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TM

“The past
is a foreign country.
They do things
differently there.”
— Anonymous
Writing
Scott Gearin and Patrick Kapera

Brand Manager
Patrick Kapera

Mechanics Lead
Scott Gearin

Additional Assistance Indexer


Eli Basquez, B.D. Flory Patrick Kapera

Art Director Creative Director


jim pinto Mark Jelfo

Cover Art Graphic Designer


Veronica V. Jones Dave Agoston

Interior Art Chief Executive Officer


Cris Dornaus, Zak Hennessey, Jonathan Hunt, John Zinser
Richard Pollard, Jason Walker, Paul H. Way
Chief of Operations
Editors Maureen Yates
Rob Vaux
Production Manager
Mary Valles

Spycraft Created by Patrick Kapera and Kevin Wilson


The Spycraft/Shadowforce The Spycraft/Shadowforce
Archer Story Team is… Archer Design Team is…
Sean Michael Fish, B.D. Flory,
Chad Brunner, Shawn Carman, Steve Crow,
Scott Gearin
B.D. Flory, Les Simpson, Steve Wallace

Playtesters
Dale Adams, William Adley, Ed Alexanian, John Ballew, Jon Bancroft, Steve Barr, Clark Barrett, Matt Birdsall, William Buckley, Bryan Bullock, Cynthia Bullock, Simon Campey, Ryan Carman,
Shawn Carman, Brian 'Toby' Carroll, Jim Carroll, Richard Carter, Richard Cattle, Joshua Cremosnik, Ryan Clark, Steve Crow, Christine D'Allaird, Tim D'Allaird, Rob Dake, Lance Day, Mike Drigants,
Jay Dunkleburger, Jake Eddington, Tim Elkins, Steve Emmott, Doug Foster, Ron Gephart, Michael Grove, Mike Haggett, Jerry Ham, Paula Hershman, Phil Herthel, Steve Heubusch, Marshall Hitch,
Nabil Homsi, Carl Hotchkiss, John Jensen, Darren Johnson, Kalai Kahana, Erick King, Paul Kleiman, Josh Light, Dave Lockman, Eric Machen, M. Leigh Martin, Iain McAllister,
Matt McGowan, James Hunter McLamb, James McPherson, Shane Meeks, Clint Menzes, Ken Mills, David Molinar, Jose H. Molinar, J. David Moody, Matt Oliver, Sam Ortiz, Kent Peet, Felicia Peters,
James Peters, Michael Petrovich, Bob Pfieffer, John Piziali, Anthony Rainwater, Ben Reid, Dan Reilly, Allen Riley, Rolando Rivero, Hector Rodriguez, Joseph Rutledge, Steven Rutledge,
Patrick Rykwalder, Dave Salisbury, Jason Sato, Heath D. Scheiman, Matt Schenck, Bill Schwartz, Richard Shaffstall, Aaron Smalley, Aaron Smith, Mandy Smith, Marshall Smith, Sonya Smith,
Catherine Spainhour, Rich Spainhour, John Stapeley, Alasdair Stuart, Adam Thomas, Omar Topete, David Trask, Sean Trevor, Matt Van Kirk, Randy Vaughn, Kris Wagner, James Walker,
Sharon Walker, Wayne West, Stephen Wilcoxon, Shaun Witney, Jay Zicht

Special Thanks
Patrick Kapera would like to thank Warren Ellis, who reinvented pulp storytelling and continues
to challenge comic readers everywhere. Thank you, sir. May your life be filled with
as much wonder as you have brought the world.

Spycraft, Shadowforce Archer and all related marks are ™ and © 2002 Alderac Entertainment Group, Inc. All rights reserved.
All characters, names, places, and text herein is copyrighted by AEG.
Reproduction without AEG's written permission is expressly forbidden, except for the purpose of reviews and when permission to photocopy is clearly stated.

Vitality points, wounds, Defense, and other rules from the Star Wars™ roleplaying game and other items not covered by the Open Gaming License used with permission from Wizards of the Coast.
The mention of or reference to any company or product in this book is not a challenge to the trademark or copyright concerned.
This book uses governments, intelligence agencies, and political figures as settings, characters, and themes. All such uses are intended for entertainment purposes only.

TM

www.shadowforcearcher.com
Table of Contents
History Lessons . . . . . . . . . . . . . . . . . . . . . . . . 4 New Physical Psion Feats . . . . . . . . . . . . . 61
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 New Physical Psion Skills . . . . . . . . . . . . 61
New telepathic Psion Feats . . . . . . . . . . . 63
Chapter 1: Campaign . . . . . . . . . . . . . . . . . . 11 New Telepathic Psion Skills . . . . . . . . . . 63
World Held Hostage, Part One . . . . . . 11 New Gadgets . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
State of the World . . . . . . . . . . . . . . . . . . . .12 The Other Side . . . . . . . . . . . . . . . . . . . . . . . . . 68
World Held Hostage, Part Two . . . . . . 13 The
Unquiet Dead . . . . . . . . . . . . . . . . . . . . . . . . . 68
In The News Today . . . . . . . . . . . . . . . . . . . . . 13 The
Fringe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Assassination in Tokyo . . . . . . . . . . . . . . . . . . . . . 13 The
Spirit Realm . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Excavation Controversy . . . . . . . . . . . . . . . . . . . . 14 The
Nature of Being . . . . . . . . . . . . . . . . . . . . . . . 70
Below the Fold . . . . . . . . . . . . . . . . . . . . . . . . 14 Fringe Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Aquatica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Fringe Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Black Falls, OK . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Spirit Bridges: The Source of Mystic Power . . . . . . 71
The Fine Print . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Random Spirit Attacks . . . . . . . . . . . . . . . . . . . . . 72
Truth of the Matter: World Held Hostage . . . . . . . 15 Creating a Lingering Spirit . . . . . . . . . . . . . . . . . . 72
Truth of the Matter: Assassination in Tokyo . . . . . 18 Summoning Spirits . . . . . . . . . . . . . . . . . . . . . . . . 75
Truth of the Matter: Excavation Controversy . . . . 19 Fringe Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Truth of the Matter: Aquatica . . . . . . . . . . . . . . . . 21 NPC Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Truth of the Matter: Black Falls, OK . . . . . . . . . . . 21 NPC Class Notes . . . . . . . . . . . . . . . . . . . . . . . . . . 80
NPC Class Descriptions . . . . . . . . . . . . . . . . . . . . . 81
Chapter 2: Agent . . . . . . . . . . . . . . . . . . . . . . 23 The Academic . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 The Femme Fatale . . . . . . . . . . . . . . . . . . . . . . . . . 82
Tackling Missions . . . . . . . . . . . . . . . . . . . . . . 24 The Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Style and Demeanor . . . . . . . . . . . . . . . . . . . . . . . 24 The Mysterious Stranger . . . . . . . . . . . . . . . . . . . . 84
Mission Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . 24 The Operative . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Keeping the Secret . . . . . . . . . . . . . . . . . . . . . . . . 30 The Paper Pusher . . . . . . . . . . . . . . . . . . . . . . . . . 85
Mission Resources . . . . . . . . . . . . . . . . . . . . . 31 The Police Official . . . . . . . . . . . . . . . . . . . . . . . . . 86
Allied Agencies and their Perks . . . . . . . . . . . . . . . 31 The Professional . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Local Shadow Communities . . . . . . . . . . . . . . . . . 35 The Psi Trainer . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
The Rest of the World . . . . . . . . . . . . . . . . . . . . . . 36 The Raider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Front Companies . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Foundation Information Sources . . . . . . . . . . . . . . 39 Chapter 4: Chamber . . . . . . . . . . . . . . . . . . 89
Enemies of the Foundation . . . . . . . . . . . 40 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
The Architects of the Fringe . . . . . . . . . . . . . . . . . 40 Shadow History . . . . . . . . . . . . . . . . . . . . . . . . 90
The Cult of the Ten Suns . . . . . . . . . . . . . . . . . . . . 41 Before the Pact . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
The Shop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 The Foundation in the 1950s . . . . . . . . . . . . . . . . 98
Other Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 The Foundation in the 1960s . . . . . . . . . . . . . . . . 100
Straight Arrow Pest Control . . . . . . . 43 The Foundation in the 1970s . . . . . . . . . . . . . . . . 101
Front Company . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 The Foundation in the 1980s . . . . . . . . . . . . . . . . 103
Method of Operation . . . . . . . . . . . . . . . . . . . . . . . 43 The Foundation in the 1990s . . . . . . . . . . . . . . . . 104
Known Straight Arrow Operatives . . . . . . . . . . . . . 44 The Foundation Today . . . . . . . . . . . . . . . . . . . . . 106
Tools of the Trade . . . . . . . . . . . . . . . . . . . . . . . . . 44 “The Castle” . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Current Plotlines . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Who We Are . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Chamber Relationships . . . . . . . . . . . . . . . . . . . . . 111
Chapter 3: New Rules . . . . . . . . . . . . . . . 45 New Feature NPCs . . . . . . . . . . . . . . . . . . . . 112
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Algernon, Dr. Lothario . . . . . . . . . . . . . . . . . . . . . 112
New Departments . . . . . . . . . . . . . . . . . . . . . . 46 Cruz, Delicea L. . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Damage Control . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Valetine, Ace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
The Office of Psion Affairs . . . . . . . . . . . . . . . . . . 46 New Threats . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Training Corps . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 The Architects of the Fringe . . . . . . . . . . . . . . . . 117
New Base Class: The Sleuth . . . . . . . . . 47 Club Demetrian . . . . . . . . . . . . . . . . . . . . . . . . . . 121
New Prestige Classes . . . . . . . . . . . . . . . . . 49 The Cult of the Ten Suns . . . . . . . . . . . . . . . . . . . 125
The Field Analyst . . . . . . . . . . . . . . . . . . . . . . . . . 49 Villain X . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
The Fringewalker . . . . . . . . . . . . . . . . . . . . . . . . . 50 Hook Sheet: The Memo . . . . . . . . . . . . . . . 134
The Hyper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Hook Sheet: Tokyo Pile-Up . . . . . . . . . . . 136
The Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Aquatica Encounter Map . . . . . . . . . . . . . 138
The Maxim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Canberra Chase Map . . . . . . . . . . . . . . . . . 139
The Scanner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 Aquatica Details . . . . . . . . . . . . . . . . . . . . . . 140
New Basic Psion Feats . . . . . . . . . . . . . . . . 59 Canberra Details . . . . . . . . . . . . . . . . . . . . . 141
New Mental Psion Feats . . . . . . . . . . . . . . 59 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
New Mental Psion Skills . . . . . . . . . . . . . . 59 Open Gaming License . . . . . . . . . . . . . . . . . 144
Open Gaming Content . . . . . . . . . . . . . . . . 144

3
Archer Foundation
and unusual size loomed, caked over with decades of
dust. Only the center accessways between the towering
H ISTORY
LESSONS stacks remained partially free of dust, a thin trail left
behind by tire marks and footfalls.
“How often do people come here?” Garringer asked,
The seal along the storeroom’s outer door cracked allowing the enormity of the place to sink in.
with a slow, grinding exhale, as fetid air escaped the “Often enough,” Parallel answered, stepping into the
long-abandoned chamber. The hair on Garringer’s arm room behind him.
stood on end and he felt an odd tug, deep in his gut, “Are we safe?”
like something drawing him into the room beyond — or Parallel smiled again, stepping past Garringer and
warning him away. into the vastness of the central storage room. “This way,
“Wait,” Parallel said through the subcochlear chan- Garringer. You have a job to do…”
nel as Garringer stepped into the threshold, his hand Garringer fell in line behind the tall, lanky gentle-
firmly gripping the young man’s arm. “The physical seal man, noticing now for the first time how he walked —
is merely a lure.” not with the anxious stride of a professional or the
“What?” Garringer asked, confused. submissiveness of the masses, but with a simple, pleas-
“There is more here than we can see with the naked ant gait, more accustomed to absorbing his surround-
eye,” Parallel responded, waving his hand across the ings than moving past them. Garringer had seen the step
doorway. Beneath his palm, a pattern emerged, spread before, in old film serials.
across the door as lines of burning ash, smoldering He didn’t have much longer to think about it,
in mid-air. “This place is protected by fringe wards.” as Parallel turned into a narrow alley between the stacks
“Fringe what?” Garringer was beginning to think and down through a staircase past a gigantic mechani-
that Parallel’s offer hadn’t been lucrative enough. cal computer partially covered with a thick green tarp.
“Anything, and anyone, which steps through this The insignia on the tarp was American, but the machine
door without the proper preparations,” Parallel said, parts were engraved with a serial code Garringer had
drawing a pouch from his jacket pocket, “is history.” only seen in books about early British codebreaking
Garringer found the wry smile spreading across equipment.
Parallel’s face most unnerving, and not a little infuriat- What is this place? he thought to himself, trying to
ing. The man’s supreme confidence only made him ignore the nausea rising in the pit of his stomach.
less appealing, and Garringer wondered how he’d ever Who collects such…
secured such a high-standing position at the Foundation Garringer’s thought was cut short as he followed
in the first place. Parallel down a spiral staircase into another level of the
“So what do we do?” Garringer asked, suddenly very storehouse, where ten-foot tall bookshelves spanned out
aware that he hadn’t uttered anything but questions as far as he could see in all directions. The room was
for some time now. dark save for compact light fixtures built into the sides
“A moment,” Parallel said, withdrawing a small ani- of each set of shelves, and upon tables and display cases
mal skull and closing his fingers around it. He worked dotting the chamber, breaking up its otherwise uniform
the fist for a few moments and a few grains of light grey immensity.
dust fell between his knuckles. Then he threw the Garringer could only stand and gawk at the library’s
remains of the skull — now ground into a fine powder magnitude, a low whistle piercing his lips. “What…
— over the pattern. The dust settled onto the smoldering What is this place?”
ash and clung to it, smothering the hellish fire. Parallel, never missing a step, continued to the floor
Moments later, the effect spread across the rest of the of the library and into the hallways between the stacks.
pattern, until all the fiery life was sucked out of it, “A repository for lost knowledge,” he said flatly, as if
leaving only a dull grey web. they were taking a simple stroll through the park.
Parallel was smiling brilliantly now, his eyes fixed “A place where myth comes to die.”
and dilated. His breathing was ragged and his chest rose Garringer nodded, still acutely unsure what he’d got-
and fell quickly, as if he were out of breath from a long ten himself into, and followed Parallel to a lit display
run. He looked to Garringer as a wolf studies its prey, case containing three simple volumes laid upon plush
then suddenly kicked out toward the web, shattering blue satin. Each was closed and locked with a complex
it apart. “After you,” he growled, waving an arm in the steel clasp, added after the fact, and looked to be badly
doorway’s direction. aged, battered and stained by fire and worse.
Garringer stepped into the doorway and winced “Is this what I came here for?” Garringer asked,
as the fluorescent lights above flickered to life. All studying the volumes.
around him, crates and tarp-covered objects of immense “Indeed,” Parallel answered.

4
History Lessons
“I… I need to touch them.”
Parallel’s hand whipped out and shat-
tered the circular plate of glass above the
books, sending glass shards flying in every
direction. “Proceed,” he said.
Garringer removed his gloves, revealing
long, slender fingers, which he flexed
instinctually. Then, forcing the lingering
doubts and anxious wonder down he
reached out and placed them upon the first
leathery tome…

Book One: The Novel


Upon hearing Allouise’s light footfalls
outside the study door, Raymond Archer
closed the novel and placed it upon the low
table beside his reading chair. The Man Who
Was Thursday by G.K. Chesterton. A grand
and prophetic vision, old man, Raymond
granted as he waited for the familiar knock
at his study door. It came only a few seconds
later, gentle and non-invasive, followed by
a tall and distinguished man in a stark white
suit who walked with an unusual steel cane,
though he suffered from no apparent injury.
“Two!” Raymond called, lifting himself
from the chair to greet his protegé.
“May I take your cane?” Allouise reached
for the visitor’s crutch but was immediately
rebuffed.
“You may take my coat,” Two dictated,
almost without consideration. Allouise
accepted his heavy trenchcoat, which was
wrinkled and aged in sharp contrast to the
rest of his attire, and shrank away.
Two waited for the maid to exit the room
before speaking again. His voice remained
stern, but gained a subtle humility reserved
for respected mentors and close friends.
“Hello, Raymond.”
“I’m sorry to summon you on such short
notice,” Raymond said, pouring himself a
quarter snifter of brandy. “But the matter is
rather pressing. You see,” he said, lifting the
glass, “I’m retiring.”
Garringer didn’t realize until then that he
was mouthing Raymond Archer’s words.
That didn’t always happen when he tapped
into his psychometric senses. Most of the
time, he just saw a random image linked
to the object he was touching. Sometimes,
he received even less information.
“What do you see?” Parallel repeated for
the third time, urging Garringer back to the
present. “Is anyone about?”

5
Archer Foundation
“N… no, no one,” Garringer responded, momentarily “The ghost ship,” Roosevelt muttered quietly, catch-
stunned by the sudden break in his concentration. ing Stalin’s attention. Then, spotting the Russian’s
“Could you please refrain from asking me questions confusion, he added, “It had no crew.”
when I’m sensing? It’s most distracting…” “No crew?” Stalin was incredulous.
“We have very little time,” Parallel growled, “and “Completely automated,” Churchill finished, shoot-
none of it to spend on comfort. The second book. Touch ing a glance of warning to the American President. “One
the second book.” of our captains bested it and they dragged it to port,
The sinking feeling that Parallel was courting danger but we weren’t able to repair it. Whatever the Germans
returned to Garringer. But at least if I comply, he had built into it was beyond us. In any case, Cherwell
thought, we might get out of this creepy warehouse surmised that this ‘Vodyanoi’ Hess was gibbering about
a little sooner. was the same boat, so he asked him to describe it.”
Garringer reached out for the second book… “He was correct?” Stalin asked.
“Down to the last rivet,” Churchill said. “Needless to
Book Two: The Diary say this lent some credibility to his otherwise preposter-
Thick, weathered fingers pulled open the journal and ous claims.”
scrawled another line at the top of a new page as the Stalin nodded quietly, the revelations finally sinking in.
informant quietly stepped away. The words were quick “Hess led us to Kiel, where the real treasures were
and simple, a note to return and elaborate later, and a kept.”
vision of coming storms in the West. “Like what?” Stalin interjected.
“All in good time, my good man,” Churchill admon-
Peril in Russia. Stalin — friend or foe?
ished him. “Before we air much more of Hitler’s dirty
Winston Churchill closed the journal moments before laundry, I think you should meet someone.”
the others arrived — Roosevelt and Stalin — with their “Who?” Stalin asked.
personal military attachés. The private talks, away from Churchill wore the smile of a proud father. “Britain’s
the press and the public, continued. secret weapon,” he answered.
“You were speaking of Peenemünde,” Stalin remind- “What do you see?” Parallel repeated, drawing
ed, pulling a cigar from his breast pocket and punching Garringer’s attention again.
a hole in the end with a pencil. “Sir,” Garringer exhaled, fed up with Parallel’s
“Ah, yes,” Churchill said, “the V-2 rocket. We were continued disregard for the limits of his abilities. “I told
warned of that design by Hess when we visited him you, I can’t sense if you continue to interrupt…”
in prison.”
“Who’s that?” Churchill raised his voice suddenly.
“Rudolf Hess?” Roosevelt asked from his wheelchair.
“Who’s there?”
“I was wondering what you did with that lunatic. Only
Garringer’s blood ran cold. The British Prime
a madman would leave Hitler’s inner circle and para-
Minister was staring directly at him. “What? Are you
chute into Scotland to talk Britain into surrender.”
speaking to… me?”
“He has been quite safe, I assure you,” Churchill
Parallel continued his questions unabated. “Of
smiled knowingly. “British hospitality never wavers,
course I’m speaking to you, Garringer. Now what do you
even to the incurably demented. Regardless, Peenemünde
see? Is anyone about? An experiment, perha…”
was never our primary target. We thought the Germans
“Shut up, man!” Garringer spat toward Parallel, still
might be correct when they claimed Hess was mad.
focusing his attention on the scene playing back in his
He arrived speaking of ‘demons in Europe’ and ‘the
mind. Whose body am I sensing through? he wondered.
Devil sitting at Hitler’s right hand.’ As it turned out,
He looked at his hands and found long, slender fingers.
some of his ravings struck closer to the mark than we
His fingers.
ever could have conceived.”
This was nothing Garringer had ever experienced
Stalin arched an eyebrow, suddenly quite interested.
before. This was new. And it scared him to the very core
“How did you know?” he asked, the cigar clenched firm-
of his being.
ly between his teeth.
Churchill’s glare remained fixed on Garringer. “Who
Churchill was reticent to tip too much of his hand to
the bloody hell are you?” He pushed into the crowd of
the Russians, but in the interest of keeping the peace —
startled attachés to stand immediately before him.
for the time being, at least — he continued. “Lord
“A spy? Why are you here? Who sent you? How did you
Cherwell and the men at the Dream Suite made the
get in here?”
connection. Hess kept raving about something called
the ‘Vodyanoi.’ He said the Germans had released it,
and that we’d captured it. Cherwell rightfully took this
to be a U-boat the Royal Marines sunk off the northern
coast in ’40.”

6
History Lessons
Garringer’s reply caught in his throat and formed “Why keep the novel?” Garringer asked, observing
a hard ball of fear. How could this be happening? His the first book, the Chesterton adventure. “I understand
mind raced. I can’t interact with them. This is history. the diary. I mean, a living history. It’s a marvelous
It’s immutable. acquisition! But the novel — without my psychometric
You’re not interacting with them, a voice ripped powers, it’s just a book. You could purchase it anywhere
through Garringer’s mind. They’re interacting with you. in the world.”
What? Garringer mentally asked, still trying to catch “Nostalgia,” Parallel answered, amused. “It was
up. Parallel? You can read my thoughts? Raymond Archer’s favorite book.”
And send my own, Parallel answered. Now listen Garringer smiled, reaching for the third volume.
to me, very carefully. You have to pull away. You have “So what am I looking for? Or rather, who?” He lifted
to let go of the book. the book, and found the letters on its cover to be writ-
Garringer tried to lift his hand away from the diary ten in a strange language he’d never seen before.
but found he couldn’t move his arms. Trying to shift his “Travelers, long lost…”
weight, he found that he couldn’t move at all. I can’t,
he thought. I’m paralyzed. Book Three: The Fringe
No you’re not, Parallel said. It’s just your mind rac- Garringer had the sudden and sharp feeling that the
ing to get away. The effect causes your muscles to freeze world was being pulled away from him, as if everything
for a moment. Try to calm down, and your grip will around him had suddenly and violently shifted several
loosen…
Garringer closed his eyes and focused, through
The SFA Interactive Campaign
Churchill’s flurry of questions…
Don’t worry, Parallel assured him, they can’t hurt you. As introduced in the Shadowforce Archer
…past Parallel’s own voice, which faded away into Worldbook and on the official website (www.shadow-
the background. He forced everything away from him, forcearcher.com), this game line hosts an interactive
out beyond his comfort zone, so that he could relax, campaign that places you in charge of the action,
and then turned his attention to his breathing, until determining both the backstory and outcome of
it slowed and leveled off. Soon, he was back in the shal- events during play. Getting involved in the SFA
low end of his conscious mind, his confidence and Interactive campaign is easy and never interrupts the
courage rising. flow of your game.
All you have to do to join this remarkable RPG
The next moment, Garringer’s senses returned to the
experience is include plot hooks featured throughout
hidden library, and his fingers lifted and recoiled from
any Shadowforce Archer release in your game and/or
the diary lying upon the blue satin. “What happened?”
download the current episode (found at the website),
“You walked the Fringe,” Parallel said flatly. “For
a complete serial including all the plot, stats, maps,
a moment, you were part of history.”
and details for an exciting evening of play. Run the
“But… how?” Garringer reeled.
episode and any number of plot hooks, then report
“There is no short explanation…” Parallel began.
back to us through the website about what happened
“That’s unacceptable!” Garringer’s voice rose.
at your table and we’ll fold the results into the next
“You’re telling me I went back in time?”
release (in this case, the Hand of Glory, due in Fall
“No, of course not,” Parallel scoffed. “Time travel is
2002, when a new Episode and more plot hooks will
impossible.”
be made available.
“Then what happened?”
Plot hooks are found throughout this and most
“For a moment, you were part of a living history,
Shadowforce Archer products, though the majority
created by Churchill when he wrote down his experi-
are contained in the Campaign chapter (see page 11),
ences. You were living his memories.”
which updates the setting and tracks results from for-
Despite his own illustrious ventures into the world of
mer releases. This book doesn’t include any results, as
the fantastic, Garringer found himself stunned.
it’s only the second Episode and much from the
“Churchill was a mystic?”
Worldbook hasn’t been determined yet. This makes it
“An accomplished one,” Parallel added. “One of the
an excellent time to dive in without the need to ‘catch
most powerful during the Second World War.”
up’ with the rest of the players.
“Amazing…”
Visit the official Shadowforce Archer website to
“The world is stranger than we give it credit for,
learn more about this innovative massive multi-play-
Garringer. Are you ready to sense the third book?”
er RPG, and dive into the action!
“In a moment. Why the novel?”
“What?”

7
Archer Foundation
feet, but when he looked up from the third book he Yet nothing changed. Parallel was still insubstantial
found the library unchanged. Everything except and Garringer’s feeling that he was somehow “out of
Parallel, whose form was insubstantial, transparent. sync” with the library remained. He balled his fingers
“I can see through you,” Garringer said to him, not into a tight fist, fighting a sudden sense of vertigo.
sure if he was speaking physically or just saying the “Escaping the Fringe is never easy,” Parallel said,
words in his head. lifting the third book from the blue satin and unlocking
Excellent, Parallel pressed into Garringer’s mind, his it. “It requires incredible stamina and concentration,
smile replaced by a fierce look of determination, of mad neither of which are among your strong suits.”
drive. The book rose slowly from Parallel’s hand and
“I don’t understand,” Garringer stammered, glancing hovered for a moment over his palm, then started
around the library. to smolder, then burn. A few seconds into the process,
You’ve found them. Parallel’s pupils ruptured and bled into the whites of his
“Who?” eyes, the tell-tale sign of a psion. Garringer lunged for
Parallel merely smiled at Garringer’s question, his the book, somehow knowing it was his only way back
gaze fixed on their surroundings. The icy sense of dread to the library, to the real world, but midway toward the
returned to the pit of Garringer’s stomach once more pyrokinetic he felt something thin and sharp dig into his
and he pulled his hand away from the third book. ribs beneath the right armpit. He lost his balance,
Whatever Parallel was planning, he wasn’t going to be thrown off by the momentum of the weapon he’d been
a party to it. struck with, and slid off course, coming to rest on his
good side. Reaching back to the wound, he discovered
The Outer Limits a thin throwing knife, its blade glistening with an odd
smoke-grey hue clearly visible through his blood.
In this Chamber Book, we explore the outermost
A moment later, the dagger shivered then dissolved,
reaches of the Shadowforce Archer setting — includ-
like gunmetal mercury between his fingers. The liquid
ing the mystic regions of the Fringe. Some of you
seared his skin, leaving trails of withered, lifeless flesh
may be asking what any of this has to do with a spy
where it passed. Where it pooled, nothing was left but
game. The answer is two-fold.
singed bone scoured free of gristle. Garringer’s screams
First, Shadowforce Archer is not your everyday
echoed through the library but he wasn’t sure anyone
espionage setting. It’s filled with extreme examples of
could hear them. He fell to his knees as figures app-
what can be done with the Spycraft base rules set,
roached — substantial figures wrapped in heavy cloaks
from chemical monsters to psionics to mystic relics
with the hoods pulled low over their faces.
and invocations. These elements set Shadowforce
They stalked toward him silently, moving as part of the
Archer apart from the herd, elevating it to true comic-
environment as much as through it. In their hands they
book heights and offering players a chance to take on
carried daggers similar to the one he’d pulled from
the role of much larger than life heroes.
his ribs.
Second, much of the material presented in this
Garringer couldn’t see Parallel anymore — just the
book — especially the Fringe and the Architects — are
mirror-library that the book (or his power — which was
our outer boundaries for the setting, the material set
it?) had delivered him into. He was alone with the
farthest away from conventional espionage, that
figures, which he could only assume were there to kill
you’ll see in the Shadowforce Archer world setting.
him, or worse. He searched for a way out, a hole in their
We wanted to present this material up front so every-
closing circle around him or a weaker or smaller oppo-
one’s on the same page. Now that we have our
nent. But all he found were dark hoods and gleaming,
boundaries, we can safely work within them without
smoke-colored knives…
misunderstanding or misrepresentation.
The last remnants of the book’s cover and spine
Hopefully, you’ll find the Fringe to your liking. If
curled and crisped in the dancing flame hovering over
not, don’t panic! Many other flavors of Shadowforce
Parallel’s palm. He brought his hands together and
Archer action are on the way in future Chamber and
ground the now-brittle volume into a thousand flutter-
Threat Books, and we’ll show you how to mix and
ing flakes of ash. He dusted his hands and pulled out
match between them in our adventures and upcoming
a kerchief from his lapel, making sure to get the grime
Season books (feature-length campaigns) as well.
beneath his nails and in the crevices between his fingers.
“As methodical as ever, I see,” a raspy metallic voice
came through the stacks, accompanied by the squeaking
of tiny iron wheels under incredible weight.

8
History Lessons
Parallel twirled around with the drama of a stage
actor, his arms wide in greeting. “Father!”
Two burly men labored to wheel in an enormous
iron cylinder — an artificial lung — within which the
skeletal, corpse-like remains of a man were suspended
in pale green fluid. His features were cut deeply from
decades of age and his skin and eyes were ravaged by
disease, but the similarity was clear: Parallel was his
double.
“The book is destroyed,” Parallel confirmed.
“Good,” the metallic voice answered from the tall
iron cylinder, “though it is only a temporary solution.
The remainder of the original explorers’ journals have
yet to be discovered. Until they are…”
“The Architects are in mortal danger,” Parallel
finished, only a hint of disrespect in his voice.
“Not to worry, Doctor. We’ll find them. We
found this one.”
“Blind luck,” the Doctor warned him.
“And it cost us a specialist. How long before
the Foundation discovers your little ‘pocket
enterprise’?”
“Doctor…” Parallel admonished. “We are
invisible to them. How can they hunt what
they cannot find?”
A few moments out of phase,
Garringer’s blood-soaked
cries echoed futilely to-
wards those in the library
as he was dragged away,
deeper into the Fringe…
For the next chapter in the
exciting Shadow-force Archer
saga, pick up The Hand of Glory
Threat Book, on sale soon! And
don’t forget to visit the official web-
site at www.shadowforcearcher.com!

9
Archer Foundation
new) world, one among them — Dr. Lothario Algernon,
the ‘Lord of Superstition’ — has dedicated himself
INTRODUCTION
The Archer Foundation’s mission is to ensure global
to unraveling its secrets. With the assistance of a little-
known (and less respected) group of visionary
adventurers and explorers of the weird called Division
peace and security, whether the world wants it or not.
Nihil, or ‘the fringewalkers’, Dr. Algernon studies the
The Foundation is the wellspring and guiding force
world’s incredible shadow history, and roots out threats
for the rest of the protectorate-conspiracy presented
both paranormal and inexplicable. This group is
in the Shadowforce Archer setting, and the command
described in detail here, as is a new threat from
center for all their operations. Yet outside the halls
within the Fringe itself — a power-mad organization
of its Canberra front organization (the Archer Institute
of militant occultists called the “Architects”.
for Science) and the vast subterranean complex hidden
Chapter One: Campaign updates the Shadowforce
beneath it, little is known about this shadowy conclave
Archer setting, moving the timeline forward and merg-
of ambitious scientists political theorists, and cautious
ing threads first seen in the core release with new events
bureaucrats. They are a mystery — even to the other
that have happened since. Mission hooks are provided
Chambers.
for most new and lingering story elements, ready to be
This book lifts the veil from the Archer Foundation,
dropped into any campaign. These mission hooks also
presenting nearly a hundred years of triumph and folly,
represent half of SFA Interactive Episode #2 (see below).
victory and regret, all stemming from the life-dream of
Chapter Two: Agent contains everything you need to
the world’s first physical adept, Conrad Archer. How did
play an operative of the Archer Foundation, including
the Foundation grow into the multinational spy organi-
the roles you may take, the tools at your disposal,
zation it is today? How have they kept the world from
and the foes Control is likely to send you up against.
discovering their operations? Who are the mysterious
New details about the espionage arena in Australia and
Lords and what are their intentions for the world? What
the world are also included.
mistakes have they made, and what have they cost us?
Chapter Three: New Rules offers three new depart-
The answers to all of these questions await you herein.
ments, one new base class (the sleuth), several new pres-
This book also introduces a new facet of the
tige classes — including the Lord, fringewalker, and field
Shadowforce Archer world setting — the Fringe, a mys-
analyst, and one for each psion family, many new psion
tic place where the power of faith and obsession are real
feats and skills, new gadgets, and an introduction to the
and anything can happen. The Fringe is the border
Fringe, its core mechanics, and many Fringe feats for
between our world and the places beyond, and is typi-
agents sensitive or familiar with the unseen mystic
cally invisible to us. But those whose dreams are real
world. The rules for NPC classes are also introduced, as
enough, whose desires are strong enough, whose beliefs
well as ten original NPC classes for use in either
are true enough, often find themselves slipping away
Spycraft or Shadowforce Archer.
into the Fringe. Sometimes, this is voluntary (many seek
Chapter Four: Chamber contains advanced informa-
the Fringe for power or escape); others find themselves
tion about the Foundation itself, from its operations to
trapped there, prisoners of their own frail egos or
the people in charge. This chapter offers new details
warped imaginations.
about Shadowforce Archer’s secret “shadow history,”
Think of the Fringe as the Twilight Zone or the
a encounter map for the Foundation’s ocean-floor base
Planetary of the Shadowforce Archer world setting. It’s
Aquatica, a chase map of the exotic city of Canberra,
the origin of all things mystic and unusual (rituals, arti-
four new feature NPCs, and two springboards for new
facts, weird events, and the like). It allows GCs to tell
missions (called “hook sheets”), as well as four new
stories that would otherwise be unavailable to them,
threats (the Architects of the Fringe, The Cult of the Ten
and adds a hint of mystery, suspense, or fantasy to the
Suns, Club Demetrian, and a new mastermind created
standard spy genre.
by the Shop) and instructions for using all the material
Elements of the Archer Foundation have known of
herein to create any one of several epic seasons of play.
the Fringe for some time, and though the ruling Lords
lay very little credence in this strange (and seemingly

10
July 5, 2002

G LO BA L U P H E AVA L
WORLD HELD HOSTAGE!
Jordan Mitchell Public outcry was imme-
-Staff Writer diate, with parallels drawn
between the terrorist group's
The state of the free methods and the infamous
world changed today as a “Millennium bug,” thought
terrorist organization calling to have been overcome a year
itself “Technology for Tomor- and a half before. World gov-
row” seemingly seized control ernments and leaders in the
of the world’s internet comput- electronic information trade
er network, threatening to immediately re-leased formal
create an information blackout responses, ranging from seri-
in eight major population ous consideration to incred-
and industrial centers around ulity to outright rage. Sum-
the world unless the associate mits were scheduled between
governments agreed to their the affected nations, and talks
demands. Citizens of Beijing, convened almost immediately
Canberra, Geneva, Jerusalem, with the aid of the United
Johannesburg, London, Mos- Nations, but little progress
cow, and Washington D.C. toward an agreement was
awoke to warnings not to leave made before the short deadline
their homes and military and local law next six hours, we will disrupt all elec- offered by the terrorists. The nations
enforcement barricades around key civic tronic communications within these cities involved, many of which have long-stand-
location. Television, cable, and radio and begin erasing data from all computers ing religious or political grievances with
stations broadcast the terrorists’ demands, located within their borders. one another, found themselves suddenly
which follow. “As proof of our claims, we offer you forced into tense negotiations with all
“People of the world, we live in an age the U.S.S. Millennium, a prototype parties holding the others responsible for
of wonders. We can send probes out of the American deep sea military vessel. This withholding information that prompted
galaxy, create elaborate effect-laden films submarine is revolutionary in that it is in the terrorist action.
with home computers, and live solitary constant electronic contact with the U.S. In an effort to counter the potential
lives of unprecedented luxury. We don’t military networks, presumably one of the terrorist attacks, the leading controllers of
need to venture out into the world any- most secure databases in the world. The internet traffic worked together to isolate
more; we can simply close ourselves off Millennium is currently bound for the the hubs for electronic traffic in the
from the ailments of others and focus on southeastern U.S. It should arrive within targeted areas. “There are still quite a few
our own happiness. But these indulgences the hour.” isolated satellite systems which aren’t
come with a price. We no longer expect This announcement was followed by linked to us,” Utopia Designs Head of
our leaders to improve the world, merely a brief list of the cities at risk, and the Development Aesop Kaine said, “but we’re
perpetuate it. They have taken advantage method by which the technologies fairly certain that none of those can
of this fact, and are withholding remark- requested should be released. threaten information security or public
able advancements decades ahead of our Skeptics immediately pounced on the safety as broadly as the central hubs.”
current cutting edge — medical break- announcement as a fraud but one half Kaine gave the Utopia Design team’s
throughs that can save lives, more effec- hour later, the Millennium suddenly ran actions a 90% chance of countering
tive methods for energy and food produc- aground on the shores of Alice Town, the terrorist plan. (See WORLD HELD
tion, and new ways to make and use plas- 50 miles east off the Florida coast. Prior HOSTAGE, page 13, for more.)
tics. All these developments exist, and are radio transmissions to the submarine were
being kept from us. Technology for not answered, and military HAZ-MAT
Tomorrow vows to bring these develop- and recovery teams were sent to the scene
ments to the pubic, and has lobbied for the to evaluate the cause of the collision and In Other News Today…
world leaders to do so for years. search for survivors.
It was soon discovered that the • Radicals attack Archer Institute for
“But the governments who protect
these secret advancements refuse to hear submarine’s onboard computers had been the Sciences in Canberra, Australia.
our docile pleas. Therefore, we have taken entirely wiped of all data, effectively — See world, page 16
drastic measures. We have infiltrated the rendering it blind in the water. Rather than
• Assassination in Tokyo sparks gang
global information exchange with a pow- risk hitting another vessel in the crowded
area, the crew brought the Millennium war.
erful virus capable of wresting control of
any computer currently linked to the inter- to the surface and ran for the nearest — See world, page 13
net. Further, we have targeted eight cities shoreline. • Controversy over potential excava-
around the world, each a hub for technol- The vessel came ashore several miles
tion site in England.
ogy or transport in its home territory. away from the nearest population center
and no one was injured. All crew — See culture, page 14
Should the governments of the world not
comply with our demand to release critical members were immediately evacuated • Villain of new Katt Wilde feature
advancements for public use within the and the scene quarantined until the cause revealed.
of the submarine’s computer failure could
be established. — See entertainment, page 13
Archer Foundation
The Campaign chapter of this sourcebook is broken
into three sections. The first is a core event that this
S TATE OF THE
WORLD sourcebook revolves around or which is most important
to the setting at the moment. In this case, the core event
is the terrorist attack upon eight cities by a group called
This chapter brings the Shadowforce Archer setting Technology for Tomorrow. As you’ll see starting on page
current to July 2002, and introduces most of the plot 15, however, much of the real news about this event
threads featured in Episode #2 of the SFA Interactive is kept from the papers, perhaps known only to the
storyline (see page 7 and the official website for more). Archer Foundation and their allies.
Each event listed herein is accompanied by several The second section of this chapter — “In the News”
possible causes, outcomes, or other variables, each — describes events which are in the headlines, but take
of which puts a new spin on the plot thread. By incorp- a back seat to the main event of the moment.
orating these events into your campaigns and reporting Finally, the third section — “Below the Fold” —
the results of your group’s actions (or just your prefer- describes events which agents of the Archer Conspiracy
ences), you can affect the ongoing storyline and change may become embroiled in, but which have not yet
the direction of future sourcebooks and web support garnered mass attention.
material. With each release, a submissions page for Each event is described in these sections as a brief
the book in question can be found on the website. news story or blurb, relating what the world knows
Simply identify yourself by codename (you can sign about it. In the fourth section of this chapter — “The
up for one on-site), and click on your preferences Fine Print” — we present what’s really going on behind
to send us your results and votes. The outcome of each the scenes, and introduce plot hooks that offer potential
sourcebook’s events will be worked into a future source- outcomes and causes for each story (which GCs and
book as described on the polling webpage. players may in turn report about on the Shadowforce
Of course, you can ignore the metagame and simply Archer website). These plot hooks are ready to be
plug the plot hooks into your games in the traditional dropped into any game, and should not be read by play-
manner. We’ve designed the books to fully support this ers likely to be sent on the missions described.
option as well, with no space wasted on material useful
to only one style of play.

