the village, rests the Aurora Vale, Kamenev’s rules (though they may re-allocate up to 1/2 their spent GP
yacht. As the waning sun of early evening gives way to night, before entering this scene, as described under Gearing Up —
lights are clear within the yacht’s below-decks windows… see page 4).

GC Description Map Key: Aurora Vale


All doors on the Aurora Vale are made of light wood,
The agents can easily arrive at the Aurora Vale by dusk.
possessing a hardness of 3, 10 wound points, and a Break DC
En route, they may consult the St. Tropez port authority, who
of 13. Kamenev’s heavies are well aware of the doors’
inform them that the yacht has left port, headed for Ibiza,
shoddy construction and try to ambush the agents by firing
Spain, where Kamenev is known to have many contacts
on them through the wood.
(and suspected to have many more). If the agents are to catch
The yacht’s portholes are made of standard glass, possessing
the smuggler, Gauthier, and the gas before they all slip
a hardness of 1, 3 wound points, and a Break DC of 8. They are
through the Agency’s fingers, the time is now.
not large enough for even a Small-sized agent to slip through.
Finding the yacht is a simple proposition, and may
A. Lounge: This space is devoted to the passengers’ leisure,
be accomplished by 4:30 pm, but getting on board is anoth-
containing a bar, lunch room and salon. The bar’s wooden
er matter entirely. Four heavies armed with assault rifles
counter is made of solid construction (with a hardness of 5,
guard the deck, and another is located below decks. If the
90 wound points, and no Break DC), and provides total cover
agents tipped their hand during earlier Scenes, these guards
for an agent crouching behind it, or one-half cover for an
are wary of intruders, gaining a +2 circumstance bonus with
agent firing from behind it.
all Listen and Spot checks; otherwise, the agents have the
B. Kamenev’s Room: This roughly 20-ft. × 25-ft. room is
element of surprise on their side.
used as Kamenev’s bedroom and office. Delicate furniture
The stealthiest option is to anchor out of sight and swim
and decorations adorn the room. If Kamenev or Denisov
to the yacht. In this case, each agent must make a Swim
become aware of intruders, they bolt for this location first
check to approach the yacht unnoticed, opposed by the
(see Threats, page 17).
heavies’ Listen skills. Any agent who possesses 5 or more
A wall safe above the bed may be opened with a successful
ranks in Move Silently gains a +2 synergy bonus with this
Open Lock check (DC 25/30/35/40), and contains the nerve gas
Swim check, and any agent who possesses 10 or more ranks
formula on a handheld PDA, as well as $10,000,000 in cash,
in Move Silently gains a +4 synergy bonus with this Swim
stored in a locked briefcase.
check. The heavies’ Listen and Spot checks are made without
Finally, a Benelli M4 Super combat shotgun is mounted
additional modification (i.e. they gain no modifier if caught
on the wall opposite the bed here. Denisov grabs this weapon
unawares or a +2 circumstance bonus if warned of
as soon as he arrives, bracing it on the room’s desk and
the agents’ involvement). If the agents’ Swim checks are
aiming for the lounge door, then declaring ready actions
successful, they make it onto the yacht’s deck at a location
until someone steps through.
of their choosing and play continues from there.
C. Guest Room: This well-appointed bunk room is used by
Alternately, the agents may approach by boat. In this case,
Sienski during this voyage. Like Kamenev’s office, it is bare
the GC should consult the standard awareness rules to deter-
of additional items, given that neither man has been present
mine surprise and encounter distance (see the Spycraft
on the boat for more than a few hours in the last month.
Espionage Handbook, page 263). The spotting distance is
D. Galley: Boiling pans are hung from ceiling hooks and
6d6 × 20 ft. In this case, the heavies gain an additional
knives rest in easy-access wall sheaths throughout this room.
+2 circumstance bonus with Listen and Spot checks (i.e. they
Supper is on when the agents arrive, and the lone guard
gain a +2 circumstance bonus if caught unawares or a +4
caught sampling tonight’s meal lays in wait here until he can
circumstance bonus if warned of the agents’ involvement).
ambush the team, throwing boiling water at the first agent
If the agents’ awareness checks are successful, they benefit
through or by the door. This is considered a standard ranged
from a standard 1 half action surprise round before standard
attack, inflicting 2d4 normal damage with an error range
combat begins.
of 1–3 and a threat range of 18–20.
17 18

E. Crew’s Quarters: The yacht’s two-man crew is currently Upon reaching the helm, Kamenev uses a fire extinguisher
packed into the rearmost of these rooms, leaving the forward to shatter the room’s forward glass, then grabs one of the
bunks for Kamenev’s guards. The crew is grumpy about the inflatable rafts and tosses it out onto the water, pulling the
cramped quarters, but is paid well to remain silent about it. ripcord. The raft inflates over the next full round, after which
F. Helm: The yacht’s crew is located here when the agents Kamenev leaps out onto it and guns its engine, heading back
attack, and take cover beneath the ship’s main dashboard. to the St. Tropez harbor. If the agents make a successful Listen
The yacht’s controls possess a hardness of 4, 25 wound check (DC 15), they notice the glass breaking and may act
points, and a Break DC of 24. If reduced to 0 wound points accordingly (likely just firing on the raft as it inflates). Failing
or successfully broken, they are disabled. Also, 3 inflatable that, they may notice the raft’s engine firing up with
rafts and 12 life preservers are stored in a cabinet here. a successful Listen check (DC 15), and act accordingly (likely
G. Motor Room: The yacht’s engine possesses a hardness grabbing another raft and giving chase). These rafts statistics
of 10, 100 wound points, and no Break DC. If reduced to are found on Table 1: Powered Rafts (see below).
0 wound points, it is disabled.
Events
Threats
Unless the agents intervene, Kamenev, his lieutenants,
The sources of opposition during this scene are Kamenev’s
and Gauthier await news of the “terrorist attack” on the
heavies and lieutenants, and the smuggler himself. When
exhibition over the radio in the Aurora Vale’s lounge. Details
the agents arrive, one squad of 4 heavies is located on deck,
about this or the successful launch of Thierry
2 on the fore deck and 2 on the aft deck. A fifth heavy —
St. Martin’s new fragrance — as determined by the agents’
who is supposed to be with his fellow at the fore deck —
success during Scene 2 — is broadcast by 5pm, at which time
is located at the yacht’s galley (location #D). All named NPCs
the following events take place.
are located in the yacht’s lounge (location #A), but at the first
If the agents were successful during Scene 2, and
sign of intruders, Kamenev orders Sienski to the fore deck to
Voracious was launched successfully, Kamenev accuses
command the heavies, and heads with Denisov back to his
Gauthier of duping him and has the researcher killed and
quarters (location #B), where he grabs the formula and the
dumped over the side of the yacht. Then, in a fit of rage,
cash. Thereafter, he heads to the yacht’s helm (location #F),
Kamenev destroys the PDA containing the nerve gas formula
leaving Denisov behind to ambush the agents. Gauthier sticks
and orders the yacht out to sea, planning to return to his
with Denisov, figuring that it offers him the best chance
homeland headquarters.
of survival.
If the agents were unsuccessful during Scene 2, at least half of
Sienski arrives at the start of round 4 and helps the agents
the people at the exhibition are killed (over 200 people),
neutralize the heavies, then directs them below decks,
but Kamenev betrays Gauthier anyway, ordering his execution as
warning the team that Kamenev and Denisov have headed
noted in the previous option. Then, with the PDA containing the
to the smuggler’s quarters (location #F). Sienski doesn’t
formula safely stowed in his wall safe, Kamenev orders the yacht
realize that Kamenev plans to double back, and if the combat
out to sea, planning to return to his homeland headquarters.
on decks takes long enough, the team won’t notice
In either case, Sienski attempts to radio for help at the first
Kamenev’s maneuver.
available opportunity, allowing the agents to pursue and
assault the yacht at a later time.
Of course, if the agents do intervene, these events change
radically, as described under GC Description and Threats
(see pages 15 and 17, respectively).

