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A Living Spycraft Mission for A Living Spycraft Mission for

Level 4 Agents Level 4 Agents

Outbreak Outbreak
by Steve Crow by Steve Crow

his is a standard RPGA Network tournament for

T a team of four to six 4th-level agents (though the


serial’s challenges and XP rewards are tiered so
that the serial can be played by up to six agents of lev-
els 9, 14, or 19 as well). See the Living Spycraft website,
or the most recent Living Spycraft Master Rules
Document, for which agents may play at each of these
target average agent levels. Set aside a four-hour time
block for this event. Instruct the players to leave the
character sheets face down until you have read the
introduction.
The actual playing time should be about three
hours. Make sure to let the players use the last 20 to
30 minutes of the event time block to briefly describe
their characters for each other, and to vote on each
others’ performances during the mission. Use the
standard RPGA Network voting procedures. Make sure
you have finished voting before you collect the 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 play-
ers 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 specif-
ic situation or to the actions of the agents.

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

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

1800-13
© 2003 Alderac Entertainment Group, Inc. All rights reserved.
1 2

How to Use This Product GC Introduction


Abbreviations This Living Spycraft serial is a crossover with the Stargate
This adventure uses standard Spycraft NPC abbreviations, SG-1 universe and several events and characters derived
as follows: from the series. The main “villains” presented here are the
Atk Attack replicators, which first appear in the third season Stargate
Def Defense SG-1 episode, “Nemesis.”
Fort Fortitude Previously, in episode 3.22: “Nemesis” and 4.1: “Small
Init Initiative Victories,” the Asgard vessel Biliskner crashed into the
Ref Reflex Pacific Ocean 400 miles off the coast of California, with both
Spd Speed the replicators and the Stargate Command (SGC)’s Giza
SV Save Stargate aboard. Several replicators survived the crash and
v/wp vitality/wound points took over the Russian submarine Blackbird. While SG-1
Will Willpower members dealt with the alien threat, the Russian Navy swept
Ability scores are abbreviated as normal (see the Spycraft the ocean and secretly recovered the Stargate (believed by
rules). the Americans to be destroyed). The Russians also recovered
three damaged replicators and slipped them into stasis before
To prepare to run this serial, you should read it completely at they could revive. Although the SGC later learned the
least once. You may wish to print extra copies of the monastery Russians held the Giza Stargate (in episode 4.7: “Watergate”),
maps for ease of use as well (see page 17 for these maps). they as yet remain unaware the Russians possess replicators
as well.
After the Russian government acquired SGC reports of the
Spycraft replicator incident and realized how dangerous the creatures
This module requires the use of the DUNGEONS & DRAGONS® were, they performed a few tentative experiments then shut
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of down the project six months later. One researcher, Karil
the Coast,® and the Spycraft™ Espionage Handbook, published by Fedorov, was too intrigued to let go, however, and went
Alderac Entertainment Group, Inc. You won’t be able to run this to Katerina Forlova, a Russian Mafia boss who used drones
adventure without it. to commit thefts. Fedorov negotiated with Forlova to write
Spycraft, Shadowforce Archer and all related marks are ™ and off her sizeable Mafia debts and continue working on the
© 2003 Alderac Entertainment Group, Inc. All rights reserved. replicators in exchange for the creatures’ use in the criminal’s
activities.
Before the Russian military project closed down complete-
Outbreak ly, Karil used his security clearance to slip in and remove the
Author: Steve Crow three inert replicators, taking them to his apartment where
Art Director: jim pinto he met with Forlova’s henchman, Pavel Denisov. Denisov
Brand Manager: Patrick Kapera escorted Pavel to Forlova’s current base of operations,
Editor: Patrick Kapera an old monastery 20 miles outside of Moscow. The theft was
Creative Director: Mark Jelfo discovered six hours later and Colonel Chekov, head of the
Graphic Design: Dave Agoston Russian Stargate program launched an immediate investiga-
Cartography: Cris Dornaus tion (see Stargate SG-1 episodes 6.1–6.2: “Redemption” and
6.17: “Disclosure”, for more about Chekov).
Unsure of the situation and the number of traitors within
the project and his organization, Chekov appealed to Senator
Kinsey as head of the Oversight Committee for the American
National Intelligence Department (NID). He asked Kinsey
to send a team of trusted U.S. agents to Moscow to find the
missing replicators, knowing that he could trust the loyalties
of outsiders more than his own men. Rather than risk valued
NID operatives, Kinsey used his governmental pull to
“borrow” an Agency team for the mission.
The team’s escort in Moscow is Dr. Svetlana Markov, one
of Chekov’s few absolutely trustworthy allies and someone
who’s worked with the SGC in the past (in the episode,
“Watergate”).
3 4

Unfortunately for Chekov, his superiors have authorized Serial Synopsis


operatives of their own to follow the Agency’s team, and
Outbreak follows the standard Living Spycraft serial for-
Karil continues his work with the replicators, unaware of how
mat, and is divided into an introduction and three scenes.
dangerous they are and how close he is to inadvertently
Mission Briefing and Gearing Up: The agents meet with Lt.
reactivating them…
Commander Bert Samuels of NID. He sends them to Moscow
where they meet Dr. Svetlana Markov. Identifying herself as
Special Note: Rules and their liaison, Markov gives the team its full briefing, omitting
Clarifications any references to alien technology (she describes the stolen
goods as “advanced self-replicating drone technology”).
For simplicity’s sake, we consider the Living Spycraft cam-
Markov explains that her superiors need the agents to find
paign to be running concurrently with the Stargate SG-1 TV
the thieves because they believe the theft was an inside job.
show continuity — that is, it’s mid-way through the seventh
She provides them with local identification papers and
season as of the release of this serial. We have made every
lets them equip from a Russian Intelligence supply depot,
effort to encapsulate this serial’s links between the continu-
then delivers them to the site of the theft.
ities, however, both to ensure that enjoyment of this serial is
Scene 1: Scene of the Crime. The agents investigate the
not dependent upon knowledge of the show and to avoid
crime scene and find information identifying Karil Fedorov
misconceptions that the two are inextricably linked. This
as the thief. Karil isn’t at his apartment but the agents can
serial is not a Living Spycraft “elseworlds” release — it is an
connect him to Katerina Forlova’s henchman, Pavel Denisov.
event in the core, ongoing Living Spycraft campaign. But it
During this period, the agents may also notice that a team
is not intended to overshadow the purpose and theme of the
of Russian operatives is following them.
Living Spycraft campaign, either — which is still focused
Scene 2: The Heist. The trail leads to a garage containing
squarely on espionage and the struggle of the world’s
Pavel Denisov’s van. If the agents follow Pavel and his men,
Agencies against criminal corruption and mastermind
they are led to the Tretyakov Gallery, where the villain uses
geniuses.
four drones to steal an icon for his employer. Continuing
Outbreak is the first of a two-part mini-series. The second
to follow Pavel leads the team back to the abandoned
serial — The Herilian Agenda — is due to be released shortly
monastery that Forlova uses as her base of operations.
(check the Living Spycraft Release Schedule for more
If the agents capture Pavel at the garage or the gallery,
information). If you like these serials, please let us know so
they can interrogate him to obtain the location of his
that we can consider the possibility of future crossover
employer and the stolen technology.
events in the Living Spycraft continuity. There are no plans
Scene 3: A Plague Upon the Land. At Forlova’s base of
for a full Living Stargate campaign at this time.
operations, the agents find Karil’s laboratory… and an empty
When running this serial, use Living Spycraft-sanctioned
stasis cylinder. One of the replicators has escaped and is cre-
rules only. Do not use any rules from the Stargate SG-1
ating dozens of duplicates using the monastery’s stone walls.
roleplaying game unless expressly dictated to do so. Though
The agents must find Forlova and Karil and either convince
Stargate SG-1 uses the Spycraft game engine, it features
them of the danger or deal with them if they turn hostile.
several revisions and alternate rules that are not sanctioned
They must also contain the rapidly growing horde of replica-
for Living Spycraft play, as well as several subtle yet
tors long enough for the Russians to call in an air strike
profound adjustments to the basic play bed. We don’t want
before the alien drones escape the confines of the monastery
anyone to get confused at the table, so use the Living
and spread through all of Russia.
Spycraft rules only, please.
Special Note: Though this serial does feature technology
not commonly available to Spycraft agents, the agents may Mission Briefing
under no circumstances carry any creature, item, or gear not
Read the following aloud to begin this serial.
officially sanctioned as part of the Living Spycraft campaign
out of this serial. Either the Russian military, the NID, or the
Agency is assumed to find and confiscate any and all such It’s early morning when you receive the call. After you verify
items at the serial’s conclusion, even if the agents succeed the signal’s from the Agency, your orders are brief — “We’re
with an astronomical Hide check or use an ability that would sending you to Washington D.C., rendezvous point D6,
otherwise ensure they retain them. This is a play-balance ASAP.” Your superiors provide you with a charter flight and
thing, folks — no one wants to dilute the Living Spycraft your comrades and within six hours your team is assembled
campaign environment with alien technology. All we want to at a safe house conference room near the airport. You only
do is give you the opportunity to play a Living Spycraft game have a minute or so to compare notes before a harried Air
unlike anything you might expect, or even imagine. Force officer bustles in, shuffling through a file. He gives you
a brief, nervous smile, but remains standing. Not a good sign.
With all that said, let’s get on with the show…
“Lt. Commander Bert Samuels, NID,” he begins. “Your superi-
ors have assigned you to NID for this operation but we’re not
going to be running you directly. You’re heading to Moscow
5 6

for a joint operation with Russian Intelligence — a Dr. Markov 15/15/15/15). Be sure to mark the results — one way or the
will act as your liaison. Hope you packed warm because you’re other — on each player’s agent sheet or language log.
heading out now. Let’s move, folks.” With that, Samuels turns Svetlana speaks flawless Russian and acts as a translator
and heads out the conference room door, expecting you for anyone who requires her services.
to follow. An agent suspicious of Markov’s purported generosity may
make a Bureaucracy or inspiration check (DC 15/15/15/15),
Samuels hustles you onto a charter jet and waves you a cheery the latter at the cost of 1 action die, as standard. Alternately,
goodbye. It’s a quick flight to Russia and although the food he may make a Sense Motive check opposed by Svetlana’s
is passable, there’s no briefing, no files, and no Control — Bluff skill (+0/+5/+7/+10). With success using any of these
you fill nine hours with casual conversation, idle speculation, options, the agent realizes that Svetlana is being less than
and lost sleep. truthful (though he can’t tell how).
The plane touches down in Moscow at 3 p.m. local time The agents may also interview Svetlana (see the
and two men in poorly fitting suits ferry you through customs Faceman/Snoop Class Guide, page 74), making a Gather
and into a small office in the airport’s administration wing. Information check opposed by Svetlana’s Bluff skill
Your escorts open the door and let you into a small, feature- (+0/+5/+7/+10). This requires a base time of 4/9/14/19
less conference room — primitive by Agency standards. minutes. With success here, Svetlana mentions that the
stolen drone technology threatens the entire world. With
A woman rises from her seat as you enter — an attractive a critical success, Svetlana lets slip that the defunct drone
brunette in her early 40s with flowing hair and green-gray project utilized alien technology (though the agents may not
eyes. She flashes you a broad smile then gets right down to believe her).
business. “I’m Dr. Svetlana Markov — your liaison to Russian
Intelligence. My apologies for the abruptness with which you
were summoned but the situation is urgent. We need you to Gearing Up
investigate a matter that we feel requires your… unique skills. This mission is Code: Black.
“Eighteen hours ago, someone stole advanced drone technol- The GC should allow the agents no more than 20–30 min-
ogy — specifically, three prototypes and the files document- utes to choose gear and plan how to approach the mission.
ing their construction — from a research lab here in Moscow. The Agency ships the agents’ custom rides to Russia, and
We believe the theft was a… how do you Americans say, the Russian military supplies all other requested vehicles. It
an “inside job,” and we fear someone in one of our fellow takes the agents 1 hour to equip, so they begin the adventure
organizations may be responsible. Thus, we need outsiders at 4 p.m. local time.
with no ulterior motives, and we felt this was a good time to
call in a long-standing favor with your superiors. Bundles
“Your orders are simple — investigate the research laboratory, The following bundle(s) are available to agents during the
identify the thief, track him down, and recover the technolo- Gearing Up phase of this serial only. They may not be chosen
gy and files. I’ll be your acting Control in this matter and will at any other time during this serial, or during any other
accompany you into the field. Your mission packet contains serial, unless expressly stated otherwise by the Living
papers identifying you as my subordinates. It’s important that Spycraft Master Rules Document or the serial in question.
you keep a low profile whenever possible — we prefer no one This bundle is expressly useful for the mission as presented
knows we brought you in to conduct this investigation. during this serial’s briefing (not particularly later scenes),
and the GC should make this clear during this phase.
“We’re familiar with how your Agency conducts operations
and you’ll find we can equip you as you’re accustomed. Our Moscow Investigation Bundle
next stop is the equipment shop, and as a gesture of our (25 BP)
goodwill and generosity, you can equip yourselves as if this Large toolkit case (to carry and store bundle), 3 evidence
mission were… “Code Black” is the terminology you use, kits, fingerprinting test kit, UV flashlight, chemical analyzer,
I believe.” With that, Dr. Markov gets to her feet and leads metal detector, hand-held lie detector, flashlight, forgery kit,
you out the door. leatherman, travel manual and regional maps (Moscow),
language manual (Russian), magnifying glass, pocket
Each agent makes an education check (DC 25/25/25/25) microscope.
to see if he’s heard of the NID. With success, he recognizes
it as an American intelligence organization, but one so Recommended Gadgets
secret that no one is even sure what its initials stand for. If time is short or the GC wishes to get straight to the
The organization answers directly Congress and is overseen action, it’s encouraged that he assign gadgets from the
by a “Senator Kinsey”, but its exact function is unknown. following list, or allow the agents to normally requisition
Any agent possessing 1 or more ranks in Languages may gadgets from these options.
make a skill check to determine if he speaks Russian (DC
7 8

• Belt (1 GP) with lockpick option (+1 GP). that he owed her a great deal. At the time, Chernov
thought Karil meant that he owed her for his position in the
• Endless prism earrings (1 GP).
laboratory — Chernov isn’t aware of a superior named
• Fingerprint camera ([1 GP). Forlova and a check of records reveals no one with that name
higher up the project’s bureaucratic chain.
• Hypnosis lenses (2 GPs).

