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

FacIng
Facing Facts FacIng
Facing Facts
by Dave McAlister by Dave McAlister

his is a standard RPGA Network tournament


for a team of four to six 4th-level agents
T (though the serial’s challenges and XP rewards
are tiered so that the serial can be played by up to six
agents of levels 9, 14, or 19 as well). See the Living
Spycraft website, or the most recent Living
Spycraft Master Rules Document, for which agents
may play at each of these target average agent
levels. Set aside a four-hour time block for this event.
Instruct the players to leave the character sheets face
down until you have read the introduction.
The actual playing time should be about three
hours. Make sure to let the players use the last 20 to
30 minutes of the event time block to briefly describe
their characters for each other, and to vote on each
others’ performances during the mission. Use the
standard RPGA Network voting procedures. Make sure
you have finished voting before you collect the
players’ voting sheets, so you won’t be influenced by
their votes and comments.
A note about the text in this module — some of it
is written so that you may present it to the players,
while other text is for your eyes only. Text for the
players is presented in shaded boxes throughout the
serial. It’s strongly recommended that you paraphrase
the player text, instead of reading it aloud; some of
the text is general and must be adapted to the
specific situation or to the actions of the agents.

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

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

1800-19
© 2004 Alderac Entertainment Group, Inc. All rights reserved.
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How to Use This Product GC Introduction