Ta b l e 1 : P o w e r e d R a f t s
Gadget Bonus Qualities
Vehicle Name Points Size Occ. Hnd Speed MPH Def WP Hrd GP & Mods
Powered raft 2 Medium 1/1 –2 300 ft. 30/60 10 20 0 0 OPT (25%)
19 20

Aurora vale

0 5 10
Upper Deck
Railing Railing

a
B
Fore
aft DECK
DECK spiral stairs
bar

lower Deck spiral stairs


head

e e D c f
g

L I V I N G
21 22

Scene 2
Rewards
A. Prompting a panic: 0/0/0/0 XP per agent.
Keep track of the agents’ accomplishments throughout this
serial and reward them with the following XP at its end. B. Revealing to everyone (i.e. exhibition security and the public) that some-
In this serial, the GC should give out the first-tier reward thing is going on, but not revealing the truth about the situation:
if this serial if played at 4th-level, the second-tier reward 25/75/100/125 XP per agent.
if the serial is played at 9th-level, the third-tier reward if
C. Revealing to the public that something is going on, but not revealing the
the serial is played at 14th-level, and the fourth-tier reward
truth about the situation: 50/150/200/250 XP per agent.
if the serial is played at 19th-level.
All XP rewards have an associate letter (“A”, “B”, “C”, etc.), D. Revealing only to exhibition security that something is going on, but not
indicating their difficulty and benefit within a ‘mini-tree’ revealing the truth about the situation: 75/225/300/375 XP per agent.
of XP rewards. Though the agents might complete multiple
E. Never revealing that anything is going on to anyone: 100/300/400/500
objectives within a tree, they only ever earn the XP for the
XP per agent.
highest letter of any tree for which they qualify.
A. Preventing the tainted perfume cans from leaving the premises, but not
Example: When an agent completes a “C”-class objective,
preventing them from being used: 50/150/200/250 XP per agent.
he earns the “C”-class reward only. He may not also gain the
XP reward for any other lettered objective in the same mini- B. Preventing the tainted perfume cans from leaving the premises and pre-
tree (in this case, he may not also earn the rewards for either venting them from being used: 200/600/800/1,000 XP per agent.
the “A”-class objective or the “B”-class objective.
A. Killing Anton Yegor: 50/150/200/250 XP per agent.
Note: Living Spycraft experience is never earned until the
B. Capturing Anton Yegor: 100/300/400/500 XP per agent.
end of a serial, and agents may never gain levels during the
course of a Living Spycraft serial. Scene 3
Action Dice A. Recovering the formula: 200/600/800/1,000 XP per agent.
Each player gains the following XP rewards, as well as an
A. Keeping Eric Sienski alive: 100/300/400/500 XP per agent.
amount of XP equal to the number of action dice you awarded
him × 25 XP (to a maximum of their agent level × 25 XP). A. Killing Youri Denisov*: 50/150/200/250 XP per agent.

Scene 1 B. Capturing Youri Denisov*: 100/300/400/500 XP per agent.

A. Killing André Gauthier*: 0/0/0/0 XP per agent.


A. Confirming Sienski’s loyalty: 50/150/200/250 XP per agent.
B. Capturing André Gauthier*: 50/150/200/250 XP per agent.
A. Discovering Kamenev’s plot, but engaging Denisov and/or other enemy
characters in combat in the process: 50/150/200/250 XP per agent. A. Killing Aleksei Kamenev*: 75/225/300/375 XP per agent.

B. Discovering Kamenev’s plot, but revealing the team’s involvement to the B. Capturing Aleksei Kamenev*: 150/450/600/750 XP per agent.
smuggler (without combat): 75/225/300/375 XP per agent.
A. Killing one or more of Kamenev’s heavies*: 25/75/100/125 XP per agent.
C. Discovering Kamenev’s plot without revealing the team’s involvement to
B. Capturing one or more of Kamenev’s heavies*: 50/150/200/250 XP
the smuggler: 100/300/400/500 XP per agent.
per agent.
A. Killing Youri Denisov*: 50/150/200/250 XP per agent.
* This award may only be gained once during this serial,
B. Capturing Youri Denisov*: 100/300/400/500 XP per agent. even though it’s repeated in multiple scenes.
A. Killing André Gauthier*: 0/0/0/0 XP per agent.

B. Capturing André Gauthier*: 50/150/200/250 XP per agent.


Debriefing
The main goals of this serial are to recover the formula,
A. Killing Aleksei Kamenev*: 75/225/300/375 XP per agent.
capture Kamenev, and extract Sienski alive. Of course,
B. Capturing Aleksei Kamenev*: 150/450/600/750 XP per agent. recovering the formula is a hollow comfort to anyone killed
by the gas during Scene 2, and such an outbreak has terrible
A. Killing one or more of Kamenev’s heavies*: 25/75/100/125 XP per agent.
ripple effects across the globe, as security once taken for
B. Capturing one or more of Kamenev’s heavies*: 50/150/200/250 XP granted is reassessed and civil liberties are sacrificed for the
per agent. greater good.
If there is extra time, feel free to role-play the debriefing
* This award may only be gained once during this serial,
and have Control assess the group’s performance. Then have
even though it’s repeated in multiple scenes.
the players fill out their RPGA forms and wrap up the session.
24

Statistics
Special Note: Though this serial was not designed using
the Mastermind System, mastermind point (MP) costs are
included for all characters herein so that you can easily port
them into your Mastermind System-designed home games
with ease.

Scene 1: First Contact


The following NPCs are encountered during Scene 1 and
later as described in the serial text.

Eric Sienski
For information about Eric Sienski, see the personnel file
handout on page 23.

Agent Name: Eric Vastiis Sienski. Eric Sienski (first-tier — target average agent level 4),
Age: 30. 2nd-level faceman (henchman — 4 MP): Department: Orphan.
Status: Missing in action since 2000. Presumed dead. CR 2. SZ M; v/wp 16/11; Init +2 (+1 Dex, +1 class); Spd 30 ft.;
Def 12 (+1 Dex, +1 class); Atk: brass knuckles +0 (dmg 1d3+1
Operational History subdual, error 1), 9mmP H&K USP service pistol with standard
Eric Vastiis Sienski is the only son of Evgeny Sienski, suppressor +1 (dmg 1d10+1 normal, recoil 13, error 1, threat
a former KGB agent who defected to the United States with 20, range 25 ft. (max. 250 ft.), qualities and mods: DP — 10
the Agency’s help in 1975. Eric’s mother was killed during shots of armor piercing ammunition); Face 1 square; Reach 1
the defection, but Charles Hammers, the primary Agency square; SA None; SQ +3 to DCs of skill checks made to seduce
operative assigned to the mission, managed to narrowly Eric, adaptable, cold read 1/session, linguist +2; SV Fort +2,
salvage the operation. Thereafter, Eric’s father joined the Ref +1, Will +4; Str 11, Dex 12, Con 11, Int 13, Wis 15, Cha
Agency as a field analyst, focusing his efforts on the Soviet 14; Skills: Appraise +2, Balance +3, Bluff +7*, Computers +3,
threat through the end of the Cold War and during the Bloc’s Diplomacy +4, Disguise +4, Driver +4, Gather Information +4,
reorganization, until he suffered a fatal heart attack in 1995. Hide +3, Innuendo +3, Intimidate +2/+4, Sense Motive +4,
Sienski proved to be a brilliant student and adjusted well Spot +4. Feats: Armor Group Proficiency (Light, Medium),
to the occidental way of life. He was just out of university Career Operative, Safe House, Weapon Group Proficiency
when his father died, and insisted on taking up his father’s (Handgun, Hurled, Melee, Rifle). Gear: Weapons, 30 extra shots
role with the Agency. He easily passed all entry and place- of 9mmP armor piercing ammunition, trendy clothes, mirrored
ment exams, and his mastery of the Russian culture and sunglasses, 27 BP. Vehicles and Gadgets: 1 GP.
language made him the perfect replacement. Eric’s handlers
thought that he was better suited to undercover work, Eric Sienski (second-tier — target average agent level 9),
however, and assigned him to work amidst the Russian 4th-level faceman/2nd-level fixer/1st-level smuggler (hench-
underworld. man — 14 MP): Department: Orphan. CR 7. SZ M; v/wp 43/11;
Months later, after several successful operations, Eric was Init +6 (+1 Dex, +5 class); Spd 30 ft.; Def 15 (+1 Dex, +4
sent to the Ukraine and assigned to infiltrate the Kamenev class); Atk: brass knuckles +4 (dmg 1d3+1 subdual, error 1),
smuggling ring, where he worked for nearly 3 years before 9mmP H&K USP service pistol +5 (dmg 1d10+1 normal, recoil
dropping off the Agency radar. 13, error 1, threat 20, range 25 ft. (max. 250 ft.), qualities and
mods: DP — 10 shots of armor piercing ammunition); Face 1
Psychological Profile square; Reach 1 square; SA None; SQ +5 to DCs of skill checks
As of his last full psychological evaluation, Eric Sienski made to seduce Eric, adaptable, backup 1/session, border
was deeply indebted to the Agency, crediting the organiza- crossing 1/session, cold read 1/session, deflect arrows, evasion
tion with securing his family’s defection from the Soviet (no damage with successful save), false panels, flying back flip,
nation and the KGB. His father was his only family, and when linguist +3, procure, quick change 1/session; SV Fort +4, Ref
he died, Eric was effectively left without a nation, save the +6, Will +5; Str 11, Dex 12, Con 11, Int 13, Wis 15, Cha 15;
Agency. Until his disappearance, Eric’s loyalty to the Agency Skills: Appraise +5, Balance +7, Bluff +13 (threat 18–20)*,
was unquestioned, and it only came into question thereafter Computers +6, Diplomacy +7 (threat 18–20), Disguise +6,
when he literally vanished. After all, how could it be that he Driver +6, Gather Information +8, Hide +8, Innuendo +4,
couldn’t be found unless he didn’t want to be? Intimidate +5/+7 (threat 18–20), Profession (Smuggler) +8*,
Sense Motive +7*, Spot +7. Feats: Advanced Skill Mastery
(Persuasive), Armor Group Proficiency (Light, Medium), Career
25 26

