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A Living Spycraft Mission for Level 2 Agents A Living Spycraft Mission for Level 2 Agents

Lockdown Lockdown
by Steve Crow by Steve Crow

his is a standard RPGA Network tournament

T for a team of four to six 2nd-level agents


(though the serial’s challenges and XP rewards
are tiered so that the serial can be played by up to six
agents of levels 7, 12, or 17 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 play-
ers 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 min-
utes 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.®

1800-20
© 2004 Alderac Entertainment Group, Inc. All rights reserved.
1 2

How to Use This Product GC Introduction


Abbreviations The Agency “administrator” known as Asylum — the
This adventure uses standard Spycraft NPC abbreviations, “Ninth Man” and head of Agency internal security — is in
as follows: fact a traitor within the organization. As a member of the
Atk Attack Invisible Hand criminal organization, Asylum obtained his
Def Defense position through blackmail and coercion, and has since used
Fort Fortitude his position to conceal the Hand’s activities as they acquire
Init Initiative advanced technology. For more information about Asylum,
Ref Reflex see the Living Spycraft website’s Agency pages. For more
Spd Speed information about the Invisible Hand, see Tengu Conspiracy
SV Save and Condemned serials.
v/wp vitality/wound points Now, the Invisible Hand is ready to make a major world-
Will Willpower wide move against the Agency, but requires one final piece
Ability scores are abbreviated as normal (see the Spycraft rules). of technology — an Agency decoder unit. To acquire this
device, the villains target the Agency’s San Francisco base of
To prepare to run this serial, you should read it completely at operations, a communications hub for its U.S., Pacific, and
least once. You may wish to print extra copies of the fashion show East Asian offices. They must take care to ensure that the
hall and the Aurora Vale yacht maps for ease of use as well. Agency doesn’t discover that its device has been stolen, or
the codes will be changed. The Hand’s solution is to destroy
the base during the theft — along with everyone in it.
Spycraft Asylum anonymously contacts a local crime boss, Madame
This module requires the use of the DUNGEONS & DRAGONS® Zhu, and helps her create an organization capable of posing
PLAYER’S HANDBOOK, THIRD EDITION, published by Wizards of a worldwide threat. After assisting her for six months, he
the Coast,® and the Spycraft™ Espionage Handbook, published by covertly arranges for a team of agents — the players — to
Alderac Entertainment Group, Inc. You won’t be able to run this capture her and bring her to the San Francisco headquarters,
adventure without it. timing the operation to occur when Zhu’s first lieutenant,
Spycraft, Shadowforce Archer and all related marks are ™ and Peng Lao, is elsewhere in the city. Then Asylum provides
© 2004 Alderac Entertainment Group, Inc. All rights reserved. Peng Lao with his superior’s location and the Agency HQ’s
security codes. When Peng Lao launches a counterattack,
Asylum sneaks down to the building’s fourth sub-level and
LockDown removes the decoder unit, sets a charge to destroy the build-
Author: Steve Crow ing’s computer, and triggers the building’s self-destruct sys-
(based on a idea by Patrick Kapera) tem to cover his escape.
Art Director: jim pinto Asylum also lures the Director of D-3: Computer
Brand Manager: Patrick Kapera Espionage, Jason Daniels, to the San Francisco base — for two
Editor: Patrick Kapera purposes. First, Asylum knows that some Agency personnel
Creative Director: Mark Jelfo don’t trust Daniels because of his commitment to social
Graphic Design: Justin Lawler reform, and he hopes to scapegoat Daniels with planted evi-
Cover Illustration: A4H Designs dence tying the Director to the base’s destruction. Second,
Cartography: Cris Dornaus the Invisible Hand believes that it can best accomplish its
goals by eliminating Daniels, the Agency’s most technically
capable administrator.
Armed with Asylum’s information (and some heavy hard-
ware), Peng Lao attacks the Agency base with his technical
expert, Xu Ching-Lee, and six squads of elite moshuh nanren
(“shadow warriors”). He assigns three squads to the second
and third sub-levels, then he and Ching-Lee go to Zhu’s cell
and bypass the electronic security system. They’re unaware
that Asylum plans to destroy the entire base and everyone in
it — including them.
3 4

Serial Synopsis GC Description


Lockdown follows the standard Living Spycraft serial for- Each agent starts with his personal and signature gear (i.e. he car-
mat, and is divided into an opening sequence, an introduc- ries no mission gear, and may not spend mission budget at this
tion, and two scenes. time). Each agent also starts with 1 encrypted tactical radio and
Opening Sequence: Recovery. The serial begins with the 1 gadget costing 2 GP or less. This gadget may only be chosen
agents in San Francisco, just after they capture the criminal from the following list.
mastermind Madame Zhu. The agents must escape Zhu’s • Explosive pen (1 GP).
headquarters and evade guards intent upon recovering their
• Heads Up Display (H.U.D.) lenses (1 GP).
mistress. Following the agents’ escape, they deliver Zhu to
the nearby Agency hub center and meet with Control for • Standard armor liner clothing (1 GP), possibly with taser cufflinks option
debriefing. The debriefing is interrupted, however, as a squad (1 GP each, 2 GP per pair).
of Zhu’s shadow warriors break into the conference room and
• Standard grapple belt (1 GP), possibly with razor’s edge or sword options
kill Control.
(+1 GP each).
Mission Briefing and Gearing Up: This mission’s “briefing”
is the agents’ chance to assess the situation — it’s clear to • Standard laser watch (1 GP), possibly with explosive or garrote options
them that the shadow warriors work for Zhu and are here to (+1 GP each).
rescue her. The Agency headquarters building has gone into
• Standard micro-grenade earrings (1 GP each, 2 GP per pair).
“Lockdown” and the team can’t exit the facility or communi-
cate with the outside world, though they can make their way • Standard sensor shoes (1 GP per pair), possibly with blade or rollerblade
to the nearby equipment shop and scavenge some gear. Their options (+1 GP each).
choices are somewhat limited, however, due to an explosive
• Threat lenses (1 GP).
exchange between the intruders and Agency security.
Scene 1: The Survivors. Once the agents pick up their gear, As the agents head toward any exit, 4 guards wearing tra-
they can either make their way to Zhu’s cell on Sub-Level 3 ditional Chinese warriors’ clothing and wielding standard
or engage the shadow warriors directly. In the process, they greatswords charge into the room and attack! Following this
may discover clues suggesting that an insider helped Zhu’s brief combat, the agents may exit, prompting an additional 4
operatives enter the base. If the agents head to Zhu’s cell, guards to chase after them.
they arrive just as she is freed. The scene concludes as the The chase’s initial lead is 2d6+8 lengths, minus 1 per
headquarters is rocked with a massive explosion. round the agents spend fighting the initial 4 guards in the
Scene 2: The Traitor. Asylum sets off the explosion at the throne room. Maneuver checks are made using Balance dur-
end of Scene 1 in order to blow open the room containing the ing this chase. Whether the agents head to their vehicles or
Agency’s computer core on Sub-Level 4. He acquires the through the sewers, the terrain is considered tight. If the
decoder unit and trips the base’s self-destruct mechanism, guards successfully perform a finishing maneuver, they catch
then heads for the garage exit on Sub-Level 4, where he uses up with the agents and engage them in combat, after which
a forged security override to escape before the base detonates. an additional 4 guards arrive every 1d3+3 rounds thereafter.
(He doesn’t want to use his own security code, lest the Agency In this case, the agents’ only way out is to capture or kill 1
discover that he left before the base’s self-destruction.) squad of guards, +1 additional squad of guards per tier
beyond the first.
Opening Sequence: Map Key: Madame Zhu’s Throne Room
Recovery This room is decorated in a 17th Century Chinese motif,
with false windows and air conditioning to make it more
Agent Description comfortable.
Read the following aloud to begin this serial — before the 1. Zhu’s Throne: This impressive seat of power is adorned
mission briefing. Do not let the players discuss the serial or with medieval Chinese engravings of dragon heads
take any other actions before leaping into the action. surrounded with gold inlay. With a successful Search check
(DC 20/25/30/35), the agents discover a fully loaded Daewoo
You stand over the unconscious body of Madame Zhu, leader DP 40 service pistol hidden in the throne’s right arm rest. No
of the most powerful Triad gang in San Francisco. Your team additional ammunition is present.
managed to sneak into her Chinatown base in the sewers 2. Tapestries: These 17th Century Chinese hangings illus-
beneath Bush Street and subdue her. Unfortunately, she trig- trate the courts of the four major Emperors of the era.
gered an alarm before you got to her and her warriors are no Each tapestry possesses a hardness of 1, 1 wound point, and
doubt converging upon your location. Your vehicles are no Break DC. With a successful Strength check (DC
parked on the street outside and during your initial entry, you 15/15/15/15), an agent may pull a tapestry off the wall and
discovered a tunnel leading to the docks near the Bay Bridge. use it as a melee weapon that inflicts no damage, but entan-
Either way, you need to get out — now!
5 6

gles any successfully attacked target (see the Spycraft In all cases, the guards seek to successfully perform a
Espionage Handbook, page 177). A character entangled in crowd maneuver to finish the chase without significantly
this fashion must make a successful full action Escape Artist injuring their leader.
check (DC 20/20/20/20) to escape. One tapestry conceals a Once the agents elude pursuit, their standing orders are to
secret door, which may be located with a successful Search deliver Zhu to the local Agency headquarters, where they are
check (DC 15/20/25/30). If the agents find and use this door, to receive their debriefing and new mission assignment.
their chase lead is increased by an additional 1d8 lengths.
3. Partitioned Area: The panels making up the throne Troubleshooting
room’s west wall feature traditional Chinese battle scenes. If the agents somehow manage to lose Zhu, they should
When Zhu meets with someone, she stations her guards attempt to retrieve her — recovering her is their top standing
and/or Peng Lao in this area to listen in and provide addi- priority. The GC should not activate any critical failure that
tional security if her visitors become… unruly. Four standard forces the agents to lose Zhu.
large swords are mounted on this area’s east wall, each may The GC should also avoid taking action that ends with the
be removed with 1 half action agents captured by the guards, unless there is no way around
it. The opposition here is not meant to present a major chal-
Threats lenge — just enough for the players to have some fun and feel
The 4 guards who initially attack the agents use swords, superior for a while. If the agents are somehow captured, an
but once the agents (presumably) demonstrate their superior Agency strike team rescues them within the next 24 hours
firepower, all guards switch to firearms. The guards fire upon and returns them to headquarters for a stern debriefing and
all agents except those carrying Zhu, then engage in an all- likely reprimand. They are given the chance to reprove them-
out melee when and if they reach the team. selves when Madame Zhu’s men attack the base in retribu-
Within the throne room, the guards work in teams of two, tion. The serial continues as scripted from there.
flanking a single agent when possible and striking simulta-
neously using Wolf Pack tactics. During the chase, however, Development
the guards abandon this tactic, as the base’s corridors are Read the following aloud when the agents return to their
only 10 ft. wide, leaving no room for flank attacks. San Francisco headquarters.
Given their loyalty to Zhu, the guards are immune to
morale effects. The Agency’s San Francisco headquarters is located on the
southeast side of the city, disguised as a shipping company
Events facing out onto the water. You turn into an alley alongside
If the agents remain ahead of the guards for 6 chase the building and trip a switch on your watch, triggering a pri-
rounds (and have not yet successfully performed a finishing vate entrance in the structure’s side wall. The room beyond is
maneuver), they emerge into the city at the start of Round 7. indistinct, without doors or windows, but as the wall behind
At this point, the chase continues under conditions deter- you closes, you’re bathed in a pale red glow and “scanned” by
mined by the agents’ initial actions, as follows. Agency security. A moment later, you hear a low chime, and
If the agents fled to their cars, Zhu’s guards switch to the red glow is replaced with soothing illumination from
vehicles themselves and keep up the pursuit. Two squads of flanking wall panels. The floor lurches downward, through
guards continue the chase, each in a standard luxury car. The the parting floor and into the building’s Sub-Level 1 garage.
lead remains unchanged (both groups needing to get in vehi- You hear a familiar voice over the room’s intercom. “Welcome
cles and start them up), and the city streets are considered back, agents, and good work out there. I see you’ve returned
close terrain. with a little prize…”
If the agents fled to city streets (away from their cars), the Asylum, head of the Agency’s Internal Security Division. He
foot chase continues through the streets of San Francisco. must be here to personally interrogate Zhu. She must be more
The lead remains unchanged, but the terrain automatically important than you thought. Armed security operatives con-
shifts to close. firm your suspicions, approaching to take her into custody as
If the agents fled to the Bay Bridge, the agents must you’re directed deeper into the base.
hotwire one of Zhu’s speedboats. This requires a successful “Control’s waiting for you,” one of operatives says, smiling.
Mechanics check (DC 10/15/20/25), and costs the agents 1d8 “Should be good news.”
lengths of lead for each try. The agents may also choose to
sabotage one of more of the three remaining boats, a task
that requires a successful Mechanics check (DC 10/15/20/25) If any agents are injured, they each receive 1 dose of liq-
and costs the agents 1d8 additional lengths of lead per boat uid skin on the way out of the garage.
sabotaged. If any boats remain operable, Zhu’s guards use
them to continue the pursuit, one squad per operable boat.
The Bay is busy today and is therefore considered close ter-
rain.
7 8

