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A Living Spycraft Mission for Level 5 Agents A Living Spycraft Mission for Level 5 Agents

The Maltese The Maltese


Experiment Experiment
by Andy and Jeny MacPhee by Andy and Jeny MacPhee

his is a standard RPGA Network tournament

T for a team of four to six 5th-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 10, 15, or 20 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 play-
ers’ 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.®

TM
1800-16
© 2004 Alderac Entertainment Group, Inc. All rights reserved.
1 2

How to Use This Product GC Introduction


Abbreviations Special Note: This serial is Part 2 of the “WARD Off Evil"
This adventure uses standard Spycraft NPC abbreviations, mini-series, but may be run independently without modifica-
as follows: tion. See the Living Spycraft forum for details about Parts 1,
Atk Attack 3, and 4.
Def Defense Several months ago, a team working for W.A.R.D. (the
Fort Fortitude World Alliance for Regional Domination) attempted to steal a
Init Initiative top-secret weapon from a military installation in Northern
Ref Reflex Scotland, but an Agency team intervened and thwarted the
Spd Speed plan. Information gathered by the Agency operatives alerted
SV Save the world to the existence of W.A.R.D., but the criminal
v/wp vitality/wound points organization’s ultimate aims remained unclear, and subse-
Will Willpower quent Agency efforts to gather additional information about
Ability scores are abbreviated as normal (see the Spycraft rules). W.A.R.D. and its activities have been unsuccessful. For more
information about these events, see the Living Spycraft serial,
To prepare to run this serial, you should read it completely at The Beast of Dunvegan.
least once. You may wish to print extra copies of the Casino Sandra McGregor was the only survivor of the W.A.R.D.
Majestic, embassy, and underground lab maps for ease of use as team sent in to carry out the theft in Scotland. She is an ex-
well. intelligence operative and mistress of Sir Simeon Smythe,
the current head of W.A.R.D. operations in Europe. Against
the advice of his colleagues, Smythe authorized McGregor for
Spycraft the Scottish assignment, and the decision nearly cost him his
This module requires the use of the DUNGEONS & DRAGONS® position — and his head. To save himself, he offered Sandra
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of up as a scapegoat, dispatching her to W.A.R.D.’s biological
the Coast,® and the Spycraft™ Espionage Handbook, published by research facility on Malta. She was ostensibly to become the
Alderac Entertainment Group, Inc. You won’t be able to run this facility’s new commander, but when she arrived, she was
adventure without it. detained and handed over to the resident scientists to be used
Spycraft, Shadowforce Archer and all related marks are ™ and as a test subject.
© 2004 Alderac Entertainment Group, Inc. All rights reserved. The Malta facility is responsible for creating a new
pathogen that targets people with a specific genetic makeup,
leaving others unaffected. In order to successfully test it,
the Maltese Experiment W.A.R.D. requires several subjects with differing genetic
Author: Andy and Jeny MacPhee compositions, and so Malta was chosen for its thriving
Art Director: jim pinto tourism industry. Two dozen tourists have been kidnapped to
Brand Manager: Patrick Kapera date, all of whom have been infected with the pathogen
Editor: Patrick Kapera and kept under close observation to monitor the effects.
Creative Director: Mark Jelfo Sandra McGregor was included in the tests, but her
Graphic Design: Steve Hough training enabled her to escape captivity and flee the Malta
Cover Illustration: G.W. McKee II installation, after which she took refuge in a nearby embassy
Cert. Illustration: Paul H. Way (the nationality of which matches the region in which this
Cartography: Cris Dornaus serial is played). From there, she contacted a former Agency
acquaintance and offered to turn herself in and reveal infor-
mation about W.A.R.D. in return for protection from her
former employers. Her plan is to wait until the extraction
team makes contact, at which point she’ll withhold the instal-
lation’s location — beneath the Majestic Casino in Valetta —
until they agree to immediately raid it and secure the vaccine
for her. She also withholds information about the hostages in
case she needs to play upon the team’s (hopefully) altruistic
nature. Unless the team returns to the embassy with the
vaccine within 48 hours of their arrival in Malta, Sandra dies.
The W.A.R.D. base commander, Major John Pike, is in a
dangerous position due to Sandra McGregor’s escape. He
knows that she’s taken refuge at a local embassy, and has
dispatched operatives — including an assassin simply named
3 4