Abbreviations Acting upon information gained from hacker Bruce Wong
This adventure uses standard Spycraft NPC abbreviations, during a previous operation (see the We’re Off To See The
as follows: Wizard serial), the Agency now believes that a shadowy
Atk Attack global organization is working toward a grander goal. As yet,
Def Defense the Agency knows very little about this organization — only
Fort Fortitude that it hired Wong to design a computer virus targeting the
Init Initiative New York Stock Exchange — and so the home office grants
Ref Reflex the hacker amnesty in exchange for details about the virus
Spd Speed and his employers. During the ensuing debriefing, Wong
SV Save reveals that he built a back door into his program that allows
v/wp vitality/wound points him to trace the user’s location. The Agency utilizes this back
Will Willpower door to track operatives of the enemy organization to New
Ability scores are abbreviated as normal (see the Spycraft rules). York City, and sends a team of agents to investigate on the
ground. The team is instructed to find the virus and prevent
To prepare to run this serial, you should read it completely at its activation. Their secondary mission objective is to
least once. You may wish to print extra copies of the monastery ascertain as much information as possible about the enemy.
maps for ease of use as well (see page 17 for these maps).
Serial Synopsis
Facing Facts follows the standard Living Spycraft serial
Spycraft format, and is divided into an introduction and two scenes.
This module requires the use of the DUNGEONS & DRAGONS® Mission Briefing and Gearing Up: The agents learn that
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of they must stop the virus’ activation, and determine who is
the Coast,® and the Spycraft™ Espionage Handbook, published by behind its use.
Alderac Entertainment Group, Inc. You won’t be able to run this Scene 1: Financial Agents for Combined Enterprises. The
adventure without it. team must locate the virus and attempt to destroy it. They are
Spycraft, Shadowforce Archer and all related marks are ™ and faced with a difficult infiltration scene, as the Agency
© 2004 Alderac Entertainment Group, Inc. All rights reserved. demands that neither the police nor the public learn of the
team’s actions — or those of the enemy.
Scene 2: The Stock Exchange. The agents must infiltrate
Facing FActs this site and locate its computer room, where the enemy
Author: Dave McAlister operatives are uploading the virus. Once again, they are
Art Director: jim pinto restricted to silent actions.
Brand Manager: Patrick Kapera
Editor: Patrick Kapera
Creative Director: Mark Jelfo
Mission Briefing
Graphic Design: Mario Rivas Read the following aloud to begin this serial.
Cover Illustration: A4H Designs
Cartography: Cris Dornaus You’re pulled from the field and summoned to the home
office at Control’s behest. You’ve worked with this regional
commander before, and know he’s not the type to withdraw
field team without reason.
“Ladies and gentlemen,” he begins, “you may be familiar with
a recent Australian mission to determine the source of a hack
targeting our computer system — indeed, some of you may
have taken part. Thanks to the data and human intelligence
recovered after that mission, we have reason to believe that
an as-yet-unidentified criminal organization seeks to upload
a virus to the primary computer server for the New York Stock
Exchange.
“This virus has been programmed to invert bid and sell orders,
causing untold chaos as part of some greater plot. The
organization didn’t tell the hacker when they planned to use
Continued on the following page.
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the program, but fortunately for us, he’s the paranoid sort • Access business cards (2 GP each).
and built a back door option into the code. He’s offered to • Danger sensor (2 GP).
track its use in exchange for amnesty.
• Distracting bug (2 GP each).
“We need you to go in on the ground and find the virus
before it’s unleashed. We can get you a starting position and • Standard basic blacks (3 GP), possibly with chameleon suit (+8 GP), taser
R&D will provide you with a device to track the program cufflinks (+1 GP), and thermal dam (+3 GP) options.
within 20 ft. once you’re in the area. • Standard armored attaché case (1 GP), possibly with the copycat unit (+1
“We also need you to learn all you can about our new foes. GP), portable PC unit (+1 GP), or the surveillance unit (+1 GP) options.
We have a feeling that we’re only seeing part of a very dark • Standard grapple belt (1 GP), possibly with the lockpick set (+1 GP)
picture here. option.
“Until we know more about the enemy, this operation must • Welder cigarettes (1 GP each).
remain strictly low-key. You are forbidden from daytime
operations and you must take every precaution against • White noise generator (3 GP).
alerting anyone to your presence — even if it means keeping
the enemy quiet as well. No police, no witnesses. We need Scene 1:
this assignment to remain absolutely inside the family. Are Financial Agents for
we clear?” Combined Enterprises
Gearing Up Agent Description
Read the following aloud when the agents enter this scene.
This mission is Code: Red.
The GC should allow the agents no more than 20–30 min- Your flight to New York is uneventful. As you leave the
utes to choose gear and plan how to approach the mission. aircraft, you’re reminded by the steward to set your watches
The agents may requisition standard-issue gear without to local time: 2:30am. You collect your gear and vehicles and
restriction, but may only requisition gadgets and vehicular check the tracking device. Disguised as a cell phone, the
gadgets costing up to 4 GP each. item’s color display shows a map of New York, a flashing red
Vehicles may be requisitioned without restriction, and dot hovering in New Jersey. With the zoom controls, you
await the agents with any custom rides in New York at the determine the virus is currently located in a building at the
start of Scene 1. corner of Jefferson and 3rd: The Financial Agents for
Combined Enterprises complex…
Bundles
The following bundle(s) are available to agents during the GC Description
Gearing Up phase of this serial only. They may not be chosen
The virus is stored on a USB hard drive in one of the
at any other time during this serial, or during any other
second floor offices of the New York branch of the Financial
serial, unless expressly stated otherwise by the Living
Agents for Combined Enterprises (F.A.C.E.). This organization
Spycraft Master Rules Document or the serial in question.
is a front company for the mysterious criminal organization
This bundle is expressly useful for the mission as presented
plaguing the Agency.
during this serial’s briefing (not particularly later scenes), and
the GC should make this clear during this phase. Map Key: F.A.C.E. Offices
Silent Assault Bundle (25 BP) Except where specified otherwise, all of this building’s
exterior walls possess a hardness of 4, 20 wound points, and
Small backpack (to carry and store bundle), 4 sets of black
no Break DC. All interior walls possess a hardness of 3, 6
BDUs, 4 pairs of tiger claws, 4 standard suppressors, 3 stan-
wound points, and a Break DC of 10 and all windows possess
dard laser sights, 2nd generation night vision sights, 12×
a hardness of 1, 2 wound points, and a Break DC of 5.
telescopic sight, binoculars, climbing kit, electronics kit,
1. Lobby: A bank of elevators can be seen at the far end of
lockpicking kit, expendable tactical jammer.
this contemporarily decorated room, alongside the door
Recommended Gadgets leading to the building’s stairs. Sofas line both flanking
walls, where short glass tables and squat magazine racks are
If time is short or the GC wishes to get straight to the
provided for visitors. The forward wall of this location is
action, it’s encouraged that he assign gadgets from the
made up entirely of three large glass panels, each possessing
following list, or allow the agents to normally requisition
a hardness of 1, 2 wound points, and a Break DC of 5.
gadgets from these options.
2. Security Room: Accessed through a door in the lobby
(see location #1), this small room contains sparse furnishings
and no amenities outside a stained coffee maker. A network
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node computer with a power rating of +2 is located on the 13. Cleaner’s Storeroom: This closet contains tools and
lone desk here, along with three monitors displaying the supplies for the building’s nightly cleaning crew, any of
feeds from the building’s various security cameras (see which may function well as an improvised weapon of Large
Security, page 11). Behind this workstation is a bank of three size or smaller. No poisonous or harmful chemicals are stored
lockers containing the meager personal possessions of the here. This room features no windows.
two minions on shift at all times (none of which are of use 14. Conference Room: This comfortable corner meeting
to the team). This room features no windows. space hosts a circular table and pleasant overhead lighting,
3. Conference Room: This comfortable corner meeting plus windows on both exterior walls with blinds that may
space hosts a circular table and pleasant overhead lighting, illuminate the room with natural light. The wall adjacent to
plus windows on both exterior walls with blinds that may the lobby (location #1) features a widescreen format display
illuminate the room with natural light. The wall adjacent to panel for video and slide projections.
the security room (location #2) features a widescreen format 15. Lobby: A bank of elevators can be seen at the far end
display panel for video and slide projections. of this contemporarily decorated room, alongside the door
4. Womens’ Restroom: This room contains several stalls leading to the building’s stairs. Sofas line both flanking
and a wide mirrored sink area. The décor is simple, fresh, and walls, where short glass tables and squat magazine racks are
clean. This room’s windows are made of dimpled glass and provided for visitors. The forward wall of this location is
may only open to a 45° angle. They are also too small for made up entirely of three large glass panels, each possessing
even a Small-sized agent to slip through them. a hardness of 1, 2 wound points, and a Break DC of 5.
5. Clerical Supplies Storeroom: This closet contains surplus 16. Conference Room: This comfortable corner meeting
stationery and small office supplies, any of which may space hosts a circular table and pleasant overhead lighting,
function well as an improvised weapon of Small size or plus windows on both exterior walls with blinds that may
smaller. The room is lined on all sides with neatly kept illuminate the room with natural light. The wall adjacent to
shelves, leaving no room for large objects. This room features the lobby (location #15) features a widescreen format display
no windows. panel for video and slide projections.
6. Clerical Offices: This location is divided into small 17. Mens’ Restroom: This room contains several urinals
cubicles, each containing a desk, chair, network node and stalls, as well as a narrow mirrored sink area. The décor
computer (power rating +1), and various useless personal is simple, fresh, and clean. This room features no windows.
affects. This room features no windows. 18. Clerical Offices: This location is divided into small
7. Middle-Management Offices: Two low-level executives cubicles, each containing a desk, chair, network node
share this large interior room, which features low-key, computer (power rating +1), and various useless personal
inexpensive furnishings. Each work area contains a desk, affects. This room features no windows.
chair, network node computer (power rating +2), and various 19. Middle-Management Offices: Two low-level execu-
useless personal affects. This room features no windows. tives share this large interior room, which features
8. Phone Banks: This location is divided into tiny cubicles, low-key, inexpensive furnishings. Each work area contains a
each containing a phone and a filing shelf set. The workers desk, chair, network node computer (power rating +2), and
here endure rapid turnover and thus the desks feature no various useless personal affects. This room features no
personal effects. This room features no windows. windows, but a one-way mirror is found on the wall adjacent
9. Phone Banks: This location is divided into tiny cubicles, to the building manager’s office (location #25).
each containing a phone and a filing shelf set. The workers 20. Clerical Supplies Storeroom: This closet contains
here endure rapid turnover and thus the desks feature no surplus stationery and small office supplies, any of which
personal effects. This room features no windows. may function well as an improvised weapon of Small size or
10. Middle-Management Offices: Two low-level smaller. The room is lined on all sides with neatly kept
executives share this large interior room, which features shelves, leaving no room for large objects. This room
low-key, inexpensive furnishings. Each work area contains contains no windows.
a desk, chair, network node computer (power rating +2), 21. Womens’ Restroom: This room contains several stalls
and various useless personal affects. This room features and a wide mirrored sink area. The décor is simple, fresh, and
no windows. clean. This room’s windows are made of dimpled glass and
11. Clerical Offices: This location is divided into small may only open to a 45° angle. They are also too small for
cubicles, each containing a desk, chair, network node even a Small-sized agent to slip through them.
computer (power rating +1), and various useless personal 22. Clerical Offices: This location is divided into small
affects. This room features no windows. cubicles, each containing a desk, chair, network node
12. Mens’ Restroom: This room contains several urinals computer (power rating +1), and various useless personal
and stalls, as well as a narrow mirrored sink area. The décor affects. This room contains no windows.
is simple, fresh, and clean. This room’s windows are made of 23. Secretary’s Office: This office has been the professional
dimpled glass and may only open to a 45° angle. They are refuge of ambitious go-getter Heather Johnson for three
also too small for even a Small-sized agent to slip through years. It is comfortably decorated and features an elaborate
them. collection of personal effects, from pictures of Heather and
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her friends to prominently displayed company awards and The minions are on high alert, gaining a +4 circumstance
obviously personal knick-knacks. It contains a desk, chair, bonus with all Listen, Spot, Search, and Surveillance checks
network node computer (power rating +3), and a row of file during this scene. If a squad notices something strange, one
cabinets that are kept locked at night. Accessing these file among them radios it in to the other squads as the rest move
cabinets requires a successful Open Lock or Break check (DC to investigate. If a squad finds evidence of an intrusion, one
10/15/20/25), and sifting through each file cabinet requires a among them radios it in to the other squads as the rest
successful Gather Information check (DC 10/15/20/25). launch a search for the intruders (or move to engage, if they
Unfortunately, the files located here are entirely clean, can see them). The radioman on each squad follows through
containing no signs of corporate negligence, let alone 1 half action’s move behind his teammates in all cases.
criminal intent. This room’s outermost wall contains three Minion squads do not leave their assigned patrol areas
large windows, each of which possesses a hardness of 1, 2 unless combat is confirmed, in which case all but the
wound points, and a Break DC of 5. roaming squad converge on the intruders’ last confirmed
24. Waiting Room: Sofas and display cases line the walls location. The roaming squad always maintains its patrol
of this comfortably appointed room. The display cases zone, splitting up to take positions in the four locations
contain evidence of the building manager’s professional surrounding the building and using binoculars to track the
success, the company’s community sponsorships, and infor- intruders’ positions if combat begins. The minions stationed
mation about the company’s many business ventures. This in location #s 2 and 24 never leave their posts under any
room’s outermost wall contains three large windows, each of circumstances.
which possesses a hardness of 1, 2 wound points, and a Break The minions are under orders to take down any intruders
DC of 5. quickly and quietly, and so they use suppressed firearms and
25. Manager’s Office: This sharp office contains an melee attacks until they lose 1/2 the full team strength of all
expansive oak desk, a high-backed, reclining leather chair, squad present (rounded up). At that point, however, they
and an impressive collection of self-important executive open up with whatever weapon will punch the largest hole
detritus centered around the building manager, one Steven in the agents. If any of the agents think to request an
Peck. The laptop computer on the desk here has a power inspiration or Sense Motive check, or otherwise try to learn
rating of +4, but is not linked to the company’s network and the minions’ likely tactics, they must observe at least 1
may only be accessed from this location. This room’s outer- minion squad for at least 10 minutes. In this case, their check
most walls each contain a bay window possessing a hardness DC is 15/20/25/30. With success, they learn the information
of 1, 2 wound points, and a Break DC of 5. Tonight, the provided earlier in this paragraph.
window’s blinds are drawn, preventing anyone from looking Fortunately, the minions are trained to stagger their patrol
inside. Finally, this room contains a pull-away bookcase, patterns, so that each is at least 1 square (5 ft.) away from
behind which a one-way mirror looks into this floor’s each other minion in his squad. Thus, the agents may sneak
middle-management offices (location #19). This bookcase is up on them and take them out one by one, though only while
pulled aside tonight, allowing Steven Peck and his minions they are moving. Any squad that loses track of 1 or more of
to watch for intruders — just in case. its number backtracks through the last 1d4 locations, looking
for its missing members. Minions do not radio to other
Threats squads about missing teammates until they either discover
Steven Peck, the F.A.C.E. building manager, is a henchman that the AWOL teammates have fallen victim to attack, or
of the mysterious criminal organization currently in the until they make one full circuit of their patrol grounds since
Agency’s sights. Tonight, he conspires to send the New York noticing the teammates missing. Ultimately, these minions
Stock Exchange into chaos, and has surrounded himself with don’t want to cry wolf or snitch on teammates who sneak off
four teams of highly skilled mercenaries. One squad of mer- for a quick smoke.
cenaries is assigned to each floor, a third is assigned to patrol The agents’ best option is to avoid notice, using stealth to
the surrounding grounds, and the last roams. This creates a enter the building and secure the virus. Failing that, they
dangerous web of protection the agents must find a way to might try to force (hopefully failed) morale checks quickly
penetrate — noiselessly. enough that the minions don’t resort to loud weapons. Any
To determine the starting locations of each minion squad, combat using non-suppressed firearms is immediately
the GC should roll 1d20 and consult Table 1: Starting Minion noticed by late-night workers and passersby, who call the
Locations (see page 9). Except for the minions standing police (and reduce each agent’s XP reward — see Rewards,
guard in the waiting room (location #24), these squads move page 14).
to the next location on the table 5 rounds (30 seconds). Each When any character — agent, villain, or otherwise —
time they leave the last location listed, they return to the first performs a noisy action, the GC should secretly make a Listen
location listed (e.g. minion squad #1 moves from location check using a skill bonus of +2/+2/+2/+2, consulting Table 2:
#22 to location #15). There is a 1 in 4 chance that the min- Listen Check DCs (see page 11). If the action is taken inside
ions stop to take a 5-minute break when they enter each a building, in a room without open or broken exterior windows
location.
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Minion Squad #3 (Building Grounds)*