As you shuffle toward Control’s office, you spot Asylum


engaged in an argument with Jason Daniels, Director of D-3: Mission Briefing
Computer Espionage. It’s strange to see Daniels him this far Read the following aloud after the battle in the conference
from his Washington D.C., immediately raising warning flags room.
in your head. Asylum and Daniels step into an elevator as you
pass by, Daniels aggressively arguing some indecipherable
As you finish off the last of your opponents, a pre-recorded
point. “The loyalty of my department is beyond reproach!” he
female voice echoes through the Agency’s intercom: “This is
says. It’s difficult to assess Asylum’s mood behind his
Base Supervisor Janice Hammond. This cell is now in
omnipresent black glasses and impassive expression. The ele-
Lockdown. I repeat — this cell is now in Lockdown. All per-
vator doors close and the lift descends.
sonnel must remain at their current locations until the secu-
You reach the assigned conference room to find it empty. rity teams clear them to leave. I repeat — all personnel must
Control barrels in as you’re taking your seats, flustered, her remain at their current locations until the security teams clear
breath heavy. A short, attractive blonde with straight hair and them to leave. ”
unruly bangs, she’s dressed in a garish Swingin’ Sixties-style
After a few moments of silence, you hear a brief torrent of
dress. She plops into her chair at the head of the conference
gunshots and screams, followed closely by a quick grenade
table, shrugs, and apologizes for her tardiness. “The Big Brass
explosion, then more silence.
are here today. Some kind of security audit. Half the staff are
upstairs trapped in interviews, so we’re operating at minimal “This is Base Supervisor Janice Hammond. This cell is now in
capacity.” Lockdown. I repeat…”
Control doesn’t wait for a response, getting right down to
business in her characteristically casual way. “How was the Each agent may make an education check (DC
mission? You captured Zhu, obviously…” 10/15/20/25). With success, the agent knows of Janice
Hammond, but has never met her. Any agent who beats this
DC by 5 or more has visited the San Francisco base before
The agents may give a brief review of their escape. Control
and knows the layout of Sub-Levels 1, 2, and 3 (see page 25-
interjects periodically with suppositions and observations.
27). Sub-Level 4 is a high-security area and none of the
It seems she’s concerned that Madame Zhu may have in fact
agents have the clearance required to enter.
been working for someone else.
The agents can easily make their way back to the armory
Before the agents complete their debriefing, read the fol-
(location #6), where they may pick up additional gear (see
lowing aloud.
Gearing Up, page 9). Alternately, the agents may take the
defeated shadow warriors’ equipment (see page 36). Of par-
The room’s soundproofed door flies open suddenly, the body ticular interest, each shadow warrior carries 1 encrypted
of an Agency staffer thrown to the floor in a bloody heap. A radio headset (currently set to the intruders’ communication
split-second later, a black-clad woman moves into the room, channel).
draws a pistol, and fires a shot directly into Control’s chest, The team may also interrogate any captured shadow war-
felling her instantly. Three black-clad men muscle in behind riors, as described under Threats (see page 15).
her as she raises her pistol toward the closest of you… When the agents arrive at the armory, read the following
aloud.
During this combat, the agents possess only their person-
al gear (having dropped off what little mission gear they had Three corpses litter the hallway outside the conference room,
en route to their debriefing). The intruding shadow warriors two of them base personnel and the third one of the black-
initially split up into teams of two and attempt to flank the clad intruders. It’s evident that the two staffers engaged the
closest of the agents, defaulting to adopt guerilla tactics. intruder in a shootout — and everyone lost. The armory door
They fight to the death. is open, the room’s interior devastated by a close-quarters
Following this fight, proceed to the Mission Briefing. explosion. Sparks drift to the floor over the shattered rem-
nants of shelving units once stacked high with weapons and
gear.
Beyond the armory door, the garage door is secured. In
Lockdown, four-inch thick metal rods run through all exits,
which are fortified to begin with. Looks like you won’t be
leaving the way you came in…
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The dead Agency operatives each carry 1 Ruger P89 ser- White noise generator backpack (3 GP).
vice pistol (dmg 1d10+2 normal, error 1–2, threat 20, range Only the gadgets the agents requisition are present. The
25 ft., qualities and mods: RG — 1d8 shots of standard mili- agents may not exceed their standard Code: Red mission GP
tary ball ammunition remaining out of 15). Each operative during this serial.
also possesses 1 extra (full) clip of ammunition for his gun, Further, no vehicle gadgets are present in the armory.
as well as 1 encrypted tactical radio (currently tuned to the Finally, the Gearing Up phase may take no longer than 15
Agency’s communication channel, which is different from minutes.
that of the intruders).
The shadow warrior carries all the gear listed in his stan-
dard stat block (see page 36). Three corpses litter the hallway outside the conference room,
The grenade blast severely damaged the armory’s contents, two of them base personnel and the third one of the black-
but the agents may still raid it for some equipment. If the clad intruders. It’s evident that the two staffers engaged the
agents linger for more 10 or more minutes, however, two intruder in a shootout — and everyone lost. The armory door
additional squads of shadow warriors attack them. is open, the room’s interior devastated by a close-quarters
explosion. Sparks drift to the floor over the shattered rem-
Gearing Up nants of shelving units once stacked high with weapons and
gear.
This mission is Code: Red, but here, the mission code mere-
ly represents the gear available to be found amidst the equip- Beyond the armory door, the garage door is secured. In
ment shop’s wreckage. The agents may only requisition pis- Lockdown, four-inch thick metal rods run through all exits,
tols, rifles, pistol and rifle ammunition, laptops, laptop which are fortified to begin with. Looks like you won’t be
upgrades, medical gear, and the following bundles (which are leaving the way you came in…
pre-packaged and field-ready).
Bundles A, B, or C — 25 BP each (see the Spycraft
Espionage Handbook, page 106).
Demolitions, entry team, or trail bundles — 25 BP each (see
Scene 1: The Survivors
the Modern Arms Guide, page 7).
Command post, ninja, or wetworks bundles — 25 BP each Agent Description
(see the Fixer/Pointman Class Book, pages 32–33). Read the following aloud when the agents enter this scene.
Bodyguard, explosive ordnance disposal (EOD), or
mechanic bundles — 25 BP each (see the Soldier/Wheelman An eerie silence fills the base… You miss the omnipresent
Class Book, pages 27–28). chatter and echoing footsteps as you glance out into the
Paranormal operations bundle — 25 BP each (see the deathly stillness that has invaded the drab gray corridors and
Archer Foundation Chamber Book, page 47). made them a tomb. You venture out into the base and quick-
Interrogation bundle — 25 BP each (see the European ly come across the remains of mutilated base personnel, left
Commonwealth Chamber Book, page 49). for dead during the insanely rapid attack.
Shocktrooper bundle — 35 BP each (see the Hand of Glory
Threat Book, page 40). How did it all happen so fast? And what do you do now?
Intrusion or martial arts bundle — 25 BP each (see the Pan-
Asian Collective Chamber Book, page 33).
Only the weapons, standard-issue gear, and bundles the GC Description
agents requisition are present. The agents may not exceed All agents are familiar with Lockdown, and the GC should
their standard Code: Red mission budget during this serial. relate the following to the players accordingly.
Further, no new bundles are provided in this serial. Lockdown Trigger: Lockdown occurs by base supervisor
Finally, there is no need to determine field expenses. order, either on site or by remote from the Agency home
office in Washington. Alternately, it can occur when a base’s
Recommended Gadgets security system registers an attack. As no alarms have gone
Likewise, the mission code represents the only gadgets avail- off, presumably either Janice Hammond activated Lockdown
able to be found amidst the equipment shop’s wreckage. The or it was activated remotely. An Agency Lockdown requires
agents may only requisition gadgets from the following list. 2 full actions to trigger
Micro-burst gel (4 GP per 5 uses). Communications Lockdown: During Round 1 of Lockdown,
Standard armor liner clothing (1 GP), possibly with armor the system severs internal and external communication, and ini-
option (+2 GP). tiates high-powered jamming gear possessing an ECM signal
Standard hologram projector ring (1 GP). power rating of +9.
Starlight lenses (1 GP). External Lockdown: During Round 2 of Lockdown, the sys-
Target analysis lenses (2 GP). tem secures all external doors, and isolates the base’s front
Threat lenses (1 GP). offices (in this case, Sub-Level 1). Unless otherwise specified,
11 12

each external door possesses a hardness of 15, 250 wound 5. Garage: The agents enter the base through this location.
points, and no Break DC, and is secured with 4-in. thick steel It is inaccessible for the remainder of this serial.
rods with a hardness of 15, 150 wound points, and no Break
6. Armory: The agents visit this location during the
DC. These doors may not be opened with any skill check.
Gearing Up phase (see page 9). It is devastated by a high-
Internal Lockdown: During Round 3 of Lockdown, the sys-
charge fragmentation grenade during the agents’ debriefing.
tem closes all internal doors and purges all temporary and
visitor codes from the system (thus ensuring that only base 7. Men’s Restroom.
personnel move through these doors, and only to areas for
8. Women’s Restroom.
which they possess standard clearance). Unless otherwise
specified, each internal door possesses a hardness of 10, 100 9. Break Room: The corpses of 2 base staffers are found
wound points, and a Break DC of 30. These doors may be beneath this room’s table. Neither is armed.
opened with a successful Electronics check (DC 15/20/25/30).
10. Electrical Closet: With a successful Electronics check
Each successful Electronics check opens only 1 door — a new
(DC 20/25/30/35), the agents may shut down the lights for
check must be made to open each subsequent door.
the entire floor from this location. This skill check requires
Clearing Lockdown: Lockdown may be cleared from with-
2d4 rounds.
in the base or by remote from the Agency home office in
Washington. Only the base supervisor may clear Lockdown 11. Broom Closet: This small room contains harmless
from inside the facility. Clearing Lockdown requires retinal chemicals, wooden broomsticks, and similarly mundane
and code authentication at a terminal located in the base items. An agent possessing the ingenious class ability gains
supervisor’s office (in this case, Sub-Level 4, location #6). A +2 BP for the first action die he spends to appropriate gear
device is implanted in all base supervisors to monitor their from this location. Likewise, an agent may use the improvi-
vitals. This device sends word to the Agency home office in sation class ability to appropriate gear from this location, up
Washington if the supervisor dies, at which point Lockdown to a value of $100 rather then the standard $25.
may only be cleared by Agency home office personnel with
E1. Elevators: These elevators typically go to Sub-Levels 1
the proper clearance.
and 3, but do not visit Sub-Level 4. During Lockdown, the
This scene begins with the agents exploring the base. It’s
elevator doors don’t open, though they may be forced with a
assumed that they move toward Madame Zhu’s cell to pre-
successful Strength check (DC 20/20/20/20). Further, the ele-
vent her release, as it should be fairly obvious from the shad-
vators don’t respond when called or if the agents climb into
ow warriors’ garb and weapons that they’re in her employ
them through the roof access, though the controls may be
(though notes are provided for alternate routes — see
overriden with a successful Electronics check (DC
Troubleshooting, page 18).
25/25/25/25). Ascending or descending the shaft ladder
Map Key: Sub-Level 2 requires a successful Climb check (DC 15/15/15/15). The GC
should roll 1d4 to determine the sub-level at which each ele-
The walls of this level are light gray and illuminated by
vator is fixed at the serial’s start, with a result of 4 indicat-
indirect lighting (which may be shut down from the electrical
ing that the car is located between sub-levels. Finally, while
closet — see location #10). Each door bears a plaque identi-
the agents are in an elevator shaft, the GC need not roll for
fying the room’s function (e.g. “Office — [Name]”,
random shadow warrior encounters — instead, when each
“Conference Room [Letter]”, “Electrical Closet”, etc.).
agent moves through this location, he must make a Move
1. Conference Room A: This room contains a long table, 8 Silently check opposed by the shadow warriors’ Listen skill.
comfortable leather chairs, and a wide-screen monitor. The With failure, the shadow warriors notice the team, alert their
agents are debriefed here (see page 1-7). teammates and allies, and coordinate a two-pronged attack
upon the team from the floors above and below.
2. Conference Rooms B, C, and D: Each of these rooms con-
tains a long table, 8 comfortable leather chairs, and a wide- E2. Elevators: These elevators typically go to Sub-Level 1
screen monitor. only, but do not visit Sub-Levels 3 or 4. During Lockdown,
the elevator doors don’t open, though they may be forced
3. Offices: Each of these rooms contains a telephone and
with a successful Strength check (DC 20/20/20/20). Further,
a desktop computer with a power rating of +3. When the
the elevators don’t respond when called or if the agents climb
agents enter each room, there is a 1 in 4 chance that they
into them through the roof access, though the controls may
find a corpse within, and a 1 in 6 chance that the corpse
be overriden with a successful Electronics check (DC
clutches a Ruger P89 service pistol with 1d10+5 shots
20/20/20/20). Ascending or descending the shaft ladder
remaining. All remaining staffers are either off-shift and live
requires a successful Climb check (DC 15/15/15/15). The GC
off-site, or undergoing an intelligence audit on Sub-Level 1.
should roll 1d3 to determine the sub-level where the elevator
4. Prep Cells: Each of these rooms is assigned to a Control is fixed at the serial’s start, with a result of 3 indicating that
or an agent team when they assemble intelligence data for a the car is located between sub-levels. Finally, while the
mission, briefing, or debriefing. agents are in an elevator shaft, the GC need not roll for ran-
dom shadow warrior encounters — instead, when each agent
13 14