“Falstaff" — to find her and prevent her from divulging


information about the base and its activities. He’s also initi- Mission Briefing
ated plans to evacuate the base and remove all traces of its
Read the following aloud to begin this serial.
research, including the remaining hostages. This plan will
conclude 60 hours after the agents arrive in Malta.
As far as the agents are concerned, this will begin as a The flight to Malta is routine, and according to your briefing,
simple pick-up operation. They’re to travel to Malta to collect the mission seems relatively straightforward. You’re merely to
Sandra McGregor and perform a preliminary debriefing. Only escort an enemy agent back to the home office. Her name is
after they make contact is the mission’s true scale revealed. Sandra McGregor. Until three years ago, she was a low-level
analyst for the Agency, but then she vanished, only to resur-
Serial Synopsis face several months ago in the employ of a new criminal play-
The Maltese Experiment follows the standard Living er known as W.A.R.D. — the World Alliance for Regional
Spycraft serial format, and is divided into an introduction Domination. The Agency has surprisingly little knowledge
and three scenes. about this new organization, even after the Dunvegan Affair
Mission Briefing and Gearing Up: The serial begins with in Scotland. So when McGregor walked into your embassy in
the agents en route to Malta. Their briefing ordered them to Valetta and offered to exchange information for asylum, the
travel to Malta, where they are to meet a defector from Agency leapt at the chance.
a criminal organization called W.A.R.D. — a woman the Now all you have to do is get her home in one piece…
Agency has previously encountered, named Sandra McGregor.
The agents should carry out a preliminary debriefing to deter-
As the serial begins, the agents are en route to Valetta, the
mine the reason for Sandra’s defection, then escort her to a
capital of Malta. They have been sent to carry out a prelim-
safe location for a full debrief. The mission is straightforward
inary debriefing of Sandra McGregor and escort her back to
but important, as Sandra McGregor’s information could prove
the Agency’s regional home office for follow-up. The Agency
vital during future operations against W.A.R.D., a powerful
has no additional information about her intentions or the
new player on the world scene. Given the simplicity of the
information she’s offering in exchange for help. In fact, they
operation, the agents may only requisition commonplace
know little about her save that she was implicated in the
weapons and equipment.
attempting theft of a top-secret weapon from a British mili-
Scene 1: Complications. The agents arrive at the embassy
tary base last year. The home office has virtually no concrete
and meet Sandra McGregor, who explains that she’s defect-
information about W.A.R.D.’s aims, so any information the
ing because W.A.R.D. tried to kill her. She then explains that
agents can gain is crucial.
if the agents want additional information, they must recover
a vaccine to the pathogen with which she’s been infected.
Near the conclusion of the meeting, one of Major Pike’s hired Gearing Up
assassins strikes, and the agents must act quickly to save
This mission is Code: Yellow.
Sandra and learn more about the W.A.R.D. base from which
she escaped.
The GC should allow the agents no more than 20–30 min-
Scene 2: Full House. The agents may choose to investigate
utes to choose gear and plan how to approach the mission.
the W.A.R.D. base on their own, or contact Control for
The agents may requisition any standard-issue gear, but
further instructions. If they choose the latter option, Control
may only requisition gadgets and vehicular gadgets costing
reassigns them to investigate the hidden W.A.R.D. base
up to 2 GP (each). No personal tactical weapons may be
anyway, citing that obtaining any and all information about
selected. A minivan is provided at no GP cost, and awaits the
W.A.R.D. and freeing the hostages are top priorities. The
agents at the Malta airport. The agents may spend GP to
agents can follow a number of leads here, depending on the
upgrade this no-cost vehicle according to the standard Living
information gained during Scene 1. Eventually, they deter-
Spycraft rules.
mine that the base is linked to the Casino Majestic, and the
Between Scenes 1 and 2, after the team decides or is
action shifts to that location. If the team alerts W.A.R.D.
assigned to infiltrate the W.A.R.D. base, it may re-allocate up
personnel to its investigation, the base’s security increases
to 1⁄2 its spent mission budget and gadget points (rounded up).
security during Scene 3.
Additionally, the mission’s threat code is elevated to Red at
Scene 3: Infiltration. The agents enter the W.A.R.D. base
this point, providing additional resources. Finally, the GP
and must locate the vaccine and the hostages, collecting
restriction is lifted at this point.
other information as possible along the way. Unless they
The Agency maintains a presence at the embassy, and
alerted the base to their investigation during Scene 2, they
discreetly delivers all requisitioned gear there.
should be able to locate the main laboratory quickly. As they
arrive, Major Pike is making his escape with the remaining New Bundles
pathogen sample, as well as the vaccine. The agents must
The following bundles are available to agents during the
stop him in order to save Sandra McGregor and the other
Gearing Up phase of this serial only. They may not be chosen
hostages.
5 6