• Magnetic flask (2 GPs). Fingerprints


The agents may make a Search check (DC 30/35/40/44, 30
• Starlight lenses (1 GP).
minutes, +2 synergy bonus with 5 or more ranks in
• Watch (1 GP) with explosive option (+1 GP). Knowledge (Forensics)). With success, they discover several
fingerprints on the scene and may use the project’s person-
nel files to confirm that they belong to one of the scientists:
Scene 1: Karil Fedorov. Karil used his Forgery skill to remove any
Scene of the Crime evidence of his presence at the crime scene (see the
Faceman/Snoop Class Book, page 44), and if the agents first
Agent Description make an Appraise check (DC 18/25/30/34, 1 minute) to
Read the following when the agents enter this scene. determine that someone tampered with the evidence, the DC
to find Karil’s fingerprints is lowered to 30/30/30/30.
Svetlana guides you to the laboratory where the drone project For more information about collecting fingerprints, see the
was conducted — a featureless brick building on the north- Faceman/ Snoop Class Guide, page 48.
eastern side of Moscow, a half-hour’s drive from the airport.
Two security guards flank the door, dour men who look
Computer Checks
tempted to make you permanently disappear into a govern- An agent may gain access to the lab’s computer systems in
ment interrogation facility, but Svetlana flashes a set of two ways.
credentials and they scowl and step aside. 1. He may ask Svetlana who to call and spend 5 minutes
The facility itself is a minimal affair, with one central facility on the phone to make three Bureaucracy checks (DC
— a “clean” laboratory filled with electronic tools and three 10/10/10/10, DC 14/14/14/14, and DC 18/18/18/18, +2
advanced containment cylinders. An airlock leads into the synergy bonus with 5 or more ranks in Cultures). None
laboratory from a shower and sterilization room. The project of the agents may offer bribes and each are considered
facility also contains a small computer lab, three rooms for to have no special status when making this skill check.
staff scientists, and an office and quarters for the project 2. He may break into the secured system without authoriza-
leader. Svetlana provides the personnel files for the four staff tion by making a successful Computers check (DC
members: head scientist Pavel Chernov, Semko Danilov, Karil 31/31/31/31, 5 minutes, +2 synergy bonus with 5 or more
Fedorov, and Ania Ivanova. She also informs you that the lab ranks in Cryptography).
was cleaned immediately after the staff was dismissed.
Once an agent is in the system, he can make a Computers
check (DC 27/34/39/45, 5 minutes) to determine who
GC Description accessed the lab’s computerized security system between
This is an investigative scene. The agents must first when the project was closed down and when the drone
determine that Karil was responsible for the theft so they can technology was stolen. With success, the agent determines
check out his apartment and connect him to Pavel that Karil Fedorov used his security badge to enter the lab
and Forlova (see Events, page 9). The agents have free run of during the estimated time of the theft, then attempted
the facility and during this scene may go anywhere to cover his tracks by “erasing” the relevant computer files
in Moscow that they wish. The agents may conduct the (though he failed to complete the deletion by purging the
following investigations. system’s backup files).

Interviews Rock Traces


The head scientist, Pavel Chernov, is still on site. An agent If an agent states they he feels around the containment
may make a Sense Motive check (DC 21/21/22/32, 5 minutes, cylinders, he may make an Appraise check to locate rock
+2 synergy bonus with 5 or more ranks in Cultures) to traces (DC 25/30/35/39, 10 minutes, the agent’s Wisdom
determine that Chernov knows nothing about the theft. They modifier is applied instead of his Intelligence modifier).
may also interview him using Gather Information (DC If an agent has already successfully used his Appraise skill
21/21/22/22, base time 1/6/11/16 minutes, +2 synergy bonus to determine that someone tampered with the scene (see
with 5 or more ranks in Cultures). With success, Chernov Fingerprints, page 8), the Appraise DC to locate the rocks is
mentions that one of the project scientists, Karil Fedorov, lowered to 25/25/25/25. Regardless, this skill check has
once mentioned that he knew a woman named Forlova and a cap of 5 + the agent’s ranks in the Appraise skill. This
9 10

makes it almost impossible for an agent to find the traces though nobody answers his phone. The address is a 15-
unless he achieves a critical success. minute drive from the laboratory and the agents can gain
The agents do not have enough time to analyze the traces, entry with a successful Open Locks check (DC 25/25/25/25,
but may make a favor check to obtain an Agency specialist 1 full action, +2 synergy bonus with 5 or more ranks
or ask Svetlana to send the information to her superiors in Mechanics). The apartment is a simple four-room affair,
for analysis. featuring a combination living room/dining room, kitchen,
bedroom, and bathroom. Karil left in a hurry — furniture,
• If the agents contact their own specialist, they may choose any
a television, etc. are present, but there are no suitcases and
level of specialist (see the Spycraft Espionage Handbook, page 217).
the closets are empty.
A rare specialist (DC 25/25/25/25) processes the information in 3 hours,
The agents may make a Search check (DC 25/25/25/25,
a very uncommon specialist (DC 20/20/20/20) processes the information
1 minute, +2 synergy bonus with 5 or more ranks in
in 4 hours, and so on, up to a very common specialist (DC 5/5/5/5),
Knowledge (Forensics)). With success, they find part of a bill
who processes the information in 8 hours. Given that the clock is ticking
from what appears to be an automotive garage. Most of the
since the theft, the GC should encourage the agents to obtain the most
information is missing, but the name of the customer — Pavel
highly trained specialist possible.
Denisov — is obvious. The garage doesn’t keep computerized
• If the agents rely on Svetlana, she obtains the information in 4 hours. records, so the agents must hit the local bars and make a suc-
cessful Gather Information check (DC 30/30/30/30, 4 hours,
In either case, the analysis reveals that the rock samples
+2 synergy bonus with 5 or more ranks in Cultures) to deter-
are found exclusively within an area 20 miles northwest
mine which garage Pavel frequents — a place known only as
of Moscow. Few buildings are located in the area, and the
“Boris’”. The agents may continue to make this check once
only structure of significance is a monastery that’s been
every 4 hours they continue to hit the streets looking for
abandoned for the last 10 years.
information.
For more information about collecting evidence, see the
Svetlana warns the agents that Pavel is a dangerous man,
Faceman/Snoop Class Guide, page 48.
a former Spetsnaz operative who turned to crime. With a
Analyzing the Evidence critical success when making a Gather Information check
to discover information about him on the street, the agents
Once the agents gather all evidence at the facility, they
learn that he works for Katerina Forlova, a local Mafia boss.
should be able to deduce what happened. If they become
With a critical failure, however, someone warns Pavel that
stumped, the GC may allow them to make a Search check (DC
someone is looking for him and he’s expecting the agents at
20/20/20/20, 4 hours, +2 synergy bonus with 5 or more ranks
the garage (see Scene 2, page 11).
in Sense Motive). For every 2 points by which they exceed
the DC (rounded up), they gain a +1 circumstance bonus with Pursue the Pursuers
their next inspiration check regarding the theft. For more
As noted under Threats (see page 9), a team of Russian
information about this procedure, see the Faceman/Snoop
operatives follows the team throughout this scene and the GC
Class Guide, page 48.
should use the standard tailing rules to determine their
Threats success (see the Faceman/Snoop Class Guide, page 83).
If this book is unavailable, fall back on the basic Spycraft
Svetlana’s superiors don’t entirely trust Chekov and his
tailing rules described on page 55 of the Spycraft Espionage
alliance with the SGC, nor the Americans in general, and
Hand-book.
assign their own operatives to follow the agent team. During
When using the tailing rules, the Russian operatives
this scene, a two-man squad of operatives tails the team at
maintain a lead of 10 lengths. Should the agents use discreet
a distance determined by the conditions. When the agents are
evasion and manage to lose the operatives, they aren’t
on foot, use the mingling rules on pages 39–40 of the
successfully found again for the duration of the serial.
Fixer/Pointman Class Guide; when they’re in a car, use the
If the agents use overt evasion, the tailing operatives choose
tailing rules on page 83 of the Faceman/Snoop Class Guide.
to pursue. Otherwise, the operatives follow on foot and make
The Russian operatives do not enter combat. If the agents
Cultures checks to blend in with the crowds.
notice the Russians and try to arrange a confrontation,
the Russians back away and call in a new two-man squad to Troubleshooting
follow the team.
The lab’s other two staff members — Danilov and Ivanova
Events — are available should the agents wish to speak to them.
Svetlana insists that none of the scientists be detained unless
The following events occur during this scene.
the agents have justified suspicions, as her superiors prefer
Karil’s Apartment that news of the theft not spread and the two scientists are
as yet unaware of the loss. If interrogated, Danilov and
Once the agents are certain that Karil is the thief, the next
Ivanova know nothing.
step is to track him down. They can obtain Karil’s home
If the agents find and identify the rock traces (see page 8),
phone number and current address from his personnel file,
they can potentially skip Scene 2 and proceed directly to the
11 12

monastery. Unless they receive the report after 11 p.m., this If the agents are present outside the garage at 10pm,
doesn’t substantially alter the serial’s timeline. If the team but haven’t entered, read the following.
somehow arrives at the monastery before 11 p.m., Pavel is
not present — see Scene 3: Troubleshooting, for ways to han- An old-style luxury car pulls up to the side of the garage and
dle this outcome. four men get out. Three of them are big hulking figures
If the agents fail to find the garage bill at Karil’s apart- crammed into cheap business suits. The fourth, clearly the
ment, they may still make a Gather Information check when leader, wears a faded set of Russian military fatigues, his gray-
canvassing the neighborhood. With success, they find some- ing brown hair clipped in a military buzz cut. He surveys the
one who saw Karil and Pavel together. alley briefly then knocks on the garage door. There is a
Should the agents fail to find any of the clues detailed in moment’s pause, then the door opens and he slips inside,
the GC Description section, the GC should allow them to leaving the others outside.
make an inspiration check (DC 15/20/25/30) as they review
the records or interview Chernov. With success, they happen
across Forlova’s name and the fact that Karil claimed he GC Description
“owed” her (see Interview, page 7). If the agents manage to find the garage before 10 p.m.,
Finally, if the agents absolutely fail to gather any clues they find Boris still at work, along with his regular crew
on their own, they may make an information favor check of five mechanics. He refuses to speak to anyone or turn over
(DC 20/20/20/20). With success, helpful local sources point his records — he knows it’s far too dangerous to betray Pavel
to connect Pavel to Boris’ Garage. and Forlova. Regardless, Boris knows little — all of his
If the agents manage to capture the Russian operatives, transactions are cash only and he has no idea where Forlova
they may interrogate them over 30-minute intervals (see the and Pavel operate.
Fixer/Pointman Class Guide, pages 66–68). Given the If the agents approach the garage after 10 p.m., the GC
urgency of the situation, Svetlana suggests the agents don’t should make a Spot check using Pavel’s skill bonus
bother, however — she identifies the operatives as members (+1/+4/+6/+8), opposed by the agents’ Hide skills, to deter-
of another division of Russian Intelligence who are keeping mine whether they’re noticed. If Pavel notices them, he takes
tabs on her activities. If the agents make a successful Sense no immediate action but notes their positions and gains
Motive check (DC 21/23/23/24), they determine that she’s a benefit if the team attempts to tail him. At this point,
telling the truth. the agents may attempt to either capture or pursue Pavel,
Pavel arrives at the garage at 10 p.m. on the same day the as follows.
agents arrive in Moscow, giving them six hours to find clues
leading there. The GC should keep the investigation on track Capture
as necessary, using Svetlana to emphasize the mission’s The agents may attempt to capture Pavel before he leaves
urgency whenever possible. Boris’ Garage, but they must get past the three-man squad of
Forlova’s heavies first. If Pavel hears any gunfire, he emerges
Development from the garage and goes for his AK-74 in the car if possi-
Once the agents determine that Karil is the thief and that ble), then attempts to escape in either his luxury car or the
he’s connected to Pavel, the team must intercept Pavel van in the garage. If he manages to escape, he proceeds
and follow him to the stolen technology. The only point directly to the monastery to report to Forlova.
of contact they have for Pavel is at Boris’ garage, which leads If the agents capture Pavel, they may make a complex
directly into Scene 2. interrogation skill check with 1-hour intervals (DC
90/170/230/300) to determine the monastery’s location.
This likely takes a great deal of time, however, and Svetlana
Scene 2: The Heist continues to insist that the agents not dwell.
Pavel’s men are easier to interrogate (DC 70/130/190/270)
Agent Description and may also provide the monastery’s location.
Read the following when the agents arrive at Boris’ For more information about interrogation, see the
garage. Fixer/Pointman Class Guide, pages 66–68.

Boris’ garage lies at the end of a dark alley in a seedier part


Pursuit
of Moscow — only a single rusty sign identifies the place and Pavel leaves the garage five minutes after the agents
you get the impression the owner wants to keep a low pro- arrive, driving the van out into the alley, then getting out,
file. A lone, dim street lamp shines down on its front moving to the luxury car, and retrieving two large suitcases
entrance, a single pitted steel door. out of the back before returning to the van with his hench-
men and driving off. An agent making a successful
Electronics check (DC 20/20/20/20) recognizes one of these
suitcases as a standard carry case for an electronic remote-
control system.
13 14