Operative, Dodging Basics, Persuasive, Safe House, Weapon Feats: Advanced Skill Mastery (Persuasive), Armor Group
Group Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Proficiency (Light, Medium), Career Operative, Charmer,
Weapons, 30 extra shots of 9mmP armor piercing ammunition, Dodging Basics, Grand Skill Mastery (Persuasive), Jackrabbit
trendy clothes, mirrored sunglasses, 37 BP. Vehicles and Start, Mark, Old Debts, Persuasive, Safe House, Speed Trigger,
Gadgets: 2 GP. Traceless, Weapon Group Proficiency (Handgun, Hurled, Melee,
Rifle). Gear: Weapons, 30 extra shots of 9mmP armor piercing
Eric Sienski (third-tier — target average agent level 14), ammunition, trendy clothes, mirrored sunglasses, 57 BP.
4th-level faceman/3rd-level fixer/5th-level smuggler Vehicles and Gadgets: 5 GP.
(henchman — 24 MP): Department: Orphan. CR 12. SZ M; * Eric may take 10 with these skills, even when stress and
v/wp 68/12; Init +9 (+1 Dex, +8 class); Spd 30 ft.; Def 17 distraction typically intervene.
(+1 Dex, +6 class); Atk: brass knuckles +7 (dmg 1d3+1 sub-
dual, error 1), 9mmP H&K USP service pistol +8 (dmg 1d10+1 Youri Denisov
normal, recoil 13, error 1, threat 20, range 25 ft. (max. 250
Youri Denisov is one of Kamenev’s most trusted lieu-
ft.), qualities and mods: DP — 10 shots of armor piercing
tenants, and the smuggler’s chief enforcer. This is not by
ammunition); Face 1 square; Reach 1 square; SA sneak attack
virtue of his talents (as formidable as they are), but rather
+1d6; SQ +8 to DCs of skill checks made to seduce Eric,
due to his level-headed approach to violence. Unlike his
adaptable, backup 1/session, bolt, border crossing 2/session,
counterpart, Anton Yegor, Youri Denisov is for the most part
cold read 1/session, deflect arrows, evasion (no damage with
a well-reasoning, conditional killer.
successful save), false panels, flying back flip, in the market
1/session, linguist +3, moneymaker (2 days), procure, quick Youri Denisov (first-tier — target average agent level 4),
change 1/session; SV Fort +6, Ref +8, Will +8; Str 11, Dex 12, 4th-level soldier (henchman — 8 MP): Department: KGB
Con 12, Int 13, Wis 15, Cha 16; Skills: Appraise +9, Balance (Ninth Directorate). CR 4. SZ M; v/wp 45/16; Init +10 (+3
+13, Bluff +18 (threat 17–20)*, Computers +6, Diplomacy +16 Dex, +3 class, +4 feat); Spd 30 ft.; Def 15 (+3 Dex, +2 class);
(threat 17–20)*, Disguise +10, Driver +9, Gather Information Atk: fist/punch +5 (dmg 1d3 subdual, error 1), knife +5 (dmg
+10*, Hide +13, Innuendo +4*, Intimidate +6/+9 (threat 1d4 normal, error 1, threat 20, thrown range 5 ft.), H&K MP5-
17–20), Profession (Smuggler) +10*, Sense Motive +14*, N submachinegun with standard laser sight +6 (dmg 1d10+1,
Spot +12*. Feats: Advanced Skill Mastery (Persuasive), Armor accuracy –1, error 1–2, threat 20, range 30 ft., qualities and
Group Proficiency (Light, Medium), Career Operative, Charmer, mods: CS, DP, RG, SS, IN muzzle brake and standard suppres-
Dodging Basics, Grand Skill Mastery (Persuasive), Jackrabbit sor — 30 shots of armor piercing ammunition); Face 1 square;
Start, Old Debts, Persuasive, Safe House, Speed Trigger, Reach 1 square; SA None; SQ +3 department bonus with
Traceless, Weapon Group Proficiency (Handgun, Hurled, awareness checks, accurate, armor use +1/–1, damage
Melee, Rifle). Gear: Weapons, 30 extra shots of 9mmP armor reduction 1/—; SV Fort +7, Ref +4, Will +3; Str 12, Dex 16,
piercing ammunition, trendy clothes, mirrored sunglasses, 50 Con 16, Int 13, Wis 14, Cha 10; Skills: Balance +5, First Aid
BP. Vehicles and Gadgets: 4 GP. +6, Innuendo +4 (threat 19–20), Intimidate +7/+6 (threat
19–20), Listen +5 (threat 18–20), Profession (Mercenary) +4,
Eric Sienski (fourth-tier — target average agent level 19), Search +5 (threat 18–20), Spot +11 (threat 18–20), Swim +3,
4th-level faceman/7th-level fixer/6th-level smuggler (hench- Tumble +5. Feats: Alertness, Armor Group Proficiency (Light,
man — 34 MP): Department: Orphan. CR 17. SZ M; v/wp Medium, Heavy), Improved Initiative, Quick Draw, Rapid Shot,
93/12; Init +12 (+1 Dex, +11 class); Spd 30 ft.; Def 21 (+10 Speed Trigger, Weapon Group Proficiency (Handgun, Hurled,
class, +1 Dex); Atk: brass knuckles +13 (dmg 1d3+1 subdual, Melee, Rifle, Tactical). Gear: Weapons, 10 extra shots of
error 1), 9mmP H&K USP service pistol +13 (dmg 1d10+1 nor- armor piercing ammunition, average business suit, briefcase
mal, recoil 13, error 1, threat 20, range 25 ft. (max. 250 ft.), (to store and carry weapons), 1 BP. Vehicles and Gear: 2 GP.
qualities and mods: DP — 10 shots of armor piercing ammuni-
tion); Face 1 square; Reach 1 square; SA sneak attack +3d6; Youri Denisov (second-tier — target average agent level
SQ +10 to DCs of skill checks made to seduce Eric, adaptable, 9), 6th-level soldier/3rd-level bodyguard (henchman — 18
backup 1/session, bolt, border crossing 2/session, cold read MP): Department: KGB (Ninth Directorate). CR 9. SZ M; v/wp
1/session, deflect arrows, evasion (no damage with successful 92/16; Init +15 (+3 Dex, +8 class, +4 feat); Spd 30 ft.; Def 16
save), false panels, flying back flip, illicit barter, in the market (+3 Dex, +3 class); Atk: fist/punch +9 (dmg 1d3 subdual, error
1/session, linguist +3, moneymaker (2 days), procure, quick 1), knife +9 (dmg 1d4 normal, error 1, threat 20, thrown range
change 1/session, special ability (stash it), uncanny dodge 5 ft.), H&K MP5-N submachinegun with standard laser sight
(Dex bonus to Defense); SV Fort +9, Ref +10, Will +9; Str 12, +10 (dmg 1d10+1, accuracy –1, error 1–2, threat 20, range 30
Dex 12, Con 12, Int 13, Wis 15, Cha 16; Skills: Appraise +13*, ft., qualities and mods: CS, DP, RG, SS, IN muzzle brake and
Balance +16*, Bluff +23 (threat 17–20)*, Computers +7, standard suppressor — 30 shots of armor piercing ammuni-
Diplomacy +18 (threat 17–20)*, Disguise +12*, Driver +11*, tion); Face 1 square; Reach 1 square; SA None; SQ +5 depart-
Escape Artist +3, Forgery +6*, Gather Information +12*, ment bonus with awareness checks, accurate, armor use
Hide +16, Innuendo +4*, Intimidate +7/+9 (threat 17–20), +2/–2, damage reduction 1/—, safeguard, ward (Defense, ini-
Profession (Smuggler) +14*, Sense Motive +17*, Spot +14*. tiative), weapon specialization (H&K MP5-N submachinegun);
27 28