at any other time during this serial, or during any other


serial, unless expressly stated otherwise by the Living Scene 1: Complications
Spycraft Master Rules Document or the serial in question.
These bundles are expressly useful for the mission as pre- Agent Description
sented during this serial’s briefing (not particularly later
Read the following when the agents enter this scene.
scenes), and the GC should make this clear during this phase.
Two bundle options are provided. The first may be chosen
at any time during this serial, while the second may only be Commander Richards, head of embassy security, greets you
chosen between Scenes 2 and 3, and thereafter. with little formality, then takes you to meet Sandra McGregor,
currently housed in a safe room on the building’s top floor.
All Scenes The room is small and plain with a single table and two
Diplomacy Bundle (25 BP) chairs. A window overlooks the well-kept garden at the rear
Luggage (to carry and store bundle), 4 sets of trendy of the building.
clothes, logbook, PDA (power rating +2), cell phone, standard McGregor is a strikingly beautiful woman, dressed in a tat-
video camera with 2 commercial-grade tapes. tered jumpsuit that’s bloodied in several places. She stands as
you enter, shaking her auburn hair away from her shoulders,
Scenes 2 and Later and says, “So, you’re the ones sent to get me out of here,
Diversion Bundle (25 BP) yes?"
Backpack (to carry and store bundle), mechanics kit,
tactical radio, earplugs, 3 flash/bang grenades.
GC Description
Recommended Gadgets This scene should begin with the agents arriving at the
If time is short or the GC wishes to get straight to the Embassy. There is no need to play out the arrival on Malta
action, it’s encouraged that he assign gadgets from the unless the players want to. The agents should introduce
following list, or allow the agents to normally requisition themselves at the Embassy to Commander Richards, who has
gadgets from these options. As with bundles, two sets of rec- been briefed regarding their purpose.
ommended gadgets are provided. The first set may be chosen Commander Richards is an uncompromising individual
at any time during this serial, while the second set may only who takes his work seriously. He scrutinizes the agents’ iden-
be chosen between Scenes 2 and 3, and thereafter. tification and insists that they follow security protocols at all
times while located at the embassy (most importantly, this
All Scenes means that they aren’t allowed to enter areas that have noth-
ing to do with their mission). Richards’ security team is well
• Standard armored attaché case (1 GP), possibly with counter-surveillance
trained, and the Commander becomes irritated with any sug-
unit option (2 GP).
gestion that he may need extra help, or that his security is
• Standard grapple belt (1 GP). lacking.
The agents may make references to previous encounters
• Standard armor liner clothing (1 GP).
with Sandra McGregor from the serial, The Beast of
• Document scanner (1 GP). Dunvegan, and the GC should play along accordingly. If the
agents question why she acts differently here (possibly
• Standard laser watch (1 GP).
because a different GC is running the serial), she explains it
Scenes 2 and Later off that “Much has happened since then. I am not the same
person I was when we last met — no thanks to my former
• Breakdown submachinegun weapon accessory (4 GP). ‘friends’ at W.A.R.D." Agents who played at a table in which
Sandra previously died may push her for details about her
• Cloaking device weapon accessory (2 GP).
miraculous return, to which she simply responds, “W.A.R.D.
• Sonic grenade (3 GP each). is capable of much your organization hasn’t seen yet. I can
help your superiors see the truth about their new enemy…"
• Non-sinusoidal transmission bug (2 GP).
Before Sandra agrees to the debriefing, she demands proof
• Transmitter lenses (2 GP) of the agents’ identities. She does so even if the agents par-
ticipated in The Beast of Dunvegan, reminding the team that,
• Explosive pen (1 GP).
“smartskin is rather sophisticated today." Sandra is satisfied
with any appropriate government ID a successful Diplomacy
check (DC 20/25/30/35). If the agents fail this check, howev-
er, she refuses to speak with them and the GC should imme-
diately proceed with the assassin attack as described under
Threats (see page 8).
7 8