Pavel gains a +10 circumstance bonus with all Spot checks Pavel’s heavies stay behind to cover Pavel’s departure —
made as part of the tailing attempt if he’s was alerted to the they know their boss is “connected” with the Moscow police
agents’ presence during their approach (see page 12). During a and believe they’ll be released from jail shortly after any
tailing operation, he first attempts discreet evasion and then arrest (save murder, of course, and so they avoid killing any-
overt evasion. Pavel arrives at his destination — the Tretyakov one). If the heavies knock out all their opponents, they take
Gallery — after 6 tailing rounds. If the agents do nothing at them prisoner and bring them to the monastery (see Scene 3:
this point, Pavel takes the second suitcase around to the side Troubleshooting, page 24).
of the building, out of their sight. Any agents who attempt to The Russian intelligence operatives are puzzled by the
reposition to continue their observation must succeed with entire situation — they don’t believe the theft of a religious
Hide checks opposed by Pavel’s Spot skill (+1/+4/+6/+8). If icon by a local gangster to be a matter worthy of their atten-
they are successful, read the following to them. tion, and wonder why the agents are involved as well. They
merely observe unless the agents attack Pavel at the garage
Pavel quietly approaches an air-conditioning vent, where he or try to break into the gallery. When either of these things
uses a leatherman to remove the grille. He opens the suitcase happen, proceed to Events (see page 14).
and removes a small rover drone unit. After placing it in the
shaft, he takes out three smaller units — scorpion drones —
Events
and places them behind the larger model. Pavel wedges the The following events occur during this scene.
grille back into place, then picks up the suitcase and moves
back to the van.
The Operatives Intervene
If the agents attack Pavel or try to break into the gallery,
If the agents fail their Hide check, Pavel pretends not to a two-man squad of Russian operatives intervenes. Read the
notice and moves back to the van, after which he attempts a following:
feint action and grabs his AK-74 to open fire on the team.
Otherwise, he enters the van and works the drones by remote Two Russian men step out of the shadows, both wearing off-
for 10 minutes, after which he returns to the grille, removes the-rack business suits and carrying Makarov pistols aimed at
the drones, and packs them away. He also bundles up a flat your midsections. “This has gone far enough,” one of them
rectangular object brought carried by the drones, apparently says. “It is time for you to come with us — our superiors wish
a framed picture or piece of artwork. An agent making a suc- to speak with you.”
cessful Spot check (DC 25/25/25/25) identifies the item as a
religious icon. Pavel then returns to the van, loads everything
If the agents spotted the operatives during Scene 1, they
up, and drives to the monastery.
recognize these men as either the same or similar types.
The monastery is 20 miles away. For the purposes of this
If Svetlana is present, she says nothing, preferring not to
serial, each tailing round lasts 4 minutes, so the agents
draw attention to herself.
should make five tailing checks during this leg of the trip.
The agents can engage the operatives in combat, but this
With success, they follow Pavel to the monastery and the GC
may draw unwanted attention. Alternately, the agents may
should proceed to Scene 3: A Plague Upon the Land (see page
make Bluff checks opposed by the operatives’ Sense Motive
15). If Pavel spots the agents, he first attempts discreet and
skills (+1/+1/+1/+1), Diplomacy checks opposed by the oper-
then overt evasion to lose them.
atives’ Diplomacy skills (+0/+0/+0/+0), or Intimidate checks
If the agents attack Pavel at any time during the robbery,
opposed by operatives’ Intimidate skills — (+3/+5/+7/+9).
the GC should check for surprise as standard. Pavel’s men do
With success, they convince the operatives that they have no
not surrender unless Pavel is captured, at which point the GC
authority to intervene. With a critical success, the agents so
should make a Will save (DC 25/25/25/25) and check Table
thoroughly impress the operatives with their authority that
1.5: Morale Modifiers to determine their action (see the
the operatives join them on their mission. With a critical fail-
Modern Arms Guide, page 13, for more about morale effects).
ure, however, the operatives immediately attack, assuming
Pavel does not surrender under any circumstances, fleeing
the agents are planning to attack at the next available oppor-
the scene if at all possible.
tunity.
If the agents defeat Pavel or his men, they may interrogate
them with the same DCs and conditions as during Scene 1 Troubleshooting
(see page 7).
If the agents opt to follow Pavel but lose him, they can still
Threats pick up the trail by making an information favor check (DC
20/20/20/20, 1 hour) to gain access to spy satellite data. Once
The main threat in this scene is Pavel himself. While he does
they provide a description of the vehicle in which Pavel
not carry his AK-74 on his person while in Moscow, he keeps
escaped, they learn that he went to the monastery northwest
it nearby and grabs it if shooting begins. Pavel retreats once it
of Moscow and may act accordingly.
becomes clear he’s outgunned. The GC should spend 1 action
die to boost Pavel’s Defense during at least the first round of
combat, and possibly during subsequent rounds as well.
15 16

If combat arises before Pavel’s arrival at the garage, Boris Finally, a result of 1–3 with any random encounter roll
and his mechanics possess identical statistics to Forlova’s after the first 20 minutes of the scene indicates that a named
heavies, but are armed with wrenches (which operate like NPC is encountered with the heavy squad, as follows.
small clubs, inflicting 1d4 subdual damage, with an error
Roll NPC Encountered
range of 1 and a threat range of 20).
1 Katerina Forlova
Development 2 Karil Fedorov
3 Pavel Denisov
This scene’s main objective is to locate the monastery and
venture there to recover the drone technology. Once that During the first 20 minutes of the scene, Forlova, Karil,
happens, the GC should proceed to Scene 3. and Pavel (if present) are meeting in Karil’s quarters (Second
Floor, Room 7).
If the agents get to the basement laboratory without
Scene 3: incident, or dispose of everyone present (all five squads
A Plague Upon the Land of heavies, Forlova, Pavel, and Karil), proceed to Events
(see page 22).
Agent Description If the agents arrive at the monastery after 1:15 a.m.,
Read the following when the agents arrive at the proceed to Events.
monastery.
Map Key:
The monastery looms in the darkness. Although it’s difficult
Monastery, 1st Floor
to tell in the half-moon’s light, there are signs of recent con- 1. Monks’ Cells: These rooms show years of neglect —
struction, making the building an odd mismatch of ancient a few of them contain handmade pieces of rotting wooden
and modern styles. Light spills out of several first-story win- furniture and all are covered with a thick layer of dust.
dows, illuminating five luxury cars parked on the northeast 2. Communal Toilet Facilities: Unused since Forlova took
side of the building. over the monastery — even the odor has long since faded away.
3. Abbot’s Cell: The head of the order lived and maintained
a small office here. The room is dusty, but footprints and
If Pavel has already arrived, the agents spot his van parked
cigarette butts are visible on the floor. When the agents
next to the other vehicles.
investigate this room, the GC should roll 1d20. With a result
GC Description of 2 or less, one squad of heavies is located here, taking an
unauthorized smoke break. If the agents choose to attack,
If the agents analyzed traces of rock found during Scene
they gain a +5 circumstance modifier with all skill checks
1, they may make an Appraise check (DC 20/20/20/20) to
made to ambush them.
confirm that the stone came from this area.
4. Storage Closet: This room contains a few brooms and
Svetlana volunteers to stay outside, noting that she isn’t
buckets, all covered in dust.
trained in infiltration and would best serve by remaining
5. Office: The monks used this room to conduct business
outside to call in any necessary reinforcements.
with the outside world — interviewing applicants, receiving
Five squads of heavies patrol the monastery at all times.
religious dignitaries, etc. This room shows signs of current
The monastery’s stone walls conduct sound and any gunshot
habitation (one squad of Forlova’s heavies men live here).
alerts all heavies to an intrusion. Further, each time the
When the agents investigate this room, the GC should roll
agents enter a new room within the monastery, and every 20
1d20. With a result of 4 or less, one squad of heavies is locat-
minutes, the GC should roll 1d20. With a result of 6 or less,
ed here, off shift and relaxing. If the agents choose to attack,
the agents encounter one of these squads. Unless the agents
they gain a +5 circumstance modifier with all skill checks
successfully hide from the heavies, the enemies attempt to
made to ambush them.
sound the installation’s modern alarm system. The locations
6. Stairwell: These stone stairwells lead up to the second
of each alarm trigger are included in the map key descrip-
floor and down to the basement.
tions.
7. Library: The monks’ books, scrolls, and writings were
If the monastery’s heavies are alerted to an intrusion, or if
stored here. Forlova’s men have long since ransacked the
Pavel knows he was followed when he arrives at the build-
library of anything of value and sold it on the black market.
ing, the GC should check for an encounter every 2 minutes.
All that remains now are toppled bookshelves, yellowed
Also, when the agents enter a new room within the
papers, and torn book covers.
monastery and the GC rolls a result of 11 or less, the agents
8. Chapel: This two-story room was the center of the
encounter a heavy squad. Finally, Forlova deactivates the
monastery’s day-to-day life. Richly decorated at one time, its
laser tripwire system to allow her heavies free movement
furnishings have long since been stripped valuables. Benches
throughout the monastery to deal with the intruders (see
are now overturned and the walls are cracked and yellowed
page 21 for more about the installation’s security).
with age — and decorated by a number of bullet holes.
Cigarette butts and broken glass litter the floor.
17 18

Stairs
Up to 0 10 20 9. Cloister: This room was originally used as
Second
12 13 14 Floor a rehearsal hall for the monastery’s small choir.
6
Benches are scattered around and the remains
Stairs
Down to of a pipe organ lie against the north wall.
Basement
Vandals sold the pipes for scrap long ago —
9 only the wooden structure remains now.
10. Pavel’s Office (*): Pavel has moved into
this private meeting room so he can keep an
eye on the first floor security squads. It con-
8
11
tains only a cot and a footlocker holding
Stairs
Up to
10 a spare Kalashnikov AK-74 and 2 extra clips of
Second
Floor military ball ammunition.
6
3 1 1 1 1 1 2 1 1 1 11. Storage Shed: The monks used this exte-
Stairs rior room to store gardening supplies and uten-
Down to
Basement sils. Today, squads of heavies occasionally take
7 5 1 1 1 1 1 2 1 1 1
shelter here when they should be patrolling the
4
grounds outside. When the agents investigate
6
Stairs this room, the GC should roll 1d20. With a
Up to Stairs
First Floor result of 3 or less, one squad of heavies is
Second Down to
Floor Basement
located here, taking an unauthorized break. If
the agents choose to attack, they gain a +3 cir-
4 9 9 9 10 6 cumstance modifier with all skill checks made
to ambush them. If at least one of the agents
Balcony possesses at least 1 rank in Demolitions and 1
Railing
Stairs
Down to rank in Knowledge (Chemistry), he may use the
First Floor
fertilizer stored herein to make a scratch-built
explosive device per the standard rules found
on page 49 of the Spycraft Espionage
Open Over
First Floor Handbook. The DC to create this device is
8 Chapel
increased by 5 (to a total of 30/30/30/30). If the
Stairs
Down to
First
agent possesses 5 or more ranks in Knowledge
Floor (Chemistry), he gains a +2 synergy bonus with
3 1
6 1 1 2 1 1 1 1 1
this Demolitions check.
12. Cloak Room: The monks kept their out-
side garments here. Other then a few moth-
7 5 4 1 1 1 2 1 1 1 1 1 eaten robes, this room is now empty.
6 13. Dining Room: The monks ate here, usual-
Stairs
Down to Second Floor ly in small numbers (this room’s maximum
First
Floor occupancy is 10 persons). Forlova’s men eat
here when they wish to socialize. When the
Stairs
Up to
First
agents investigate this room, the GC should roll
7 Floor 1d20. With a result of 3 or less, one squad of
1 heavies is located here, taking an unauthorized
break. If the agents choose to attack, they gain
a +4 circumstance modifier with all skill checks
6 made to ambush them.
7 14. Kitchen: The monks once prepared their
meals here. Today, the place shows marks of
the same indifferent vandalism as the cloister
4
and chapel. The imprints of the monks’ wood
Stairs
5 fire stoves can still be clearly seen on the floor.
Up to
First These stoves have been replaced by two
Floor 3
portable camping stoves, the gas canisters of
1 Stairs
Up to
which may be used as makeshift fragmentation
First
Floor grenades. When used in this fashion, the canis-
ters’ error range is increased by 4 (to a total
2 2 2
Basement error range of 1–8).
19 20

Map Key: Map Key: Monastery, Basement


Monastery, 2nd Floor 1. Stairwell: These stone stairwells lead up to the first
1. Monks’ Cells: These rooms show years of neglect — floor.
a few of them contain handmade pieces of rotting wooden 2. Storage Room: Each of these rooms once contained bar-
furniture and all are covered with a thick layer of dust. rels of potatoes used to make vodka. The potatoes have long
2. Communal Toilet Facilities: Unlike the toilets on the first since rotted away, leaving only a putrid stench behind.
floor, these are in use today, by Forlova’s men. 3. Chapel Access: This room grants access to the chapel
3. Squad Quarters: One squad of Forlova’s heavies occu- above and acts to cut off the rest of the basement area from
pies each of these rooms. When the agents investigate this the chapel so that any unseemly noises don’t intrude upon
room, the GC should roll 1d20. With a result of 4 or less, one the services above.
squad of heavies is located here, off shift and relaxing. If the 4. Chapel Storage Closet: At one time this room contained
agents choose to attack, they gain a +5 circumstance modi- prayer books, vestments for services held in the chapel
fier with all skill checks made to ambush them. above, and other religious paraphernalia. Today, the cloth
4. Storage Closet: This room contains a few brooms and vestments have rotted and the paper has turned to dust.
buckets, all covered in dust. 5. Karil’s Laboratory (*): The monks used this room to
5. Pavel’s Quarters (*): Once a small office, this room is distill vodka. When Forlova took over, this room went
now the personal quarters of Forlova’s bodyguard, Pavel. unused for a time, but since she acquired Karil’s services,
It contains a military cot, a footlocker, and a table upon she’s converted it into his lab. The room is filled with tables
which rests a host of electronic gear that Pavel uses to work holding hastily-purchase, brand new electronic gear (price
on drone units. Any agent possessing 1 or more ranks tags are still visible on a few items). Three cylinders are
in Electronics may make a Search check (DC 20/20/20/20) located on the west wall, two of which are occupied by
to gather enough parts to build 1 raven drone (see the stasis-frozen replicators. The third is empty. When the agents
Fixer/Pointman Class Book, page 52), along with 1 hand- enter this room, proceed directly to Events (see page 22).
held remote control unit. Assembling the drone requires 6. Karil’s Quarters (*): Originally containing tools and
a successful complex Electronics check (DC 120, time inter- equipment for vodka distillation, this room has been
val 5 minutes, requires an electronics kit). converted into Karil’s quarters. The technician spends only as
6. Stairwell: These stone stairwells lead down to the first much time here as required to keep a level head — his bed
floor. hasn’t been made in months and opened cans of sardines and
7. Forlova’s Quarters (*): When the agents arrive, Forlova dirty clothing are scattered throughout the west end of the
is meeting with Karil (and possibly Pavel) within this room, chamber. A small cot and table are located in the far west
which was once used to store extra books and materials, and side of the room — Karil tries to keep his personal things as
which has since become Forlova’s personal quarters. Over the far away as possible from his laboratory so the smell doesn’t
years, Forlova has stolen eight Russian icons that she now disturb his concentration.
proudly displays here. Also located here are Forlova’s per- 7. Vodka Storage Room: These rooms were used to store
sonal records — details about her organization and those of the fruits of the monks’ labor. Forlova’s men drained all the
her rivals. These records are stored in a hidden compartment remaining 100-gallon casks dry, however, leaving nothing of
beneath a false brick that the agents may find with a suc- interest behind.
cessful Search check (DC 20/20/20/20). As Svetlana will
attest, Russian Intelligence would greatly appreciate the Threats
agents returning these icons and handing over the records. If The heavy squads attack any intruders on sight, knowing
asked, the Agency has no objection to forfeiting either. that Forlova or Pavel accompany all guests. Attempts to bluff
8. Chapel: A 3-ft. high stone balcony surrounds the them automatically fail. They consider all intruders to be
chapel’s second story, adorned with 2.5-ft.-wide supporting armed and dangerous and shoot to kill, moving close enough
pillars at equal intervals. Anyone crouching down here can- to opponents to use their Point Blank Shot feat.
not be seen from the chapel floor below. If present, Pavel takes command of a squad of heavies and
9. Guest Quarters: Set aside for visiting brothers and leads them against intruders, using his lead ability to move
applicants when the monastery was open, these rooms are them into position (preferably using Move Silently) and his
now empty and abandoned, their contents covered with a tactics ability to grant them combat bonuses whenever pos-
thick layer of dust. sible. When the opportunity arises, Pavel tries to get ahead of
10. Tool Room: The monks stored tools used to repair the the agents so he can use his Survival skill (+6/+9/+12/+14)
structure and the now-destroyed pipe organ here. Although to prepare a 1-minute ambush (see the Fixer/Pointman Class
the area has been ransacked, one agent may scour this cham- Guide, page 60). He also seeks to plant a shaped charge to
ber for enough tools to assemble one mechanics kit. bring down one or more walls on the agents.
Forlova seeks out another squad of heavies (or joins forces
with Pavel if only one squad is available), sending them in
one direction to draw her opponents’ attention as she strikes
from another (preferably with surprise). Once Forlova reveals
21 22