12
Campaign
The digital invasion, coupled with the appearance
of the unidentified terrorist, have sparked a media
W ORLD H ELD
HOSTAGE frenzy, as people around the world speculate about the
new global threat that Technology for Tomorrow repre-
sents. The Informer, a popular network news program
(continued from the front page) typically devoted to exposés of tawdry love affairs
Kaine went on to say, “But of course, we can’t between daytime TV actors and liposuction horror sto-
account for any redundant systems or other contingen- ries, has latched onto these events as their cover story of
cies they might be using. For all we know, they could the week, and are calling the terrorist leader “Villain X,”
have traitors on site to fulfill their threat.” a name that seems to be catching on with the public.
Live internet communications went down in each The events of this morning have also sparked
of the eight cities at 11:01 a.m. this morning, and for the fierce controversy and urged many vocal proponents
next hour, the world sat still, waiting for the stalemate of stronger anti-terrorist defenses to speak out. “We
to end. Computer-operated facilities in each city were can’t remain at the mercy of anyone with a computer,”
shut down, including in many cases local power, phone said Jeff Barnes, CEO of GlobalTech, one of the world’s
service, and water distribution. Citizens were asked leading technological contractors. “It’s time we took
to remain indoors during this period, but reports of a stand against these insurrectionists. Without stronger
miscreants taking advantage of the blackout filtered out defenses against them and harsher punishments for
of local news services, many accompanied by shocking their crimes, and yes, military support of these efforts,
footage of riots and open violence. we are all but handing the reins over to them. It is time
By 12 p.m., nothing had come from the internation- to act… now.”
al summits and none of the world governments had Elias Graham, founder of the Mozambique-based
offered up any remarkable discoveries. Emergency Janus Committee, responded with, “It is my firm belief
procedures were promised, in case the terrorists’ threats that, despite the actions of the select few radicals who
were indeed real. have made the front page of the newspapers, people
But the deadline came and went, and nothing are fundamentally well-intentioned. They seek to bridge
happened. No computers were ruined, no data was lost, their views without threat of violence or destruction.
and — except for sporadic rioting and near-violent civil This can only be maintained in a society free of politi-
demonstrations in the target cities — the world contin- cal and military restraints. The kind of world that
ued as normal. At 12:12 p.m., electronic communication Mr. Barnes proposes is tantamount to an Orwellian
was restored in each of the eight cities and we learned nightmare in which the rights of the people are replaced
the reason why. by the presumed needs of the state. This is a worst-case
In a digitally recorded press release, U.N. Represen- scenario that we can’t afford. It would unravel decades
tative Simon Yearling said, “By the courage of our finest of hard-won liberty.”
soldiers and the grace of God, we have averted a grave
tragedy this day. At 11:37 a.m. this morning, a small
multi-national military strike force discovered the
location of the Technology for Tomorrow headquarters
and, after a quick and efficient insertion, eliminated
ITNODAY
THE N EWS

the terrorist cell.”
The following events and plotlines have come to
At this point the broadcast, which was being trans-
the attention of the public in one way or another,
mitted to nearly every major news affiliate in the world,
making their successful resolution all the more critical
was interrupted. The image of an enormous armored
to the Archer Foundation. Of course, given the Found-
figure appeared on our screens and offered the follow-
ation’s policy of keeping its operations behind the
ing enigmatic statement: “You are victorious this day,
scenes, the public nature of these stories also lends itself
but the fight to bring our world into a new age of
to more intrigue, and perhaps more danger as well…
technological revolution is far from over. I am the next
step in our evolution. Soon, all of you will follow me.” Assassination in Tokyo
The image cut out and returned us to the tail end
Murder roamed the streets of Tokyo three days ago
of Simon Yearling’s announcement, still in progress.
as Connie Tokajiro, sister of known Yakuza boss,
An investigation into the event has been launched by
Tokajiro Musashi, was killed beneath the enormous
the U.N., and early findings reveal that the signal may
video screen at Studio Alta in the Shinjuku district.
have been electronically altered by an outside group
The cause of death, it appears, is a single .50 caliber
moments before being uploaded, though according
round to the head, shot from a location facing her.
to Simon Yearling, “Such an invasion of our system
Further details have not yet been released to the public.
would require unprecedented skill and resources.”

13
Archer Foundation
The suspect for this crime is a woman reported These wild accusations were televised on the BBC
to have been approaching Tokajiro when she was shot. this morning, and soon picked up by CNN and various
The suspect is described as being in her late 20s, 5´7˝ affiliates. League sponsor, Dr. Hermann Reichstaldt,
or 5´8˝, 125 lbs, with black hair and eyes. According commented, “The over-exuberant claims of some
to witnesses, she was wearing a dark blue sports body- among us are not to be given much weight. In truth,
suit at the time of the murder. our efforts here benefit the entire world. We have rea-
Following the shooting, the suspect fled the scene, son to believe that Inverness was built over land once
vanishing through the Marunouchi subway entrance held by Viking explorers, and that artifacts critical to
and west along the underground Metro Promenade our historical analysis of their travels can be found
to the Shinjuku train station. Police attempted to herd here.”
her into a local security post, but were unsuccessful. The Reinhard Explorer’s League is tracking the
“We think she crossed the square and entered ‘My City’, movements of one specific tribe of Vikings, reported
then surfaced again,” Police Captain Nuyen Sato stated. to have vanished off the northern coast of England over
“The trains were too busy to easily board.” 1,100 years ago. According to the League’s research,
The Shinjuku train station is the largest and busiest the tribe were a band of religious zealots who branched
in Japan, servicing more than two million commuters out on their own after a falling out with their Germanic
daily. Passengers must often be physically forced onto peers. The League contends that this “lost tribe” landed
trains, crushed together and unable to move. At the time in northern England and managed to carve out a new
of the murder, a live performance at a popular nightclub home for themselves on the site where Inverness was
in the area had just let out, and the trains were filled later built.
to capacity. Unexpectedly, the Museum of Natural History in
Police, nervous about the Yakuza’s response to the London has recently endorsed the League’s efforts,
murder, carefully tracked information in the criminal further splintering the country’s opinion on the matter.
circuit for news. By dawn the next morning, three Triad Chief Curator of Religious Antiquities Carvel Davies
Dai Lo were dead; Yakuza hitmen are assumed respon- said, “We have been in contact with the League’s home
sible. The violence has since escalated, resulting in office and verified their records. Amazingly, it appears
at least two dozen deaths in Japan and mainland China, that their theory about this ‘new branch’ of Nordic his-
as well as half as many innocent bystanders killed dur- tory is accurate. Though we cannot sponsor endeavors
ing high-speed chases and bombings. Nearly three times that would rob our country of its own history, neither
that many have been hospitalized for severe injuries. can we ignore the fact that some of us are living on top
Governments of both countries are unsure how of an unprecedented find.”
to contend with the increasing violence. “We’re dealing
with people who refuse to accept our authority,” Sato
continued. “We’re caught in a war fought by those out-
side the law.”
The murder suspect, as yet unidentified, remains
BELOW THE FOLD
This section presents or updates a number of plot-
at large. Her picture is available online at the Tokyo lines that are going on in the world of Shadowforce
Police Department’s wanted criminal site, and is being Archer at this time but which have not yet captured
displayed during every major newscast in the city. the public’s attention. As with all the material in this
chapter, these can easily be worked into any ongoing
Excavation Controversy Shadowforce Archer campaign, and responses sent to
Tempers are presently running high in Inverness, us through the website are factored into the ongoing
England, where a group of archaeologists from interactive storyline.
the Reinhard Explorer’s League (out of Stuttgart,
Germany) are requesting permission to excavate Aquatica
beneath the historic Cosgrach Family Estate. Inverness This plotline first appeared on page 56 of the
officials have thus far refused three petitions from Shadowforce Archer Worldbook.
the League, defending the Cosgrach family’s standing The Foundation’s latest, greatest achievement is a
wishes for their land not to be disturbed. fully self-contained underwater complex on the floor of
This denial has only furthered some members the Baltic Sea. All has been quiet since it went opera-
of the Reinhard League, however, who have resorted to tional in 1997, until now. Over the last fourteen months,
decrying the well-respected Cosgrach family as traitors Aquatica technicians have observed a gradual rise in
to the Crown and smugglers of religious artifacts. local water temperature. At first negligible, it is now
reaching alarming levels, leading the Foundation
to believe that the inhabitants of Aquatica are not alone
in the Baltic.

14
Campaign
Black Falls, OK. geniuses and superspies who broke away from the
Archer Foundation in 2001. The Shop never intended
Three days ago, a mysterious visitor suffering from
to wipe clean the targeted computers, though they
a severe malady arrived at a presumably covert
certainly would have shut down electronic communica-
Company relay station in Wichita, Kansas with
tion in those areas if Utopia Designs and their business
a strange story. Simply calling himself “Alfred,” the man
partners hadn’t done it for them. They used the hysteria
demanded to see someone named “Herod.” At first
surrounding the grounding of the U.S.S. Millennium,
assumed to be a raving homeless person, suffering from
coupled with the possibility of an impending informa-
heat stroke or an untreated illness, Alfred was turned
tion blackout, to keep the world’s governments
away. But as he was led out of the building, he began
(and much of the Archer Foundation’s resources) from
convulsing and then collapsed.
noticing their true intent.
An ambulance was summoned to retrieve him,
Shutting down electronic communications in the
and Alfred began muttering gibberish, gripped by what
eight target cities kept the Shop’s operations from pub-
app-eared to be a severe delirium. One agent on site —
lic view, but more importantly, it effectively canceled
Air Force Lt. Daniel Scobel, the relay station’s cryptog-
the Foundation’s ability to coordinate agents in the
rapher and an avid collector of Archer Conspiracy
areas, slowing their response time and hampering their
history — noticed that Alfred’s ravings in fact contained
operations. It also apparently allowed Shop agents
a pattern identical to verbal innuendo codes used
inside the Foundation to hack into the Archer
by Room 39 during World War II.
Conspiracy’s U.N. cover story and leave a calling
Lt. Scobel remained by Alfred’s side until he died
card from “Villain X”, as described in the news story
in a Wichita hospital twelve hours later. He recorded
above. Finally, it isolated the Archer Institute — the
everything the ailing man said, and has since studied
Foundation’s front business in Canberra, Australia —
the words meticulously. To the best of his ability, he
long enough for the Shop to launch a successful attack
has decrypted Alfred’s comatose words as a distress call,
against it. (See page 16 for more on this.)
a plea for help sent from a “community” that is “dying.”
As the world watched and waited to see what would
He has further decrypted a warning — “beware the care-
happen at the deadline, the Archer Foundation
takers” — and has deduced that this problem is most
dispatched their finest to deal with the problem. The fact
likely local, as Alfred could not possibly have traveled
that the cities targeted by the terrorists were also
far in his condition.
at or near the headquarters of each of Archer’s core
Passing this information along to the Foundation,
Chambers was not overlooked by Controls around the
Lt. Scobel now awaits a mission team — hopefully with
world, but the pressing deadline allowed them little time
the assistance of a qualified specialist who can decipher
to consider the implications.
the rest of Alfred’s ramblings.
Agent teams scoured each of the cities and called
upon dozens of specialists — on the street and in
political, military, and business sectors — searching for
THE FINE PRINT
WARNING! This section reveals the Truth of the Mat-
the terrorist organization’s headquarters. Though far
from the only teams involved, the most prominent
agents working the mission included:
ter and plot hooks for each of the events described
earlier in this chapter. Players should stay away if they • John Hunter and his Company troops, who moved
intend to play in a game featuring this material, in with the National Guard and the Army, using the
and players whose GCs keep their cards close to their existing military presence to conceal their operations.
vests should check with them to make sure they don’t
• Emily Savage, who worked alone but in constant com-
accidentally ruin a planned serial.
munication with her team elsewhere in London, and
The Truth of the Matter: followed a lead provided by her estranged father. (The
World Held Hostage origins of this lead are detailed in “Chrysalis”, the open-
ing fiction for the Shadowforce Archer Worldbook.)
Code: Black
References: For a mid-level threat dedicated to • Dareka, who maneuvered through the seedy criminal
Villain X and his subordinates within the Shop, see page underbelly of Hong Kong and Beijing, searching for
128. For the original Shop threat, see the Shadowforce relevant clues (and settled a few old grievances along
Archer Worldbook, page 244. the way).
The terrorist group Technology for Tomorrow is
• Dumisani Tepe, who was already on “vacation” outside
in fact a front for the relatively-young criminal organi-
Johannesburg with the former lover of a criminal
zation known as the Shop, a collection of techno-
mastermind he’d recently bested, and joined his team
inside the city limits.

15
Archer Foundation
• Katt Wilde, who was on tour in Paris, and caught After the communications network came back up,
a stealth jet to Geneva, where she met several of Fade’s a secondary facet of the Shop’s plan was revealed.
men, already at work to find the local device. During the information blackout (while Two and many
of the Foundation’s best agents were caught in
• Midnight, who waded through the informants and mid-
the Canberra deathmaze) a Shop strike team broke into
dlemen of Israel, Jordan, and Syria looking for suspects,
the Archer Institute and seized a cryogenic storage tank
while the Guardians of the Whispering Knife worked
from one of their vaults. The tank was later identified
feverishly to keep the tense situation in the Middle East
as containing the remains of Avery Schillingsfield — the
from erupting into open warfare.
criminal mastermind Helix, who built the island prison-
• Nikolai Petrovich, who — aided by his personal team, base in the Comoros now occupied by the African
the Phantom Brigade — descended on Moscow by Alliance.
10 a.m. and proceeded to intimidate and interrogate Later, when the press release covering up the Shop’s
local politicos and low-level P.E.R.I.L. agents for infor- involvement was interrupted by Villain X, the Founda-
mation leading to the terrorists’ operations. tion traced the tampering back to the source, and deter-
mined that it must have been done from inside
• Two, who led the search on the Foundation’s homefront
the Foundation. This confirmed their suspicions that
in Australia. With the Lords and Rooks (see page 106),
Shop traitors still dwell in their ranks.
he called on the Chamber’s intricate counterintelli-
Another news story was leaked to the public,
gence network to seek out the enemy and utilized loyal
explaining the Shop’s attack upon the Archer Institute
elements of the Australian Special Forces to back them
as the work of “radical anti-experimentation extremists
up as necessary.
taking advantage of the situation for their own ends.”
(If the GC likes, he may substitute any of these oper- All things considered, the Foundation can only
ations with similar missions headed by the players’ call this mission a partial success. Archer’s “Cloak”
agents.) of secrecy was mostly salvaged (except for the footage
of Villain X, whom the public currently assumes
The fruits of Archer’s labors were bountiful, and by to be the latest villain in the popular Wildcat motion
the last hour before the deadline each of the mission picture series). The Shop’s plan to slaughter the
teams discovered the moles responsible for delivering Conspiracy’s most noted mission teams was averted,
the virus into the target systems, as well as leads run- though at the cost of five valuable agents. And though
ning back to a central terrorist cell in each city. the enemy has now taken a step out of the shadows,
Unknown to the mission teams, however — whose they also possess the corpse of perhaps the greatest
communication with the home office was spotty — the threat of the 20th Century. Not knowing what use the
evidence and testimony leading to these locations was Shop could have for the body makes this final loss all
all a carefully staged fabrication of the Shop. the more bitter for Archer.
The bases were high-tech deathtraps, designed Beyond these lingering questions, the operation
by the mad genius Kryptos, to split up and kill off leaves behind two important clues about what really
intruders. Each was populated by a cadre of battle happened. First, at the heart of each death-maze was
drones programmed to destroy the agent teams, led by found a series of stasis tanks where the semi-organic
the Shop’s ‘blade-hawks’ — soldiers wearing a new pro- henchman and his minions rested until activated.
totype armor (see page 130). This was to be the open- The tanks were linked together between all eight cities,
ing volley of the Shop’s private war with their former as well as to what appears to be a binary receiver. With
employers, a message of superiority which could not this discovery (and the presence of hidden surveillance
be ignored. But it did not go as planned. gear throughout the mazes), it became obvious that
As discovered in the debriefing that followed the the mission teams were being observed from a remote
target computers coming back online, each mission location (where the transmitter was likely located), and
team engaged the battle drones while their leaders that the blade-hawks and their battle drones were acti-
(Hunter, Savage, Dareka, Tepe, Wilde, Midnight, vated upon the mission teams’ arrival.
Petrovich, and Two) tracked down and fought the con- Given that the drones could have been activated
trolling blade-hawks. None of the mission team leaders automatically when the mission teams entered (or sim-
made it through the combats unscathed, but none fell ply been active already) Foundation field analysts
either, and the new Shop threats were put down. All are not yet ready to let things lie, and are picking over
told, the Foundation only lost five agents to the trap: the deathmazes for additional clues to the Shop’s inten-
two in Europe, one in the U.S., one in Asia, and anoth- tions. Their best guess at present is that the drones were
er in Australia. automated and that last minute programming was
downloaded into all of them by remote according to the
compositions of the mission teams they faced.

16
Campaign
The second clue was either left or dropped at the Possible Strike Team Patrons:
Archer Institute for Science when the Shop strike team
1. U.N. or other “peacekeeping” force. This follows the
absconded with Helix’s body — a small clockwork time-
model presented above.
piece, in the shape of an hourglass, with innumerable
moving parts within the glass. Its design appears to 2. The Gemeinschafft Consortium. The agents must stop
be quite archaic, similar to the legendary work of 15th a team founded and funded by part of the Archer
century artist and engineer, Leonardo da Vinci. The Conspiracy itself.
device was carefully scanned for explosives and other
3. The strike team is a batch of cold-blooded mercenaries
destructive agents, but none were found. A thorough
or another terrorist group, who cannot be reasoned
examination revealed it to be nothing more than a per-
with or easily subdued. Likely, they must be put down
petual motion time piece, powered by its own kinetic
to avoid a further escalation of the tense situation.
energy. “In theory,” the Foundation’s researchers say,
“it could go on forever, never speeding up or slowing Plot Hook: Counterstrike
down. As far as we can tell, it has no other purpose.”
The agents are part of one or more of the teams that
Plot Hook: The Strike Team enter the Shop deathmazes around the world, and must
deal with armored blade-hawks (see page 130), life-
Independent of the Archer Foundation’s efforts,
and-death puzzles, and something… unexpected.
one or more world organizations have sent in a strike
team to deal with the “terrorists”. Needless to say, these Possible Realizations
men are in over their heads, and must be bailed out by In The Maze:
the Conspiracy. The PC agents are sent in — either
as imposter mercenaries working with the strike team or 1. The Shop has installed several combat gadgets in
as specialists assisting them — with orders to neutralize the maze which may be recovered by the agents.
them before they get themselves killed. Alternately,
2. The agents discover a transmitter on site as it is upload-
the agents are to follow the strike team covertly and do
ing data to a Shop home cell. If the agents act fast,
the same.
and are skilled enough (Computers DC 25), they might

17
Archer Foundation
capture important data about the Shop (a revelation 3. The tensions are caused by a media mogul who
about their short-term plans, the specs for a new manipulates the world’s news stories, considering it
weapon or master plan, or even the coordinates of entertainment. He uses teleprompters which increase
another base). emotions and reduce inhibitions, which are also
responsible for his legion of loyal fans (unwitting min-
3. The PC agents happen onto a headquarters cell for
ion combatants in his “game”).
Technology for Tomorrow, from which the virus is to
be released. A pitched battle with the mechanized The Truth of the Matter:
minions may earn the agents a sample of the virus, Assassination in Tokyo
which they can deliver into their superiors’ hands.
Code: Red (soon to be Black)
Plot Hook: Ground Zero References: For a low-level threat dedicated to the
Cult of the Ten Suns, see page 125.
Assigned to assist one of the core teams searching
Usually, the Archer Foundation relies on the Yakuza
for terrorist cells, the agents find themselves in one
lord Tokajiro Musashi (see the Shadowforce Archer
of the threatened cities during the communications
Worldbook, page 118) for aid in Japan, but this time the
blackout. They must strive to keep the peace and
shoe is on the other foot. While attempting to contain
counter one or more violent elements in the city — all
what appears to be the birth of a new criminal organiza-
while avoiding the news cameras of the many affiliates
tion in Tokyo (the Cult of the Ten Suns, see page 41),
covering the incident.
Tokajiro has started a full-scale crime war between his
Possible Occurrences Yakuza family and the vastly superior Lung Triad in China.
During The Blackout: The reasons for his attacks on the Triad family
are clear: he believes Dareka has gone over to the Lungs
1. A street gang or mundane criminal organization uses and was acting on their orders when she murdered
the chaos as a smokescreen and goes on a crime spree Connie Tokajiro. But the Archer Foundation, which has
throughout the city. The agents find themselves been responsible for Dareka nearly all her life, is unsure
protecting banks, jewelry stores, or something more whether she is indeed the killer, and if so, whether
exotic (“inside” corporate information, defense secrets, she is in full control of her actions.
an Archer front organization, etc.), if the GC determines Several months ago, Dareka was assigned to ferret
that such an asset is present in the city. out a new criminal group of unknown origin and intent
which was advancing on the Canberra-based Archer
2. Someone important (a senator or well-regarded Archer
Institute (see page 121 of the Shadowforce Archer
specialist) is trapped in the rioting, and must be safely
Worldbook and page 41 of this book for more). The mis-
extracted.
sion was her specialty, a long-term deep cover insertion
3. Another criminal mastermind takes the opportunity into an enemy organization to discover their strengths
to field-test a new minion type or experimental and motives. But something went wrong. Three months
weapon. He might be behind the rioting or just using it ago, just as Dareka was about to reveal the group’s
to his advantage. identity, her reports ended and she vanished.
The PAC assigned a Code: Yellow mission team
Plot Hook: Aftermath to search for her but they came up empty-handed —
The debate that begins between Elias Graham and until she surfaced again last week. Avoiding her stan-
Jeff Barnes explodes into an international joust, with dard lines of communication, Dareka contacted one of
both sides gaining argumentative and vindictive their staunchest supporters in Japan, Tokajiro Musashi,
supporters. The Foundation believes that something with a request for immediate extraction to Australia.
sinister is at fault, however, and the PC agents are sent According to Tokajiro, she was sure that she’d been
in to resolve the situation. made, and that she was being hunted by the organiza-
tion she’d invaded.
Possible Causes Tokajiro sent his sister Connie, a reliable agent
For The Spiked Tensions: known to the Foundation, to meet Dareka under the big
video screen at Studio Alta. Unfortunately, Connie never
1. The tensions are another Shop plot, who are controlling
came home. Tokajiro, sure that Dareka was turned
Jeff Barnes and other parties through brainwashing,
during her silence and now works for the Lung Triad,
blackmail, or other means.
has placed several open contracts out on her life
2. There is nothing incredible behind the tensions. People amounting to well over ten million yen. Several high-
are just on edge after the terrorist threat. The tensions end contract killers have arrived from all over the world
must still be quelled, however. to track down and kill the PAC agent, and the gang war
across Asia is escalating by the day.

18
Campaign
Plot Hook: Extraction Special Note: This plot hook doesn’t include variable
The Archer Foundation is confident that Dareka has options, though two possible plot hooks are included
somehow been framed or is being coerced. But with with the Cult of the Ten Suns threat (see page 125).
their greatest supporter in the area turned against them Further, the outcome of your mission to extract Dareka
and a new threat lurking in the area, proving it is and quell the fighting in Asia may vary. Visit the
another matter altogether. Shadowforce Archer website to report your results.
The agents are sent in to find and extract Dareka,
who can hopefully identify the new spy organization The Truth of the Matter:
the Foundation’s dealing with. Calming or ending Excavation Controversy
the gang war is a close second priority, as is throwing Code: Yellow
public attention off of Dareka (and her link to References: For a high-level threat dedicated to the
the Foundation). Hand of Glory, see the Shadowforce Archer Worldbook,
Unfortunately, the agents must contend with page 246.
Connie’s true murderer — a mercenary sniper hired by This relatively isolated news story is in fact a lie,
the organization she infiltrated. This assassin is well- scripted and supported by the Hand of Glory and their
known to the Conspiracy, which has run into him many allies in Europe. Jackboot, fanatic henchman of Eva
times over the last ten years. Once spotted and described Kraus (see the Shadowforce Archer Worldbook, page
to Control, he is identified as A.S.P. (Advanced Sniper 247), leads this operation, which is geared toward
Prototype), after the suit he wears. Though his identity recovering the “remains” of Matthew Smythe, a Room
is a long-hidden secret, the Foundation believes him 39 operative who was entombed in the walls of the
responsible for several prominent assassinations in the Cosgrach Family Estate in 1924.
last several years, including a string of third world Smythe was one of Room 39’s greatest agents, and
political figures and a CIA operative held hostage in not at all human (not for some time before his recruit-
Bosnia. (This last assignment was rumored to be a black ment, anyway). Smythe was what the Dream Suite
bag job ordered by the CIA to cover their tracks after called a “PK (psychokinetic) projection”, a ghost. More
a questionable operation, but was actually prompted specifically, he was a poltergeist, capable of manipulat-
by the local station commander, also a Company agent, ing real-world objects though he apparently had no
since retired.) form of his own.
The A.S.P. suit — a scrapped prototype that Dareka’s Though they never discovered where he came from
suit was later based upon — interfaces directly with (Smythe was actually an early fringewalker — see page
the target’s nervous system and primary organs, allow- 92 for more about his past), Room 39 couldn’t question
ing him greater control of his metabolism. He can slow his usefulness. Smythe was effectively invisible and
his breathing and pulse to a crawl, so that he appears could walk through walls, yet still retained the ability
dead. (This ability has come in very useful in his new to move objects, open doors and windows, and the like.
career as a hired assassin — he is able to sit absolutely He was the perfect espionage agent.
still for days at a time, without the need for food Smythe bested many early threats to Queen and
or sleep, until his prey comes into view.) The A.S.P. suit Country, including Eva Kraus herself, who mastermind-
also offers its wearer immunity to most toxins, allows ed a private incursion of relic hunters into the country
him to climb walls (by digging into the surface with tiny in 1923. Within the halls of Parliament he was known
titanium tendrils that can suspend up to 400 lbs. beyond as “Piquant” (after his demeanor), and was celebrated
his weight and that of the suit), and renders him invis- as “one of the greatest spies who ever lived” (a reputa-
ible to digital surveillance, including low-light, thermal, tion he is said to have relished the irony of).
and standard cameras. The A.S.P. suit may still trigger In early 1924, however, Smythe came up against
physical traps, however. an evil mystic mastermind while clearing out a nest
A.S.P.’s employer during the Tokajiro killing is of flesh-eating mole men beneath Inverness. Pinned
unknown, and likely not discovered during this plot by a holding rite while crossing through the wall of the
hook. The sniper is also hunting Dareka down when the Cosgrach estate, Smythe found himself trapped without
agents arrive on the scene, seeking the hefty bounty any means of alerting his allies in London.
placed on her head by Musashi, and the agents are like- So Smythe remained until just under a month ago,
ly to run into him during their mission to bring the when Jackboot, tracing his movements across England,
wayward PAC agent home. came across the mystic mastermind and “urged” him
Once recovered, Dareka reveals the identity of the to reveal the lost agent’s location. Now the Hand of
group she infiltrated (the Cult of the Ten Suns), and Glory lieutenant hopes to use a variant of the same rit-
details its structure, resources, and personnel. She also ual to capture Smythe once he’s been unearthed, and
fingers Connie’s true killer (A.S.P.). transport him back to Antarctica.

19
Archer Foundation
Jackboot is only one of several of Eva’s lieutenants
seeking a suitable prize for her. In preparation for
what she believes to be the imminent discovery of her
god-king companion (see the Shadowforce Archer
Worldbook, page 156–157), Eva has decided to host
a challenge to determine which of her male henchmen
is worthy of the ultimate privilege — her hand in unholy
marriage. The henchman who offers her the greatest
“gift” wins.

Plot Hook: The Marriage of


the Beast
Jackboot is posing as Dr. Reichstaldt (a name he used
during his ODESSA days). The Foundation, knowing
his face and former alias, dispatch the agents to discov-
er what he’s after and stop him.
Once the PCs know of Eva’s challenge, the Founda-
tion is faced with a global threat as her lieutenants —
many of whom are far from polite and peaceful in
their search — scour the planet for “the perfect gift.”
The agents may be sent to neutralize one or more
of these lieutenants as they are discovered. Possible
plots for these further missions follow (note that agents
only have time enough to track one of these operations
— the other two must be passed off to other elements
of the Archer Conspiracy).

Possible Henchmen Operations:

1. Michael Miloslaw, an ambitious Hand of Glory


lieutenant, has tracked down what he believes to be
a journal containing many lost truths about the world’s
shadow history, but he’s only half right. The journal
actually documents part of the Architects’ voyage into
the Fringe (see page 99). Its discovery prompts
the Architects to send swarms of their minions after
Miloslaw in order to stop him before he presents
the journal to Eva Kraus. The agents may recover the
journal in the process of stopping Miloslaw from
returning to his mistress.
2. The former pit-fighter Flashfire seeks Eva’s hand by
offering her the ultimate mystic prize — himself.
Tracking an elixir drained from the legendary Holy Grail
(and presumably sold into the black market by dubious
members of the Cosgrach family), Flashfire hopes
to make himself immortal, the perfect vessel for her
god-king companion, once he is found.
3. Sybille Vallentin (see the Shadowforce Archer
Worldbook, page 246) is only interested in Eva’s offer
as it pertains to her own explorations of the human
psyche. She sets up several false leads to seemingly
incredible mystic discoveries — such as the Holy Grail
and the Arc of the Covenant — and spreads the word
subtly through the ranks. Then she sits back and watch-
es the fireworks. The agents’ entry into the scene is only
that much more fascinating to her.

20
Campaign
The Truth of the MATTER: vacation spot for those who want to get back to nature
Aquatica and indulge in a few days of mellow relaxation away
from the hustle and bustle of the big city.
Code: Yellow
But beneath Black Falls’ simple, pleasing veneer is
The agents are sent to Aquatica and charged with
a disquieting unease. Local farmers are quick to change
discovering the source of the temperature increase.
the subject when the topic of Black Falls is brought up,
Unfortunately, the water temperature has risen high
and most refuse to go anywhere near the town, often
enough to attract a small group of oceanographers
driving miles out of their way to pick up supplies in
to the Baltic as well, whose dives may threaten the
Bartlesville, nearly 20 miles away. No one can remem-
Aquatica’s secret position.
ber a funeral ever happening in Black Falls, or a birth,
The cause for the temperature increase may further
or a marriage. Children and those bold enough to speak
complicate matters.
up attribute the town’s poor local reputation to every-
Possible Causes For thing from alien occupation to the Devil’s handmaidens.
The Rise in Temperature: But the truth is far more sinister. Black Falls,
Oklahoma was in fact created as an early Foundation
1. The rise in temperature is caused by the opening of black operation, in an attempt to use Fringe science
a fissure along the sea’s floor. Within this fissure is to create a population of human clones. The inhabitants
located a rare mineral desired by the Shop, who blast were grown from the cells of various world leaders,
onto the scene with their usual lack of subtlety, poten- important personalities (sports figures, celebrities, etc.),
tially threatening the civilian divers as well as the and even the Architects themselves. Bred with matching
agents. If the Shop operatives discover Aquatica, blood and tissue types, the clone farm was expected
they attempt to infiltrate the base to discover its own- to generate organs that could be harvested in the event
ers and purpose. that one of the donors took ill.
Outside the Architects themselves, none of the
2. The water temperature is being artificially warmed by
donors were made aware that the clone farm existed,
agents of P.E.R.I.L., who are testing a new (and quite
and the project was kept secret even from the
unclean) power source. This power source ruptures
Foundation itself. The Architects promoted themselves
during the agents’ investigation, dramatically increas-
as the obvious leaders of the town, relying upon the
ing the ambient water temperature and spewing
clones’ underdeveloped sense of paranoia to earn their
unidentified chemicals across miles of sea. Those
absolute trust. Still, when the Architects were transport-
trapped within the chemical cloud during the first
ed into the Fringe in 1953, the town of Black Falls con-
several hours, before it spreads too thinly to be effec-
tinued, thought without the stern public leadership of its
tive, are horribly mutated, resulting in a new breed of
“founders.”
aquatic chemical monster. Agents within Aquatica
But Black Falls was not without leaders. Deep
when this happens find themselves trapped in an
beneath the surface of its idyllic country streets rests the
undersea prison as monstrous enemies assault the base.
heart of the original Architect operation: a two story
3. The warmer waters are caused by a group of high-tech bunker containing the cloning facilities and the living
treasure hunters who are using a new power drill to quarters for the town’s “caretakers,” a number of clones
unearth a wartime U-Boat said to contain Nazi gold. whose capacity for problem-solving and loyalty to the
The treasure hunters are mercenaries (see page 83), Architects exceeded their peers. These clones were
with no regard for the lives of others. All they want “promoted” to caretaker status before the Architects’
is the money. departure, and charged with watching over the project.
They were to safeguard it from all outside interference,
The Truth of the Matter: or any internal dissension.
Black Falls, Ok. The caretakers were responsible for replacing clones
Code: Yellow as they wore down (end result: none of the original
Alfred is a citizen of the small town of Black Falls, townsfolk grow old or die), but there is no one
Oklahoma, a peaceful mid-western community with to replace the caretakers themselves. They have grown
a population of 241. Black Falls is situated away from old (some have even died), and now the operation
the main roads, and has become an affordable place for of the Black Falls clone farm is breaking down. The illu-
seniors to retire in recent years. Its primary attractions sion the Architects worked so hard to create is breaking
include tranquil uncut forests, scenic rivers and lakes, down with it, and soon the ugly secret of Black Falls,
and a robust calendar of performances by washed-up Oklahoma will be laid bare for the world to see — unless
musicians. In all ways, Black Falls seems like the perfect the agents can intercede.

21
Archer Foundation
Special Note: This plot hook may take on special Possible State of Black Falls:
importance in a fringewalker campaign. Should Alfred
1. The caretakers have died off, leaving the clones to fend
come to the attention of Dr. Algernon (see page 112),
for themselves. When the first of them dies — a sober-
he will immediately raise the mission’s threat code to
ing event in a town populated by effectively immortal
Black and send the agents to trace Alfred’s origins.
people — Alfred is sent out in a vain effort to find and
Dr. Algernon, being part of Operation: SILENT SPECTRE
bring back the founders (the Architects). When the
(see page 99) is well aware of what Alfred is, and what
agents arrive, they discover the clone base, as well as
he represents. Should an Architect project as demented
the fact that several of the clones have ventured out
and far-reaching as a clone farm come to the attention
into the world behind Alfred, each heading in a differ-
of the Foundation — especially when the Chamber
ent direction. The agents and their allies must track
is spread as dangerously thin and under as much pres-
them all down, before the secret of Black Falls is uncov-
sure as it is now — the results could be disastrous. Dr.
ered.
Algernon strives to keep Black Falls a secret at all costs,
and won’t hesitate to order its destruction, if necessary 2. The caretakers have grown ambitious in their old age,
to keep the truth of the Architects buried. and now rule over Black Falls with an iron grip. The
agents must not only discover the secrets of Black Falls
Plot Hook: The Clone Farm but root them out and liberate the inhabitants of the
The agents are assigned to trace “Alfred’s” back- town — and the innocent visitors and retirees being
ground, learn where he comes from, and where used as genetic material for ever greater grotesqueries.
he learned the Room 39 code. Depending on the GC’s
3. The caretakers have been overpowered by another
preference and the player composition, this might be as
Shadowforce Archer threat, an organization of the GC’s
easy as adding “Black Falls” to the dying clone’s last
design, or a world government that discovered the
words. Other groups may prefer an investigative serial,
clone farm when searching for Russian spy bunkers.
in which the agents piece together initially cryptic
Now the clone farm is being retooled to create an end-
or meaningless word clues or physically track Alfred’s
less army of physically perfect soldiers.
steps back to the waiting clone farm.
The interactive elements determined by the GC
revolve around the condition of the town when the
agents arrive, and what challenges they must face.

22
“We live in a wilderness of mirrors, Mr. Savinian.
They live in a world of glass.”
— Lord Reginald Savage,
about the Archer Conspiracy

Agent
2
Archer Foundation
Style & Demeanor
INTRODUCTION
This chapter deals with the life and duty of an
Agents of the Archer Foundation are considered the
“role models” of the Conspiracy, and are consequently
held up to a high standard most of the time. This can
Archer Foundation agent. It introduces players to the have a detrimental effect on many agents, who crack
ways that the Archer Foundation tackles assignments, under the pressure and either withdraw from service or
the resources they use, and their most common enemies — in the very worst cases — go rogue. Those who keep
at this time. Additional sections introduce a new depart- it together are typically very cool characters, capable of
ment of the Conspiracy (Damage Control), which often enduring the most incredible and unexpected situations
works in concert with a specialist support company without blinking twice. Some Foundation agents — par-
called Straight Arrow Pest Control, as well as new and ticularly those within the Damage Control and
more detailed material about the Great Game in Fringewalking departments — swing the other way alto-
Australia and relations between the Archer Foundation gether, taking personal quirks and fetishes to radical
and the world. extremes. One such example is Dr. Lothario Algernon,
Boxed text throughout this chapter includes NPC current director of the Nihil fringewalker division,
contacts and specialists who can help agents during whose obsession with the past and all things strange is
missions. Most are connected to particular resources, near-legendary among Conspiracy operatives — espe-
allowing them to be dropped into play whenever the cially those trained or stationed at the Foundation. (For
agents call upon said resource. These NPCs have only more about Lothario Algernon, see page 112.)
one level of statistics, since they are static anchors with-
in the Shadowforce Archer setting. Mission Profiles
As discussed on page 106, the modern Foundation is
very much a bureaucracy. One of its many flaws is its
TMACKLING
ISSIONS
tendency to overcompartmentalize, resulting in a great
many superfluous departments and organizational divi-
sions. Today, the Foundation features hundreds of
departments, each a finely sliced departure from the one
This brief section serves as a guide for GCs when
next door, and each siphoning off another piece of its
building missions tailored to his players’ team.
global resources.
Conversely, it might assist players in designing agents
The following are each departments within the
appropriate to the Foundation, or their GC’s game.
Foundation, though only three — Damage
Control, Psion Affairs, and Training — are
dealt with expressly as departmental
agent options in Chapter 3.