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.

Security Following the attempted assassination of Sandra McGregor,


The agents should not encounter any security during this your mission has become much more intriguing. The limited
encounter. They are expected at the embassy, and are thus evidence you possess suggests that the Casino Majestic may
cleared through the entrance detectors. provide a front for the local W.A.R.D. base, but confirming
your suspicions could prove tricky. What’s worse is the knowl-
Troubleshooting edge that you’re operating with a tight deadline, and that any
If the agents fail to prevent the assassination and the delay could cost the lives of innocents, not to mention a con-
assassin escapes, the team should find a $1,000 chip from the tact vitally important to the Agency.
Casino Majestic amongst Sandra McGregor’s belongings.
Commander Richards can suggest the agents take charge of GC Description
her items if they agents don’t think to do so on their own.
This is an open-ended investigative scene. The team can
The agents may suspect a leak at the embassy and wish to
simply visit Casino Majestic as guests, or they can search for
plug it. With 4 hours of interviews with the embassy’s staff
a less obvious entrance, perhaps by acquiring plans for the
and a successful Gather Information check (DC 15/20/25/30),
building (see pages 15–16). The latter are stored at Valetta’s
the team identifies the leak as a junior grade clerk who lost
Central Planning Office, though they aren’t available to the
a great deal of money at the Casino Majestic. He delivered
public without a valid reason. Agents breaking into the
the floorplans in exchange for a clean bill with the casino.
Central Planning Office face security (see Security, page 17),
Finally, the agents may want to investigate the kidnapping
and requests made through the Agency require 6 hours and
of the hostages for potential leads. The local police are reluc-
a successful favor check (DC 15). If the agents acquire the
tant to talk, however, even to representatives of a govern-
plans, they discover that access ducts link the casino’s base-
ment agency, and so the agents must make a successful
ment to the local sewer system (see Security, page 17).
Diplomacy check (DC 15/20/25/30) to obtain the following
Alternately, or in addition, the team might try to find out
information.
more about Falstaff’s contact, perhaps by taking to the
• The police are aware there is a problem, and that it has been going on streets (see the Fixer/Pointman Class guide, page 71). If the
for several months. agents pursue this option, information about Major Pike is
considered part of the underworld category and information
• No strong leads have been discovered, and the police suspect a profes-
about Casino Majestic is considered part of the professional
sional gang is involved.
category. Information to be gained follows…
13 14

Information About 5. Main Bar and Dance Floor.