moves through this location, he must make a Move Silently recordings leading up to the Lockdown, which clearly show
check opposed by the shadow warriors’ Listen skill. With fail- Asylum sabotaging the cameras in this room. If either or both
ure, the shadow warriors notice the team, alert their team- parties possess 5 or more ranks in Surveillance, they gain a
mates and allies, and coordinate a two-pronged attack upon +2 circumstance bonus with this opposed skill check.
the team from the floors above and below.
3. Holding Cells: Each of the four cells in this location con-
S. Stairwell: These stairs go to Sub-Levels 1 and 3, but do tains 1 cot, 1 chair, 1 toilet, and 1 sink. Each cell door may
not visit Sub-Level 4. The internal doors leading to this loca- be opened from a control panel in location #4, or bypassed
tion are secured in the same fashion as all standard interior with a successful Electronics check (DC 20/25/30/35).
doors during Lockdown (see page 10).
4. Holding Cells — Outer Office: This room contains a desk,
Map Key: Sub-Level 3 a wall-mounted control panel, and the corpse of 1 dead
staffer clutching a Ruger P89 service pistol with 1d10+5
The walls of this level are light blue and illuminated by
shots remaining. Madame Zhu, Peng Lao, and Xu Ching-Lee
indirect lighting (which may be shut down from the electri-
stand over the body, readying to leave as the agents arrive
cal closet — see location #11). Each door bears a plaque iden-
(see The Showdown, page 18).
tifying the room’s function (e.g. “Office — [Name]”,
“Conference Room [Letter]”, “Electrical Closet”, etc.). 5. Offices: Each of these rooms contains a telephone and
a desktop computer with a power rating of +3. When the
1. Communication Center: Each of the doors leading into
agents enter each room, there is a 1 in 4 chance that they
this room features higher security, requiring a successful
find a corpse within, and a 1 in 6 chance that the corpse
Electronics check (DC 25/30/35/40) to open. Once inside, the
clutches a Ruger P89 service pistol with 1d10+5 shots
team may access the intercom without a skill check. For
remaining. All remaining staffers are either off-shift and live
security reasons, this room’s computers aren’t linked directly
off-site, or undergoing an intelligence audit on Sub-Level 1.
into the base’s security systems, nor are they linked to the
Sub-Level 4 core computer (see page 19). However, with a 6. Communication Office: This room contains a telephone
successful Electronics check (DC 25/30/35/40), the agents and a desktop computer with a power rating of +3. A base
may rig these computers to gain limited communication with officer alternating as the cell’s head of the communications
the outside world — enough to send up to 10 words of voice is stationed here. With a successful Search check (DC
or text to the Agency home office. 15/20/25/30), the agents find a slip of paper taped beneath a
If the agents attempt to make a voice call, the line is auto- drawer, upon which is written the current keypad combina-
matically intercepted by the intruders’ communications spe- tion for the doors leading into the communication center
cialist, Xu Ching-Lee, who opens the channel to the intrud- (location #1).
ers’ leader, Peng Lao (see page 38-41 for more about these
7. Security Office: This room contains a telephone and a
characters). Peng Lao tries to bluff the agents long enough
desktop computer with a power rating of +3. A base officer
for Ching-Lee to summon 2 squads of shadow warriors to the
alternating as the cell’s head of the security is stationed here.
team’s location. The warriors arrive in 1d6 rounds. Failing
The desk drawers are locked, but may be opened with a suc-
that, Peng Lao assures the agents that they can’t stop him —
cessful Mechanics check (DC 15/20/25/30), and contain the
and would be better off just staying out of his way. The
officer’s notes about the base’s surveillance system. Any
henchman is mobile throughout this exchange, speaking
agent who spends 1 full action reading these notes gains a
through a makeshift connection between his headset and the
+5 circumstance modifier with all skill checks made to access
base communication system. Following this conversation, all
the surveillance tapes in the security center (see location #2).
remaining shadow warriors on Sub-Level 3 gain a +5 cir-
cumstance bonus with all skill checks made to determine 8. Men’s Restroom.
awareness during the next 10 minutes.
9. Women’s Restroom.
If the agents gain access to the computers in this location,
they may make a Computers check (DC 25/30/35/40) to mon- 10. Break Room: The corpse of 1 base staffer lies beneath
itor the base phone lines. With success, they notice unusual a table in this location. He is unarmed.
traffic — someone is transferring a large data-packet from a
11. Electrical Closet: With a successful Electronics check
secure computer on Sub-Level 4. The agents can’t determine
(DC 20/25/30/35), the agents may shut down the lights for
the nature of the transferred data.
the entire floor from this location. This skill check requires
2. Security Center: Each of the doors leading into this 2d4 rounds. Department 3 Director Jason Daniels is found
room features higher security, requiring a successful here (see Finding Daniels, page 17).
Electronics check (DC 25/30/35/40) to open. Once inside, the
12. Broom Closet: This small room contains harmless
team discovers that the base’s security systems have been
chemicals, wooden broomsticks, and similarly mundane
sabotaged and cannot be accessed. With a successful
items. An agent possessing the ingenious class ability gains
Computers check opposed by Asylum’s Computers skill bonus
+2 BP for the first action die he spends to appropriate gear
of +7/+10/+12/+14, the agents may recover the security
from this location. Likewise, an agent may use the improvi-
15 16

sation class ability to appropriate gear from this location, up itor the shadow warriors’ encrypted radio channel, they gain
to a value of $100 rather then the standard $25. a +5 circumstance bonus with all skill checks made for this
purpose.
E1. Elevators: These elevators typically go to Sub-Levels 1
Five squads of shadow warriors patrol the base — two on
and 2, but do not visit Sub-Level 4. During Lockdown, the
Sub-Level 2 and three on Sub-Level 3. Although each shad-
elevator doors don’t open, though they may be forced with a
ow warrior is equipped with a radio headset, the intruders
successful Strength check (DC 20/20/20/20). Further, the ele-
maintain radio silence unless attacked, in which case, one
vators don’t respond when called or if the agents climb into
warrior within the target group spends 1 half action calling
them through the roof access, though the controls may be
for reinforcements. Thereafter, all but one squad of shadow
overriden with a successful Electronics check (DC
warriors on each floor converge on the attack location as
25/25/25/25). Ascending or descending the shaft ladder
quickly as possible. Further, all remaining shadow warriors
requires a successful Climb check (DC 15/15/15/15). The GC
on the same floor gain a +5 circumstance bonus with all skill
should roll 1d4 to determine the sub-level at which each ele-
checks made to determine awareness during the next 10 min-
vator is fixed at the serial’s start, with a result of 4 indicat-
utes.
ing that the car is located between sub-levels. Finally, while
If the agents capture and successfully interrogate one or
the agents are in an elevator shaft, the GC need not roll for
more shadow warriors, the GC may read the following aloud
random shadow warrior encounters — instead, when each
or summarize, as appropriate
agent moves through this location, he must make a Move
Silently check opposed by the shadow warriors’ Listen skill
bonus of +1/+1/+1/+1. With failure, the shadow warriors “We work for Peng Lao, the Mistress’s first lieutenant. He led
notice the team, alert their teammates and allies, and coordi- us here and ordered us to kill everyone in the building. He’s
nate a two-pronged attack upon the team from the floors on the third floor now, trying to free the Mistress. Peng Lao
above and below. is a skilled fighter — no man can stand before him in single
combat. He will defeat you!”
E2. Elevators: These elevators typically go to Sub-Level 4
only, but do not visit Sub-Levels 1 or 2. During Lockdown,
the elevator doors don’t open, though they may be forced With a second successful interrogation, the GC may read
with a successful Strength check (DC 20/20/20/20). Further, the following aloud or summarize, as appropriate.
the elevators don’t respond when called or if the agents climb
into them through the roof access, though the controls may “Your defenses were strong. We couldn’t have entered with-
be overriden with a successful Electronics check (DC out inside help.”
20/20/20/20). Ascending or descending the shaft ladder
requires a successful Climb check (DC 15/15/15/15). The GC
should roll 1d3+2 to determine the sub-level where the ele- For interrogation rules, see the Fixer/Pointman Class
vator is fixed at the serial’s start, with a result of 5 indicat- Guide, page 74. If this book is unavailable, the agents may
ing that the car is located between sub-levels. Finally, while gain this information with a successful Intimidate check
the agents are in an elevator shaft, the GC need not roll for opposed by the shadow warriors’ Bluff skill bonus of
random shadow warrior encounters — instead, when each –1/–1/–1/–1.
agent moves through this location, he must make a Move
Silently check opposed by the shadow warriors’ Listen skill Security
bonus of +1/+1/+1/+1. With failure, the shadow warriors Unless otherwise specified, each external door possesses a
notice the team, alert their teammates and allies, and coordi- hardness of 15, 250 wound points, and no Break DC, and is
nate a two-pronged attack upon the team from the floors secured with 4-in. thick steel rods with a hardness of 15, 150
above and below. wound points, and no Break DC. These doors may not be
opened with any skill check.
S. Stairwell: These stairs go to Sub-Levels 1 and 2, but do
Unless otherwise specified, each internal door possesses a
not visit Sub-Level 4. The internal doors leading to this loca-
hardness of 10, 100 wound points, and a Break DC of 30.
tion are secured in the same fashion as all standard interior
These doors may be opened with a successful Electronics
doors during Lockdown (see page 10).
check (DC 15/20/25/30). Each successful Electronics check
Threats opens only 1 door — a new check must be made to open each
subsequent door.
The invading forces have a personnel rating of 2, and the
The assault team’s technical expert, Xu Ching-Lee, moni-
GC should roll 1d20 every 20 minutes and each time the
tors the base security system for any alert, and automatical-
agents enter a new room. With a result of 7 or less, the agents
ly notices any failed attempt to open a door, sending the
encounter 1 squad of shadow warriors. The GC should use the
nearest remaining squad of shadow warriors to the team’s
standard awareness rules to determine whether each group
location. For 10 minutes thereafter, all remaining shadow
notices the other, and continue the scene accordingly (see the
warriors on the same floor gain a +5 circumstance bonus
Spycraft Espionage Handbook, page 228). If the agents mon-
with all skill checks made to determine awareness.
17 18

Further, a tripwire protects each elevator and stairwell It’s immediately obvious to the agents that the explosion
door on Sub-Level 3. Finding each of these tripwires requires clearly came from Sub-Level 4.
a successful Search check (DC 15/20/25/30), and disabling
each requires a successful Mechanics check (DC The Showdown
15/20/25/30). Ching-Lee automatically notices when any of This event automatically occurs when the agents enter
these are triggered, with the result described earlier in this Sub-Level 3, location #s 3 or 4.
section. Madame Zhu’s henchmen free her 2 minutes before the
agents arrive. If the agents have yet to alert the intruders of
Events their presence, they may make Move Silently checks opposed
The following events are intended to spice up the scene, as by Ching-Lee’s Listen skill bonus of +7/+12/+17/+22. With
needed. Two have suggested insert points; the third — success, the team gains 1 half action surprise round; other-
Finding Daniels — may be used at any time. wise, combat ensues with no surprise round.
During Round 1, Ching-Lee spends 1 half action to sum-
Finding Daniels mon the nearest squad of shadow warriors as reinforcements
The GC may trigger this event whenever he needs to prod while Peng Lao attempts to defend Madame Zhu. The mas-
the players forward. termind holds a kama given to her by Peng Lao, but feigns
With a successful Spot check (DC 15/20/25/30), the agents incompetence with it during this round in order to perform a
notice a faint trail of blood on the floor and may follow it to feint action.
a closet containing an electrical closet (Sub-Level 2, location Once any of the villains suffers 1 or more wounds, they all
#10). Inside, they find Jason Daniels, D-3 Director, uncon- choose to fight defensively (see the Spycraft Espionage
scious. If the agents check him for wounds, they find a stab Handbook, page 171). At this point, the agents may convince
puncture in his side. The wound placement suggests that the villains to surrender with a successful Diplomacy check
Daniels was stabbed from the rear and that he didn’t put up opposed by Madame Zhu’s Diplomacy skill bonus of
a struggle. With a successful inspiration check (DC +6/+7/+9/+10. The agents gain a circumstance bonus with
10/15/20/25), the agents accurately determine that the this check equal to 1/4 the combined wounds the villains
weapon is not one of the shadow warriors’ knives. have suffered (rounded up). Further, if the agents mention
With a successful education check (DC 15/20/25/30), the that they believe that a traitor is operating against both they
agents believe the wound may have been caused by a and the villains, they gain an additional +4 circumstance
weapon carried by Janice Hammond, a fixer who worked in bonus with this check. Finally, if Asylum’s explosive charge
the field before her recent promotion into base administra- has already gone off (see page 17), the agents gain an addi-
tion. Her favored method of attack was to silently approach tional +4 circumstance bonus with this check. The agents
from the rear. (This is a red herring — Asylum attacked may not re-try this Diplomacy check.
Daniels using Hammond’s favored attack method to throw If the agents’ Diplomacy check is successful, Madame Zhu
suspicion away from himself.) surrenders and orders her men to stand down (she is in unfa-
The agents may stabilize Daniels with a successful First miliar territory, with little knowledge of the Agency, and
Aid check (DC 15/15/15/15). With failure, or if the agents convinced she has a better chance of living to fight another
choose not to help Daniels for 5 rounds after they find him, day by yielding). If the check results in a critical success and
he dies. Regardless, he does not gain consciousness during Asylum’s explosive charge has already gone off, Madame
this serial. Zhu realizes that she’s been double-crossed and orders Peng
Lao to accompany the agents and “bring the traitor to justice
Shockwave! — my justice.”
At the start of this scene, the GC should roll 2d20 and add Madame Zhu and Peng Lao do not know the Agency trai-
the result to 140. The total is the number of minutes into this tor’s identity, but they can relate that their organization was
4-hour round that this event occurs. Alternately, it may hap- built with the support and promises of an anonymous bene-
pen when the agents encounter Zhu and her rescuers on Sub- factor, who also provided the Agency base’s security codes
Level 3. At the designated or chosen time, Asylum removes used during this operation.
the decryption unit from the base’s primary computer on
Sub-Level 4 (location #s 4–5), flees toward the garage on the Troubleshooting
same level (location #11), and triggers an explosive charge to If the shadow warriors defeat the agents, they search the
destroy the computer and cover his tracks. team for weapons and then deliver them to the holding cells
Each agent suffers 1d6/3d6/5d6/7d6 normal damage. With on Sub-Level 3 (location #s 3 and 4). This leads the team
a successful Reflex save (DC 16/18/20/22), each agent may directly into the Showdown event (see above), though hardly
reduce the damage he suffers to 1/2 standard (rounded under ideal circumstances.
down). If this serial is being played at Tier 4, Asylum’s chain
reaction ability prevents the agents from reducing this dam- Development
age below 1/2 standard (see page 43). The Shockwave! event marks the end of the scene (see
page 17). Thereafter, the agents’ next moves should be to
19 20