herself, she uses her tactics ability to grants her men a com- Events
bat bonus, then threatens the most formidable opponent (see
The main focus of this serial is recovering the drone tech-
the Fixer/Pointman Class Guide, page 42). Forlova refuses to
nology — the agents are unaware, however, that the drone
flee the monastery under any circumstances and fights until
technology is activated and may not wish to be recovered.
unconscious or dead.
If the agents reach Karil’s laboratory before 12:25 a.m.,
Forlova insists that Karil accompany her. Karil fights if
use the room’s standard description (see page 20).
attacked but otherwise tries to hide, avoiding any confronta-
If the agents reach Karil’s laboratory in the basement
tion. If an agent successfully makes an Intimidate check
between 12:25 a.m. and 1:15 a.m., read the following:
opposed by Karil’s Will save, he surrenders. A second suc-
cessful Intimidate check opposed by Karil’s Will save forces
him to reveal that the stolen drone technology is located in As you approach the basement laboratory, you hear an odd
his basement laboratory, to which he eagerly provides direc- chattering noise. Weapons ready, you approach the only door
tions. into the laboratory and enter. There are dozens of what at
For information about the replicators and their tactics, see first glance appear to be large insects swarming all over the
Events, pages 23 and 41. west side of the room. It takes a second to identify them as
drones of some sort — similar to a scorpion model but almost
Security a foot and a half long.
Each of the monastery’s exterior doors is made of strong Under closer scrutiny it’s clear these are like no drones you’ve
wood, with a hardness of 5, 20 wound points, and a Break DC ever seen before. They seem to be made up of dozens of small
of 25/25/25/25. Each is firmly locked, requiring a successful interlocking components and have an odd stone-like texture.
Open Locks check (DC 30/30/30/30) to bypass, and electri- Some clinging to the far wall scoop out pieces of the stone
cally wired to the installation’s alarm system (Search DC wall and somehow internally process the material, spitting
24/24/24/24/ to find, Electronics DC 20/25/30/35 to bypass). out interlocking components, then assemble them into more
Interior doors are made of lighter wood, with a hardness drones. Before your eyes, one of the freshly created drones
of 3, 10 wound points, and a Break DC of 15/15/15/15. Only launches into life, moving to an open patch of wall and start-
interior doors whose location descriptions are marked with ing the process anew.
an asterisk are locked, and only when unoccupied, requiring For a moment, the drone-insects ignore you, focused more on
a successful Open Locks check (DC 20/20/20/20) to bypass. replicating themselves and picking through the electrical
These locked doors are also electrically wired to the installa- components piled on the tables throughout the room. Then,
tion’s alarm system (Search DC 24/24/24/24/ to find, a handful of them notice you and tentatively skitter in your
Electronics DC 20/25/30/35 to bypass). direction, seemingly more curious than anything.
Advanced laser tripwires are found at the locations marked At the far end of the room, you catch sight of three cylinders
on the monastery maps (see page 17), and also protect each — two of them contain insect-drones in some kind of stasis,
of the structure’s first-floor windows. Each tripwire may be but the third one is empty…
found with a successful Search check (DC 10/15/20/25),
bypassed with a successful Tumble check (DC 26/31/36/41), If the agents arrive after 1:15 a.m., consult the
or disabled with a successful Electronics or Surveillance Troubleshooting section (see page 24).
check (DC 20/25/30/35). Failure to bypass or disable a trip- So what happens to cause all this? Forlova calls Karil
wire triggers the installation’s alarm system; with an error, upstairs at 12:25 a.m., interrupting him in the middle of an
the agent also suffers 2d6/3d6/4d6/5d6 normal laser damage. experiment upon one of the “frozen” replicators. In his
Opening any adjacent door with the proper key deactivates a absence, a power surge disrupts the stasis containment,
tripwire for 30 seconds (5 rounds). freeing one of the creatures, which immediately begins
Forlova, Karil, Pavel, and one heavy in each squad possess replicating itself with the nearest materials at hand — the
keys and alarm codes for all locked doors and laser tripwires. monastery’s stone walls and floor. Optimized for converting
If an alarm is sounded, Pavel contacts the nearest squad metals, the replication process is initially slowed, but quick-
and sends them to the location of the break-in (if Pavel is not ly adapts and passes on to the new replicators.
on the premises, then Forlova performs this action). The The replicators act on programmed instinct, replicating
heavy squad arrives in 1d6+1 rounds, followed by one addi- until 1:15 a.m., by which time there are enough of them to
tional squad every 1d6+1 rounds thereafter, until all remain- defend the initial manufacturing source (at this point, they
ing squads are present or the alert has been called off. number 100). Hereafter, 50 of them stand guard while the
Forlova and Pavel accompany the last squad unless the alert other 50 manufacture 10 new replicators per minute (1 new
is called off. replicator per round), using the stone and electronics in the
The building’s exterior walls have slight handholds lab as the raw materials. Each minute, they send out two
and footholds, requiring a successful Climb check (DC 5-replicator scouting parties to search for and assimilate
20/20/20/20) to scale. The second floor windows feature no resources and technology in the vicinity. If left unchecked,
security. the replicators soon manufacture enough of their number
to completely overrun the monastery.
23 24

When an agent first observes the replicators in action, he wires and boosts the power of all tripwires high enough to
may make an education check (DC 15/15/15/15) to determine incinerate any replicator attempting to cross their streams.
that no known technology could produce them. If Forlova or Pavel assist (by radio or in person), the agent
If the agents contact Svetlana by radio headset or cell performing this check gains a +4 bonus. Thereafter, any
phone and apprise her of the situation, she responds as fol- agent moving past a tripwire without a successful Tumble
lows. check (DC 26/31/36/41) suffers 4d6/6d6/8d6/10d6 normal
laser damage, however.
“This could not be worse! Somehow, the thieves have reacti-
vated them! Listen carefully — these creatures… they’re alien
Troubleshooting
technology… we call them ‘replicators.’ They have two basic Svetlana encourages the agents to move as rapidly as pos-
objectives: multiply and assimilate — we must stop them… sible through the serial and the GC should use her to guide
now. I can call in an air strike, but it’ll take time. You have to them onto the monastery premises at the appropriate time,
contain them as best you can until the planes get here. Be preferably just after 1:15 a.m. at the latest. If the agents
careful! The replicators are vulnerable to gunfire and explo- arrive considerably later, then the GC should adjust the tim-
sives, but they’re dangerous individually and attack en masse. ing accordingly. Ideally, no matter when the agents arrive,
Do whatever you can to stop them. The safety of the entire they should be able to arrive at the laboratory as the replica-
world is at stake.” tors begin sending scouting parties out of the basement.
If they arrive past 2 a.m., however, XP should be adjusted
accordingly (see below).
If the agents arrange for Forlova and/or Pavel to see the
If the agents are captured and brought to the monastery,
replicators in action, they may make a Diplomacy check (DC
they’re locked up in one of the monk’s quarters on the sec-
22/23/23/24 for Forlova or Forlova and Pavel, DC
ond floor. If the agents wait out their capture, Karil visits his
20/20/20/21 for Pavel alone). With success, the villains are
lab at 1:15 and, discovering what the replicators are up to,
shocked enough to agree to help the agents, ordering all
goes to Forlova. Assuming the agents have something to do
remaining heavies to assist them.
with the incursion, Forlova visits them for a quick interroga-
The agents must delay the replicators for 15 minutes, at
tion, at which point they may attempt to persuade her of
which time the air strike arrives. The replicators don’t attack
their innocence (and the need to free them so they can save
the agents or any other characters unless attacked first, but
everyone involved).
since the agents are almost certain to halt the scouting
advances with force, combat likely ensues quickly and bru-
tally. Once any character attacks the replicators, half the Rewards
creatures attack all humans on sight (not differentiating
Keep track of the agents’ accomplishments throughout this
between humans who have attacked and those who have not)
serial and reward them with the following XP at its end. In
while the other half go into emergency reproduction mode,
this serial, the GC should give out the first-tier reward if this
doubling their output (producing 20 replicators per minute, 2
serial if played at 4th-level, the second-tier reward if the ser-
per round).
ial is played at 9th-level, the third-tier reward if the serial is
The agents have several options when trying to contain
played at 14th-level, and the fourth-tier reward if the serial
the replicators, as follows.
is played at 19th-level.
1. They can fire on the replicators to destroy any that emerge All XP rewards have an associate letter (“A”, “B”, “C”, etc.),
from the laboratory. This prompts half the replicators to indicating their difficulty and benefit within a ‘mini-tree’ of
swarm out of the lab all at once, returning the attack, and XP rewards. Though the agents might complete multiple
quickly proves an unsound tactic. objectives within a tree, they only ever earn the XP for the
highest letter of any tree for which they qualify.
2. They can use demolition charges to seal off the lab. The
Example: When an agent completes a “C”-class objective,
charges must be carefully placed to manage this without
he earns the “C”-class reward only. He may not also gain the
leaving gaps through which the replicators can emerge. An
XP reward for any other lettered objective in the same mini-
agent attempting this must possess at least 1/2 lb. of C4 or
tree (in this case, he may not also earn the rewards for either
an equivalent explosive and make a successful Demo-
the “A”-class objective or the “B”-class objective.
litions check (DC 24/28/32/36, 5 minutes). He must also
Note: Living Spycraft experience is never earned until the
approach within 10 ft. of the door, leaving himself open to
end of a serial, and agents may never gain levels during the
replicator attacks if the creatures have identified humans
course of a Living Spycraft serial.
as a threat.
3. They can jury-rig and reactivate the laser tripwire system Action Dice
(see page 21). Unfortunately, the alarm system’s control Each player gains the following XP rewards, as well as an
console is located within the laboratory. Once at the con- amount of XP equal to the number of action dice the GC
trol console, a successful complex Electronics check (DC awarded him × 25 XP (to a maximum of his agent level × 25
40/60/80/100, 2 round interval) resets all disabled trip- XP).
25 26

Scene 1 A. Containing the replicators by any means: 200/400/600/800 XP per agent.

A. Turning Forlova’s records and the religious icons over to the Russian gov-
A. Learning about Katerina Forlova from Chekov: 25/50/75/100 XP per
ernment: 100/200/300/400 XP per agent.
agent.

A. Finding Karil’s fingerprints: 25/50/75/100 XP per agent.


Debriefing
A. Finding traces of Karil’s work in the drone facility computer system:
This serial’s main goals are to determine who stole the
25/50/75/100 XP per agent.
replicators, track the thieves to the monastery, defeat Forlova
A. Finding traces of rock from the monastery: 25/50/75/100 XP per agent. and her men, and end the replicator threat.
If the agents gain Forlova’s assistance, she surrenders to
A. Finding the garage bill at Karil’s apartment: 25/50/75/100 XP per agent.
them after the monastery is destroyed, believing her contacts
A. Locating Pavel Denisov: 50/100/150/200 XP per agent. will keep her out of prison. The agents never see her again
and any efforts to locate her prove fruitless.
A. Learning Pavel works for Katerina Forlova: 50/100/150/200 XP per agent.
Svetlana handles the agents’ debriefing. She is adamant
A. Spotting the Russian operatives: 25/50/75/100 XP per agent.* that they keep what they’ve seen to themselves, citing it as a
matter of “global security”. The agents’ superiors confirm
B. Successfully combating or permanently evading the Russian operatives:
these orders and strongly discourage the agents from inves-
50/100/150/200 XP per agent.*
tigating the matter further. If asked about the replicators’
C. Convincing the Russian operatives to join the team: 75/150/225/300 XP alien nature, Svetlana says only that they were brought to
per agent.* Earth by an American government organization with which
she and her superiors have ties.
* This award may only be gained once during this serial,
If there is extra time, feel free to role-play the debriefing
even though it’s repeated in multiple scenes.
and have Control assess the group’s performance. Then have
Scene 2 the players fill out their RPGA forms and wrap up the session.