or doors, this DC increases by 5. With success, late-night
workers or passersby notice the action, and call the police Roll Starting Location
(reducing each agent’s XP reward — see Rewards, page 14). 1 Employee Car Park (North of Building)
Steven Peck works alone in his office on the second floor 2 Visitor Car Park (North of Building)
throughout this scene, though he keeps two minions posted 3–4 Building (North Face)
outside his door at all times (these minions are part of the 5–6 Building (West Face)
squad assigned to Floor 2, and use the same tactics as all 7 Executive Golf Range (West of Building)
other minions in the building). If Peck becomes aware of an 8–9 Building (West Face)
intrusion, he grabs the URB drive containing the virus and 9–10 Building (South Face)
climbs to the ground through his office window, heading for 11 Landscaped Front Grounds (South of Building)
his modern sports car. This vehicle is parked in the building’s 12–13 Building (South Face)
employee car park, 120 ft. — 1 full-action run — from the 14–15 Building (East Face)
building beneath Peck’s window, and sits next to 4 commuter 16 Strip Mall (East of Building)
SUVs (one used by each minion squad). 17–18 Building (East Face)
19–20 Building (North Face)
Ta b l e 1 : S ta r t i n g * When these minions stop to take a break, 1d3 of them head
M i n i o n L o c at i o n s inside for the nearest restroom, regardless of gender.
Minion Squad #1 (Floor 2)* Minion Squad #3 (Roaming)*
Roll Starting Location Roll Starting Location
1 Lobby (location #15) 1 Employee Car Park (North of Building)
2 Conference Room (location #16) 2 Executive Golf Range (West of Building)
3 Lobby (location #15) 3 Landscaped Front Grounds (South of Building)
4–5 Hallway 4 Strip Mall (East of Building)
6 Clerical Offices (location #18) 5 Building (East Face)
7–8 Hallway 6 Building (North Face)
9 Middle-Management Offices (location #19) 7 Building (West Face)
10–11 Hallway 8 Building (South Face)
12–13 Lobby (location #15) 9 Lobby (location #1)
14 Secretary’s Office (location #23) 10 Hallway (Floor 1)
15–16 Waiting Room (location #24) 11 Hallway (Floor 1)
17 Secretary’s Office (location #23) 12 Lobby (location #1)
18–19 Lobby (location #15) 13 Lobby (location #15)
20 Clerical Offices (location #22) 14 Hallway (Floor 2)
* These minions do not sweep the restrooms or the storerooms. 15 Hallway (Floor 2)
Minion Squad #2 (Floor 1)* 16 Lobby (location #15)
17 Lobby (location #1)
Roll Starting Location
18 Building (South Face)
1 Lobby (location #1)
19 Building (East Face)
2 Hallway
20 Building (North Face)
3 Conference Room (location #3)
* These minions act like the minions within whose territory
4–5 Hallway
they are located.
6 Clerical Offices (location #6)
7 Hallway
8 Middle-Management Offices (location #7)
9 Hallway
10 Phone Banks (location #8)
11 Hallway
12 Phone Banks (location #9)
13 Hallway
14 Middle-Management Offices (location #10)
15 Hallway
16 Clerical Offices (location #11)
17–18 Hallway
19 Conference Room (location #3)
20 Hallway
* These minions do not sweep the security room, the restrooms,
or the storerooms.
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Ta b l e 2 : L i s t e n C h e c k D C s the new threat facing the Agency. All of this information is


Sound Made DC*† encrypted, and the agents are unable to read it, regardless of
Single scream 15 their actions or Cryptography skill check results.
Multiple screams 12 If anyone summons the police, they arrive in 1d10+2
Door kicked in 15 minutes, further reducing each agent’s XP reward if the team
Window breaks (but sound is muffled) 15 is still on site (see Rewards, page 14).
Window breaks 12
Gunfire (single shot) 15
(–1 per subsequent According to the tracking device, the virus is moving towards
round of gunfire) the Manhattan Financial District… Time is short!
Gunfire (multiple shots) 10
(–1 per subsequent Development
round of gunfire) If the agents allow the villains to carry on with their
Gunfire (autofire, burst fire, or strafe fire) 5 business for 2 hours after their arrival on site, Peck gathers
(–1 per subsequent his men, closes up shop, and heads for the New York Stock
round of gunfire) Exchange. If they infiltrate or attack the building and Peck
Explosion 10 escapes, he immediately heads for the Stock Exchange. If the
(–1 per die of damage agents manage to take out all the villains during this scene,
beyond the first) Control alerts them that a second cell in possession of the
* When multiple sounds are made during the same round, virus is headed for the Stock Exchange. In any case, the
the GC should use the lowest applicable DC. agents are headed for Scene 2.
† All applicable modifiers — for gear, preventative actions,
etc. — apply to this DC. Scene 2: The Stock
Security
Exchange
The building’s security cameras observe interior location Agent Description
#s 1 (Floor 1 lobby), 6 and 11 (clerical offices), 8 and 9
Read the following aloud when the agents enter this scene.
(phone banks), 15 (Floor 2 lobby), 24 (waiting room), and all
hallways. Whenever an agent attempts to move through one GC Description
of these locations, he must make a Hide check opposed by the
If Steven Peck survives Scene 1, he leads his minions to
Surveillance skills of the minions in the security room
the New York Stock Exchange, which is closed for the day.
(location #2). With failure, the minions notice the agent and
They use grapple lines hidden in their jacket sleeves to climb
radio to all other minions.
to the building’s roof, where Peck uses his laser watch to cut
All exterior locations are also under observation, but the
into one of the building’s main data lines. Peck’s minions
cameras span a much larger arc and area, and the agents
take up defensive positions on the roof (but out of sight from
therefore gain a +5 circumstance bonus when attempting to
the street below), and the henchman sets up his laptop and
slip past these.
uploads the virus. The upload process requires 1 full minute
Each camera is hidden, but may be noticed with a
(10 rounds) to complete.
successful Spot check (DC 14/19/24/29). Each camera may be
No map is provided for this scene, as all the action should
disabled with a successful Electronics check (DC 14/19/24/29).
take place on the building’s roof (a flat 200-ft. × 400-ft.
The cameras are monochromatic video only — they do not
surface littered with obstacles of the GC’s choosing) and the
relay sound.
parking structure (a multi-floor cement affair with a floor-
The agents may use any network node computer in the
plan of the GC’s choosing). The agents should not have cause
building to access the local area network. This requires a
to enter the Stock Exchange proper — an action which would
successful Computers check (DC 19/24/29/34). Unfortunately,
violate their mission protocols — and even if they try, the
Peck keeps his computer off the network and there is
Open Lock DC to enter the building is 35/40/45/50. Every
nothing to be found, nor does the local area network link to
inch of the building interior is under constant surveillance,
the building’s security system. This is true even if the agents
requiring the agents to make Hide checks opposed by the
possess root access or a back door.
camera crews’ Surveillance checks of +8/+13/+18/+23.
The laptop computer located in Peck’s office (location
The mission protocols remain in effect throughout this
#25), however, contains a wealth of data. Accessing this
scene, and so the agents must attempt to remain as quiet as
information requires a successful Computers check (DC
possible (and hopefully prevent the enemies from causing a
24/29/34/39). If the agents somehow get Peck away from his
commotion as well). As in Scene 1, when any character —
computer before he spends 1 half action to log out, they can
agent, villain, or otherwise — performs a noisy action, the GC
access this computer with making a skill check. In addition
should secretly make a Listen check using a skill bonus of
to the virus, the computer contains vital information about
+2/+2/+2/+2, consulting Table 2: Listen Check DCs (see page 11).
13 14