deal with Zhu, determine the source of the explosion, and Either of these tasks requires 1 full action, Hammond’s reti-
discover the traitor’s identity, motives, and goals. nal scan, and the proper code (known only by Hammond).
The code may be forged with a successful 4-round Computers
check (DC 25/30/35/40). If an agent possesses 5 or more
Scene 2: The Traitor ranks in Forgery, he gains a +2 synergy bonus with this
check. The retinal scan may not be forged.
Agent Description
7. Base Supervisor’s Living Quarters: The door leading into
Read the following aloud when the agents enter this scene.
this room is unlocked. This room contains 1 bed, 1 desk, a
small bathroom, and a kitchenette.
In the explosion’s aftermath, it’s clear that there’s another
player in the base — a traitor who knows how to manipulate 8. Conference Room: This room contains a long table, 8
the Agency’s Lockdown protocols, with a wholly different comfortable leather chairs, and a wide-screen monitor. Janice
agenda… Hammond uses this room to meet with visiting Agency offi-
cials and teleconference with the Washington home office.
The teleconferencing gear is inactive due to Lockdown, but
GC Description with a successful Electronics check (DC 25/30/35/40), the
The agents are faced with 3 primary objectives in this scene. agents may rig it to gain limited communication with the
First, they must stop Asylum before he escapes with the decoder outside world — enough to send up to 10 words of video to
unit. Second, they must prevent the base’s self-destruction. the Agency home office. The agents may not use this gear to
Third, they must clear the lockdown. access the base’s intercom system or monitor the base’s
phone lines.
Map Key: Sub-Level 4 If the agents attempt to make a video transmission, the
line is automatically intercepted by the intruders’ communi-
The walls of this level are light brown and illuminated by
cations specialist, Xu Ching-Lee, who opens the channel to
indirect lighting (which may be shut down from the electrical
the intruders’ leader, Peng Lao (see page 38-41 for more
closet — see location #10). The doors here are unlabeled.
about these characters). Peng Lao tries to bluff the agents
1. Power Plant/Maintenance: Each of the doors leading long enough for Ching-Lee to summon 2 squads of shadow
into this room features higher security, requiring a successful warriors to the team’s location. The warriors arrive in 1d4
Electronics check (DC 25/30/35/40) to open. This location rounds. Failing that, Peng Lao assures the agents that they
provides power, air conditioning, heating, and other utilities can’t stop him — and would be better off just staying out of
for the entire base. Nothing of value is found here. his way. The henchman is mobile throughout this exchange,
speaking through a makeshift connection between his head-
2. Guest Office: This room contains a telephone and a
set and the base communication system. Following this con-
desktop computer with a power rating of +4. Hammond
versation, all remaining shadow warriors on Sub-Level 3
assigned this office to Daniels, but he hasn’t moved in yet.
gain a +5 circumstance bonus with all skill checks made to
3. Guest Quarters: The door leading into this room is determine awareness during the next 10 minutes.
unlocked. This room contains 1 bed, 1 desk, a small bath-
9. Broom Closet: This small room contains harmless chem-
room, and a kitchenette. Hammond assigned these quarters to
icals, wooden broomsticks, and similarly mundane items. An
Daniels, but he hasn’t moved in yet.
agent possessing the ingenious class ability gains +2 BP for
4. Core Computer Terminals: The door leading into this the first action die he spends to appropriate gear from this
room was also destroyed in the blast, and the agents may location. Likewise, an agent may use the improvisation class
enter without any skill check. This location typically provides ability to appropriate gear from this location, up to a value
direct access to the base’s core computer, but Asylum’s of $100 rather then the standard $25.
explosive charge caused extensive damage to the system. The
10. Garage: This room contains 2 sports cars and 1 speed-
computers cannot be repaired, and nothing of value is found
boat in various states of repair (none are operable). The doors
here.
to location #s 13 and 14 open automatically when anyone
5. Core Computer: This massive computer processor and comes within 20 ft.
storage bank lies in ruins. Nothing of value can be salvaged
11. Machine Shop: This room contains various vehicular
from this location.
gadgets and improvements, none of which may be used out-
6. Base Supervisor’s Office: Each of the doors leading into side of a vehicle, and none of which may be installed in a
this room features higher security, requiring a successful vehicle during this serial’s limited timeframe.
Electronics check (DC 25/30/35/40) to open. This room con-
12. Weapons Shop: This room contains various vehicular
tains a telephone, a desktop computer with a power rating of
ordnance, none of which may be used outside of a vehicle,
+5, and a retinal scanner. This computer may be used to trig-
and none of which may be installed in a vehicle during this
ger or clear Lockdown and the base’s self-destruct sequence.
serial’s limited timeframe.
21 22

13. Ground Staging Area: This room contains 1d6 modern calling for reinforcements. Thereafter, all but one squad of shad-
sports cars, 1d4 classic sports cars, and 1d4 racing motorcy- ow warriors on each floor converge on the attack location as
cles (one of which Asylum steals if he flees the base via this quickly as possible. Further, all remaining shadow warriors on
route, per the GC’s discretion). A tunnel leads away from this the same floor gain a +5 circumstance bonus with all skill checks
room, rising slowly and exiting through an abandoned fac- made to determine awareness during the next 10 minutes.
tory near the freeway and major roads. If the agents capture and successfully interrogate any
shadow warriors, the GC may read the following aloud or
14. Water Staging Area: This room contains 1d6 speed-
summarize, as appropriate.
boats, 1d4 one-man jet skis, and 1 one-man hovercraft
(which Asylum steals if he flees the base via this route, per
the GC’s discretion). A tunnel leads away from this room, ris- “We work for Peng Lao, the Mistress’s first lieutenant. He led
ing slowly and exiting through an abandoned fishery near us here and ordered us to kill everyone in the building. He’s
the Bay. on the third floor now, trying to free the Mistress. Peng Lao
is a skilled fighter — no man can stand before him in single
E2. Elevators: These elevators typically go to Sub-Level 3 combat. He will defeat you!”
only, but do not visit Sub-Levels 1 or 2. During Lockdown,
the elevator doors don’t open, though they may be forced
With a second successful interrogation, the GC may read
with a successful Strength check (DC 20/20/20/20). Further,
the following aloud or summarize, as appropriate.
the elevators don’t respond when called or if the agents climb
into them through the roof access, though the controls may
be overriden with a successful Electronics check (DC “Your defenses were strong. We couldn’t have entered with-
20/20/20/20). Ascending or descending the shaft ladder out inside help.”
requires a successful Climb check (DC 15/15/15/15). The GC
should roll 1d3+2 to determine the sub-level where the ele- For interrogation rules, see the Fixer/Pointman Class
vator is fixed at the serial’s start, with a result of 5 indicat- Guide, page 74. If this book is unavailable, the agents may
ing that the car is located between sub-levels. Finally, while gain this information with a successful Intimidate check
the agents are in an elevator shaft, the GC need not roll for opposed by the shadow warriors’ Bluff skill.
random shadow warrior encounters — instead, when each Asylum knows the fate that awaits Agency traitors and
agent moves through this location, he must make a Move fights to the death to avoid capture. The GC should spend
Silently check opposed by the shadow warriors’ Listen skill remaining action dice to boost Asylum’s Defense. Asylum
bonus of +1/+1/+1/+1. With failure, the shadow warriors makes full use of all gadgets on his person and activates crit-
notice the team, alert their teammates and allies, and coordi- ical successes to wound or kill agents whenever possible.
nate a two-pronged attack upon the team from the floors
above and below. Security
Unless otherwise specified, each internal door possesses a
S. Electrical Closet: With a successful Electronics check
hardness of 10, 100 wound points, and a Break DC of 30.
(DC 20/25/30/35), the agents may shut down the lights for
These doors may be opened with a successful Electronics
the entire floor from this location. This skill check requires
check (DC 15/20/25/30). Each successful Electronics check
2d4 rounds.
opens only 1 door — a new check must be made to open each
Threats subsequent door.
If the agents have already encountered Madame Zhu and
If the agents manage to convince Zhu to surrender or join
her henchmen during Scene 1, Xu Ching-Lee is either no
forces at the end of Scene 1, the GC need not bother with per-
longer monitoring the base security systems or is doing so in
sonnel checks during this scene. Otherwise, the invading
cooperation with the agents. Otherwise, she automatically
forces have a personnel rating of 2, and the GC should roll
notices any failed attempt to open a door, sending the near-
1d20 every 20 minutes and each time the agents enter a new
est remaining squad of shadow warriors to the team’s loca-
room. With a result of 7 or less, the agents encounter 1 squad
tion. For 10 minutes thereafter, all remaining shadow war-
of shadow warriors. The GC should use the standard aware-
riors on the same floor gain a +5 circumstance bonus with all
ness rules to determine whether each group notices the other,
skill checks made to determine awareness.
and continue the scene accordingly (see the Spycraft
Further, a tripwire protects each elevator and stairwell
Espionage Handbook, page 228). If the agents monitor the
door on Sub-Level 3. Finding each of these tripwires requires
shadow warriors’ encrypted radio channel, they gain a +10
a successful Search check (DC 15/20/25/30), and disabling
circumstance bonus with all skill checks made for this pur-
each requires a successful Mechanics check (DC
pose.
15/20/25/30). If Ching-Lee still observes the base security
Three squads of shadow warriors patrol this sub-level.
system, she automatically notices when any of these are trig-
Although each shadow warrior is equipped with a radio headset,
gered, with the result described earlier in this section.
the intruders maintain radio silence unless attacked, in which
case, one warrior within the target group spends 1 half action
23 24

Madame Zhu’s Throne Room


Partitions
Secret Door

2 2

3 Swords

❐ = 5 Feet
25 26

Sublevel 2 Sublevel 3

E1 E1 S 11 E1 E1 S
10
3
5
6
3
3
2 1
3
1
6
3 7
2 2
3
4
3 7 8

5 9
3 4 4 8
5 2 10
3 9
4 4
3 3 5 5

3 3 5 5

11 E2 E2 S 12 E2 E2 S

❐ = 5 Feet ❐ = 5 Feet
27 28

Finally, if this serial is being played at Tiers 2, 3, or 4,


Asylum has rigged explosives to go off when the elevator or
stairwell tripwires are triggered. Finding each of these rigged
explosives requires a successful Search check (DC —
/20/25/30), and disabling each requires a successful
Mechanics check (DC —/20/25/30). With failure, of when the
Sublevel 4 explosives are set off, each charge inflicts —/3d6/5d6/7d6
blast damage with a blast increment of 1 square. If this seri-
al is being played at Tier 4, Asylum’s chain reaction ability
prevents the agents from reducing this damage below 1/2
standard (see page 43).

Events
This scene follows a strict timeline. As the agents enter
Sub-Level 4, Asylum has captured Janice Hammond in her
office (location #6), and is interrogating her for the
Lockdown code.

15 Round 5
Hammond breaks, providing Asylum with the Lockdown
code.

12 Round 6
14 11 Asylum knocks Hammond unconscious.

Round 7
13
Asylum lifts Lockdown and triggers the base’s self-
destruct sequence by holding Hammond’s eyes up to the reti-
nal scanner in her office. The process of clearing Lockdown
2 takes 3 rounds and is audible to everyone in the base.
6 Asylum sets Lockdown to re-engage after 5 rounds (at the
start of Round 12), and the self-destruct sequence to trigger
3 at the start of Round 18.
1
7 Round 8
4
Asylum heads to the Sub-Level 4 garage (location #11).
Any agent located in the Sub-Level 4 corridors may make a
8 Listen check (DC 15/20/25/30) to notice Asylum’s passing.
5
The self-destruct sequence alert is heard throughout the base:
9 E2E2 10

“This is Base Supervisor Janice Hammond. This facility will


❐ = 5 Feet self-destruct in 1 minute. I repeat — this facility will self-
destruct in 1 minute. All personnel should evacuate immedi-
ately. I repeat — all personnel should evacuate immediately.”

This self-destruct sequence counts down by the round


until the self-destruct sequence is halted or the base is
destroyed at the conclusion of Round 18.

Round 9
Asylum heads to either the ground or water staging area,
per the GC’s discretion.
29 30

Round 10 All XP rewards have an associate letter (“A”, “B”, “C”, etc.),
Lockdown clears and Asylum grabs one of the vehicles in indicating their difficulty and benefit within a ‘mini-tree’ of
the chosen staging area and makes his escape. At this point, XP rewards. Though the agents might complete multiple
the agents still have a chance to catch him by engaging him objectives within a tree, they only ever earn the XP for the
in a chase. From this point on, Asylum’s starting lead highest letter of any tree for which they qualify.
increases by 1d8 lengths per round.
Example: When an agent completes a “C”-class objective,
Round 12 he earns the “C”-class reward only. He may not also gain the
XP reward for any other lettered objective in the same mini-
The process of re-engaging Lockdown begins and is audi-
tree (in this case, he may not also earn the rewards for either
ble to everyone in the base.
the “A”-class objective or the “B”-class objective.
Round 15 Note: Living Spycraft experience is never earned until the
Lockdown re-engages. If the agents are still located in the end of a serial, and agents may never gain levels during the
base, they have no chance to catch up with Asylum. course of a Living Spycraft serial.

Round 16 Action Dice


Asylum is too far out of range for the agents to catch him Each player gains the following XP rewards, as well as an
even if they escape Lockdown. amount of XP equal to the number of action dice you award-
ed him × 25 XP (to a maximum of their agent level × 25 XP).
Round 18
Unless the self-destruct sequence is halted (see Security, Opening Sequence
page 22), every corridor and room is flooded with an exper- A. Defeating the first squad of guards in the throne room:
imental napalm gel, which is detonated at the conclusion of 25/50/75/125 XP per agent.
this round, collapsing the entire facility. Every agent within A. Escaping Madame Zhu’s compound: 50/100/150/250
the facility suffers 6d6/10d6/14d6/18d6 and every remaining XP per agent. per agent.
NPC instantly dies. Each agent may make a Reflex save (DC A. Killing one or more guards on the way out:
15/20/25/30) to reduce this damage to 1/2 standard (round- 50/100/150/250 XP per agent. per agent.
ed down). If this serial is being played at Tier 4, Asylum’s B. Capturing one or more guards on the way out (and tak-
chain reaction ability prevents the agents from reducing this ing them to the Agency base): 100/200/300/500 per agent.
damage below 1/2 standard (see page 44). Any agent who
survives this damage is assumed to be trapped within a small Scene 1
pocket of air, then rescued in the serial’s debriefing (see page A. Successfully tapping into the base’s communication
22). system: 25/50/75/125 XP per agent.
Throughout this serial, Asylum is tuned into the shadow B. Noticing the batch-transfer and reporting it to the home
warriors’ communication channel, and adjusts his plan office: 50/100/150/250 XP per agent.
accordingly. If he is aware that the agents are interfering A. Successfully tapping into the base’s security system:
with his plans, he strives to provide them with as many 50/100/150/250 XP per agent.
obstacles as possible, to distract them long enough for him to A. Finding Daniels: 50/100/150/250 XP per agent.
escape. The self-destruct sequence and the limited window of B. Finding and reviving Daniels: 100/200/300/500 XP per
opportunity to follow Asylum out of the base are two such agent.
obstacles. Others might include the following, per the GC’s A. Killing Madame Zhu: 50/100/150/250 XP per agent.
discretion. B. (Re)capturing Madame Zhu: 100/200/300/500 XP per
If Peng Lao accompanies the agents during this scene, he agent.
aids them to the best of his ability but does not unduly C. Persuading Madame Zhu to assist the team:
endanger his life. He kills Asylum if the opportunity arises, 150/300/450/750 XP per agent.
unless the agents persuade him not to (an action that requires A. Killing Peng Lao: 50/100/150/250 XP per agent.
a successful Diplomacy check opposed by the henchman’s B. Capturing Peng Lao: 75/150/225/375 per agent.
Will save bonus). A. Killing Xu Ching-Lee: 25/50/75/125 XP per agent.
B. Capturing Xu Ching-Lee: 50/100/150/250 XP per agent.
Rewards A. Killing one or more shadow warriors: 25/50/75/125 XP
Keep track of the agents’ accomplishments throughout this per agent.
serial and reward them with the following XP at its end. In B. Capturing one or more shadow warriors:
this serial, the GC should give out the first-tier reward if this 50/100/150/250 XP per agent.
serial if played at 5th-level, the second-tier reward if the ser- C. Killing or capturing one or more shadow warriors with-
ial is played at 10th-level, the third-tier reward if the serial is out alerting the other shadow warriors: 75/150/225/375 per
played at 15th-level, and the fourth-tier reward if the serial agent.
is played at 20th-level.
31 32