A. Preventing the robbery: 75/150/225/300 XP per agent.


Statistics
A. Killing Pavel Denisov: 50/100/150/200 XP per agent.
Special Note: Though this serial was not designed using the
B. Capturing Pavel Denisov: 100/200/300/400 XP per agent. Mastermind System, mastermind point (MP) costs are included
for all characters herein so that you can easily port them into
A. Obtaining the monastery’s location: 50/100/150/200 XP per agent.
your Mastermind System-designed home games with ease.
A. Spotting the Russian operatives: 25/50/75/100 XP per agent.*
Scene 1: Scene of the Crime
B. Successfully combating or permanently evading the Russian operatives:
The following NPCs are encountered during Scene 1 and
50/100/150/200 XP per agent.*
later as described in the serial text.
C. Convincing the Russian operatives to join the team: 75/150/225/300 XP
per agent.* Dr. Svetlana Markov
Born in the heart of the Cold War, Dr. Svetlana Markov
* This award may only be gained once during this serial,
was raised with the Russian mentality of “us versus them.” A
even though it’s repeated in multiple scenes.
studious child, she performed well in school and studied
Scene 3 quantum physics in college while taking military training
courses to keep her mother — a career officer — happy.
A. Successfully infiltrating the monastery at or after 1:15 a.m.: Russian Intelligence took notice of Svetlana’s aptitude and
50/100/150/200 XP per agent. recruited her as an analyst in the early 80s, tasking her with
the study of scientific papers brought back by spies in the
B. Successfully infiltrating the monastery before 1:15 a.m.: 100/200/300/400
field. Svetlana received basic training as an espionage agent
XP per agent.
but never ventured into the field herself. One of her handlers
A. Killing Karil Fedorov: 25/50/75/100 XP per agent. was a Colonel Chekov, who noted her competence and
resolved to keep an eye on her in the future.
B. Capturing Karil Fedorov: 50/100/150/200 XP per agent.
When the Cold War ended, Chekov carved out his own
A. Killing Katerina Forlova: 50/100/150/200 XP per agent. fiefdom in Russian Intelligence and brought Svetlana into his
fledgling organization. She continued to provide scientific
B. Capturing Katerina Forlova: 100/200/300/400 XP per agent.
advice and analysis until Chekov learned of the American’s
A. Convincing Forlova and/or Pavel to help deal with the replicators: Stargate program, at which point she was put to work ana-
50/100/150/200 XP per agent. lyzing all of their data concerning both Stargate technology
and the SGC organization.
27 28

When the Russians finally managed to obtain the Giza damage reduction 1/—; SV Fort +5, Ref +7, Will +7; Str 10,
Stargate after the crash of the Biliskner, Chekov assigned Dex 14, Con 12, Int 16, Wis 12, Cha 16; Skills: Balance +7,
Svetlana to the project base in Siberia. She was away from Bluff +5, Boating +5, Bureaucracy +8, Climb +5, Computers
the base when aliens invaded the facility, and upon receiving +11, Concentration +8 (threat 19–20), Diplomacy +11,
word of the incident met with an SGC team for the first time Disguise +4, Driver +11, First Aid +6, Innuendo +3, Knowledge
when she returned to the facility with SG-1 to shut down the (Quantum Physics) +10 (threat 19–20), Knowledge (Stargate
Stargate. Since then, Svetlana has remained with Colonel Technology) +13 (threat 19–20), Knowledge (U.S. Intelligence
Chekov, analyzing the information provided by the SGC as Agencies) +10 (threat 19–20), Languages +6, Listen +2,
part of a newly forged alliance between the nations’ Stargate Perform +4, Profession (Scientist) +6, Sense Motive +2, Spot
programs. Russia’s secret replicator experiments were shut +7, Survival +6, Swim +5. Feats: Armor Group Proficiency
down at her adamant recommendation. (Light, Medium, Heavy), Expertise, Improved Initiative,
Svetlana is unaccustomed to fieldwork, even though she Mobility, Persuasive, Point Blank Shot, Scholarly, Sidestep, The
possesses all the necessary training. She prefers to avoid Look, Weapon Group Proficiency (Handgun, Hurled, Melee,
revealing the full extent of her knowledge and abilities Rifle, Tactical). Gear: Weapons, 20 extra shots of military ball
unless absolutely necessary. During this mission, Svetlana ammunition, military officer’s uniform, cell phone, encrypted
assists the agents only if absolutely necessary, hanging back radio headset, laptop (power rating +4). Vehicles and Gadgets:
and observing as much as possible. Her secondary goal dur- None.
ing this assignment is to observe the team and determine if
Chekov’s branch of Russian Intelligence should form an Dr. Svetlana Markov (third-tier — target average agent
alliance with the Agency in the future. level 14), 7th-level academic/4th-level femme fatale/3rd-
level soldier (foil — 15 MP): Loyalty 1. Department: Military
Dr. Svetlana Markov (first-tier — target average agent
Academy Training (University of Russia). CR 16. SZ M; v/wp
level 4), 3rd-level academic/1st-level soldier (foil — 7 MP):
68/12; Init +15 (+2 Dex, +9 class, +4 feat); Spd 30 ft.; Def 22
Loyalty 1. Department: Military Academy Training (University
(+2 Dex, +10 class); Atk: fist/punch +9 (1d3 subdual, error 1),
of Russia). CR 3. SZ M; v/wp 20/12; Init +5 (+2 Dex, +3 class);
7.62×42mm Tzniitochmash PSS VUL service pistol +11 (dmg
Spd 30 ft.; Def 15 (+2 Dex, +3 class); Atk: fist/punch +2 (1d3
1d6+1 normal, recoil 11, error 1–2, threat 20, range 15 ft.,
subdual, error 1), 7.62×42mm Tzniitochmash PSS VUL service
qualities and mods: DT, IN — 6 shots of military ball ammuni-
pistol +4 (dmg 1d6+1 normal, recoil 11, error 1–2, threat 20,
tion); Face 1 square; Reach 1 square; SA sneak attack +1d6;
range 15 ft., qualities and mods: DT, IN — 6 shots of military
SQ +4 department bonus with education checks, accurate,
ball ammunition); Face 1 square; Reach 1 square; SA None; SQ
damage reduction 1/—; SV Fort +6, Ref +7, Will +7; Str 10,
+2 department bonus with education checks, accurate; SV Fort
Dex 14, Con 12, Int 16, Wis 12, Cha 17; Skills: Balance +8,
+4, Ref +4, Will +4; Str 10, Dex 14, Con 12, Int 16, Wis 12,
Bluff +7, Boating +6, Bureaucracy +10, Climb +6, Computers
Cha 13; Skills: Balance +6, Boating +4, Bureaucracy +4, Climb
+14, Concentration +11 (threat 18–20), Diplomacy +15,
+4, Computers +8, Concentration +6 (threat 19–20),
Disguise +5, Driver +14, First Aid +7, Innuendo +5, Knowledge
Diplomacy +5, Driver +8, First Aid +5, Knowledge (Quantum
(Quantum Physics) +13 (threat 18–20), Knowledge (Stargate
Physics) +8 (threat 19–20), Knowledge (Stargate Technology)
Technology) +16 (threat 18–20), Knowledge (U.S. Intelligence
+11 (threat 19–20), Knowledge (U.S. Intelligence Agencies) +8
Agencies) +13 (threat 18–20), Languages +8, Listen +3,
(threat 19–20), Languages +4, Profession (Scientist) +4, Spot
Perform +5, Profession (Scientist) +8, Sense Motive +3, Spot
+5, Survival +5, Swim +4. Feats: Armor Group Proficiency
+9, Survival +7, Swim +6. Feats: Advanced Skill Mastery
(Light, Medium, Heavy), Expertise, Persuasive, Point Blank Shot,
(Scholarly), Armor Group Proficiency (Light, Medium, Heavy),
Scholarly, Sidestep, Weapon Group Proficiency (Handgun,
Expertise, Improved Initiative, Mobility, Persuasive, Point Blank
Hurled, Melee, Rifle, Tactical). Gear: Weapons, 20 extra shots
Shot, Political Favors, Precise Shot, Scholarly, Sidestep, The
of military ball ammunition, military officer’s uniform, cell
Look, Weapon Group Proficiency (Handgun, Hurled, Melee,
phone, encrypted radio headset, laptop (power rating +4).
Rifle, Tactical). Gear: Weapons, 20 extra shots of military ball
Vehicles and Gadgets: None.
ammunition, military officer’s uniform, cell phone, encrypted
radio headset, laptop (power rating +4). Vehicles and Gadgets:
Dr. Svetlana Markov (second-tier — target average agent
None.
level 9), 5th-level academic/2nd-level femme fatale/2nd-level
soldier (foil — 10 MP): Loyalty 1. Department: Military
Dr. Svetlana Markov (fourth-tier — target average agent
Academy Training (University of Russia). CR 8. SZ M; v/wp
level 19), 9th-level academic/6th-level femme fatale/4th-
41/12; Init +12 (+2 Dex, +6 class, +4 feat); Spd 30 ft.; Def 19
level soldier (foil — 20 MP): Loyalty 1. Department: Military
(+2 Dex, +7 class); Atk: fist/punch +5 (1d3 subdual, error 1),
Academy Training (University of Russia). CR 16. SZ M; v/wp
7.62×42mm Tzniitochmash PSS VUL service pistol +7 (dmg
80/12; Init +18 (+2 Dex, +12 class, +4 feat); Spd 30 ft.; Def
1d6+1 normal, recoil 11, error 1–2, threat 20, range 15 ft.,
26 (+2 Dex, +14 class); Atk: fist/punch +12 (1d3 subdual, error
qualities and mods: DT, IN — 6 shots of military ball ammuni-
1), 7.62×42mm Tzniitochmash PSS VUL service pistol +14
tion); Face 1 square; Reach 1 square; SA +1d6 sneak attack;
(dmg 1d6+1 normal, recoil 11, error 1–2, threat 20, range 15
SQ +3 department bonus with education checks, accurate,
ft., qualities and mods: DT, IN — 6 shots of military ball
29 30

ammunition); Face 1 square; Reach 1 square; SA sneak attack Russian Operatives (second-tier — target average agent
+1d6; SQ +5 department bonus with education checks, accu- level 9), 5th-level standard minions/4th-level operatives (min-
rate, armor use +1, damage reduction 1/—; SV Fort +11, Ref ions, squads of 2 — 31 MP): CR 8. SZ M; v/wp 34/11; Init +7
+11, Will +12; Str 10, Dex 14, Con 12, Int 16, Wis 12, Cha 18; (+1 Dex, +6 class); Spd 30 ft.; Def 15 (+1 Dex, +4 class); Atk:
Skills: Balance +9, Bluff +10, Boating +7, Bureaucracy +13, fist/punch +9 (1d3 subdual, error 1), 9mm Makarov service
Climb +7, Computers +17, Concentration +13 (threat 18–20), pistol +10 (dmg 2d4 normal, recoil 10, error 1, threat 20,
Diplomacy +20, Disguise +7, Driver +17, First Aid +8, range 20 ft., 8 shots of military ball ammunition); Face 1
Innuendo +7, Knowledge (Quantum Physics) +15 (threat square; Reach 1 square; SA sneak attack +1d6; SQ +4 depart-
18–20), Knowledge (Stargate Technology) +18 (threat 18–20), ment bonus with skill checks made to bribe and seduce tar-
Knowledge (U.S. Intelligence Agencies) +15 (threat 18–20), gets, department training (Foreign Intelligence Service); SV
Languages +10, Listen +4, Perform +7, Profession (Scientist) Fort +6, Ref +6, Will +4; Str 10, Dex 12, Con 11, Int 10, Wis
+10, Sense Motive +4, Spot +11, Survival +8, Swim +7. Feats: 12, Cha 10; Skills: Balance +4, Bluff +2, Climb +4, Cultures +5
Advanced Skill Mastery (Scholarly), Armor Group Proficiency (threat 19–20), Demolitions +7, Driver +7, First Aid +4, Hide
(Light, Medium, Heavy), Career Operative, Charmer, Expertise, +5 (threat 19–20), Intimidate +5/+5, Move Silently +7 (threat
False Start (Scholarly), Improved Initiative, Mobility, 19–20), Profession (Espionage) +4, Search +2, Spot +7,
Persuasive, Point Blank Shot, Political Favors, Precise Shot, Surveillance +3, Tumble +4. Feats: Mark, Stealthy. Gear:
Scholarly, Sidestep, The Look, Weapon Group Proficiency Weapons, 20 extra shots of military ball ammunition, average
(Handgun, Hurled, Melee, Rifle, Tactical). Gear: Weapons, 20 clothing, sunglasses, cell phone, syringe, sodium pentathol (1
extra shots of military ball ammunition, military officer’s uni- dose), flashlight, handcuffs. Vehicles and Gadgets: govern-
form, cell phone, encrypted radio headset, laptop (power rat- ment-assigned vehicle (luxury car — SZ L, Occ 1/4, Hnd +1,
ing +4). Vehicles and Gadgets: None. Spd 550 ft., MPH 55/110, Def 10, WP 110, Hrd 7, qualities and
mods: HOT).
Russian Operatives
Russian Operatives (third-tier — target average agent level
Another (unidentified) division of the Russian intelligence
14), 8th-level standard minions/6th-level operatives (minions,
community has assigned operatives to monitor the agents
squads of 2 — 42 MP): CR 15. SZ M; v/wp 44/11; Init +11 (+1
and find out exactly what they’re up to in Moscow under
Dex, +10 class); Spd 30 ft.; Def 18 (+1 Dex, +7 class); Atk:
Svetlana’s guidance. The operatives assigned to this duty are
fist/punch +12 (1d3 subdual, error 1), 9mm Makarov service
just doing their job — they intend to monitor the agents but
pistol +13 (dmg 2d4 normal, recoil 10, error 1, threat 20,
don’t harbor any hostility toward them. They realize that in
range 20 ft., 8 shots of military ball ammunition); Face 1
the world of espionage there’s a certain degree of inter-divi-
square; Reach 1 square; SA sneak attack +1d6; SQ +5 depart-
sional spying upon each other. Given this, these operatives
ment bonus with skill checks made to bribe and seduce tar-
don’t use deadly force unless absolutely necessary and prefer
gets, daredevil, department training (Foreign Intelligence
the threat of violence rather than actual violence.
Service); SV Fort +9, Ref +8, Will +6; Str 10, Dex 12, Con 11,
Russian Operatives (first-tier — target average agent level Int 10, Wis 12, Cha 10; Skills: Balance +4, Bluff +3, Climb +5,
4), 2nd-level standard minions/2nd-level operatives (minions, Cultures +7 (threat 19–20), Demolitions +10, Driver +9, First
squads of 2 — 20 MP): CR 3. SZ M; v/wp 16/11; Init +3 (+1 Aid +5, Hide +6 (threat 19–20), Intimidate +7/+7, Move
Dex, +2 class); Spd 30 ft.; Def 14 (+1 Dex, +3 class); Atk: Silently +9 (threat 19–20), Profession (Espionage) +6, Search
fist/punch +3 (1d3 subdual, error 1), 9mm Makarov service +3, Spot +10, Surveillance +4, Tumble +5. Feats: Mark,
pistol +4 (dmg 2d4 normal, recoil 10, error 1, threat 20, range Stealthy. Gear: Weapons, 20 extra shots of military ball
20 ft., 8 shots of military ball ammunition); Face 1 square; ammunition, average clothing, sunglasses, cell phone, syringe,
Reach 1 square; SA None; SQ +2 department bonus with skill sodium pentathol (1 dose), flashlight, handcuffs. Vehicles and
checks made to bribe and seduce targets, department training Gadgets: government-assigned vehicle (luxury car — SZ L, Occ
(Foreign Intelligence Service); SV Fort +5, Ref +5, Will +3; Str 1/4, Hnd +1, Spd 550 ft., MPH 55/110, Def 10, WP 110, Hrd 7,
10, Dex 12, Con 11, Int 10, Wis 12, Cha 10; Skills: Balance +2, qualities and mods: HOT).
Bluff +1, Climb +3, Cultures +3 (threat 19–20), Demolitions
+4, Driver +5, First Aid +3, Hide +4 (threat 19–20), Intimidate Russian Operatives (fourth-tier — target average agent
+3/+3, Move Silently +5 (threat 19–20), Profession level 19), 11th-level standard minions/8th-level operatives
(Espionage) +2, Search +1, Spot +4, Surveillance +2, Tumble (minions, squads of 2 — 53 MP): CR 15. SZ M; v/wp 67/11; Init
+3. Feats: Armor Group Proficiency (Light, Medium, Heavy), +15 (+1 Dex, +14 class); Spd 30 ft.; Def 20 (+1 Dex, +9 class);
Mark, Stealthy, Weapon Group Proficiency (Handgun, Hurled, Atk: fist/punch +17 (1d3 subdual, error 1), 9mm Makarov ser-
Melee, Rifle, Tactical). Gear: Weapons, 20 extra shots of mili- vice pistol +18 (dmg 2d4 normal, recoil 10, error 1, threat 20,
tary ball ammunition, average clothing, sunglasses, cell phone, range 20 ft., 8 shots of military ball ammunition); Face 1
syringe, sodium pentathol (1 dose), flashlight, handcuffs. square; Reach 1 square; SA sneak attack +2d6; SQ +5 depart-
Vehicles and Gadgets: government-assigned vehicle (luxury car ment bonus with skill checks made to bribe and seduce tar-
— SZ L, Occ 1/4, Hnd +1, Spd 550 ft., MPH 55/110, Def 10, WP gets, daredevil, department training (Foreign Intelligence
110, Hrd 7, qualities and mods: HOT). Service); SV Fort +11, Ref +10, Will +8; Str 10, Dex 12, Con 11,
31 32