Bookkeeping
Agents assigned to “book-
keeping” duty are responsible
for ferreting out leaks in the
Foundation’s resource net-
work (not an easy task, given
the Conspiracy’s loose struc-
ture and global reach). Book-
keeping agents are commonly
activated when important
people, objects, or other not-
iceable resources go missing
(or when they’re stolen). Mon-
ey is very rarely the impetus
for a bookkeeping operation,
since the Found-ation is usu-
ally able to obtain more. Only
truly amazing losses of mone-
tary funds (well in excess of
ten million dollars) are noted

24
Agent
by the Foundation’s accountants, and even then, they Whitaker, Silas
usually just sweep the losses under the rug unless there’s
Codename: SCARECROW
a compelling reason to follow up.
Archer Identity Number: 12-429891-07
Standard bookkeeping operations almost always
Nationality: Australian
“piggy-back” along with other missions. For instance,
Gender: Male Handedness: Right
a standard field analysis mission (see page 27) revolv-
Height: 5'11" Weight: 170 lbs.
ing around the review of a mission team with a spotty
Eyes: Black Hair: Black
track record might also include a bookkeeper who will
Psion Class: Non-latent
review the team’s current and previous uses of field
Place of Birth: Sydney, Australia
expenses and requisitioned gear.
Date of Birth: 1961.05.02
Bookkeeping is commonly a covert activity, and
Distinguishing Characteristics: Clean shaven and
features a cover mission of some kind to disguise the
neatly pressed.
agents’ true intent. When agents conduct bookkeeping
in the open, they are usually there just as much to put Background
the fear of God into the suspects as to determine the
Silas Whitaker is the Foundation’s most innovative
source of the problem. bookkeeper, responsible for protecting the Foundation’s
“Backwashers”: A handful of bookkeepers are cash flow by any means necessary. The monetary assets
charged with a sensitive task — dealing with the politi- of all front companies on Australian soil are under his
cal and financial fallout of field operations before purview, and he has created the illusion that many of
it reaches the Lords. They are responsible for making them are publicly traded on the stock market by shifting
private restitution to governments, corporations, and funds back and forth between a small number of loyal
the like, under the guise of the Foundation front com- public allies. Scarecrow controls the flow these stocks,
pany, Minuteman Indemnities, and smoothing over any and of course, none of these allies is ever allowed to gain
ruffled feathers to ensure that the injured parties don’t a deciding share. At this point, the system is more or less
automated, though Scarecrow occasionally checks on his
seek out the perpetrators. For example, say an agent
pawns to make sure everything is running smoothly.
team is forced to destroy a Tibetan monastery to fake
Similarly, Whitaker covers Archer’s financial tracks.
their deaths. The backwashers might first contact the While he endeavors to follow the rules and regulations
Tibetan government on behalf of a bogus organization that govern proper business conduct whenever possible,
the agents work for and pay them whatever they believe he is nonetheless willing to engage in activities that
the building was worth, plus 15%. If during an ensuing make insider trading look like bullying a child for his
meeting the backwashers perceived that the Tibetans lunch money, when necessary.
would settle for nothing less than criminal pursuit of the Whitaker has an almost unlimited budget with which
organization responsible, they might set up a dummy to make financial arrangements required by the Archer
group to take the fall, or even point the victims in the Foundation, and he takes advantage of it. Under his
direction of an enemy. Backwashers are widely regard- guidance, multi-million dollar conglomerates are bought
and sold for the sole purpose of laundering Archer funds.
ed as heroes of the Conspiracy, though their relationship
Recently, Whitaker has noticed a disturbing stock
with field teams is often chilly (as would be expected
trend: a bloc of anonymous investors is purchasing con-
with colleagues who create such grief). trolling shares in former Foundation-owned companies.
Agent Matches: When selecting agents for book- Though innocuous by itself, these buy-outs are follow-
keeping operations, the Foundation typically looks for ing closer and closer on the heels of the Foundation’s
high Intelligence and Wisdom scores, as well as healthy sale of its interests in the companies in question.
Search, Spot, Listen, Sense Motive, and Forgery skills. Whitaker has several times requested a team of agents
Bookkeeping agents are frequently snoops or fixers. to investigate the matter, but has thus far been unable
Standard Gear: Agents sent on bookkeeping missions to convince the Foundation to assign it a threat code.
are usually assigned non-combat gear more often than Silas Whitaker, 2nd-level fixer/4th-level professional (see
weapons, and in particular surveillance items and gad- page 87). CR 6. SZ M; v/wp: 2d8+17 (25)/12; Init +4
gets, which can directly assist most of their operations. (+4 class); Spd 30 ft.; Def +6 (+6 class); Atk: Sig-Sauer P-230
When plugging holes within the Conspiracy, memory +5 (2d4); Face 1 square; Reach 1 square; SA per classes;
flesh is a must (see the Shadowforce Archer Worldbook, SQ per classes; SV Fort +3, Ref +7, Will +2; Str 11, Dex 10,
page 211). Con 12, Int 18, Wis 16, Cha 14; Skills: Appraisal +6, Bluff
Approaches: Bookkeeping is a delicate art — most +10, Bureaucracy +16, Computers +10, Concentration +8,
operations in this vein involve guessing and second- Cryptography +11, Diplomacy +4, Forgery +12, Gather
Information +11, Knowledge (Business) +8. Feats: Advanced
guessing presumed allies and potential enemies. Agents
Skill Mastery (Master Fence), Master Fence, Ordinary Past,
assigned to bookkeeping missions should remain alert at
Political Favors. Gear: Weapons, laptop (power rating +4).
all times and GCs should call for Wisdom-based skill Gadgets and Vehicles: Private unmarked Foundation heli-
copter.

25
Archer Foundation
Steele, Madeleine checks often — especially Sense Motive. Agents should
be equally concerned that their cover is blown, since
Codename: SILK
bookkeepers are generally considered the “tattle-tales”
Archer Identity Number: 41-090433-27
of the Conspiracy. A blown bookkeeper is of little use
Nationality: Australian
to the Foundation and often transferred to a location
Gender: Female Handedness: Left
where he can do no damage… like a remote listening
Height: 5’8” Weight: 120 lbs.
post in a political wasteland.
Eyes: Black Hair: Black
Game Options: Bookkeeping missions offer a unique
Psion Class: PsiScout/Grade B
opportunity during play — there is a clear problem
Place of Birth: Auckland, New Zealand
(“Where has X gone?”) and a clear solution (“Find X”).
Date of Birth: 1969.10.21
With the rapidly deteriorating fabric of the Conspiracy,
Distinguishing Characteristics: Piercing Stare
plugging holes can quickly turn into a full-time project.
Background Imagine a season centering around finding the source of
several similar internal thefts: your agents must stalk
Aloof and unnerving, few agents look forward to
a second encounter with Madeleine Steele. Though clas- their own allies in this case, adding to the suspicion
sified a field analyst, Steele calls herself a “field profiler” many already feel about the Foundation.
(a term derived from her many years studying the behav-
ioral and psychological sciences). Damage Control
Though difficult to get along with, Steele is eminent- Damage control officers (or “cleaners”) report for
ly capable. Before each assignment, she meticulously duty when other agents fail. They are responsible for
reviews the personnel jackets of her assigned team, minimizing the fallout from operations that go south,
in order to understand both the psychology of the agents especially those that garner media attention. As with
and the team dynamic. She rarely re-examines her first most mission profiles, any agent may be sent, but most
impressions — she rarely has to. Unfortunately, she also
belong to a unit dedicated to controlling media cover-
has a tendency to make her conclusions known to the
age of a scene and removing or destroying evidence,
team. As she is introduced to each agent, she generally
voices her conclusions aloud as she catalogues them such as Straight Arrow Pest Control (see page 43).
mentally, generally in derogatory terms. Few agent Agent Matches: Most damage control agents receive
can just sit quietly while being described as “Cautious, their training from the damage control department (see
perhaps overly so. Obsessed with details.” or “Indepen- page 46), though some professional spies see the value
dent, unreliable. Loose cannon.” of a more focused (or just eccentric) agent package.
Generally detached and seemingly indifferent, Steele Snoops are excellent when conducting electronic dam-
is occasionally intrigued by individuals who behave age control, and facemen are widely utilized as “public
against profile, and usually exhibits her interest by pos- relations specialists” whose task it is to discern the truth
ing odd questions about unusual situations. Sometimes, under commonly tense conditions. Facemen are also
she forgoes such questions in favor of actually placing
sometimes called upon to convince people that their
the individual into those situations as a sort of “field
perceptions were “flawed,” or explain away the events
experiment”. Needless to say, Steele has difficulty form-
ing personal bonds, whether based on friendship or the damage control team are trying to cover up. Fixers
romantic attraction. are relied upon to operate in the shadows while
Steele uses her pleasantly smooth voice as little as the facemen conduct business with any witnesses,
possible. Her sentences are concise and to the point, and wheelmen generally act as the get away plan if
and she betrays little emotion with her terse statements. things get dicey for this second team.
She never starts a conversation unless she believes Damage Control agents must be quick on their feet,
she can predict the outcome, and she rarely loses an able to come up with believable excuses and reasonable
argument. lies at the drop of a hat, and possess the skill and feat
Madeleine Steele, 5th-level telepath/2nd-level field analyst. base required to pull a mission of this caliber. For these
Dept: D-0 Home Office. CR 7. SZ M; v/wp: 35/11; reasons, damage control missions are rarely assigned to
Init +8 (+5 class, +3 Dex); Spd 30 ft.; Def +7 (+4 class, agents lower than levels 5-6, before which their inspi-
+3 Dex); Atk: Ruger P-94 +6 (1d10+1); Face 1 square; Reach ration, education, and favor checks, as well as their skill
1 square; SA per classes; SQ per classes; SV Fort +1, Ref +10, points and feat slots are simply too low to support the
Will +5; Str 9, Dex 16, Con 11, Int 15, Wis 14, Cha 10; Skills: demands of the operation.
Bluff +6, Bureaucracy +4, Computers +5, Concentration +10, Standard Gear: Though gadgets like memory flesh
Diplomacy +6, Driver +6, Gather Information +8, Listen +7,
and stealth technology is invaluable to damage control
Search +6, Sense Motive +8, Spot +8, Surveillance +10.
teams, the Foundation more often than not asks these
Feats: Alertness, Analyst, Efficient Power (Profile), ESP Basics,
Intuition Basics, Jump Up. Psion Skills: Empathy +9, Profile agents to rely on their own skills, taking no equipment
+13. Gear: Weapons. Gadgets and Vehicles: None. that would arouse suspicion among witnesses or the

26
Agent
media. Even high-end military gear is often refused, Seaborne, Patricia
as it is often enough to damn the team as “men in
Codename: TYGER
black” and prompt accusations of government cover-up
Archer Identity Number: 11-958824-74
(which is, though completely true, not the optimum
Nationality: Australian
result of a damage control mission). For the most part,
Gender: Female Handedness: Right
the Foundation trains damage control agents to operate
Height: 5’5" Weight: 115 lbs.
on their wits and skill alone.
Eyes: Blue Hair: Black, streaked with blonde
Approaches: Damage control missions demand
Psion Class: Non-latent
absolute concentration and the vision to come up with
Place of Birth: Melbourne, Australia
the impossible — a way to make people forget what
Date of Birth: 1978.02.27
they just heard or saw. Only very rarely does this
Distinguishing Characteristics: Irrepressible smile
involve liquidation (murder); despite its often wayward
interpretation of its own mission statement, the Archer Background
Foundation is ultimately dedicated to saving lives, not
Young and vivacious, Patricia Seabourne is an ideal-
taking them. ist whose unquestionable dedication to the Foundation’s
Game Options: Damage control missions are the ulti- mission has earned her a high rank with the Chamber’s
mate test of espionage skill, and not recommended for Knights (see page 108). Seaborne now works as a field
low-level teams. They can also be one of the most chal- analyst for the Foundation, specializing in the evalua-
lenging and rewarding types of operations. Here we tion of team performance. Her high standards dictates
provide details of one of the Foundation’s closest allies that most agents don’t measure up, and she always does
outside the Conspiracy — the cleaners working behind her best to help them along. Though well-intentioned,
the Straight Arrow Pest Control front company — along this approach is occasionally considered patronizing by
with a new department dedicated to the same mission. agents she works with.
Fortunately, Seabourne’s quick smile and sparkling
Straight Arrow will be featured in several upcoming
wit usually set her fellow agents at ease, and she quick-
plotlines, so we’ve also included two new NPCs for them
ly acclimates to most situations. She is difficult to anger,
as well (see page 114). and one of the few behaviors that truly irks her is con-
flict within a team. Considering her dedication to the
Field Analysis cause, it isn’t surprising she considers such behavior
Field analysts are equally respected and reviled counterproductive and selfish; in her eyes, the agents are
within the ranks of the Archer Conspiracy. Sent along placing personal feelings above the needs of the Archer
with mission teams during routine operations, they Foundation — a cardinal sin among operatives of any
review agent performance, team synergy and composi- Chamber in the Conspiracy.
tion, efficiency, and a host of other factors. They moni- Seabourne truly enjoys her work, as it requires a
tor whether teams are acting in the best interests of the great deal of travel to many exotic locations around the
globe. Though most agents are afforded this opportuni-
global protectorate and making the best use of their
ty, few have the time to enjoy it. The nature of
resources.
Seabourne’s work, however, requires her to get to know
All of this makes field analysts sound rather each team before entering the field, as well as the sights
undesirable, but they can also provide several important of each new team’s locale. Usually, the first thing she
benefits to a team they accompany. The home office does upon arrival (after stating her business) is treat her
is usually much more willing to listen to an analyst- assigned team to dinner at one of the best restaurants in
supported team when they request field support (often town, and takes a moment to get to know them.
resulting in a bonus to favor checks and similar bene-
Patricia Seaborne, 5th-level sleuth/3rd-level field analyst
fits). Field analysts can also help to promote teams with (see page 49). CR 8. SZ M; v/wp: 61/14; Init +4 (+4 class); Spd
good reviews, resulting in better assignments and more 30 ft.; Def +6 (+6 class); Atk: Glock 17 +5 (1d10+1); Face 1
R&R between operations. square; Reach 1 square; SA per classes;
Finally, field analysts are often assigned to missions SQ per classes; SV Fort +4, Ref +7, Will +7; Str 11, Dex 12,
that require intelligence or innovation outside the abil- Con 14, Int 17, Wis 15, Cha 14; Skills: Appraisal +7, Bluff +8,
ity of the average specialist. Field analysts are often Bureaucracy +6, Computers +5, Concentration +7, Cultures
bountiful wellsprings of obscure knowledge and unex- +9, Diplomacy +6, Disguise +6, Driver +5, First Aid +3,
pected talents which can greatly influence the success of Gather Information +16, Languages +9, Listen +8, Profession
a mission. The Foundation’s home office keeps records (Teacher) +10, Search +10, Sense Motive +12, Spot +12,
Surveillance +15. Feats: Advanced Skill Mastery (analyst),
of their specialties — just as with lower caliber special-
Alertness, Analyst, Mark, Mobility, World Traveler. Gear:
ists — and frequently calls upon them during missions
Weapons, professional grade camera and film. Gadgets and
of global import. Vehicles: Subcochlear implant, Icon Prostar 7.

27
Archer Foundation
Two examples of highly contrasting field analysts are Game Options: Pages 68–75 of this book are devoted
found in the boxes on pages 26 and 27 — Patricia to running a pulp-style fringewalking game,
Seaborne and Madeleine Steele. in which the Foundation’s agents document events so
Agent Matches: Field analysts usually possess far over the top that even most Conspiracy agents scoff
exceedingly high Intelligence and unwavering loyalty. at them.
As with most other Foundation roles, combat classes
and physical abilities take a back seat to ingenuity Psion Affairs
and well-rounded (or exotic) skills. Once recruited, field Once fostered by the ground-breaking Dream Suite
analysts are offered special training, represented by (Room 39), psionic operations have since shifted perma-
a new prestige class (see page 49). nently into the hands of the Archer Foundation. Today,
Standard Gear: The standard gear issued to field the Foundation recruits, trains, and fields the strongest
analysts varies as much as their duties to the Conspir- psions on the planet, including their own Control,
acy, though as stated above, these agents often receive the multi-psion hybrid known as “Two” (see the
special consideration when requisitioning gear. Analysts Shadowforce Archer Worldbook, page 60).
often obtain the latest designs from the remaining But beyond merely fielding psions trained to use
loyalists in the Ego Trust, and only infrequently carry psion powers, the Foundation serves as homefront of
experimental gear and gadgets. psionic research for the new Millennium. New abilities
Game Options: The field analyst role is a double- are constantly being discovered and tested, and un-
edged sword in many respects. Though field analysts tapped regions of the human mind are explored. Unfor-
enjoy many Foundation privileges and are often privy tunately, there’s always a need for subjects to field-test
to special information about missions, they are also new theories and abilities, a job which lands firmly on
mistrusted by many of their colleagues (whether the shoulders of volunteer agents.
deserved or not) and must often act as team leaders Training methods have improved as well — the
in times of crisis. advancement of meditation and mental and physical
discipline over the dangerous chemical force-awaken-
“Fringewalking” ings of the first half of the century was largely spear-
The Foundation’s one proprietary mission type is headed by joint efforts between Room 39 and the Archer
walking the Fringe (see page 68), which encompasses Foundation, prior to the complete transfer of all psion
all things supernatural, paranormal, and unexplained. projects into the Foundation’s hands. Since then,
Operations determined to be Fringe-related are auto- the Foundation’s Office of Psion Affairs has actively
matically deferred to the Foundation for review, and sought new and more effective ways to hone psion abil-
by virtue of Dr. Lothario Algernon’s growing informa- ities (and ensure they don’t expand out of the subjects’
tion network, at least one of his “fringewalkers” mans control at the same time).
all known forays into the world’s often bizarre shadow Agent Matches: Normally, Foundation psions are
history. recruited for their strong psion potential. All Grade A
Agent Matches: Fringewalking missions are exclu- psions are recommended to the Australian Chamber for
sively the purview of the Foundation’s Nihil division, training (though they may refuse if they wish),
which recruits agents based on their open-mindedness and psions who manifest previously unseen abilities are
(Wisdom and like skills) and ability to deal with the either transferred or reviewed by a high-ranking mem-
unexpected (Charisma and like skills). Most agents ber of the Office of Psion Affairs (see page 46).
assigned to this division eventually receive training Foundation psions are usually the first to field new
in the fringewalker prestige class (see page 50). abilities — as part of test runs to determine their poten-
Standard Gear: Fringewalking missions rarely use tial power and utility — but the inherent danger
“standard issue” equipment (after all, how to you involved demands that all pertinent agents volunteer.
prepare to deal with the unknown?), and gear is thus Coupled with the fact that only those with psion poten-
assigned most often to deal with the mundane surface tial may apply, the number of psion “guinea pigs”
elements of the operation. For example, an investigation is usually quite low at any time — never enough to field
into the disappearance of a political dignitary in a New test every new invention. Therefore, only the most pow-
York subway station might demand forensic gear cou- erful and potentially dangerous discoveries are handed
pled with the request for a local beat cop (see page 86) to field testers; the rest are simply lab-tested and hand-
or other specialist familiar with the city. Once the dis- ed down through the ranks for normal field service.
appearances are determined to be the work of earth- Most recently, the Foundation has discovered three
bound Architects of the Fringe (see page 40), however, new types of psions — energy-controlling “maxims,”
or a vindictive lingering spirit (see page 68), the gear temporal masters called “hypers,” and an advanced form
required changes significantly — and in many cases of telepath known as a “scanner.” Each of these psion
becomes unnecessary. types is represented in Chapter 3 by a new prestige class.

28
Agent
Standard Gear: PsiTech is likewise field-tested for Recruitment
power and utility, but unlike new psion power develop- The European Commonwealth is known for recruit-
ments, most gadgets are no longer assigned to volun- ing new espionage operatives into the Conspiracy, but
teers. Between the current glut of psion developments psionic and mystic recruitment falls into the hands of
(precipitated by the psion explosion — see the the Archer Foundation. Such recruiting operations gen-
Shadowforce Archer Worldbook, page 55), most gadgets erally follow some manifestation of abilities among the
see their first use during missions. Many reckless agents civilian ranks of the outside world, and recruiters are
even relish the rush of using a device for the first time, often partnered with agents from damage control (see
seeking out the newest untested gear during their page 26) responsible for covering up the manifestation.
mission briefings. An example might be a spirit medium who comes to the
Game Options: The introduction of psions into an attention of the Foundation when a legitimate exorcism
agent team drastically changes the dynamic of play, is broadcast by a major news agency. In this case,
especially at the prestige class level, where the power recruitment officers go in to retrieve the medium and
scale of disciplines borders on superhuman. But in an offer him the chance to control his gift, while a damage
age when criminal masterminds are fielding chemical control simultaneously goes to the news agency to offer
monsters, armies of bound minions, and bioengineered a reasonable explanation of “what really happened.”
supersoldiers, the need for the psionic edge grows by the PsiScouts: A special branch of the Foundation’s
day. The Archer Foundation makes fighting such recruitment division focuses on tracking down latent
menaces not only a priority but also an obligation, and and recently awakened psions. These agents — called
takes psionic development very seriously. The strongest PsiScouts — are psions themselves, with the Psionic
and fastest physical adepts train at the Australian Sensing skill (see page 62). All PsiScouts are volunteers,
Chamber, as do the brightest, most unconventional and most work alone or in pairs. Occasionally,
thinkers and the most devastating telepathic prodigies. a PsiScout works with a standard mission team, usually
Eventually, these agents filter through the rest of the when a target latent is either in mortal danger or hunt-
Conspiracy, but all of them begin here, at the heart of ed by an enemy organization. Some PsiScouts prefer
the Raymond Archer’s vision of global peace. to work as part of a regular team, using their abilities
to track enemy psions and other psionic phenomena.

29
Archer Foundation
Agent Matches: The Foundation looks for sensitive, Agent Matches: Trainers are recruited from all walks
compassionate operatives to join its recruitment divi- of life, but most commonly from the college circuit and
sion, whose Wisdom and Charisma are high and whose ranks of professional technical authors. Both of these
personalities do not conflict with any other common careers foster the focused mindset and attention to de-
“types.” Recruiters must be convincing as well, capable tail required to train superspies. Though many, if not
of “selling” the Conspiracy and its benefits — both to the most, trainers are vastly inferior to their pupils physi-
public and to the target himself. Gruff, brash, or impa- cally, they are almost always mental giants. Only those
tient agents never work as recruiters. with the highest Intelligence scores earn this respected
Standard Gear: Gear doesn’t play a vital role in position, and scores above 16 often compensate for
recruitment operations — unless the agent needs a way lower Wisdom and Charisma, resulting in the “hard-ass”
to quickly convince a target of the impossible, in which professors which agents are so loathe to learn under.
case nearly any PsiTech gadget or low-power relic will Not surprisingly, most trainers begin without a class,
do the trick. Otherwise, gear is assigned according to the never having trained as a spy themselves. Instead, they
conditions of the recruitment. train spies to have great minds, solve problems quickly
Game Options: Recruitment missions offer the agents and cleanly, and think outside the box. Many trainers
a chance to flex their roleplaying muscles and go on the eventually “get the itch” though, and opt to learn the
offensive for once. As with bookkeeping missions, there ropes in Africa or at one of the other Chambers before
is usually a clear objective (bringing a target civilian returning to earn some field time with the Foundation.
into the fold) and a reasonable path to reaching it. Many such agents become the Conspiracy’s finest. Lord
Recruitment missions are most interesting, however, Reginald Savage — otherwise known as Argus — is one
when they feature unexpected challenges. Take, for in- such individual, having begun his long and illustrious
stance, the latent psion whose manifesting telekinetic career with Room 39 as a professor of logic and debate.
abilities have also attracted the Shop. What happens (For more about Argus, see page 152 of the Shadowforce
if the target prefers the Shop’s offer? Should the agents Archer Worldbook.)
try to “save” the psion from the Shop, or use him as Standard Gear: Trainers rely mostly on their wits and
a lead back to the mysterious organization? vast wealth of information to get by, though many are
fascinated by PsiTech.
Training Game Options: Playing a trainer — or a team of
As discussed under Psion Affairs, above, the Archer trainers — can be an interesting distraction from the
Foundation is responsible for much of the Con-spiracy’s standard mission pattern. Maybe the agents must work
training. Agents are routinely assigned to the Lord of with a team of younger, less experienced pupils in an
Discipline, Nostrum (see the Shadowforce Archer operation that unexpectedly leaps out of the students’
Worldbook, page 58), who pushes them to their limits league (and maybe even out of the trainers’ as well),
in order to prepare them for the worst the world has presenting the agents with the twin responsibilities
to offer. More and more frequently, volunteer psions are of solving the problem and protecting their wards at the
sent out after they manifest new and untested abilities. same time. Industrious agents might even find a few
The training corps (see page 46) instructs agents opportunities to continue their students’ training.
in basic espionage knowledge — the application of
tradecraft and fieldwork is generally handled at the Keeping the Secret
Lodge in Africa — widening the base of information Every Chamber keeps the Conspiracy’s secrets in
at their disposal during missions. different ways. The Pan-Asian Collective, for example,
As with psion testing, skills training often occurs protects the Conspiracy through complex deception and
in the field rather than the classroom. There, knowledge mind games. The Company uses brute force, or political
can be applied “hands on” and pupils can be evaluated leverage. Room 39 identifies leaks and surgically
in practice. The Archer Foundation holds field experi- excises them with well-oiled special forces strikes.
ence higher than nearly any other element of an agent’s The Archer Foundation, on the other hand, likes to keep
background, so many agents venture out into the field things simple. It relies primarily on the strength of its
in order to improve their positions within the Chamber. own agents, avoiding the established government chan-
Special Note: Many trainers maintain day jobs at nels that the other Chambers rely upon. They eschew
the Foundation’s principal front, the Archer Institute for violence, and whenever possible, resort to plausible
the Sciences. This think tank is a legitimate power in the cover stories.
international scientific community, and often called upon Foundation teams are known to set up several cover
by agencies of world governments such as the Australian identities and all associate paperwork before leaving
CDI (Center for Disease Information), the United Nations, the home office, each of which is broadly applicable
and even SETI (the Search for Extraterrestrial Life) — to many situations. Common cover stories include
though the Foundation has yet to uncover any evidence feature article writers for major magazines, cartogra-
that SETI’s mission will ever succeed.

30
Agent
phers for various organizations, traveling scholars, and one of its many well-respected national front compa-
corporate trouble-shooters (the last of whom are nies, effectively offering them a form of “legal immuni-
ignored simply because their occupation is boring). ty” within Australian borders.
Agents of the Archer Foundation rarely use a heavy Only once has any police official been introduced
hand, and don’t request cover stories that demand they to the Conspiracy’s true scope and purpose, with disas-
do so. Few pose as government agents, for instance, trous results. Following a mastermind attack on Perth,
since such blatant power brokering simply draws too the Commissioner of Emergency Services, Samuel
much attention for their tastes. Frantz, was brought into the fold. He served the Con-
spiracy loyally for many years until his capture last year
by the Shop. In a failed attempt to create a reliable mole
M ISSION
RESOURCES
within the Foundation’s back yard, they accidentally
wiped Frantz’s mind, leaving him a babbling husk in
a mental institution. Since then, all operatives of the
Foundation are prohibited from revealing the protec-
The Foundation has many resources at its disposal,
torate to high-profile specialists.
from powerful allies to protocols safeguarding agents
Possible Assistance: Foundation agents gain the fol-
to amazing discoveries put to practical use for the good
lowing benefits when dealing with Australian law
of the Conspiracy. The Chamber’s information and
enforcement (assuming they can establish their affilia-
personnel network is global in scope and frighteningly
tion with one of the Chamber's front companies):
versatile. All of this is available to field agents with the
right connections. • Weapons restrictions are almost entirely lifted for
The description of each Foundation resource is Foundation agents. When an agent is taken into cus-
followed by a “Possible Assistance” entry, which tody for possession of a firearm, he gains an automatic
describes a few ways that agents can call upon the favor check (DC 10 for pistols and 15 for rifles, SMGs,
resource during play. This list is far from exhaustive, or shotguns). The agent need not spend an action die
and players should be encouraged to come up with new to make this favor check, though the check may only
and more inventive uses for existing resources. be made once. With success, he is released within 1d4
GCs should likewise feel free to create new resources for hours and his weapon is returned to him.
the Foundation in their own games.
• Australian police often look the other way when
Allied Agencies Foundation agents ask politely. This requires a success-
and their Perks ful favor check (DC 10 if there is only the suspicion
of a crime, or 15 if the police are certain of illegal activ-
The Archer Foundation maintains many allies both
ities). This ability may be activated either before or after
inside and outside the borders of its local shadow com-
a crime is committed. This requires contact with an ally
munity, mostly focusing on government bodies and
within the Australian police force, and 1d2 hours to set
police services. Though agents rarely use these agencies
up if handled before the crime takes place.
as host cells (preferring not to draw the attention gained
for government affiliation), they will call upon them in • Foundation agents may perform minor infractions
times of need — especially when they run afoul of local without police response or sanction (no favor check or
or international laws. action die expenditure is required).

Australian Law Enforcement Australian Security and


The Archer Foundation keeps the Australian law Intelligence Organization
enforcement agencies well placated, ensuring that most (ASIO)
of its agents can move about freely, unfettered Once sanctioned by its own government, Australia’s
by speeding tickets, jail stays, and other trivial delays. counterintelligence organization now owes its near
This is especially true in Canberra, where several of the unilateral power to the Archer Conspiracy. In return,
Lords are personal friends with police commissioners, the ASIO grants the Foundation and it’s allied Chambers
judges, and other members of the constabulary. High- many special favors and allowances on Australian soil
ranking law enforcement officials receive gifts and spe- and occasionally abroad.
cial indulgences… and in some cases contraband gained NPCs: The ASIO’s current head of electronic security
through the Foundation’s black market contacts, or is David McCullough (see page 32). McCullough works
information about personal or political rivals. as a freelance specialist for the Archer Foundation on
Australian law enforcement is not aware of the occasion. Agents requesting computer-related assis-
Foundation’s true purpose, or even its existence. Rather, tance in Australia may encounter him, and Foundation
the Foundation sets its agents up with credentials from agents who succeed with an education check (DC 15)
know of his exploits and where to find him.

31
Archer Foundation
McCullough, David Possible Assistance: Foundation agents may call
upon the following favors from allied personnel of the
Codename: SPOILER ASIO, assuming their good standing with the Conspiracy
Archer Identity Number: 61-393127-48 is confirmed. Each requires contact with the home office
Nationality: Australian or an ally within the ASIO, and 1d12 hours to set up.
Gender: Male Handedness: Right
• Foundation agents may seek out Conspiracy allies with-
Height: 5’11” Weight: 170 lbs.
in the ASIO to gain dossiers about known criminals,
Eyes: Blue Hair: Blonde
spies, and government figures stationed in or traveling
Psion Class: Non-latent
through the Australian Commonwealth. This requires
Place of Birth: Sydney, Australia
a favor check (DC 5 + the target NPC’s agent level), and
Date of Birth: 1963.10.30
with success, provides a record of the NPC’s arrival and
Distinguishing Characteristics: Mole on left cheek.
departure dates, place(s) of residence in the country,
Background and all known data about their activities (especially
A brilliant computer specialist, McCullough was one of
if they are known to be involved in crimes of any kind).
ASIO’s first recruits once the Foundation arranged for all • Foundation agents may convince the ASIO to flag a for-
intelligence gathering restrictions to be lifted (see the eign ambassador stationed in Australia or a visiting
Shadowforce Archer Worldbook, page 54). Renowned
among the Australian hacker community for years,
government official as a potential spy. This effectively
McCullough is known as something of a “cyberspace vigi- relegates complaints from the targeted official into
lante.” Until his recruitment, he monitored hundreds of a quagmire of ”things to do,” and greatly slows official
hacker message boards, chat rooms, and mailing lists, government response, allowing the agents to harass the
watching for anyone who bragged about their next target. official with near impunity. This requires a favor check
When he identified someone, he would “piggy-back” into (DC equal to the official’s Bureaucracy skill), modified
the system behind them, steal what data he liked, and plant by the official's position and whether the agents
evidence to lead the police to the other hacker’s doorstep.
McCullough’s activities made him a pariah in the hack-
request the assistance before or after the harassment
er community, but he persevered. By 1999, he was respon- ensues:
sible for the apprehension of over thirty hackers, and the Condition DC Modifier
entire time the authorities couldn’t even produce his name.
The guest is part of diplomatic staff –2
Then, in February of 1999, everything changed. One
of his marks turned out to be a past victim who had been The guest is a diplomatic aide +0
released from jail. The rival hacker planted a virus that The guest is a known dignitary* +5
tagged McCullough’s computer, leading the police back Request for assistance is made –2
to him instead. Caught in his own web, McCullough was before harassment ensues
arrested and imprisoned pending trial. Request for assistance is made +5
Shortly after his arrest, however, McCullough was after harassment ensues
approached by an ASIO recruiter who had heard of his
online exploits, and offered a deal: work for the ASIO, * This type of guest includes ambassadors and visiting
doing the same job he’d already done for years, and he high-ranking government officials.
could walk. It wasn’t much of a choice.
Ironically, McCullough’s first job was to crack ASIO’s For the purposes of Bureaucracy skill use, treat staffers
own computer system, as a test of ASIO’s own security as low-level management, aides as middle manage-
measures. His superiors gave him a week to complete the ment, and dignitaries as upper management. All normal
task; he did it in a day. He was immediately placed in DCs, modifiers, and effects for these levels of target
charge of upgrading ASIO’s systems and tightening elec-
tronic security.
NPC apply.

David McCullough, 5th-level snoop/6th-level hacker. CR 11. • The ultimate use of the ASIO is to revoke a target offi-
SZ M; v/wp: 53/10; Init +8 (+7 class, +1 Dex); Spd 30 ft.; Def cial's diplomatic immunity, allowing for them to be
+6 (+6 class, +1 Dex); Atk: Beretta Model 92FS +6 (1d10+1); arrested, jailed, and tried as a normal civilian visitor to
Face 1 square; Reach 1 square; SA per classes; SQ per class- Australia. This is a very complicated and risky proce-
es; SV Fort +3, Ref +7, Will +6; Str 12, Dex 13, Con 10, Int dure, and often backfires. When an agent team wishes
16, Wis 10, Cha 8; Skills: Bluff +8, Bureaucracy +6, to call in this type of favor, they must succeed with a
Computers +17, Concentration +7, Cryptography +17,
Cultures +5, Driver +2, Gather Information +6, Sense Motive
favor check (DC 20). Failure reveals the ASIO's corrupt
+8, Spot +5, Surveillance +12. Feats: Advanced Skill Mastery actions; to protect the organization and the
(Mathematical Genius), Mathematical Genius, Quick Use Foundation, the ASIO operative working with the
(Computers). Gear: Weapons, laptop (custom-built system, agents is burned (see the Spycraft Espionage
power rating +6), various software and viruses. Gadgets and Handbook, page 209) and the ASIO refuses to work
Vehicles: None. with the agents for the remainder of the current sea-

32
Agent
son. With a critical failure, an international crisis erupts,
and the entire ASIO division working with the agents
Sterling, Leigh
is burned. All future favor checks the agent team makes
with the ASIO suffer a –5 modifier. This modifier is Codename: INK
cumulative if the agents are responsible for multiple Archer Identity Number: 74-009849-12
ASIO divisions being burned (i.e. they suffer critical fail- Nationality: United States of America
ures when attempting to lift the diplomatic immunity Gender: Female Handedness: Right
of multiple foreign officials). Height: 5’7” Weight: 115 lbs.
Eyes: Hazel Hair: Red
For more about the ASIO, see the Shadowforce
Psion Class: Non-latent
Archer Worldbook, page 54.
Place of Birth: New York City, New York, U.S.A.
Australian Security Date of Birth: 1973.10.11
Intelligence Service (ASIS) Distinguishing Characteristics: Lightly freckled.

The Archer Foundation relies heavily upon the ASIS Background


to support its operations abroad, and most of the agent After a brief stint as an investigative journalist, Leigh
teams it fields, with or without the assistance of the Sterling discovered that while she greatly enjoyed the
other Chambers, are filtered through the ASIS's global investigative side of her profession, the journalism was-
spy network. Within areas where it maintains a presence n’t quite as much fun. That in mind, she resigned her
— the United States, Britain, Europe, and Asia — the position at the New York Times and went looking for
ASIS can provide advanced reconnaissance, cover iden- more fulfilling work. Thanks largely to the fact that she
tities, and while on Australian soil, military support. had not yet developed a reputation in journalistic circles,
yet possessed a keen reporter’s instinct, she was quickly
Possible Assistance: Foundation agents may call snapped up by IRIS (see the Shadowforce Archer
upon the following favors from allied personnel of the Worldbook, pages 54–55, and page 34 of this book). She
ASIS, assuming their good standing with the Conspiracy quickly distinguished herself as a thorough and compe-
is confirmed. Each requires contact with the home office tent investigator, and her well-ordered and methodical
or an ally within the ASIS, and 1d6 hours to set up. approach to each assignment has earned many accolades
from her superiors.
• Foundation agents may request information about Sterling abhors unanswered questions, and quickly
a mission area before their arrival. This requires a favor developed a reputation for resolving loose ends among
check (DC 15). With success, 1d3 ASIS operatives will IRIS files — even those that had been hanging for years
scout an area not farther than one hour's drive prior to her employment. This penchant eventually led
(80 miles) from their post or the nearest major metro- her to discover IRIS’s many links to the Archer Institute
for the Sciences, and persistent digging revealed a part
politan area. These operatives prepare a report for the of the global spy network.
agents, which may be retrieved in person or highlight- Fortunately, Sterling was already being considered
ed over a phone call (a secure line for this conversation for recruitment when she learned of the Foundation, and
requires special preparation). The report contains a her initiative confirmed her ability, securing a position
general description of the area, including any obvious for her in the protectorate. The Foundation’s promise to
personnel, defenses, and unusual external features. The her was simple: so long as she kept her position at IRIS,
ASIS operatives will not enter an occupied complex or acting as the liaison between the organizations and fer-
reting information out for them, she would receive
risk an armed confrontation during the recon mission. access to data she could never hope to obtain otherwise.
• Foundation agents may request cover identities to be Sterling quickly agreed, and has worked as a specialist in
prepared by the ASIS, either before their arrival in an this capacity for several years now.
Despite her almost single-minded pursuit of the truth,
area with an ASIS presence, or during an operation in Sterling considers her own ethics and morals sacred. She
such a region. These cover identities are usually created will not commit an illegal act, and pursues her investi-
as phantom personnel working on actual ASIS projects gations using strictly legal means.
in the area, and phone calls, email, and other inquiries
Leigh Sterling, 2nd-level snoop/3rd-level sleuth. CR 5. SZ M;
about them are rerouted to the central ASIS station in v/wp: 40/14; Init +3 (+3 class); Spd 30 ft.; Def +4 (+4 class);
the area (and the Foundation's allies there). In person, Atk: None; Face 1 square; Reach 1 square; SA per classes; SQ
the cover identity paperwork stands up against scruti- per classes; SV Fort +3, Ref +4, Will +8; Str 10, Dex 10, Con
ny according to the rules for Forgery (see the Spycraft 14, Int 14, Wis 17, Cha 16; Skills: Bluff +8, Computers +4,
Espionage Handbook, page 53). The ASIS forgers are Cultures +8, Diplomacy +9, Gather Information +10,
assumed to have a skill bonus equal to the team's aver- Intimidate +9, Languages +4, Listen +7, Profession
age agent level. This requires a favor check (DC 15). (Journalist) +9, Search +8, Sense Motive +8, Spot +8. Feats:
The Look, Persuasive. Gear: PDA, professional-grade camera.
Gadgets and Vehicles: None.

33
Archer Foundation
• While in Australia and neighboring nations, Foundation Possible Assistance: Foundation agents may call
agents may request military support from the ASIS, in upon the following favors from allied personnel of IRIS,
the form of the Australian SAS (a derivative cousin of assuming their good standing with the Conspiracy is
the famed British SAS). This requires a favor check (DC confirmed. Each requires contact with the home office
15). With success, the agents gain the support of one or an ally within IRIS.
Australian SAS operative (a 2nd-level mercenary — see
• Foundation agents may request a financial profile of
page 83), plus one additional operative for every 5 they
any company, person, or government-contracted busi-
beat the DC by. (For example, a favor check or 25 would
ness. This requires a favor check (DC 15) and 1d12 hours
earn the agents a team of three supporting SAS opera-
to set up. With success, the agent receives two critical
tives). These operatives perform one simple operation
pieces of information — the target's holdings (including
(off-screen), which may be no longer than one scene in
any subsidiary companies or employees) and whether
length; thereafter, they return to their standard mis-
the target serves as a front for another company or
sions/posts. The operatives will not break Australian
person. Additional information about the target my be
laws or commit murder for the agents (though they will
requested — each question requires an additional favor
defend themselves with lethal force if necessary to sur-
check (DC 10-20), unless the GC determines that the
vive an attack). For the purposes of the disposition and
information desired is part of the original profile.
morale rules, the operatives are friendly with the
agents. Agents should be careful only to activate this • When in communication with IRIS, a team of Foundat-
ability when absolutely necessary, as it often backfires. ion agents may automatically succeed with one
Failure with the favor check reveals the “misuse of Education check of their choice relating to the outside
Australian military resources;” to protect the organiza- world (i.e., non-Conspiracy, non-shadow comm-
tion and the Foundation, the ASIS operative working unity/history, or like enemy information). The informa-
with the agents is burned (see the Spycraft Espionage tion may be FAXed, phoned, or emailed to IRIS, and
Handbook, page 209) and the ASIS refuses to work with takes 1d6 hours to generate a response. This ability may
the agents for the remainder of the current season. only be used once per mission.
With a critical failure, an international crisis erupts, and
For more about IRIS, see the Shadowforce Archer
the entire ASIS division working with the agents is
Worldbook, pages 54–55.
burned. All future favor checks the agent team makes
with the ASIS suffer a –5 modifier. This modifier is INTERPOL
cumulative if the agents are responsible for burning
With the help of INTERPOL, the Foundation tracks
multiple ASIS divisions (i.e. they suffer critical failures
criminal activities worldwide. This usually doesn't
when attempting to utilize SAS troops).
assist their efforts to counter criminal masterminds
For more about the ASIS, see the Shadowforce and their inner circle — most of whom operate outside
Archer Worldbook, page 54. the law — but is a great help in tracking and capturing
their minions and public allies.
International Reporting and Possible Assistance: If a criminal's current location
Information Service (IRIS) is known, a Foundation agent may tip off INTERPOL
The New York-based data collection hub known as with a phone call. This tip may be placed anonymous-
IRIS catalogues world events, political and social cycles, ly, and requires a simple Bluff skill (DC 10). In addi-
cultural trends, technological developments, financial tion, Foundation agents may call upon the following
curves, museum exhibits, and any other data they can favors from allied personnel of INTERPOL, assuming
get their hands on. This makes them an invaluable mis- their good standing with the Conspiracy is confirmed.
sion resource to the Foundation. Early on, only the Each requires contact with the home office or an ally
home office relied upon IRIS, and obtaining information within INTERPOL, and unless otherwise stated, 1d2
from the service was limited to periods when one of the hours to set up.
Conspiracy's few allies were on site and unobserved.
• Foundation agents may request one criminal's record.
Today, however, enough of the IRIS staff is loyal to the
This requires a favor check (DC 10). With success,
Foundation to facilitate most agent requests with ease.
the agent gains a list of every arrest, acquittal, and con-
NPCs: The current liaison between the Archer
viction for the criminal in question, as well as any addi-
Foundation and IRIS is Leigh Sterling (see page 33).
tional information that is part of his sealed record (e.g.
Leigh is well aware of the Foundation’s true purpose,
psychological assessments, last known location, and
and effectively acts as a full-fledged agent operating
known allies).
outside the standard channels of the Conspiracy. Agents
utilizing IRIS resources will undoubtedly encounter her.

