Professional Documents
Culture Documents
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.®
TM
1800-16
© 2004 Alderac Entertainment Group, Inc. All rights reserved.
1 2
Once she is satisfied with the agents’ credentials, Sandra weapons. The kitchen entrance is also fitted with detectors,
reveals the following information. and is permanently manned by 2 armed and uniformed
soldiers.
• She was recruited into W.A.R.D. some years ago, and has been working
First Floor: The embassy’s first floor contains offices,
for them ever since, first as a double agent during her time with the
a secondary security office, and a canteen, the lattermost of
Agency, then disappearing from the Agency 3 years ago.
which is merely functional, not pleasant. Passes handed out
• Several months ago, she participated in a botched W.A.R.D. operation in at the first floor security office are required to enter the
Scotland, after which she was sent to a biological facility here in Malta. offices. One guard patrols this floor, and also acts as the
She was led to believe that she would command the facility, but in embassy’s quartermaster, carrying an additional 50 shots of
reality, she was detained as a test subject. 9mm Makarov standard military ball ammunition. The secu-
rity office here is typically left unmanned, though the guard
• W.A.R.D. has developed a virus that can be programmed to target specific
patrolling this floor has a key and is technically assigned to
genetic strains, leaving others unaffected. The organization has been
observe it as well.
kidnapping tourists of different nationalities in order to test the pathogen.
Second Floor: The embassy’s second floor contains its
• Sandra escaped the facility, but has already been infected with the virus. function and public rooms, including a grand ballroom and
It is not contagious, but it is lethal. She has 48 hours to live. dining room, the latter two of which are ornately decorated
in blue and gold, and feature fine china and silver cutlery.
• There is a vaccine, currently stored at the facility’s laboratory. It is due to
One standard guard patrols this floor.
be shipped out to another W.A.R.D. facility within the next 24 hours,
Third Floor: The embassy’s third floor contains guest bed-
however. She doesn’t know the location of the destination facility.
rooms (which can be assigned to the agents if required), as well
• Several innocent civilians are still held at the facility, all infected with the as the Ambassador’s private residence and a third security
pathogen. office, the lattermost of which features a secret passage
connecting the building to the sewers, designed as an emer-
Sandra’s main priority during this conversation is to con- gency escape for the Ambassador in case the building is
vince the agents to retrieve the vaccine for her, and she attacked. This is also the route that the assassin takes to enter
refuses to provide the location of the facility unless the the embassy (see Threats, page 8). One standard guard patrols
agents agree. She knows that without the vaccine, she will this floor and 2 standard guards man the security office here.
die, and so even if the agents use interrogation to solicit the Fourth Floor: The embassy’s fourth floor contains several
location from her, their DC is increased by an additional 20. storage rooms, an Agency monitoring station, and an
During the conversation, the assassin Falstaff enters the Agency gear supply depot. Sandra McGregor is held in an
embassy. He is unaware of the agents’ presence, his orders empty storeroom on this floor. One Agency guard patrols this
restricted to killing Sandra. He locates the safe room and floor and 2 Agency guards man the monitoring station here.
attempts to kill her either as the debriefing ends or at a point All of these guards possess identical statistics to standard
determined by the GC (most likely if the agents become embassy guards.
bogged down in the details or hit a dead end about what to
do next). For more information about this assassin, see Threats
Threats, page 8. The assassin Falstaff enters the embassy through the
escape tunnel that leads to the third floor (see pages 9–10),
Map Key: Embassy disables the 2 guards in the security office with knockout gas,
The embassy’s nationality corresponds to the region in and then loops the embassy’s cameras to mask his presence.
which the serial is played. The Agency maintains a presence Thereafter, he makes his way to the fourth floor, where a
here, and so the team may use the building as a base of W.A.R.D. informant told him Sandra McGregor is located (for
operations throughout this serial. more information about this informant, see Troubleshooting,
Initially, the agents are not provided an opportunity to page 11).
explore the Embassy, though they may visit new locations Unless the agents make a successful awareness check
during or after the assassination attempt. using the Listen skill (DC 15/20/25/30), they are considered
The embassy’s security personnel are aware of the team’s to be surprised and Falstaff gains 1 half action during the
presence, but not its purpose, and do not interfere with its opening surprise round, during which he tosses a flash/bang
actions unless the agents perform actions that are clearly grenade at any characters located outside the room. If no one
outside their mandate or violate international etiquette. is located outside the room, then he tosses a flash/bang
grenade into the room, onto a square randomly determined
Ground Floor: The embassy’s ground floor contains low- by the GC.
level offices, storage rooms, and the embassy’s security Following the surprise round, or if the agents spread out
office. The two entrances here lead into the lobby and into before Falstaff can use a flash/bang grenade to target at least
the kitchen, respectively. The former is protected with metal 3 of them at once, he relies on his subsonic H&K 53A2 sub-
and bomb detectors, as well as 2 armed and uniformed machinegun (see the Modern Arms Guide, page 6, for more
soldiers and 4 plain-clothes guards with discreetly hidden information about subsonic ammunition), using autofire
9 10
Embassy
Metal and Bomb
Ground Floor Detector First Floor
Kitchen
Store Offices
Canteen
Room
Offices
Restrooms
Guard Guard
Room Room
Lobby Open to
Lobby Below
Closet Weapons
Storage
Metal and Bomb Stairs Up to Stairs Down
Stairs Up to Second Floor
Detectors to Lobby
First Floor
Guest
Second Floor Third Floor Bedrooms
Ballroom
Dining
Room Ambassador’s
Suite Security
Room
Lounge
Stairs Down Restroom Stairs Down to
Stairs Up to Restroom
to First Floor Second Floor
Stairs Up to Fourth Floor
Third Floor
Fourth Floor
Monitoring Store
Office
Station Room
Sandra McGregor
Held Here
Store
0 10 20 Room
Store
Room
Closet
Stairs Down to
Third Floor
11 12
attacks to kill her as quickly as possible. If he is unable to • The police are trying to play down the similarities between the kidnap-
position himself with line of sight to Sandra, he targets any pings in order to keep the press at bay (and to avoid damaging the
agent blocking his path to her, attempting to down the agent islands’ reputation as a tourist destination).
as quickly and quietly as possible. If he kills Sandra, runs out
• There is no apparent pattern to the kidnappings, which have occurred all
of ammunition, or the agents use non-silenced weapons,
across the island. The victims have all been adults, of varying nationali-
Falstaff draws his Glock 31 and falls back to the third floor
ties, often traveling alone.
security office to make a speedy escape, using fragmentation
grenades to slow down pursuers.
The police will not cooperate with the Agency under any
Should the agents make it to the third floor security office
circumstances. This isn’t a matter of fear — they simply don’t
and give chase, they find the escape tunnel to be tight ter-
trust government organs.
rain. Unless caught first, Falstaff reaches the sewers at the
conclusion of the fifth chase round, after which the agents Development
can only pursue him with illumination, night-vision goggles,
If the agents find themselves at a loss what to do next,
or similar gear (in which case the chase continues to its nat-
Commander Richards should suggest that they report in.
ural conclusion).