SV Fort +10, Ref +9, Will +6; Str 12, Dex 16, Con 16, Int 10, cialization (H&K MP5-N submachinegun); SV Fort +14, Ref
Wis 15, Cha 10; Skills: Balance +7, First Aid +9, Innuendo +7 +14, Will +10; Str 12, Dex 16, Con 16, Int 11, Wis 16, Cha 10;
(threat 18–20), Intimidate +7/+6 (threat 18–20), Listen +7 Skills: Balance +14, First Aid +19, Innuendo +20 (threat
(threat 18–20), Profession (Mercenary) +8, Search +7 (threat 16–20), Intimidate +13/+12 (threat 16–20), Listen +17 (threat
18–20), Spot +14 (threat 18–20), Swim +6, Tumble +8. Feats: 18–20), Profession (Mercenary) +19, Search +18 (threat
Alertness, Armor Group Proficiency (Light, Medium, Heavy), 18–20), Spot +26 (threat 18–20), Swim +17, Tumble +16.
Controlled Burst, Controlled Strafe, Improved Initiative, Quick Feats: Alertness, Armor Group Proficiency (Light, Medium,
Draw, Quick Reload, Rapid Shot, Speed Trigger, Weapon Group Heavy), Controlled Burst, Controlled Strafe, Far Shot, Hail of
Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). Gear: Bullets, Improved Initiative, Lightning Draw, Quick Draw, Quick
Weapons, 30 extra shots of armor piercing ammunition, aver- Reload, Rapid Shot, Snap Shot, Speed Trigger, Weapon Group
age business suit, briefcase (to store and carry weapons), 2 BP. Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). Gear:
Vehicles and Gear: 3 GP. Weapons, 30 extra shots of armor piercing ammunition, aver-
age business suit, kevlar vest, briefcase (to store and carry
Youri Denisov (third-tier — target average agent level 14), weapons), 1 BP. Vehicles and Gear: 5 GP.
8th-level soldier/6th-level bodyguard (henchman — 28 MP):
Department: KGB (Ninth Directorate). CR 14. SZ M; v/wp Scene 2: Show Time
139/16; Init +18 (+3 Dex, +11 class, +4 feat); Spd 30 ft.; Def
The following NPCs are encountered during Scene 2 and
19 (+3 Dex, +5 class, +1 armor); Atk: fist/punch +13 (dmg 1d3
later as described in the serial text.
subdual, error 1), knife +13 (dmg 1d4 normal, error 1, threat
20, thrown range 5 ft.), H&K MP5-N submachinegun with Anton Yegor
standard laser sight +14 (dmg 1d10+1, accuracy –1, error 1–2,
Anton Yegor and Youri Denisov worked as Russian
threat 20, range 30 ft., qualities and mods: CS, DP, RG, SS, IN
Intelligence officers together, they both washed out of the
muzzle brake and standard suppressor — 30 shots of armor
service when their government collapsed, and they both
piercing ammunition); Face 1 square; Reach 1 square; SA
found new homes in the Russian criminal underworld. They
None; SQ +10 bonus with awareness checks (+8 department,
do not, however, share ideals, nor methods. Where Youri
+2 class), accurate, armor use +4/–4, damage reduction 3
is cool and collected, Anton is rash and prone to snap judg-
/CES, safeguard, take a blow, ward (Defense, initiative),
ments. Where Youri is a statesman and a patriot without
weapon specialization (H&K MP5-N submachinegun); SV Fort
a nation, Anton works for the highest bidder. And where
+12, Ref +12, Will +8; Str 12, Dex 16, Con 16, Int 10, Wis 16,
Youri is trusted by Kamenev, Anton is sent to complete the
Cha 10; Skills: Balance +9, First Aid +11, Innuendo +11 (threat
smuggler’s scut work — including the assignment at Fashion
17–20), Intimidate +8/+7 (threat 17–20), Listen +12 (threat
Week. Kamenev doesn’t expect Anton to return from the
18–20), Profession (Mercenary) +11, Search +10 (threat
assignment, and won’t miss him if he doesn’t.
18–20), Spot +18 (threat 18–20), Swim +9, Tumble +10.
Feats: Alertness, Armor Group Proficiency (Light, Medium, Anton Yegor (first-tier — target average agent level 4),
Heavy), Controlled Burst, Controlled Strafe, Hail of Bullets, 4th-level soldier (henchman — 8 MP): Department: KGB
Improved Initiative, Quick Draw, Quick Reload, Rapid Shot, (Ninth Directorate). CR 4. SZ M; v/wp 45/16; Init +5 (+2
Snap Shot, Speed Trigger, Weapon Group Proficiency Dex, +3 class); Spd 30 ft.; Def 14 (+2 Dex, +2 class); Atk:
(Handgun, Hurled, Melee, Rifle, Tactical). Gear: Weapons, fist/punch +6 (dmg 1d3 subdual, error 1), knife +7 (dmg 1d4
10 extra shots of armor piercing ammunition, average business normal, error 1, threat 20, thrown range 5 ft.), H&K MP5-N
suit, undercover vest, briefcase (to store and carry weapons), submachinegun with standard laser sight +6 (dmg 1d10+1,
1 BP. Vehicles and Gear: 4 GP. accuracy –1, error 1–2, threat 20, range 30 ft., qualities and
mods: CS, DP, RG, SS, IN muzzle brake and standard suppres-
Youri Denisov (fourth-tier — target average agent level 19), sor — 30 shots of armor piercing ammunition); Face 1 square;
10th-level soldier/9th-level bodyguard (henchman — 38 MP): Reach 1 square; SA None; SQ +3 department bonus with
Department: KGB (Ninth Directorate). CR 19. SZ M; v/wp awareness checks, accurate, armor use +1, damage reduct-
184/16; Init +22 (+3 Dex, +15 class, +4 feat); Spd 30 ft.; Def ion 1/—; SV Fort +7, Ref +4, Will +2; Str 14, Dex 14,
22 (+3 Dex, +8 class, +1 armor); Atk: fist/punch +17 (dmg 1d3 Con 16, Int 13, Wis 12, Cha 12; Skills: Balance +6, Craft
subdual, error 1), knife +17 (dmg 1d4 normal, error 1, threat (Weaponsmithing) +5, Demolitions +5, Driver +6, Intimidate
20, thrown range 7 ft.), H&K MP5-N submachinegun with +9/+8, Jump +6, Profession (Smuggler) +2, Spot +3, Survival
standard laser sight +18 (dmg 1d10+1, accuracy –1, error 1–2, +5, Swim +4. Feats: Armor Group Proficiency (Light, Medium,
threat 20, range 45 ft., qualities and mods: CS, DP, RG, SS, IN Heavy), Expertise, Mobility, Sidestep, Weapon Focus (Knife),
muzzle brake and standard suppressor — 30 shots of armor Weapon Group Proficiency (Exotic — Martial Arts, Handgun,
piercing ammunition); Face 1 square; Reach 1 square; SA Hurled, Melee, Rifle, Tactical). Gear: Weapons, 10 extra shots
None; SQ +12 bonus with awareness checks (+10 department, of armor piercing ammunition, average business suit, briefcase
+2 class), accurate, armor use +6/–6, damage reduction (to store and carry weapons), 1 BP. Vehicles and Gear: 2 GP.
5/CEM, portable cover (1/4 cover), safeguard, take a blow, take
a bullet, ward (Defense, initiative, Reflex saves), weapon spe-
29 30