Int 10, Wis 12, Cha 10; Skills: Balance +5, Bluff +4, Climb +6, Outdoorsman, Weapon Group Proficiency (Handgun, Melee,
Cultures +9 (threat 19–20), Demolitions +13, Driver +11, First Rifle). Gear: Weapons, 60 extra shots of military ball ammuni-
Aid +6, Hide +7 (threat 19–20), Intimidate +9/+9, Move tion, military fatigues, sunglasses, lethal poison (2 doses, for
Silently +11 (threat 19–20), Profession (Espionage) +8, Search scorpion drones), demolition kit, cell phone, encrypted radio
+4, Spot +13, Surveillance +5, Tumble +6. Feats: Mark, headset, PDA. Vehicles and Gadgets: personal vehicle (mini-
Stealthy. Gear: Weapons, 20 extra shots of military ball van — SZ L, Occ 1/4, Hnd –1, Spd 600 ft., MPH 60/120, Def 8,
ammunition, average clothing, sunglasses, cell phone, syringe, WP 110, Hrd 5), scorpion drone (×3, ground drone — SZ F, Occ
sodium pentathol (1 dose), flashlight, handcuffs. Vehicles and 0, Hnd +4, Spd 10 ft., MPH 1/2, Def 22, WP 3, Hrd 0 — quali-
Gadgets: government-assigned vehicle (luxury car — SZ L, Occ ties and mods: ACS (+1), CLK (+3), NVS (+3), ORD, SDS, STC),
1/4, Hnd +1, Spd 550 ft., MPH 55/110, Def 10, WP 110, Hrd 7, rover drone (ground drone — SZ S, Occ 0, Hnd +1, Spd 30 ft.,
qualities and mods: HOT). MPH 3/6, Def 12, WP 15, Hrd 1, Bonus GP 1 — qualities and
mods: CLK (+5), NVS (+5), SDS, WAL).
Scene 2: The Heist
Pavel Denisov (second-tier — target average agent level 9),
The following NPCs are encountered during Scene 2 and
6th-level pointman/3rd-level forward (henchman — 18 MP).
later as described in the serial text.
Department: Special Operations (Spetsnaz). CR 9. SZ M; v/wp
Pavel Denisov 76/14; Init +7 (+2 Dex, +5 class); Spd 30 ft.; Def 15 (+2 Dex,
+3 class); Atk: fist/punch +8 (1d3+1 subdual, error 1),
Pavel Denisov showed proficiency in physical sports and
7.62×39mm Kalashnikov AK-74 assault rifle +9 (dmg 3d6+1
military tactics at an early age, and his father, a mid-rank
normal, recoil 12, error 1, threat 20, range 350 ft., qualities
government official, used his connections to enroll Pavel in
and mods: RG, 30 shots of military ball ammunition); Face 1
the Spetsnaz. Pavel served for 10 years until he was cashiered
square; Reach 1 square; SA None; SQ +3 department bonus to
due to downsizing when the Soviet Union fell. Since then he
damage rolls made during a ready action, assistance (H time),
has moved from one job to another, working as a mercenary
cross-class ability (damage reduction 1/—), drone devil, gener-
and as an enforcer for the Russian Mafia.
ous, lead 2/session, spotter (anti-cover), tactics 1/session, ver-
Two years ago, Pavel entered into a steady business rela-
satility (Computers, Cultures, Demolitions, Electronics, Hide,
tionship with Katerina Forlova, putting his expertise with
Survival, Surveillance); SV Fort +7, Ref +7, Will +8; Str 12, Dex
drones to good use stealing religious icons for her. Pavel is
14, Con 14, Int 14, Wis 12, Cha 10; Skills: Climb +2,
responsible for a number of unsolved thefts throughout
Computers +13, Cultures +13, Demolitions +11, Driver +9,
Russia, Poland, and Czechoslovakia. He also uses his drones
Electronics +14, First Aid +5, Handle Animal +4 (threat
to assassinate Forlova’s gangster rivals, commonly using
19–20), Hide +12, Move Silently +4, Profession (Military) +8,
installed injectors to administer lethal poisons. But Pavel
Spot +4, Survival +9 (threat 19–20), Surveillance +12, Use
only uses drones when he has time to set something up —
Rope +5 (threat 19–20). Feats: Armor Group Proficiency (Light,
when dealing with an unexpected attack, he simply grabs a
Medium), Cleaned and Polished, Electronic Warfare Basics,
gun and starts shooting. Pavel is a cool customer in a fire-
Electronic Warfare Mastery, Far Shot, Forest Training, Mingling
fight and always goes for a flanking position if the opportu-
Basics, Outdoorsman, Weapon Group Proficiency (Handgun,
nity arises so he can strike with surprise. He knows he has a
Melee, Rifle, Tactical). Gear: Weapons, 60 extra shots of mili-
good thing with Forlova and protects her with his life.
tary ball ammunition, military fatigues, sunglasses, lethal poi-
Pavel Denisov (first-tier — target average agent level 4), son (2 doses, for scorpion drones), demolition kit, cell phone,
4th-level pointman (henchman — 8 MP). Department: Special encrypted radio headset, PDA. Vehicles and Gadgets: personal
Operations (Spetsnaz). CR 4. SZ M; v/wp 36/14; Init +3 (+1 vehicle (mini-van — SZ L, Occ 1/4, Hnd –1, Spd 600 ft., MPH
Dex, +2 class); Spd 30 ft.; Def 13 (+1 Dex, +2 class); Atk: 60/120, Def 8, WP 110, Hrd 5), scorpion drone (×3, ground
fist/punch +4 (1d3+1 subdual, error 1), 7.62×39mm drone — SZ F, Occ 0, Hnd +4, Spd 10 ft., MPH H, Def 22, WP
Kalashnikov AK-74 assault rifle +4 (dmg 3d6+1 normal, recoil 3, Hrd 0 — qualities and mods: ACS (+1), CLK (+3), NVS (+3),
12, error 1, threat 20, range 350 ft., qualities and mods: RG, ORD, SDS, STC), rover drone (ground drone — SZ S, Occ 0, Hnd
30 shots of military ball ammunition); Face 1 square; Reach 1 +1, Spd 30 ft., MPH 3/6, Def 12, WP 15, Hrd 1, Bonus GP 1 —
square; SA None; SQ +2 department bonus to damage rolls qualities and mods: CLK (+5), NVS (+5), SDS, WAL).
made during a ready action, assistance (H time), generous,
lead 1/session, tactics 1/session, versatility (Computers, Pavel Denisov (third-tier — target average agent level 14),
Cultures, Demolitions, Electronics, Hide, Survival, Surveillance); 8th-level pointman/6th-level forward (henchman — 28 MP).
SV Fort +4, Ref +3, Will +5; Str 12, Dex 13, Con 14, Int 14, Department: Special Operations (Spetsnaz). CR 14. SZ M; v/wp
Wis 12, Cha 10; Skills: Computers +8, Cultures +8, 116/14; Init +10 (+2 Dex, +8 class); Spd 30 ft.; Def 17 (+2
Demolitions +9, Driver +4, Electronics +9, First Aid +4, Handle Dex, +5 class); Atk: fist/punch +13 (1d3+1 subdual, error 1),
Animal +3 (threat 19–20), Hide +8, Profession (Military) +6, 7.62×39mm Kalashnikov AK-74 assault rifle +14 (dmg 3d6+1
Survival +6 (threat 19–20), Surveillance +7, Use Rope +4 normal, recoil 12, error 1, threat 20, range 350 ft., qualities
(threat 19–20). Feats: Armor Group Proficiency (Light, and mods: RG, 30 shots of military ball ammunition); Face 1
Medium), Electronic Warfare Basics, Mingling Basics, square; Reach 1 square; SA None; SQ +4 department bonus to
33 34

damage rolls made during a ready action, assistance (Htime), on drones), demolition kit, cell phone, encrypted radio headset,
cross-class ability (damage reduction 1/—), drone devil, gener- PDA. Vehicles and Gadgets: personal vehicle (mini-van — SZ L,
ous, lead 3/session, spotter (anti-cover, +2), tactics 2/session Occ 1/4, Hnd –1, Spd 600 ft., MPH 60/120, Def 8, WP 110, Hrd
(+2 bonus), versatility (Computers, Cultures, Demolitions, 5), scorpion drone (×3, ground drone — SZ F, Occ 0, Hnd +4,
Electronics, Hide, Survival, Surveillance); SV Fort +9, Ref +9, Spd 10 ft., MPH H, Def 22, WP 3, Hrd 0 — qualities and mods:
Will +9; Str 12, Dex 14, Con 14, Int 14, Wis 12, Cha 11; Skills: ACS (+1), CLK (+3), NVS (+3), ORD, SDS, STC), rover drone
Climb +3, Computers +18, Cultures +18, Demolitions +14, (ground drone — SZ S, Occ 0, Hnd +1, Spd 30 ft., MPH 3/6, Def
Driver +13, Electronics +18, First Aid +6, Handle Animal +5 12, WP 15, Hrd 1, Bonus GP 1 — qualities and mods: CLK (+5),
(threat 19–20), Hide +16, Move Silently +8, Profession NVS (+5), SDS, WAL).
(Military) +10, Spot +6, Survival +12 (threat 19–20),
Surveillance +14, Use Rope +5 (threat 19–20). Feats: Armor Forlova’s Heavies
Group Proficiency (Light, Medium), Cleaned and Polished,
Forlova’s men are leg breakers and other violent criminals
Drone Operations, Electronic Warfare Basics, Electronic
recruited from across Russia — crooks with little ambition
Warfare Mastery, Extreme Range, Far Shot, Forest Training,
and relatively low intelligence whose loyalty is ensured when
Mingling Basics, Mother Hen, Outdoorsman, Weapon Group
they’re paid well. These heavies display little initiative and a
Proficiency (Handgun, Melee, Rifle, Tactical). Gear: Weapons,
tendency to use violence to solve any and all problems. Left
60 extra shots of military ball ammunition, military fatigues,
to their own devices, they smoke, drink, and vandalize wan-
sunglasses, lethal poison (3 doses, for scorpion drones), demo-
tonly. Forlova lets them indulge to blow off steam so long as
lition kit, cell phone, encrypted radio headset, PDA. Vehicles
their actions don’t endanger her criminal empire.
and Gadgets: personal vehicle (mini-van — SZ L, Occ 1/4, Hnd
–1, Spd 600 ft., MPH 60/120, Def 8, WP 110, Hrd 5), scorpion Forlova’s Heavies (first-tier — target average agent level
drone (×3, ground drone — SZ F, Occ 0, Hnd +4, Spd 10 ft., 4), 4th-level standard minions (minions, squads of 3 — 27
MPH 1/2, Def 22, WP 3, Hrd 0 — qualities and mods: ACS (+1), MP): CR 3. SZ M; v/wp 32/13; Init +3 (+3 class); Spd 30 ft.;
CLK (+3), NVS (+3), ORD, SDS, STC), rover drone (ground drone Def 12 (+2 class); Atk: fist/punch +5 (1d3+1 subdual, error 1),
— SZ S, Occ 0, Hnd +1, Spd 30 ft., MPH 3/6, Def 12, WP 15, knife +5 (dmg 1d6+1 normal, error 1, threat 20, thrown range
Hrd 1, Bonus GP 1 — qualities and mods: CLK (+5), NVS (+5), 5 ft.), 7.62×42mm Tzniitochmash PSS Vul service pistol +4
SDS, WAL). (dmg 1d6+1 normal, recoil: 11, error 1–2, threat 20, range 15
ft., qualities and mods: DT, IN — 6 shots of military ball
Pavel Denisov (fourth-tier — target average agent level ammunition); Face 1 square; Reach 1 square; SA None; SQ
19), 10th-level pointman/9th-level forward (henchman — 38 None; SV Fort +5, Ref +2, Will +1; Str 12, Dex 10, Con 13, Int
MP). Department: Special Operations (Spetsnaz). CR 19. SZ M; 10, Wis 10, Cha 10; Skills: Balance +2, Climb +4, Demolitions
v/wp 168/14; Init +13 (+2 Dex, +11 class); Spd 30 ft.; Def 20 +2, Driver +4, First Aid +2, Intimidate +5/+4, Jump +3,
(+2 Dex, +8 class); Atk: fist/punch +17 (1d3+1 subdual, error Profession (Mobster) +2, Spot +4, Use Rope +3. Feats: : Armor
1), 7.62×39mm Kalashnikov AK-74 assault rifle +18 (dmg Group Proficiency (Light, Medium, Heavy), Point Blank Shot,
3d6+1 normal, recoil 12, error 1, threat 20, range 350 ft., Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle,
qualities and mods: RG, 30 shots of military ball ammunition); Tactical). Gear: Weapons, 20 extra shots of military ball
Face 1 square; Reach 1 square; SA cross-class ability (sneak ammunition, sunglasses, encrypted radio headset. Vehicles and
attack +1d6); SQ +5 department bonus to damage rolls made Gadgets: fleet car (luxury car — SZ L, Occ 1/4, Hnd +1, Spd
during a ready action, assistance (H time), cache 1/session, 550 ft., MPH 55/110, Def 10, WP 110, Hrd 7, qualities and
cross-class ability (damage reduction 1/—), drone devil, gener- mods: HOT).
ous, lead 4/session, serendipity 1/session, spotter (anti-cover,
+4), tactics 2/session (+2 bonus), versatility (Computers, Forlova’s Heavies (second-tier — target average agent level
Cultures, Demolitions, Electronics, Hide, Survival, Surveillance); 9), 7th-level standard minions/2nd-level heavies (minions,
SV Fort +11, Ref +11, Will +11; Str 12, Dex 14, Con 14, Int 14, squads of 3 — 38 MP): CR 8. SZ M; v/wp 63/13; Init +7 (+7
Wis 12, Cha 12; Skills: Climb +4, Computers +23, Cultures class); Spd 30 ft.; Def 14 (+4 class); Atk: fist/punch +10 (dmg
+23, Demolitions +19, Driver +17, Electronics +24, First Aid 1d3+1 subdual), knife +10 (dmg 1d6+1 normal, error 1, threat
+7, Handle Animal +7 (threat 19–20), Hide +20, Move Silently 20, thrown range 5 ft.), 7.62×42mm Tzniitochmash PSS Vul
+12, Profession (Military) +12, Spot +8, Survival +14 (threat service pistol +9 (dmg 1d6+1 normal, recoil: 11, error 1–2,
19–20), Surveillance +18, Use Rope +5 (threat 19–20). Feats: threat 20, range 15 ft., qualities and mods: DT, IN — 6 shots of
Armor Group Proficiency (Light, Medium), Cleaned and military ball ammunition); Face 1 square; Reach 1 square; SA
Polished, Drone Operations, Electronic Warfare Basics, knuckle punch +10 (dmg 1d3+3 subdual, error 1), palm strike
Electronic Warfare Mastery, Explosives Basics, Extreme Range, (std. attack + special); SQ None; SV Fort +9, Ref +4, Will +4;
Far Shot, Forest Training, Mingling Basics, Mother Hen, Str 12, Dex 10, Con 13, Int 10, Wis 10, Cha 10; Skills: Balance
Outdoorsman, Point Blank Shot, Precise Shot, Urban Training, +3, Climb +5, Demolitions +2, Driver +7, First Aid +3, Gather
Weapon Group Proficiency (Handgun, Melee, Rifle, Tactical). Information +1, Intimidate +12/+11, Jump +4, Knowledge
Gear: Weapons, 60 extra shots of military ball ammunition, (Underworld) +1, Profession (Mobster) +3, Sense Motive +1,
military fatigues, sunglasses, lethal poison (3 doses, for scorpi- Spot +7, Use Rope +4. Feats: Armor Group Proficiency (Light,
35 36