D. Eluding all shadow warriors and remaining undetected porarily take on his duties until they can find a replacement
throughout this scene: 100/200/300/500 XP per agent. from the Agency’s own ranks. They take a somewhat more
A. Successfully interrogating one or more shadow war- liberal approach then Asylum ever did, much to the relief of
riors*: 25/50/75/125 XP per agent. most agents.
* This award may only be gained once during this serial, If there is extra time, feel free to role-play the debriefing
even though it’s repeated in multiple scenes. and have Control assess the group’s performance. Then have
the players fill out their RPGA forms and wrap up the ses-
Scene 2 sion.
A. Halting the self-destruct sequence: 200/400/600/1,000
XP per agent.
A. Clearing Lockdown: 100/200/300/500 XP per agent.
Statistics
A. Killing Asylum: 100/200/300/500 XP per agent. Special Note: Though this serial was not designed using
B. Capturing Asylum: 200/400/600/1,000 XP per agent. the Mastermind System, mastermind point (MP) costs are
A. Killing one or more shadow warriors: 25/50/75/125 XP included for all characters herein so that you can easily port
per agent. them into your Mastermind System-designed home games
B. Capturing one or more shadow warriors: with ease.
50/100/150/250 XP per agent.
C. Killing or capturing one or more shadow warriors with- Opening Sequence: Recovery
out alerting the other shadow warriors: 75/150/225/375 per The following NPCs are encountered during the opening
agent. sequence and later as described in the serial text.
D. Eluding all shadow warriors and remaining undetected
throughout this scene: 100/200/300/500 XP per agent. Madame Zhu
A. Successfully interrogating one or more shadow war- “Madame Zhu” was born to a poor San Francisco family.
riors*: 25/50/75/125 XP per agent. Despising her poverty, she left them and ventured out on her
* This award may only be gained once during this serial, own to join the local Chinatown Triads. She worked her way
even though it’s repeated in multiple scenes. up through the ranks until she ruled a small empire, and with
Asylum’s anonymous help she destroyed several rivals and
established business relationships with the most powerful of
Debriefing Hong Kong’s crime lords. Her global organization cemented
The main goals of the scenario are to capture or kill her reputation as a force to be reckoned with among crimi-
Asylum, and to halt the self-destruction sequence. Clearing nal power players.
the Lockdown is a close third. Asylum’s status and the state Zhu is fascinated with ancient China, or at least the fan-
of Agency resources at the conclusion of this serial determine tasy version portrayed in Hong Kong cinema. She surrounds
fallout, as follows. herself with minions dressed in traditional 17th Century
If the agents capture Asylum, the Agency takes him into Chinese garb and wears similar clothing herself. She studies
custody. After extensive interrogation, Asylum reveals all he the martial arts, and uses her unimpressive appearance to
knows about the Invisible Hand and the Agency sets up a catch targets by surprise.
sting operation to penetrate the criminal organization and Although Zhu can be ruthless — some claim that she killed
bring it down. This resolution may be featured in a future her entire family to conceal her common origins — she
Living Spycraft serial. understands the art of compromise and is willing to cuts her
If the agents kill Asylum, the Agency is unhappy but losses rather then risk her life. She is a crime boss, not a
eventually uncovers information about the Invisible Hand would-be world-ruler, and avoids taking things personally.
from the mole’s belongings and recent activities. She’s content with the empire she has and isn’t looking to
If Asylum escapes but the agents save the base, the expand.
Agency eventually discovers Asylum’s involvement with the
Madame Zhu (first-tier — target average agent level 2), 3rd-
Invisible Hand during the subsequent investigation, but has
level pointman (henchman — 6 MP): Department: Organized
little information with which to thwart future Invisible Hand
Crime/Triad. CR 3. SZ M; v/wp 22/11; Init +2 (+1 Dex, +1 class); Spd
operations.
30 ft.; Def 12 (+1 Dex, +1 class); Atk: fist/punch +2 (dmg 1d6 nor-
If Asylum escapes and the base is destroyed, the Agency
mal, error 1, threat 20), kama +2 (dmg 1d8 normal), Daewoo DP 40
fails to discover the traitor’s activities, and holds Daniels
service pistol with standard suppressor +3 (dmg 1d8+2 normal,
responsible for the attack. The Agency writes Asylum off as
error 1–2, threat 20, range 25 ft., qualities and mods: TD — 13 shots
deceased and launches an extensive investigation into D-3
of standard military ball ammunition); Face 1 square; Reach 1
and all of its operatives, with D-1 Director Gideon Church at
square; SA None; SQ assistance (1/2 time), generous, lead 1/session,
the helm.
versatility (Appraise, Computers, Gather Information, Innuendo,
Regardless of Asylum’s status following this serial, D-0
Intimidate, Move Silently); SV Fort +2, Ref +3, Will +5; Str 10, Dex
and D-1 Directors Sapphire Wells and Gideon Church tem-
12, Con 11, Int 14, Wis 14, Cha 15; Skills: Appraise +5, Bluff +7,
33 34

Bureaucracy +5, Computers +5, Diplomacy +6, Gather Information Madame Zhu (fourth-tier — target average agent level 17),
+7, Innuendo +4, Intimidate +5/+7, Knowledge (Underworld) +7, 10th-level pointman/5th-level martial artist/3rd-level goodfella
Languages +4, Move Silently +4, Profession (Crime Lord) +6, Sense (henchman — 36 MP): Department: Organized Crime/Triad. CR 13.
Motive +6. Feats: Armor Group Proficiency (Light, Medium), Martial SZ M; v/wp 104/11; Init +10 (+1 Dex, +9 class); Spd 30 ft.; Def 18
Arts, Throwing Basics, Undermine, Weapon Group Proficiency (+1 Dex, +10 class); Atk: fist/punch +14 (dmg 1d6 normal, error 1,
(Handgun, Melee, Rifle). Gear: Weapons, traditional Chinese garb, threat 20), kama +14 (dmg 1d8 normal), Daewoo DP 40 service pis-
33 BP. Gadgets and Vehicles: None, 2 GP. tol with standard suppressor +16 (dmg 1d8+2 normal, error 1–2,
threat 20, range 25 ft., qualities and mods: TD — 13 shots of stan-
Madame Zhu (second-tier — target average agent level 7), dard military ball ammunition); Face 1 square; Reach 1 square; SA
6th-level pointman/1st-level martial artist/1st-level goodfella sneak attack +1d6; SQ assistance (1/2 time), cross-class ability
(henchman — 16 MP): Department: Organized Crime/Triad. CR 8. SZ (bonus combat feat, evasion — no damage with successful save),
M; v/wp 49/11; Init +5 (+1 Dex, +4 class); Spd 30 ft.; Def 15 (+4 generous, lead 4/session, life of discipline (body), omerta, ploy
class, +1 Dex); Atk: fist/punch +5 (dmg 1d6 normal, error 1, threat (Sidestep), serendipity 1/session, strongarm, tactics 2/session (+2
20), kama +5 (dmg 1d8 normal), Daewoo DP 40 service pistol with bonus), this thing of ours +4, versatility (Appraise, Computers,
standard suppressor +6 (dmg 1d8+2 normal, error 1–2, threat 20, Gather Information, Innuendo, Intimidate, Move Silently, Spot,
range 25 ft., qualities and mods: TD — 13 shots of standard military Tumble); SV Fort +10, Ref +12, Will +15; Str 10, Dex 14, Con 11, Int
ball ammunition); Face 1 square; Reach 1 square; SA None; SQ 14, Wis 14, Cha 17; Skills: Appraise +10, Bluff +18, Bureaucracy
assistance (1/2 time), generous, lead 2/session, omerta, strongarm, +13, Computers +7, Diplomacy +10, First Aid +8, Forgery +8,
tactics 1/session, this thing of ours +4, versatility (Appraise, Gather Information +8, Innuendo +12, Intimidate +23/+23,
Computers, Gather Information, Innuendo, Intimidate, Move Silently, Knowledge (Underworld) +14, Languages +8, Move Silently +5,
Spot, Tumble); SV Fort +5, Ref +6, Will +10; Str 10, Dex 13, Con 11, Profession (Crime Lord) +13, Sense Motive +19, Spot +16, Tumble
Int 14, Wis 14, Cha 16; Skills: Appraise +7, Bluff +9, Bureaucracy +15. Feats: Armor Group Proficiency (Light, Medium), Clockwork
+7, Computers +6, Diplomacy +7, First Aid +4, Forgery +5, Gather Tactics, Combat Instincts, Hard Core, Martial Arts, Open Stance,
Information +8, Innuendo +8, Intimidate +15/+15, Knowledge Political Favors, Sidestep, Throwing Basics, Throwing Mastery,
(Underworld) +9, Languages +6, Move Silently +4, Profession (Crime Undermine, Vital Point Basics, Vital Point Mastery, Weapon Group
Lord) +8, Sense Motive +11, Spot +8, Tumble +6. Feats: Armor Proficiency (Exotic — Archaic, Exotic — Martial Arts, Handgun,
Group Proficiency (Light, Medium), Martial Arts, Political Favors, Hurled, Melee, Rifle). Gear: Weapons, traditional Chinese garb, 73
Throwing Basics, Undermine, Weapon Group Proficiency (Exotic — BP. Gadgets and Vehicles: None, 10 GP.
Archaic, Exotic — Martial Arts, Handgun, Hurled, Melee, Rifle). Gear:
Open Stance: Madame Zhu may enter this stance as a half
Weapons, traditional Chinese garb, 51 BP. Gadgets and Vehicles:
action, and loses the benefits of this stance when she
None, 4 GP.
becomes prone. While Madame Zhu is in this stance, if an
opponent’s melee or unarmed attack misses her, she may
Madame Zhu (third-tier — target average agent level 12),
immediately draw her attacker into her square and make a
7th-level pointman/3rd-level martial artist/3rd-level goodfella (hench-
grapple or trip attack against him as a free action. She may
man — 26 MP): Department: Organized Crime/Triad. CR 13. SZ M;
benefit from this effect only once per round, and may not
v/wp 73/11; Init +8 (+1 Dex, +7 class); Spd 30 ft.; Def 19 (+1 Dex, +8
combine this effect with any additional attacks gained from
class); Atk: fist/punch +10 (dmg 1d6 normal, error 1, threat 20), kama
her Combat Instincts feat. Also, she may not charge or run
+10 (dmg 1d8 normal), Daewoo DP 40 service pistol with standard
while in this stance.
suppressor +11 (dmg 1d8+2 normal, error 1–2, threat 20, range 25 ft.,
Vital Point Mastery: This feat grants Madame Zhu the fol-
qualities and mods: TD — 13 shots of standard military ball ammuni-
lowing abilities.
tion); Face 1 square; Reach 1 square; SA sneak attack +1d6; SQ assis-
Nerve Jam: When using this attack, Madame Zhu inflicts
tance (1/2 time), cross-class ability (evasion — no damage with suc-
subdual damage with her unarmed attacks. If she scores a
cessful save), generous, lead 3/session, life of discipline (Discipline of
threat, the attack paralyzes the target until the start of her
the Body), omerta, strongarm, tactics 1/session, this thing of ours +4,
initiative count during the following round.
versatility (Appraise, Computers, Gather Information, Innuendo,
Vitalize: As a full action, Madame Zhu may restore 1
Intimidate, Move Silently, Spot, Tumble); SV Fort +8, Ref +9, Will +12;
wound and 1d6 vitality to herself or any adjacent character.
Str 10, Dex 13, Con 11, Int 14, Wis 14, Cha 17; Skills: Appraise +10,
She may only target each character — including herself —
Bluff +15, Bureaucracy +11, Computers +7, Diplomacy +9, First Aid
once per session.
+6, Forgery +6, Gather Information +8, Innuendo +9, Intimidate
+18/+18, Knowledge (Underworld) +11, Languages +7, Move Silently Zhu’s Guards
+4, Profession (Crime Lord) +10, Sense Motive +14, Spot +11, Tumble
These men devote themselves entirely to Madame Zhu,
+9. Feats: Armor Group Proficiency (Light, Medium), Clockwork Tactics,
relentlessly fighting to the death for her. They dress in tradi-
Combat Instincts, Martial Arts, Political Favors, Throwing Basics,
tional 17th Century Chinese garb, complete with intimidating
Throwing Mastery, Undermine, Weapon Group Proficiency (Exotic —
“devil masks.” Despite their outdated appearance, the guards
Archaic, Exotic — Martial Arts, Handgun, Hurled, Melee, Rifle). Gear:
use firearms as effectively as swords.
Weapons, traditional Chinese garb, 62 BP. Gadgets and Vehicles: None,
7 GP.
35 36