34
Agent
• Foundation agents may modify one criminal's record, Intimidate check (as determined by the GC), which
adding new crimes, deleting recorded ones, or changing is opposed by the target's Diplomacy, Disguise, Hide,
other information. This requires a favor check (DC 15- or Intimidate check (as determined by the GC).
20, as determined by the GC) and 1d12 hours to set up. This opposed skill check is made normally even though
the agents and their target may not know each others'
Local Shadow Communities location — the totals represent the parties' comparable
influence over elements of the local shadow communi-
The Archer Foundation has great sway over the
ty. Each other agent in the team may cooperate per the
shadow communities through Australia, Indonesia,
standard rules (see the Spycraft Espionage Handbook,
New Zealand, the Malay Peninsula, and all encompass-
page 39), as may allies of the target. A physical descrip-
ing areas. Local spies, smugglers, unaligned groups,
tion of the target must be provided; if it is accompanied
and other unseen elements within these areas simply
by an accurate run-down of the target’s likely activities,
understand that to pierce the Cloak or impede
the team gains a +2 bonus to its total skill check. This
Foundation operations risks retribution from the Cham-
bonus is applied only once, not once per agent involved.
ber. Most neutral shadows try to cooperate with
Agents may also use this ability to locate an object they
Foundation agents, or stay out of their way. Those who
believe is in the area — in this case, the team's skill
do not risk isolation, harassment, and imprisonment at
check is opposed by the person or persons in possession
the very least.
of the object.
Possible Assistance: Foundation agents may call
upon the following effects within the Australian • Foundation agents may attempt to turn the bulk of the
shadow community, assuming their affiliation with the local shadow communities against someone, making it
Conspiracy is confirmed. Unless otherwise stated, each more difficult for him or her to operate in the area. This
requires 1d12 hours to set up, during which the agent is is a concentrated effort that does not require a favor
negotiating with local spies, informants, and other check; instead, it imposes a –4 circumstance penalty to
inhabitants of the Australian espionage circuit. all of the agent's other favor checks in the area while
the ability is in use. During this time, the target suffers
• Foundation agents may put the word out that
a –4 penalty to all of his favor and disposition checks
they're looking for someone they believe to
within the local shadow communities. His terrain and
be in the local shadow communities.
overland movement rates are also cut in half (rounding
One agent generates a Diplomacy or
up), representing the constant interference from local

35
Archer Foundation
shadows and time spent hiding to avoid detection. This and dimensions (smaller than a standard briefcase),
ability may only target one person, but this person may transported within one of these pouches. Only the UN
be anyone, including a member of the shadow commu- keeps a record of the pouch, and even then its contents
nity or a former ally of the agents. The GC may require are listed as “classified.” Physical documents or items to
one or more Diplomacy or Intimidate checks if the tar- be transported must be delivered to a UN office, though
get is well-liked within the local shadow communities. electronic information may simply be emailed to one of
the Foundation's UN contacts (this is faster, but much
• Foundation agents may gather “the word on the street”
less secure, and may result in someone intercepting the
— gossip and rumors — about one particular subject.
email and stealing the information). A diplomatic
This requires a Diplomacy or Intimidate check and 1d2
pouch arrives at its destination within one day (1d20+4
hours to set up. The DC of the agents' skill check is
hours), and is assumed to be safe unless the GC deter-
either 10-20 (per the GC, if the subject of the inquiry is
mines otherwise (e.g. that the courier is attacked, or
not attempting to hide within the community) or
happens upon an unexpected situation, such as a plane
opposed by the subject's Diplomacy, Disguise, Hide, or
hijacking or a flash-riot). No favor or skill check is
Intimidate check (per the GC, if the subject is applying
required to activate this ability, but it may only be used
pressure within the shadow community to keep others
once per mission, and the UN contacts cannot know the
from speaking about him). This opposed skill check is
contents of the pouch, or the circumstances of its
made normally even though the agents and their target
transport.
may not know each others' location — the totals repre-
sent the parties' comparable influence over elements of • Foundation agents may call upon UN allies to arrange
the local shadow community. Each other agent in the clandestine meetings with dignitaries and other politi-
team may cooperate per the standard rules (see the cal figures. Once per mission the agents may make a
Spycraft Espionage Handbook, page 39), as may allies favor check (DC equal to the agent level of the person
of the target. to be met). modified as follows:
Condition DC Modifier
The Rest of the World Low-level diplomat (e.g. governor) +0
The Archer Conspiracy’s founders situated their Dignitary (e.g. senator) +4
central Chamber in Australia in part to avoid the obvi- World leader (e.g. President) +8
ous turmoil growing everywhere else in the world. This Topic of meeting is described as –2
decision has protected the Foundation from much of the something the political figure is
upheaval that plagues every other Chamber, and allows intensely interested in
it to operate unfettered by governmental intrigue in its Topic of meeting is described as +0
own back yard. Unfortunately, this has also distanced something the political figure is
the Foundation from much of the rest of the world, moderately interested in
spreading their connections and resources quite thin. Topic of meeting is described as +2
something the political figure is
The United Nations mildly interested in
Australia's intelligence organizations have an unfor- Agents demand to meet at a place +5
tunate history with UN member nations — particularly and time of their own choosing*
the U.S., which has suffered a number of public scandals Agents demand that no guards +5
in the last 20 years when their secrets were leaked by be present
treacherous Australian operatives. But the Foundation, Agents demand to bring weapons +5
which has no such public connection to the UN, main- of their own*
tains a healthy relationship with the world's diplomatic
leaders, and often calls upon them in times of need. * If the check succeeds without this modifier, the GC
Possible Assistance: Foundation agents may call may rule that the political figure agrees to meet with
upon the following favors from allied personnel of the the agents, but only if this condition is lifted.
United Nations, assuming their good standing with the
Conspiracy is confirmed. Each requires contact with the With success, a meeting is arranged within the next
home office or an ally within the UN, and 1d6 hours three days. The agents' UN contacts refuse to mediate
to set up. or be involved in any way other than to set the meet-
ing up. They will not provide protection during the
• The UN sends hundreds, if not thousands, of diplomat-
meeting.
ic pouches across the world every month. Foundation
agents can arrange to have up to 100 pages or printed
material, up to ten CDs, or any object of like thickness

36
Agent
South America cause (or to the money and other perks the Foundation
The Foundation's interests in South America are can provide). Private jets and cargo planes are kept at
limited to ensuring that no villainous elements take all major airports — including all those featured on page
advantage of the weak Conspiracy efforts in the area. 223 of the Spycraft Espionage Handbook and hundreds
They dedicate only a few personnel and resources to this more) — with pilots and crew on call nearby. Support
goal, and their ability to assist agents in the area is personnel (i.e. those who help the plane take off from
consequently limited. Still, Foundation agents can ex- the ground) are not always available, however — the GC
pect a degree of support here. may at any time spend and roll one action die to delay
Possible Assistance: Foundation agents may call a flight's takeoff by a number of hours equal to the
upon the following effects while in populated areas total.
of South America, assuming their good standing Possible Assistance: Foundation agents may call
with the Conspiracy is confirmed. Each requires contact upon the following favors from the Foundation's private
with the home office or an ally within South America. airline, assuming their good standing with the
Conspiracy is confirmed. Each requires contact with the
• The Archer Foundation keeps a number of guides
home office.
and translators on retainer throughout South America,
which agents may call upon for assistance when need- • When in a major city, Foundation agents may arrange
ed. This requires no favor check, but 1d4 hours must be to travel to any other major city without cost. This
spent contacting the specialist and the agents must pay requires 1d2 hours to set up, plus any time the GC adds
all costs incurred while with the specialist - including with his action dice. Actual travel time is calculated as
feeding and rooming the specialist himself. Guides normal (see the Spycraft Espionage Handbook, page
are professionals (see page 87) and translators are 223).
academics (see page 81). Both have a level equal to half
• When in a major city, Foundation agents may arrange
the average agent level of the team (rounded down).
to transport any object or package up to Large size and
Only one guide and one translator may be requested
up to 2 tons in weight to any other major city without
per visit to the South American continent, though the
cost. This requires 1d2 hours to set up, plus any time the
agents may seek out and hire a second or more using
GC adds with his action dice. Actual travel time is cal-
traditional channels (i.e. talking to the locals and using
culated as normal (see Spycraft Espionage Handbook,
local contacts the agents know personally). Each guide
and translator remains with the agents for the duration
of the team's stay in South America or one month, Foundation Modifiers
whichever comes first, and will not fight for or with When Abroad
them, or otherwise endure undue hardship.
Foundation agents are well liked in some shadow
• Foundation agents may requisition gear without communities around the world, but in others… Apply
restriction in South America, and need not make the following modifiers to all disposition checks made
any favor checks to arrange for it to be delivered with a shadow of the respective community, so long
(or air-dropped) into even the most remote locations as the agent is known to work for the Archer
on the continent. Gear, gadgets, and vehicles requisi- Foundation. These modifiers are ignored when deal-
tioned near major cities arrive in the standard time (see ing with those outside the world’s shadow communi-
the Spycraft Espionage Handbook, pages 24 and 106), ties, and with those who don’t know the agent’s true
but items requisitioned away from major cities arrive allegiance.
in 1 hour per 4 BP or 1 GP spent. When combined with Special Note: GCs should apply these modifiers to
the fixer's procure ability, this speeds up the process standard NPCs who work as agents or specialists for
even further — the items requisitioned arrive in 1 hour the Chambers in each region as well.
per 5 BP or 2 GP spent.
Region Modifier
Front Companies Africa +2
Asia –2
The Archer Foundation hides behind hundreds
Australia/Iceland +4
of front companies, most of which hide behind hun-
Europe (Fade territory) +2
dreds more. The following are three of these companies
Europe (Gemeinschafft territory) –3
commonly called upon to assist agents in the field.
The Middle East –2
Private Airline The Russian Federation –4
South America +0
The Foundation keeps this unnamed private shut-
The United Kingdom +3
tling service off the books, relying on pilots, air traffic
The United States +0
controllers, and flight and ground crews loyal to the

37
Archer Foundation
page 223). The agents must separately arrange for pick- Possible Assistance: Foundation agents may call
up at the other end of the flight, though the airline can upon the following favors from Safe Haven, assuming
store the object for up to 24 hours without chance their good standing with the Conspiracy is confirmed.
of detection. Thereafter, the GC should roll 1d20 each Each simply requires that the agents show up at a Safe
day. If the roll is less than the number of days the object Haven resort.
has been stored, it is discovered by unaligned personnel
• Foundation agents may simply show up at any Safe
at the airport, with results determined by the GC.
Haven resort — with or without calling ahead — and
Safe Haven Resorts demand a safe house. The staff immediately sneaks the
team into an empty rental without charge or fuss.
The worldwide five-star Safe Haven Resort hotel
The GC may spend an action die to rule that all the
chain can be found in every major city in the world.
resort houses are rented, in which case the agents are
Privately owned by the Vision Enterprises Corporation,
kept in a staff member's home (which doesn't feature
which is in turn a front company for Foundation
the improved security or luxuries described above).
land development projects, Safe Haven is more
The agents may stay as long as they like, though the GC
a series of converted condominiums than hotels. Each
should keep track of which enemies know of their loca-
Safe Haven unit consists of two to four bedrooms (each
tion, and what they do about it.
with a private bath), a communal living room, patio,
dining room, jacuzzi, and atrium, and reinforced walls • While at a Safe Haven resort house or employee's home,
(hardness 6 with 20 wound points), doors (hardness the agents may request medical attention. Within 1d2
7 with 20 wound points and a Break DC of 20), and win- hours, a doctor loyal to the Conspiracy arrives with
dows (hardness 3 with 20 wound points and a Break all the supplies and assistance (i.e. nurses and surgeons)
DC of 18). Each resort room stands independently from needed to treat the team's wounds. This increases
the rest on a one-half acre plot of land meticulously healing to triple the normal rate, the same as for hos-
landscaped for physical beauty as well as excellent pitalization (see the Spycraft Espionage Handbook,
concealment from all angles (one-half concealment for page 179). The doctor and nurses remain until the
those not trying to hide, and one-half to total conceal- agent is healed or leaves the resort.
ment, per the GC, for those trying to stay out of sight).
A private carport is located at the back of each resort Straight Arrow Pest
house and each Safe Haven resort features a private Control (See Page 43)
helipad easily accessed by all houses. With so many Technically, the cleaner organization that operates
spectacular features — and a nightly price tag in the behind the Straight Arrow Pest Control front company
thousands of dollars — only the idle rich and cultural is a group of loyal specialists, not a division of the
elite can stay here, but Foundation agents may call Foundation. They were founded outside the Conspiracy
upon Safe Haven at any time during missions. and have no obligation to follow the Foundation's
orders. They assist the Founda-
tion because their own goals
match those of the Conspiracy…
for now. Regardless, their cur-
rent goodwill toward the Found-
ation offers agents of the Aus-
tralian Chamber several distinct
benefits.
Possible Assistance: Found-
ation agents may call upon the
following favors from Straight
Arrow Pest Control, assuming
their good standing with the
Conspiracy is confirmed. Each
requires contact with the home
office or Straight Arrow.
• Straight Arrow's primary
function is “cleaning” (that is,
scouring an area free of incrimi-
nating evidence and convincing
witnesses that they saw some-

38
Agent
thing different after an operation has been botched). Foundation
Foundation agents are authorized to activate Straight Information Sources
Arrow if one of their operations goes bad, but each
Finally, the Archer Foundation has developed many
time they do so they must be sure that bringing in more
resources intentionally geared to support field opera-
outsiders won't further jeopardize the Cloak. Also, they
tions. Agents may call upon the following sources
must be ready to hand the operation off, as Straight
at any time during their investigations.
Arrow has the right to assume total control over an
operation once summoned. When a Foundation agent The Archive
decides to call in Straight Arrow, he dials an unlisted
The Foundation's repository for all information
phone number, gives a password (that changes once
collected about the Conspiracy, shadow history, and
each day), and describes the situation. He must then
their enemies resides on a supercomputer located in
make a favor check (DC 5-30, as determined by the GC,
the bowels of the Archer Institute for the Sciences.
with lowest numbers assigned to the worst situations
The computer is linked to every Foundation terminal
and highest assigned to situations the agents should
in the building, but is not used by anyone other than
be taking care of themselves). With success, a Straight
Foundation operatives seeking information relative to
Arrow team arrives in 1d2 hours and takes over the mis-
their current assignments (most unaligned civilians
sion. The GC should use the rules on page 75 to deter-
working at the facility don't even know it exists). The
mine the Straight Arrow team's composition. The
Archive is also connected to the Internet (so that agents
agents are relieved and directed to return to the home
in the field can make use of it), and is protected by pow-
office for debriefing. Should they stay on, they risk
erful firewalls and anti-virus software. The Archive has
severe reprimand from their superiors unless their sub-
a power rating of 12, has all available peripherals, and
sequent actions benefit everyone involved (including
is equipped with all available software (save viruses).
any local civilians). GC Note: The home office may also
Possible Assistance: The Foundation's massive collec-
call in Straight Arrow (without making a favor check) at
tion of data both mundane and connected to the shad-
any time, with the same results described above.
ow history can be brought to bear by phoning, email-
• Though not entirely their specialty, Straight Arrow may ing, or text messaging to the central archive with a list
be called upon to extract agents trapped behind enemy of nouns and adjectives. 1d6 hours later, every bit of
lines, within enemy structures, jailed, or otherwise unrestricted information within the Archive related
detained. When requesting this type of assistance, to any of the words (or combinations thereof) is sent
the agents must make a favor check (DC 15), modified back to the agent, either by FAX, email, or text message.
by the level of opposition Straight Arrow is likely to The agent determines the method of information deliv-
meet and the chance of exposure: ery during each mission briefing, but a different method
may be chosen by adding a keyword to the message
Condition DC Modifier
sent. When in communication with the Archive, a team
Opposition is light (county jail, –2
of Foundation agents may automatically succeed
lightly populated criminal complex)
with one Education check of their choice relating to
Opposition is moderate +0
the Conspiracy, shadow communities/history, and like
(city jail, well-staffed and
enemy information. This ability may only be used once
well-armed criminal complex)
per mission.
Opposition is heavy +5
(federal penitentiary, criminal The Mysteries
complex with well-armed army)
Long before the Pact, Conrad Archer traveled to
Chance of exposure is low –2
Australia and other parts abroad. Some of these excur-
(no civilians known to be in the area)
sions were made as part of Room 39 operations; others
Chance of exposure is moderate +0
were personal, part of Conrad's quest to unravel the
(few civilians known to be in the area)
secrets of his powers (and avoid losing control to them).
Chance of exposure is high +5
During one such journey, he encountered a tribe of abo-
(many civilians known to be in the area)
rigines with preternatural understanding of the mystic
With success, a Straight Arrow team arrives in 1d2 world. These aborigines demonstrated remarkable abili-
hours, springs the agents, delivers them to a safe loca- ty to dominate Conrad, canceling the effects of his psion
tion within 10 miles, and leave.s The GC should use the abilities and rendering him entirely normal for short
rules on page 75 to determine the Straight Arrow team's periods of time. Conrad remained with the aborigines
composition. He may also wish to run the scene in for many months, and returned to see them several
which the agents are sprung, using the normal
combat rules.

39
Archer Foundation
times before his disappearance at the end of World War Possible Assistance: Foundation agents may call
II. He named them “the Mysteries" due to the wealth of upon the following favors from Overwatch, assuming
information they provided about the nature and origins their good standing with the Conspiracy is confirmed.
of psionics and mystic power, and though he never Each requires contact with the home office.
shared much of this information with anyone else, he
• Foundation agents may request satellite photos to be
made provisions for allies to visit the Mysteries for
taken of a specific location. This requires a favor check
spiritual assistance. Like all elements of the mystic
(DC 15) and 1d4+1 hours to set up (which includes the
world, the Mysteries are scoffed at by most Foundation
time needed to position a satellite or wait for one
personnel (including most Lords), but agents who are
to fall into the proper alignment). The agents must
believers, or assigned to the Chamber's Nihil division
specify the scale of the shot they desire (10 feet, 100
(see page 104) may be inclined to tap them as a poten-
feet, 1,000 feet, 1 mile, or 10 miles), as well as a land-
tial resource.
mark within the 10 by 10 foot square at the center of
Possible Assistance: Foundation agents may call
the shot. The shots may be FAXed, emailed, or delivered
upon the following favors from the Mysteries, assuming
by hand, per the agents' request.
their good standing with the Conspiracy is confirmed.
Each requires direct contact the Mysteries (who live in • Foundation agents may request a secure audio or video
a remote part of the Australian Outback). feed. This requires a favor check (DC 15) and 1d2 hours
to set up. The resulting communication line is com-
• The Mysteries are well versed with the lingering spirits
pletely immune to surveillance, and cannot be bugged,
of the dead, which they frequently encounter during
traced, or tapped. The agents must provide their own
forays into the Dreamtime (their name for the Fringe).
audio or video transmitters, as this favor only provides
They are immune to the effects of lingering spirits'
the broadcast signal.
otherworldly wail and chilling touch abilities (see pages
72–73), and can pass this immunity on to agents who
join them in a spiritual dreamwalk (a ceremony in
which all participants fall into a deep meditative trance
and regain their mystic “center”). This requires a favor
E NEMIES OF
THE F OUNDATION
check (DC 20) and if successful, 1d4+2 hours to com-
plete, during which time all participants, including the The Archer Foundation has many, many enemies,
Mys-teries, are helpless. For this reason, alert sentries due in part to its position at the center of the global
are generally assigned to protect dreamwalking protectorate. This section focuses on external enemies —
Mysteries and their guests. The immunity granted by a those foes that agent teams are most likely to contend
dreamwalk fades after 2d10+4 hours. with during missions. It is also limited to the most
pressing enemies known at this time. New enemies
• For reasons still unknown to the Foundation, the Mys-
are described, while enemies previously presented
teries' home and hunting grounds are protected from
are updated, including any events that have happened
Fringe incursions. No Fringe effects occur in the area
and new information that has been discovered since the
except for feats used by the Mysteries themselves, and
first episode of the SFA Interactive campaign (released
the Fringe cannot physically manifest there (see page
with the Shadowforce Archer Worldbook). Foundation
73), though ghosts can still visit. This makes the tribes'
plans and priorities are also included for each, as well
homeland the perfect refuge from the Architects of the
as notes for the GC, detailing our intent with each
Fringe and their schemes. The Mysteries are glad to
enemy and the location of supporting information.
shelter agents from the Fringe for up to two weeks, but
they will not tolerate the agents using their home as a The Architects of the
base of operations, or help to combat the Architects or Fringe
other mystic opponents unless they are attacked them-
Code: None (Black within the Nihil division — see
selves (and then only to defend themselves).
page 110)
Overwatch The result of an early (and misguided) Conspiracy
experiment, the Architects are a distant, brooding
Linked to ECHELON, CARNIVORE, and most military,
enemy unknown to most of the Foundation. The origi-
news, and public satellite systems orbiting the Earth, the
nal Conspiracy project — codenamed SILENT SPECTRE
Archer Conspiracy's Overwatch network can be used in
— was considered nothing more than an attempt to ren-
a great many ways during missions. Two of the most
der the protectorate’s operatives physically invisible (see
popular follow.
page 99 for more about this project). Privately, howev-
er, the Foundation pioneers behind SILENT SPECTRE

40
Agent
had a different agenda — they were attempting to phys- henchmen, and minions in the physical world, and may
ically project themselves into the Fringe (see page 68). run the storyline to its conclusion with the destruction
Delirious with their own arrogant ambition, the cabal of of the Architects power base currently in the Fringe (by
scientists truly believed they could conquer death, tap- destroying the device mentioned on page 132), without
ping untold power for the new global protectorate, and worry that they will upset anything else in the setting.
themselves. Even after the Architects’ destruction, Division Nihil still
But SILENT SPECTRE didn’t go as they anticipated. offers GCs an excellent route to extreme pulp and para-
Instead of rendering a small number of test subjects normal roleplaying in the Shadowforce Archer setting.
invisible, the first trial seemingly annihilated the entire
building within which the experiment was conducted.
The Archer Foundation deemed SILENT SPECTRE an
abject failure and closed the books on it, splitting up
and burying what little hard evidence still existed. No
one spoke of the project again, nor was it referred to in
any official documents, for nearly fifty years.
Today, only one man in the entire Archer Conspiracy
knows the truth about what really happened to Project:
SILENT SPECTRE — Dr. Lothario Algernon, otherwise
known as “Chance” and “the Lord of Superstition,” and
head of the Foundation’s private division of paranormal The Cult of the Ten Suns
spook hunters. Publicly, Dr. Algernon handles agents Code: Red
assigned to missions no other Chamber save the Chinese legend states that a goddess Xi He (Breath
Guardians are prepared to face — those involving the lit- Blend) gave birth to ten suns. One of these suns would
tle-understood mystic world. Privately, he watches for rise at dawn of each day of the ancient week, providing
the threat lingering just out of sight — the Architects nourishment for the people and crops of the Old World.
still trapped in the Fringe by their own experiment. He A common doomsday myth relates that one dawn, these
watches for their incursions into the physical world, ten suns will rise together, threatening to consume the
waiting for the chance to stop them once and for all. world in eternal flame. Concurrently, Chinese history
Foundation Plans and Priorities: Formally none, tells of ten ancient rulers, sons of the original Goddess
though Dr. Algernon knows the real danger the Mother, each of whom was charged with protecting part
Architects pose, and will stop at nothing to defeat them. of the world from hardship and disaster. These rulers
Algernon understands that their control over the Fringe occasionally warred with one another over borders and
has been growing for nearly fifty years, and that they philosophies, and their conflict is said to be the reason
now dominate many of what laymen term “ghosts.” the modern world is flawed. Even centuries after their
While he understands that the Architects desire only to deaths, the spirits of these rules are said to linger in the
control the physical world from the outside, he also world, looking after their dominions. Another dooms-
knows that they have little compunction with destroy- day myth states claims that one day, these rulers will
ing parts of it that don’t fall in line with their bizarre, war with one another over ultimate dominion of the
long-reaching goals. He knows all this because he was world, and that they will shatter their prize in the
once one of them. (For more about Dr. Lothario process.
Algernon and the Architects of the Fringe, see pages 112 The Cult of the Ten Suns is a small but very real
and 117). threat from within China, centering around a scholar
GC Resources: The Architects of the Fringe have been and architect named Tian Qui-Lau, who believes he is
expressly created as a GC “tinker-toy.” Though they plagued by visions of a dark future, and that voices
appear in the official SFA Interactive campaign, they are guide him to prevent it. Over the last five years, Qui-Lau
largely unconnected to the central plotlines, and their has carefully spread the word about his doomsday
story will never be officially resolved. Nor will they be prophecy, and collected a cult of misguided followers,
dealt with extensively outside this book. The Architects social deviants, and religious zealots around him, inter-
are designed as an open-ended storyline with a begin- preting his words as a dangerous gospel.
ning and an end, but no middle, so that GCs can do with In Qui-Lau’s visions, he perceives that the final dawn
them as they please. We have provided a threat for them is imminent, and that the suns will rise and fall in ten
in this book (page 117), as well as extensive background different parts of the globe, one at a time, over the
and resource material (mostly in Chapter 4) and rules for course of one 24-hour period. The voices in Qui-Lau’s
the Fringe (starting on page 68). GCs are encouraged to mind direct him to investigate and stop what they refer
use this threat to develop their own masterminds, to as “an elaborate web of secret societies devoted to the

41
Archer Foundation
ten fallen rulers, absolutely dominated by their com- least the evident samples agents of the Con-spiracy
mands from beyond the grave.” Qui-Lau believes that have come in contact with — has focused
the voices in his own mind are those of benign protec- on military and terrorist gear. Weapons, vehicles, and
tor spirits, and that only he and his followers can PsiTech of all kinds are being churned out at an
prevent the coming apocalypse. unprecedented rate, and the Foundation is hard-pressed
The Cult of the Ten Suns has branches in every to keep up. Worse, fears that the Shop left traitors
corner of the globe, focused at the centers of what they behind has been confirmed — three Shop agents have
perceive to be the targets for the coming world fires. been revealed in the last fifteen months. Two were
Normally, their operations are merely probative and the interrogated to no avail (the Foundation’s strongest
danger they pose is minimal. Unfortunately, one of their telepaths confirm that their orders were limited to
investigations in Australia (as described on page 54 stymieing Archer research and that they have not
of the Shadowforce Archer Worldbook) has sparked contacted their superiors since the break) and a third
a response from the Archer Foundation, who assumed committed suicide with an explosive tooth implant,
that they were a rival intelligence organization or taking a security team with him.
enemy threat. They dispatched PAC operative Dareka But the Rooks warn that all of this may actually be
to infiltrate the Cult, but she vanished. In truth, the cult another smokescreen, a way to keep the Foundation and
uncovered her presence and took her prisoner — for its peers busy long enough for the Shop to complete its
a time. She has since escaped and is trying to make true business — whatever that may be. Agents teams are
it back to the home office with word of the new aggres- scouring every corner of the globe, leaving no former
sors (see page 18 for more about her current where- safe house unchecked and no informant unquestioned,
abouts, and linked plot hooks). The Cult has identified in an effort to find the truth about the Shop’s plans.
Dareka as a spy working for a secret society dedicated Several leads have actually revealed other threats
to one of the fallen rulers, located somewhere in Aus- instead (as was the case with SFA Interactive Episode
tralia. Whether they know about the Archer Foundation, #1 and recent operations in Russia — see P.E.R.I.L.,
the Institute in Canberra, or the rest of the Conspiracy opposite), but nothing directly linked to the Shop has
remains to be seen, but it is clear the group is reinvigo- yet arisen.
rated now that they have a tangible threat against Foundation Plans and Priorities: Until the arrival
which to throw their amassed resources. of Villain X and the discovery of a Shop project to track
Foundation Plans and Priorities: The Foundation Conspiracy movements in Europe using isotope markers
is worried about this situation primarily because they planted on common currency (see the Shadowforce
know nothing of the new aggressors, or their motives. Archer Worldbook, page 159), the Foundation was
Indeed, they don’t even know the group’s name. Worse, grasping at straws to find information about the Shop.
they fear that the incursions may be coming from Now, with a high-profile threat to track (Villain X)
within the Pan-Asian Collective itself. At this time, they and the chance to turn the Shop’s currency-tracking
want primarily to recover Dareka and bring information scheme against the enemy, the Foundation finally has
about the new threat back to the home office (not some semi-firm footing. Still, it’s stepping carefully, lest
to mention determine Dareka’s current loyalties). these leads slip away like so many before.
GC Resources: The Cult of the Ten Suns is designed Villain X is a quantifiable threat, and not easily hid-
as a close-ended threat exclusive to this episode of the den from view. With any luck, one of the dozens of
SFA Interactive campaign. This information, coupled teams currently in operation around the globe will catch
with the plot hooks in Chapter 1 (see page 18) and the up with him. All have orders to capture him alive if at
threat statistics in Chapter 4 (see page 125) are all a GC all possible, so that he can be researched further (see
needs to kick off one or more serials leading to a final page 128 for what the Foundation knows already) and
confrontation with Qui-Lau and his closest devotees. so that he can be properly interrogated.
Results from this self-encapsulated threat will be folded The Shop’s European money-tracing operation
into future episodes. is another matter — one that the Foundation is not quite
ready to use them. Soon, however. Very soon…
The Shop GC Resources: The Shop itself is a long-term threat
Code: Black which will be dealt with in an upcoming season of the
If the Hand of Glory’s sudden return distracted the SFA Interactive campaign. As such, it is left open-ended
Foundation, the Shop’s recent activities — unleashing for the moment, for each GC to interpret differently
the awesome might of Villain X and stealing the pre- in his own game. In fact, many seemingly unconnected
served remains of Avery Schillingsfield — have brought plot hooks throughout sourcebooks (and some not
them right back into the Foundation’s sights. Each Shop so subtle ones) are geared so that you — the players —
attack is more violent than the last, and it seems that determine much of the Shop’s motives and goals from
most of the organization’s research since the break — at options and concepts we provide, essentially creating

42
Agent
the Shop you want to see in the organization’s Threat are known as “cleaners,” accomplished professionals
book. For now, we present Villain X as a very real, very absolutely dedicated to their mission. They have to be —
clear, and very present challenge for agent teams. GC those who waver either die in the field or are eliminat-
re-sources for running a season dedicated to Villain X ed as “loose ends” by their former colleagues. A few
are located in Chapter 4. Finally, a new Shop operation cleaners also adhere to personal codes — ethics, morals,
is also presented in Chapter 4, unconnected to Villain X or quirks that define their mission parameters. Like the
or any other plot mentioned here. See page 121 if you demands of their employers, these codes are non-nego-
want to read about this threat, but players should be tiable: more important than their own life, or the lives
warned away lest they discover too much, too early. of others. Cleaning is often grueling work, and many
operatives in this profession appear devoid of emotion.
Other Enemies Feelings are a luxury they cannot afford. When a situa-
Below are two updates of larger Shadowforce Archer tion must be “taken to the cleaners," it is a deadly seri-
threats, still looming in the distance. ous affair.
The Hand of Glory (Code: Red): The Conspiracy Some cleaners come from the Foundation’s own
had all but forgotten the Hand of Glory, completely con- ranks — trained as part of their Damage Control division
sumed by their mission to track down and put a stop to (see page 26). Most are part of outside specialist
the menace presented by the Shop, until their old enemy services such as Straight Arrow Pest Control (which
recently exploded onto the scene. The number of active is itself only one of many such organizations world-
Hand operatives has leapt dramatically of late, and it wide). Straight Arrow in particular cleans for many
seems that they have a new purpose: a goal fueled by clients beyond the Foundation, including governments
Eva Kraus’s maniacal dreams of global domination. The and wealthy private contractors, but the Archer
nature of this scheme is as yet unknown, but it Foundation prefers to believe that Straight Arrow works
certainly revolves around the acquisition of information only for them, and rarely thinks about what else the
held by NSA Analyst Dr. Ryan Forsythe, sometime group might be sweeping under the rug.
Company specialist who was murdered in his home just
over two months ago. North America is currently crawl- Front Company
ing with Hand henchmen and minions, and the To the outside world, Straight Arrow Pest Control
Company has been placed on full alert. The U.S. and is a highly profitable, multinational extermination
Australian Chambers have launched a full-scale opera- service. It has franchises in every major country, and its
tion to determine the nature of the Hand’s interest in Dr. stock appears on the public exchange in New York,
Forsythe and Eva’s ultimate intent, though the result of London, and Tokyo. In the twenty-five years since it
the mission is still pending. (For more about this event, first appeared, Straight Arrow has outperformed all
download SFA Interactive Episode #1: “Shallow competitors. Its name has become synonymous with
Graves,” or pick up the forthcoming Hand of Glory quality and trust, two traits the organization frequently
Threat Book.) uses to its advantage. Most Straight Arrow employees
P.E.R.I.L. (Code: Yellow): Agents of the Russian have no knowledge of their co-workers’ true vocation,
Confederacy, led by Nikolai Petrovich’s Phantom and would no doubt disbelieve it if they ever discovered
Brigade, continue to wage a high-stakes war with the the truth.
forces of P.E.R.I.L. on the icy tundra of their homeland. But behind closed doors in her corporate tower
Everyone knows that a full-scale confrontation with the in downtown San Antonio, Texas, current Straight
enemy occupiers is unavoidable, but for the moment Arrow CEO Delicea Cruz (codenamed Mistress) serves as
both sides seem content to bide their time, waiting for Control for some of the Conspiracy’s most dedicated
the chance to strike with minimal losses — to life, prop- specialists. Through the company's many franchise
erty, or innocent civilians (whom both sides have a vest- offices, Delicea fields her people to clean up after covert
ed interest in protecting, for different reasons). operations that have somehow gone awry. Her opera-
tives are the living cloth of the conspiracy's Cloak, and
the definitive edge of its Dagger (see the Shadowforce
S TRAIGHT A RROW
PEST CONTROL
Archer Worldbook, page 15).

Method of Operation
Every Straight Arrow franchise office has at least
ALLY OF THE FOUNDATION
one cleaner in its employ. Whenever this cleaner’s skills
The Archer Foundation employs special agents to
are needed, he drops everything and rushes to the scene
scour an area free of incriminating evidence after failed
of the disturbance. The extermination service provides
missions that have gone public, and convince witnesses
a great cover, allowing the agent to quickly clear out
that what they saw was something… anything other
any innocent bystanders (who might be injured by the
than the truth. Collectively, these hardened operatives

43
Archer Foundation
“toxins” he uses). After setting up a “safe zone” to work phones, CD stereos, and heavily tinted windows are
in, the cleaner is free to get down to the business at standard issue. Once an agent taps a coded sequence
hand. into the car alarm and the steering wheel recognizes his
When devising entry and exit strategy, and dealing fingerprints, the van yields its true secrets. The window
with witnesses, cleaners utilize a variation of the tint darkens by fifty percent, a mobile-link computer
Occam's razor principle: the simplest explanation of a extends from the glove box, and the interior panels of
phenomenon is most likely to work. Cleaners don’t the cargo area slide back to reveal a secret cache of gear,
waste time concocting elaborate lies and schemes; they weapons, and lab equipment (and the solid waste dis-
devise a simple plan and follow it to the letter. Simple posal tank).
plans yield simple results, which the public usually Straight Arrow vans can function as mobile com-
accepts without question. mand centers if necessary — they are heavily armed,
The discreet disposal of bodies constitutes one of the armored, and even submersible. Many feature offensive
trickiest problems a cleaner faces. None of the solutions capabilities such as pivoting flamethrowers and
are pleasant, and most are downright grisly. The most machine-guns, and some even include mini-rocket
common technique involves chemical tanks found in launchers or other unique devices.
Straight Arrow vans, followed by the use of various Straight Arrow had a close relationship with the
sanitation tools to restore the incident site. Shop, which developed the ultra-effective, environmen-
If a predicament is beyond plausible repair, cleaners tally-friendly pesticide they use and drafted schematics
must often take extreme measures to contain the fallout, for the group's first vans (all of which have since been
including many tactics typically reserved for villains. recalled). The Shop field-tested many of its PsiTech
Cleaners avoid such situations if at all possible, and they devices through Straight Arrow, including many crowd
are trained to keep innocent casualties and other unfor- control devices later deemed “too severe.”
tunate byproducts to a minimum. Cleaners consider
themselves above the morally bankrupt individuals that Current Plotlines
the Conspiracy opposes, and strive to keep their internal Straight Arrow Pest Control is generally a re-active
compasses pointing clearly along the high road. organization, but it is prominent enough to involve two
Extraction operations are another cleaner specialty, important plotlines in the Shadowforce Archer setting.
one which often involves a public diversion or distrac-
tion. Again, the extermination service provides a useful Shop ‘Til They Drop
cover, but agents have also been known to cause traffic The Shop's frequent dealings with Straight Arrow
jams, induce power outages, start small fires, and even give it a clear picture of how cleaners operate, and the
fake injury or death to accomplish this objective. So rogue technicians use this knowledge to internally sab-
long as the public remains unaware of the truth, clean- otage the group. Most recently, remaining Shop loyal-
ers are generally allowed to use any tactics they deem ists, posing as a legitimate Foundation Control cell,
necessary. diverted a team of cleaners to eliminate an innocent
Archer mission group in Mexico City. Only the timely
Known Straight Arrow intervention of Ace Valentine (see page 115) prevented
Operatives bloodshed and made the organization aware of how
Two Straight Arrow agents are detailed as feature vulnerable it really is. Security measures and “mole
NPCs in this book, starting on page 114 — Delicea Cruz, hunts” have since been at an all-time high.
and Ace Valentine. Rumors persist that these three
agents are being considered for a new project being Taking Stock
mounted by Straight Arrow command — the veracity of Because its shares are publicly traded, Straight
these rumors remain to be seen. Arrow's fortunes are often at the mercy of the world's
economy. This fact has not gone unnoticed by a small
Tools of the Trade cabal within the European Commonwealth (believed to
Every challenge the cleaners meet is unique, and be part of the little-known Praetoriat — see the
they frequently find themselves improvising with the Shadowforce Archer Worldbook, page 93). This group
tools at hand. This willingness to experiment has made has taken it upon itself to perform a little “insider trad-
them the darlings of several Chamber R&D departments. ing,” and is slowly working toward a majority share of
Straight Arrow’s heavily-modified vans form the the business. Delicea Cruz, a savvy market observer
cleaners’ most invaluable piece of equipment. Exter- (see page 114), and Silas Whitaker, a Foundation book-
nally, each is an innocuous industry vehicle, complete keeper (see page 25), are paying close attention to this
with a painting of the company logo on the side: a car- trend. When they have enough evidence, they plans to
toon termite lethally pierced with an arrow. The internal step forward and eradicate the problem.
design appears completely mundane as well, though car

44
“Imagine that all your pawns vanish and
half the rest of the pieces turn red.
All the rules go out the window then.
You’re playing a whole new game!”
— Raymond Archer,
when asked about his retirement

New Rules
3
Archer Foundation
provides training to both psions and those who must
contend with them (including many agents without
INTRODUCTION
This chapter introduces new rules and agent options
psion abilities).