Anton Yegor (second-tier — target average agent level 9), Anton Yegor (fourth-tier — target average agent level 19),
6th-level soldier/3rd-level street fighter (henchman — 18 MP): 10th-level soldier/9th-level street fighter (henchman — 38
Department: KGB (Ninth Directorate). CR 9. SZ M; v/wp 95/17; MP): Department: KGB (Ninth Directorate). CR 19. SZ M; v/wp
Init +9 (+2 Dex, +7 class); Spd 30 ft.; Def 16 (+2 Dex, +4 204/20; Init +15 (+2 Dex, +13 class); Spd 30 ft.; Def 21 (+2
class); Atk: fist/punch +11 (dmg 1d3 subdual, error 1), knife Dex, +9 class); Atk: fist/punch +21 (dmg 1d3 subdual, error 1),
+13 (dmg 1d4+4 normal, error 1, threat 20, thrown range knife +25 (dmg 1d4+10 normal, error 1, threat 20, thrown
5 ft.), H&K MP5-N submachinegun with standard laser sight range 5 ft.), H&K MP5-N submachinegun with standard laser
+11 (dmg 1d10+1, accuracy –1, error 1–2, threat 20, range sight +21 (dmg 1d10+1, accuracy –1, error 1–2, threat 20,
30 ft., qualities and mods: CS, DP, RG, SS, IN muzzle brake range 30 ft., qualities and mods: CS, DP, RG, SS, IN muzzle
and standard suppressor — 30 shots of armor piercing brake and standard suppressor — 30 shots of armor piercing
ammunition); Face 1 square; Reach 1 square; SA None; ammunition); Face 1 square; Reach 1 square; SA None; SQ
SQ +5 department bonus with awareness checks, accurate, +10 department bonus with awareness checks, accurate,
armor use +1, damage reduction 1/—, ferocious, hurricane armor use +2, cheap shot, damage reduction 1/—, portable
(Swift Strike), ploy (still standing), weapon specialization cover (1/4 cover), ferocious, hurricane (Swift Strike,
(H&K MP5-N submachinegun); SV Fort +11, Ref +7, Will +4; Whirlwind), ploy (still standing, strut), shrug it off, warrior’s
Str 14, Dex 14, Con 17, Int 13, Wis 12, Cha 12; Skills: Balance glory, weapon specialization (H&K MP5-N submachinegun);
+10, Craft (Weaponsmithing) +6, Demolitions +6, Driver +7, SV Fort +17, Ref +11, Will +7; Str 14, Dex 14, Con 20, Int 13,
Intimidate +14/+13, Jump +11, Profession (Smuggler) +3, Wis 12, Cha 12; Skills: Balance +18, Craft (Weaponsmithing)
Spot +4, Survival +6, Swim +9. Feats: Armor Group Proficiency +8, Demolitions +8, Driver +9, Intimidate +24/+23, Jump +21,
(Light, Medium, Heavy), Expertise, Improved Weapon Focus Profession (Smuggler) +5, Spot +6, Survival +8, Swim +19.
(Knife), Mobility, Sidestep, Swift Strike, Weapon Finesse Feats: Armor Group Proficiency (Light, Medium, Heavy), Double
(Knife), Weapon Focus (Knife), Weapon Master (Knife), Blow, Expertise, Flashing Weapon, Improved Weapon Focus
Weapon Group Proficiency (Exotic — Martial Arts, Hand- (Knife), Master Duelist (Knife), Mobility, Power Attack, Quick
gun, Hurled, Melee, Rifle, Tactical), Whirlwind Attack. Gear: Draw, Sidestep, Snake Strike, Swift Strike, Weapon Finesse
Weapons, 30 extra shots of armor piercing ammunition, (Knife), Weapon Focus (Knife), Weapon Master (Knife), Weapon
average business suit, briefcase (to store and carry weapons), Group Proficiency (Exotic — Martial Arts, Handgun, Hurled,
2 BP. Vehicles and Gear: 3 GP. Melee, Rifle, Tactical), Whirlwind Attack. Gear: Weapons, 30
extra shots of armor piercing ammunition, average business
Anton Yegor (third-tier — target average agent level 14), suit, briefcase (to store and carry weapons), 10 BP. Vehicles
8th-level soldier/6th-level street fighter (henchman — 28 MP): and Gear: 5 GP.
Department: KGB (Ninth Directorate). CR 14. SZ M; v/wp
148/19; Init +12 (+2 Dex, +10 class); Spd 30 ft.; Def 19 (+2 Carousel du Louvre Security Guards
Dex, +7 class); Atk: fist/punch +16 (dmg 1d3 subdual, error 1),
These scarcely-higher-than-minimum-wage slaves are
knife +19 (dmg 1d4+6 normal, error 1, threat 20, thrown
unarmed, and won’t risk their lives to save the exhibition
range 5 ft.), H&K MP5-N submachinegun with standard laser
attendees, whom most of them consider pompous,
sight +16 (dmg 1d10+1, accuracy –1, error 1–2, threat 20,
overstuffed windbags. These NPCs therefore suffer a –2
range 30 ft., qualities and mods: CS, DP, RG, SS, IN muzzle
circumstance penalty with all morale checks whenever faced
brake and standard suppressor — 30 shots of armor piercing
with a life-threatening situation.
ammunition); Face 1 square; Reach 1 square; SA None; SQ +8
department bonus with awareness checks, accurate, armor use Carousel du Louvre Security Guards (first-tier — target
+2, cheap shot, damage reduction 1/—, ferocious, hurricane average agent level 4), 2nd-level security guards (minions,
(Swift Strike), ploy (still standing), shrug it off, weapon spe- squads of 3 — 12 MP): CR 1. SZ M; v/wp 9/10; Init +0, Spd 30
cialization (H&K MP5-N submachinegun); SV Fort +15, Ref +9, ft.; Def 11 (+1 class); Atk: fist/punch +1 (1d3 subdual, error 1);
Will +5; Str 14, Dex 14, Con 19, Int 13, Wis 12, Cha 12; Skills: Face 1 square; Reach 1 square; SA None; SQ home base
Balance +14, Craft (Weaponsmithing) +7, Demolitions +7, (Carousel du Louvre — skills); SV Fort +1, Ref +0, Will +0; Str
Driver +8, Intimidate +18/+17, Jump +16, Profession 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; Skills: Computers
(Smuggler) +4, Spot +5, Survival +7, Swim +14. Feats: Armor +1, Intimidate +1, Listen +4 (+6)* (threat 19–20), Search +4
Group Proficiency (Light, Medium, Heavy), Expertise, Flashing (+6)* (threat 19–20), Sense Motive +2 (+4)*, Spot +4 (+6)*
Weapon, Improved Weapon Focus (Knife), Master Duelist (threat 19–20), Surveillance +2 (+4)*. Feats: Alertness, Armor
(Knife), Mobility, Quick Draw, Sidestep, Swift Strike, Weapon Group Proficiency (Light, Medium), Weapon Group Proficiency
Finesse (Knife), Weapon Focus (Knife), Weapon Master (Knife), (Handgun, Hurled, Melee, Rifle). Gear: Uniform. Gadgets and
Weapon Group Proficiency (Exotic — Martial Arts, Handgun, Vehicles: None.
Hurled, Melee, Rifle, Tactical), Whirlwind Attack. Gear:
Weapons, 30 extra shots of armor piercing ammunition, aver-
age business suit, briefcase (to store and carry weapons), 6 BP.
Vehicles and Gear: 4 GP.
31 32