When the agents contact Control for orders, they are reas-
If the agents manage to capture Falstaff and successfully
signed to infiltrate the W.A.R.D. base, rescue the hostages,
interrogate him, he tells them that he was hired specifically
and secure the vaccine and any other information they can
for this job and flew in from Berlin earlier today. His employ-
find.
er was tall man with an eye patch, who met him at the Malta
airport and gave him detailed plans of the embassy, includ-
ing its secret escape route and the storage room where Scene 2: Full House
Sandra McGregor was being held. Falstaff is to meet with the
tall man at 9pm this evening at Casino Majestic to collect his Agent Description
payment. If Sandra McGregor survives the attack (and the
Read the following when the agents enter this scene. This
agents agree to collect the vaccine for her), she tells them
text assumes the Sandra McGregor did not die, and should be
that the commander of the W.A.R.D. facility, Major Pike,
modified if she did.
matches Falstaff’s description of his employer.
Casino Majestic
Men’s Room
Ground Floor
2
Bar
5 1
3
Ladies’ Room
4
6
9
Second Floor
8 8 8 8 8
8
8 8 8
8 8 8 8
7
17 18
Security
If the agents try to physically break into the Central
Scene 3: Infiltration
Planning Office to steal the Casino Majestic plans, they must
deal with the building’s motion and infrared sensors, which Agent Description
require a successful Search check (DC 15/20/25/30) to locate, If the agents did not trigger any security entering the
a successful Hide check (DC 20/25/30/35) to evade, and a hidden W.A.R.D. base, read the following as they enter this
successful Electronics check (DC 20/25/30/35) to disable. All scene.
of the building’s sensors send a silent signal to the local
police station if triggered. Exiting the elevator, you find a long corridor opening into an
If an agent tries to electronically break into the Central expansive, white-tiled laboratory, filled with a wide variety of
Planning Office to steal the Casino Majestic plans, he must scientific equipment. Workbenches stand against each wall
make a successful Computers check (DC 20/25/30/35). and down the center of the room, covered in indecipherable
If the agents access the casino through its sewer access machinery, sophisticated computers, and chemical contain-
tunnel (see page 12), they encounter W.A.R.D.-planted heat ment units. The air stings with the scent of disinfectant.
and motion sensors, which require a successful Search check
(DC 20/25/30/35) to locate, a successful Hide check (DC Beyond a door in the lab’s far wall, you hear voices…
25/30/35/40) to evade, and a successful Electronics check “But it’s possible we have been discovered. We must evac-
(DC 25/30/35/40) to disable. If triggered, these sensors send uate immediately!" says a cultured British voice. “Is the gas
a silent signal to the Manager’s Office (see the Casino ready?"
Majestic, location #4), and the main lab (see the underground
lab, location #1). “Yes, though the system needs to prepare the final solution
for dispersal," says a second voice in heavily accented Russian.
Troubleshooting “Excellent! Commence with the countdown."
If the agents fail to locate the hidden W.A.R.D. base, they
may obtain the information from Major Pike or any of the “But…"
casino guards (though they will only provide this informa- “Commence! This will be W.A.R.D.’s finest hour!"
tion if successfully interrogated).
If the agents somehow reach the base before Major Pike
If the agents did trigger security entering the hidden
does, the GC should add a hidden elevator from Pike’s cur-
W.A.R.D. base, read the following as they enter this scene.
rent location to the isolation lab (see the underground lab,
location #3), having him arrive 1d4 rounds after the agents.
His presence is important during Scene 3. Exiting the elevator, you find a long corridor opening into an
If the agents somehow kill Major Pike before reaching the expansive, white-tiled laboratory, filled with a wide variety of
underground lab, the GC should replace Pike during Scene 3 scientific equipment. Workbenches stand against each wall
with a scientist named Benjamin Albright. Benjamin was in and down the center of the room, covered in indecipherable
the S.A.S. with Pike up to 3 years ago, when they both machinery, sophisticated computers, and chemical contain-
drummed out, and therefore possesses identical statistics (and ment units. The air stings with the scent of disinfectant.
carries the same gear, though Albright’s is hidden in a lock- Before you can act, three soldiers in undecorated jumpsuits
er within one of his lab tables). approach, Scorpion submachineguns at the ready…
If the agents are determined to start a fight in the casino,
they are likely overpowered, in which case Major Pike turns
In the second case, the agents and the W.A.R.D. guards roll
them over to the police as dangerous criminals. The Agency
initiative as standard. Neither gains a surprise round.
may be able to pull strings to get the agents out, but it will
Remember also that if the agents managed to arrive here
be too late for them to complete the mission.
before Major Pike, the henchman arrives 1d4 round later
Finally, if the agents learn that Major Pike has been seen
using a secret elevator in the isolation lab (see location #2).
in some of Malta’s more “downmarket" bars, they may
attempt to find out more about him by questioning the locals. GC Description
This wastes time, but otherwise doesn’t provide any new
As the agents arrive in the laboratory, Major Pike is
information beyond the fact that Pike is good in a fight, and
overseeing the final evacuation plans. He suspects that the
can be found at the casino.
base’s position may have been compromised, and plans to
Development leave with the samples and destroy any remaining evidence.
If the agents have previously triggered base security, he
The main objective during this scene is to find a way into
leaves 3 guards to deal with them while he escapes; other-
the hidden W.A.R.D. base. When the agents accomplish this,
wise, they have the potential to blindside him during his final
proceed to Scene 3.
preparations.
19 20
The hostages are held in an enormous steel and glass globe this location in anticipation of W.A.R.D.’s withdrawal from
located at one end of the isolation lab (see location #2), the area, and 6 scientists and 8 W.A.R.D. guards are located
which has been connected by air pumps to the high-pressure here when the scene begins.
cylinders containing the virus. The virus has been pro- 3. Helipad: This location is hollowed out beneath the
grammed to kill all but 1 of the hostages, and does so unless Casino Majestic’s exterior garden. Activating the retractable
the system is shut down before the countdown is ended. The roof requires 1 half action, after which it opens for 1 full
countdown is set at 1 minute (10 rounds) beginning the round before a helicopter may enter or exit. Two Russian
moment the agents arrive in this scene. When this count- Hind helicopters are located here at the outset of the scene —
down ends, the viral gas is released into the globe and one for Major Pike and another for the rest of the base guards
though the hostages within will live for several more hours, and staff (though if the agents eliminate the guards and
their ends will not be pretty. scientists before they can make away with the second heli-
Halting the countdown requires an agent to reach the copter, they can use the vehicle to give chase to the serial’s
isolation globe and make a successful Mechanics check (DC henchman). Two additional guards monitor this location
10/15/20/25). Any commander present orders all guards until Pike leaves (at which time they leave with him).
location in all labs to prevent the agents from doing so.