Special Talents
to cover all the story elements presented in this book,
and more. Three new bundles are included, as are three • +2 Constitution, –2 to an ability of the agent’s choice
new departments, one new base class and six new (other than Constitution).
prestige classes, new psion developments for all three
• +1 department bonus to all skill checks to notice
families, new gadgets, complete rules for the Fringe
or identify the use of psion skills, including Spot, Listen,
and a large Fringe-based feat tree, and ten classes for
Gather Information, Search, Sense Motive, and other
use when building NPCs.
skills as approved by the GC when the object of
the check is the evidence or nature of psion skill use.
The agent gains an additional +1 department bonus to
N EW
DEPARTMENTS these checks at 4th level and every four levels there-
after.
• +1 department bonus to all saving throws required
The following departments are common to Found-
by any psion skill or ability targeting the agent. Psion
ation agents, but may be chosen by any Shadowforce
Affairs agents receive an additional +1 department
Archer agent. GCs may wish to make use of them
bonus to these saves at 4th level and every four levels
in appropriate Spycraft games as well.
thereafter.
Damage Control • Bonus Feat: Any psion feat. The agent must still meet
The Archer Conspiracy exists to protect the world — any prerequisites for this feat, including minimum abil-
in some cases by cleaning up after it. As the hub of the ity scores, psion level, and class levels.
Conspiracy, the Archer Foundation often takes it upon
itself to clean up after the Conspiracy as well, a task Training Corps
assigned to agents from this department. Damage con- The Conspiracy sometimes takes its best and bright-
trol agents specialize in identifying tears in the Cloak est agents out of field service to share their formidable
and mending them, as well as completing operations skills with other agents. Stationed at the Lodge or under
that other agents have let slip out of control. the Foundation’s irrepressible Nostrum, agents of the
Training Corps are among the most valued members
• +2 Charisma, –2 Dexterity.
of the Conspiracy.
• +1 department bonus to Defense. Damage control
agents receive an additional +1 bonus to Defense at Special Talents
4th level and every four levels thereafter.
• +2 Intelligence, –2 Constitution.
• +1 department bonus to Bluff and Disguise checks.
• The agent’s maximum rank in three different class
Damage control agents receive an additional +1 dep-
skills of his choice is increased by +1. At 4th level
artment bonus to Bluff and Disguise checks at 4th
and every four levels thereafter the agent may increase
level and every four levels thereafter.
his maximum rank in one of his class skills by +1.
• Bonus Feat: Any basic combat or covert feat. The agent This bonus stacks with itself if the agent chooses the
must still meet any prerequisites for this feat, including same skill more than once.
minimum ability scores, psion level, and class levels.
• The agent may take 10 with one class skill of his choice,
The Office of Psion Affairs even if stress or distraction would normally interfere.
The agent may choose an additional class skill that
Since its inception, the Archer Foundation has been
he may take ten with at 4th level and every 4 levels
closely linked to the world’s most advanced psion
thereafter.
studies. The three families of psionic ability have revo-
lutionized the espionage world, allowing select agents • Bonus Feat: Any advanced skill feat. The agent must still
to accomplish missions by means founders of the Archer meet any prerequisites for the chosen feat, including
Pact could hardly imagine, This department is a natural minimum skill ranks and other feats.
outgrowth of psionic research, establishing protocols
for the detection, recruitment, and training of psion
and counter-psion assets. The Office of Psion Affairs

46
New Rules
Class Features
SLEUTH
This is a base class.
The following are class features of the sleuth.
Starting Feats: The sleuth begins play with the fol-
lowing feats.
The Archer Conspiracy’s mandate of global security
Armor Proficiency (Light)
rests squarely on one pillar: information. The Foundation
Armor Proficiency (Medium)
recruits heavily from fields of expertise that can provide
it with the clearest picture of what is going on in the New Bundles
world, from the broad scope provided by orbital satellites
to the most questionable dirt from street-side snitches. These new bundles supplement those presented on
It is this latter, hands-on approach to information-gather- page 106 of the Spycraft Espionage Handbook.
ing that interests the sleuth. A sleuth provides his team All bundles cost 25 BP to requisition or add to an
with solid investigative skills and an intimate understand- agent's personal gear.
ing of the human mind, and can be the most valuable part
Aquatic Operations Kit
of any operation involving HUMINT (human intelligence).
Reinforced “steamer trunk” (to store bundle)
Abilities: With his focus on basic detective work,
2 sets average clothes
the sleuth requires a high Wisdom to identify clues,
Scuba suit and tanks
followed by Intelligence to determine their significance.
Mask
Charisma is also helpful when dealing with witnesses
Flippers
and the potential intervention of local authorities. Because
Waterproof watch
sleuths rarely shy away from the confrontations their
Diving light
discoveries often provoke, they must also maintain
Dive computer
reasonable physical abilities.
Compass
Vitality: 1d8 plus Constitution modifier per level.
6 underwater flares
Class Skills Waterproof ‘belly’ bag
Speargun
The sleuth’s class skills and key abilities are:
Waterproof headset radio with encryption
Class Skill Key Ability
Investigative Operations Kit
Appraise Int
Large wheeled suitcase (to store bundle)
Bureaucracy Cha
1 set average clothes
Concentration Wis
1 set trendy clothes
Craft Int
2 Evidence kits
Cultures Wis
PDA
Demolitions Int
Cell phone
Disguise Cha
Micro-tape recorder
Driver Dex
with 5 professional-grade tapes
Escape Artist Dex
Standard camera
Forgery Int
with 3 professional-grade rolls of film
Gather information Cha
Flashlight
Hide Dex
Leatherman
Hobby Wis
Innuendo Cha Paranormal Operations
Intimidate Str or Cha Oversized canvass shoulder bag (to store bundle)
Knowledge Int 1 set average clothes
Languages Wis 1 set coveralls (average clothes)
Listen Wis Night vision goggles
Open Lock Dex Laptop (+3 power rating)
Profession Wis with image processing software
Search Int Chemical analyzer
Sense Motive Wis Evidence kit
Spot Wis 2 floodlights
Surveillance Wis with wheeled storage boxes
Use Rope Dex Exotic manuals (+2 to one knowledge skill)
Calendar
Skill Points at 1st level: (8 + Int modifier) × 4.
Cell phone
Skill Points at Each Additional Level: 8 + Int modifier.

47
Archer Foundation
Weapon Group Proficiency (Melee) search, adding his Charisma modifier to the result. This
Weapon Group Proficiency (Pistol) check takes place outside home office channels and does
Weapon Group Proficiency (Rifle) not require approval from the sleuth’s Control. This
ability may be used once per session. As the sleuth gains
Expert: The sleuth adds his class level to the result of
experience, his network grows, and he may use this
all his education checks (in addition to his agent level).
ability more often — he gains a second use per session
Further, if he spends an action die to add to an educa-
at 11th level and a third at 19th level.
tion check, he rolls two dice instead of one, adding the
Human Nature: The sleuth has an intimate under-
result of both. This is the sleuth's core ability.
standing of the human mind and the telltale signs
Interview: Much of the sleuth’s work involves talk-
of deception. Starting at 3rd level, once per session, the
ing to people. As witnesses are usually fickle, unrespon-
sleuth may re-roll one failed Sense Motive check that
sive, or simply unobservant, it takes a deft touch to both
targets or opposes a skill check made by any human
coax them into conversation and to sort out valuable
target. He may not use this ability if he rolled an error
comments from confused recollections and unimportant
with his first attempt. Further, he must abide by the
hearsay. Through a combination of instinct, psychology,
results of the second roll, even if it is another failure.
and experience, the sleuth can often elicit information
The sleuth may use this ability once more per session at
that would escape others. The sleuth receives a +2 to all
7th level and every four levels thereafter. This ability
Gather Information checks so long as there are living
may be used more than once per round, but never more
witnesses to question. This bonus increases by +1 at 4th
than once for any single Sense Motive check.
level and every four levels thereafter.
Bonus Feat: At 4th level the sleuth gains an addi-
Sources: The sleuth has access to an entire network
tional feat from either the basic skill or style feat trees.
of street informants, criminal snitches, journalists,
He must still meet all prerequisites for the feat before
industry professionals, and other sources of informa-
selecting it, including minimum ability scores and skill
tion. By spending 1 hour consulting his sources (either
rank requirements. The sleuth gains an additional style
in person or by phone) he may make a favor check with-
or basic skill feat at 8th level and every four levels
out spending an action die to perform an information
thereafter (at 12th, 16th and 20th levels).

Table 3.1: The Sleuth


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +0 +2 +2 +1 +1 2 0 Expert, interview +2, starting feats
2 +1 +0 +3 +3 +1 +1 4 1 Sources 1/session
3 +2 +1 +3 +3 +2 +2 6 1 Human nature 1/session
4 +3 +1 +4 +4 +2 +2 8 2 Bonus feat, interview +3
5 +3 +1 +4 +4 +3 +3 10 2 Awareness +2
6 +4 +2 +5 +5 +4 +4 12 3 Little details 1/session (+1)
7 +5 +2 +5 +5 +4 +4 14 3 Human nature 2/session
8 +6 +2 +6 +6 +5 +5 16 4 Bonus feat, interview +4
9 +6 +3 +6 +6 +5 +5 18 4 Awareness +4, little details
2/session (+2)
10 +7 +3 +7 +7 +6 +6 20 5 Brilliant (+2 Int)
11 +8 +3 +7 +7 +7 +7 22 5 Human nature 3/session,
sources 2/session
12 +9 +4 +8 +8 +7 +7 24 6 Bonus feat, interview +5,
little details 3/session (+3)
13 +9 +4 +8 +8 +8 +8 26 6 Awareness +6
14 +10 +4 +9 +9 +8 +8 28 7 Final deduction 1/session
15 +11 +5 +9 +9 +9 +9 30 7 Human nature 4/session,
little details 4/session (+4)
16 +12 +5 +10 +10 +10 +10 32 8 Bonus feat, interview +6
17 +12 +5 +10 +10 +10 +10 34 8 Awareness +8
18 +13 +6 +11 +11 +11 +11 36 9 Little details 5/session (+5)
19 +14 +6 +11 +11 +11 +11 38 9 Human nature 5/session,
sources 3/session
20 +15 +6 +12 +12 +12 +12 40 10 Bonus feat, brilliant (+4 Int),
interview +7

48
New Rules
Awareness: The sleuth is extraordinarily aware of the
actions and behavior of others. As such he is rarely
FIELD ANALYST
taken by surprise. At 5th level he gains a +2 competence
bonus with all checks to determine awareness during
This is a prestige class.
surprise rounds (see the Spycraft Espionage Handbook,
All Chambers utilize agents trained to gather
pg 162). This bonus increases by +2 for every four
audio/visual intelligence and perform evidence analysis,
levels after 5th (to +4 at 9th, +6 at 13th, and +8 at 17th).
but the Archer Foundation is particularly well-known
Little Details: The sleuth’s uncanny awareness of his
for this tactic. Given the often perilous nature of Con-
surroundings allows him to use his environment to
spiracy missions, field analysts are just as handy with a
maximum advantage in combat. Beginning at 6th level,
rifle as with a camera, and are rarely at a loss for how
once per session, the sleuth may make a disarm, feint,
to proceed during an investigation.
strike object, or trip attack as a free action, receiving a
Abilities: Intelligence and Wisdom are by far the
+1 to his attack roll. The sleuth may use this ability once
field analyst’s most critical abilities, supporting the bulk
more per session at 9th level and every three levels
of his investigative techniques. Dexterity falls a distant
thereafter (twice at 9th level, three times at 12th level,
third, supporting the field analyst’s backup combat
etc.). Further, the attack roll bonus increases by an addi-
skills.
tional +1 at 9th level and every three levels thereafter
Vitality: 1d10 plus Constitution modifier per level.
(+2 at 9th level, +3 at 12th level, etc.). This ability may
not be used more than once in any single round. Requirements
Brilliant Mind: The sleuth is often counted among
Agent Level: 5+.
the sharpest minds in the world and can reconstruct
Wisdom: 13+.
complex schemes from mere shreds of evidence. At 10th
Bureaucracy: 4 ranks.
level the sleuth receives a +2 competence bonus to his
Gather Information: 6 ranks.
Intelligence score. At 20th level this bonus increases to
Search: 6 ranks.
+4. In both cases the bonus is applied before the agent
Surveillance: 8 ranks.
calculates his skill points for that level.
Feats: Alertness.
Final Deduction: At 14th level the sleuth instinctive-
ly studies the behavior and appearance of everyone Class Skills
around him. Once per session he may make a special
The field analyst’s class skills and key abilities are:
study of one character he has observed for at least
1 round in person or by audio/visual recording. He Class Skill Key Ability
immediately learns the target’s ability scores. On the Appraise Int
second round he learns the character’s highest-level Bluff Cha
class and on subsequent rounds he learns each next Boating Dex
highest level class, until all of the character’s classes are Bureaucracy Cha
known. Each round the sleuth observes the individual Computers Int
thereafter he learns one of the following, as determined Cryptography Int
by the GC: Cultures Wis
Diplomacy Cha
• One of the character’s skills: These are learned in order
Demolitions Int
from highest to lowest total skill bonus. The sleuth
Driver Dex
is aware of any ties between skill ranks, but doesn’t
Gather Information Cha
learn the target character’s actual class levels or skill
Innuendo Wis
ranks (though he may make an educated guess since
Knowledge Int
he learns them in descending order).
Languages Int
• One of the character’s backgrounds: These are learned Listen Int
in any order, as determined by the GC. Pilot Dex
Profession Wis
• One of the character’s feats: These are learned in any
Search Int
order, as determined by the GC.
Sense Motive Wis
If the sleuth’s observation is interrupted (possibly Spot Wis
due to working with a short recording or a brief Surveillance Wis
encounter), the sleuth may resume the examination
Skill Points at Each Additional Level: 6 + Int modifier.
at any time during that session, gaining the information
listed above when he has studied the target for the prop-
er length of time.

49
Archer Foundation
Class Features Safe House: At 4th level the field analyst receives
the Safe House feat. All of the field analyst’s safe hous-
All of the following are class features of the field
es are equipped with serviceable dark rooms (for the
analyst.
development of film).
Class Feats: The field analyst gains the following
Leap of Logic: Beginning at 4th level, once per ses-
feats at 1st level.
sion after failing a Wisdom-based skill check, the field
Armor Proficiency (Light)
analyst may make an inspiration check without spend-
Armor Proficiency (Medium)
ing an action die. At 8th level the field analyst may use
Weapon Group Proficiency (Handgun)
this ability twice per session.
Weapon Group Proficiency (Rifle)
Shutterbug: The field analyst collects and uses a
Eye for Detail: When the field analyst spends an wide variety of sensors and detection equipment,
action die to increase a Spot or Listen check, the action including his trusty camera. At 6th level the field ana-
die’s result is also added to the check cap for the roll lyst and all members of his team must only pay half the
(based on media or equipment limitations — see the BP cost for optics and surveillance gear (rounding
Spycraft Espionage Handbook, page 127). This is the down).
field analyst’s core ability. Brainstorm: At 8th level the field analyst is able to
Evidence Analysis: The field analyst must be able solicit ideas from his teammates, quickly identifying
to come up with the correct conclusions from even promising lines of inquiry. A number of team members
the sketchiest data — lives depend on it. At 1st level up to the field analyst’s Wisdom modifier may provide
the field analyst gains a special virtual basic skill feat cooperation bonuses to the field analyst’s inspiration
called “Analyst.” This feat provides a +2 bonus to all checks.
Gather Information, Search, and Surveillance checks, Veteran Investigator: The field analyst has finely
and increases his threat range with these skills by 1 (e.g. tuned his perceptions and sense of purpose, providing
a threat range of 20 becomes 19-20). At 3rd level the him with uncanny insight. At 10th level the field ana-
field analyst receives the Advanced Skill Mastery feat lyst gains a +2 bonus to his Wisdom score.
for his Analyst feat. At 5th level the agent gains the
Grand Skill Mastery feat for his Analyst feat. At 7th
level the agent gains the False Start feat linked to his
Analyst feat. Finally, at 9th level, the field agent gains
the Perfect Skill Mastery feat for his Analyst feat.
FRINGEWALKER
This is a prestige class.
Favor for a Favor: Beginning at 2nd level, once per Sometimes agents encounter events or phenomena
session, the field analyst may use his Bureaucracy skill outside their ordinary experience: strange messages
to gain the assistance of someone within an organiza- from other times, inexplicable coincidences, and dis-
tion who cannot normally be bribed with money. The turbing evidence of the paranormal. Most agents turn
results and costs are the same as normal (see the away from such incidents, chalking them up to high-
Spycraft Espionage Handbook, page 43), except that the tech special effects or the twisted head games of nefar-
money that would be spent for the bribe is instead used ious masterminds. Some become fascinated, convinced
to assist the target in a way that is favorable to his that there is something more — that they have caught
morals. At 7th level this ability may be used twice per a glimpse of a world beyond the ordinary. It is from
session.

Table 3.2: The Field Analyst


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +0 +2 +0 +1 +0 3 0 Evidence analysis (analyst),
eye for detail
2 +1 +0 +3 +0 +2 +1 6 1 Favor for a favor 1/session
3 +2 +1 +3 +1 +3 +1 9 2 Evidence analysis (advanced)
4 +3 +1 +4 +1 +3 +2 12 3 Leap of logic 1/session, safe house
5 +3 +1 +4 +1 +4 +2 15 3 Evidence analysis (grand)
6 +4 +2 +5 +2 +5 +2 18 4 Shutterbug
7 +5 +2 +5 +2 +6 +3 21 5 Evidence analysis (false start),
favor for a favor 2/session
8 +6 +2 +6 +2 +6 +3 24 6 Brainstorm, leap of logic 2/session
9 +6 +3 +6 +3 +7 +4 27 6 Evidence analysis (perfect)
10 +7 +3 +7 +3 +8 +4 30 7 Veteran investigator

50
New Rules
among these latter agents that the Foundation’s Sensitive: The fringewalker is usually called in when
so-called “fringewalkers” are recruited (see page 110 for a situation defies simple analysis, and must often keep
more about Division Nihil and the fringewalkers). an open mind in the face of truly bizarre circumstances.
Abilities: Fringewalkers must regularly charge in The fringewalker gains a +1 bonus to all Wisdom skill
when others would think more than twice before enter- checks. This is the fringewalker’s core ability.
ing. Charisma provides a fringewalker with the strength Defiant: Through intense metaphysical training
of personality to face the otherworldly, while Wisdom the fringewalker’s body and spirit are fortified against
offers him vitally strong Will saves and better-than- the sudden shock of death. Starting at 2nd level, when
average investigative skill bonuses. the fringewalker is reduced to 0 or fewer wounds, he
Vitality: 1d10 plus Constitution modifier per level. automatically stabilizes and recovers wounds at the rate
of 1 per minute. This continues until the agent reaches
Requirements 1 wound. The ability may not increase the fringewalk-
Agent Level: 5+. er’s wounds above 1. Even with this ability, a fringe-
Charisma: 13+. walker who is reduced to –10 or fewer wounds dies.
Listen: 6 ranks. At 7th level, the fringewalker recovers wounds at the
Spot: 6 ranks. rate of 2 per minute.
Feats: Unshakable. Bonus Feat: At 3rd level the fringewalker gains
a bonus style or fringe feat. He must still meet all
Class Skills prerequisites for the feat before selecting it, including
The fringewalker’s class skills and key abilities are: minimum ability scores and skill rank requirements.
The fringewalker gains an additional style or fringe feat
Class Skill Key Ability
at 5th level, 7th level, and 9th level.
Appraise Int
Dauntless: At 4th level the fringewalker is simply
Bureaucracy Cha
unmoved by his fears. The agent is immune to all neg-
Concentration Wis
ative morale modifiers and fear effects (see page 80).
Craft Int
Further, the fringewalker’s teammates receive a +4 mor-
Cryptography Int
ale bonus to saves against fear effects while within his
Cultures Wis
line of sight.
Driver Dex
Uncanny Dodge: Starting at 4th level, the fringe-
Gather information Cha
walker gains the ability to react to danger before his
Hide Dex
senses are normally alerted to it. He retains his Dexterity
Hobby Wis
bonus to Defense (if any) even when he is flat-footed
Knowledge Int
or struck by an invisible attacker (though he still loses
Languages Wis
his Dexterity bonus to Defense if immobilized).
Listen Wis
At 8th level the fringewalker may no longer be
Open Lock Dex
flanked, since he can react to opponents on opposite
Profession Wis
sides as easily as he can respond to a single attacker.
Read Lips Int
This denies fixers and others with the sneak attack abil-
Search Int
ity the opportunity to flank or sneak attack the fringe-
Sense Motive Wis
walker unless the attacker is at least four levels higher.
Spot Wis
This ability is identical to that possessed by the fixer,
Surveillance Wis
and a multi-classed agent may combine all levels of all
Skill Points at Each Additional Level: 6 + Int modifier.
his classes with the uncanny dodge ability to determine
Class Features the ability’s effectiveness.
Soul Survivor: The fringewalker is toughened against
All of the following are class features of the fringe-
even the worst consequences of attacks from beyond.
walker.
He automatically succeeds with all saves to recover
Class Feats: The fringewalker gains the following
from energy drain effects (see page 73).
feats at 1st level.
Shadestrike: At 8th level the fringewalker learns
Armor Proficiency (Light)
to fight back against even the most elusive elements
Armor Proficiency (Medium)
of the Fringe. By focusing his will, the fringewalker may
Weapon Group Proficiency (Melee)
attack a spectral opponent as if he were also spectral
Weapon Group Proficiency (Handgun)
(see page 74). Use of this ability also cancels any effect
Weapon Group Proficiency (Rifle)
that potentially causes a successful attack to miss in-
stead (such as the shadespeaker’s cloaked in the Fringe

51
Archer Foundation
ability or the hyper’s flicker ability). Use of shadestrike Requirements
must be declared before the fringewalker’s attack roll,
Agent Level: 5+.
and may only be used a number of times per session
Psion Level: 5+.
equal to the fringewalker’s Charisma modifier.
Concentration: 6 ranks.
Spirit Anchor: The fringewalker’s spirit is incredibly
Control Metabolism: 6 ranks.
stubborn and refuses to leave the body until it is com-
Friction Control: 6 ranks.
pletely destroyed. When the fringewalker drops to –10
Link Health: 4 ranks.
or fewer wounds, his body dies, but his spirit remains
Speed Control: 8 ranks.
and his defiant ability continues to recover wounds
Feats: Adrenal Basics, Metabolic Basics, Psion
until he is revived (at 1 wound) or his body is physical-
Prodigy.
ly destroyed (at –25 wounds). After being killed, while
the fringewalker is between 0 and –25 wounds, he is Class Skills
considered dead and does not lose 1 wound per round
The hyper’s class skills and key abilities are:
as described on page 178 of the Spycraft Espionage
Handbook. Class Skill Key Ability
Balance Dex
Climb Str

HYPER
This is a prestige class.
Concentration
Craft
Driver
Wis
Int
Dex
One of the most astonishing discoveries made by Jump Str
the Office of Psion Affairs has been the capacity for cer- Knowledge Int
tain gifted physical adepts to distort the effects of time Profession Wis
over their own bodies, allowing them to move with Sport Str or Dex
incredible speed and even teleport short distances. Since Swim Str
this discovery, many adepts have been encouraged to
Skill Points at Each Additional Level: 4 + Int modifier.
drop more traditional training in favor of developing
this rare and frightening talent, though only very few Class Features
are able to manifest it.
All of the following are class features of the hyper.
Abilities: Teleportation requires enormous physical
Psionic Class: The hyper is a psionic class. Levels
reserves and intense study, and so a high Constitution is
gained in this class increase the agent’s psion level.
a must. Dexterity is equally important, to allow ade-
Class Feats: The hyper gains the following feats at
quate reaction time to take full advantage of this class’s
1st level.
speed enhancements.
Armor Proficiency (Light)
Vitality: 1d12 plus Constitution modifier per level.
Armor Proficiency (Medium)
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)

Table 3.3: The Fringewalker


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +1 +0 +2 +1 +1 1 0 Sensitive
2 +1 +2 +0 +3 +2 +1 2 1 Defiant
3 +2 +2 +1 +3 +3 +2 3 2 Bonus feat
4 +3 +2 +1 +4 +3 +2 4 3 Dauntless, uncanny dodge
(Dex bonus to Defense)
5 +3 +3 +1 +4 +4 +3 5 3 Bonus feat
6 +4 +3 +2 +5 +5 +4 6 4 Soul survivor
7 +5 +4 +2 +5 +6 +4 7 5 Bonus feat
8 +6 +4 +2 +6 +6 +5 8 6 Shadestrike, uncanny dodge
(can’t be flanked)
9 +6 +4 +3 +6 +7 +5 9 6 Bonus feat
10 +7 +5 +3 +7 +8 +6 10 7 Spirit Anchor

52
New Rules
Lightning Fast: Once per round the hyper may spend feats, skills, abilities, or pressing), he also gains a +4
an action die to make a feint against an opponent as dodge bonus to his Defense until the start of his first
a free action. This is the hyper’s core ability. action during the following round.
Surge of Speed: At 1st level the hyper gains the Teleport: Beginning at 4th level, once per session
Surge of Speed feat as a bonus feat. as a full action, the hyper may teleport a short distance.
Pure Speed: At 2nd level the hyper’s base speed The maximum distance the agent may travel is the same
is increased by +10 ft. At 7th level this bonus increases as if he had moved for a full round, given the conditions
to +20 ft. of his move (running, swimming, climbing, etc.). He
Flicker: Beginning at 3rd level, once per session, must be able to physically make this move at the mo-
the hyper may enter a state slightly out of phase with ment the ability is activated; closed doors cannot be
the physical world. While in this state the hyper receives opened or moved past and physical restraints on the
several benefits: agent’s movement — including grappling and pin effects
— prevent the agent from using this ability.
• Physical attacks and individually targeted energy and
However, since the agent does not physically travel
psion attacks have a 50% chance of missing even after
the distance, he may freely move past other agents
a successful hit is scored. If the attacker is able to strike
without the need for a Tumble roll and does not set off
invisible or Fringe opponents this chance is reduced
any traps or alarms. The agent need not see the desti-
to 20%. If the attacker can target both invisible and
nation from his starting point to use this ability.
Fringe opponents he may ignore this benefit.
The agent may only take along inanimate items that
• There is also a 50% chance that the agent may move he can normally carry (the weight of which may reduce
past security devices without being detected (separate the distance he can travel — see the Spycraft Espionage
from any skill check made to avoid detection). Handbook, page 106), and those items cannot be in con-
tact with any other agent or otherwise secured against
• The damage from all weapons with a blast increment
movement.
is reduced to half (rounded up) before the hyper makes
Finally, the hyper must spend 12 vitality points to
any saves.
teleport.
• Opponents attacked by a flickering agent lose their The hyper may use his ability one additional time
Dexterity bonus to Defense (if any), unless they are able per session at 6th level and every two levels thereafter.
to perceive invisible or Fringe opponents. Group Walk: Beginning at 6th level, the hyper may
transport teammates with him when he uses his teleport
There are also several downsides to flickering. The
ability. The teammates must be adjacent to the hyper
hyper’s attacks and skill checks suffer a –4 penalty
when the teleport ability is activated and they must be
while he is flickering, and he must spend 2 vitality
connected by use of the pool vitality power of the Link
points per round to remain in this state. The maximum
Health skill. The transported teammate appears in an
number of rounds a hyper may flicker is equal to his
unoccupied square adjacent to the hyper at the end of
psion level.
the teleport. Each transported teammate costs the hyper
The hyper may flicker one additional time per ses-
12 vitality points above the teleport ability’s standard
sion at 5th level, 7th level, and 9th level.
cost.
Accelerated Defense: At 4th level, the hyper becomes
Time Strider: Beginning at 8th level, the hyper may
an expert at using his speed to avoid harm. Any round
spend an extra 6 vitality when teleporting to travel to a
in which the hyper gains an extra half action (from
point he could reach with an additional full round of

Table 3.4: The Hyper


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +1 +2 +0 +1 +1 2 0 Lightning fast, surge of speed
2 +1 +2 +3 +0 +1 +2 4 1 Pure speed (+10 ft.)
3 +2 +2 +3 +1 +2 +3 6 1 Flicker 1/session
4 +3 +2 +4 +1 +2 +3 8 2 Accelerated Defense, teleport 1/session
5 +3 +3 +4 +1 +3 +4 10 2 Flicker 2/session
6 +4 +3 +5 +2 +4 +5 12 3 Group walk, teleport 2/session
7 +5 +4 +5 +2 +4 +6 14 3 Flicker 3/session, pure speed (+20 ft.)
8 +6 +4 +6 +2 +5 +6 16 4 Time slider, teleport 3/session
9 +6 +4 +6 +3 +5 +7 18 4 Flicker 4/session
10 +7 +5 +7 +3 +6 +8 20 5 Freeze frame teleport 4/session

53
Archer Foundation
movement. This may be done multiple times; each addi- Languages Int
tional round’s worth of range adds 6 additional vitality Profession Wis
points to total cost of this use of the ability. This abili- Sense Motive Cha
ty may be combined with the group walk ability at no Sport Str or Dex
additional cost.
Skill Points at Each Additional Level: 8 + Int modifier.
Freeze Frame: The hyper ultimately learns to interact
with the world even while moving through accelerated Class Features
time. Once per session the hyper may take an extra half
All of the following are class features of the Lord.
action. All other characters are considered to be flat-
Class Feats: The Lord gains the following feats at 1st
footed during this action.
level.
Armor Proficiency (Light)
Weapon Group Proficiency (Melee)
LORDThis is a prestige class.
Weapon Group Proficiency (Handgun)
Second Department: The Archer Foundation favors
Each of the Chambers has select agents promoted senior agents who are able to work with a wide variety
from fieldwork to manage entire divisions or operations. of personnel with a firm understanding of the training
These powerful figures still take to the field at their dis- and practices of multiple departments. At 1st level,
cretion, bringing with them a wealth of knowledge and the Lord gains the 1st-level special talents of a second
support from the home office. Within the Archer department (though he cannot chose his first depart-
Foundation, such senior agents are known as Lords ment a second time). This does not modify the Lord’s
(see page 108). Traditionally, the Chamber creates new ability scores, and does not include the second depart-
Lord positions (and others) when a new problem or area ment’s bonus feat. The Lord continues to gain bonuses
of interest is identified. A talented and reliable agent is from his second department, counting only his Lord
then matched to this need and becomes a new Lord, class levels for this purpose.
with his own unique title (e.g. “The Lord of Invention”).
Example: A Lord chooses D-5: Black Ops as his sec-
Abilities: Lords are selected chiefly for their expertise
ond department and gains an additional vitality point
with a specific discipline. As such, a high Intelligence is
for every level he gains as a Lord.
usually a requirement to prosper in this position.
Vitality: 1d8 plus Constitution modifier per level. Example 2: A lord chooses D-3: Computer Espionage
as his second department and gains a more powerful
Requirements laptop and an additional bonus to Computer and Elec-
Agent Level: 9+. tronics skill checks upon reaching level 4 as a lord.
Chamber: Archer Foundation.
This is the Lord’s core ability.
Feats: Advanced Skill Mastery.
Continuity: The new Lord enters his position based
Class Skills on previous merit, but it’s essential that he continue
to hone the skills that earned him the promotion. At 1st
The Lord’s class skills and key abilities are:
level, the Lord may choose 10 skills that are class skills
Class Skill Key Ability for any other class in which he has at least 1 level. These
Concentration Wis skills are considered class skills for him when he gains
Craft Int levels as a Lord.
Diplomacy Cha Delegate: At 2nd level, whenever the Lord is the
Driver Dex leader of a cooperative skill check, the bonus received
Intimidate Str or Cha for each successful assistant is increased to +3. At 5th
Knowledge Int level, this bonus increases to +4.

Table 3.5: The Lord


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +0 +0 +2 +1 +0 3 1 Continuity, second department
2 +1 +0 +0 +3 +1 +1 6 2 Delegate (+3)
3 +2 +1 +1 +3 +2 +1 9 3 Grand skill mastery
4 +3 +1 +1 +4 +2 +2 12 4 Improved synergy
5 +3 +1 +1 +4 +3 +2 15 5 Delegate (+4),
Lord’s privilege 1/session

54
New Rules
Grand Skill Mastery: At 3rd level, the Lord receives Class Skills
the Grand Skill Mastery feat. He must still meet all
The maxim’s class skills and key abilities are:
prerequisites for this feat, including the selection of an
Advanced Skill Mastery feat to which it is linked. Class Skill Key Ability
Improved Synergy: At 4th level, the Lord’s ability Concentration Wis
to apply his skills broadly is second to none. Any time Craft Int
he receives a synergy bonus to a skill roll, that synergy Demolitions Int
bonus is increased by +2 (e.g. from +1 to +3). Electronics Int
Lord’s Privilege: Upon reaching 5th level, once per Hobby Wis
session, the Lord may use any single feat or class abili- Intimidate Str or Cha
ty he possesses that may be used only a limited number Knowledge Int
of times per session one additional time per session. Mechanics Int
Pilot Dex
Profession Wis

MAXIM
This is a prestige class.
Sense Motive
Sport
Spot
Wis
Str or Dex
Wis
The Foundation’s Office of Psion Affairs periodical- Survival Wis
ly identify remarkable mentalists with the potential to Tumble Dex
concentrate all of their effort into one type of energy,
Skill Points at Each Additional Level: 6 + Int modifier.
mastering attacks and effects far beyond those of gen-
erally trained mentalists. These psions are known as Class Features
maxims.
All of the following are class features of the maxim.
Abilities: By tightly concentrating their psionic ener-
Psionic Class: The maxim is a psionic class. Levels
gies, maxims are able to produce spectacular attacks.
gained in this class increase an agent’s psion level.
They benefit most from a high Intelligence (for aim) and
Class Feats: The maxim gains the following feats at
from whichever attribute is linked to their chosen attack
1st level.
form (increasing both skill checks and damage).
Armor Proficiency (Light)
Vitality: 1d10 plus Constitution modifier per level.
Armor Proficiency (Medium)
Requirements Weapon Group Proficiency (Handgun)
Agent Level: 5+. Key Skill: The maxim hones his ability with a single
Psion Level: 5+. specific psionic attack. The agent chooses one mentalist
Intelligence: 13+. psion skill that can produce an attack to be his “key
Concentration: 8 ranks. skill.” Many of the agent’s class abilities are tied to this
Feats: Psion Prodigy. key skill. Starting at 1st level, each time the agent gains
Special: Access to mentalist feats and at least one a maxim level, he receives one bonus skill point which
skill capable of producing a psionic attack at 8 ranks or must be spent to increase the agent's key skill.
higher (see Key Skill, in the next column, for a list).