If the action is taken inside a building, in a room without


open or broken exterior windows or doors, this DC increases Rewards
by 5. With success, late-night workers or passersby notice the
Keep track of the agents’ accomplishments throughout this
action, and call the police (reducing each agent’s XP reward
serial and reward them with the following XP at its end. In
— see Rewards, page 14).
this serial, the GC should give out the first-tier reward if this
Threats serial if played at 4th-level, the second-tier reward if the
serial is played at 9th-level, the third-tier reward if the
The Stock Exchange is patrolled by a private security
serial is played at 14th-level, and the fourth-tier reward if the
force, which is not allied with Peck. Two squads of these
serial is played at 19th-level.
standard NPCs traverse the building’s perimeter, making a
All XP rewards have an associate letter (“A”, “B”, “C”, etc.),
full circuit every 10 minutes. These squads are always on
indicating their difficulty and benefit within a ‘mini-tree’ of
opposite (flanking) sides of the building from one another.
XP rewards. Though the agents might complete multiple
These guards never take breaks, and are not due to leave shift
objectives within a tree, they only ever earn the XP for the
for another 4 hours. The guards never leave their patrol
highest letter of any tree for which they qualify.
areas.
Example: When an agent completes a “C”-class objective,
The guards are always alert, gaining a +2 circumstance
he earns the “C”-class reward only. He may not also gain the
bonus with all Listen, Spot, Search, and Surveillance checks.
XP reward for any other lettered objective in the same
If a squad notices something strange, they approach to
mini-tree (in this case, he may not also earn the rewards for
investigate. If a squad finds evidence of an intrusion, they
either the “A”-class objective or the “B”-class objective.
draw their weapons and fan out so that at least 1 square (5
Note: Living Spycraft experience is never earned until the
ft.) is between every two of them, and radio for backup and
end of a serial, and agents may never gain levels during the
for the guards inside the building to call the police. Backup
course of a Living Spycraft serial.
arrives 1d4+1 rounds later in the form of 2 additional squads
of guards. The police arrive in 1d4+2 minutes, further Action Dice
reducing each agent’s XP reward if the team is still on site
Each player gains the following XP rewards, as well as an
(see Rewards, page 14).
amount of XP equal to the number of action dice you awarded
The guards do not open fire unless fired upon, but are
him × 25 XP (to a maximum of their agent level × 25 XP).
not worried about making noise once they do. They make
maximum use of cover and shoot to subdue, not to kill Scene 1
(though they will kill if necessary to defend themselves).
They travel close enough to one another (and within open A. Completing this scene after police arrive: 0/0/0/0 XP per agent.
enough areas) that they cannot be picked off one by one.
B. Completing this scene before police arrive, but after the team and the
Finally, all morale rules apply to the guards as standard (see
enemy are noticed: 25/75/100/125 XP per agent.
the Modern Arms Guide, page 12).
All villains take 10 with Hide and Move Silently checks C. Completing this scene before police arrive, but after only the enemy is
as they get into position on the roof and take up defensive noticed: 75/225/300/375 XP per agent.
positions thereon. If they become aware of the agents or the
D. Completing this scene with neither the team nor the enemy noticed:
Stock Exchange’s security move toward their position, they
150/450/600/750 XP per agent.
prepare ambushes for them (see the Fixer/Pointman Class
Guide, page 60). If this book is unavailable, the agents may A. Recovering the data from Peck’s laptop*: 200/600/800/1,000 XP per
make a Spot check (DC 15/20/25/30) to notice the minions agent.
before they attack; otherwise, the minions gain the benefits
A. Killing Steven Peck*: 50/150/200/250 XP per agent.
of 1 standard surprise round.
B. Capturing Steven Peck*: 100/300/400/500 XP per agent.
Troubleshooting
A. Killing one or more of Steven Peck’s minions: 25/75/100/125 XP per
If the agents killed or captured Steven Peck during scene
agent.
1, he is replaced by a second cell leader, Walter Peck (his
brother). Two minion squads accompany Walter. These men B. Capturing one or more of Steven Peck’s minions: 50/150/200/250 XP per
possess identical statistics to those working for Steven. agent.
Walter is close to his brother, and becomes irate if he learns
A. Allowing one or more police to be injured (by the agents or the enemy):
that his brother is captured or killed, granting the agents a
–75/225/300/375 XP per agent (subtracted from scene total).
+5 circumstance bonus with appropriate taunt actions for the
duration of the serial. * This award may only be gained once during this serial,
even though it’s repeated in multiple scenes.
15 16

Scene 2
Statistics
A. Completing this scene after police arrive: 0/0/0/0 XP per agent.
Special Note: Though this serial was not designed using
B. Completing this scene before police arrive, but after the team and the the Mastermind System, mastermind point (MP) costs are
enemy are noticed: 25/75/100/125 XP per agent. included for all characters herein so that you can easily port
them into your Mastermind System-designed home games
C. Completing this scene before police arrive, but after only the enemy is
with ease.
noticed: 75/225/300/375 XP per agent.