Alternately, any agent may target the gas pipes leading Threats
from the virus cylinders to the isolation globe — which pos- All guards in this scene have the same orders — prevent
sess a hardness of 2, 15 wounds, and no Break DC — though the agents from interfering with Pike’s departure and prevent
breaking these only saves the hostages from exposure. All the agents from interfering with the virus test (in that order).
other characters in the hidden base when the gas is released Additionally, the agents must contend with the several
— including the agents — are exposed. In this case, the GC hundred pounds of C4 planted beneath the base, which are
should roll 1d8 for each character, including each agent. set to detonate 10 minutes into this scene. The resulting
With any result other than an 8, the character possesses a explosion utterly destroys the hidden base (and coincidental-
genetic strain targeted by the current test virus, and must ly collapses the casino above). Not looking to kill good cus-
make a immediately successful Fortitude save (DC tomers, Pike has set the casino’s fire alarm to go off 1 minute
25/25/25/25) or suffer 1d6 points of temporary Constitution prior to the explosion. This alarm is heard throughout the
damage. Then, 1d4 hours later, he must make a second underground lab as well.
successful Constitution save (DC 25/25/25/25) or suffer an
additional 1d6 points of temporary Constitution damage. All Security
NPCs affected by the gas are assumed to fail these saves and The isolation globe’s door may be opened with a success-
suffer maximum damage. ful Electronics check (DC 30/35/40/45).
The glass portions of the isolation globe have a hardness
of 5, 30 wounds, and no Break DC. Shattering them frees the Troubleshooting
hostages but exposes everyone in the hidden base — includ- The largest potential problem during this scene involves
ing the agents and the hostages — is exposed to the virus as the C4 planted beneath the lab. If the agents linger and
described earlier in this section. ignore the fire alarm, the GC should allow them a Spot check
Major Pike’s priority during this scene is to collect the (DC 15/15/15/15) to notice a slab of the explosive embedded
virus samples from a workbench locker in the isolation lab behind a part of the wall chipped away by a stray bullet.
and reach the helipad (see location #3), after which he trig-
gers the concealed helipad roof (the casino’s exterior garden)
and takes flight, heading south (see Debriefing, page 24). The
helipad roof requires 1 half action to activate and 1 full
round to open.
Underground Lab
Glass Barrier
Isolation Cells
Elevator
1 2
Air Lock
Globe 3
L I V I N G
TM
23 24
Note: Living Spycraft experience is never earned until the B. Killing Major Pike/Benjamin Albright before he can escape:
end of a serial, and agents may never gain levels during the 200/300/400/500 XP per agent.
course of a Living Spycraft serial.
C. Capturing Major Pike/Benjamin Albright after a helicopter chase:
Action Dice 300/450/600/800 XP per agent.
Each player gains the following XP rewards, as well as an D. Capturing Major Pike/Benjamin Albright before he can escape:
amount of XP equal to the number of action dice you awarded 400/600/800/1,000 XP per agent.
him × 25 XP (to a maximum of their agent level × 25 XP).
A. Rescuing 1 hostage: 50/75/100/125 XP per agent.
Scene 1 B. Rescuing 12 hostages: 100/150/200/250 XP per agent.
A. Preventing Sandra McGregor’s assassination: 300/450/600/750 XP per A. Killing one or more W.A.R.D. guards: 50/75/100/125 XP per agent.
agent.
B. Capturing one or more W.A.R.D. guards: 100/150/200/250 XP per agent.
A. Killing the assassin Falstaff: 150/225/300/375 XP per agent.
(dmg 1d8+2 normal, recoil 20, error 1, threat 20, range 25 ft.,
Statistics qualities and mods: AA, CP, DT, TD — 13 shots of standard
military ball ammunition); Face 1 square; Reach 1 square;
Special Note: Though this serial was not designed using
SA sneak attack +2d6; SQ evasion (no damage with successful
the Mastermind System, mastermind point (MP) costs are
Reflex save); SV Fort +6, Ref +9, Will +9; Str 12, Dex 16, Con 10,
included for all characters herein so that you can easily port
Int 10, Wis 12, Cha 17; Skills: Bluff +20, Disguise +13, Driver +11,
them into your Mastermind System-designed home games
Diplomacy +13, Listen +9, Profession (Espionage) +11,
with ease.
Perform +13, Innuendo +16, Languages +9, Open Locks +9,
Scene 1: Complications Sense Motive +9. Feats: Charmer, The Look, Training. Gear:
Weapons, 20 extra shots of standard military ball ammunition,
The following NPCs are encountered during Scene 1 and
laptop computer (power rating +2). Vehicles and Gadgets:
later as described in the serial text.
Poison lipstick (3 uses).
Sandra McGregor
Sandra McGregor (fourth-tier — target average agent level
Sandra is a non-combatant during this serial, interested
20), 10th-level femme fatale/10th-level faceman (henchman
only in making sure her tentative deal with the Agency is
— 40 MP): CR 20. SZ M; v/wp 103/10; Init +17 (+3 Dex, +14
upheld, and that she escapes her former W.A.R.D. colleagues
class); Spd 30 ft.; Def 27 (+3 Dex, +14 class); Atk: fist/punch
without injury.
+14 (dmg 1d3 subdual, error 1), Glock 23 service pistol +17
Sandra McGregor (first-tier — target average agent level (dmg 1d8+2 normal, recoil 20, error 1, threat 20, range 25 ft.,
5), 5th-level femme fatale (henchman — 10 MP): CR 5. SZ M; qualities and mods: AA, CP, DT, TD — 13 shots of standard
v/wp 21/10; Init +6 (+3 Dex, +3 class); Spd 30 ft.; Def 17 (+3 military ball ammunition); Face 1 square; Reach 1 square;
Dex, +4 class); Atk: fist/punch +4 (dmg 1d3 subdual, error 1), SA sneak attack + 2d6; SQ evasion (no damage with success-
Glock 23 service pistol +6 (dmg 1d8+2 normal, recoil 20, error ful Reflex save); SV Fort +8, Ref +11, Will +11; Str 12, Dex 16,
1, threat 20, range 25 ft., qualities and mods: AA, CP, DT, TD — Con 10, Int 10, Wis 12, Cha 17; Skills: Bluff +25, Disguise +20,
13 shots of standard military ball ammunition); Face 1 square; Driver +13, Diplomacy +15, Listen +11, Profession
Reach 1 square; SA sneak attack +1d6; SQ None; SV Fort +1, (Espionage) +13, Perform +16, Innuendo +19, Languages +10,
Ref +6, Will +4; Str 12, Dex 16, Con 10, Int 10, Wis 12, Open Locks +11, Sense Motive +11. Feats: Charmer, The Look,
Cha 17; Skills: Bluff +10, Disguise +8, Driver +4, Diplomacy +8, Training. Gear: Weapons, 20 extra shots of standard military
Listen +4, Profession (Espionage) +5, Perform +8, Innuendo +6, ball ammunition, laptop computer (power rating +2). Vehicles
Languages +6, Open Locks +4, Sense Motive +4. Feats: and Gadgets: Poison lipstick (3 uses).