Zhu’s Guards (first-tier — target average agent level 2), error 1, threat 19–20, qualities and mods: 2-h), .38 Special Phillips
2nd-level standard minions (minions, squads of 4 — 15 MP): CR 1. & Rogers Medusa Model 47 service revolver +15 (dmg 1d8+1 nor-
SZ M; v/wp 9/11; Init +2 (+2 class); Spd 30 ft.; Def 11 (+1 class); mal, error 1, threat 20, range 20 ft., qualities and mods: DP, MC, RG
Atk: fist/punch +3 (dmg 1d3+1 subdual, error 1), large sword +3 — 6 shots of standard military ball ammunition); Face 1 square;
(dmg 1d12+1 normal, error 1, threat 19–20, qualities and mods: 2- Reach 1 square; SA None; SQ None; SV Fort +11, Ref +8, Will +5;
h), .38 Special Phillips & Rogers Medusa Model 47 service revolver Str 12, Dex 10, Con 11, Int 10, Wis 11, Cha 10; Skills: Balance +12,
+2 (dmg 1d8+1 normal, error 1, threat 20, range 20 ft., qualities Climb +9, Driver +9, First Aid +12, Intimidate +15/+14, Jump +12,
and mods: DP, MC, RG — 6 shots of standard military ball ammuni- Knowledge (Martial Arts) +6, Profession (Security Guard) +8, Spot
tion); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort +10, Tumble +11. Feats: Armor Group Proficiency (Light, Medium,
+4, Ref +2, Will +0; Str 12, Dex 10, Con 11, Int 10, Wis 11, Cha 10; Heavy), Greatsword Basics, Kicking Basics, Martial Arts, Weapon
Skills: Balance +2, Climb +1, Driver +2, First Aid +1, Intimidate Group Proficiency (Handgun, Hurled, Melee, Rifle, Tactical), Wolf
+4/+3, Jump +2, Profession (Security Guard) +2, Spot +4, Tumble Pack Basics. Gear: Weapons, traditional Chinese garb. Vehicles and
+2. Feats: Armor Group Proficiency (Light, Medium, Heavy), Gadgets: None.
Greatsword Basics, Weapon Group Proficiency (Handgun, Hurled,
Greatsword Basics: When one of Zhu’s guards wields a
Melee, Rifle, Tactical). Gear: Weapons, traditional Chinese garb.
chainsaw, half-staff sword, large sword, scimitar, or two-
Vehicles and Gadgets: None.
handed sword, he gains the benefits of the Cleave feat.
Zhu’s Guards (second-tier — target average agent level 7), Further, he may, as a free action, accept a –4 penalty with his
5th-level standard minions/2nd-level martial arts mooks (minions, current initiative count to gain an additional +1d4 damage
squads of 4 — 22 MP): CR 6. SZ M; v/wp 26/11; Init +5 (+5 class); modifier with all his attacks until the end of the current
Spd 30 ft.; Def 13 (+3 class); Atk: fist/punch +7 (dmg 1d3+1 subd- round. The guard may perform this free action up to twice
ual, error 1), large sword +7 (dmg 1d12+1 normal, error 1, threat per round.
19–20, qualities and mods: 2-h), .38 Special Phillips & Rogers
Medusa Model 47 service revolver +6 (dmg 1d8+1 normal, error 1, Moshuh Nanren
threat 20, range 20 ft., qualities and mods: DP, MC, RG — 6 shots of (Shadow Warriors)
standard military ball ammunition); Face 1 square; Reach 1 square; Peng Lao recruits these warriors from martial art schools,
SA None; SQ None; SV Fort +7, Ref +5, Will +1; Str 12, Dex 10, Con street fighting arenas, and Japanese and Chinese backstreet
11, Int 10, Wis 11, Cha 10; Skills: Balance +6, Climb +3, Driver +5, bars, then conditions them to be absolutely loyal to himself
First Aid +4, Intimidate +7/+6, Jump +4, Knowledge (Martial Arts) and his mistress. Like rabid dogs, these men are prone to fits
+2, Profession (Security Guard) +4, Spot +6, Tumble +5. Feats: of extreme violence when let loose in an enemy complex.
Armor Group Proficiency (Light, Medium, Heavy), Greatsword Basics,
Moshuh Nanren (first-tier — target average agent level 2),
Martial Arts, Weapon Group Proficiency (Handgun, Hurled, Melee,
2nd-level standard minions (minions, squads of 4 — 16 MP): CR 1.
Rifle, Tactical), Wolf Pack Basics. Gear: Weapons, traditional Chinese
SZ M; v/wp 9/10; Init +3 (+1 Dex, +2 class); Spd 30 ft.; Def 12 (+1
garb. Vehicles and Gadgets: None.
Dex, +1 armor); Atk: fist/punch +3 (dmg 1d3+1 subdual, error 1),
butterfly sword +3 (dmg 1d6+1 normal, error 1–2, threat 19–20,
Zhu’s Guards (third-tier — target average agent level 12),
qualities and mods: SG), Daewoo K1A assault rifle +3 (dmg 4d4
8th-level standard minions/4th-level martial arts mooks (minions,
normal, error range 1–2, threat 20, range 125 ft., qualities and
squads of 4 — 29 MP): CR 11. SZ M; v/wp 44/11; Init +8 (+8 class);
mods: CS, SS — 20 shots of standard military ball ammunition);
Spd 30 ft.; Def 15 (+5 class); Atk: fist/punch +12 (dmg 1d3+1 subd-
Face 1 square; Reach 1 square; SA None; SQ DR 4/CEM; SV Fort +3,
ual, error 1), large sword +12 (dmg 1d12+1 normal, error 1, threat
Ref +3, Will +1; Str 12, Dex 12, Con 10, Int 10, Wis 12, Cha 9;
19–20, qualities and mods: 2-h), .38 Special Phillips & Rogers
Skills: Balance +4, Climb +3, Demolitions +2, Driver +3, First Aid
Medusa Model 47 service revolver +11 (dmg 1d8+1 normal, error 1,
+2, Intimidate +4/+3, Jump +3, Spot +4, Tumble +3. Feats: Armor
threat 20, range 20 ft., qualities and mods: DP, MC, RG — 6 shots of
Group Proficiency (Light, Medium, Heavy), Weapon Group
standard military ball ammunition); Face 1 square; Reach 1 square;
Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). Gear:
SA None; SQ None; SV Fort +9, Ref +6, Will +3; Str 12, Dex 10, Con
Weapons, black clothing with hood and gloves, ballistic vest,
11, Int 10, Wis 11, Cha 10; Skills: Balance +9, Climb +5, Driver +7,
encrypted radio headset. Vehicles and Gadgets: None.
First Aid +7, Intimidate +10/+9, Jump +6, Knowledge (Martial Arts)
+4, Profession (Security Guard) +6, Spot +8, Tumble +8. Feats: Moshuh Nanren (second-tier — target average agent level
Armor Group Proficiency (Light, Medium, Heavy), Greatsword Basics, 7), 4th-level standard minions/3rd-level shadow warriors (minions,
Kicking Basics, Martial Arts, Weapon Group Proficiency (Handgun, squads of 4 — 24 MP): CR 6. SZ M; v/wp 27/10; Init +6 (+1 Dex, +5
Hurled, Melee, Rifle, Tactical), Wolf Pack Basics. Gear: Weapons, class); Spd 30 ft.; Def 12 (+1 Dex, +1 armor); Atk: fist/punch +7
traditional Chinese garb. Vehicles and Gadgets: None. (dmg 1d3+1 subdual, error 1), butterfly sword +7 (dmg 1d6+1 nor-
mal, error 1–2, threat 19–20, qualities and mods: SG), weighted
Zhu’s Guards (fourth-tier — target average agent level 17),
chain +7 (dmg 1d4/1d4 normal, error 1–2, threat 20, 2-h, RH, TP),
11th-level standard minions/6th-level martial arts mooks (minions,
Daewoo K1A assault rifle +7 (dmg 4d4 normal, error range 1–2,
squads of 4 — 36 MP): CR 15. SZ M; v/wp 61/11; Init +13 (+13
threat 20, range 125 ft., qualities and mods: CS, SS — 20 shots of
class); Spd 30 ft.; Def 18 (+8 class); Atk: fist/punch +16 (dmg
standard military ball ammunition); Face 1 square; Reach 1 square;
1d3+1 subdual, error 1), large sword +16 (dmg 1d12+1 normal,
37 38

SA None; SQ DR 4/CEM; SV Fort +5, Ref +6, Will +4; Str 12, Dex Peng Lao
12, Con 10, Int 10, Wis 12, Cha 9; Skills: Balance +6, Climb +5, A skilled martial artist and former Tong leg-breaker, Peng
Demolitions +3, Driver +5, First Aid +3, Intimidate +6/+5, Hide +4, Lao betrayed his organization to hand it over to Madame
Jump +5, Listen +3, Move Silently +4, Open Lock +3, Spot +7, Zhu. He is deeply in love with his mistress, and though he
Surveillance +3, Tumble +6. Feats: Armor Group Proficiency (Light, realizes that they can never have a romantic relationship,
Medium, Heavy), Traceless, Weapon Group Proficiency (Handgun, he’s dedicated himself to serving her as long as he draws
Hurled, Melee, Rifle, Tactical). Gear: Weapons, black clothing with breath.
hood and gloves, ballistic vest, encrypted radio headset. Vehicles
Peng Lao (first-tier — target average agent level 2), 3rd-
and Gadgets: None.
level martial artist (henchman — 6 MP). CR 3. SZ M; v/wp 28/14;
Moshuh Nanren (third-tier — target average agent level Init +5 (+2 Str, +1 Dex, +2 class); Spd 30 ft.; Def 14 (+1 Dex, +3
12), 6th-level standard minions/6th-level shadow warriors (min- class); Atk: fist/punch +5 (dmg 1d6 normal, error 1, threat 20),
ions, squads of 4 — 32 MP): CR 11. SZ M; v/wp 41/10; Init +10 (+1 kama +5 (dmg 1d8 normal), seven piece sword +5 (dmg 1d6+2 nor-
Dex, +9 class); Spd 30 ft.; Def 12 (+1 Dex, +1 armor); Atk: mal, error 1, threat 19–20), shuriken (×27) +4 (dmg 1 normal,
fist/punch +11 (dmg 1d3+1 subdual, error 1), butterfly sword +11 threat 19–20, range 10 ft., qualities and mods: SL — 1 shot each),
(dmg 1d6+1 normal, error 1–2, threat 19–20, qualities and mods: smoke grenades (×2) +4 (dmg special, error 1–4, range 15 ft. — 1
SG), weighted chain +11 (dmg 1d4/1d4 normal, error 1–2, threat 20, shot each); Face 1 square; Reach 1 square; SA None; SQ life of dis-
qualities and mods: 2-h, RH, TP), Daewoo K1A assault rifle +11 cipline (Discipline of the Body), unyielding; SV Fort +4, Ref +3, Will
(dmg 4d4 normal, error range 1–2, threat 20, range 125 ft., quali- +3; Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 10; Skills: Balance
ties and mods: CS, SS — 20 shots of standard military ball ammuni- +6, Climb +5, First Aid +3, Hide +5, Intimidate +6/+4, Jump +6,
tion); Face 1 square; Reach 1 square; SA sneak attack +1d6; SQ DR Knowledge (Martial Arts) +4, Sense Motive +5, Spot +6, Tumble +6,
4/CEM, evasion; SV Fort +7, Ref +9, Will +6; Str 12, Dex 12, Con 10, Use Rope +4. Feats: Armor Group Proficiency (Light, Medium),
Int 10, Wis 12, Cha 9; Skills: Balance +7, Climb +6, Demolitions +4, Blocking Basics, Chi Strike, Discipline of the Body, Martial Arts,
Driver +7, First Aid +4, Intimidate +8/+7, Hide +7, Jump +6, Listen Weapon Group Proficiency (Exotic — Archaic, Exotic — Martial Arts,
+4, Move Silently +7, Open Lock +4, Spot +9, Surveillance +4, Hurled, Melee). Gear: Weapons, matte black sports bag, black cloth-
Tumble +8. Feats: Armor Group Proficiency (Light, Medium, Heavy), ing with hood and gloves, climbing kit, lockpicking kit, foot spikes,
Traceless, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle, tiger claws, 3 doses of paralytic poison, encrypted radio headset, 8
Tactical). Gear: Weapons, black clothing with hood and gloves, bal- BP. Vehicles and Gadgets: Standard grapple belt.
listic vest, encrypted radio headset. Vehicles and Gadgets: None.
Peng Lao (second-tier — target average agent level 7), 5th-
Moshuh Nanren (fourth-tier — target average agent level level martial artist/3rd-level fixer (henchman — 16 MP). CR 8. SZ M;
17), 8th-level standard minions/9th-level shadow warriors (min- v/wp 63/14; Init +7 (+2 Str, +1 Dex, +4 class); Spd 30 ft.; Def 18
ions, squads of 4 — 40 MP): CR 15. SZ M; v/wp 62/10; Init +12 (+1 (+1 Dex, +7 class); Atk: fist/punch +9 (dmg 1d6 normal, error 1,
Dex, +11 class); Spd 30 ft.; Def 12 (+1 Dex, +1 armor); Atk: threat 20), kama +9 (dmg 1d8 normal), seven piece sword +9 (dmg
fist/punch +15 (dmg 1d3+1 subdual, error 1), butterfly sword +15 1d6+2 normal, error 1, threat 19–20), shuriken (×27) +8 (dmg 1
(dmg 1d6+1 normal, error 1–2, threat 19–20, qualities and mods: normal, threat 19–20, range 10 ft., qualities and mods: SL — 1 shot
SG), weighted chain +15 (dmg 1d4/1d4 normal, error 1–2, threat each), smoke grenades (×2) +8 (dmg special, error 1–4, range 15 ft.
20, qualities and mods: 2-h, RH, TP), wolf spear +15 (dmg 1d12+1 — 1 shot each); Face 1 square; Reach 1 square; SA sneak attack
normal, error 1, threat 18–20, qualities and mods: 2-h), Daewoo +1d6; SQ life of discipline (Discipline of the Body), ploy (still stand-
K1A assault rifle +15 (dmg 4d4 normal, error range 1–2, threat 20, ing), unyielding; SV Fort +7, Ref +7, Will +4; Str 14, Dex 12, Con
range 125 ft., qualities and mods: CS, SS — 20 shots of standard 14, Int 12, Wis 13, Cha 10; Skills: Balance +10, Bluff +2, Climb +8,
military ball ammunition); Face 1 square; Reach 1 square; SA sneak Escape Artist +3, First Aid +4, Hide +7, Intimidate +8/+6, Jump +9,
attack +1d6; SQ DR 4/CEM, evasion; SV Fort +9, Ref +11, Will +7; Knowledge (Martial Arts) +6, Listen +3, Move Silently +4, Open
Str 12, Dex 12, Con 10, Int 10, Wis 12, Cha 9; Skills: Balance +9, Lock +3, Search +3, Sense Motive +6, Spot +10, Tumble +10, Use
Climb +8, Demolitions +5, Driver +9, First Aid +5, Intimidate Rope +5. Feats: Armor Group Proficiency (Light, Medium), Blocking
+10/+9, Hide +10, Jump +8, Listen +6, Move Silently +10, Open Basics, Blocking Mastery, Chi Strike, Discipline of the Body, Holding
Lock +6, Spot +12, Surveillance +6, Tumble +11. Feats: Armor Group Basics, Martial Arts, Vital Point Basics, Weapon Group Proficiency
Proficiency (Light, Medium, Heavy), Traceless, Weapon Group (Exotic — Archaic, Exotic — Martial Arts, Handgun, Hurled, Melee,
Proficiency (Handgun, Hurled, Melee, Rifle, Tactical). Gear: Rifle). Gear: Weapons, matte black sports bag, black clothing with
Weapons, black clothing with hood and gloves, ballistic vest, hood and gloves, climbing kit, lockpicking kit, foot spikes, tiger
encrypted radio headset. Vehicles and Gadgets: None. claws, 3 doses of paralytic poison, encrypted radio headset, 13 BP.
Vehicles and Gadgets: Standard grapple belt with razor’s edge
Scene 1: The Survivors option, iris lenses, suction shoes.
The following NPCs are encountered during Scene 1 and
later as described in the serial text.
39 40