Carousel du Louvre Security Guards (second-tier — target Scene 3: Storming the Riviera
average agent level 9), 7th-level security guards (minions,
The following NPCs are encountered during Scene 3 as
squads of 3 — 24 MP): CR 6. SZ M; v/wp 27/10; Init +3 (+3
described in the serial text.
class), Spd 30 ft.; Def 14 (+4 class); Atk: fist/punch +6 (1d3
subdual, error 1); Face 1 square; Reach 1 square; SA None; Aleksei Kamenev
SQ armor use +1/–1, home base (Carousel du Louvre — cover,
This career gangster has many friends in what’s left of the
skills); SV Fort +4, Ref +2, Will +2; Str 10, Dex 10, Con 10,
Russian government, and uses them to urge the authorities to
Int 10, Wis 10, Cha 10; Skills: Computers +4, Intimidate +4,
look the other way when his wares slip through customs. Like
Listen +9 (+11)* (threat 19–20), Search +9 (+11)* (threat
most Russian smugglers, Kamenev has to date specialized in
19–20), Sense Motive +7 (+9)*, Spot +9 (+11)* (threat 19–20),
pilfered hardware once owned by the Russian military,
Surveillance +7 (+9)*. Feats: Alertness, Armor Group
though he hopes to soon make in-roads in the extremely
Proficiency (Light, Medium), Weapon Group Proficiency
popular — and lucrative — world of biological weapons.
(Handgun, Hurled, Melee, Rifle). Gear: Uniform. Gadgets
and Vehicles: None. Aleksei Kamenev (first-tier — target average agent
level 4), 5th-level fixer (mastermind — 25 MP): Department:
Carousel du Louvre Security Guards (third-tier — target Organized Crime (Russian Mafia). CR 5. SZ M; v/wp 38/14;
average agent level 14), 10th-level security guards/2nd- Init +4 (+2 Dex, +2 class); Spd 30 ft.; Def 16 (+2 Dex, +4
level conscript (minions, squads of 3 — 34 MP): CR 11. SZ M; class); Atk: fist/punch +4 (dmg 1d3+1, error 1), 9mmP SIG
v/wp 46/10; Init +5 (+5 class), Spd 30 ft.; Def 18 (+8 class); Sauer P-226 service pistol (¥2) +1/+1 (dmg 1d10+1, recoil 13,
Atk: fist/punch +9 (1d3 subdual, error 1); Face 1 square; error 1, threat 20, range 25 ft., qualities and mods: DP, RG —
Reach 1 square; SA None; SQ armor use +2/–2, home base 15 shots of armor piercing ammunition); Face 1 square; Reach
(Carousel du Louvre — cover, skills), native (Paris — Urban 1 square; SA sneak attack +2d6; SQ +2 department bonus
Training); SV Fort +7, Ref +5, Will +3; Str 10, Dex 10, Con 10, when arranging and cutting street deals, dexterous, evasion
Int 10, Wis 10, Cha 10; Skills: Computers +7, Diplomacy +1, (no damage with successful save), procure, uncanny dodge
First Aid +1, Handle Animal +1, Hide +2, Intimidate +7, (Dex bonus to Defense); SV Fort +5, Ref +6, Will +2; Str 12,
Knowledge (Paris) +2, Listen +15 (+17)* (threat 19–20), Move Dex 15, Con 14, Int 13, Wis 12, Cha 10; Skills: Appraise +8
Silently +1, Search +14 (+16)* (threat 19–20), Sense Motive (threat 19–20), Balance +8, Climb +4, Forgery +8 (threat
+12 (+14)*, Spot +15 (+17)* (threat 19–20), Surveillance +12 19–20), Gather Information +8 (threat 19–20), Hide +8,
(+14)*, Survival +2. Feats: Alertness, Armor Group Proficiency Innuendo +8, Intimidate +8, Jump +4, Knowledge
(Light, Medium), Weapon Group Proficiency (Exotic — Archaic, (Underworld) +8, Move Silently +8. Feats: Ambidexterity,
Handgun, Hurled, Melee, Rifle). Gear: Uniform. Gadgets and Master Fence, Two Weapon Fighting. Gear: Weapons,
Vehicles: None. 30 extra shots of armor piercing ammunition, average
business suit, 3 BP. Gadgets and Vehicles: Aurora Vale, 5 GP.
Carousel du Louvre Security Guards (fourth-tier — target
average agent level 19), 10th-level security guards/7th-level Aleksei Kamenev (second-tier — target average agent
conscript (minions, squads of 3 — 44 MP): CR 16. SZ M; v/wp level 9), 10th-level fixer (mastermind — 50 MP): Department:
64/10; Init +8 (+8 class), Spd 30 ft.; Def 22 (+12 class); Atk: Organized Crime (Russian Mafia). CR 10. SZ M; v/wp 63/14;
fist/punch +13 (1d3 subdual, error 1); Face 1 square; Reach 1 Init +6 (+2 Dex, +4 class); Spd 30 ft.; Def 20 (+2 Dex, +8
square; SA None; SQ armor use +2/–2, home base (Carousel class); Atk: fist/punch +8 (dmg 1d3+1, error 1), 9mmP SIG
du Louvre — cover, skills), native (Paris — Urban Training); SV Sauer P-226 service pistol (¥2) +5/+5 (dmg 1d10+1, recoil 13,
Fort +9, Ref +7, Will +5; Str 10, Dex 10, Con 10, Int 10, Wis error 1, threat 20, range 25 ft., qualities and mods: DP, RG —
10, Cha 10; Skills: Computers +7, Diplomacy +4 (+6)†, First 15 shots of armor piercing ammunition); Face 1 square; Reach
Aid +4, Handle Animal +4 (+6)†, Hide +7, Intimidate +7/+7 1 square; SA sneak attack +4d6; SQ +3 department bonus
(+7/+9)†, Knowledge (Paris) +7, Listen +18 (+20/)* (threat when arranging and cutting street deals, defensive roll 1/ses-
19–20), Move Silently +4, Search +14 (+16)* (threat 19–20), sion, dexterous, evasion (no damage with successful save),
Sense Motive +12 (+14)*, Spot +19 (+20)* (threat 19–20), procure, special ability (feat), uncanny dodge (can’t be flanked,
Surveillance +12 (+14)*, Survival +7. Feats: Alertness, Armor Dex bonus to Defense); SV Fort +7, Ref +9, Will +4; Str 12,
Group Proficiency (Light, Medium), Weapon Group Proficiency Dex 15, Con 14, Int 13, Wis 13, Cha 10; Skills: Appraise +8
(Exotic — Archaic, Handgun, Hurled, Melee, Rifle). Gear: (threat 19–20), Balance +8, Boating +8, Climb +4, Forgery +8
Uniform. Gadgets and Vehicles: None. (threat 19–20), Gather Information +8 (threat 19–20), Hide
* The skill bonuses in parentheses are used when the +8, Innuendo +8, Intimidate +12, Jump +4, Knowledge
guards are located within the Carousel du Louvre. (Underworld) +8, Languages +8, Listen +8, Move Silently +8,
† The skill bonuses in parentheses are used when the Profession (Smuggler) +9, Tumble +8. Feats: Ambidexterity,
guards are located within Paris. Daring Ambush, Master Fence, Moving Target, Safe House, Two
Weapon Fighting. Gear: Weapons, 30 extra shots of armor
piercing ammunition, average business suit, 8 BP. Gadgets and
Vehicles: Aurora Vale, 10 GP.
33 34