The Look, Training. Gear: Weapons, 20 extra shots of standard
military ball ammunition, laptop computer (power rating +1). Falstaff
Vehicles and Gadgets: Poison lipstick (3 uses).
The assassin Falstaff was chosen to eliminate Sandra
McGregor for his superb reputation with quiet operations.
Sandra McGregor (second-tier — target average agent
Though he carries overt, loud weaponry, he only resorts to
level 10), 10th-level femme fatale (henchman — 20 MP):
using them when absolutely required to save his own skin, or
CR 10. SZ M; v/wp 48/10; Init +9 (+3 Dex, +6 class); Spd 30
when his operation has already been revealed.
ft.; Def 21 (+3 Dex, +8 class); Atk: fist/punch +7 (dmg 1d3
subdual, error 1), Glock 23 service pistol +10 (dmg 1d8+2 Falstaff (first-tier — target average agent level 5), 5th-
normal, recoil 20, error 1, threat 20, range 25 ft., qualities level operative/2nd-level wheelman (henchman — 14 MP):
and mods: AA, CP, DT, TD — 13 shots of standard military ball Department: D-5: Black Ops. CR 6. SZ M; v/wp 59/17; Init +7
ammunition); Face 1 square; Reach 1 square; SA sneak attack (+3 Dex, +4 class); Spd 30 ft.; Def 17 (+3 Dex, +4 class);
+2d6; SQ evasion (no damage with successful Reflex save); Atk: fist/punch +8 (1d3+3 subdual, error 1), tiger claws +8
SV Fort +3, Ref +8, Will +6; Str 12, Dex 16, Con 10, Int 10, (dmg 1d3+5 subdual, error 1), seven piece sword +8 (dmg
Wis 12, Cha 17; Skills: Bluff +15, Disguise +9, Driver +8, 1d6+3 normal, error 1, threat 19–20), Glock 31 service pistol
Diplomacy +10, Listen +6, Profession (Espionage) +8, +8 (dmg 3d4+4 normal, recoil 25, error 2, threat 19–20, range
Perform +10, Innuendo +11, Languages +6, Open Locks +6, 30 ft., qualities and mods: AA, CP — 10 shots of hollow point
Sense Motive +6. Feats: Charmer, The Look, Training. Gear: ammunition), H&K 53A2 submachinegun +7 (dmg 1d6+1
Weapons, 20 extra shots of standard military ball ammunition, normal, accuracy –1, recoil 0, error 1–2, threat 20, range 20
laptop computer (power rating +2). Vehicles and Gadgets: ft., qualities and mods: DP, SS, IN muzzle break, standard
Poison lipstick (3 uses). suppressor, standard laser sight — 25 shots of armor piercing
ammunition), flash/bang grenade (×3) +8 (dmg special, error
Sandra McGregor (third-tier — target average agent level 1–4, range 15 ft. — 1 shot each), fragmentation grenade (×3)
15), 10th-level femme fatale/5th-level faceman (henchman — +8 (dmg 2d10, error 1–4, range 15 ft. — 1 shot each); Face 1
30 MP): CR 15. SZ M; v/wp 75/10; Init +13 (+3 Dex, +10 square; Reach 1 square; SA sneak attack +1d6; SQ custom
class); Spd 30 ft.; Def 24 (+3 Dex, +11 class); Atk: fist/punch ride, daredevil, kick start 1/session, lucky; SV Fort +6, Ref +9,
+10 (dmg 1d3 subdual, error), Glock 23 service pistol +13 Will +5; Str 16, Dex 16, Con 17, Int 14, Wis 14, Cha 10; Skills:
27 28
Bluff +3, Climb +9, Demolitions +7, Driver +8, Escape Artist +7, break, standard suppressor, standard laser sight — 25 shots of
Hide +10 (threat 19–20), Move Silently +10 (threat 19–20), armor piercing ammunition), flash/bang grenade (×3) +14
Search +5, Spot +5, Surveillance +5, Tumble +6. Feats: Armor (dmg special, error 1–4, range 15 ft. — 1 shot each), fragmen-
Group Proficiency (Light, Medium), Blind-Fight, Power Attack, tation grenade (×3) +14 (dmg 2d10, error 1–4, range 15 ft. —
Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle). 1 shot each); Face 1 square; Reach 1 square; SA sneak attack
Gear: Weapons, 10 extra shots of .357 Magnum hollow point +2d6; SQ ambusher (critical, remain flat-footed), backstab,
ammunition, black clothing, black hood, black gloves, climbing custom ride, daredevil, familiarity (custom ride) +1, ki-sense
kit, foot spikes, tiger claws, 5 applications of knockout gas (in (Spot), kick start 1/session, lucky, special ability (bundle, fast
liquid form, in syringes). Vehicles and Gadgets: None. movement); SV Fort +9, Ref +16, Will +10; Str 17, Dex 16,
Con 18, Int 14, Wis 15, Cha 10; Skills: Bluff +11, Boating +3
Falstaff (second-tier — target average agent level 10), (threat 18–20), Climb +18, Demolitions +19, Driver +17
5th-level operative/4th-level wheelman/3rd-level ninja (threat 17–20), Electronics +19, Escape Artist +19, Hide +20
(henchman — 24 MP): Department: D-5: Black Ops. CR 12. (threat 17–20), Move Silently +20 (threat 17–20), Open
SZ M; v/wp 113/18; Init +13 (+3 Dex, +10 class); Spd 30 ft.; Lock +21, Pilot +3 (threat 18–20), Search +14, Spot +10,
Def 21 (+3 Dex, +8 class); Atk: fist/punch +11 (1d3+3 subdual, Surveillance +10, Tumble +13. Feats: Advanced Skill Mastery
error 1), tiger claws +11 (dmg 1d3+5 subdual, error 1), seven (Stealthy), Advanced Skill Mastery (Speed Demon), Armor
piece sword +11 (dmg 1d6+3 normal, error 1, threat 19–20), Group Proficiency (Light, Medium), Blind-Fight, Cleave, Grand
Glock 31 service pistol +11 (dmg 3d4+4 normal, recoil 25, Skill Mastery (Stealthy), Point Blank Shot, Power Attack, Speed
error 2, threat 19–20, range 30 ft., qualities and mods: AA, CP Demon, Stealthy, Weapon Group Proficiency (Exotic — Martial
— 10 shots of hollow point ammunition), H&K 53A2 subma- Arts, Handgun, Melee, Hurled, Rifle). Gear: Weapons, 10 extra
chinegun +10 (dmg 1d6+1 normal, accuracy –1, recoil 0, error shots of .357 Magnum hollow point ammunition, black cloth-
1–2, threat 20, range 20 ft., qualities and mods: DP, SS, IN ing, black hood, black gloves, climbing kit, foot spikes, tiger
muzzle break, standard suppressor, standard laser sight — 25 claws, 5 applications of knockout gas (in liquid form, in
shots of armor piercing ammunition), flash/bang grenade (×3) syringes). Vehicles and Gadgets: None.
