Professional Documents
Culture Documents
Facing Facts
Facing Facts
FacIng
Facing Facts FacIng
Facing Facts
by Dave McAlister by Dave McAlister
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.
1 2
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
5 6
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
7 8
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.
9 10
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
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