D. Completing this scene with neither the team nor the enemy noticed: Scene 1: Financial Agents for
150/450/600/750 XP per agent. Combined Enterprises
The following NPCs are encountered during Scene 1 and
A. Preventing the virus upload: 200/600/800/1,000 XP per agent
later as described in the serial text.
A. Recovering the data from Peck’s laptop*: 200/600/800/1,000 XP per
agent. Steven/Walter Peck
The Pecks are willing pawns in the new threat’s global
A. Killing Steven Peck*: 50/150/200/250 XP per agent.
conspiracy, and fearful or fearless enough not to speak about
B. Capturing Steven Peck*: 100/300/400/500 XP per agent. their superiors. Even if captured, these men do not break
until well after they’re handed over to the Agency’s master
A. Killing Walter Peck: 50/150/200/250 XP per agent.
interrogators. Both Pecks are retired covert operatives with
B. Capturing Walter Peck: 100/300/400/500 XP per agent. long histories in the spy scene, and the agents may recognize
them as such with a successful education check (DC
A. Killing one or more of Steven/Walter Peck’s minions: 25/75/100/125 XP
10/15/20/25). Both men shared the same upbringing and
per agent.
formal training, and possess identical statistics.
B. Capturing one or more of Steven/Walter Peck’s minions: 50/150/200/250
Steven/Walter Peck (first-tier — target average agent
XP per agent.
level 4), 5th-level fixer/1st-level cat burglar (henchman — 12
A. Allowing one or more police to be injured (by the agents or the enemy): MP): Department: Counter-Intelligence Training (Federal Office
–75/225/300/375 XP per agent (subtracted from scene total). for the Protection of the Constitution, BFV). CR 6. SZ M; v/wp
44/13; Init +5 (+2 Dex, +3 class), Spd 30 ft.; Def 17 (+2 Dex,
* This award may only be gained once during this serial,
+5 class); Atk: fist/punch +3 (dmg 1d3 subdual, error 1), sur-
even though it’s repeated in multiple scenes.
vival knife +3 (dmg 1d6 normal, error 1, threat 20, thrown
range 5 ft.), .45 ACP H&K USP service pistol with standard
Debriefing suppressor +5 (dmg 1d12 normal, recoil 23, error 1, threat
19–20, range increment 25 ft., qualities and mods: DP, TD —
The main goals of this serial are to prevent Peck from
10 shots of standard military ball ammunition); Face 1 square;
uploading the virus, and to avoid being noticed when doing
Reach 1 square; SA sneak attack +2d6; SQ +3 department
so. Recovering the data from Peck’s laptop is extremely
bonus with intervention favor checks, case (scout), dexterous,
helpful, and greatly assists the Agency’s efforts against its
evasion (no damage with successful save), nimble, procure,
mysterious new enemy in coming months. Capturing Peck
uncanny dodge (Dexterity bonus to Defense); SV Fort +4, Ref
and his minions is a secondary but helpful result as well.
+8, Will +2; Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha 16;
The Agency withholds all information collected about the
Skills: Appraise +11, Balance +10, Climb +13, Computers +7,
mysterious new enemy, and demands that the agents do the
Driver +7, Electronics +9, Forgery +8, Gather Information +7,
same. The time to move against the new organization,
Hide +12, Jump +7, Knowledge (Politics) +6, Listen +10, Move
it seems, is not yet here. Details about this new organization
Silently +11, Open Lock +10, Profession (Financial Advisor) +5,
and the threat it poses will be presented in one or more
Search +10, Sense Motive +7, Spot +7, Surveillance +6,
forthcoming Living Spycraft serials.
Tumble +9. Feats: Armor Group Proficiency (Light), Black
All property damage is explained off as gang violence.
Shadow, Daring Ambush, Immobilizing Strike, Track, Weapon
Any notice of the team or the enemy, however, sparks
Group Proficiency (Handgun, Hurled, Melee, Rifle). Gear:
unwanted attention, forcing the Agency to take the defensive
Weapons, 40 extra shots of .45 ACP standard military ball
for weeks to come (coincidentally allowing the new enemy to
ammunition, black BDUs, encrypted tactical radio, laptop com-
grow unfettered during the same period).
puter (power rating +4, information database software),
If there is extra time, feel free to role-play the debriefing
climbing kit. Gadgets and Vehicles: Standard basic blacks,
and have Control assess the group’s performance. Then have
grapple cuffs*, standard laser watch.
the players fill out their RPGA forms and wrap up the session.
* This is a standard grapple belt in a different housing.
17 18

financial agents for combined enterprises offices


Floor 1
9 8
11 6

10 7

12 4
13 5

1
14 2 3

Elevator stairs
Floor 2
20
21
25 18

19
24
17

23

L I V I N G 15
16
22
stairs
Elevator
19 20

Steven/Walter Peck (second-tier — target average agent Move Silently +19, Open Lock +18, Profession (Financial
level 9), 9th-level fixer/2nd-level cat burglar (henchman — 22 Advisor) +10, Search +14, Sense Motive +11, Spot +17,
MP): Department: Counter-Intelligence Training (Federal Office Surveillance +16, Tumble +15. Feats: Armor Group Proficiency
for the Protection of the Constitution, BFV). CR 11. SZ M; v/wp (Light), Black Shadow, Crippling Strike, Daring Ambush, Deadly
85/14; Init +7 (+2 Dex, +5 class), Spd 40 ft.; Def 21 (+2 Dex, Precision, Gray Shadow, Immobilizing Strike, Iron Will, Track,
+9 class); Atk: fist/punch +7 (dmg 1d3 subdual, error 1), sur- Warning Shout, Weapon Group Proficiency (Handgun, Hurled,
vival knife +7 (dmg 1d6 normal, error 1, threat 20, thrown Melee, Rifle). Gear: Weapons, 40 extra shots of .45 ACP
range 5 ft.), .45 ACP H&K USP service pistol with standard standard military ball ammunition, black BDUs, encrypted
laser sight and suppressor +9 (dmg 1d12 normal, recoil 23, tactical radio, laptop computer (power rating +4, information
error 1, threat 19–20, range increment 25 ft., qualities and database software), climbing kit. Gadgets and Vehicles:
mods: DP, TD, smoothbore barrel — 10 shots of standard Standard basic blacks with chameleon suit option, standard
military ball ammunition); Face 1 square; Reach 1 square; SA encrypted cell phone with slip-away unit option, grapple
sneak attack +4d6; SQ +4 department bonus with intervention cuffs*, standard laser watch.
favor checks, case (scout), dexterous, evasion (no damage with * This is a standard grapple belt in a different housing.
successful save), honor among thieves, nimble, procure, special
ability (fast movement, feat), uncanny dodge (can’t be flanked, Steven/Walter Peck (fourth-tier — target average agent
Dexterity bonus to Defense); SV Fort +6, Ref +11, Will +4; Str level 19), 17th-level fixer/4th-level cat burglar (henchman —
10, Dex 14, Con 14, Int 18, Wis 12, Cha 16; Skills: Appraise 42 MP): Department: Counter-Intelligence Training (Federal
+12, Balance +17, Climb +14, Computers +8, Driver +9, Office for the Protection of the Constitution, BFV). CR 21. SZ
Electronics +9, Forgery +12, Gather Information +10, Hide M; v/wp 175/14; Init +12 (+3 Dex, +9 class), Spd 40 ft.; Def
+17, Jump +14, Knowledge (Politics) +7, Listen +14, Move 30 (+3 Dex, +17 class); Atk: : fist/punch +14 (dmg 1d3
Silently +15, Open Lock +17, Profession (Financial Advisor) +5, subdual, error 1), survival knife +15 (dmg 1d6+1 normal, error
Search +14, Sense Motive +11, Spot +11, Surveillance +10, 1, threat 20, thrown range 5 ft.), .45 ACP H&K USP service
Tumble +9. Feats: Armor Group Proficiency (Light), Black pistol with standard laser sight and suppressor +19 (dmg 1d12
Shadow, Crippling Strike, Daring Ambush, Gray Shadow, normal, recoil 23, error 1–3, threat 19–20, range increment 25
Immobilizing Strike, Track, Weapon Group Proficiency ft., qualities and mods: may be fired in burst mode, DP, TD,
(Handgun, Hurled, Melee, Rifle). Gear: Weapons, 40 extra shots expert craftsmanship, printless grip, smoothbore barrel — 10
of .45 ACP standard military ball ammunition, black BDUs, shots of standard military ball ammunition); Face 1 square;
encrypted tactical radio, laptop computer (power rating +4, Reach 1 square; SA sneak attack +8d6; SQ +8 department
information database software), climbing kit. Gadgets and bonus with intervention favor checks, case (scout), defensive
Vehicles: Standard basic blacks, grapple cuffs*, standard laser roll 1/session, dexterous, evasion (no damage with successful
watch, 5 GP. save, 1/2 damage with failed save), go to ground (hiding), honor
* This is a standard grapple belt in a different housing. among thieves, improvise tools, nimble, procure, special ability
(fast movement, feat × 3), uncanny dodge (+2 bonus with
Steven/Walter Peck (third-tier — target average agent saves against traps, can’t be flanked, Dexterity bonus to
level 14), 13th-level fixer/3rd-level cat burglar (henchman — Defense), wildcard gadget; SV Fort +10, Ref +17, Will +9; Str
32 MP): Department: Counter-Intelligence Training (Federal 10, Dex 16, Con 14, Int 18, Wis 13, Cha 16; Skills: Appraise
Office for the Protection of the Constitution, BFV). CR 16. SZ +15, Balance +21, Climb +20, Computers +10, Concentration
M; v/wp 130/14; Init +10 (+3 Dex, +7 class), Spd 40 ft.; Def +11, Driver +13, Electronics +12, Forgery +15, Gather
26 (+3 Dex, +13 class); Atk: fist/punch +10 (dmg 1d3 subdual, Information +16, Hide +21, Jump +20, Knowledge (Politics)
error 1), survival knife +10 (dmg 1d6 normal, error 1, threat +8, Listen +20, Move Silently +21, Open Lock +21, Profession
20, thrown range 5 ft.), .45 ACP H&K USP service pistol with (Financial Advisor) +12, Search +18, Sense Motive +15, Spot
standard laser sight and suppressor +13 (dmg 1d12 normal, +20, Surveillance +22, Tumble +26. Feats: Armor Group
recoil 23, error 1, threat 19–20, range increment 25 ft., Proficiency (Light), Black Shadow, Crippling Strike, Daring
qualities and mods: DP, TD, printless grip, smoothbore barrel — Ambush, Deadly Precision, Gray Shadow, Hold Out,
10 shots of standard military ball ammunition); Face 1 square; Immobilizing Strike, Iron Will, No Quarter, Old School, Track,
Reach 1 square; SA sneak attack +6d6; SQ +6 department Warning Shout, Weapon Group Proficiency (Handgun, Hurled,
bonus with intervention favor checks, case (scout), defensive Melee, Rifle). Gear: Weapons, 40 extra shots of .45 ACP
roll 1/session, dexterous, evasion (no damage with successful standard military ball ammunition, black BDUs, protective
save, 1/2 damage with failed save), honor among thieves, goggles, encrypted tactical radio, laptop computer (power
nimble, procure, special ability (fast movement, feat × 2), rating +4, information database software). Gadgets and
uncanny dodge (+1 bonus with saves against traps, can’t be Vehicles: Standard basic blacks with chameleon suit option,
flanked, Dexterity bonus to Defense); SV Fort +9, Ref +14, Will cloaking device (for H&K USP service pistol), grapple cuffs*,
+8; Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 16; Skills: machine pistol modification (for H&K USP service pistol),
Appraise +12, Balance +21, Climb +20, Computers +10, Driver match grade weapon (H&K USP service pistol), personalized
+11, Electronics +10, Forgery +12, Gather Information +14,
Hide +19, Jump +18, Knowledge (Politics) +7, Listen +18,
21 22