+11 (dmg special, error 1–4, range 15 ft. — 1 shot each), frag-
mentation grenade (×3) +11 (dmg 2d10, error 1–4, range 15 ft. Falstaff (fourth-tier — target average agent level 20), 7th-
— 1 shot each); Face 1 square; Reach 1 square; SA sneak level operative/5th-level wheelman/10th-level ninja (hench-
attack +1d6; SQ ambusher (remain flat-footed), backstab, man — 44 MP): Department: D-5: Black Ops. CR 22. SZ M;
custom ride, daredevil, familiarity (custom ride) +1, ki sense v/wp 201/18; Init +16 (+3 Dex, +13 class); Spd 40 ft.; Def 28
(Spot), kick start 1/session, lucky; SV Fort +8, Ref +14, (+3 Dex, +15 class); Atk: fist/punch +19 (1d3+4 subdual, error
Will +8; Str 16, Dex 16, Con 18, Int 14, Wis 15, Cha 10; 1), tiger claws +19 (dmg 1d3+7 subdual, error 1), seven piece
Skills: Bluff +6, Boating +3 (threat 19–20), Climb +13, sword +19 (dmg 1d6+4 normal, error 1, threat 19–20), Glock
Demolitions +13, Driver +13 (threat 19–20), Escape Artist +13, 31 service pistol +18 (dmg 3d4+4 normal, recoil 25, error 2,
Hide +16 (threat 17–20), Move Silently +16 (threat 17–20), threat 19–20, range 30 ft., qualities and mods: AA, CP — 10
Pilot +3 (threat 19–20), Search +9, Spot +7, Surveillance +7, shots of hollow point ammunition), H&K 53A2 submachinegun
Tumble +10. Feats: Advanced Skill Mastery (Stealthy), Armor +17 (dmg 1d6+1 normal, accuracy –1, recoil 0, error 1–2,
Group Proficiency (Light, Medium), Blind-Fight, Grand Skill threat 20, range 20 ft., qualities and mods: DP, SS, IN muzzle
Mastery (Stealthy), Point Blank Shot, Power Attack, Speed break, standard suppressor, standard laser sight — 25 shots of
Demon, Stealthy, Weapon Group Proficiency (Exotic — Martial armor piercing ammunition), flash/bang grenade (×3) +18
Arts, Handgun, Melee, Hurled, Rifle). Gear: Weapons, 10 extra (dmg special, error 1–4, range 15 ft. — 1 shot each), fragmen-
shots of .357 Magnum hollow point ammunition, black cloth- tation grenade (×3) +18 (dmg 2d10, error 1–4, range 15 ft. —
ing, black hood, black gloves, climbing kit, foot spikes, tiger 1 shot each); Face 1 square; Reach 1 square; SA sneak attack
claws, 5 applications of knockout gas (in liquid form, in +3d6; SQ ambusher (critical, remain flat-footed), backstab,
syringes). Vehicles and Gadgets: None. custom ride, daredevil, familiarity (custom ride) +1, ki-sense
(Sense Motive, Spot), kick start 1/session, lucky, ninja master,
Falstaff (third-tier — target average agent level 15), 5th- special ability (bundle, fast movement); SV Fort +11, Ref +19,
level operative/5th-level wheelman/7th-level ninja (henchman Will +12; Str 18, Dex 18, Con 18, Int 15, Wis 14, Cha 10;
— 34 MP): Department: D-5: Black Ops. CR 17. SZ M; v/wp Skills: Bluff +14, Boating +3 (threat 18–20), Climb +21,
160/18; Init +14 (+3 Dex, +11 class); Spd 40 ft.; Def 26 (+3 Demolitions +23, Driver +21 (threat 17–20), Electronics +20,
Dex, +13 class); Atk: fist/punch +14 (1d3+3 subdual, error 1), Escape Artist +22, Hide +24 (threat 16–20), Move Silently +27
tiger claws +14 (dmg 1d3+5 subdual, error 1), seven piece (threat 16–20), Open Lock +26, Pilot +3 (threat 18–20),
sword +14 (dmg 1d6+3 normal, error 1, threat 19–20), Glock Search +19, Spot +15, Sense Motive +20, Surveillance +15,
31 service pistol +14 (dmg 3d4+4 normal, recoil 25, error 2, Tumble +19. Feats: Advanced Skill Mastery (Stealthy),
threat 19–20, range 30 ft., qualities and mods: AA, CP — 10 Advanced Skill Mastery (Speed Demon), Armor Group
shots of hollow point ammunition), H&K 53A2 submachinegun Proficiency (Light, Medium), Blind-Fight, Cleave, Grand Skill
+13 (dmg 1d6+1 normal, accuracy –1, recoil 0, error 1–2, Mastery (Stealthy), Perfect Skill Mastery (Stealthy), Point Blank
threat 20, range 20 ft., qualities and mods: DP, SS, IN muzzle Shot, Power Attack, Rapid Shot, Speed Demon, Stealthy,
29 30
Weapon Group Proficiency (Exotic — Martial Arts, Handgun, Dex 14, Con 13, Int 11, Wis 11, Cha 11; Skills: Balance +12,
Hurled, Melee, Rifle); Gear: Weapons, 10 extra shots of .357 Demolitions +10, Driver +10, Intimidate +14/+12, Profession
Magnum hollow point ammunition, black clothing, black hood, (Guard) +8, Spot +8, Survival +6, Tumble +10. Feats: Point
black gloves, climbing kit, foot spikes, tiger claws, 5 applica- Blank Shot, Toughness, Weapon Focus (CZ Scorpion subma-
tions of knockout gas (in liquid form, in syringes). Vehicles and chinegun). Gear: Weapons, 40 extra shots of 9mm Makarov
Gadgets: None. standard military ball ammunition, tactical radio. Vehicles and
Gadgets: None.
Scene 2: Full House
Casino/W.A.R.D. Guards (fourth-tier — target average
The following NPCs are encountered during Scene 2 and
agent level 20), 19th-level minions (minions, squads of 3—37
later as described in the serial text.