Aleksei Kamenev (third-tier — target average agent André Gauthier


level 14), 10th-level fixer/5th-level smuggler (mastermind — Disillusioned with the world of professional medicine,
75 MP): Department: Organized Crime (Russian Mafia). CR 15. André Gauthier branched out into the private section just
SZ M; v/wp 83/14; Init +10 (+2 Dex, +8 class); Spd 30 ft.; Def over two years ago. The nerve gas he’s put up for sale is his
22 (+2 Dex, +10 class); Atk: fist/punch +11 (dmg 1d3+1, error first true accomplishment since, and with André’s financial
1), 9mmP SIG Sauer P-226 service pistol (¥2) +8/+8 (dmg reserves nearly depleted, he’s looking to score as big as
1d10+1, recoil 13, error 1, threat 20, range 25 ft., qualities possible, as quickly as possible, with it.
and mods: DP, RG — 15 shots of armor piercing ammunition);
André Gauthier (first-tier — target average agent level 4),
Face 1 square; Reach 1 square; SA sneak attack +4d6; SQ +4
3rd-level professional (standard NPC — 11 MP): CR 2. SZ M;
department bonus when arranging and cutting street deals,
v/wp 9/11; Init +3 (+3 class); Spd 30 ft.; Def 12 (+2 class);
bolt, border crossing 2/session, defensive roll 1/session, dexter-
Atk: fist/punch +1 (dmg 1d3 subdual, error 1); Face 1 square;
ous, evasion (no damage with successful save), false panels, in
Reach 1 square; SA None; SQ None; SV Fort +1, Ref +3,
the market 1/session, moneymaker (2 days), procure, special
Will +3; Str 10, Dex 11, Con 11, Int 18, Wis 13, Cha 12;
ability (feat), uncanny dodge (can’t be flanked, Dex bonus to
Skills: Bureaucracy +2, Concentration +3, Craft (Poison) +12
Defense); SV Fort +8, Ref +12, Will +7; Str 12, Dex 15, Con
(threat 19–20), Diplomacy +3, Driver +2, First Aid +7, Hobby
14, Int 13, Wis 14, Cha 10; Skills: Appraise +12 (threat
(Gambling) +9 (threat 19–20), Knowledge (Chemistry) +3,
19–20), Balance +12, Boating +10, Climb +6, Cultures +5,
Profession (Biologist) +9 (threat 19–20), Profession (Doctor) +5
Diplomacy +5, Forgery +8 (threat 19–20), Gather Information
(threat 19–20), Spot +3. Feats: Armor Group Proficiency (Light),
+8 (threat 19–20), Hide +12, Innuendo +8, Intimidate +12,
Ordinary Past, Weapon Group Proficiency (Handgun, Melee).
Jump +6, Knowledge (Underworld) +12, Languages +8, Listen
Gear: Average street clothes. Gadgets and Vehicles: None.
+12, Move Silently +12, Profession (Smuggler) +14, Tumble
+8. Feats: Ambidexterity, Crippling Strike, Daring Ambush,
André Gauthier (second-tier — target average agent level 9),
Deadly Precision, Immobilizing Strike, Jackrabbit Start (¥1),
4th-level professional/4th-level academic (standard NPC — 21
Master Fence, Moving Target, Safe House, Two Weapon
MP): CR 8. SZ M; v/wp 22/11; Init +5 (+5 class); Spd 30 ft.;
Fighting. Gear: Weapons, 30 extra shots of armor piercing
Def 15 (+3 class); Atk: fist/punch +4 (dmg 1d3 subdual,
ammunition, average business suit, 23 BP. Gadgets and
error 1); Face 1 square; Reach 1 square; SA None; SQ None;
Vehicles: Aurora Vale, 13 GP.
SV Fort +2, Ref +5, Will +7; Str 10, Dex 11, Con 11, Int 18,
Wis 13, Cha 12; Skills: Bureaucracy +4, Computers +8,
Aleksei Kamenev (fourth-tier — target average agent
Concentration +9 (threat 19–20), Craft (Poison) +17
level 19), 10th-level fixer/10th-level smuggler (mastermind —
(threat 19–20), Diplomacy +5, Driver +4, First Aid +11,
100 MP): Department: Organized Crime (Russian Mafia). CR
Hobby (Gambling) +10 (threat 19–20), Knowledge (Chemistry)
20. SZ M; v/wp 103/14; Init +14 (+2 Dex, +12 class); Spd 30
+10 (threat 19–20), Knowledge (Medicine) +8 (threat 19–20),
ft.; Def 24 (+2 Dex, +12 class); Atk: fist/punch +15 (dmg
Knowledge (Underworld) +6 (threat 19–20), Languages +3,
1d3+1, error 1), 9mmP SIG Sauer P-226 service pistol (¥2)
Profession (Biologist) +10 (threat 19–20), Profession (Doctor) +7
+12/+12 (dmg 1d10+1, recoil 13, error 1, threat 20, range 25
(threat 19–20). Feats: Armor Group Proficiency (Light), Ordinary
ft., qualities and mods: DP, RG — 15 shots of armor piercing
Past, Scholarly, Weapon Group Proficiency (Handgun, Melee).
ammunition); Face 1 square; Reach 1 square; SA sneak attack
Gear: Average street clothes. Gadgets and Vehicles: None.
+4d6; SQ +6 department bonus when arranging and cutting
street deals, bolt, border crossing 3/session, defensive roll
André Gauthier (third-tier — target average agent level 14),
1/session, dexterous, evasion (no damage with successful
7th-level professional/6th-level academic (standard NPC — 31
save), false panels, the getaway, illicit barter, in the market
MP): CR 13. SZ M; v/wp 35/11; Init +10 (+10 class); Spd 30 ft.;
1/session, moneymaker (10 hours), procure, special ability
Def 19 (+9 class); Atk: fist/punch +6 (dmg 1d3 subdual, error
(feat), uncanny dodge (can’t be flanked, Dex bonus to
1); Face 1 square; Reach 1 square; SA None; SQ None; SV
Defense), wheel and deal (error benefits, threat benefits); SV
Fort +4, Ref +7, Will +10; Str 10, Dex 11, Con 11, Int 18,
Fort +11, Ref +17, Will +12; Str 12, Dex 15, Con 15, Int 13,
Wis 13, Cha 12; Skills: Bureaucracy +7, Computers +10,
Wis 14, Cha 10; Skills: Appraise +16 (threat 19–20), Balance
Concentration +14 (threat 18–20), Craft (Poison) +24
+16, Boating +14, Climb +10, Cultures +8, Diplomacy +8,
(threat 18–20), Diplomacy +8, Driver +7, First Aid +14, Hobby
Forgery +10 (threat 19–20), Gather Information +10 (threat
(Gambling) +14 (threat 18–20), Knowledge (Chemistry) +16
19–20), Hide +16, Innuendo +10, Intimidate +12, Jump +6,
(threat 18–20), Knowledge (Medicine) +10 (threat 18–20),
Knowledge (Underworld) +15, Languages +8, Listen +12, Move
Knowledge (Underworld) +7 (threat 18–20), Languages +4,
Silently +12, Profession (Smuggler) +14, Tumble +8. Feats:
Profession (Biologist) +14 (threat 18–20), Profession (Doctor)
Ambidexterity, Crippling Strike, Daring Ambush, Deadly
+11 (threat 18–20). Feats: Advanced Skill Mastery (Ordinary
Precision, Immobilizing Strike, Jackrabbit Start (¥2), Master
Past), Advanced Skill Mastery (Scholarly), Armor Group
Fence, Moving Target, No Quarter, Precise Threat, Safe House,
Proficiency (Light), Ordinary Past, Scholarly, Weapon Group
Two Weapon Fighting. Gear: Weapons, 30 extra shots of armor
Proficiency (Handgun, Melee). Gear: Average street clothes.
piercing ammunition, average business suit, 38 BP. Gadgets
Gadgets and Vehicles: None.
and Vehicles: Aurora Vale, 20 GP.
35 36