Table 3.6: The Maxim


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +1 +1 +2 +1 +0 1 0 Devastating, instant assault
key skill
2 +1 +2 +2 +3 +2 +1 2 1 Pulse (d8)
3 +2 +2 +2 +3 +3 +1 3 2 Bonus feat
4 +3 +2 +2 +4 +3 +2 4 3 Energy spray (double), power sink
5 +3 +3 +3 +4 +4 +2 5 3 Bonus feat
6 +4 +3 +3 +5 +5 +2 6 4 Energy lance 3/session
7 +5 +4 +4 +5 +6 +3 7 5 Bonus feat, pulse (d12)
8 +6 +4 +4 +6 +6 +3 8 6 Energy lance 4/session, energy
master, energy spray (triple)
9 +6 +4 +4 +6 +7 +4 9 6 Bonus feat
10 +7 +5 +5 +7 +8 +4 10 7 Energy lance 5/session,
sustained attack 1/session

55
Archer Foundation
Possibilities and associated energy types include: the appropriate energy type. An error causes the maxim
to take 1d4 subdual damage. This attack may be used
Key Skill Energy Type Psion Attack
a number of times per session equal to the maxim’s
Cryokinesis (Cha) Cold Ice attack
psion level. At 7th level the damage from the maxim’s
Photokinesis (Wis) Laser Laser attack
pulse increases to 1d12.
Poltergeist (Dex) Gravity Gravity-hurled
Bonus Feat: At 3rd level the maxim receives one
projectile
bonus basic combat or basic psion feat. He must meet
Pyrokinesis (Cha) Heat Fire attack
all requirements for the feat before selecting it, and if
Static charge (Dex) Electricity Lightning attack
it requires him to choose a psion skill to be linked to
Vibrokinesis (Dex) Sonic Tonal attack
the feat, he must choose his key skill. The maxim
Devastating Psion Skill: Any time the maxim spends receives one additional basic combat or basic psion feat
an action die to add to an attack or damage roll gener- with the same conditions at 5th level, a second at 7th
ated by his key skill, he rolls two dice. This is the max- level, and a third at 9th level.
im’s core ability. Power Sink: At 4th level the maxim may redirect,
Instant Assault: At 1st level the maxim’s intense dampen, and absorb his chosen type of energy.
training allows him to make the skill check to prepare This grants him a damage reduction value of –20/—
one of his key skill psionic attacks as a free action. against his key skill’s energy type (falling damage is
Pulse: Starting at 2nd level the maxim may produce covered by gravity, but missile and kinetic attacks are
small bursts of highly focused power, allowing him to not). This protection extends to the maxim’s teammates
make a minor energy attack without spending vitality. within 30 feet and in his line of sight, each of whom
Attacking with a pulse is a standard attack (half action) gains a damage reduction value of –10/— against the
using the maxim’s base attack bonus plus his Intel- maxim’s key skill energy type.
ligence modifier. A pulse has a range increment of 10, Energy Spray: The maxim may widen the path of his
an error range of 1, no threat range, and a maximum key skill energy attacks at the cost of additional vitali-
range of 5 increments. It does 1d8 normal damage of ty. At 4th level the maxim may spend 3 additional

56
New Rules
points of vitality when preparing one of his key skill
psionic attacks to cause the attack to spread. He may
SCANNER
either target two opponents in adjacent squares, com-
paring a single attack roll to each opponent’s Defense,
This is a prestige class.
or target a single opponent and increase that target’s
The scanner is an exceptional telepath trained by the
save DC to reduce damage by +4. At 8th level the
Archer Foundation’s Office of Psion Affairs as a securi-
maxim gains the option of spending 6 vitality points
ty and counter-insurgent specialist.
when preparing one of his key skill psionic attacks to
Abilities: As premier-grade telepaths, it is essential
either target three opponents in adjacent squares, com-
for the scanner to have superior Charisma and Wisdom
paring a single attack roll to each opponent’s Defense,
scores. Solid Intelligence and Constitution scores will
or target a single opponent and increase that target’s
also be helpful throughout the agent’s career.
save DC to reduce damage increased by +8.
Vitality: 1d8 plus Constitution modifier per level
Energy Lance: At 6th level the maxim may create far
more powerful attacks than other mentalists. As a full Requirements
action he may make one normal key skill psion attack
To become a scanner, an agent must meet all of the
which inflicts maximum damage with a successful
following requirements.
hit (no roll is required; the target simply takes the
Agent Level: 5+.
maximum possible damage result). If the maxim suffers
Psion Level: 5+.
a critical failure with his attack roll when using this
Empathy: 8 ranks.
ability, he suffers the maximum possible backlash dam-
Memory Flash: 6 ranks.
age for his key skill energy attack (generally 8 or 12
Project Thought: 6 ranks.
points of damage). Creating an energy lance requires
Feats: ESP Basics, Imprint Basics, Psion Prodigy.
that the maxim spend vitality points as if preparing his
energy attack. This ability may be used a number of Class Skills
times per session equal to half the maxim’s class level
The scanner’s class skills and key abilities are:
(rounded down) and cannot be combined with the ener-
gy spray ability (see opposite). Class Skill Key Ability
Energy Master: Beginning at 8th level the threat Bluff Cha
range of the maxim’s key skill psion attacks is increased Bureaucracy Cha
by 1. Further, he is no longer required to spend action Concentration Wis
dice to activate a critical with his key skill psion attacks. Craft Int
Sustained Attack: Starting at 10th level, once per Cryptography Int
session when the maxim prepares one of his key skill Diplomacy Cha
psion attacks, he may spend additional vitality equal to Driver Dex
the normal cost to activate that power. For the duration Gather Information Cha
of that ability he may make two psionic attacks per Hobby Wis
round with that power. Intimidate Str or Cha
Innuendo Wis
Knowledge Int

Table 3.7: The Scanner


Base Fort Ref Will Def Init Budg Gadg
Lvl Att Bon Save Save Save Bon Bon Pts Pts Special
1 +0 +0 +0 +2 +1 +1 2 1 Light touch, mind walker (ESP Mastery)
2 +1 +0 +0 +3 +1 +2 4 2 Improved psi mastery
3 +1 +1 +1 +3 +2 +3 6 3 Mind walker (Imprint Mastery)
4 +2 +1 +1 +4 +2 +3 8 4 Persistent telepathy (duration ×2),
tracer (30 ft.)
5 +2 +1 +1 +4 +3 +4 10 5 Mind walker (Connection Junction)
6 +3 +2 +2 +5 +4 +5 12 6 Gestalt 1/session
7 +3 +2 +2 +5 +4 +6 14 7 Improved psi mastery,
mind walker (ESP Supremacy)
8 +4 +2 +2 +6 +5 +6 16 8 Persistent telepathy (duration ×3),
tracer (50 ft.)
9 +4 +3 +3 +6 +5 +7 18 9 Mind walker (Imprint Supremacy)
10 +5 +3 +3 +7 +6 +8 20 10 Neural loop 1/session

57
Archer Foundation
Languages Wis Tracer: Any person approaching within 30 ft. of the
Listen Wis scanner must make a Concentration check or Will save
Profession Wis (DC 15). If the check or save fails, the scanner immedi-
Read Lips Int ately becomes psionically aware of the character’s
Search Int presence and location (even if they continue to move),
Sense Motive Wis so long as he remains within this ability’s radius.
Spot Wis Teammates and other allies may willingly fail this save
Surveillance Wis so as to alert the scanner of their location. Unconscious
characters automatically succeed with this save.
Skill Points at Each Additional Level: 8 + Int modifier.
A character who has been detected may attempt to
Class Features throw off the scanner by stilling his thoughts. Once per
round as a half action, the character may make a new
All of the following are class features of the scanner.
Concentration check. With success, the scanner loses
Psionic Class: The scanner is a psionic class. Levels
track of the character and must make a new Concentra-
gained in this class increase the agent’s psion level.
tion check to recover the link.
Class Feats: The scanner gains the following feats at
The scanner may actively check for minds within
1st level.
this ability’s radius by spending 1 vitality point and
Armor Proficiency (Light)
concentrating for a full round (during which time the
Weapon Group Proficiency (Handgun)
scanner is considered flat-footed). This forces all unde-
Light Touch: The scanner excels in concealing his tected minds to make a new Concentration check or
influence over others. Any time the scanner uses an ESP save versus DC 15. With success, they avoid detection.
or imprint skill he may spend an action die to increase Otherwise, the scanner is aware of their presence.
the DC of all checks to detect or identify his use of the At 8th level, the radius of this ability increases to 50
power (either during or afterward) by twice his scanner ft. and the DC of the check or save increases to 20.
level. This is the scanner’s core ability. Gestalt: The scanner may link the minds of his team-
Mind Walker: The scanner is a master of mental mates, facilitating an impressive level of coordination
intrusion and telepathic communication. At 1st level, and cooperation between them. Once per session as a
the scanner receives the ESP Mastery feat. At 3rd level, full action, the scanner may create a gestalt where he
he receives the Imprint Mastery feat. At 5th level, and his teammates may converse and offer advice freely
the scanner becomes capable of two-way telepathic without speech. So long as all linked teammates are
communication, gaining the Connection Junction feat. within the scanner’s line of sight, the scanner and each
At 7th level, he gains the ESP Supremacy feat. Finally, teammate gains a cooperation bonus from every other
at 9th level, the scanner’s mindwalking power reaches character in the gestalt to all applicable skill checks.
its zenith and he gains the Imprint Supremacy feat. Providing the cooperative effort is a free action for all
The agent must still meet all prerequisites for these assisting agents. This ability lasts for 3 rounds and has
feats, including minimum psion level and skill ranks. a vitality cost equal to the number of agents in the
The scanner must meet all prerequisites before he gains gestalt. Once created, the scanner may pay the vitality
any benefit from the feats. cost every three rounds to maintain the gestalt without
Improved Psi Mastery: At 2nd level, the scanner may interruption.
select an ESP or imprint skill for which he has the Neural Loop: Once per session the scanner may
improved psi mastery ability, receiving a +4 bonus to all attempt to imprison a mind within an internal fantasy
skill checks with that skill. At 7th level, the scanner may landscape, a conscious dream-state. The target’s own
select a second ESP or imprint skill for which he has the mind provides the walls of this prison. While so trapped
improved psi mastery ability, gaining the same benefit the target may not move, speak, or otherwise interact
for the second skill as well. Any improved psi mastery with the outside world, and is considered helpless. To
benefit replaces previous bonuses from psi mastery for create this prison the scanner must be within 1 mile of
the same skill. the target and spend three rounds in complete concen-
Persistent Telepathy: At 4th level, the scanner’s tration (during which the scanner is considered
mental endurance grows exponentially. He may accept flat-footed). During the first round (at the scanner’s ini-
a –4 penalty to any ESP or imprint skill check to dou- tiative count), the target must make a Will save to resist
ble the duration of the ability once it is activated. At 8th the intrusion. During the second round (at the scanner’s
level, the scanner may accept a –8 penalty to any ESP initiative count), the target must make a Reflex save
or imprint skill check to triple the duration of the abili- to resist the scanner’s substitution of a fantasy scenario
ty once it is activated. within his mind. During the third round (at the scanner’s
initiative count), the target makes a Fortitude save

58
New Rules
to prevent the scanner from establishing the neural loop campfire for pyrokinesis, an open meat locker for
within the target’s mind. The DC for each of these saves cryokinesis, a performance stage-sized speaker for
it equal to 10 + the scanner’s psion level. If any of vibrokinesis) then you may initiate the attack from that
the saves is successful the attempt fails that round and location, determining range penalties from the base
the target is only stunned for 1d4 rounds. If the target energy’s point of origin rather than your location. This
fails all three saves he is rendered helpless for a number potentially eliminates obvious clues about your loca-
of hours equal to his Constitution score, after which he tion, but you may still be seen normally.
enters a deep sleep for 8 hours (during which he can be
awakened as normal). The scanner must spend 8 vitali- Psychoinventive
ty points each round when using this ability (for a total Supremacy
cost of 24 vitality over all three rounds). If the attempt You have focused extensively on the super-creative
fails, it cannot be repeated during the same session. powers of the mind.
Prerequisites: Psion level 12+, Psychoinventive
Mastery.
N EW B ASIC
PSION FEATS
Benefit: Your psion level is considered 1 higher any
time you make a psychoinventive skill check, and the
GC (or opposing players) must spend an extra action die
to activate a critical failure when you are using those
Unless otherwise noted, these feats may be taken by
skills. Further, the duration of your mental leap ability
any agent who has an open generic (i.e. non-specified)
is doubled (becoming 20 rounds).
feat slot.

Concentrate Energies Psychokinetic Supremacy


Your control over energy is honed to a killing edge.
Your energy attacks are amazingly powerful.
Prerequisites: Psion level 12+, Psychokinetic
Prerequisites: Intelligence 13+.
Mastery.
Benefit: At the start of your first action during a
Benefit: Your psion level is considered 1 higher any
round you may subtract a number up to your base
time you make a psychokinetic skill check, and the GC
attack bonus from all of your attacks this round and add
(or opposing players) must spend an extra action die to
the same number to the total of any damage rolls for
activate a critical failure when you are using those
any physical psion attacks you make this round.
skills. Further, if you take an aim action before making
Feedback a psionic attack, that attack’s treat range is increased
by 1 (e.g. from 1–2 to 1–3).
You are able to punish those who intrude upon your
mind. Telekinetic Supremacy
Prerequisite: Charisma 15+.
Through intense study your ability to lift and move
Benefit: Any time you successfully make a Will save
objects with the power of your mind is greatly
in response to another agent using a psion feat, skill, or
increased.
class ability on you, you inflict 2d4 subdual damage on
Prerequisites: Psion level 12+, Telekinetic Mastery.
that agent.
Benefit: Your psion level is considered 1 higher any
time you make a telekinetic skill check, and the GC (or
opposing players) must spend an extra action die to
N EW M ENTAL
PSION FEATS activate a critical failure when you are using those
skills. Further, you receive a +2 bonus to the results of
all of your telekinetic skill checks.
You must have a mentalist level of 1 or more to take
any feats from this category.

Indirect Assault
You are able to make your physical psionic attacks
N EW M ENTAL
PSION SKILLS
loop and twist and even originate from other places.
These psion skills allow you to push your mind
Prerequisites: Psion level 10+.
beyond normal human limitations to create physical
Benefit: Your physical psionic attacks gain the coil
changes in the world around you. Psychoinventive,
weapon quality (see the Modern Arms Guide, page 14).
psychokinetic, and telekinetic skills are all considered
Further, if there is a concentration of the base energy
mental psion skills.
used for this psionic attack within 30 ft of you (e.g. a

59
Archer Foundation
Spatial Comprehension Result Duration
(Int; Trained only) up to 15 1 minute
16–20 2 minutes
Requires the Psychoinventive Basics feat.
21–25 4 minutes
Your mind is capable of identifying, cat-
26–30 8 minutes
aloguing, and predicting the positions and
31+ 16 minutes
movements of dozens of objects with preci-
sion, even from minimal and outdated Jam: You may create interference that
input. blocks radio-based communications. This
Check: Use of this skill grants you one interference acts like an ECM unit with a
of several feat-like abilities for a brief peri- power rating equal to half of the bonus gen-
od depending on the result of your Spatial erated by the Radiokinesis check (rounded
Comprehension check. None of these ben- down). The same check also determines how
efits stack with the equivalent feat, and long the effect lasts. The range of this effect
you may ignore any prerequisites the feat is 100 ft. per psion level you have attained
normally requires. (though you may willingly reduce it).
Receive Signals: You may listen in on
Result Duration
radio signals as if you have a normal radio
up to 15 1 round
with an ECM power rating equal to one-
16–20 2 rounds
half the bonus from your Radiokinesis
21–25 3 rounds
skill check (rounded down).
26–30 4 rounds
Transmit Signals: You may manipulate
31+ 5 rounds
radio waves to create your own broad-
Avoidance: You may plot the opti- casts. This allows you to send communi-
mal course away from danger, gaining cations as if you have a normal radio
the Lightning Reflexes feat. with a power rating equal to one-half
Incoming: You can anticipate the the bonus from your Radiokinesis skill
path of attacks moments before they check (rounded down).
happen, gaining the Sidestep feat. Vitality Point Cost: 3
Combat Track: You may extrapo-
late the movement and locations of Vibrokinesis (Dex;
nearby opponents, gaining the Trained only)
Blindsight 5-ft. Radius feat. Requires the Telekinetic Basics
Trajectory: You may precisely feat.
calculate angles of attack, gaining You may utilize minute fluctua-
the Farshot feat. tions of telekinetic energy to create
Vitality Point Cost: 6 or cancel out sounds.
Check: A Vibrokinesis check
Radiokinesis (Wis; requires a half action (except when
Trained only) activating sonic illusion, which is a
Requires the Psychokinetic free action), and allows you to
Basics feat. activate one of the following pow-
You are able to sense and ers. You may have more than one
redirect electromagnetic waves of these powers active at the same
in the radio portion of the spec- time, but you must pay the vital-
trum. With practice you can cre- ity point cost for each.
ate and understand the modula- Sonic Illusion: You may acti-
tions used in modern radio vate this power as a free action.
transmissions. Once activated, you may create
Check: The Radiokinesis sounds in your vicinity for a
check determine how long number of minutes equal to
each of the powers lasts. You your psion level. Make a
may have more than one of Vibrokinesis check and add the
the following powers active at result to the base Listen DC
the same time, but you must listed below. The total is the
pay the vitality point cost for
each.

60
New Rules
DC against which all people within hearing distance
make a Listen check to determine if they notice that the
mentalist’s sounds are fake. N EW P HYSICAL
PSION FEATS
Combining multiple sounds (e.g. several voices in
conversation) reduces the total Listen DC by –2 per
additional sound (e.g. per voice). You must have a physical adept level of 1 or more to
The sound’s perceived origin must be within 30 ft. of take any feats from this category.
the mentalist and within his line of sight.
Result Base Listen DC
Adrenal Supremacy
When you cut loose, the results are astonishing.
Specific voice 5
Prerequisites: Psion level 12+, Adrenal Mastery.
Full orchestra 8
Benefit: Your psion level is considered 1 higher any
Human speech 10
time you make an adrenal skill check, and the GC (or
Simple sounds 12
opposing players) must spend an extra action die to
Simple tone 15
activate a critical failure when you are using those
Sound Blast: You may activate this power as a half skills. Further, the duration of your superhuman ability
action. While this power is active, you gain the tonal is doubled (to a maximum of 20 rounds).
attack ability, described below. The duration of this
power depends on the result of your Vibrokinesis check. Metabolic Supremacy
Your control over your metabolism has become
Result Duration
incredibly precise and reliable.
up to 15 1 round
Prerequisites: Psion level 12+, Metabolic Mastery.
16–20 2 rounds
Benefit: Your psion level is considered 1 higher any
21–25 3 rounds
time you make a metabolic skill check, and the GC (or
26–30 4 rounds
opposing players) must spend an extra action die to
31+ 5 rounds
activate a critical failure when you are using those
Tonal Attack: Once per round as a half action, you skills. Further, each time you recover vitality or wounds
may generate a focused blast of sound surrounding an the number of points recovered is doubled.
opponent as a psionic ranged touch attack. The range
increment of the attack is 20, its error range is 1, and its Sensory Supremacy
threat range is 20. You add your Intelligence modifier to Your ability to enhance your senses is unparalleled.
your attack roll, and if you hit, you roll 2d4 damage, Prerequisites: Psion level 12+, Sensory Mastery.
plus an additional 1d4 for every three psion levels you Benefit: Your psion level is considered 1 higher any
have, adding your Dexterity modifier to the final result time you make a sensory skill check, and the GC (or
(e.g. if you have a psion level of 3 and a +2 Dexterity opposing players) must spend an extra action die to
modifier, you deal 3d4+2 damage). activate a critical failure when you are using those
This damage is treated as sonic and psionic, and the skills. Further, you receive a +2 bonus to the results of
target may make a Reflex save (DC 10 + your psion all of your sensory skill checks.
level) to suffer only half damage, rounded down. A tar-
get who fails this save is deafened for 1d6 rounds as
described on page 177 of the Spycraft Espionage
Handbook. If you suffer a critical miss when using this
ability, you suffer 2d4 points of psionic backlash dam-
N EW P HYSICAL
PSION SKILLS
age (see the Shadowforce Archer Worldbook, page 183).
These psion skills allow you to push your body
In addition, your sound blast power immediately ends.
beyond normal human limitations. Adrenal, metabolic,
Zone of Silence: You may cancel all sounds you
and sensory skills are all considered physical psion
make by generating a carefully balanced sound wave of
skills.
the opposite phase. Make a Vibrokinesis check, adding
the resulting bonus to all of your Move Silently checks Friction Control
and all of your opponent’s Listen DCs for one round per (Con; Trained only)
psion level you have.
Requires the Adrenal Basics feat.
Vitality Point Cost: 2 for ventriloquist and zone of
You can create a static charge along your skin that
silence, 6 for sound blast
drastically alters the bond between your skin and any
surface. This field can cause your surface to become

61
Archer Foundation
nearly frictionless, allowing attacks to slide off of you Example: John Hunter and Dumisani Tepe are linked
or permit you to adhere to objects, climb walls more and Dumisani suffers 8 vitality points of damage. John
easily, or retain your balance on unsteady ground. may choose to suffer some or all of that damage in
Check: A Friction Control check requires a half Dumisani’s place.
action and adds a psionic bonus to certain die rolls or
Wound point damage cannot be shared via the link —
values for a number of minutes equal to 5 times your
the person suffering the wound point damage must suffer
psion level. The result of your Friction Control check
the damage himself.
determines the bonus (see the Shadowforce Archer
If one member of the link is killed, the other must make
Worldbook, page 177), and the power you choose from
a Fortitude save (DC 15) or be stunned for 1d6 rounds.
the list below determines which die rolls receive the
Twin Recovery: While this power lasts, any Fortitude
bonus. You may activate more than one of these powers
save that either linked person makes is made by both
at the same time, but you must pay the vitality point
members of the link. If either member succeeds with the
cost for each.
save, then the save is successful.
Immovability: By adhering to the ground you’re
Vitality Point Cost: 4
standing on, you gain your Friction Control bonus to
Balance checks and when resisting trip attempts. Psionic Sensing
Slippery: By making your skin slick you may become (Wis; Trained only)
faster in water and difficult to strike or grapple. This
Requires the Sensory Basics feat.
adds +5 ft. to your swimming movement and your
You can sense the current or past use of psionic
Friction Control bonus to your Defense against unarmed
powers in your immediate vicinity.
attacks and grappling attempts.
Check: A Psionic Sensing check requires a half
Spider Climb: By adhering to the surface you’re
action and allows you to activate one of the following
climbing, you gain your Friction Control bonus to
powers.
Climbing checks.
Detect Psionics: By opening your senses to psychic
Vitality Point Cost: 2 for immovability or spider
energy, you can tell if someone is using psionic powers
climb, 6 for slippery
nearby. This ability lasts for a number of minutes equal
Link Health to 5 times your psion level. The result of your Psionic
(Con; Trained only) Sensing check determines how far away you may sense
psionic use.
Requires the Metabolic Basics feat.
You may link your life energy to that of an ally, Result Range
allowing the two of you to share wounds or to benefit up to 15 20 feet
from healing given to the other. This link works across 16–20 40 feet
any distance, regardless of obstacles between you. 21–25 80 feet
Check: A Link Health check requires a half action 26–30 160 feet
and “links” you with one willing individual that you are 31+ 320 feet
touching. You then choose one of the powers listed
Detect Residuals: By altering your sight to detect
below to activate through the link. The result of the Link
psionic “residuals” — traces of psychic energy left after
Health check determines how long the power lasts. You
mental powers are used in an area — you may look for
may activate more than one of these powers at once, but
signs that psionic powers have been used there recently.
you must pay the vitality point cost for each, and you
This power lasts for a number of minutes equal to 5 times
may only be linked with one individual at a time.
your psion level. It takes 5 minutes to scan a 20 ft. × 20
Result Duration ft. area. The result of the Psionic Sensing check deter-
up to 15 1 minute mines how far into the past you may detect psionic use,
16–20 2 minutes as well as the information you gain about the power used.
21–25 4 minutes
Result Age of Usage Info Gained
26–30 8 minutes
up to 15 1 day Yes/no
31+ 16 minutes
16–20 2 days Yes/no, feat type
Pool Vitality: For the duration of this power, either or 21–25 4 days Yes/no, feat type,
both members of the link may suffer vitality point dam- skill used
age dealt to either linked member — the damage may be 26–30 8 days Yes/no, feat type,
split evenly between them or divided in whatever fash- skill used, power used
ion both characters agree upon. 31+ 16 days Yes/no, feat type,
skill used, power
used, skill result

62
New Rules
Yes/No: You sense whether or not any psionic pow-
ers were activated in the area scanned.
N EW T ELEPATHIC
Feat Type: You sense which psionic feat types have
PSION SKILLS
been activated in the area scanned (e.g. “Adrenal” or
“Sensory”).
Skill Used: You sense which psion skills have been These psion skills allow you to touch the world in
activated in the area scanned (e.g. “Body Sculpting” or many subtle ways and expand your ordinary senses.
“Enhance Senses”). ESP, Imprint, and Intuitive skills are all considered
Power Used: You sense which psionic powers have telepathic psion skills.
been activated in the area scanned (e.g. “Deft Touch” or
“Crushing Blow”). Memory Flash
Skill Result: You sense the skill check result that was (Int; Trained only)
rolled for any psionic power activated in the area Requires the Imprint Basics feat.
scanned (e.g. you might sense that another psion has You may send large blocks of memory to a willing
used the Deft Touch power and rolled a skill check of 24 mind, allowing you to provide quick updates to allies or
in the scanned area). even loan out skills temporarily.
Vitality Point Cost: 2 Check: Memory flash requires a full round action
and allows you to activate one of the following powers.
Memory flash may only be used on a willing target.
N EW T ELEPATHIC
PSION FEATS
Tutor: You may choose one of your skills and trans-
fer some of your knowledge about it to a willing mind.
The target gains a total number of ranks in the skill
equal to the bonus generated by your memory flash skill
You must have a telepath level of 1 or more to take
check, your rank in the skill, or the target’s character
any feats from this category.
level +3, whichever is lowest. This knowledge lasts for a
ESP Supremacy number of minutes equal to the recipient’s Intelligence.
Use of tutor does not reduce your skill ranks in any way.
Your extra sensory awareness is extraordinarily
Update: You may provide nearly instant explanation
accurate and flashes of acute insight are frequent.
and briefings equivalent to half an hour of memories or
Prerequisites: Psion level 12+, ESP Mastery.
time spent conversing with the target. This allows you
Benefit: Your psion level is considered 1 higher any
to give a lengthy explanation in a single round, includ-
time you make an ESP skill check, and the GC (or
ing your memory of names, faces, voices, and other
opposing players) must spend an extra action die to
information. The bonus from your memory flash check
activate a critical failure when you are using those
becomes a bonus to the target’s next inspiration roll if
skills. Further, the vitality cost of your ESP skills is
made within one minute of receiving this update.
reduced by 1 (to a minimum of 1).
Vitality Point Cost: 6 for tutor, 2 for update
Imprint Supremacy Profile (Int; Trained only)
You may force your way into other minds with
Requires the Intuition Basics feat.
terrifying results.
By collecting information about an individual you
Prerequisites: Psion level 12+, Imprint Mastery.
are able to build up an incredibly accurate model of his
Benefit: Your psion level is considered 1 higher any
or her abilities. Likewise, studying a location provides
time you make an imprint skill check, and the GC (or
precise insight about recent local events.
opposing players) must spend an extra action die to
Mental Model: By reviewing all available informa-
activate a critical failure when you are using those
tion about a person for an hour, you may form a men-
skills. Further, when you inflict ability damage with a
tal picture of the individual. Your profile check deter-
telepath skill, the damage is increased by +1.
mines the completeness and accuracy of this model and
Intuition Supremacy what information is gained from it.
Prerequisites: Psion level 12+, Intuition Mastery. Result Knowledge
Benefit: Your psion level is considered 1 higher any up to 10 Target’s gender and age category
time you make an intuition skill check, and the GC (or 11-15 Target’s highest and lowest attribute
opposing players) must spend an extra action die to 16-20 Target’s three highest ranked skills
activate a critical failure when you are using those 21-25 All of the target’s classes
skills. Further, the duration of your force of will ability 26-30 Target’s most likely emotional state
is doubled (becoming 20 rounds). at this time
31+ All of the target’s class levels

63
Archer Foundation
The quality of information available to you provides Sensory Tap
a modifier for this check: (Wis; Trained only)
Requires the ESP Basics feat.
Quality of Information Modifier
You may tie your senses together with those of
You question the target under controlled +10
another person so that by concentrating, you experience
circumstances (e.g. interrogation or
what they experience. Initially you must touch the tar-
psychiatric evaluation)
get in order to establish a sensory tap (a touch attack is
You speak one-on-one with the target +5
required to link to an unwilling target).
for several minutes
Check: Establishing a sensory tap requires a half
You listen to and observes the target +0
round action. Unwilling targets receive a Will save with
for at least 10 minutes (in person or
a DC of 10 plus your psion level to prevent the link from
as a recording)
forming.
You examine a location that the –5
Once the link is established, you may maintain it at
target lived in for more than 1 day
any distance and view the world through the target’s
You question a witness about the target –10
senses when concentrating.
You work from written records, –5
If the target is damaged while you are using his
photos, or a single crime scene
senses, you take an equal amount of subdual damage. If
You work from hearsay and rumors –20
your body is injured while you’re sensory tap, you must
Unless the GC specifies otherwise, these modifiers make a Concentration check (DC 10 + the damage taken)
are not cumulative with one another. The GC determines or the skill use immediately ends.
which modifier is most appropriate for the situation. You may maintain more than one link, but may only
utilize the senses of one target at a time. You may
Check totals above 10 gain not only the knowledge
release a link at any time.
mentioned, but all entries prior (for instance, if use of
The link’s maximum duration is determined by the
this ability reveals the target’s three highest skills or
result of your Sensory Tap check:
classes, it also reveals the target’s age category and gen-
der). Result Duration
Reconstruction: By examining a location for 5 min- up to 15 5 minutes
utes, you may attempt to reconstruct recent events. This 16–20 15 minutes
reconstruction’s level of detail is determined by your 21–25 30 minutes
profile check: 26–30 1 hour
31+ 2 hours
Result Knowledge
up to 10 Number of individuals directly involved Backpedal: As a half action, you may negate all of
11-15 Time elapsed since event the target’s concealment bonuses against your attacks
16-20 All participants’ genders until the target takes a 5-ft. step or a move action.
and age categories Puppet Self: You may move about using information
21-25 Approximate purpose of event from your target’s senses. While using this power, your
26-30 Most pivotal attack or skill check speed is reduced by 5 ft. and you suffer a –2 penalty to
during the event all Dexterity-based skill checks, ranged attacks, and
31+ Complete list of all attacks and Reflex saves. These penalties are doubled if the target is
skill checks made during event aware that you are a telepath and is unwilling to offer
his senses to help you. This power allows you to effec-
Apply the following modifiers to this check:
tively negate blindness or deafness.
Condition Modifier Tap Senses: You may read any materials the target
Location has been preserved since event +0 is reading, listen to any conversations held in the
Each hour the location has been occupied –2 target’s presence, and make Spot and Listen checks from
(by a new crowd) since the event the target’s location using his skill ranks and Wisdom
The event involved combat or aggressive +0 modifier. While using this ability, you are considered
behavior flat-footed.
The event was non-combative, or passive –10 Vitality Point Cost: 3 to attempt a link, 2 per 5 min-
utes the link is maintained, 1 per round spent using
Vitality Point Cost: 5
someone else’s senses.

64
New Rules
Fluid Breathing System: Originally developed as an
aid in medical research, this technology is now available
NEW PSITECH
The Archer Foundation is a hub for gadget creation,
for deep-sea diving operations. Its bulky, oxygenated
fluorocarbon emulsion system fills the agent’s lungs
with liquid, offering him limited protection from drown-
regularly providing new technologies to all Chambers of
ing and the rigors of compression. It does not, however,
the Conspiracy. The following are the newest offerings
protect him from the bends.
from the Office of Psion Affairs. Many are designed for
Gadget Point Cost: 4 Weight: 75 lbs.
use underwater, conceived mainly for agents assigned to
Spot DC: Automatic
the Baltic Sea base Aquatica (see page 138).
Mechanics: The fluid breathing system grants an
New diving Equipment agent immunity to pressure damage to a depth of 1500
feet. Beyond that, the agent must make normal pressure
Air tooth: The center of this tooth holds compressed
damage rolls as if the 1500-ft. mark were the surface.
air under high pressure. By twisting the crown (typical-
The suit has an air supply of 2 hours, and operates like
ly with the tongue), the agent can draw upon a hidden
a bomb squad suit with a DR of 5 when the agent is
supply of air that is released by a tiny valve.
attacked.
Gadget Point Cost: 2 each Weight: —
Rebreather pen: To use this ordinary-looking pen,
Spot DC: 25 (experts only)
the agent flips out two small plastic tabs and bites down
Mechanics: Each air tooth can hold up to 5 minutes
onto them, gripping the gadget in his mouth.
(50 rounds) of air, assuming the agent only opens the
Gadget Point Cost: 2 Weight: —
valve when needed (about once every 20-30 seconds). If
Spot DC: 20
he leaves it open, the tooth’s air supply drops to 2 min-
Mechanics: A rebreather pen holds 10 minutes of air.
utes (20 rounds). While drawing upon the tooth's air
While drawing upon the pen's air supply an agent is
supply, an agent is immune to drowning, suffocation,
immune to drowning, suffocation, and breathable poi-
and breathable poison gas effects. After use, each air
son gas effects. A small mechanism allows the agent to
tooth must be reloaded at a cost of 2 additional GP. An
refill the pen with compressed air by leaving it in an
agent may requisition up to 10 air teeth, each adding 5
open area for one hour.
extra minutes to his compressed air supply.

65
Archer Foundation
Underwater jet shoes: Compressed air in the soles of source while wearing these lenses (e.g. a flashlight is
these shoes allows the wearer to propel himself under- pointed at his face), he must make a Reflex save (DC 15)
water at high speed. or be blinded for 1d4 rounds. The agent may disable and
Gadget Point Cost: +1 (shoe option) re-enable underwater lenses with a double-blink.
Weight: — Underwater weapon conversion: This gadget includes
Spot DC: –5 (show option) one clip of specially modified bullets and the necessary
Mechanics: When using this gadget, the agent gear and tools to modify any pistol to function under-
moves double his normal swimming speed. The shoes water. The Office of Psion Affairs has determined that
contain enough compressed air stored for 5 minutes (50 the upward distance that a bullet can travel underwater
rounds) of acceleration. is low enough not to justify a rifle conversion, though
Underwater lenses: A variation of standard starlight they continue to search for other possibilities.
lenses (see the Spycraft Espionage Handbook, page Gadget Point Cost: 2 Weight: —
140), these contacts are designed specifically for under- Spot DC: Automatic
water use. Mechanics: This gadget may only be used to modify
Gadget Point Cost: 1 Weight: — a pistol. The agent may request that a pistol of his
Spot DC: 25 choice be modified when the gadget is requisitioned or
Mechanics: An agent wearing these lenses is consid- perform the modification in the field himself with the
ered to have eye protection when underwater, and does- Craft (Gunsmithing) skill (DC 20). Success allows the
n’t suffer the normal –1 penalty to attack rolls. and skill pistol to be fired normally underwater, though its range
checks requiring visual cues. Also, at depths of up to 60 increment is reduced by half (rounded up) and its max-
feet, concealment penalties are not applied to the imum range is 50 feet. A critical success only reduces
agent’s opponents, so long as there is a source of ambi- the weapon’s range increment by 25% (though its max-
ent light in the surrounding water (e.g. sunlight, moon- imum range still remains 50 feet). Failure ruins the gad-
light, etc.). If the agent is exposed to a bright light get, while a critical failure ruins both the gadget and the
pistol.

66
New Rules
New Document Gadgets Flute gun: This attractive silver flute contains a
working blowgun, which may be fired by depressing a
Camera-safe documents: The inks used on this paper
precise (and rarely used) combination of valves and
cannot be seen by UV flash caused by most cameras, so
playing the note. Assassins often use this device to
documents created with it cannot be photographed.
catch their targets by surprise during concerts, aiming
Gadget Point Cost: 1 per 10 pages
indirectly at the target’s reflection on other instruments,
Weight: —
then slip out in the ensuring chaos.
Spot DC: 30
Gadget Point Cost: 2 Weight: 1⁄2 lb.
Mechanics: When photographed, this paper appears
Spot DC: 25
blank. No publicly sold lens filter can counter this
Mechanics: This weapon operates like a blowgun
effect.
with a threat range of 18–20 and a –2 penalty to all
Erasure camera: Moments after this camera is used to
attack rolls. The flute gun may only hold one shot at a
photograph any standard inked document (including
time, and requires one half action to reload. The cost of
stamped items), all ink vanishes from the page.
any drug or poison for the dart must be requisitioned
Gadget Point Cost: 2 Weight: 1 lb.
separately.
Spot DC: 25 (experts only, super-science)
Magnet knuckles: This variant of brass knuckles can
Mechanics: This camera’s gadget effect has no
be turned into a powerful magnet by pressing a hidden
impact on the pictures it takes, and information erased
button.
is retained in the picture taken. Laminated and other
Gadget Point Cost: 2 Weight: 1⁄2 lb.
air-tight documents are immune to this camera’s erasure
Spot DC: 25
effect.
Mechanics: This weapon operates like standard brass
Fringe Gadgets knuckles. In addition, by pressing the hidden button as
a free action, the knuckles become magnetized and can
The following item is available only to agents of
support up to 200 lbs. when connected flatly to a metal
Division Nihil (see page 110).
surface.
Fringeviewer: This unique device was concocted by
Rocket launcher cast: This one-shot rocket launcher
Dr. Lothario Algernon (see page 112), as a method for
is cleverly concealed within a standard cast, worn over
seeing into the Fringe. It appears like a normal camera,
an agent’s arm or leg.
but it takes pictures of the same location on the Other
Gadget Point Cost: 5 Weight: 20 lb.
Side. Unfortunately, you can’t see the other side through
Spot DC: 20
its rangefinder, so all shots are taken blind and unfo-
Mechanics: This weapon operates like a rocket
cused.
launcher loaded with one HE rocket. If the gadget is a
Special Note: This device is based on a minimalist
leg cast, the agent must lift his leg parallel with the
design by Nikola Tesla, and works from purely fringe-
ground to fire the rocket. The agent suffers a –2 penal-
based science. It has no operating parts — in fact, it is
ty to all attack rolls with this weapon.
hollow, as anyone can see if they open it up. The cam-
era is loaded using an old-fashioned tin-type interface
(one plate per shot). An Advisory
Gadget Point Cost: 3 Weight: 1 lb.
Like much of the information about the Fringe, the
Spot DC: 25 (super-science)
section starting on the next page exists primarily for
Mechanics: This camera may only take shots of the
the GC, and is subject to his approval. (We wanted to
Fringe, and may only take 1 shot before it must be
give you all the rules and metaphysical background
reloaded. It requires 1 full round to load and 1 half action
up front.) Some people may find this section too dry
to use. Finally, it has a Surveillance check cap of 20.
or high-minded for their liking. If that’s the case, feel
New Weapon Options free to limit your games to the mystic effects in the
physical world, or simply omit the mystic part of the
Directional mine: This nasty little device propels
setting altogether. We’ve left plenty of room for both
hundreds of small projectiles when detonated. It can be
options, should you wish to pursue them.
remotely operated, trip wire detonated, or timer deto-
Even if you include a mystic background in your
nated.
games, we recommend that no one save a few very
Gadget Pick Cost: 1 each Weight: 1 lb.
powerful mystics understand the reasons for mystic
Spot DC: 10
power, and how to manipulate the mystic world.
Mechanics: The projectiles have an attack zone of 1
Otherwise, the setting shifts from one of action-espi-
square (5-feet) in the direction that the mine is targeted.
onage with a splash of the unknown to pulp or high
Anyone caught in the zone must make a reflex roll (DC
fantasy: a radical departure from the intended genre.
15) or suffer 3d4 damage.

67
Archer Foundation
ic cases, the spirits of humans with a thirst for the mys-
tic world are trapped here, incapable of passing on to
THE OTHER SIDE
Mystics believe in two worlds — our own physical
their final rest.
Some spirits remember their lives in the physical
world, or parts of them. Other spirits acquire a form of
world and a spirit realm that is invisible to us. The lat-
amnesia once they leave their bodies, and are therefore
ter is considered the source of all mystic power, where
unable or unwilling to recall their mortal lives. Such
gods and monsters dwell. Mystics call the space
spirits are completely alone, cut off from the comforts
between, where the two worlds overlap, “the Fringe.”
they knew in life, and frequently fall into despair, with-
Humans cannot pass across the Fringe to the other side
out hope of completing their journey to the other side.
(except after they die, as ghosts). The reverse, however,
The conditions of a spirit’s afterlife greatly affect its
is not true.
appearance. Spirits with a mission in the physical world
As a mystic gains power, he attracts the attention of
are usually least affected (for good or ill), and most
other mystically-inclined beings — in this world and
closely resemble their physical forms. Spirits who have
beyond. The mystic world is not meant for humans, who
given up, become lost, or fall into insanity are worst
loosely view its natural inhabitants as demons, devils,
affected — their visages become horrific and gnarled,
and unknowable abominations from beyond. In reality,
the stuff of nightmares.
the majority of these beings are merely the spirits of the
Spirits naturally view the physical world the same
dead (ghosts), though mystics claim that many horrors
way that the physical world views them — as hollow,
lie beyond the physical world — horrors beside which
partially insubstantial shadows, just out of reach.
ghosts pale in comparison. All spiritual beings take a
Within this dull vista, most spirits can only sense living
keen interest in those who pursue the Fringe, and seek
humans who are touched by divine power — mystic
them out — as sustenance, and worse.
power (in mechanics terms, they sense humans with
The Unquiet Dead thirst levels). This effect increases in the Fringe,
from which spirits view the physical world as a haze of
Most spirits pass through the Fringe and into the
blurry images, shifting wildly and uncontrollably.
spirit realm after their bodies die in the physical world.
Conversely, mystic relics and the use of invocations
Some, however, remain behind. Confused by their death
appear to spirits as blurs of intensely sharp color,
and new existence without a body, some spirits become
branding their vision. The combination of all these ele-
forlorn, mentally and spiritually lost within the physical
ments is not unlike being in the center of a visual mael-
world or the Fringe. Some have unfinished business to
strom, with far too much input for the spirits’ eyes and
attend to, while others are simply too attached to their
minds to process.
mortal coil to leave it behind. Finally, in the most trag-
Spirits find this input extremely painful, especially
while in the physical world. Many wail or moan con-
stantly, giving rise to the “screaming ghost” of folklore.
Mercury Shadows Lingering in the physical world for a prolonged period
after death often drives spirits mad, ensuring that they
Most spirits travel and attack alone or in pairs.
remain, haunting the living until they are destroyed.
Historical anecdotes say that ghosts are notoriously
Lingering spirits, crazed or not, often lash out in a
solitary creatures, as lonely as they are dangerous.
vain attempt to end their pain. All sources of mystic
But recently, mystics have noticed a disturbing trend
power (including mystics themselves) are a fount of
for lingering spirits to move and fight in packs, like
agony for them, and regularly attacked. Mystics with
animals trained to hunt. Alarming rumors persist that
thirst levels are actively hunted.
recently missing influential figures — many of them
Living humans with no connection to the mystic
allies and agents of the Archer Conspiracy and none
world are generally left alone. Not only are most ghosts
of them mystics — were carried away in a storm of
incapable of seeing the untainted, but ghosts of low
screaming shadows, some of which brandished
power are incapable of attacking them at all. This is ter-
unique spectral blades that left trails of mercury fire
ribly frustrating for most spirits trapped here in the
across seared, ruined flesh. The veracity of these
physical world — invisible, with no way of affecting the
rumors remains a mystery, but the changes among the
world or ceasing their pain (except by attacking other
spirit populations of the physical world and the
ghosts anchored by the thirst), they languish until they
Fringe are obvious. Something is changing on the
escape into the Fringe or spirit world, or plummet into
Other Side…
eternal insanity.
(For the truth about these rumors, see page 120.)