MP): CR 18. SZ M; v/wp 118/15; Init +17 (+2 Dex, +15 class);
Casino/W.A.R.D. Guards Spd 30 ft.; Def 20 (+2 Dex, +8 class); Atk: fist/punch +21
(dmg 1d3+2 subdual, error 1), 9mm Makarov CZ Scorpion
W.A.R.D.’s flunkies during this serial are drawn from the
submachinegun +21 (dmg 2d4 normal, accuracy –1, error 1–2,
local population, but personally trained by Major Pike, giv-
threat 20, range 25 ft., qualities and mods: CS, SS — 25 shots
ing them a decided edge over the average competition.
of standard military ball ammunition); Face 1 square; Reach 1
Casino/W.A.R.D. Guards (first-tier — target average agent square; SA None; SQ None; SV Fort +12, Ref +10, Will +6;
level 5), 4th-level minions (minions, squads of 3—22 MP): Str 14, Dex 14, Con 13, Int 11, Wis 11, Cha 11; Skills:
CR 3. SZ M; v/wp 27/15; Init +3 (+2 Dex, +1 class); Spd 30 ft.; Balance +14, Demolitions +12, Driver +12, Intimidate +16/+14,
Def 12 (+2 Dex); Atk: fist/punch +6 (dmg 1d3+2 subdual, Profession (Guard) +10, Spot +14, Survival +10, Tumble +12.
error 1), 9mm Makarov CZ Scorpion submachinegun +6 Feats: Point Blank Shot, Toughness, Weapon Focus (CZ
(dmg 2d4 normal, accuracy –1, error 1–2, threat 20, range 25 Scorpion submachinegun). Gear: Weapons, 40 extra shots of
ft., qualities and mods: CS, SS — 25 shots of standard military 9mm Makarov standard military ball ammunition, tactical
ball ammunition); Face 1 square; Reach 1 square; SA None; radio. Vehicles and Gadgets: None.
SQ None; SV Fort +3, Ref +3, Will +0; Str 14, Dex 14, Con 13,
Int 11, Wis 11, Cha 11; Skills: Balance +6, Demolitions +4, Scene 3: Infiltration
Driver +6, Intimidate +6/+4, Profession (Guard) +4, Spot +4,
The following NPCs are encountered during Scene 2 and
Survival +4, Tumble +6. Feats: Toughness, Weapon Focus (CZ
later as described in the serial text.
Scorpion submachinegun). Gear: Weapons, 40 extra shots of
9mm Makarov standard military ball ammunition, tactical W.A.R.D. Scientists
radio. Vehicles and Gadgets: None.
Regrettably, these men and women know little about the
W.A.R.D. organization — except that it’s a global-scale
Casino/W.A.R.D. Guards (second-tier — target average
criminal organization (which is reason enough to make sure
agent level 10), 9th-level minions (minions, squads of 3—27
they’re locked up or dead).
MP): CR 8. SZ M; v/wp 57/15; Init +9 (+2 Dex, +7 class);
Spd 30 ft.; Def 16 (+2 Dex, +4 class); Atk: fist/punch +11 W.A.R.D. Scientists (first-tier — target average agent level
(dmg 1d3+2 subdual, error 1), 9mm Makarov CZ Scorpion 5), 3rd-level academics (standard NPCs — 27 MP): CR 2. SZ M;
submachinegun +11 (dmg 2d4 normal, accuracy –1, error 1–2, v/wp 9/10; Init +2 (+2 class); Spd 30 ft.; Def 13 (+3 class);
threat 20, range 25 ft., qualities and mods: CS, SS — 25 shots Atk: fist/punch +1 (dmg 1d3 subdual, error 1); SA None;
of standard military ball ammunition); Face 1 square; Reach 1 SQ None; SV Fort +1, Ref +0, Will +5; Str 10, Dex 11, Con 10,
square; SA None; SQ None; SV Fort +7, Ref +6, Will +3; Str 14, Int 17, Wis 15, Cha 10; Skills: Bureaucracy +1, Computers +7,
Dex 14, Con 13, Int 11, Wis 11, Cha 11; Skills: Balance +8, Concentration +6 (19–20), Driver +1, Knowledge (Chemistry)
Demolitions +8, Driver +8, Intimidate +10/+8, Profession +8 (19–20), Knowledge (Biology) +8 (19–20), Knowledge
(Guard) +6, Spot +6, Survival +6, Tumble +8. Feats: Toughness, (Computers) +7 (19–20), Knowledge (Genetics) +8 (19–20),
Weapon Focus (CZ Scorpion submachinegun). Gear: Weapons, Languages +3, Listen +3, Profession (Scientist) +3. Feats:
40 extra shots of 9mm Makarov standard military ball ammu- Armor Group Proficiency (Light), Scholarly, Weapon Group
nition, tactical radio. Vehicles and Gadgets: None. Proficiency (Melee). Gear: Clipboard. Vehicles and Gadgets:
None.
Casino/W.A.R.D. Guards (third-tier — target average agent
level 15), 14th-level minions (minions, squads of 3—32 MP): W.A.R.D. Scientists (second-tier — target average agent
CR 13. SZ M; v/wp 87/16; Init +13 (+2 Dex, +11 class); Spd 30 level 10), 8th-level academics (standard NPCs — 37 MP):
ft.; Def 18 (+2 Dex, +6 class); Atk: fist/punch +16 (dmg 1d3+2 CR 7. SZ M; v/wp 21/10; Init +4 (+4 class); Spd 30 ft.; Def 15
subdual, error 1), 9mm Makarov CZ Scorpion submachinegun (+5 class); Atk: fist/punch +4 (dmg 1d3 subdual, error 1);
+16 (dmg 2d4 normal, accuracy –1, error 1–2, threat 20, SA None; SQ None; SV Fort +3, Ref +2, Will +9; Str 10, Dex
range 25 ft., qualities and mods: CS, SS — 25 shots of stan- 11, Con 10, Int 17, Wis 15, Cha 10; Skills: Bureaucracy +4,
dard military ball ammunition); Face 1 square; Reach 1 square; Computers +12, Concentration +12 (18–20), Driver +4,
SA None; SQ None; SV Fort +10, Ref +8, Will +4; Str 14, Knowledge (Chemistry) +14 (18–20), Knowledge (Biology) +14
31 32
(18–20), Knowledge (Computers) +13 (18–20), Knowledge error 2, threat 19–20, range 30 ft., qualities and mods: AA, CP
(Genetics) +14 (18–20), Languages +6, Listen +6, Profession — 10 shots of hollow point ammunition); Face 1 square; Reach
(Scientist) +6. Feats: Advanced Skill Mastery (Scholarly), Armor 1 square; SA None; SQ accurate, armor use +1, custom rider,
Group Proficiency (Light), Scholarly, Weapon Group Proficiency damage reduction 1/—, unrelenting; SV Fort +10, Ref +6, Will
(Melee). Gear: Clipboard. Vehicles and Gadgets: None. +2; Str 17, Dex 16, Con 16, Int 12, Wis 10, Cha 10; Skills:
Climb +8 (18–20), Demolitions +6, Driver +7, First Aid +2,
W.A.R.D. Scientists (third-tier — target average agent level Hide +5, Jump + 6, Intimidate +8/+5, Pilot +4, Survival +6,