fighting knife (survival knife), standard encrypted cell phone Reach 1 square; SA None; SQ damage reduction 1/—; SV Fort
with slip-away unit option, standard laser watch. +7, Ref +4, Will +5; Str 12, Dex 12, Con 12, Int 12, Wis 12,
* This is a standard grapple belt in a different housing. Cha 10; Skills: Demolitions +5, Disguise +10, Driver +5, Hide
+5, Intimidate +10/+10, Knowledge (Soldiers For Hire) +10,
Case: Peck may spend 1 hour moving around within line
Listen +5, Move Silently +5, Search +5, Surveillance +5. Feats:
of sight of 1 or more buildings to “scout” an action site, making
Armor Group Proficiency (Light, Medium), Improved Initiative,
a Surveillance check with a DC of 20 + the facility’s security
Point Blank Shot, Weapon Group Proficiency (Handgun, Melee,
rating. With success, he learns the facility’s security rating.
Rifle). Gear: Weapons, 20 extra shots of .45 ACP standard mil-
Go To Ground: Peck may never completely fail a Hide or
itary ball ammunition, black BDUs, protective goggles,
Move Silently check to evade a pursuer so long as he is able to
encrypted tactical radio. Gadgets and Vehicles: Gadgets and
break away from their line of sight at least once and does not
Vehicles: Grapple cuffs*.
suffer an error. Further, when Peck suffers an error using Hide
* This is a standard grapple belt in a different housing.
or Move Silently, his opponent must spend 1 extra action die
to activate his critical failure.
Peck’s Minions (third tier — target average agent level
Honor Among Thieves: The disposition of each criminal
14), 10th-level mercenaries/4th-level operatives (minions,
toward Peck improves by 1 grade when Peck introduces
squads of 4 — 54 MP): Department: Special Forces. CR 13. SZ
himself and offers his criminal “handle.” This bonus is applied
M; v/wp 88/12; Init +12 (+2 Dex, +6 class, +4 feat), Spd 30
after Peck’s standard disposition check.
ft.; Def 21 (+2 Dex, +9 class); Atk: fist/punch +14 (dmg 1d3+1
Nimble: Peck gains a +1 bonus with all Dexterity-based
subdual, error 1), survival knife +14 (dmg 1d6+1 normal, error
skill checks. This bonus has been already factored into all listed
1, threat 20, thrown range 5 ft.), .45 ACP H&K USP service
skill checks.
pistol +14 (dmg 1d12 normal, recoil 23, error 1, threat 19–20,
Peck’s Minions range increment 25 ft., qualities and mods: DP, TD — 10 shots
of standard military ball ammunition); Face 1 square; Reach 1
The Peck family has bankrolled these devoted minions for
square; SA sneak attack +1d6; SQ damage reduction 2/—; SV
decades and pays them extremely well. Even if captured,
Fort +10, Ref +11, Will +8; Str 12, Dex 14, Con 12, Int 12, Wis
these men hold out for legal counsel, then stall until their
12, Cha 8; Skills: Bluff +3, Climb +3, Demolitions +14,
employers them.
Disguise +11, Driver +8, Hide +10 (threat 19–20), Intimidate
Peck’s Minions (first tier — target average agent level 4), +11/+10, Knowledge (Soldiers For Hire) +11, Listen +6, Move
4th-level mercenaries (minions, squads of 4 — 26 MP): CR 3. Silently +16 (threat 19–20), Search +8, Spot +3, Surveillance
SZ M; v/wp 30/12; Init +3 (+1 Dex, +2 class), Spd 30 ft.; Def +8, Tumble +3. Feats: Armor Group Proficiency (Light,
13 (+1 Dex, +2 class); Atk: fist/punch +5 (dmg 1d3+1 subdual, Medium), Bludgeon, Improved Initiative, Point Blank Shot,
error 1), survival knife +5 (dmg 1d6+1 normal, error 1, threat Stealthy, Weapon Group Proficiency (Handgun, Melee, Rifle).
20, thrown range 5 ft.), .45 ACP H&K USP service pistol +5 Gear: Weapons, 20 extra shots of .45 ACP standard military
(dmg 1d12 normal, recoil 23, error 1, threat 19–20, range ball ammunition, black BDUs, protective goggles, encrypted
increment 25 ft., qualities and mods: DP, TD — 10 shots of tactical radio. Gadgets and Vehicles: Gadgets and Vehicles:
standard military ball ammunition); Face 1 square; Reach 1 Grapple cuffs*.
square; SA None; SQ damage reduction 1/—; SV Fort +4, Ref * This is a standard grapple belt in a different housing.
+2, Will +3; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 10;
Skills: Demolitions +3, Disguise +5, Driver +3, Hide +3, Peck’s Minions (fourth tier — target average agent level
Intimidate +5/+5, Knowledge (Soldiers For Hire) +5, Listen +3, 19), 10th-level mercenaries/9th-level operatives (minions,
Move Silently +3, Search +3, Surveillance +3. Feats: Armor squads of 4 — 74 MP). Department: Special Forces. CR 18. SZ
Group Proficiency (Light, Medium), Point Blank Shot, Weapon M; v/wp 106/12; Init +14 (+1 Dex, +9 class, +4 feat), Spd 30
Group Proficiency (Handgun, Melee, Rifle). Gear: Weapons, 20 ft.; Def 22 (+1 Dex, +11 class); Atk: fist/punch +17 (dmg
extra shots of .45 ACP standard military ball ammunition, 1d3+1 subdual, error 1), survival knife +17 (dmg 1d6+1 nor-
black BDUs, protective goggles, encrypted tactical radio. mal, error 1, threat 20, thrown range 5 ft.), .45 ACP H&K USP
Gadgets and Vehicles: Gadgets and Vehicles: Grapple cuffs*. service pistol +17 (dmg 1d12 normal, recoil 23, error 1, threat
* This is a standard grapple belt in a different housing. 19–20, range increment 25 ft., qualities and mods: DP, TD —
10 shots of standard military ball ammunition); Face 1 square;
Peck’s Minions (second tier — target average agent level Reach 1 square; SA sneak attack +2d6; SQ damage reduction
9), 9th-level mercenaries (minions, squads of 4 — 36 MP). CR 2/—, daredevil; SV Fort +12, Ref +13, Will +10; Str 12, Dex 14,
8. SZ M; v/wp 63/12; Init +9 (+1 Dex, +4 class, +4 feat), Spd Con 12, Int 12, Wis 12, Cha 8; Skills: Bluff +5, Climb +5,
30 ft.; Def 16 (+1 Dex, +5 class); Atk: fist/punch +10 (dmg Demolitions +20, Disguise +11, Driver +10, Hide +12 (threat
1d3+1 subdual, error 1), survival knife +10 (dmg 1d6+1 nor- 19–20), Intimidate +11/+10, Knowledge (Soldiers For Hire)
mal, error 1, threat 20, thrown range 5 ft.), .45 ACP H&K USP +11, Listen +6, Move Silently +22 (threat 19–20), Search +10,
service pistol +10 (dmg 1d12 normal, recoil 23, error 1, threat Spot +5, Surveillance +10, Tumble +5. Feats: Armor Group
19–20, range increment 25 ft., qualities and mods: DP, TD — Proficiency (Light, Medium), Bludgeon, Improved Initiative,
10 shots of standard military ball ammunition); Face 1 square; Point Blank Shot, Stealthy, Weapon Group Proficiency
23 24