Peng Lao (third-tier — target average agent level 12), 8th- Vehicles and Gadgets: Standard grapple belt with razor’s edge
level martial artist/5th-level fixer (henchman — 26 MP). CR 13. SZ option, dummy line (for seven piece sword), iris lenses, suction
M; v/wp 98/14; Init +11 (+3 Str, +1 Dex, +7 class); Spd 30 ft.; Def shoes, taser cufflinks (disguised as arm bracers), 5 GP.
21 (+1 Dex, +10 class); Atk: fist/punch +14 (dmg 1d6 normal, error
1, threat 20), kama +14 (dmg 1d8 normal), seven piece sword +14 Blocking Supremacy: This feat grants Peng Lao the fol-
(dmg 1d6+2 normal, error 1, threat 19–20), shuriken (×27) +12 lowing abilities.
(dmg 1 normal, threat 19–20, range 10 ft., qualities and mods: SL — Closing the Center: Peng Lao gains 2 points of damage
1 shot each), smoke grenades (×2) +12 (dmg special, error 1–4, reduction against all types of ability damage.
range 15 ft. — 1 shot each); Face 1 square; Reach 1 square; SA Hand of God: Whenever Peng Lao is unsuccessfully
master’s touch (Adrenaline Burst and Spike), sneak attack +2d6; SQ attacked with a melee, unarmed, or hurled attack, he may, as
life of discipline (Discipline of Body), ploy (still standing), uncanny a free action, make a Reflex Save (DC equal to the failed
dodge (Dexterity bonus to Defense), unyielding, wuxia +5; SV Fort attack result). With success, and if his Reflex save result
+9, Ref +9, Will +6; Str 16, Dex 13, Con 14, Int 12, Wis 13, Cha 10; exceeds his attacker’s Defense, he inflicts his standard
Skills: Balance +14, Bluff +3, Climb +12, Escape Artist +4, First Aid fist/punch damage upon the attacker. Peng Lao may only use
+5, Hide +12, Intimidate +11/+8, Jump +18, Knowledge (Martial this ability when he’s fighting defensively and when he ben-
Arts) +9, Listen +5, Move Silently +6, Open Lock +4, Search +4, efits from the total defense action.
Sense Motive +8, Spot +14, Tumble +18, Use Rope +7. Feats: Armor Crane Stance: Peng Lao may enter this stance as a half
Group Proficiency (Light, Medium), Blocking Basics, Blocking action, and loses the benefits of this stance when he becomes
Mastery, Chi Strike, Combat Instincts, Discipline of the Body, Eagle prone. While in this stance, Peng Lao retains his Dexterity
Stance, Holding Basics, Martial Arts, Vital Point Basics, Weapon and dodge bonuses to Defense even while grappling. Further,
Group Proficiency (Exotic — Archaic, Exotic — Martial Arts, he benefits from one-half cover while grappling if he won
Handgun, Hurled, Melee, Rifle). Gear: Weapons, matte black sports the last opposed grapple check. Peng Lao may not charge or
bag, black clothing with hood and gloves, climbing kit, lockpicking run while in this stance.
kit, foot spikes, tiger claws, 3 doses of paralytic poison, encrypted Discipline of the Body: Peng Lao adds his Strength modi-
radio headset, 18 BP. Vehicles and Gadgets: Standard grapple belt fier to his initiative rolls. Further, he may spend 1 action die
with razor’s edge option, dummy line (for seven piece sword), iris to use each of the following abilities.
lenses, suction shoes, taser cufflinks (disguised as arm bracers), 2 Endure: Peng Lao gains 5 points of damage reduction
GP. against heat and cold damage for 10 rounds (1 minute).
Hold Breath: Peng Lao may go without breathing for a
Peng Lao (fourth-tier — target average agent level 17), number of minutes equal to his Constitution modifier while
11th-level martial artist/7th-level fixer (henchman — 36 MP). CR performing actions, or for a number of hours equal to his
18. SZ M; v/wp 133/14; Init +16 (+4 Str, +2 Dex, +1 Int, +9 class); Constitution modifier while remaining still.
Spd 30 ft.; Def 27 (+2 Dex, +15 class); Atk: fist/punch +20 (dmg Withstand: When Peng Lao spends 1 action die to increase
1d6 normal, error 1, threat 20), kama +20 (dmg 1d8 normal), seven a Fortitude save result, he rolls and adds the results of 2 dice
piece sword +20 (dmg 1d6+2 normal, error 1, threat 19–20), instead of 1. The action die spent to use this ability counts as
shuriken (×27) +18 (dmg 1 normal, threat 19–20, range 10 ft., the action die spent to increase the Fortitude save result.
qualities and mods: SL — 1 shot each), smoke grenades (×2) +18 Discipline of the Mind: Peng Lao adds his Intelligence
(dmg special, error 1–4, range 15 ft. — 1 shot each); Face 1 square; modifier to his initiative rolls. Further, he may spend 1 action
Reach 1 square; SA master’s touch (Adrenaline Burst and Spike), die to use each of the following abilities.
sneak attack +3d6; SQ improved reach (10 ft.), life of discipline Focus: Peng Lao automatically succeeds with 1
(Discipline of the body, Discipline of the Mind), ploy (still standing), Concentration check.
special ability (stow it), uncanny dodge (Dexterity bonus to Ignore Pain: Peng Lao gains 5 points of damage reduction
Defense), unyielding, wuxia +5;SV Fort +11, Ref +11, Will +8; Str against subdual damage for 50 rounds (5 minutes). This dam-
18, Dex 15, Con 14, Int 12, Wis 13, Cha 10; Skills: Balance +20, age reduction stacks with damage reduction gained from
Bluff +4, Climb +16, Escape Artist +6, First Aid +6, Hide +18, other sources.
Intimidate +15/+11, Jump +20, Knowledge (Martial Arts) +12, Quick Reflexes: When Peng Lao spends 1 action die to
Listen +7, Move Silently +9, Open Lock +6, Search +5, Sense Motive increase a Reflex save result, he rolls and adds the results of
+10, Spot +19, Tumble +20, Use Rope +10. Feats: Armor Group 2 dice instead of 1. The action die spent to use this ability
Proficiency (Light, Medium), Blocking Basics, Blocking Mastery, counts as the action die spent to increase the Reflex save
Blocking Supremacy, Chi Strike, Combat Instincts, Crane Stance, result.
Discipline of the Body, Eagle Stance, Holding Basics, Holding Eagle Stance: Peng Lao may enter this stance as a half
Mastery, Martial Arts, Vital Point Basics, Weapon Group Proficiency action, and loses the benefits of this stance when he becomes
(Exotic — Archaic, Exotic — Martial Arts, Handgun, Hurled, Melee, prone. While in this stance, Peng Lao is considered to be
Rifle). Gear: Weapons, matte black sports bag, black clothing with crouching (see the Modern Arms Guide, page 11). Further,
hood and gloves, climbing kit, lockpicking kit, foot spikes, tiger the DCs of all break checks he makes are reduced by 2.
claws, 3 doses of paralytic poison, encrypted radio headset, 32 BP. Finally, if Peng Lao scores a threat with an unarmed attack,
41 42

he may gouge his opponent, inflicting his standard unarmed Surveillance +7. Feats: Armor Group Proficiency (Light),
damage and causing him to lose 1 additional vitality point Mathematical Genius, Stealthy, Weapon Group Proficiency
per round (though never additional wounds). These vitality (Handgun, Melee). Gear: Weapons, casual clothes, laptop computer
points are lost immediately, before the gouged target’s first (+5 power rating), tactical radio, 2 BP. Vehicles and Gadgets: None,
action during each round. This vitality loss may only be halt- 3 GP.
ed with a successful First Aid check (DC 20). This First Aid
Xu Ching-Lee (second-tier — target average agent level 7),
check requires 1 minute to perform. Peng Lao may only
6th-level snoop/2nd-level fixer (henchman — 16 MP). CR 8. SZ M;
gouge each opponent once, regardless of the number of
v/wp 48/12; Init +7 (+2 Dex, +5 class); Spd 30 ft.; Def 19 (+2 Dex,
threats he scores.
+7 class); Atk: fist/punch +4 (dmg 1d3, error 1), short sword +4
Master’s Touch: Peng Lao gains the effects of his
(dmg 1d6 normal, error 1, threat 19–20), Daewoo DP 40 service pis-
Adrenaline Burst and Spike martial arts at the cost of 1
tol with standard suppressor +6 (dmg 1d8+2 normal, error 1–2,
action die. The effects of both abilities last until the start of
threat 20, range 25 ft., qualities and mods: TD — 13 shots of stan-
his initiative count during the following round.
dard military ball ammunition); Face 1 square; Reach 1 square; SA
Ploy (Still Standing): Peng Lao gains a +6 circumstance
None; SQ astute, back door, evasion (no damage with successful
bonus with Fortitude saves made to remain standing after
save), flawless search, intuition 1/session, jury-rig +3, procure, spe-
being hit by an attack with the takedown quality (see the
cial ability (intercept communication); SV Fort +5, Ref +8, Will +4;
Modern Arms Guide, page 17).
Str 11, Dex 14, Con 12, Int 18, Wis 12, Cha 10; Skills: Climb +4,
Unyielding: Whenever Peng Lao spends 1 action die to
Computers +17 (threat 19–20), Concentration +7, Cryptography
recover vitality, he rolls and gains the results of 2 dice
+17 (threat 19–20), Electronics +16, Hide +15 (threat 18–20),
instead of 1. Further, the refresh combat action is considered
Knowledge (World War II encryption) +9, Listen +12, Mechanics
a half action for him.
+15, Move Silently +15 (threat 18–20), Search +14, Sense Motive
Vital Point Basics: This feat grants Peng Lao the following
+8, Spot +12, Surveillance +10. Feats: Advanced Skill Mastery
abilities.
(Stealthy), Armor Group Proficiency (Light), Mathematical Genius,
Atemi: Peng Lao may choose to strike his opponent’s vital
Stealthy, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle).
points and energy centers with any unarmed attack, inflict-
Gear: Weapons, casual clothes, laptop computer (+5 power rating),
ing subdual damage. If he scores a threat, the attack also
tactical radio, 6 BP. Vehicles and Gadgets: None, 8 GP.
inflicts 1 point of temporary Strength, Dexterity or Wisdom
damage (GC’s choice). Xu Ching-Lee (third-tier — target average agent level 12),
Spike: The threat ranges of Peng Lao’s unarmed attacks 6th-level snoop/5th-level fixer/2nd-level hacker (henchman — 26
are increased by 1. MP). CR 13. SZ M; v/wp 76/12; Init +13 (+2 Dex, +7 class, +4 feat);
Wuxia: Peng Lao’s jumping ability — both horizontally Spd 30 ft.; Def 22 (+2 Dex, +10 class); Atk: fist/punch +7 (dmg 1d3,
and vertically — is no longer limited by his height. Further, error 1), short sword +7 (dmg 1d6 normal, error 1, threat 19–20),
he gains an additional +5 competence bonus with all Jump Daewoo DP 40 service pistol with standard suppressor +9 (dmg
and Tumble checks. 1d8+2 normal, error 1–2, threat 20, range 25 ft., qualities and
mods: TD — 13 shots of standard military ball ammunition); Face 1
Xu Ching-Lee square; Reach 1 square; SA sneak attack +2d6; SQ astute, back
Madame Zhu pays this young woman extraordinarily well door, custom-built system, evasion (no damage with successful
to ensure her loyalty. Although Ching-Lee initially had no save), flawless search, intuition 1/session, jury-rig +3, procure, spe-
interest in medieval China, she has since learned to tolerate cial ability (intercept communication), synchronize (solo), uncanny
her employer’s whims. As a personal amusement, she has dodge (Dexterity bonus to Defense); SV Fort +6, Ref +11, Will +7;
started training with Peng Lao, and thus has moderate com- Str 11, Dex 14, Con 12, Int 18, Wis 13, Cha 10; Skills: Climb +9,
bat skills. Computers +22 (threat 19–20), Concentration +15, Cryptography
+22 (threat 19–20), Electronics +21, Escape Artist +6, Hide +20
Xu Ching-Lee (first-tier — target average agent level 2),
(threat 18–20), Knowledge (World War II encryption) +9, Listen
3rd-level snoop (henchman — 6 MP). CR 3. SZ M; v/wp 21/12; Init
+17, Mechanics +15, Move Silently +20 (threat 18–20), Search
+4 (+2 Dex, +2 class); Spd 30 ft.; Def 15 (+2 Dex, +3 class); Atk:
+19, Sense Motive +8, Spot +16, Surveillance +13, Tumble +12.
fist/punch +1 (dmg 1d3, error 1), short sword +1 (dmg 1d6 normal,
Feats: Advanced Skill Mastery (Stealthy), Armor Group Proficiency
error 1, threat 19–20), Daewoo DP 40 service pistol with standard
(Light), Blind-Fight, Improved Initiative, Mathematical Genius,
suppressor +3 (dmg 1d8+2 normal, error 1–2, threat 20, range 25
Stealthy, Weapon Group Proficiency (Handgun, Hurled, Melee, Rifle).
ft., qualities and mods: TD — 13 shots of standard military ball
Gear: Weapons, casual clothes, laptop computer (+5 power rating),
ammunition); Face 1 square; Reach 1 square; SA None; SQ astute,
tactical radio, 18 BP. Vehicles and Gadgets: None, 13 GP.
flawless search, intuition 1/session, jury-rig +2; SV Fort +2, Ref +4,
Will +2; Str 11, Dex 14, Con 12, Int 16, Wis 12, Cha 10; Skills: Xu Ching-Lee (fourth-tier — target average agent level 17),
Computers +11 (threat 19–20), Concentration +7, Cryptography +11 6th-level snoop/5th-level fixer/4th-level hacker/3rd-level ninja
(threat 19–20), Electronics +9, Hide +9 (threat 19–20), Knowledge (henchman — 36 MP). CR 18. SZ M; v/wp 103/12; Init +17 (+2 Dex,
(World War II encryption) +8, Listen +7, Mechanics +10 (threat +11 class, +4 feat); Spd 30 ft.; Def 26 (+2 Dex. +14 class); Atk:
19–20), Move Silently +8, Search +9, Sense Motive +7, Spot +7, fist/punch +9 (dmg 1d3, error 1), short sword +9 (dmg 1d6 normal,
43 44