15), 10th-level academics/3rd-level paper pushers (standard Sport (SCUBA Diving) +14 (threat 18–20), Swim +14 (threat
NPCs — 47 MP): CR 12. SZ M; v/wp 35/10; Init +10 (+10 18–20). Feats: Advanced Skill Mastery (Athletic), Aquatic
class); Spd 30 ft.; Def 17 (+7 class); Atk: fist/punch +6 (dmg Training, Armor Group Proficiency (Light, Medium, Heavy),
1d3 subdual, error 1); SA None; SQ None; SV Fort +4, Ref +4, Athletic, Bullseye, Endurance, Point Blank Shot, Precise Shot,
Will +10; Str 10, Dex 11, Con 10, Int 17, Wis 15, Cha 10; Skills: Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle,
Bluff +1, Bureaucracy +8, Computers +15, Concentration +16 Tactical). Gear: Weapons, 20 extra shots of .357 Magnum hol-
(17–20), Diplomacy +3, Driver +6, Intimidate +1/+1, low point ammunition, designer clothes, sunglasses, cell
Knowledge (Chemistry) +17 (17–20), Knowledge (Biology) +18 phone. Vehicles and Gadgets: Russian Hind helicopter (gunship
(17–20), Knowledge (Computers) +16 (17–20), Knowledge helicopter — SZ H, Occ 2/6, Hnd +5, Spd 1,000 ft., MPH
(Genetics) +20 (17–20), Languages +8, Listen +7, Profession 120/240, Def 16, WP 100, Hrd 7, qualities and mods: CHF, FLR,
(Scientist) +8, Search +7. Feats: Advanced Skill Mastery RGD, VTL, ordnance: 12.7mm vehicular machinegun +9 (dmg
(Scholarly), Armor Group Proficiency (Light), Grand Skill 3d8 (+20) normal, error 1–2, threat 19–20, range 400 ft.,
Mastery (Scholarly), Scholarly, Weapon Group Proficiency qualities and mods: AN, AP — 400 shots of standard military
(Melee). Gear: Clipboard. Vehicles and Gadgets: None. ball ammunition), 70mm rockets (×2) +7 (dmg 4d6 (+30) nor-
mal, accuracy –2, error 1–2, threat 19–20, range 500 ft., blast
W.A.R.D. Scientists (fourth-tier — target average agent 10 ft. — 25 shots of high-explosive ammunition), standard IR-
level 20), 10th-level academics/8th-level paper pushers guided missile launchers (×2) +9 (dmg 8d8 (+60) normal, error
(standard NPCs — 57 MP): CR 17. SZ M; v/wp 47/10; Init +13 1–2, threat 19–20, range 2,000 ft., blast 10 ft. — 2 shots of
(+13 class); Spd 30 ft.; Def 19 (+9 class); Atk: fist/punch +9 high-explosive ammunition).
(dmg 1d3 subdual, error 1); SA None; SQ petty authority;
SV Fort +7, Ref +5, Will +13; Str 10, Dex 11, Con 10, Int 17, Major John Pike (second-tier — target average agent level
Wis 15, Cha 10; Skills: Bluff +4, Bureaucracy +13, 10), 7th-level soldier/4th-level stingray (henchman — 22 MP):
Computers +18, Concentration +19 (17–20), Diplomacy +8, Department: D-2: Military Operations. CR 11. SZ M; v/wp
Driver +9, Intimidate +4/+4, Knowledge (Chemistry) +17 96/16; Init +11 (+3 Dex, +8 class); Spd 30 ft.; Def 18 (+3 Dex,
(17–20), Knowledge (Biology) +21 (17–20), Knowledge +5 class); Atk: fist/punch +15 (dmg 1d3+3, error 1), survival
(Computers) +16 (17–20), Knowledge (Genetics) +25 (17–20), knife +15 (dmg 1d6+3 normal, error 1, threat 20, thrown
Languages +11, Listen +7, Profession (Scientist) +11, Search range 5 ft.), Glock 31 service pistol +14 (dmg 3d4+4 normal,
+12. Feats: Armor Group Proficiency (Light), Political Favors, recoil 25, error 2, threat 19–20, range 30 ft., qualities and
Scholarly, Weapon Group (Handgun, Melee). Gear: Clipboard. mods: AA, CP — 10 shots of hollow point ammunition); Face 1
Vehicles and Gadgets: None. square; Reach 1 square; SA sneak attack +1d6; SQ accurate,
clear waters, custom rider, damage reduction 1/—, flippers +5
Petty Authority: The cost required to bribe a W.A.R.D. scien-
ft., unrelenting, weapon specialization (Glock 31 service pis-
tist at each listed tier is doubled.
tol); SV Fort +13, Ref +8, Will +4; Str 18, Dex 16, Con 16, Int
12, Wis 10, Cha 10; Skills: Balance +6, Boating +6, Climb +12
Major John Pike (18–20), Demolitions +6, Driver +9, First Aid +4, Hide +7,
Little is known about John Pike’s background — even his Jump +8, Intimidate +9/+5, Pilot +7, Survival +10, Sport
military career (if, in fact, he had one) has been expunged (SCUBA Diving) +16 (threat 18–20), Swim +16 (threat 18–20),
from the Private Record. To hear him tell it, he was deeply Tumble +4. Feats: Advanced Skill Mastery (Athletic), Aquatic
involved with the S.A.S. at one point, and participated in Training, Armor Group Proficiency (Light, Medium, Heavy),
many of their most illustrious operations. In this serial, his Athletic, Blind-Fight, Bullseye, Endurance, Mobility, Point
combat prowess is well proven, though its origins remain a Blank Shot, Precise Shot, Sidestep, Weapon Group Proficiency
mystery — even if he’s captured. (Handgun, Hurled, Melee, Rifle, Tactical). Gear: Weapons, 20
extra shots of .357 Magnum hollow point ammunition, design-
Major John Pike (first-tier — target average agent level 5),
er clothes, sunglasses, cell phone. Vehicles and Gadgets:
5th-level soldier/1st-level stingray (henchman — 12 MP):
Russian Hind helicopter (gunship helicopter — SZ H, Occ 2/6,
Department: D-2: Military Operations. CR 6. SZ M; v/wp
Hnd +5, Spd 1,000 ft., MPH 120/240, Def 16, WP 100, Hrd 7,
62/16; Init +7 (+3 Dex, +4 class); Spd 30 ft.; Def 15 (+3 Dex,
qualities and mods: CHF, FLR, RGD, VTL, ordnance: 12.7mm
+2 class); Atk: fist/punch +9 (dmg 1d3+3, error 1), survival
vehicular machinegun +14 (dmg 3d8 (+20) normal, error 1–2,
knife +9 (dmg 1d6+3 normal, error 1, threat 20, thrown range
threat 19–20, range 400 ft., qualities and mods: AN, AP — 400
5 ft.), Glock 31 service pistol +9 (dmg 3d4+4 normal, recoil 25,
shots of standard military ball ammunition), 70mm rockets
33 34
(×2) +12 (dmg 4d6 (+30) normal, accuracy –2, error 1–2, Major John Pike (fourth-tier — target average agent level