(Handgun, Melee, Rifle). Gear: Weapons, 20 extra shots of .45 NYPD Officers (third tier — target average agent level 14),
ACP standard military ball ammunition, black BDUs, protective 10th-level police officials/2nd-level paper pushers (minions,
goggles, encrypted tactical radio. Gadgets and Vehicles: squads of 2 — 47 MP): CR 11. SZ M; v/w 43/11; Init +7 (+7
Gadgets and Vehicles: Grapple cuffs*. class), Spd 30 ft.; Def 15 (+5 class); Atk: fist/punch +12 (dmg
1d3 subdual, error 1), nightstick +12 (dmg 1d6 subdual, error
NYPD Officers 1, threat 19–20, thrown range 5 ft.), S&W Model 10 service
revolver +12 (dmg 1d8+1 normal, recoil 10, threat 20, range
These men and women do everything in their power to
20 ft., qualities and mods: DP — 6 shots of standard military
defend bystanders and bring suspects into custody, but they
ball ammunition); Face 1 square; Reach 1 square; SA None; SQ
know when they’re overpowered and pull back if obviously
armor use +2, human nature 1/session, petty authority,
outclassed. Many of them will one day become extraordinary
weapon specialization (S&W Model 10 service revolver); SV
detectives and law enforcement leaders — if they live that long.
Fort +7, Ref +3, Will +7; Str 11, Dex 11, Con 11, Int 11, Wis 11,
NYPD Officers (first tier — target average agent level 4), Cha 11; Skills: Bluff +5, Bureaucracy +12 (threat 19–20),
2nd-level police officials (minions, squads of 2 — 19 MP): CR 1. Computers +1, Concentration +1, Demolitions +7 (threat
SZ M; v/wp 9/11; Init +1 (+1 class), Spd 30 ft.; Def 11 (+1 19–20), Diplomacy +2, Driver +6, Gather Information +5,
class); Atk: fist/punch +2 (dmg 1d3 subdual, error 1), nightstick Intimidate +1/+1, Knowledge (Law) +2, Knowledge
+2 (dmg 1d6 subdual, error 1, threat 19–20, thrown range 5 (Underworld) +1, Languages +1, Listen +5, Profession (Police
ft.), S&W Model 10 service revolver +2 (dmg 1d8+1 normal, Officer) +1, Search +7, Sense Motive +10, Spot +5,
recoil 10, threat 20, range 20 ft., qualities and mods: DP — 6 Surveillance +11 (threat 19–20). Feats: Armor Group
shots of standard military ball ammunition); Face 1 square; Proficiency (Light, Medium), Point Blank Shot, Police Training,
Reach 1 square; SA None; SQ None; SV Fort +2, Ref +0, Will Weapon Group Proficiency (Handgun, Melee, Rifle). Gear:
+2; Str 11, Dex 11, Con 11, Int 11, Wis 11, Cha 11; Skills: Bluff Weapons, police uniform, sunglasses, tactical radio, handcuffs.
+1, Bureaucracy +3 (threat 19–20), Demolitions +3 (threat Gadgets and Vehicles: Police motorbike (chopper — SZ L, Occ
19–20), Driver +1, Gather Information +1, Listen +1, Search 1/1, Hnd +6, Spd 400 ft., MPH 40/80, Def 15, WP 50, Hrd 2,
+1, Sense Motive +2, Spot +1, Surveillance +3 (threat 19–20). qualities and mods: OPT (50%)) or police cruiser (high-perfor-
Feats: Armor Group Proficiency (Light, Medium), Point Blank mance car — SZ L, Occ 1/3, Hnd +4, Spd 700 ft., MPH 70/140,
Shot, Police Training, Weapon Group Proficiency (Handgun, Def 13, WP 110, Hrd 7).
Melee, Rifle). Gear: Weapons, police uniform, sunglasses, tacti-
cal radio, handcuffs. Gadgets and Vehicles: Police motorbike NYPD Officers (fourth tier — target average agent level
(chopper — SZ L, Occ 1/1, Hnd +6, Spd 400 ft., MPH 40/80, Def 19), 10th-level police officials/7th-level paper pushers
15, WP 50, Hrd 2, qualities and mods: OPT (50%)) or police (minions, squads of 2 — 57 MP): CR 11. SZ M; v/w 56/11; Init
cruiser (high-performance car — SZ L, Occ 1/3, Hnd +4, Spd +9 (+9 class), Spd 30 ft.; Def 18 (+8 class); Atk: fist/punch
700 ft., MPH 70/140, Def 13, WP 110, Hrd 7). +14 (dmg 1d3 subdual, error 1), nightstick +14 (dmg 1d6
subdual, error 1, threat 19–20, thrown range 5 ft.), S&W
NYPD Officers (second tier — target average agent level Model 10 service revolver +14 (dmg 1d8+1 normal, recoil 10,
9), 7th-level police officials (minions, squads of 2 — 34 MP): threat 20, range 20 ft., qualities and mods: DP — 6 shots of
CR 6. SZ M; v/wp 27/11; Init +4 (+4 class), Spd 30 ft.; Def 13 standard military ball ammunition); Face 1 square; Reach 1
(+3 class); Atk: fist/punch +7 (dmg 1d3 subdual, error 1), square; SA None; SQ armor use +2, human nature 1/session,
nightstick +7 (dmg 1d6 subdual, error 1, threat 19–20, thrown petty authority, weapon specialization (S&W Model 10 service
range 5 ft.), S&W Model 10 service revolver +7 (dmg 1d8+1 revolver); SV Fort +9, Ref +5, Will +9; Str 11, Dex 11, Con 11,
normal, recoil 10, threat 20, range 20 ft., qualities and mods: Int 11, Wis 11, Cha 11; Skills: Bluff +7, Bureaucracy +17
DP — 6 shots of standard military ball ammunition); Face 1 (threat 19–20), Computers +3, Concentration +3, Demolitions
square; Reach 1 square; SA None; SQ armor use +1, human +7 (threat 19–20), Diplomacy +7, Driver +8, Gather
nature 1/session; SV Fort +4, Ref +2, Will +4; Str 11, Dex 11, Information +5, Intimidate +3/+3, Knowledge (Law) +7,
Con 11, Int 11, Wis 11, Cha 11; Skills: Bluff +2, Bureaucracy +5 Knowledge (Underworld) +3, Languages +3, Listen +5,
(threat 19–20), Demolitions +5 (threat 19–20), Driver +3, Profession (Police Officer) +3, Search +12, Sense Motive +10,
Gather Information +3, Listen +3, Search +3, Sense Motive +7, Spot +5, Surveillance +11 (threat 19–20). Feats: Armor Group
Spot +3, Surveillance +8 (threat 19–20). Feats: Armor Group Proficiency (Light, Medium), Point Blank Shot, Police Training,
Proficiency (Light, Medium), Point Blank Shot, Police Training, Political Favors, Weapon Group Proficiency (Handgun, Melee,
Weapon Group Proficiency (Handgun, Melee, Rifle). Gear: Rifle). Gear: Weapons, police uniform, sunglasses, tactical
Weapons, police uniform, sunglasses, tactical radio, handcuffs. radio, handcuffs. Gadgets and Vehicles: Police motorbike
Gadgets and Vehicles: Police motorbike (chopper — SZ L, Occ (chopper — SZ L, Occ 1/1, Hnd +6, Spd 400 ft., MPH 40/80,
1/1, Hnd +6, Spd 400 ft., MPH 40/80, Def 15, WP 50, Hrd 2, Def 15, WP 50, Hrd 2, qualities and mods: OPT (50%)) or
qualities and mods: OPT (50%)) or police cruiser (high-perfor- police cruiser (high-performance car — SZ L, Occ 1/3, Hnd +4,
mance car — SZ L, Occ 1/3, Hnd +4, Spd 700 ft., MPH 70/140, Spd 700 ft., MPH 70/140, Def 13, WP 110, Hrd 7).
Def 13, WP 110, Hrd 7).
25 26