Medium, Heavy), Point Blank Shot, Punching Basics, Weapon Scene 3: A Plague Upon the Land
Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical).
The following NPCs and creatures are encountered during
Gear: Weapons, 20 extra shots of military ball ammunition,
Scene 3 as described in the serial text.
sunglasses, encrypted radio headset. Vehicles and Gadgets:
fleet car (luxury car — SZ L, Occ 1/4, Hnd +1, Spd 550 ft., Karil Fedorov
MPH 55/110, Def 10, WP 110, Hrd 7, qualities and mods: HOT).
Karil was born 12 years before the fall of the Soviet Union
and spent his adolescence enjoying the resulting lack of
Forlova’s Heavies (third-tier — target average agent level
social and educational constraints. He watched far too much
14), 10th-level standard minions/4th-level heavies (minions,
American television and grew obsessed with science fiction
squads of 3 — 49 MP): CR 13. SZ M; v/wp 95/13; Init +10
shows — particularly those featuring secret worldwide con-
(+10 class); Spd 30 ft.; Def 16 (+6 class); Atk: fist/punch +15
spiracies dealing with aliens and advanced technology. In
(dmg 1d3+1 subdual), knife +15 (dmg 1d6+1 normal, error 1,
college, Karil indulged this obsession by mastering in com-
threat 20, thrown range 5 ft.), 9×39mm Tzniitochmash AS
puters and electronics, learning to work with robotic tech-
Silent assault rifle +14 (dmg 1d12+1 normal, error 1–3, threat
nology and keeping abreast of every cutting edge develop-
20, range 100 ft., qualities and mods: CS, IN — 10 shots of
ment in the field.
military ball ammunition); Face 1 square; Reach 1 square; SA
Karil soon came to believe the governments of the world
knuckle punch +15 (dmg 1d3+3 subdual, error 1), palm strike
actually had access to alien technology and were conspiring
(std. attack + special); SQ None; SV Fort +12, Ref +6, Will +5;
to hide it from the world. He resolved to enter into govern-
Str 12, Dex 10, Con 13, Int 10, Wis 10, Cha 10; Skills: Balance
ment service and gain access to these secrets, diving into
+4, Climb +7, Demolitions +2, Driver +10, First Aid +4, Gather
government research after his graduation. Two years later, he
Information +2, Intimidate +16/+15, Jump +5, Knowledge
was assigned to a government project studying drone tech-
(Underworld) +2, Profession (Mobster) +4, Sense Motive +2,
nology gained through unknown means. Karil had never seen
Spot +10, Use Rope +5. Feats: Armor Group Proficiency (Light,
anything like the “drones” provided for study, and hoped that
Medium, Heavy), Point Blank Shot, Punching Basics, Weapon
they would unlock secret technologies beyond even his
Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical).
imagination.
Gear: Weapons, 20 extra shots of military ball ammunition,
Yet before he could get close enough to conduct a detailed
sunglasses, encrypted radio headset. Vehicles and Gadgets:
study, the project was shut down. Desperate to continue his
fleet car (luxury car — SZ L, Occ 1/4, Hnd +1, Spd 550 ft.,
research, Karil went to a gangster to whom he owed money
MPH 55/110, Def 10, WP 110, Hrd 7, qualities and mods: HOT).
— Katerina Forlova — and asked for her help. She agreed to
finance his operation and make sure he had unlimited access
Forlova’s Heavies (fourth-tier — target average agent level
to the technology, in return for his stealing the “drones” and
19), 13th-level standard minions/6th-level heavies (minions,
turning all consequent revelations over to her. Of course,
squads of 3 — 60 MP): CR 18. SZ M; v/wp 128/13; Init +14
Karil omitted all mention of his theory that the drones were
(+14 class); Spd 30 ft.; Def 17 (+7 class); Atk: fist/punch +20
of alien origin, knowing that Forlova didn’t have the intellect
(dmg 1d3+1 subdual), knife +20 (dmg 1d6+1 normal, error 1,
or imagination to comprehend something so far-reaching
threat 20, thrown range 5 ft.), 9×39mm Tzniitochmash AS
and complicated.
Silent assault rifle +19 (dmg 1d12+1 normal, error 1–3, threat
Karil now works feverishly at Forlova’s base of operations,
20, range 100 ft., qualities and mods: CS, IN — 10 shots of
gleaning everything he can about the stolen replicators. He
military ball ammunition); Face 1 square; Reach 1 square; SA
believes that once he’s completed his analysis, he’ll be able
joint lock (special), knuckle punch +20 (dmg 1d3+3 subdual,
to publish his work and prove himself to those who mocked
error 1), one-handed choke (special), palm strike (std. attack +
his obsessions. Unfortunately, these obsessions have made
special); SQ None; SV Fort +14, Ref +8, Will +8; Str 12, Dex
him careless, leading to his overlooking standard safety pro-
10, Con 13, Int 10, Wis 10, Cha 10; Skills: Balance +5, Climb
tocols that might prevent the kind of surge that frees one of
+10, Demolitions +2, Driver +13, First Aid +5, Gather
the replicators during this scene.
Information +3, Intimidate +20/+19, Jump +6, Knowledge
Karil is a self-aggrandizing lab rat — he’s spent most of his
(Underworld) +3, Profession (Mobster) +5, Sense Motive +3,
time in classrooms and laboratories and although he doesn’t
Spot +13, Use Rope +6. Feats: Armor Group Proficiency (Light,
particularly know how to use a gun he carries one to look
Medium, Heavy), Holding Basics, Point Blank Shot, Punching
“cool.” He plans to leave Forlova’s organization once he
Basics, Weapon Group Proficiency (Handgun, Hurled, Melee,
completes his research. Little does he know that she has no
Rifle, Tactical). Gear: Weapons, 20 extra shots of military ball
intention of letting him go once his work is concluded.
ammunition, sunglasses, encrypted radio headset. Vehicles and
Gadgets: fleet car (luxury car — SZ L, Occ 1/4, Hnd +1, Spd Karil Fedorov (first-tier — target average agent level 4),
550 ft., MPH 55/110, Def 10, WP 110, Hrd 7, qualities and 2nd-level snoop/2nd-level academic (foil — 12 MP): Loyalty 8.
mods: HOT). Department: Dot-Commie. CR 3. SZ M; v/wp 16/10; Init +3
(+1 Dex, +2 class); Spd 30 ft.; Def 15 (+1 Dex, +4 class); Atk:
fist/punch +1 (1d3–1 subdual, error 1), 9mm Makarov service
pistol +3 (dmg 2d4 normal, recoil 10, error 1, threat 20, range
37 38

20 ft., 8 shots of military ball ammunition); Face 1 square; (UFO/Conspiracy Theory) +21 (threat 18–20), Languages +18,
Reach 1 square; SA None; SQ astute, flawless search, intuition Listen +14, Move Silently +6, Profession (Computer
1/session; SV Fort +0, Ref +5, Will +6; Str 9, Dex 12, Con 10, Technician) +13, Spot +12, Surveillance +15. Feats: Advanced
Int 17, Wis 12, Cha 10; Skills: Bureaucracy +2, Computers +12 Skill Mastery (Mathematical Genius, Scholarly), Armor Group
(threat 19–20), Concentration +8 (threat 19–20), Proficiency (Light), Cipher, Drone Operations, Eye for Detail,
Cryptography +12 (threat 19–20), Driver +6, Electronics +10, False Start (Mathematical Genius), Mathematical Genius,
First Aid +4, Forgery +8, Hide +3, Knowledge (Computer Scholarly, Weapon Group Proficiency (Handgun, Melee). Gear:
Science) +12 (threat 19–20), Knowledge (Drone Technology) Weapons, lab coat, radio headset, desktop computer (power
+12 (threat 19–20), Knowledge (UFO/Conspiracy Theory) +9 rating +3), electronics kit. Vehicles and Gadgets: None.
(threat 19–20), Languages +7, Listen +4, Profession (Computer
Technician) +8, Spot +4, Surveillance +5. Feats: Armor Group Karil Fedorov (fourth-tier — target average agent level
Proficiency (Light), Cipher, Drone Operations, Mathematical 19), 11th-level snoop/8th-level academic (foil — 27 MP):
Genius, Scholarly, Weapon Group Proficiency (Handgun, Loyalty 8. Department: Dot-Commie. CR 18. SZ M; v/wp 76/10;
Melee). Gear: Weapons, lab coat, radio headset, desktop com- Init +13 (+1 Dex, +12 class); Spd 30 ft.; Def 26 (+1 Dex, +15
puter (power rating +3), electronics kit. Vehicles and Gadgets: class); Atk: fist/punch +8 (1d3–1 subdual, error 1), 9mm
None. Makarov service pistol +10 (dmg 2d4 normal, recoil 10, error
1, threat 20, range 20 ft., 8 shots of military ball ammunition);
Karil Fedorov (second-tier — target average agent level 9), Face 1 square; Reach 1 square; SA None; SQ astute, back door
5th-level snoop/4th-level academic (foil — 17 MP): Loyalty 8. (×2), flawless search, intuition 2/session, jury-rig +6, master
Department: Dot-Commie. CR 8. SZ M; v/wp 31/10; Init +7 (+1 cracker (1/session), special ability (electronics familiarity,
Dex, +6 class); Spd 30 ft.; Def 19 (+1 Dex, +8 class); Atk: intercept communications); SV Fort +5, Ref +11, Will +7; Str
fist/punch +3 (1d3–1 subdual, error 1), 9mm Makarov service 9, Dex 12, Con 10, Int 18, Wis 14, Cha 10; Skills: Bureaucracy
pistol +5 (dmg 2d4 normal, recoil 10, error 1, threat 20, range +17, Computers +30 (threat 18–20), Concentration +25
20 ft., 8 shots of military ball ammunition); Face 1 square; (threat 18–20), Cryptography +30 (threat 17–20), Driver +21,
Reach 1 square; SA None; SQ astute, back door, flawless Electronics +26, First Aid +14, Forgery +24, Hide +15,
search, intuition 1/session, jury-rig +3; SV Fort +2, Ref +7, Knowledge (Computer Science) +29 (threat 18–20), Knowledge
Will +8; Str 9, Dex 12, Con 10, Int 18, Wis 12, Cha 10; Skills: (Drone Technology) +29 (threat 18–20), Knowledge
Bureaucracy +7, Computers +19 (threat 18–20), Concentration (UFO/Conspiracy Theory) +26 (threat 18–20), Languages +24,
+13 (threat 19–20), Cryptography +19 (threat 18–20), Driver Listen +20, Move Silently +11, Profession (Computer
+11, Electronics +16, First Aid +7, Forgery +15, Hide +6, Technician) +24, Spot +17, Surveillance +21. Feats: Advanced
Knowledge (Computer Science) +18 (threat 19–20), Knowledge Skill Mastery (Mathematical Genius, Scholarly), Armor Group
(Drone Technology) +18 (threat 19–20), Knowledge Proficiency (Light), Cipher, Drone Operations, Eye for Detail,
(UFO/Conspiracy Theory) +15 (threat 19–20), Languages +13, False Start (Mathematical Genius), Grand Skill Mastery
Listen +9, Profession (Computer Technician) +13, Spot +8, (Mathematical Genius), Mathematical Genius, Point Blank
Surveillance +10. Feats: Advanced Skill Mastery (Mathematical Shot, Scholarly, Weapon Group Proficiency (Handgun, Melee).
Genius), Armor Group Proficiency (Light), Cipher, Drone Gear: Weapons, lab coat, radio headset, desktop computer
Operations, Eye for Detail, Mathematical Genius, Scholarly, (power rating +3), electronics kit. Vehicles and Gadgets: None.
Weapon Group Proficiency (Handgun, Melee). Gear: Weapons,
lab coat, radio headset, desktop computer (power rating +3), Katerina Forlova
electronics kit. Vehicles and Gadgets: None.
Katerina was the only child of Ivan Forlov, a major play-
er in Moscow’s criminal community. She grew up on Ivan’s
Karil Fedorov (third-tier — target average agent level 14),
tales of his “noble” career and aspirations to provide services
8th-level snoop/6th-level academic (foil — 22 MP): Loyalty 8.
to those who couldn’t gain them any other way (“…and why
Department: Dot-Commie. CR 13. SZ M; v/wp 56/10; Init +10
should such a thing be illegal?” he would ask).
(+1 Dex, +9 class); Spd 30 ft.; Def 22 (+1 Dex, +11 class); Atk:
At age 14, Katerina received a rude awakening when her
fist/punch +6 (1d3–1 subdual, error 1), 9mm Makarov service
father was gunned down by a rival mobster, and from that
pistol +8 (dmg 2d4 normal, recoil 10, error 1, threat 20, range
point on she resolved to be just as tough as her father’s
20 ft., 8 shots of military ball ammunition); Face 1 square;
rivals. The first thing she did upon inheriting her father’s
Reach 1 square; SA None; SQ astute, back door (×2), flawless
organization was track down the man responsible for her
search, intuition 1/session, jury-rig +4, special ability (inter-
father’s murder and put him to a slow and painful death. She
cept communications); SV Fort +5, Ref +11, Will +7; Str 9, Dex
then engaged in a protracted series of bloody mob wars to
12, Con 10, Int 18, Wis 13, Cha 10; Skills: Bureaucracy +12,
expand her holdings and assure her power. Once Katerina
Computers +24 (threat 18–20), Concentration +19 (threat
was secure, she settled down to running the day-to-day
18–20), Cryptography +24 (threat 18–20), Driver +16,
affairs of her expansive organization and indulging her
Electronics +21, First Aid +10, Forgery +20, Hide +11,
interest in Russian icons, the one passion her mother had
Knowledge (Computer Science) +24 (threat 18–20), Knowledge
encouraged before fleeing her criminal husband.
(Drone Technology) +24 (threat 18–20), Knowledge
39 40