threat 19–20, range 500 ft., blast 10 ft. — 25 shots of high- 20), 10th-level soldier/10th-level stingray (henchman — 40
explosive ammunition), standard IR-guided missile launchers MP): Department: D-2: Military Operations. CR 20. SZ M; v/wp
(×2) +14 (dmg 8d8 (+60) normal, error 1–2, threat 19–20, 187/17; Init +15 (+3 Dex, +12 class); Spd 30 ft.; Def 21 (+3
range 2,000 ft., blast 10 ft. — 2 shots of high-explosive Dex, +8 class); Atk: fist/punch +24 (dmg 1d3+3, error 1), sur-
ammunition). vival knife +24 (dmg 1d6+3 normal, error 1, threat 20, thrown
range 5 ft.), Glock 31 service pistol +23 (dmg 3d4+4 normal,
Major John Pike (third-tier — target average agent level recoil 25, error 2, threat 19–20, range 30 ft., qualities and
15), 8th-level soldier/8th-level stingray (henchman — 32 MP): mods: AA, CP — 10 shots of hollow point ammunition); Face 1
Department: D-2: Military Operations. CR 16. SZ M; v/wp square; Reach 1 square; SA sneak attack +2d6; SQ accurate,
146/17; Init +12 (+3 Dex, +9 class); Spd 30 ft.; Def 19 (+3 clear waters, custom rider, damage reduction 1/—, flippers +10
Dex, +6 class); Atk: fist/punch +20 (dmg 1d3+3, error 1), sur- ft., ghost walk, go deep, SEAL training, portable cover (1/4
vival knife +20 (dmg 1d6+3 normal, error 1, threat 20, thrown cover), unrelenting, weapon specialization (Glock 31 service
range 5 ft.), Glock 31 service pistol +19 (dmg 3d4+4 normal, pistol, survival knife); SV Fort +19, Ref +11, Will +8; Str 18,
recoil 25, error 2, threat 19–20, range 30 ft., qualities and Dex 17, Con 17, Int 12, Wis 10, Cha 10; Skills: Balance +6,
mods: AA, CP — 10 shots of hollow point ammunition); Face 1 Boating +10, Climb +18 (16–20), Demolitions +6, Driver +12,
square; Reach 1 square; SA sneak attack +2d6; SQ accurate, First Aid +6, Hide +11, Jump +12, Intimidate +9/+5, Move
armor use +2, clear waters, custom rider, damage reduction Silently +7, Pilot +14, Survival +18, Sport (SCUBA Diving) +22
1/—, flippers +10 ft., go deep, SEAL training, unrelenting, (threat 16–20), Swim +22 (threat 16–20), Tumble +8. Feats:
weapon specialization (Glock 31 service pistol); SV Fort +17, Advanced Skill Mastery (Athletic), Aquatic Training, Armor
Ref +9, Will +6; Str 18, Dex 16, Con 17, Int 12, Wis 10, Group Proficiency (Light, Medium, Heavy), Athletic, Blind-
Cha 10; Skills: Balance +6, Boating +10, Climb +13 (17–20), Fight, Blindsight 5-ft. Radius, Bullseye, Diving Shot,
Demolitions +6, Driver +10, First Aid +6, Hide +9, Jump +8, Endurance, Far Shot, Grand Skill Mastery (Athletic), Marksman,
Intimidate +9/+5, Pilot +11, Survival +14, Sport (SCUBA Mobility, Perfect Skill Mastery (Athletic), Point Blank Shot,
Diving) +21 (threat 17–20), Swim +21 (threat 17–20), Precise Shot, Shot On The Run, Sidestep, Weapon Group
Tumble +8. Feats: Advanced Skill Mastery (Athletic), Aquatic Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). Gear:
Training, Armor Group Proficiency (Light, Medium, Heavy), Weapons, 20 extra shots of .357 Magnum hollow point
Athletic, Blind-Fight, Blindsight 5-ft. Radius, Bullseye, Diving ammunition, designer clothes, sunglasses, cell phone. Vehicles
Shot, Endurance, Grand Skill Mastery (Athletic), Mobility, Point and Gadgets: Russian Hind helicopter (gunship helicopter — SZ
Blank Shot, Precise Shot, Shot On The Run, Sidestep, Weapon H, Occ 2/6, Hnd +5, Spd 1,000 ft., MPH 120/240, Def 16, WP
Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). 100, Hrd 7, qualities and mods: CHF, FLR, RGD, VTL, ordnance:
Gear: Weapons, 20 extra shots of .357 Magnum hollow point 12.7mm vehicular machinegun +23 (dmg 3d8 (+20) normal,
ammunition, designer clothes, sunglasses, cell phone. Vehicles error 1–2, threat 19–20, range 400 ft., qualities and mods: AN,
and Gadgets: Russian Hind helicopter (gunship helicopter — SZ AP — 400 shots of standard military ball ammunition), 70mm
H, Occ 2/6, Hnd +5, Spd 1,000 ft., MPH 120/240, Def 16, WP rockets (×2) +21 (dmg 4d6 (+30) normal, accuracy –2, error
100, Hrd 7, qualities and mods: CHF, FLR, RGD, VTL, ordnance: 1–2, threat 19–20, range 500 ft., blast 10 ft. — 25 shots of
12.7mm vehicular machinegun +19 (dmg 3d8 (+20) normal, high-explosive ammunition), standard IR-guided missile
error 1–2, threat 19–20, range 400 ft., qualities and mods: AN, launchers (×2) +23 (dmg 8d8 (+60) normal, error 1–2, threat
AP — 400 shots of standard military ball ammunition), 70mm 19–20, range 2,000 ft., blast 10 ft. — 2 shots of high-explosive
rockets (×2) +17 (dmg 4d6 (+30) normal, accuracy –2, error ammunition).
1–2, threat 19–20, range 500 ft., blast 10 ft. — 25 shots of
high-explosive ammunition), standard IR-guided missile
launchers (×2) +19 (dmg 8d8 (+60) normal, error 1–2, threat
19–20, range 2,000 ft., blast 10 ft. — 2 shots of high-explosive
ammunition).
35 36
Commendation
Certificates
Enmity of WARD
The agent possessing this commendation certificate has
drawn the attention of W.A.R.D.’s senior commanders, who
have disseminated his description to all of the criminal orga-
nization’s field commanders. Whenever the agent makes a
Bluff, Diplomacy, and Gather Information check targeting a
character loyal to W.A.R.D., he suffers a –3 cert penalty.
Further, this cert may trigger additional serial-specific effects
in future Living Spycraft releases.
See page 35 of The Maltese Experiment adventure for a description. See page 35 of The Maltese Experiment adventure for a description.
See page 35 of The Maltese Experiment adventure for a description. See page 35 of The Maltese Experiment adventure for a description.
37