André Gauthier (fourth-tier — target average agent level 19), (Light, Medium), Holding Basics, Punching Basics, Punching
9th-level professional/9th-level academic (standard NPC — Mastery, Weapon Group Proficiency (Handgun, Melee, Rifle).
41 MP): CR 17. SZ M; v/wp 48/11; Init +13 (+13 class); Spd 30 Gear: Weapons, 25 extra shots of standard military ball ammu-
ft.; Def 23 (+13 class); Atk: fist/punch +10 (dmg 1d3 subdual, nition, average street clothes. Gadgets and Vehicles: None.
error 1); Face 1 square; Reach 1 square; SA None; SQ None;
SV Fort +6, Ref +9, Will +11; Str 10, Dex 11, Con 11, Int 18, Aurora Vale Heavies (third-tier — target average agent
Wis 13, Cha 12; Skills: Bureaucracy +10, Computers +12, level 14), 10th-level heavies/4th-level frogmen (minions,
Concentration +18 (threat 18–20), Craft (Poison) +29 squads of 2 — 60 MP): CR 13. SZ M; v/wp 85/12; Init +9
(threat 18–20), Diplomacy +11, Driver +10, First Aid +16, (+1 Dex, +8 class), Spd 30 ft.; Def 17 (+1 Dex, +6 class);
Hobby (Gambling) +16 (threat 18–20), Knowledge (Chemistry) Atk: fist/punch +15 (dmg 1d3+1, error 1), SIGArms SG 551 SP
+21 (threat 18–20), Knowledge (Medicine) +13 (threat 19–20), assault rifle +15 (dmg 4d4, error 1–2, threat 20, range 125 ft.,
Knowledge (Underworld) +8 (threat 18–20), Languages +6, qualities and mods: modular, BB, CS, FL, IN adjustable bipod —
Profession (Biologist) +17 (threat 18–20), Profession (Doctor) 25 shots of standard military ball ammunition); Face 1 square;
+14 (threat 18–20). Feats: Advanced Skill Mastery (Ordinary Reach 1 square; SA flying palm (std. attack + special), knuckle
Past), Armor Group Proficiency (Light), Ordinary Past, Scholarly, punch +5 (dmg 1d3+3, error 1), joint lock (special), one-handed
Weapon Group Proficiency (Handgun, Melee). Gear: Average choke (special), pain touch (standard attack + stun), palm strike
street clothes. Gadgets and Vehicles: None. +15 (std. attack + special); SQ flippers; SV Fort +10, Ref +6,
Will +6; Str 12, Dex 12, Con 12, Int 8, Wis 8, Cha 8; Skills:
Aurora Vale Heavies Balance +3, Boating +3, Climb +3, Demolitions +1, Driver +6,
Gather Information +4, Hide +7 (threat 19–20), Intimidate
Kamenev hires his yacht guards from ports around the
+14/+12, Knowledge (Underworld) +4, Move Silently +7
world, never keeping any on long enough for them to turn
(threat 19–20), Sense Motive +4, Spot +6, Survival +1, Swim
on him. Unfortunately, this tactic doesn’t endear them
+8. Feats: Armor Group Proficiency (Light, Medium), Holding
to him, either.
Basics, Punching Basics, Punching Mastery, Stealthy, Traceless,
Aurora Vale Heavies (first-tier — target average agent Weapon Group Proficiency (Handgun, Melee, Rifle). Gear:
level 4), 4th-level heavies (minions, squads of 2 — 36 MP): Weapons, 25 extra shots of standard military ball ammunition,
CR 3. SZ M; v/wp 30/12; Init +3 (+1 Dex, +2 class), Spd 30 ft.; average street clothes. Gadgets and Vehicles: None.
Def 13 (+1 Dex, +2 class); Atk: fist/punch +5 (dmg 1d3+1,
error 1), SIGArms SG 551 SP assault rifle +5 (dmg 4d4, error Aurora Vale Heavies (fourth-tier — target average agent
1–2, threat 20, range 125 ft., qualities and mods: modular, level 19), 10th-level heavies/9th-level frogmen (minions,
BB, CS, FL, IN adjustable bipod — 25 shots of standard military squads of 2 — 60 MP): CR 19. SZ M; v/wp 104/12; Init +12
ball ammunition); Face 1 square; Reach 1 square; SA knuckle (+1 Dex, +11 class), Spd 30 ft.; Def 19 (+1 Dex, +8 class);
punch +5 (dmg 1d3+3, error 1), palm strike +5 (std. attack + Atk: fist/punch +20 (dmg 1d3+1, error 1), SIGArms SG 551 SP
special); SQ None; SV Fort +5, Ref +2, Will +1; Str 12, Dex 12, assault rifle +20 (dmg 4d4, error 1–2, threat 20, range 125 ft.,
Con 12, Int 8, Wis 8, Cha 8; Skills: Driver +3, Gather qualities and mods: modular, BB, CS, FL, IN adjustable bipod —
Information +1, Intimidate +8/+6, Knowledge (Underworld) 25 shots of standard military ball ammunition); Face 1
+1, Sense Motive +1, Spot +1. Feats: Armor Group Proficiency square; Reach 1 square; SA flying palm (std. attack + special),
(Light, Medium), Punching Basics, Weapon Group Proficiency knuckle punch +20 (dmg 1d3+3, error 1), joint lock (special),
(Handgun, Melee, Rifle). Gear: Weapons, 25 extra shots of one-handed choke (special), pain touch (standard attack +
standard military ball ammunition, average street clothes. stun), palm strike +5 (std. attack + special), sneak attack
Gadgets and Vehicles: None. +1d6; SQ flippers; SV Fort +12, Ref +8, Will +8; Str 12,
Dex 12, Con 12, Int 8, Wis 8, Cha 8; Skills: Balance +6,
Aurora Vale Heavies (second-tier — target average agent Boating +6, Climb +6, Demolitions +4, Driver +6, Gather
level 9), 9th-level heavies (minions, squads of 2 — 56 MP): Information +4, Hide +12 (threat 19–20), Intimidate +14/+12,
CR 8. SZ M; v/wp 63/12; Init +6 (+1 Dex, +5 class), Spd 30 ft.; Knowledge (Underworld) +4, Move Silently +12 (threat
Def 15 (+1 Dex, +4 class); Atk: fist/punch +10 (dmg 1d3+1, 19–20), Sense Motive +4, Spot +9, Survival +4, Swim +13.
error 1), SIGArms SG 551 SP assault rifle +10 (dmg 4d4, error Feats: Armor Group Proficiency (Light, Medium), Holding
1–2, threat 20, range 125 ft., qualities and mods: modular, Basics, Punching Basics, Punching Mastery, Stealthy, Traceless,
BB, CS, FL, IN adjustable bipod — 25 shots of standard military Weapon Group Proficiency (Handgun, Melee, Rifle). Gear:
ball ammunition); Face 1 square; Reach 1 square; SA flying Weapons,25 extra shots of standard military ball ammunition,
palm (std. attack + special), knuckle punch +5 (dmg 1d3+3, average street clothes. Gadgets and Vehicles: None.
error 1), joint lock (special), one-handed choke (special), pain Flippers: An Aurora Vale heavy’s speed when moving
touch (standard attack + stun), palm strike +10 (std. attack + underwater is increased by 5 ft. (with or without fins). Further,
special); SQ None; SV Fort +7, Ref +4, Will +3; Str 12, if a heavy is wearing fins on land, his movement rate is only
Dex 12, Con 12, Int 8, Wis 8, Cha 8; Skills: Driver +6, Gather reduced by 5 ft. (rather than 10 ft., as described in Spycraft
Information +4, Intimidate +13/+11, Knowledge (Underworld) Espionage Handbook).
+4, Sense Motive +4, Spot +4. Feats: Armor Group Proficiency
37

The Open Game License


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have
contributed Open Game Content; (b) “Derivative Material” means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute; (d) “Open Game Content” means the game
mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means
product and product line names, logos and identifying marks including trade
dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dia-
logue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or audio representa-
tions; names and descriptions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms
of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content distributed
using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark in conjunction with a work con-
taining Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
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using the name of any Contributor unless You have written permission from the Contributor
to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICES
Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules
Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Star Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.;
Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook, Copyright
2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.;
Authors Patrick Kapera and Kevin Wilson.

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