Falstaff’s Contact: 6. Main Gambling Pit: Dozens of tables are set up here,
offering a wide selection of dice, card, and other games (see
• (DC 10) The contact is the new general manager at the Casino Majestic,
the Spycraft Espionage Handbook, page 241, and the 1960s
and assumed his position about 6 months ago when the casino was taken
Decade Book, page 176, for gambling rules). Lavatories are
over by new owners (who cannot be identified through street contacts).
located at each of this room’s far corners, one for each
• (DC 15) The contact’s name is “Major John Pike", although it’s unknown gender.
if he has genuine military experience. 7. Elevators: A security guard is located here at all times,
checking by radio with the Manager’s office to confirm guest
• (DC 20) The contact lives at the Casino and has plenty of money to splash
residence before letting anyone enter the elevator. This ele-
around, though he’s frequently seen in the less reputable bars around
vator typically travels to the casino’s second floor, but may
town.
also travel to the hidden W.A.R.D. base if a hidden switch is
• (DC 25) The contact is reputed to have a temper, and has been involved located inside the elevator’s phone box is tripped. Locating
in at least two local bar brawls. this switch requires a successful Search check (DC 25/30/
35/40). Using the elevator to access the base does not alert
Information About the W.A.R.D. operatives to the agents’ presence, as they
the Casino Majestic: assume it is Major Pike.
8. Guest Rooms: Each of these guest rooms is bugged with
• (DC 5) The casino opened 18 months ago.
listening devices (see Security, page 17).
• (DC 10) The casino hosts many private, big money games in back rooms. 9. Private Gaming Balcony: This location is level with the
lobby (some 5 ft. above the main gambling pit), and contains
• (DC 15) The casino was rumored to be going bankrupt 9 months ago, but
numerous private tables and booths reserved for anyone who
new owners took over and turned the place around. The manager is tall,
can flash at least $10,000 in cash or credit when they arrive.
and well built, with an eye patch over his left eye.
Major Pike is located here when the agents arrive, enjoying
• (DC 20) The casino has its own helipad, for use by ‘executive’ visitors (in a cigar and a game of cards in one of the private booths.
truth, it is only used by Major Pike).
Threats
• (DC 25) The casino advertises itself as a friendly tourist location, but its
The casino’s staff may recognize any agent possessing the
reputation has been questioned in local newspapers, which link it to
Enmity of W.A.R.D. commendation certificate. The GC should
organized crime.
make an education check for each staff member when he
• (DC 30) The casino’s security is very tight (it’s suggested that many of its encounters the agent (DC 15/15/15/15). With success, the
guards carry guns). agents suffer the effects of the Enmity of W.A.R.D. when
dealing with that NPC for the duration of this serial. Major
Map Key: Casino Majestic Pike automatically recognizes any agent possessing this
The Casino Majestic is a large two-story building located certificate.
in north Valetta. It stands upon its own landscaped grounds, If the Casino Majestic doorman recognizes the agents, he
which sport impressive fountains and fishponds. Its interior delays them with polite conversation, discreetly alerting casi-
is lavish, bathed in subdued red with gold trim, with plush no security and Major Pike by radio. Neither he nor any of
carpets, polished wood furniture, and velvet seats. Soft, the casino guards engage the agents in combat unless
unobtrusive music plays in the background in all locations attacked. If the agents start a fight, all guards immediately
save the guest rooms. A uniformed doorman vets potential converge on their location, using their concealed weapons to
customers before letting them in, and 3 guards are stationed capture or eliminate the agents quietly (see page 29–30).
just inside the front door. Additionally, the guards police call the local police, who
arrive in 1d6+4 minutes.
1. Lobby: This large, open location contains numerous slot Major Pike is located in a private booth in the private
machines and a grand staircase leading down into the casino’s gambling balcony (see location #9), and happily meets the
central gaming area. Two waiters attend to the guests and two agents if they request an audience. He is tall and well built,
guards stand by the stairs, manning a rope barrier to let peo- wearing an expensively tailored, white tuxedo and a black
ple into the main gambling pit (see location #7). Lavatories are velvet eye patch over his left eye. Pike is congenial, and
located at each of this room’s far corners, one for each gender. offers to play a hand of cards with the agents, though he
2. Cloak Room. makes excuses and leaves if questioned (heading for the
3. Security Office: Three Guards are stationed here at all elevators, and the secret base below the casino).
times, and security monitors observe all areas in the casino If the agents try to prevent Pike from leaving, the ground
save the guest rooms and the lavatories. floor’s security guards block their path, using their concealed
4. Managers Office: The Casino Manager, Major John Pike, weapons if necessary to allow Pike to run for the elevator.
works from this room. A Duty Manager and one security The police are also called, as described earlier in this section.
guard are present at all times.
15 16

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.

Map Key: Underground Lab


The hidden W.A.R.D. base consists of two main laboratory
areas and a subterranean helipad.