error 1, threat 19–20), Daewoo DP 40 service pistol with standard the Agency Oversight Committee. He used this edge to force
suppressor +11 (dmg 1d8+2 normal, error 1–2, threat 20, range 25 the Committee to appoint him the Agency’s independent
ft., qualities and mods: TD — 13 shots of standard military ball internal auditor, and has since used his position to direct
ammunition); Face 1 square; Reach 1 square; SA sneak attack +2d6; valuable information to the Hand and eliminate anyone who
SQ ambusher (targets remain flat-footed), astute, back door, cus- might learn his secret. Now the Hand is ready to strike and
tom-built system, evasion (no damage with successful save), flaw- Asylum plans to leave the Agency for good with one last
less search, intuition 1/session, jury-rig +3, ki sense (Spot), lockout hurrah.
(single), procure, sift, special ability (intercept communication), syn-
Asylum (first-tier — target average agent level 2), 4th-level
chronize (solo), uncanny dodge (Dexterity bonus to Defense); SV
faceman (mastermind — 20 MP). Department: D-0: The Power
Fort +7, Ref +12, Will +8; Str 11, Dex 14, Con 12, Int 18, Wis 14,
Brokerage. CR 4. SZ M; v/wp 31/12; Init +5 (+2 Dex, +3 class); Spd
Cha 10; Skills: Climb +14, Computers +27 (threat 18–20),
30 ft.; Def 14 (+2 Dex, +2 class); Atk: fist/punch +3 (dmg 1d3 sub-
Concentration +19, Cryptography +27 (threat 18–20), Electronics
dual, error 1), knife +3 (dmg 1d4 normal, error 1, threat 20), .45
+24, Escape Artist +6, Hide +25 (threat 18–20), Knowledge (World
ACP Beretta 8000 Cougar backup pistol with standard suppressor
War II encryption) +9, Listen +22, Mechanics +20, Move Silently
+5 (dmg 1d12 normal, error 1, threat 19–20, range 25 ft., qualities
+25 (threat 18–20), Search +22, Sense Motive +8, Spot +20,
and mods: TD — 8 shots of standard military ball ammunition); Face
Surveillance +17, Tumble +17. Feats: Advanced Skill Mastery
1 square; Reach 1 square; SA None; SQ +2 bonus with action die
(Mathematical Genius, Stealthy), Armor Group Proficiency (Light),
results, adaptable, backup 1/session, cold read 1/session, linguist
Blind-Fight, Blindsight 5-ft. Radius, Improved Initiative,
+3, quick change 1/session; SV Fort +2, Ref +3, Will +3; Str 11, Dex
Mathematical Genius, Quick Use (Computers), Stealthy, Weapon
14, Con 12, Int 16, Wis 13, Cha 17; Skills: Bluff +8, Bureaucracy +7,
Group Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Weapons,
Computers +7, Craft (Recording) +8 (threat 19–20), Diplomacy +7,
casual clothes, laptop computer (+5 power rating), tactical radio, 27
Disguise +7, Forgery +8, Gather Information +9, Hobby (Reading)
BP. Vehicles and Gadgets: None, 17 GP.
+5 (threat 19–20), Innuendo +7 (threat 19–20), Languages +5,
Custom-Built System: Ching-Lee’s personal, custom-built Perform (Acting) +5, Profession (Lawyer) +6 (threat 19–20), Read
machine is considered to have a +2 power rating when she uses Lips +7 (threat 19–20), Search +5, Sense Motive +9 (threat 19–20),
it, above and beyond the computer’s standard power rating. Spot +4. Feats: Field Armor Group Proficiency (Light, Medium),
Lockout: Ching-Lee may make an opposed Computers Operative, Ordinary Past, Traceless, Weapon Group Proficiency
check opposed by the target user’s Computers skill. With suc- (Handgun, Hurled, Melee, Rifle). Gear: Weapons, business suit, sun-
cess, she locks the target user out of the system for a num- glasses, laptop computer (power rating +5), encrypted radio head-
ber of rounds equal to the difference between the Computer set, 18 BP. Vehicles and Gadgets: Iris lenses.
check results. With a critical success, Ching-Lee locks the tar-
Asylum (second-tier — target average agent level 7), 7th-
get user out of the system for as long as she remains logged
level faceman/2nd-level mole (mastermind — 45 MP). Department:
on. Ching-Lee may use this ability a number of times per ses-
D-0: The Power Brokerage. CR 9. SZ M; v/wp 52/12; Init +9 (+2 Dex,
sion equal to her class level.
+7 class); Spd 30 ft.; Def 17 (+2 Dex, +5 class); Atk: fist/punch +6
Sift: When Ching-Lee makes a Gather Information check
(dmg 1d3 subdual, error 1), knife +6 (dmg 1d4 normal, error 1,
while using the Internet, she may never completely fail, even
threat 20), .45 ACP Beretta 8000 Cougar backup pistol with stan-
if she suffers an error. Further, his opponent must spend 1
dard suppressor +8 (dmg 1d12 normal, error 1, threat 19–20, range
additional action die to activate Ching-Lee’s critical failures
25 ft., qualities and mods: TD — 8 shots of standard military ball
with these skill checks.
ammunition); Face 1 square; Reach 1 square; SA None; SQ +3
Synchronize: Ching-Lee may grant 1 teammate or ally a
bonus with action die results, adaptable, backup 1/session, cold
+2 bonus with all skill checks made to penetrate a security
read 1/session, deep cover +1, fake it 1/session, jack-of-all-trades,
system controlled by a computer system onto which she’s
linguist +3, quick change 3/session, versatility (Computers,
logged. This bonus applies to all rolls made to bypass or dis-
Demolitions, Hide, Move Silently); SV Fort +7, Ref +4, Will +9; Str
able said security. If Ching-Lee works from a dedicated ter-
11, Dex 14, Con 12, Int 16, Wis 14, Cha 17; Skills: Bluff +14,
minal inside the secured site, this bonus is increased by an
Bureaucracy +9, Computers +10, Craft (Recording) +8 (threat
additional +2 (for a total bonus of +4). If Ching-Lee possess-
19–20), Demolitions +5, Diplomacy +9, Disguise +8, Forgery +15,
es root access, this bonus is increased by an additional +2
Gather Information +12, Hide +6 (threat 19–20), Hobby (Reading)
(for a total bonus of +4 if she works from outside the site, or
+6 (threat 19–20), Innuendo +9 (threat 19–20), Intimidate +3/+6,
+6 from a dedicated terminal inside the site).
Languages +6, Move Silently +6 (threat 19–20), Perform (Acting)
Scene 2: The Traitor +7, Profession (Lawyer) +7 (threat 19–20), Read Lips +8 (threat
19–20), Search +6, Sense Motive +13 (threat 19–20), Spot +6.
The following NPCs are encountered during Scene 2.
Feats: Armor Group Proficiency (Light, Medium), Field Operative,
Asylum Flawless Identity, Ordinary Past, Stealthy, Traceless, Weapon Group
Proficiency (Handgun, Hurled, Melee, Rifle). Gear: Weapons, busi-
A founder of the Invisible Hand organization, Asylum
ness suit, sunglasses, laptop computer (power rating +5), encrypted
used advanced surveillance techniques and gear to obtain
radio headset, 31 BP. Vehicles and Gadgets: Dummy line (for Beretta
blackmail information about a few highly placed members of
8000 Cougar backup pistol), iris lenses, standard sensor shoes with
45 46

blade option. Proficiency (Light, Medium), Explosives Basics, Explosives Mastery,


False Start (Demolitions), Field Operative, Flawless Identity,
Asylum (third-tier — target average agent level 12), 8th-
Improved Initiative, Ordinary Past, Police Training, Stealthy,
level faceman/5th-level mole/1st-level saboteur (mastermind — 70
Traceless, Undermine, Weapon Group Proficiency (Handgun, Hurled,
MP). Department: D-0: The Power Brokerage. CR 14. SZ M; v/wp
Melee, Rifle). Gear: Weapons, business suit, sunglasses, laptop com-
91/12; Init +12 (+2 Dex, +10 class); Spd 30 ft.; Def 20 (+2 Dex, +8
puter (power rating +5), encrypted radio headset, 58 BP. Vehicles
class); Atk: fist/punch +9 (dmg 1d3 subdual, error 1), knife +9 (dmg
and Gadgets: Dummy line (for Beretta 8000 Cougar backup pistol),
1d4 normal, error 1, threat 20), .45 ACP Beretta 8000 Cougar back-
iris lenses, standard sensor shoes with blade and shock tip options,
up pistol with standard suppressor +11 (dmg 1d12 normal, error 1,
taser cufflinks, 5 GP.
threat 19–20, range 25 ft., qualities and mods: TD — 8 shots of
standard military ball ammunition); Face 1 square; Reach 1 square;
SA None; SQ +4 bonus with action die results, adaptable, backup
2/session, cold read 1/session, deep cover +1, fake it 2/session,
insider (rating), jack-of-all-trades, linguist +4, quick change 3/ses-
sion, versatility (Computers, Demolitions, Hide, Move Silently); SV
Fort +8, Ref +6, Will +10; Str 11, Dex 14, Con 12, Int 16, Wis 14,
Cha 18; Skills: Bluff +19, Bureaucracy +12, Computers +12, Craft
(Recording) +8 (threat 19–20), Demolitions +14, Diplomacy +12,
Disguise +12, Forgery +18, Gather Information +15, Hide +12
(threat 19–20), Hobby (Reading) +6 (threat 19–20), Innuendo +11
(threat 19–20), Intimidate +5/+9, Languages +6, Move Silently +12
(threat 19–20), Perform (Acting) +10, Profession (Lawyer) +7 (threat
19–20), Read Lips +8 (threat 19–20), Search +6, Sense Motive +14
(threat 19–20), Spot +7, Surveillance +3. Feats: Armor Group
Proficiency (Light, Medium), Explosives Basics, False Star
(Demolitions), Field Operative, Flawless Identity, Ordinary Past,
Stealthy, Traceless, Undermine, Weapon Group Proficiency
(Handgun, Hurled, Melee, Rifle). Gear: Weapons, business suit, sun-
glasses, laptop computer (power rating +5), encrypted radio head-
set, 43 BP. Vehicles and Gadgets: Dummy line (for Beretta 8000
Cougar backup pistol), iris lenses, standard sensor shoes with blade
and shock tip options, taser cufflinks, 1 GP.

Asylum (fourth-tier — target average agent level 17), 10th-


level faceman/5th-level mole/4th-level saboteur (mastermind — 85
MP). Department: D-0: The Power Brokerage. CR 19. SZ M; v/wp
124/12; Init +19 (+2 Dex, +13 class, +4 feat); Spd 30 ft.; Def 23
(+2 Dex, +11 class); Atk: fist/punch +13 (dmg 1d3 subdual, error 1),
knife +13 (dmg 1d4 normal, error 1, threat 20), .45 ACP Beretta
8000 Cougar backup pistol with standard suppressor +15 (dmg Deep Cover: Whenever Asylum creates or is assigned a
1d12 normal, error 1, threat 19–20, range 25 ft., qualities and cover identity, the power rating of his cover identity is
mods: TD — 8 shots of standard military ball ammunition); Face 1 increased by an additional +1.
square; Reach 1 square; SA None; SQ +5 bonus with action die Insider: When Asylum spends at least 8 hours moving
results, 1,000 faces 1/session, adaptable, backup 2/session, burrow around within 1 or more buildings of a target facility, he may
(Undermine), chain reaction, cold read 1/session, deep cover +2, make a Surveillance check (DC 20 + the facility’s personnel
fake it 3/session, “if you see me running…”, insider (rating), jack-of- rating). With success, he learns the personnel rating and the
all-trades, linguist +4, quick change 4/session, versatility name(s), class(es) and level(s) of all minion types stationed at
(Computers, Demolitions, Hide, Move Silently); SV Fort +10, Ref +8, the facility. Asylum may retry this check repeatedly, each
Will +12; Str 11, Dex 14, Con 12, Int 16, Wis 16, Cha 18; Skills: attempt spending another 8 hours scouting the facility.
Appraise +6, Bluff +21, Bureaucracy +16, Computers +14, Craft Jack-of-all-Trades: As a free action, Asylum may spend
(Recording) +8 (threat 19–20), Demolitions +25, Diplomacy +14, and roll 1 action die to increase the result of any one Craft,
Disguise +16, Forgery +20, Gather Information +17, Hide +16 Hobby, Knowledge, Perform, Profession, or Sport skill check
(threat 18–20), Hobby (Reading) +6 (threat 19–20), Innuendo +11 by the action die’s result. This action die does not explode.
(threat 19–20), Intimidate +5/+9, Languages +6, Listen +6, Move Asylum is considered to be trained with the boosted skill for
Silently +16 (threat 18–20), Perform (Acting) +12, Profession the duration of this check.
(Lawyer) +7 (threat 19–20), Read Lips +8 (threat 19–20), Search +6,
Sense Motive +16 (threat 19–20), Spot +9, Surveillance +5, Tumble
+5. Feats: Advanced Skill Mastery (Stealthy), Armor Group
47

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
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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
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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,
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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
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10. Copy of this License: You MUST include a copy of this License with every copy of the
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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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