68
New Rules
The Fringe Even lingering spirits who reside in the shifting plane
don’t seem to be able to control it.
There is a constant and unpredictable ebb and flow
Mystics say the Fringe acts very much like a cloud-
between the physical and spirit worlds, like the waves
ed transparency placed over our own physical world.
on a beach. Furthering this metaphor, if the beach is the
Every place and event in the Fringe parallels a place or
physical world and the sea the spirit realm, then the
event in the physical world, just shrouded in a constant
spongy earth between the low and high tide marks is a
gloom. The only feature the Fringe doesn’t share with
place called the Fringe. Of course, waves are always pre-
the physical world is its population — disenfranchised
sent on beaches — the Fringe, on the other hand, can
spirits wandering a realm three steps out of phase with
appear anywhere, at any time, without warning.
the rest of reality.
The Fringe is parallel to the physical world and the
Though the Fringe is invisible to those living in the
spirit realm, a twilight landscape that appears when the
physical world, the reverse is not true. As described
two worlds overlap one another and vanishes when they
above, spirits lingering in the Fringe can always sense
pull apart. There is no known timetable for the Fringe to
the physical world, and it causes them great anguish.
appear, though it never completely vanishes — it always
The pain is magnified when the Fringe appears in the
touches the physical world somewhere.
physical world, and spirits unfortunate enough to be
Among mystic circles, the Fringe is commonly asso-
near the junction witness hundreds or thousands of
ciated with strange events, freak accidents, and an eerie
other, newly released spirits flooding across the Fringe,
sense of things “not being right.” Beside forming the
toward their final rest in the spirit realm. A lucky few
gateway to the land of the dead, the Fringe is the home
among them are swept up in the tide and carried across
of the weird, the eccentric, and the first-class bizarre.
with the flood, never to return. The rest are joined by a
People who stumble into the Fringe — usually by acci-
host of new spirits who, also anchored by sorrow,
dent — find themselves in a twilight domain ruled by
confusion, or earthly needs, remain behind after the
warped irony and twisted fate. Every Fringe serial has a
junction fades.
surprise ending, every Fringe character has a dark and
shocking history, and every Fringe location harbors hid- Fringescript
den meaning discovered only at the final moments of
An intriguing symptom of the Fringe’s presence
the last reel.
overlapping the physical world is an ethereal, free-float-
Mystics cite the Fringe as the origin of unexplained
ing, seemingly guided phenomenon called “fringe-
mysteries, unsolved disappearances, and unexpected
script.” Fringescript only exists in the physical world,
revelations. The Fringe can even be home to the para-
consisting of the errant thoughts, loose memories, and
normal or aliens if you want it to be, but in the official
passionate emotions of lingering spirits and the recent-
setting, it’s more subtle: a shadow-parallel of our own
ly dead. It is not permanent, but it is pervasive, drifting
world, where events are just a shade out of sync. The
about from place to place until it slips away into the
lost and the forsaken inhabit this alternate world, lord-
void of death. Living humans perceive fringescript as
ed over by shadow syndicates and terrorized by mystic
words, though not always in their native tongue
cults.
(indeed, fringescript is often perceived as alien, or con-
Think of the Fringe as a cross between Midnight
fused graffiti, or illiterate doodles.
Nation, Amazing Stories, and The Twilight Zone. There
Fringescript is only noticed by those with a talent for
are few rules for creating Fringe stories, save that the
spotting it, and when seen, it’s commonly mistaken for
obvious is usually a lie and the last thing you’d consid-
a hallucination, or a trick of the light. Fringescript has
er usually conceals one last mind-blowing truth.
many forms, from smoldering letters hovering over a
As you’ll see in upcoming sourcebooks, only a few
surface or in mid-air to shifting letters on a chalkboard
events in Shadowforce Archer’s shadow history are con-
or in a journal (often appearing on the page moments
nected to the Fringe, and the otherworldly plot-arc pre-
before they are read).
sented in this book (revolving around the Architects of
Though fringescript can have a variety of effects on
the Fringe — see page 40) will remain open-ended, with-
those who merely catch a glimpse of it, its true power is
out a scripted conclusion. This allows for both unlimit-
unleashed when a person becomes lost in it and allows
ed design options and easy extraction should GCs not
it infect his spirit and contaminate his mind. Some
wish to include the Fringe in their games.
cursed or fortuned few are even able to control the odd,
“You Can’t Get There perilous sensations as fringescript courses through
From Here” them, hone it into a powerful force of spectral power.
These people are the earthbound masters of the Fringe.
Many mystics have tried to control the Fringe, or
(For more about their abilities, see Fringe Feats section
predict when it will appear, and some even claim suc-
starting on page 76).
cess, though there is no evidence that they tell the truth.

69
Archer Foundation
The most controlled application of fringescript is a real world, even as they move among us — unless they
sigil (today called a “fringeward”). These simple protec- wish to be. Spirits can manifest in the real world, mak-
tive seals are intended to do one of two things — keep ing themselves visible and partially substantial, able to
lingering spirits and other mystic and Fringe-based make limited contact with living humans. This ability is
entities inside a place (a tomb, a building, etc.), or keep usually used to attack sources of pain or — in the case
them out. Such a sigil was used to confine the entity of better-adjusted spirits — communicate with the liv-
within Eva Kraus for hundreds if not thousands of years ing. See the manifestation ability on page 73 for more
— as well as her long lost god-king companion (see the about this ability and the Shadespeaker prestige class
upcoming Hand of Glory Threat Book for more). (page 216 of the Shadowforce Archer Worldbook) for
more about communicating with the dead.
The Spirit Realm The Fringe: While in the Fringe, spirits operate as liv-
The spirit realm lies beyond the comprehension of ing humans do in the physical world — they can see
mortal beings. As far as mystics understand the cosmos, each other and affect one another using the standard
no one in the physical world can sense anything beyond Spycraft and Shadowforce Archer rules. This is because
the Fringe, and if anything within the spirit realm can all inhabitants of the Fringe — indeed, the whole of the
sense the physical world, it’s not eager to communicate. Fringe — are spectral, thus placing all of them on a level
Travel to the spirit realm — what humans refer to as playing field. Consequently, the manifestation ability
“Heaven,” “Elysium,” “Nirvana,” and “Paradise” — is a has no effect in the Fringe. Those in the Fringe can also
one-way ticket. No spirit has ever been known to return see the parallel physical world (largely the same except
— unless, of course, reincarnation is real. (The for the living people), though only at half their normal
Guardians claim it is, but the only “proof” they have line of sight, their view clouded by the ghostly filter
concerns spirits reincarnated from the Fringe, an aber- through which they witness the physical world. When
ration — see pages 71 and 112 for more.) the Fringe and physical world overlap, the rules for the
physical world take precedence (that is, spirits must
The Nature of Being manifest to be seen and interact with the living under
The two primary types of entities in Shadowforce most circumstances).
Archer are living humans and spirits (also called linger- The Spirit Realm: As discussed above, the spirit realm
ing spirits, if they remain behind in the physical world is beyond the scope of the Shadowforce Archer setting.
or the Fringe after they die). Though it is rumored that Spirits that pass beyond are out of play. Should an
the Fringe contains monstrous non-human entities, the encounter occur while the Fringe and spirit realm over-
truth of these claims (and the rules for such creatures, if lap, the rules for the Fringe apply. Following this
they do exist) are beyond the scope of this book. pattern (the rules for the most physical realm always
Living humans follow the rules we understand — apply when two or more worlds overlap), encounters
they are normally unaware of the Fringe or the spirit while all three realms overlap use the rules for the phys-
realm (unless they have a mystic ability, psion power, or ical world.
the like), and cannot cross over until they die.
Spirits, on the other hand, share several common The Bridge Between Here
traits which differentiate them from their earthly coun- and There
terparts. See page 72 for rules for creating a lingering Spirits may exist in only one of the three realms —
spirit — here we describe what a spirit can see in each the physical world, the spirit realm, or the Fringe — at
of the three realms, and how they interact with other any given time. Though the Fringe acts as a conduit
inhabitants of each. between the physical world and spirit realm, it is only
The Physical World: While spirits are in the physical possible to use the Fringe to move from the physical
world, they are spectral (see page 74), meaning that world to the spirit realm when the two overlap. At all
they cannot be seen, heard or sensed by anyone in the other times, the Fringe remains self-contained, just as
we perceive the physical world to be.

Table 3.8: Lingering Spirit Encounters


Percentile Roll (%) Number of Lingering Spirits Lingering Spirit Levels
Less than or equal to Learning/Thirst DC 1 Average agent level +2
Less than 1⁄2 Learning/Thirst DC 1d2+1 (2-3) Average agent level
Less than 1⁄4 Learning/Thirst DC 1d3+3 (4-6) Average agent level –2
How to Use This Table: Use only the highest number of lingering spirits (e.g. if your roll is less than half the Learning/Thirst
DC, only 2-3 lingering spirits are encountered).

70
New Rules
This process for moving between worlds (called The Fringe and the
“bridging,” after the name of the conduits between Mastermind System
worlds — ”bridges”) results in a constant flow of spirits
If a GC would like his villains to use Fringe feats and
through narrow spiritual channels from the physical
abilities, he may purchase them at a base cost of 5 MP,
world and through the Fringe into the spirit realm. This
plus 6 per mastermind created as a lingering spirit and
journey is quick and clean for most spirits. Following
4 per henchman or minion squad created as lingering
their physical death, they are simply attracted to the
spirits. Fringe feats are only allowed if the first cost of 5
nearest bridge (spirits can naturally sense when the
MP is paid, but thereafter they may be added to master-
Fringe overlaps one or both other worlds, though even
mind characters per the standard Spycraft rules. All
they can’t predict the bridges), and pass across.
Fringe elements purchased in this way are known at the
Wherever they are when the bridge dissolves, they
start of the season, and may be used as desired by the
remain. If they end a bridging trip in the spirit realm,
villain in question. Paying the base cost for Fringe feats
their journey ends and they pass on to their final rest.
also allows the GC to include all natural Fringe effects
Most often, when all three worlds overlap, the trip is
(see below). The base cost of 5 MP is part of the master-
instantaneous.
mind’s organization cost, and is only paid once per sea-
Living humans sense bridges as a brief chill running
son, while the cost of specific lingering spirit NPCs is
through the room (the same feeling they get when a
paid for each mastermind, henchman, or minion squad
spirit is near, only stronger). Humans cannot understand
created.
this feeling without a special ability.
The frequency and locations of Fringe appearances
is left completely up to the Game Control. Being pri- permanent residents of the Fringe, are extremely vul-
marily a method to tell different kinds of stories with nerable to Intelligence, Wisdom, and Charisma damage,
the Shadowforce Archer setting, there is no need to as it can destroy their minds, leaving them nothing
quantify it. Further, doing so might endanger some of more than ravening, angry beasts.
the mystery, suspense, and wonder the Fringe can help
3. When in the Fringe (and while the Fringe overlaps with
conjure.
the physical world), all natives of the physical world
Special Note: With two exceptions (see pages 94 and
lose their initiative bonus and may not take 10 with skill
112), living humans have never passed over into the
checks. This offers Fringe-dwellers, such as lingering
Fringe. As far as mystics — and this game line — are
spirits, a decided advantage as living humans find
concerned, the voyage is impossible until a person dies.
themselves caught off guard by the eerie, offsetting
nature of their surroundings.

FRINGE RULES
There are five mechanics of importance concerning
Spirit Bridges: The Source
of Mystic Power
Human mystics, who often understand spirit bridges,
the Fringe — Fringe basics, spirit bridges, random spir-
believe that the conduits are the source of ambient mys-
it attacks, creating lingering spirits, and summoning
tic power in the physical world. While the conduits are
spirits. All of these items are covered here.
open between the Fringe and the physical world, mystic
Fringe Basics power spikes in the local region. A bridge to the spirit
realm produces a similar mystic spike, though with far
There are three basic rules for the Fringe that occa-
more incredible results. This is one of the reasons for
sionally affect the standard Shadowforce Archer setting.
established mystic sites around the world, such as
1. Thirst levels are the only thing that transfers from life Stonehenge and the plateau at Macchu Picchu. These
to death (because thirst levels are spiritual in nature). places have hosted many bridges into the Fringe and
For this reason, mystics with a Thirst level of 1 or high- spirit realm over the centuries, enough that the Ancients
er find themselves trapped in the physical world when erected worshipful locations where their spirit commu-
they die, unable to pass on to the Fringe or their final nities could gather and tap into the well of power.
rest in the spirit realm. This is the cause of earthbound Fringe Bridges: Each time a mystic ability, invoca-
spirits who hunt a bridge across to the spirit realm, and tion, or relic is used at the site of a bridge into the
the ultimate, awful price for seeking the knowledge of Fringe, the agent gains 1 bonus action die which he may
the Ancients. spend on any roll using the ability, invocation, or relic
within the next day (to a maximum of 3 bonus action
2. When in the Fringe (and while in an area of the physi-
dice per bridge opening).
cal world overlapped by the Fringe), characters may not
recover from ability damage. Lingering spirits, who are

71
Archer Foundation
Spirit Realm Bridges: Each time a mystic ability, Creating a Lingering Spirit
invocation, or relic is used at the site of a bridge across
“Lingering spirit” is a template added to all persons
the Fringe and into the spirit realm, the agent gains 2
once they’ve died. After becoming a lingering spirit, the
bonus action dice which he may spend on any roll using
recently deceased (hereafter referred to as the “base per-
the ability, invocation, or relic within the next day (to a
son”) is “undead.” The lingering spirit retains all the sta-
maximum of 8 bonus action dice per bridge opening).
tistics the base person had in life, except for changes
Random Spirit attacks listed here.
Vitality/Wound Points: Increase to d12/as base person.
Each month that a mystic has a thirst level or 1 or
Initiative: As base person.
higher, and each time that he uses an invocation or
Speed: Lingering spirits always move at a speed of
relic, there is a chance that lingering spirits of the
30 feet, and have the same movement limitations as liv-
unquiet dead attack him, seeking to punish the source
ing humans, with one exception — they can pass
of their suffering.
through solid objects (see Spectral, page 74). Contrary
Thirst Levels: At the start of each month when a
to myth and classic ghost stories, lingering spirits can-
mystic has a thirst level of 1 or higher, the GC should
not fly, levitate, or otherwise float. They must walk, run,
roll percentile dice (%). If the roll is equal to or less than
leap, and crawl around, just like everyone else.
the mystic’s thirst level (+1 for every ritual he knows),
Defense: As the base person, but applies only to
the mystic becomes hunted by one or more lingering
spectral encounters. When a lingering spirit manifests
spirits at a random time before month’s end, as deter-
(see page 73), its Defense applies only to physical
mined on Table 3.8 on page 70.
encounters. In both cases, unsuccessful attacks simply
Invocations: Each time a mystic begins a ritual, the
pass ineffectively through lingering spirits.
GC should roll percentile dice (%). If the roll is equal to
Attacks: Lingering spirits may still use the base per-
or less than the invocation’s Learning/Thirst DC, the
son’s attacks, though the attacks only affect spectral
mystic and his companions are attacked by one or more
targets unless the lingering spirit manifests (see page
lingering spirits at a random time before the invocation
73), in which case the attacks only affect physical tar-
is completed, as determined on Table 3.8 on page 70.
gets. The effects of special attacks are described below.
Relics: If the mystic has a relic in his possession, the
Damage: When the lingering spirit uses one of the
chance of encountering lingering spirits each month
base person’s attacks against a target of like substance
and during each invocation increases by +10% (and the
(spectral or physical), the damage is unchanged. The
number of spirits encountered increases by 1 as well). If
damage of special attacks are described below.
a relic is used at any time during a month, or during an
Special Attacks: Lingering spirits keep all the special
invocation, the chance of encountering lingering spirits
attacks of the base person, though they may only use
is doubled (as is the number of spirits encountered).
them on targets of like substance (spectral or physical).
Relics are a dangerous facet of the mystic world — their
They also gain the following special attacks. Unless other-
use greatly agitates lingering spirits, driving many into
wise noted, when one of these attacks calls for a save, the
a frenzy of violence. When in the presence of a relic, the
DC is equal to 10 + 1⁄2 the lingering spirit’s vitality dice
dispositions of all spirits is worsened by 1 grade, and
(rounded down) + the lingering spirit’s Charisma modifier.
hostile and adversary spirits attack all living beings and
Otherworldly Wail: The tormented moaning of a lin-
then all spirits within line of sight, until only one spir-
gering spirit is discomforting, and can throw the most
it is left standing amidst the carnage.
hardened agent off his game. Each otherworldly wail is
Though spirits can sense the use of mystic and
a full action, and affects all living creatures (person and
Fringe feats, such minor beacons from the physical
animal alike) within 30 feet. Each affected target must
world rarely drawn them out of their spectral state.
make a Will save or suffer a –2 morale penalty to their
Hostile lingering spirits always have a level equal to
attack rolls, saves, and skill checks for a number of
the team’s average agent level. Consult the lingering
rounds equal to the difference between the DC and their
spirit template (page 75) to randomly determine class
save total. Those who successfully save against this
and derive other statistics.
attack cannot be affected by the same lingering spirit’s
GCs may find the unquiet dead a helpful storytelling
wail for 24 hours. Deaf targets and those using earplugs
tool, and are encouraged to use them — and other mys-
and like defenses are immune to this attack.
tic elements of the Shadowforce Archer setting — to
Most spirits do not use otherworldly wailing in an
come up with unique action-espionage plotlines.
offensive manner; rather, living humans hear the moan-
ing of spirits pained by the sensory maelstrom around
them, and must then save normally. Otherworldly wail-
ing can extend between worlds, heard faintly in the
physical world, even while the moaning spirits are in
the Fringe.

72
New Rules
Twenty-four hours after suffering one or more neg-
ative levels, the victim makes one Fortitude save for
each negative level suffered with a DC of 10 + 1⁄2 the
attacking spirit’s vitality dice, rounded down + the
attacking spirit’s Charisma modifier, positive or nega-
tive). With success, the negative level vanishes and all
effects of the negative level are reversed. With failure,
the negative level vanishes, but the victim loses 1 agent
level permanently, along with any ability score gain,
vitality points, skill points, feat slots, base attack bonus,
base saves, and special class abilities granted by the
level. When one or more levels are permanently lost, the
victim’s experience point total is immediately set
to halfway through the previous level. If an

Manifestation: Lingering spirits are typical-


ly invisible to living humans, and can neither
affect nor be affected by the physical world (even
while in it). This, along with some other effects, is
referred to as being “spectral.” As a full action while
in the physical world, a lingering spirit may manifest,
becoming visible yet still having no physical body.
While manifest, a lingering spirit can attack physical
targets with the physical attacks of the base person, as
well as its spectral gear, though it can no longer use
agent ever gains negative levels equal to his current
these attacks against spectral targets. Lingering spirits
level, or is drained below 1st level, he is instantly killed
cannot become physical with this or any other known
(reduced to –11 wound points).
ability.
Finally, a lingering spirit gains 5 temporary vitality
Chilling Touch: A lingering spirit adds its Dexterity
points for every negative level it inflicts on a target
modifier to all unarmed attack and damage rolls. With
(though it does not gain vitality points for negative lev-
a successful unarmed hit, lingering spirits inflict 1d8
els inflicted after a previous negative level has killed a
normal damage. As with all the lingering spirit’s attacks,
victim).
chilling touch only affects targets of like substance
Telekinesis: Spirits have a natural power which
(spectral or physical). If at least 1 point of damage is
duplicates the Poltergeist psion skill (see the
subtracted from the target’s vitality or wounds (after
Shadowforce Archer Worldbook, page 188). All skill
damage reduction, psion abilities, and all other defens-
checks to use this power are made according to the
es are taken into account), the target receives one neg-
standard rules for using psion skills.
ative level of energy drain (see below). When grappling,
Special Qualities: Lingering spirits keep all the spe-
the lingering spirit inflicts one negative level each time
cial qualities of the base person, though they may only
it inflicts at least one point of damage on the target.
use them on targets of like substance (spectral or phys-
Energy Drain: A lingering spirit’s unarmed attacks
ical). They also gain the following special qualities.
inflict negative levels. For each negative level inflicted,
Undead: Lingering spirits are undead, and therefore
the victim loses all the benefits of his most recently
immune to poison, disease, paralysis, sleep effects, stun
acquired level — base attack, saves, vitality, etc. All
effects, and death effects. Undead are not subject to crit-
effects of negative levels are cumulative (e.g. with 3
ical hits, subdual damage, or ability damage. They have
negative levels, the agent loses the benefit of his 3 most
no Constitution scores, and therefore suffer no effects
recently earned levels).
which call for a Fortitude save (unless it affects objects).

73
Archer Foundation
A lingering spirit ignores the effects of massive damage, left behind — even if the physical gear is destroyed, the
and is destroyed once it reaches 0 or less wound points. spirit retains his spectral gear. Should the spirit mani-
Lingering spirits can see in any condition — even total fest, his spectral gear manifests with him, though this
darkness — up to a range of 60 ft. (or 30 ft. if looking does not make the gear physical and it may not be lost,
from the Fringe into the physical world). Finally, linger- given away, or traded in the physical world. The spirit
ing spirits may be resurrected (see the Shadowforce may, however, give away, lose, or trade his spectral gear
Archer Worldbook, page 228), after which they lose all with other spirits as he wishes (once he no longer man-
the abilities described as part of this template. ifests, of course).
Spectral: Spirits are always spectral and therefore
invisible, inaudible, and scentless to living humans Combat
(unless manifested). They have no physical form (even Lingering spirits — particularly those who have
when manifested), and can only be affected by mystic slipped into despair and madness — fight like a force of
effects. They cannot be harmed except by other spectral nature. They strike without warning, and always push
entities, mystic effects, effects caused by mystic relics, on to their destruction. Often little more than a blur or
and psionic abilities which affect other minds. Spectral shadow, spirits have come to be known as the silent
entities may pass through solid objects, but are stymied predators of the mystic world: the demons and late
by barriers of mystic force, mystic relics, and objects night bogeymen that come for careless dabblers in the
affected by invocations or other mystic sources. Their hours before the sun breaks. Mystics are well advised to
attacks ignore all armor effects, unless mystic in nature ply their craft carefully, and with friends nearby, just in
(such as relic armor, shields, and the like). Spectral enti- case.
ties always move silently (no sound whatsoever), unless
they decide to make noise. Finally, spectral entities have Disposition
no Strength score, and use their Dexterity modifier for When dealing with spirits, it’s important to be aware
both melee and ranged attacks, as well as melee damage. of the pain your every word causes them. Some partic-
Unnatural Aura: Whether domesticated or not, ani- ularly resilient individuals carve out a decent existence
mals of all kinds shy away from spirits — even when the for themselves in the afterlife, capitalizing on their
spirits are spectral and therefore invisible to the naked strong sense of character and willpower to retain their
eye. Animals can sense spirits at a range of up to 30 memories (and sanity) for decades, if not centuries.
feet, and cannot distinguish between well-adjusted spir- These spirits are quite easy to contend with, and shade-
its and malign ones. Animals will never approach clos- speakers develop small numbers of them as mini-infor-
er to a spirit than 30 feet unless forced, in which case mation networks among the spectral community.
they panic and cannot be soothed by any Handle Others, worn down by the daily grind of life before their
Animal check. Animals become hysterical and flee any untimely demise, are impossible to deal with, withdraw-
site where the Fringe or spirit realm intersect the phys- ing from population centers and attacking any living
ical world. humans who approach them. Most fall somewhere in
Saves: As the base person. between.
Abilities: As the base person, except that spirits have When dealing with spirits, consult the disposition
no Strength or Constitution scores, and their Charisma system (see the Spycraft Espionage Handbook, page
increases by +4. 269). Spirits may not be seduced. All other disposition
Skills: As the base person, except that the spirit also rules are unchanged when dealing with spirits, though
gains the Poltergeist skill with a total skill bonus of dou- the disposition definitions and effects vary somewhat.
ble its CR (this includes its Dexterity modifier), as well a Ally: Spirits may only become allies to living
bonus of +8 to Hide and Move Silently checks. humans with the GC’s permission. Otherwise, this dispo-
Feats: As the base person, except that the spirit gains sition remains unchanged.
the Telekinetic Basics feat (see the Shadowforce Archer Helpful: Typically, this is the best possible disposi-
Worldbook, page 183). If the spirit has a CR higher than tion a spirit may have toward a living human.
12, it also gains the Telekinetics Mastery feat. Otherwise, this disposition remains unchanged.
Challenge Rating: As the base person, +2. Friendly: This disposition remains unchanged.
Spectral Gear: When a human dies, his spirit forms Neutral: Spirits who have fallen into despair or mad-
in the physical world just above the body, complete with ness cannot rise above this disposition, either with liv-
the same clothes he was wearing when he died, and ing humans or other spirits. Neutral spirits who are for-
every object he carried. The original physical gear still lorn or insane simply ignore others unless forced to
exists on the spirit’s body, divorced from its spectral interact, in which case their disposition immediately
counterparts. The gear is spectral, and cannot be made changes to Unfriendly. The +2 bonus to intimidate for-
physical under any circumstances. The spectral gear lorn or insane spirits is ignored. For well-adjusted spir-
ignores anything that happens to the physical gear he its, this disposition remains unchanged.

74
New Rules
Unfriendly: Spirits with a Wisdom of 9 or higher NPC Type/Class: Many spirits don’t have a class. In
begin with this disposition toward all living humans. fact, most are only the spirits of standard NPCs. To ran-
Otherwise, this disposition remains unchanged. domly determine the type of NPC your spirit is based on,
Hostile: Spirits with a Wisdom of 8 or lower begin roll 1d20 and consult the following table.
with this disposition toward all living humans. Further, Roll NPC Type/Class
such spirits may not become Allies to living humans 1-3 Class (consult next table)
under any circumstances. Otherwise, this disposition 4-8 Special NPC
remains unchanged. 9-20 Standard NPC
Adversary: Spirits are notoriously single-minded.
Once a spirit gains an Adversary disposition, it cannot If your spirit has a class, roll 1d20 and consult the
be reasoned with, only fought until it is destroyed or its following table.
enemy is killed. Adversary spirits cannot be reasoned Roll Class
with, so all disposition modifiers are ignored. 1-3 Faceman
4-6 Fixer
Random Base Persons
7-9 Pointman
Generally, spirit encounters should be balanced 10-12 Snoop
against the average agent level, feats, special abilities, 13-15 Soldier
and gear of the team just as any other challenge. 16-18 Wheelman
Preferably, the GC should design spirits ahead of time, 19 Multiclassed (roll again for next class)
as he would normal villains or NPCs, but random 20 Prestige Class (roll 1d6 to determine
encounters and summoned spirit invocations often base class)*
demand immediate statistics. In these cases, follow these
guidelines to generate your spirit. * Pick a prestige class from this book or an upcom
Level: The encounter numbers and base person lev- ing sourcebook. New base classes will also be fea-
els listed on Table 3.8: Lingering Spirit Encounters (see tured in upcoming sourcebooks, which you may add
page 70) are built for fairly dangerous spirits. If this is to this table if you wish.
what you’re after, pick a number of spirits (1, 1d2+1, or
1d3+3) and use the suggested level to build them. Summoning Spirits
Otherwise, use the following table, which is more for- Many mystics who dabble in the black arts seek to
giving. conquer spirits as a means of gaining additional power,
# of Spirits Spirit Levels or dominating them as followers. This new ritual,
1 Average agent level Summon Spirit, is their primary conduit to the realms of
1d2+1 (2-3) Average agent level –2 the unquiet dead.
1d3+3 (4-6) Average agent level –4
Summon Spirit
Department: The vast majority of lingering spirits This ritual summons and dominates a human spirit
don’t have a department, nor do they benefit from that has remained close to the physical world (either
department bonuses. To randomly determine if one because it has unfinished business here or because it
does, roll 1d20. If the roll is a 1, the spirit was trained became lost on the way to the spirit realm). This spirit
by one of the Conspiracy’s Chambers. Roll only once, can be ordered to use its abilities in service to the mys-
even for a group of spirits. If the roll indicates depart- tic, or attack the mystic’s enemies.
ment training among a group of spirits, only one among Learning/Thirst DC: 25
the group is an Archer alum. Minimum Knowledge (Occult) Skill: 10
If you would like to randomly choose a department, Bonded Followers: 20 + 10 per spirit level
roll 1d8 and consult the following table. Complex Check: 350 — 2 hours
Roll Department Effect: A spirit materializes, visible only to the mys-
1 D-0: The Home Office tic unless he chooses otherwise. The mystic may force
2 D-1: The Power Brokerage the spirit to use any of the abilities described under the
3 D-2: Military Operations Lingering Spirit template on page 72.
4 D-3: Computer Espionage The GC determines the spirit’s statistics. The spirit’s
5 D-4: Urban Assault level is normally equal to the mystic’s agent level,
6 D-5: Black Ops though the mystic may choose to summon a spirit with
7 D-6: Wetworks a lower level if he has fewer bonded followers or wish-
8 “The Basement” es to save his bonded followers for another invocation.
This decision must be made before the ritual begins.

75
Archer Foundation
The spirit does the mystic’s bidding until the follow- who are connected to it by more than just coincidence.
ing dawn. It is completely subjugated, and may not Any Shadowforce Archer agent from the Basement
choose to resist the mystic’s orders, and will even kill department may choose a Fringe feat as his departmen-
for him. Following the duration of this ritual, the spirit tal bonus feat instead of a basic skill feat, if his player
may do as it chooses, and usually flees as far from the so desires.
mystic as possible, unless its business on the physical
plane demands it remain close. All or Nothing
A spirit must be within 1 mile of the mystic in the Win or lose, life is never dull when you’re around.
physical world to be dominated. The GC should assume Prerequisites: Agent level 3+, Unshakable.
that a spirit of the highest-possible level the mystic can Benefit: Once per session before making a roll, you
summon is within range when the ritual is completed, may increase the threat and error ranges of that roll by
though he may rule that only a lesser spirit is available, 5 (e.g. a roll with a threat range of 19–20 and an error
based on the circumstances. range of 1–2 becomes a roll with a threat range of
When more than one spirit of the proper level is 14–20 and an error on 1–7). If the roll falls within the
nearby at the activation of this ritual, the mystic error range, the GC (or opposing players) may still acti-
becomes aware of all of them and may dominate the vate the error and cause a critical failure, even if the
spirit of his choice. This is why this ritual so often takes result of the roll would ordinarily be a success. You may
place in graveyards and battlefields — particularly just not take 10 with a roll affected by this feat.
after someone has died, when the spirit has yet to cross
over into the spirit realm. Particularly cruel mystics are Black Cat
known to seek out the graves of recently dead enemies Strange and unfortunate accidents tend to plague
to dominate and humiliate their spirits before they can your enemies.
peacefully depart the physical world. Benefit: The error range of the highest-level oppo-
nent in direct conflict with you (either in combat with
you or otherwise an immediate adversary) is increased
FRINGE FEATS
In addition to serving as a conduit for mystic ener-
by 1 for all his attack rolls and skill checks.
Special: This feat may be taken multiple times. Each
additional feat affects the next highest-level opponent.
gies, the Fringe is also the birthplace of countless coin-
cidences and anomalies. Most agents never notice a
momentary brush with the Fringe, but there are those

Fringe Tree Diagram

Black Cat Integral Theory


(Mathematical Genius, Advanced Skill
Mastery (Mathematical Genius))

Tough Luck Description Theory


(Agent level 6+) (Agent level 12+)
Like to Like
Jinx
(Agent level 12+)
Decipher Fringescript Unshakable
Peculiar Dodge (Languages or Cryptography 5+)
(Agent level 12+)
Script Seer All or Nothing
(Intelligence 13+) (Agent level 3+)

Fringe Scrounge Scribble Rule of 5


(Wisdom 13+) (Languages or Cryptography 10+) (Agent level 12+)

Fringe Fetch Strange Inscription Spoil


(Agent level 5+) (Languages or Cryptography 15+) (Agent level 5+, Unshakable)

Fringe Stash Strange Verse Curdle


(Agent level 10+) (Languages or Cryptography 20+) (Agent level 10+)

76
New Rules
Curdle BP cost of this equipment cannot exceed your Wisdom
modifier plus the number of Fringe feats you have
The Fringe tends to thicken and churn around you,
(including this one). The error range of this item is
disrupting mystic energies. Just your presence aggra-
increased by 1 and the GC may spend one action die to
vates and interrupts invocations.
cause the item to break on any error result. The item
Prerequisites: Agent level 10+, Spoil.
automatically breaks at the end of the session.
Benefit: If you are within line of sight of a mystic
Special: You may take this feat up to three times,
performing an invocation, the total of the mystic’s com-
each time allowing you to find an item once per session.
plex skill roll is reduced by 10 at the end of each inter-
val. Fringe Stash
Decipher FringeScript You are able to force normal items into the Fringe,
to be recovered later.
You are able to pick out bits of fringescript from
Prerequisites: Agent level 10+, Fringe Fetch.
your environment.
Benefit: You may place a single item into the Fringe,
Prerequisites: Like to Like, Languages or
where you can retrieve it later. The item to be placed
Cryptography 5+.
must be relatively generic (GC’s discretion, but no
Benefit: You may make a Language check (DC 20) to
famous jewelry or signature items, for example). Unlike
read fringescript. If successful, you may identify the
items discovered with the Fringe Scrounge feat, items
contents of a fringe scribble or determine the intentions
stashed in the Fringe don’t gain increased error ranges
of a strange inscription or strange verse.
or any special tendency to break.
Normal: Fringescript appears to be meaningless or
You must spend an action die and take one minute
random symbols which are frequently entirely over-
to place an item in the Fringe. Afterward, you may
looked.
retrieve the item at any time as a full round action (even
Description Theory if you’re in a different location). When the item is
retrieved, you must roll a d20, adding your Wisdom
Your mathematical formulae grant you the ability to
modifier and a bonus equal to the number of Fringe
alter items and individuals within the Fringe, alterations
feats you have. If the result of this roll is equal to or less
that persist even after the Fringe has departed.
than the item’s BP cost, it becomes lost in the Fringe.
Prerequisites: Agent level 12+, Integral Theory.
For the purpose of stashing money, each $1,000 cash (or
Benefit: While within the Fringe the agent may
fraction thereof) is consider to be equivalent to 2 BP.
select three of the benefits of provided by the Integral
The agent may only have one item stashed in the Fringe
Theory feat. When the agent departs the Fringe he may
at any one time.
accept a –4 temporary modifier to his Intelligence to
retain one of these bonuses outside of the Fringe. This Integral Theory
effect immediately ends when the agent next enters the
You are a student of exotic mathematics that
Fringe.
describe the operation of a theoretical world, mathe-
Fringe Fetch matics that have a profound impact on the Fringe.
Prerequisites: Mathematical Genius, Advanced Skill
You are able to pull useful items from the Fringe.
Mastery (Mathematical Genius).
Prerequisite: Agent level 5+, Fringe Scrounge.
Benefit: You may use mathematical formulas to
Benefit: You may consciously draw items from the
influence the base workings of the Fringe, providing
Fringe. This allows you to use your scrounge feat almost
yourself with one of the following benefits while in an
instantly without any visible means of having acquired
area where the Fringe is present:
the item. Roll a d20, adding your Wisdom modifier. If
the roll exceeds the desired item’s BP cost, you’re able • +1 to hit and unarmed or melee damage rolls (your
to acquire it in one round. Otherwise, fetching the item choice).
takes a number of minutes equal to the difference
• +2 dodge bonus to Defense.
between the BP cost and the roll. The moment the item
is no longer being held or watched it returns to the • +1 to all saving throws.
Fringe.
• –2/— DR against physical attacks.
Fringe Scrounge • –5 DR against one type of energy (player’s choice).
You are often able to find useful items others have
• 6 temporary vitality points.
cast away.
Prerequisites: Wisdom 13+. Once chosen this bonus remains in effect until you
Benefit: Once per session you may spend an hour in leave the Fringe. The next time you enter the Fringe, a
any urban area to find a weapon or piece of gear. The new bonus may be chosen.

77
Archer Foundation
Jinx Benefit: You may make the following Spot check
once per session, per Fringe feat you have (including
You are a walking disaster area… for your enemies.
this one):
Prerequisites: Agent level 12+, Tough Luck.
Check (1 minute, DC 25): You seek guidance from
Benefit: You may activate an opponent’s error with-
the Fringe. With a successful roll you or an ally or
out spending an action die a number of times per ses-
teammate of your choice receives a fringe bonus to their
sion equal to the number of Fringe feats you have.
next action die roll equal to your Intelligence modifier.
Like to Like This bonus does not affect whether or not the die
explodes.
You are able to sense when the Fringe has touched
Critical Failure: The team member’s next action die
an area or person.
suffers a –1 fringe penalty. This doesn’t affect whether
Benefit: You receive a +5 fringe bonus to notice
the die explodes or not.
fringescript. Further, if you pass within 5 ft of a spirit
Special: Knowledge (Fringe) 5+ provides a +2 syner-
bridge or character with one or more Fringe feats you
gy bonus to this roll. The presence of the Fringe grants
immediately sense that the place or character is touched
a +2 circumstance bonus to this roll.
by the Fringe.

Peculiar Dodge Spoil


You are naturally resistant to the power of the mys-
Sometimes attacks miss you, even when you would
tic world.
have sworn they hit.
Prerequisites: Agent level 5+, Unshakable.
Prerequisites: Agent level 12+, Tough Luck.
Benefit: The DC of all invocations targeting you, and
Benefit: You may roll a non-exploding action die at
your Defense total against any mystical attack or
the beginning of any round. For a number of rounds
weapon, are increased by +2 for every fringe feat you
equal to the result of your action die plus the number of
possess (including this one).
fringe feats you have, any successful attack against you
has a 10% (1-2 on a d20) chance of missing you after Strange Inscription
all.
You can create bits of fringescript that influence the
Rule of 5 minds of others.
Prerequisites: Scribble, Languages or Cryptography
Fortune favors the bizarre!
15+.
Prerequisites: Agent level 12+, All or Nothing.
Benefits: You may create a piece of fringescript that
Benefit: Any time you roll a ‘5’ with an action die,
immediately imposes itself on another agent within
the die explodes. This is in addition to exploding on its
your line of sight. Doing so requires 2 full rounds. The
highest value.
target must then make a Will save (DC 10 + your
Scribble Charisma modifier + the number of Fringe feats you
have), or suffer one of the following effects:
Your knowledge of fringescript allows you to create
Blindness: The target is blinded for 2d4 rounds.
self-delivering messages.
Confusion: The target suffers 2d4 points of tempo-
Prerequisites: Decipher Fringescript, Languages or
rary Intelligence damage. This damage recovers at the
Cryptography 10+.
rate of 1 point per minute.
Benefits: You may write a short fringescript message
Depression: The target suffers 2d4 points of tempo-
(one sentence) that makes itself plain to one individual
rary Charisma damage. This damage recovers at the rate
of your choice. The message can move instantly to any
of 1 point per minute.
desired location up to 5 miles from the point it was cre-
Fear: The target attempts to flee the area at his top
ated and lingers until the following dawn, or until it is
speed for 2d4 rounds.
read by the intended recipient, whichever comes first.
Generosity: The target’s disposition toward everyone
Creating the scribble requires one full round per word in
is improved by two grades for 2d4 minutes.
the message, and you may create one scribble per ses-
Indecision: The target is stunned for 1d6 rounds.
sion for each Fringe feat you possess. For more about
Lethargy: The target loses his dexterity bonus to
fringescript, see page 69.
Defense and may only take one half action per round
Script Seer for 2d4 rounds.
Malice: The target’s disposition towards everyone is
You may attempt to interpret fringescript in your
worsened by two grades for 2d4 minutes.
surroundings for clues about your future.
Pain: The target takes 2d8 subdual damage. This
Prerequisites: Intelligence 13+, Decipher Fringe-
damage is recovered at the rate of 2 points per minute.
script.