1. Main Laboratory: Though still fully stocked with chem-


ical research equipment, this location is abandoned at the
outset of this scene (unless the agents triggered security
during Scene 2, in which case it contains 3 W.A.R.D. guards,
as described on page 29–30).
2. Isolation Laboratory: This location is similar to the main
laboratory, but also contains smaller glass-partitioned areas
for isolation studies, as well as a 15-ft. glass and steel isola-
tion globe containing 12 hostages. All work has shifted to
21 22

Underground Lab
Glass Barrier
Isolation Cells

Elevator

1 2

Air Lock
Globe 3

L I V I N G
TM
23 24

A. Avoiding Major Pike’s attention: 100/150/200/250 XP per agent.


Rewards A. Killing one or more casino guards: 100/150/200/250 XP per agent.
Keep track of the agents’ accomplishments throughout this
B. Capturing one or more casino guards: 150/225/300/375 XP per agent.
serial and reward them with the following XP at its end. In
this serial, the GC should give out the first-tier reward if this C. Avoiding combat in the Casino Majestic: 200/300/400/500 XP per agent.
serial if played at 5th-level, the second-tier reward if the
A. Entering the underground lab using the hidden elevator switch:
serial is played at 10th-level, the third-tier reward if the
100/150/200/250 XP per agent.
serial is played at 15th-level, and the fourth-tier reward if the
serial is played at 20th-level. A. Entering the underground lab using the sewer access: 100/150/200/250
All XP rewards have an associate letter (“A", “B", “C", etc.), XP per agent.
indicating their difficulty and benefit within a ‘mini-tree’ of
XP rewards. Though the agents might complete multiple Scene 3
objectives within a tree, they only ever earn the XP for the
A. Infiltrating the hidden W.A.R.D. base and triggering security in the
highest letter of any tree for which they qualify.
process: 100/150/200/250 XP per agent.
Example: When an agent completes a “C"-class objective,
B. Infiltrating the hidden W.A.R.D. base without triggering security:
he earns the “C"-class reward only. He may not also gain the
200/300/400/500 XP per agent.
XP reward for any other lettered objective in the same mini-
tree (in this case, he may not also earn the rewards for either A. Killing Major Pike/Benjamin Albright after a helicopter chase:
the “A"-class objective or the “B"-class objective. 100/150/200/250 XP per agent.

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.

B. Capturing the assassin Falstaff: 250/375/500/625 XP per agent. Debriefing


A. Discovering how Falstaff entered the embassy: 50/75/100/125 XP per The main goals of the serial are to retrieve Sandra
agent. McGregor and return her to home office for debriefing.
Additionally, the agents should locate the hidden W.A.R.D.
A. Discovering who leaked the embassy plans: 100/150/200/250 XP per
base, and attempt to obtain the vaccine and any other
agent.
samples or materials they find therein. The team should also
Scene 2 attempt to free the hostages, and kill or capture all encoun-
tered W.A.R.D. operatives.
A. Obtaining information about Major Pike with a DC of 20 or less: Control is pleased if the assassination attempt on Sandra
50/75/100/125 XP per agent. McGregor is foiled, as the Agency’s interrogators can contin-
ue her debriefing under more controlled circumstances.
B. Obtaining information about Major Pike with a DC of 25 or higher:
If the agents fail to stop Major Pike, they are informed that
100/150/200/250 XP per agent.
he is shot down by military fighters over the ocean, and is
A. Obtaining information about the Casino Majestic with a DC of 20 or less: presumed dead. The virus samples in his possession were not
50/75/100/125 XP per agent. recovered, but divers are still sifting the wreckage.
If any hostages are killed, the Agency’s government must
B. Obtaining information about the Casino Majestic with a DC of 25 or
submit apologies to several governments, and Control
higher: 100/150/200/250 XP per agent.
promises to take it out of the team’s hides.
C. Obtaining blueprints for the Casino Majestic: 150/225/300/375 XP per If there is extra time, feel free to role-play the debriefing
agent. and have Control assess the group’s performance. Then have
the players fill out their RPGA forms and wrap up the session.
A. Investigating the kidnappings: 50/75/100/125 XP per agent.
25 26

(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. See page 35 of The Maltese Experiment adventure for a description.
37

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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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