Scene 2: The Stock Exchange Stock Exchange Security Guards (third tier — target average
agent level 14), 10th-level security guards/2nd-level squad
The following NPCs are encountered during Scene 2 and
leaders (minions, squads of 2 — 51 MP): CR 11. SZ M; v/wp
later as described in the serial text.
64/14; Init +7 (+1 Dex, +6 class), Spd 30 ft.; Def 13 (+1 Dex,
Stock Exchange Security Guards +2 armor); Atk: fist/punch +11 (dmg 1d3+1 subdual, error 1),
baton +11 (dmg 1d6+1 normal, error 1, threat 20, thrown
Like Peck’s minions, these high-rent watchmen are paid
range 10 ft.), Beretta Model 92 service pistol +10 (dmg
extremely well to maintain their posts and ensure the security
1d10+1 normal, recoil 10, error 1–2, threat 20, range 25 ft. —
of one of the most vital financial locations in the world. They
15 shots of compacted powder ammunition); Face 1 square;
gain a +4 circumstance bonus with all morale checks.
Reach 1 square; SA None; SQ armor use +1, damage reduction
Stock Exchange Security Guards (first tier — target average 4/CEM, home base (New York Stock Exchange — cover, skills),
agent level 4), 2nd-level security guards (minions, squads of mastermind’s favor (+10 BP); SV Fort +9, Ref +6, Will +4; Str
2 — 17 MP): CR 3. SZ M; v/wp 11/12; Init +2 (+1 Dex, +1 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12; Skills: Climb +3,
class), Spd 30 ft.; Def 12 (+1 Dex, +1 armor); Atk: fist/punch Computers +5, Hide +3, Intimidate +7/+7, Jump +3, Listen
+3 (dmg 1d3+1 subdual, error 1), baton +3 (dmg 1d6+1 nor- +13 (threat 19–20), Move Silently +3, Search +13 (threat
mal, error 1, threat 20, thrown range 10 ft.), Beretta Model 92 19–20), Sense Motive +11, Spot +15 (threat 19–20),
service pistol +2 (dmg 1d10+1 normal, recoil 10, error 1–2, Surveillance +11, Survival +3. Feats: Alertness, Armor Group
threat 20, range 25 ft. — 15 shots of compacted powder Proficiency (Light, Medium), Toughness, Weapon Group
ammunition); Face 1 square; Reach 1 square; SA None; SQ Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Weapons, 15
damage reduction 4/CEM, home base (New York Stock extra shots of compacted powder ammunition, security uni-
Exchange — skills); SV Fort +3, Ref +1, Will +1; Str 12, Dex form, ballistic vest, tactical radio. Gadgets and Vehicles: None.
12, Con 12, Int 12, Wis 12, Cha 12; Skills: Computers +2,
Intimidate +2/+2, Listen +5 (threat 19–20), Search +5 (threat Stock Exchange Security Guards (fourth tier — target
19–20), Sense Motive +3, Spot +5 (threat 19–20), Surveillance average agent level 19), 10th-level security guards/7th-level
+3. Feats: Alertness, Armor Group Proficiency (Light, Medium), squad leaders (minions, squads of 2 — 67 MP): CR 16. SZ M;
Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle). v/wp 92/14; Init +11 (+1 Dex, +10 class), Spd 30 ft.; Def 13
Gear: Weapons, 15 extra shots of compacted powder ammuni- (+1 Dex, +2 armor); Atk: fist/punch +16 (dmg 1d3+1 subdual,
tion, security uniform, ballistic vest, tactical radio. Gadgets error 1), baton +16 (dmg 1d6+1 normal, error 1, threat 20,
and Vehicles: None. thrown range 10 ft.), Beretta Model 92 service pistol +15
(dmg 1d10+1 normal, recoil 10, error 1–2, threat 20, range 25
Stock Exchange Security Guards (second tier — target ft. — 15 shots of compacted powder ammunition); Face 1
average agent level 9), 7th-level security guards (minions, square; Reach 1 square; SA None; SQ armor use +1, damage
squads of 2 — 27 MP): CR 6. SZ M; v/wp 34/12; Init +4 (+1 reduction 1/—, damage reduction 4/CEM, home base (New
Dex, +3 class), Spd 30 ft.; Def 13 (+1 Dex, +2 armor); Atk: York Stock Exchange — cover, skills), mastermind’s favor (+10
fist/punch +7 (dmg 1d3+1 subdual, error 1), baton +7 (dmg BP), relentless; SV Fort +11, Ref +8, Will +6; Str 12, Dex 12,
1d6+1 normal, error 1, threat 20, thrown range 10 ft.), Beretta Con 12, Int 12, Wis 12, Cha 12; Skills: Climb +8, Computers
Model 92 service pistol +6 (dmg 1d10+1 normal, recoil 10, +5, Hide +5, Intimidate +12/+12, Jump +8, Listen +13 (threat
error 1–2, threat 20, range 25 ft. — 15 shots of compacted 19–20), Move Silently +5, Search +13 (threat 19–20), Sense
powder ammunition); Face 1 square; Reach 1 square; SA Motive +11, Spot +20 (threat 19–20), Surveillance +11,
None; SQ armor use +1, damage reduction 4/CEM, home base Survival +5. Feats: Alertness, Armor Group Proficiency (Light,
(New York Stock Exchange — cover, skills); SV Fort +5, Ref +3, Medium), Toughness, Weapon Group Proficiency (Handgun,
Will +3; Str 12, Dex 12, Con 12, Int 12, Wis 12, Cha 12; Skills: Hurled, Melee, Rifle). Gear: Weapons, 15 extra shots of com-
Computers +3, Intimidate +3/+3, Listen +10 (threat 19–20), pacted powder ammunition, security uniform, ballistic vest,
Search +10 (threat 19–20), Sense Motive +8, Spot +10 (threat tactical radio. Gadgets and Vehicles: None.
19–20), Surveillance +8. Feats: Alertness, Armor Group
Proficiency (Light, Medium), Weapon Group Proficiency
(Handgun, Hurled, Melee, Rifle). Gear: Weapons, 15 extra shots
of compacted powder ammunition, security uniform, ballistic
vest, tactical radio. Gadgets and Vehicles: None.
27

The Open Game License


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

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