Forlova believes that technology is the key to future crime Spot, Surveillance); SV Fort +8, Ref +7, Will +9; Str 10, Dex
and pours much of her money into cutting edge research. She 14, Con 14, Int 14, Wis 12, Cha 16; Skills: Appraise +12
is intrigued with Karil’s suggestion of advanced drone tech- (threat 18–20), Bluff +10, Bureaucracy +8, Forgery +14 (threat
nology and, though unaware of the replicators’ true nature, 18–20), Gather Information +12 (threat 18–20), Innuendo +9,
believes that her new hireling is close to something remark- Intimidate +18/+18, Knowledge (Russian Icons) +9, Knowledge
able. Once Karil outlives her usefulness, Katerina intends to (Underworld) +12, Profession (Mobster) +12, Sense Motive
have him killed and bring in absolutely loyal scientists she +11, Spot +12, Surveillance +5. Feats: Advanced Skill Mastery
can trust to complete the project. (Master Fence), Armor Group Proficiency (Light, Medium),
Despite the fact that she’s a woman in her late 30s in an Master Fence, Point Blank Shot, Precise Shot, Undermine,
occupation dominated by men, Forlova projects an aura that Weapon Group Proficiency (Handgun, Melee, Rifle). Gear:
frightens even her most hardened rivals. A pragmatist at heart, Weapons, 20 extra shots of military ball ammunition, trendy
she doesn’t aspire to control all of the Mafia’s activities in clothing, sunglasses, cell phone, PDA, tripwire system remote
Moscow but rather secure a profitable territory and hold on to unit. Vehicles and Gadgets: None.
it. Those who underestimate her do so only once — they either
disappear or die in the night, often from a lethal injection Katerina Forlova (third-tier — target average agent level
delivered by a scorpion drone. Forlova fights when necessary, 14), 10th-level pointman/5th-level goodfella (mastermind —
but prefers to keep her hands clean whenever possible, allow- 75 MP). Department: Organized Crime (Russian Mafia). CR 15.
ing her minions to do the organization’s dirtiest work. SZ M; v/wp 124/14; Init +9 (+2 Dex, +7 class); Spd 30 ft.; Def
19 (+2 Dex, +7 class); Atk: fist/punch +10 (1d3 subdual, error
Katerina Forlova (first-tier — target average agent level
1), 9mm Makarov service pistol +12 (dmg 2d4 normal, recoil
4), 5th-level pointman (mastermind — 25 MP). Department:
10, error 1, threat 20, range 20 ft., 8 shots of military ball
Organized Crime (Russian Mafia). CR 5. SZ M; v/wp 44/14; Init
ammunition); Face 1 square; Reach 1 square; SA sneak attack
+4 (+2 Dex, +2 class); Spd 30 ft.; Def 14 (+2 Dex, +2 class);
+1d6; SQ +4 department bonus with skill checks made as part
Atk: fist/punch +2 (1d3 subdual, error 1), 9mm Makarov ser-
of a street deal, +5 to error range of Gather Information and
vice pistol +4 (dmg 2d4 normal, recoil 10, error 1, threat 20,
Sense Motive checks targeting Katerina, assistance (H time),
range 20 ft., 8 shots of military ball ammunition); Face 1
cross-class ability (cold read 1/session, procure), family ties
square; Reach 1 square; SA None; SQ +2 department bonus
1/session, generous, lead 4/session, made man, omerta,
with skill checks made as part of a street deal, assistance (H
serendipity 1/session, strongarm, tactics 2/session (+2 bonus),
time), generous, lead 2/session, tactics 1/session, versatility
this thing of ours +4, versatility (Appraise, Forgery, Gather
(Appraise, Forgery, Gather Information, Innuendo, Intimidate,
Information, Innuendo, Intimidate, Spot, Surveillance); SV Fort
Spot, Surveillance); SV Fort +5, Ref +5, Will +5; Str 10, Dex
+10, Ref +10, Will +12; Str 10, Dex 14, Con 14, Int 14, Wis 13,
14, Con 14, Int 14, Wis 12, Cha 15; Skills: Appraise +9 (threat
Cha 16; Skills: Appraise +15 (threat 17–20), Bluff +13,
19–20), Bluff +6, Bureaucracy +5, Forgery +10 (threat 19–20),
Bureaucracy +10, Forgery +18 (threat 17–20), Gather
Gather Information +8 (threat 19–20), Innuendo +6,
Information +15 (threat 17–20), Innuendo +12, Intimidate
Intimidate +9/+11, Knowledge (Russian Icons) +6, Knowledge
+26/+26, Knowledge (Russian Icons) +12, Knowledge
(Underworld) +8, Profession (Mobster) +8, Sense Motive +7,
(Underworld) +16, Profession (Mobster) +16, Sense Motive
Spot +8, Surveillance +3. Feats: Armor Group Proficiency
+15, Spot +15, Surveillance +7. Feats: Advanced Skill Mastery
(Light, Medium), Master Fence, Point Blank Shot, Undermine,
(Master Fence), Armor Group Proficiency (Light, Medium),
Weapon Group Proficiency (Handgun, Melee, Rifle). Gear:
Bullseye, Grand Skill Mastery (Master Fence), Master Fence,
Weapons, 20 extra shots of military ball ammunition, trendy
Point Blank Shot, Political Favors, Precise Shot, Undermine,
clothing, sunglasses, cell phone, PDA, tripwire system remote
Weapon Group Proficiency (Handgun, Melee, Rifle). Gear:
unit. Vehicles and Gadgets: None.
Weapons, 20 extra shots of military ball ammunition, trendy
clothing, sunglasses, cell phone, PDA, tripwire system remote
Katerina Forlova (second-tier — target average agent level
unit. Vehicles and Gadgets: None.
9), 7th-level pointman/3rd-level goodfella (mastermind — 50
MP). Department: Organized Crime (Russian Mafia). CR 10. SZ
Katerina Forlova (fourth-tier — target average agent level
M; v/wp 84/14; Init +7 (+2 Dex, +5 class); Spd 30 ft.; Def 17
19), 12th-level pointman/8th-level goodfella (mastermind — 100
(+2 Dex, +5 class); Atk: fist/punch +7 (1d3 subdual, error 1),
MP). Department: Organized Crime (Russian Mafia). CR 20. SZ M;
9mm Makarov service pistol +9 (dmg 2d4 normal, recoil 10,
v/wp 164/14; Init +12 (+2 Dex, +10 class); Spd 30 ft.; Def 22 (+2
error 1, threat 20, range 20 ft., 8 shots of military ball ammu-
Dex, +10 class); Atk: fist/punch +15 (1d3 subdual, error 1), 9mm
nition); Face 1 square; Reach 1 square; SA None; SQ +3
Makarov service pistol +17 (dmg 2d4 normal, recoil 10, error 1,
department bonus with skill checks made as part of a street
threat 20, range 20 ft., 8 shots of military ball ammunition); Face
deal, +3 to error range of Gather Information and Sense
1 square; Reach 1 square; SA cross-class ability (sneak attack
Motive checks targeting Katerina, assistance (H time), cross-
+1d6), sneak attack +2d6; SQ +6 department bonus with skill
class ability (procure), generous, lead 3/session, omerta, stron-
checks made as part of a street deal, +8 to error range of Gather
garm, tactics 1/session, this thing of ours +4, versatility
Information and Sense Motive checks targeting Katerina, assis-
(Appraise, Forgery, Gather Information, Innuendo, Intimidate,
tance (G time), cross-class ability (cold read 1/session, procure),
41 42

The Open Game License


enforcer, executioner, family ties 2/session, generous, lead 5/ses- The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
sion, made man, omerta, serendipity 1/session, strongarm, tactics the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have con-
3/session (+2 bonus), this thing of ours +8, versatility (Appraise, tributed Open Game Content; (b) “Derivative Material” means copyrighted material including
Forgery, Gather Information, Innuendo, Intimidate, Spot, derivative works and translations (including into other computer languages), potation, modi-
fication, correction, addition, extension, upgrade, improvement, compilation, abridgment or
Surveillance); SV Fort +12, Ref +10, Will +16; Str 10, Dex 14, other form in which an existing work may be recast, transformed oradapted; (c) “Distribute”
Con 14, Int 14, Wis 14, Cha 16; Skills: Appraise +18 (threat means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d) “Open Game Content” means the game mechanic and includes the methods, pro-
16–20), Bluff +16, Bureaucracy +12, Forgery +22 (threat 16–20), cedures, processes and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional content clearly identi-
Gather Information +18 (threat 16–20), Innuendo +17, fied as Open Game Content by the Contributor, and means any work covered by this License,
Intimidate +31/+31, Knowledge (Russian Icons) +15, Knowledge including translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product line names, logos and iden-
(Underworld) +20, Profession (Mobster) +21, Sense Motive +20, tifying marks including tradedress; artifacts; creatures characters; stories, storylines, plots, the-
Spot +20, Surveillance +10. Feats: Advanced Skill Mastery matic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likeness-
es, formats, poses, concepts, themes and graphic, photographic and other visual or audio rep-
(Master Fence), Armor Group Proficiency (Light, Medium), resentations; names and descriptions of characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places, locations, environments, creatures, equip-
Bullseye, Grand Skill Mastery (Master Fence), Master Fence, ment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any
Perfect Skill Mastery (Master Fence), Point Blank Shot, Political other trademark or registered trademark clearly identified as Product identity by the owner of
the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark”
Favors, Precise Shot, Undermine, Weapon Group Proficiency means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify
(Handgun, Melee, Rifle). Gear: Weapons, 20 extra shots of mili- itself or its products or the associated productscontributed to the Open Game License by the
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify,
tary ball ammunition, trendy clothing, sunglasses, cell phone, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your”
means the licensee in terms of this agreement.
PDA, tripwire system remote unit. Vehicles and Gadgets: None.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added
Replicators to or subtracted from this License except as described by the Licenseitself. No other terms or
conditions may be applied to any Open Game Content distributed using this License.
Replicator (robot): CR 5, SZ D; v/wp 6/0; Init +1 (+1 Dex); Spd 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
terms of this License.
5 ft.; Def 15 (+4 size, +1 Dex); Atk: acid +5 (2d4+1 normal per
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
round for 1d4 rounds, error 1, threat 20); Face 1 square; Reach grant You a perpetual, worldwide, royalty-free, non-exclusive license withthe exact terms of
this License to Use, the Open Game Content.
same square; SA None; SQ may walk on walls, ceilings, and
5. Representation of Authority to Contribute: If You are contributing original material as Open
other surfaces at standard speed, damage reduction 2/—, Game Content, You represent that Your Contributions are Your original creation and/or You
reconstruction, replication, robot, swarm (see below for more have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
about these abilities); SV Fort +6, Ref +4, Will —; Str 6, Dex to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copy-
13, Con —, Int 6, Wis 6, Cha —; Skills: Climb +15, Computer ing, modifying or distributing, and You must add the title, the copyright date, and the copy-
right holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you
Use +10, Electronics +10, Hide +6, Jump +8, Mechanics +10, Distribute.
Move Silently +4, Search +4, Spot +4. Feats: None. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent Agreement
Reconstruction: At any time after 1 or more replicators are with the owner of each element of that Product Identity. You agree not toindicate compatibil-
ity or co-adaptability with any Trademark in conjunction with a work containing Open Game
rendered non-functional, the GC may spend 1 action die to Content except as expressly licensed in another, independent Agreement with the owner of
such Trademark. The use of any Product Identity in Open Game Content does not constitute a
activate this ability. He rolls the action die spent and a num- challenge to the ownership of that Product Identity. The owner of any Product Identity used
ber of replicators immediately rebuild themselves to full in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
wound points up to the action die’s result or the number of 8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
replicators that have been rendered non-functional 9. Updating the License: Wizards or its designated Agents may publish updated versions
(whichever is smaller). of this License. You may use any authorized version of this License to copy, modify and dis-
tribute any Open Game Content originally distributed under any version of this License.
Replication: When metal, plastic, alien construction mate-
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
rials, or any other substance the GC deems appropriate are at Game Content You Distribute.
hand, a replicator may spend 3 minutes building an exact 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
copy of itself, consuming an amount of the material equal to
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
its own size during the process. with respect to some or all of the Open Game Content due to statute, judicial order, or
Robot: A creature with the “robot” type requires no sleep, 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
air, nourishment, or water, and cannot suffer subdual dam- herein and fail to cure such breach within 30 days of becoming aware of the breach. All sub-
age or critical hits. It is immune to level drain, ability dam- licenses shall survive the termination of this License.
age, and all non-physical attacks. A robot never possesses 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.
vitality points and never suffers any penalties for possessing 15. COPYRIGHT NOTICES
no vitality. A robot need never make Will or Fortitude saves 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,
— except when it suffers 50 or more points of damage in 1 Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Star Wars
hit, at which time it must make a Fortitude save as standard. roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.; Authors Andy
Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook, Copyright 2002, Alderac
Swarm: Replicators share a single common, cooperative Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Shadowforce Archer
Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and
program, which allows them to coordinate resource gather- Kevin Wilson.
ing (and attacks) with great precision. Whenever two or more
replicators are located in the same square as an opponent,
they are considered to be flanking that opponent.

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