78
New Rules
The target of a strange inscription cannot be affect- NPC Class Notes
ed by another piece of fringescript until this piece has
NPCs of the following classes are always standard
run its full course (all effects comes to an end and all
unless the GC determines otherwise.
temporary attribute damage is recovered). Each use of
When NPC classes are featured in a threat designed
this feat counts as a use of your scribble feat (and is thus
with the mastermind system, they should be assigned
limited to a number of times per session equal to the
budget and gadget points according to the threat’s
number of Fringe feats you have).
resource and gadget levels. Otherwise, the GC should
Strange Verse simply assign each NPC a bundle worth 25 BP and dive
into the action.
You can create complex snippets of fringescript with
a variety of results. NPC Class Descriptions
Prerequisites: Strange Inscription, Languages or
After a general summary of each NPC class are sev-
Cryptography 20+.
eral pieces of rule information.
Benefit: Once per session, you may create a string of
MP Cost: This is the cost to use this class when cre-
fringescript that immediately imposes itself on another
ating a minion type for the mastermind system. The
agent within line of sight. Creating the string requires
minion’s vitality die type has already been factored into
four full rounds. The target must then make a Will save
this cost. This cost does not include extra points for
(DC 10 + your Charisma modifier + the number of Fringe
improved minion ability scores. See the Spycraft
feats you have) or suffer one of the following effects:
Espionage Handbook, page 244 for a more detailed dis-
Song of…: As any of the Fringe inscription effects
cussion of creating minion squads.
except that the number of dice rolled is increased by 1.
Class Skills: NPC class skills are designated either full
Song of Blood: The target suffers 1d8 wounds.
skills or half skills:
Song of Death: The target must immediately make a
Fortitude save against the same DC as his failed Will • Full Skills: An NPC of this class has a number of ranks
save. If the save fails, the target is immediately reduced in each of these skills equal to his class level. This may
to –1 wounds and begins dying. be further modified by class abilities.
Song of Obedience: The target’s disposition toward
• Half Skills: An NPC of this class has a number of ranks
you becomes “Ally” until the following dawn.
in each of these skills equal to one half his class level
Tough Luck (rounded up).
You’re more than just a jinx, you’re a magnet for Vitality: Each NPC class’s vitality points have
unlucky breaks. already been calculated. The minion’s vitality die type is
Prerequisites: Agent level 6+, Black Cat. equal to the minion’s vitality at 1st level.
Benefit: Opponents affected by your Black Cat feat(s) Class Abilities: Like normal agent classes, NPC class-
must spend an additional action die to activate any es have a variety of special abilities that define them.
threats they roll. Due to the much lower level of training (and challenge)
in most NPCs’ daily lives, however, they gain these abil-
Unshakable ities much more slowly than a comparable agent.
You remain calm and collected even in the face of If an NPC class ability grants a specific feat, all
the utterly bizarre. requirements for that feat are waived for that character.
Benefit: You receive a +1 fringe bonus to all Will If a class ability grants an NPC a choice of feats, he must
Saves. Further, you retain your initiative bonus and meet all requirements before choosing that feat.
ability to take 10, even while in (or surrounded by) the NPC Gear: Minions receive BP based on the organi-
Fringe. zation that they belong to. Other NPCs receive 25 BP to
spend on personal gear.
NPC Advancement: NPCs generally only gain experi-
NPC CLASSES
The following abbreviated classes are intended pri-
ence and advance in level at the GC’s discretion. This
may reflect a trusted ally gaining skill and experience as
season progresses (or even from season to season).
marily for NPC specialists and GC threats. They offer the Minions never advance in this fashion: their level and
GC a way to populate his world with types of characters abilities are fixed at the time of purchase. Further, char-
that are different from the agents. Because NPC classes acters designed with NPC classes do not gain feats or
are inherently weaker than agent classes, NPCs with ability score increases based on their agent level. Only
such classes should be considered one level lower for special characters receive these benefits (see the
the purposes of determining the Challenge Rating (CR) Spycraft Espionage Handbook, page 265, for more about
of a threat featuring them. special NPCs).

79
Archer Foundation
NPC Multiclassing: The GC may create multiclassed Armor Proficiency (Light)
agents using NPC classes. All of the rules for multi- Weapon Group Proficiency (Melee)
classed agents apply to multiclassed NPCs. The MP cost
Specialty: At 1st level, one of the academic’s knowl-
for a multiclassed minion type is determined by the lev-
edge skills is increased by 3 ranks.
els the minion has in each class plus the single highest
Scholarly: At 2nd level, the academic gains the
vitality die cost for any of the minion’s classes.
Scholarly feat.
Academic Advanced Skill Mastery: At 6th Level, the academic
gains the Advanced Skill Mastery feat linked to his
It’s not unusual for agents to encounter (or seek out)
Scholarly feat.
characters from studious walks of life. Researchers, his-
Grand Skill Mastery: At 10th level, the academic
torians, college students, and scientists can all easily
gains the Grand Skill Mastery feat linked to his
become swept up in the action, providing agents with
Scholarly feat.
vital knowledge they require to defeat a specialized foe.
MP Cost: 2 per level + 5 (vitality die). Femme Fatale
Full Skills From the cute but demure girl next door to the
proverbial man-eater, the femme fatale is the quintes-
The academic’s full skills and key abilities are:
sential “girl trouble” of any action-espionage serial.
Full Skill Key Ability MP Cost: 3 per level + 15 (vitality die).
Computers Int
Concentration Wis Full Skills
Knowledge (choose one) Int The femme fatale’s full skills and key abilities are:
Knowledge (choose one) Int
Full Skill Key Ability
Any one other skill Varies
Bluff Cha
Innuendo Wis
Half Skills
The academic’s half skills and key abilities are: Half Skills
The femme fatale’s half skills and key abilities are:
Half Skill Key Ability
Bureaucracy Cha Half Skill Key Ability
Drive Dex Diplomacy Cha
Knowledge (choose one) Int Disguise Cha
Languages Int Drive Dex
Profession Wis Listen Wis
Any one other skill Varies Perform Cha
Profession Wis
Class Features Sense Motive Wis
All of the following are class features of the acade- Any one other skill Varies
mic.
Starting Feats: The academic begins play with the
following feats.

Table 3.9: The Academic (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 4 +0 +0 +0 +2 +1 +1 Specialty
2 6 +1 +0 +0 +3 +2 +1 Scholarly
3 9 +1 +1 +1 +3 +3 +2
4 11 +2 +1 +1 +4 +3 +2
5 14 +2 +1 +1 +4 +4 +3
6 16 +3 +2 +2 +5 +5 +4 Advanced skill mastery
7 19 +3 +2 +2 +5 +6 +4
8 21 +4 +2 +2 +6 +6 +5
9 24 +4 +3 +3 +6 +7 +5
10 26 +5 +3 +3 +7 +8 +6 Grand skill mastery

80
New Rules
Class Features
All of the following are class features of the femme
Mercenary
Soldier of fortune, hired gun, or agent provocateur:
fatale.
the mercenary’s first loyalty is to money. Well-trained,
Starting Feats: The femme fatale begins play with
organized and disciplined, mercenary squads tend to
the following feats.
form the cream of the crop for combat oriented minions.
Armor Proficiency (Light)
MP Cost: 4 per level + 20 (vitality die).
Weapon Group Proficiency (Handgun)
Boosted Charisma: At first level, the femme fatale Full Skills
gains a +2 competence bonus to her Charisma score. None.
The Look: At 2nd level, the femme fatale gains The
Look feat. Half Skills
Sneak Attack: Starting at 4th level, the femme fatale The mercenary’s half skills and key abilities are:
inflicts extra damage when either flanking a target (see
Half Skill Key Ability
the Spycraft Espionage Handbook, page 171) or attack-
Demolitions Int
ing a target who is currently denied his Dexterity bonus
Diplomacy Cha
to Defense (such as a character who is flat-footed or
Driver Dex
immobilized). The extra damage inflicted is +1d6 at 4th
Listen Wis
level, and an additional +1d6 at 10th level.
Sense Motive Wis
Ranged attacks normally gain this bonus only if the
Spot Wis
target is within one range increment. Beyond that, it’s
Survival Wis
difficult to hit the target’s vitals.
Any one other skill Varies
The femme fatale may make a sneak attack with any
weapon (or unarmed attack), even one that deals subd- Class Features
ual damage. However, she cannot use a weapon that
All of the following are class features of the merce-
deals normal damage to inflict subdual damage during
nary.
a sneak attack, even by applying the –4 penalty (see the
Starting Feats: The mercenary begins play with the
Spycraft Espionage Handbook, page 174), nor may she
following feats.
use strafe fire when sneak attacking.
Armor Proficiency (Light)
Finally, the femme fatale may not sneak attack tar-
Armor Proficiency (Medium)
gets who are immune to critical hits, who have total
Armor Proficiency (Heavy)
concealment, or whose vitals are out of reach.
Weapon Group Proficiency (Melee)
Charmer: At 6th level, the femme fatale gains the
Weapon Group Proficiency (Handgun)
Charmer feat.
Weapon Group Proficiency (Rifle)
Evasion: Starting at 8th level, the femme fatale gains
Weapon Group Proficiency (Tactical)
the evasion ability. Whenever she has the opportunity to
make a Reflex save in order to suffer half damage from Heavily Armed: At 1st level, the mercenary gains an
an effect (such as a grenade), she instead suffers no additional 10 BP which must be spent on weapons or
damage with a successful save. armor. At 8th level, this bonus increases to +20 BP
(total).
Point Blank Shot: At 2nd level, the mercenary gains
the Point Blank Shot feat.

Table 3.10: The Femme Fatale (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 8 +0 +0 +1 +1 +1 +1 Boosted charisma
2 12 +1 +0 +2 +2 +2 +1 The look
3 17 +2 +1 +2 +2 +3 +2
4 21 +3 +1 +2 +2 +3 +2 Sneak attack +1d6
5 26 +3 +1 +3 +3 +4 +3
6 30 +4 +2 +3 +3 +5 +4 Charmer
7 35 +5 +2 +4 +4 +6 +4
8 39 +6 +2 +4 +4 +6 +5 Evasion
9 44 +6 +3 +4 +4 +7 +5
10 48 +7 +3 +5 +5 +8 +6 Sneak attack +2d6

81
Archer Foundation
Damage Reduction: Starting at 4th level, the merce- Half Skills
nary is capable of shrugging off damage from every The mysterious stranger’s half skills and key abilities
blow he suffers. Subtract 1 from the damage the merce- are:
nary suffers every time he is dealt damage. At 10th
Half Skill Key Ability
level, subtract 2 each time he is dealt damage. This abil-
Drive Dex
ity cannot reduce the damage from any single hit below
Hide Dex
0, but it does stack with the damage reduction provided
Listen Wis
by any armor or other gear the mercenary is wearing.
Move Silently Dex
For more information about damage reduction, see the
Search Int
Spycraft Espionage Handbook, page 178.
Any one other skill Varies
Improved Initiative: At 6th level, the mercenary gains
the Improved Initiative feat. Class Features
Mysterious Stranger All of the following are class features of the myste-
rious stranger.
The lone wanderer who appears out of nowhere to
Starting Feats: The mysterious stranger begins play
perform some inexplicable mission before vanishing
with the following feats.
again is a staple of the pulp-mystery genre, and the
Armor Proficiency (Light)
mysterious stranger fits the role perfectly in
Armor Proficiency (Medium)
Shadowforce Archer campaigns.
Weapon Group Proficiency (Melee)
MP Cost: 2 per level + 10 (vitality die).
Weapon Group Proficiency (Handgun)
Full Skills Weapon Group Proficiency (Rifle)
The mysterious stranger’s full skills and key abilities Unshakable: At 1st level, the mysterious stranger
are: gains the Unshakable feat.
Black Cat: At 2nd level, the mysterious stranger
Full Skill Key Ability
gains the Black Cat feat.
Disguise Cha
Intimidate Str of Cha
Knowledge (choose one) Int

Table 3.11: The Mercenary (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 10 +1 +2 +0 +1 +1 +0 Heavily armed (+10)
2 15 +2 +3 +0 +2 +1 +1 Point blank shot
3 21 +3 +3 +1 +2 +2 +1
4 26 +4 +4 +1 +2 +2 +2 Damage reduction –1/—
5 32 +5 +4 +1 +3 +3 +2
6 37 +6 +5 +2 +3 +4 +2 Improved initiative
7 43 +7 +5 +2 +4 +4 +3
8 48 +8 +6 +2 +4 +5 +3 Heavily armed (+20)
9 54 +9 +6 +3 +4 +5 +4
10 59 +10 +7 +3 +5 +6 +4 Damage reduction –2/—

Table 3.12: The Mysterious Stranger (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 6 +0 +2 +2 +0 +1 +0 Unshakable
2 9 +1 +3 +3 +0 +1 +1 Black cat
3 13 +2 +3 +3 +1 +2 +1
4 16 +3 +4 +4 +1 +2 +2
5 20 +3 +4 +4 +1 +3 +2
6 23 +4 +5 +5 +2 +4 +2 Sidestep
7 27 +5 +5 +5 +2 +4 +3
8 30 +6 +6 +6 +2 +5 +3
9 34 +6 +6 +6 +3 +5 +4
10 37 +7 +7 +7 +3 +6 +4 Bonus feat

82
New Rules
Sidestep: At 6th level, the mysterious stranger gains Armor Proficiency (Medium)
the Sidestep feat. Weapon Group Proficiency (Melee)
Bonus Feat: At 10th level, the mysterious stranger Weapon Group Proficiency (Handgun)
may choose any one Fringe feat. Weapon Group Proficiency (Rifle)

Operative Department Training: Choose a department. The


operative gains all the special benefits of that depart-
Governments and corporations around the world
ment, including its bonus feat.
field operatives to investigate and sabotage their ene-
Stealthy: At 2nd level, the operative gains the
mies. While not on par with the Archer Conspiracy’s
Stealthy feat.
superspies, these skilled individuals can still present a
Sneak Attack: Starting at 4th level, the operative
formidable obstacle — or a powerful ally — to
inflicts extra damage when either flanking a target (see
Foundation mission teams.
the Spycraft Espionage Handbook, page 171) or attack-
MP Cost: 4 per level + 10 (vitality die).
ing a target who is currently denied his Dexterity bonus
Full Skills to Defense (such as a character who is flat-footed or
immobilized). The extra damage inflicted is +1d6 at 4th
The operative’s full skills and key abilities are:
level, and an additional +1d6 at 10th level.
Full Skill Key Ability Ranged attacks normally gain this bonus only if the
Demolitions Int target is within one range increment. Beyond that, it’s
Move Silently Dex difficult to hit the target’s vitals.
The operative may make a sneak attack with any
Half Skills weapon (or unarmed attack), even one that deals subd-
The operative’s half skills and key abilities are: ual damage. However, he cannot use a weapon that
Half Skill Key Ability deals normal damage to inflict subdual damage during
Bluff Cha a sneak attack, even by applying the –4 penalty (see the
Climb Str Spycraft Espionage Handbook, page 174), nor may he
Driver Dex use strafe fire when sneak attacking.
Hide Dex Finally, the operative may not sneak attack targets
Search Int who are immune to critical hits, who have total con-
Spot Wis cealment, or whose vitals are out of reach.
Surveillance Wis Daredevil: Beginning at 6th level, the operative may
Tumble Dex use daredevil-only chase maneuvers and augment select
other maneuvers during chases, as a wheelman (see
Class Features Chapter 7 of the Spycraft Espionage Handbook for more
All of the following are class features of the opera- about wheelmen and chases).
tive. Bonus Feat: The operative may choose any one feat
Starting Feats: The operative begins play with the from any feat tree.
following feats.
Armor Proficiency (Light)

Table 3.13: The Operative (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 6 +0 +1 +1 +1 +1 +1 Department training
2 9 +1 +2 +2 +2 +1 +1 Stealthy
3 13 +2 +2 +2 +2 +2 +2
4 16 +3 +2 +2 +2 +2 +2 Sneak attack +1d6
5 20 +3 +3 +3 +3 +3 +3
6 23 +4 +3 +3 +3 +4 +4 Daredevil
7 27 +5 +4 +4 +4 +4 +4
8 30 +6 +4 +4 +4 +5 +5 Sneak attack +2d6
9 34 +6 +4 +4 +4 +5 +5
10 37 +7 +5 +5 +5 +6 +6 Bonus feat

83
Archer Foundation
Paper Pusher Petty Authority: At 2nd level, the cost required to
bribe the paper pusher is doubled.
An ubiquitous feature of government and business,
Political Favors: At 6th level, the paper pusher’s work
the bureaucratic paper pusher may hold the key to suc-
provides him with a variety of markers that he can call
cess or represent one of the most frustrating challenges
in to assist his friends, or make his enemies’ lives a red
an agent may ever face.
tape-infested nightmare. He gains the Political Favors
MP Cost: 2 per level + 5 (vitality die).
feat.
Full Skills Real Authority: At 8th level, the paper pusher gains
the Personal Staff feat. Minion squads of paper pushers
The paper pusher’s full skills and key abilities are:
do not benefit from this ability.
Full Skill Key Ability Persuasive: At 10th level, the paper pusher gains the
Bureaucracy Cha Persuasive feat.
Diplomacy Cha
Knowledge (choose one) Int Police Official
Search Int Police officials include border guards, DEA agents,
and simple city detectives. Every nation employs thou-
Half Skills sands of these individuals to uphold the law and ensure
The paper pusher’s half skills and key abilities are: domestic tranquility.
MP Cost: 3 per level + 10 (vitality die).
Half Skill Key Ability
Bluff Cha Full Skills
Computers Int
The police official’s full skills and key abilities are:
Concentration Wis
Drive Dex Full Skill Key Ability
Intimidate Str or Cha Sense Motive Wis
Languages Int Surveillance Wis
Profession (choose one) Wis
Any one other skill Varies Half Skills
The police official’s half skills and key abilities are:
Class Features
Half Skill Key Ability
All of the following are class features of the paper
Bluff Cha
pusher.
Bureaucracy Cha
Starting Feats: The academic begins play with the
Demolitions Int
following feats.
Drive Dex
Armor Proficiency (Light)
Gather Information Cha
Weapon Group Proficiency (Melee)
Listen Wis
Weapon Group Proficiency (Handgun)
Search Int
Specialty: A 1st level, the paper pusher’s Spot Wis
Bureaucracy skill is increased by 3 ranks.

Table 3.14: The Paper Pusher (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 4 +0 +1 +0 +1 +1 +0 Specialty
2 6 +1 +2 +0 +2 +1 +1 Petty authority
3 9 +1 +2 +1 +2 +2 +1
4 11 +2 +2 +1 +2 +2 +2
5 14 +2 +3 +1 +3 +3 +2
6 16 +3 +3 +2 +3 +4 +2 Political favors
7 19 +3 +4 +2 +4 +4 +3
8 21 +4 +4 +2 +4 +5 +3 Real authority
9 24 +4 +4 +3 +4 +5 +4
10 26 +5 +5 +3 +5 +6 +4 Persuasive

84
New Rules
Class Features re-roll a failed Sense Motive check that targets or
All of the following are class features of the police opposes a skill check made by another human being.
official. The police official may not use this ability if he rolled
Starting Feats: The police official begins play with an error with his first attempt and must also abide by
the following feats. the results of the second roll, even if it is worse than the
Armor Proficiency (Light) first.
Armor Proficiency (Medium) Weapon Specialization: At 8th level, the police offi-
Weapon Group Proficiency (Melee) cial chooses one weapon that he is proficient with (such
Weapon Group Proficiency (Handgun) as dagger or shotgun) to specialize in. When wielding
Weapon Group Proficiency (Rifle) that weapon, he inflicts +2 additional damage. If his
choice is a ranged weapon, the damage bonus only
Police Training: At 1st level, the police official gains
applies if the soldier is within one range increment.
the Police Training feat.
Point Blank Shot: At 2nd level, the police official Professional
gains the Point Blank Shot feat.
Ordinary craftsmen, blue collar workers, and idle
Armor Use: Starting at 4th level, the police official’s
hobby enthusiasts all have skills to offer an agent team
total Defense bonus when wearing armor is increased by
— or its enemies.
+1 and the total armor check penalty he suffers from
MP Cost: 2 per level + 5 (vitality die).
wearing armor is reduced by 1. At 10th level, this
Defense bonus increases by an additional +1 and this Full Skills
armor check penalty is further decreased by 1. This abil-
The professional’s full skills and key abilities are:
ity may not reduce a police official’s armor check penal-
ty below 0. Full Skill Key Ability
Human Nature: Starting at 6th level, the police offi- Craft (choose one) Int
cial has an intimate understanding of human minds and Hobby (choose one) Wis
the telltale signs of deception. Once per session, he may Profession (choose one) Wis
Any two other skills Varies

Table 3.15: The Police Official (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 6 +1 +1 +0 +1 +0 +1 Police training
2 9 +2 +2 +0 +2 +1 +1 Point blank shot
3 13 +3 +2 +1 +2 +1 +2
4 16 +4 +2 +1 +2 +2 +2 Armor use (+1)
5 20 +5 +3 +1 +3 +2 +3
6 23 +6 +3 +2 +3 +2 +4 Human nature 1/session
7 27 +7 +4 +2 +4 +3 +4
8 30 +8 +4 +2 +4 +3 +5 Weapon specialization
9 34 +9 +4 +3 +4 +4 +5
10 37 +10 +5 +3 +5 +4 +6 Armor use (+2)

Table 3.16: The Professional (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 4 +0 +0 +2 +1 +1 +1 Specialty
2 6 +1 +0 +3 +2 +1 +2 Ordinary past
3 9 +1 +1 +3 +2 +2 +3
4 11 +2 +1 +4 +2 +2 +3 Specialty
5 14 +2 +1 +4 +3 +3 +4
6 16 +3 +2 +5 +3 +4 +5 Advanced skill mastery
7 19 +3 +2 +5 +4 +4 +6
8 21 +4 +2 +6 +4 +5 +6 Specialty
9 24 +4 +3 +6 +4 +5 +7
10 26 +5 +3 +7 +5 +6 +8 Grand skill mastery

85
Archer Foundation
Half Skills a different full skill at 4th level to receive this bonus,
The professional’s half skills and key abilities are: and a third at 8th level.
Ordinary Past: At 2nd level, the professional gains
Half Skill Key Ability
the Ordinary Past feat.
Concentration Wis
Advanced Skill Mastery: At 6th level, the profession-
Diplomacy Cha
al gains the Advanced Skill Mastery feat linked to his
Drive Dex
Ordinary Past feat.
Profession (choose one) Wis
Grand Skill Mastery: At 10th level, the professional
Spot Wis
gains the Grand Skill Mastery feat linked to his Ordinary
Any one other skill Varies
Past feat.
Class Features
All of the following are class features of the profes-
Psi-trainer
Each of the Conspiracy’s Chambers maintains an
sional.
elite cadre of psions able to aid in the development and
Starting Feats: The professional begins play with the
training of new psion assets. Unfortunately, a signifi-
following feats.
cant number of these trainers left the Conspiracy during
Armor Proficiency (Light)
the Shop’s defection, and some now branch out as free-
Weapon Group Proficiency (Melee)
lancers, selling their services to the highest shadowy
Weapon Group Proficiency (Handgun)
bidders.
Specialty: A 1st level, choose one of the profession- MP Cost: 2 per level + 10 (vitality die).
al’s full skills. That skill is increased by 3 ranks. Choose

86
New Rules
Full Skills Weapon Group Proficiency (Melee)
The psi-trainer’s full skills and key abilities are: Weapon Group Proficiency (Handgun)
Full Skill Key Ability Department Training: At 1st level, the psi-trainer
Knowledge (psionics) Int gains all the special benefits of the Office of Psion
Profession (instructor) Wis Affairs department (see page 46), including its bonus
Any one other skill Varies feat.
Bonus Feat: At 2nd level, the psi-trainer may choose
Half Skills any one “basics” feat from any of the three psion base
The psi-trainer’s half skills and key abilities are: classes (mentalist, physical adept, or telepath).
Psi Mastery: At 6th level, the psi-trainer chooses one
Half Skill Key Ability
psion skill that he has at least 1 rank with. He receives
Drive Dex
a +2 psionic bonus to all skill checks with that skill. At
Any two psion skills Varies
10th level, he selects an additional psion skill to receive
Any one other skill Varies
the same bonus.
Class Features
All of the following are class features of the psi-
Raider
The waters between Southeast Asia and Australia are
trainer.
home to numerous bands of cutthroats and brigands
Psionic Class: The psi-trainer is a psionic class. Levels
who regularly engage in smuggling and piracy. Over a
gained in this class increase your psion level.
thousands attacks are reported annually with no end in
Starting Feats: The psi-trainer begins play with the
sight. Agents should be mindful where they sail…
following feats.
MP Cost: 3 per level + 15 (vitality die).
Armor Proficiency (Light)
Armor Proficiency (Medium)

Table 3.17: The Psi-Trainer (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 6 +0 +0 +1 +2 +0 +1 Department training
2 9 +1 +0 +2 +3 +1 +2 Bonus feat
3 13 +2 +1 +2 +3 +1 +3
4 16 +3 +1 +2 +4 +2 +3
5 20 +3 +1 +3 +4 +2 +4
6 23 +4 +2 +3 +5 +2 +5 Psi mastery
7 27 +5 +2 +4 +5 +3 +6
8 30 +6 +2 +4 +6 +3 +6
9 34 +6 +3 +4 +6 +4 +7
10 37 +7 +3 +5 +7 +4 +8 Psi mastery

Table 3.18: The Raider (NPC Class)


Vitality Base Fort Ref Will Def Init
Lvl Pts Att Bon Save Save Save Bon Bon Special
1 8 +1 +1 +1 +0 +0 +1 Limited custom ride (+3 GP)
2 12 +2 +2 +2 +0 +1 +2 Point blank shot
3 17 +3 +2 +2 +1 +1 +3
4 21 +4 +2 +2 +1 +2 +3 Specialty
5 26 +5 +3 +3 +1 +2 +4 Limited custom ride (+4)
6 30 +6 +3 +3 +2 +2 +5 Daredevil
7 35 +7 +4 +4 +2 +3 +6
8 39 +8 +4 +4 +2 +3 +6 Far shot
9 44 +9 +4 +4 +3 +4 +7 Limited custom ride (+5)
10 48 +10 +5 +5 +3 +4 +8 Limited familiarity

87
Archer Foundation
Full Skills Limited Custom Ride: The raider receives 3 GP with
The raider’s full skills and key abilities are: which he can purchase a water vehicle or vehicular gad-
gets for a water vehicle. This bonus is increased by +1
Full Skill Key Ability
GP at 5th level and +1 more at 9th level. These GP may
Boating Dex
be pooled by minions within a squad, but each addi-
Half Skills tional minion after the first only adds 2 GP to the pool.
Gadget points assigned by a mastermind may be added
The raider’s half skills and key abilities are:
to this total at no penalty.
Half Skill Key Ability Point Blank Shot: At 2nd level, the raider gains the
Balance Dex Point Blank Shot feat.
Drive Dex Specialty: A 4th level, the raider’s Intimidate skill is
Intimidate Str or Cha increased by 3 ranks.
Mechanics Int Daredevil: Beginning at 6th level, the raider may use
Move Silently Dex daredevil-only chase maneuvers and augment select
Spot Wis other maneuvers during chases as a wheelman (see
Chapter 4 of the Spycraft Espionage Handbook for more
Class Features about wheelmen and chases).
All of the following are class features of the raider. Limited Familiarity: A 10th level, the raider gains a
Starting Feats: The raider begins play with the fol- +1 bonus to Mechanics, Boating and chase maneuver
lowing feats. checks when used with the vehicle purchased with the
Armor Proficiency (Light) GP from his Limited Custom Ride ability. This same
Armor Proficiency (Medium) bonus is applied to the raider’s attack roll whenever fir-
Weapon Group Proficiency (Melee) ing that vehicle’s weapons (if any).
Weapon Group Proficiency (Handgun)
Weapon Group Proficiency (Rifle)
Weapon Group Proficiency (Tactical)

88
“It is a profound and necessary truth that the
deep things in science are not found because they
are useful; they are found because it was possible
to find them.”
— J. Robert Oppenheimer

Chamber
4
Archer Foundation
The majority of what follows is available through
general Foundation Archive searches, or inquiries into
INTRODUCTION
This chapter introduces the Archer Foundation from
the backgrounds of the men and women who helped
forge the Archer Pact — especially Conrad Archer and
his son, Raymond. Some events precursor important
the inside, showing both the Chamber’s internal work-
facets of the modern Foundation, their enemies, or the
ings and its tumultuous history. We begin with
first season threat, the Hand of Glory (see the upcoming
a detailed look at the events that led up to the estab-
Threat book for more), and are included to support
lishment of the Foundation in 1950 and then take you
current events. Still other events are important revela-
through the fifty years since, focusing on major events
tions about Foundation projects and moments of gener-
surrounding the Foundation’s growth and linked to
al espionage and shadow history importance.
its most astounding operations — as well as events that
Special Note: Some players may worry that reading
have helped establish its current position in the world.
this information will ruin their enjoyment of the SFA
Each event is linked to or supports something that
Interactive Campaign. Industrious players may wish
is happening now, or illustrates an aspect of the
to speak with their GC before reading the rest of this
Foundation by its actions. All of this material can be
section, in case he has something special planned that’s
used as the seeds for serials or campaigns featuring lin-
linked to one or more of the events below.
gering elements of the world’s shadow history.
The rest of the chapter focuses on the Archer Before the Pact
Foundation’s organization, offering an overview of the
The Archer Foundation didn’t exist before 1950,
Lords (with a few examples of Lords currently among
but its predecessor, the British psionic research unit
the Chamber’s ruling class) and all those they command
known as Room 39, was formed in 1907. For 43 years
— the Rooks who protect the Conspiracy from detection,
prior to the Archer Caucus, Room 39 spearheaded the
the Bishops who build the protectorate’s high-tech gear
shadow war against world threats, laying the ground-
and experiment with cutting edge psionic advance-
work for what would eventually become the Archer
ments, and the Knights who venture out into the field.
Foundation. The most pivotal event in Room 39’s histo-
Finally, the chapter provides a number of GC aides,
ry was by far the 1911 discovery of Conrad Archer,
designed for use in any Shadowforce Archer campaign.
the man who would lead Room 39 operations in both
Boxed text throughout this chapter includes NPC
World Wars and spearhead the global protectorate until
contacts and specialists who can be of help to agents
his presumed death in 1945. An overview of Conrad
during missions. Most are part of one or more Chamber
Archer’s personal history and work with Room 39 can
divisions, allowing them to be dropped into play when-
be found in the Shadowforce Archer Worldbook — this
ever the agents them. These NPCs have only one level
section details lesser known events during this period
of statistics, as they are static anchors within the
and items intended to foreshadow upcoming events
Shadowforce Archer setting.
in the SFA Interactive game.
1900s: Throughout the early part of Conrad Archer’s
SHADOW HISTORY
Most of the following sections are written in
archaeological career, he is plagued by misfortune and
poor timing as the credit for many discoveries that
should have been his is stolen by rival explorer
timeline format, offering a compartmentalized overview Cameron Kane.
rather than a detailed narrative. This serves two purpos- 1903-1904: Sidney Reilly (agent “ST1”) — also
es. First, the Foundation’s Archive is spotty before 1950, known as the “Ace of Spies” — works as a merchant in
leading to many discrepancies about early events lead- Port Arthur, a Russian naval base in the Far East, report-
ing up to the Archer Pact. Second, obscure elements ing back to British Intelligence about the growing ten-
of the shadow history — especially the Fringe and the sions between Russia and Japan. He returns to England
operations of the Architects and other “behind the following Japan’s sneak attack on Port Arthur early
scenes” entities — have escaped the Foundation’s notice, in the Russo-Japanese War (an attack he is believed to
been scoured from the records, or were lost in the have participated in).
immense volume of information the Conspiracy collects 1904: Despite his seemingly unsuccessful expedition
each year. More importantly, this approach allows GCs to the Greek mainland the year before (see the
to easily develop their own shadow history in and Shadowforce Archer Worldbook, page 34), Sir Avery
around the events of the official timeline, and even Schillingsfield is still seen in the company of his hired
ignore parts of the timeline without losing the whole. help, Conrad Archer. Schillingsfield seemingly takes
an interest in “culturing” the socially inexperienced
archaeologist, though whether his intentions are honest
or he is taking pleasure at Archer’s expense is unknown.

90
Chamber
During a social visit to Monte Carlo, Conrad Archer In Britain, Raymond Archer is born, inheriting
encounters the highly desirable “Princess of Monaco,” Conrad Archer’s physical adept ability. Conrad does not
Nicolette Dupois. Unaware of Nicolette’s high standing realize his own powers for another three years.
in Monaco society, or her family’s connections to the The Archer family lives in rural bliss, away from the
infamous Gemeinschafft Consortium, the smitten problems of the world, during this period.
Conrad pursues her relentlessly. She soon reciprocates 1909: Britain’s Imperial Security Intelligence Service
and a dangerous love affair begins. Conrad remains in (a.k.a. the Secret Service Bureau) is established as a
Monaco for the winter, and Nicolette asks him to remain bridge between War Office, Admiralty, and the country’s
silent about their relationship for the time being. foreign espionage operatives. The naval branch of this
1905: Cameron Kane visits Monaco and uncovers organization comes under the leadership of 50-year old
Conrad Archer’s affair with Nicolette Dupois. Within veteran Captain Mansfield Cumming (publicly known
24 hours, the formidable underworld connections wield- only as “C”) while the military branch is assigned
ed by Nicolette’s family become clear as Conrad is to Captain Vernon Kell (“K”).
“visited” by several unidentified thugs who insist that 1910s: The Australian Naval Board sets up its own
he leave Monaco, never to return. Upon hearing of the version of Room 40, Britain’s cryptographic unit.
confrontation, Avery Schillingsfield demands that Officials of Room 39, the Dream Suite, ensure that a sis-
Conrad return with him to England, away from what ter cell of their own organization is also established
is bound to be a deadly political scandal. Conrad refus- in Australia.
es, and Schillingsfield abandons him in Monaco. 1912: Herbert Yardley, employed as a telegraph
Unknown to Conrad, Nicolette uses the substantial operator for various railroads from 1907 to 1912, joins
leverage she has collected against her family to force the U.S. State Department as a code clerk. Inspired by
them to let her go. Late this year, she flees Monaco with the large volume of coded messages he is responsible
her new lover. for transmitting and destroying, Yardley investigates the
1906: Now safely relocated to Britain, Conrad possibility of the U.S. developing an agency dedicated
Archer and Nicolette Dupois are wed. to cracking the ciphers of other nations. He educates
1907: Russian engineers develop an anti-aircraft himself on the subject, first decoding State Department
weapon that functions on principles of directed electri- messages and then messages from foreign embassies.
cal energy. Called a “death ray" in a contemporary 1912-1922: Conrad Archer’s involvement with
New York Times article (published in the May 28th, Room 39 grows more intense by the month, while his
1907 edition), the weapon so impresses the Commander wife, Nicolette, remains at their home in London.
of Soviet Air Services that he proposes “to curtail the At first, the distance between them seems short, as the
activity of the air fleet, because the invention renders two share hundreds of letters a year. But by the end of
a large air fleet unnecessary for defense." World War I, their once passionate relationship wanes
1908: Soon-to-be-famed inventor Nikola Tesla and they are effectively living separate lives. During this
writes several letters to prominent newspapers and time, Cameron Kane, long enamored with Nicolette,
scientific journals, touting the application of directed courts her from Monaco with secret letters. Still hopeful
electrical energy as the future of warfare. Though ordi- that Conrad will come home to her, Nicolette ignores
narily a pacifist, Tesla's mental state is deteriorating due Kane’s advances.
to financial and professional woes. He claims to have 1914: (August) Outbreak of World War I. Control
developed a weapon many times more powerful than of Britain’s Secret Service Bureau is transferred to the
Trotsky's “death ray” (see 1907). War Office, though its sovereignty is largely protected
As the world watches U.S. Navy Commander Robert by Captain Cumming (“C”). Cumming’s foreign branch
Peary's attempt to reach the North Pole, Tesla — now becomes MI1(c) and is charged with both collecting
desperate to regain his stature in the eyes of the scien- intelligence abroad and providing counterintelligence
tific community — tests his own version of Russia’s services outside the U.K.
death ray. During Peary’s visit to Ellesmere Island — 700 After operations in Persia and St. Petersburg, Sidney
miles from the North Pole — Tesla targets the North Pole, Reilly is handled by MI1(c) agents in New York City.
confident that Peary will witness the awesome destruc- Though working for Russia at the time (a complete
tive power of his weapon, even from 700 miles distant. turnaround from his activities leading up to the Russo-
Tesla misses his target by only a few degrees, though he Japanese War), Captain Cumming is confident that
overshoots by thousands of miles. The weapon causes a Reilly can be trusted to help against Germany.
massive explosion in Tunguska, Siberia, which is heard A violent car crash in France leaves Captain
for over 620 miles from the epicenter of the blast. Mansfield Cumming with one broken leg and the other
The cause of this explosion is never confirmed, though amputated (he is soon fitted with a wooden replace-
it is variously attributed to such events as a UFO explo- ment). His son is also killed in the crash. Though
sion or a falling meteor. personally devastated, Cumming continues his work

91
Archer Foundation
with the Secret Service Bureau. In following years, spirit (see page 68). After a brief conversation through
he would be half-affectionately called “that one-legged a shadespeaker, Smythe manifests and offers to contin-
bastard” by Sidney Reilly and others. ue his work with Room 39 from the Other Side.
1915: After privately ferreting out the truth about 1919: Upon his return from Russia, Sidney Reilly is
the Dream Suite, Sidney Reilly is courted to become one privately debriefed by Captain Cumming, who demands
of the first “volunteer” psion soldiers (physical adepts to know the source of the operative’s amazing gifts.
created with serums made from Conrad Archer’s blood). Reilly takes Cumming into his confidence and reveals
1916: Herbert Yardley compiles a report, “Solution Room 39’s existence to him, on the condition that he
of American Diplomatic Codes,” and turns it over to his remain silent about the project. Cumming is brought
superior, David Salmon. Salmon asks if Yardley believes into Room 39’s fold and within the year, is offered the
foreign powers may have already solved the American psion serum as well. Though not a substitute for his
diplomatic code, to which Yardley responds, “I always missing leg, Cumming’s new abilities help him to return
assume that what is within the power of one man to to the field twice more before his death in 1923 (includ-
do is within the power of another.” ing the raid on Avery Schillingsfield’s base to recover
General Ralph van Deman, Director of Military Conrad Archer’s kidnapped son — see the Shadowforce
Intelligence, meets Herbert Yardley for the first time. Archer Worldbook, page 37).
The following year, with America’s entry into the Great Britain’s wartime cryptanalysis unit, Room 40, is
War, Yardley easily demonstrates the need for a code merged with other cryptographic operations within
and cipher section of the American military. British Intelligence to become the Government Code and
Sidney Reilly field-tests his new physical adept abil- Cypher School (GC&CS). This division is placed under
ities during a covert raid into German territory, during the command of Captain Mansfield Cumming, Director
which he infiltrates the German General Staff. of the Secret Service Bureau’s foreign operations.
1917: Yardley is commissioned as an officer in U.S. 1919: Captain Cumming attends the Treaty of
Military Intelligence, and founds MI-8 (the U.S. Cipher Versailles, along with his new personal advisor, Sidney
Bureau), later to become known as the “Black Chamber.” Reilly. Both are stunned when Conrad Archer offers the
Though begun by Yardley and two civilians alone, physical adept serum to the world. By dawn the follow-
the Black Chamber quickly grows in both size and ing morning, much of Room 39’s operations and sever-
importance. al of its most important personnel — including Sidney
Cherished Room 39 agent Matthew Smythe (code- Reilly — are moved to the Australian branch (now
named Piquant) is killed during an operation behind ambiguously renamed The Office for Physical Science
enemy lines in Austria before he can retreat into Italy (OPS), or just “Ops”). Ties between the OPS and Room 39
with captured battle plans. Two weeks later, the plans are underplayed and in some cases even suppressed to
inexplicably appear inside Room 39’s offices. maintain independence from the growing world league
Twice this year, Room 39 agents stationed in the of psion-empowered nations. The OPS is Room 39’s
U.K. report strange “phantom” events. Both times, “black operation” throughout the 1920s and World War
agents are saved from injury or death by what appears II, from which they mount their most incredible mis-
to be an invisible ally. sions and conduct their most private research.
1918: Captain Mansfield Cumming sends Sidney Though now a hero outside his home office, Conrad
Reilly into Russia to help rally anti-Bolsheviks and Archer is considered a security risk by his superiors and
bring the country back into the war against Germany. not informed about the OPS. He remains stationed at
Within a year, Reilly reportedly has 60,000 Russian and Room 39 until his presumed death in 1945. Conversely,
Latvian soldiers ready to fight the Bolsheviks and has Conrad’s son Raymond earns a place in the OPS as a
set up a secret government prepared to take over once nuclear researcher in 1931.
Lenin and Trotsky are out of the way. In August, Reilly 1921: During the Washington Naval Conference,
masterminds a near-successful attack on revolutionary attended by the U.S., Great Britain, Japan, France, and
leader V. I. Lenin, though he is badly wounded in the Italy, Yardley’s Black Chamber produces more than
process. The event sparks severe retributive action from 5,000 cipher solutions and translations. Though this
the Bolsheviks, who murder more than 8,000 suspected accomplishment serves U.S. interests well, Yardley
enemies. Reilly manages to escape, but is forced almost suffers a nervous breakdown during its prepara-
to reveal the secret of his physical adept abilities to tion. At the conclusion of the conference, Yardley trav-
fellow British spy, Captain George Hill (agent “IK8”). els to Arizona to begin a four-month vacation. Many of
A Guardian investigation of the phantom ally assist- his subordinates suffer from horrifying nightmares, and
ing agents throughout the UK reveals that it is none one merely babbles incoherently for the remainder of
other than Matthew Smythe — or rather, his lingering his short life. Yardley is never the same on his return
from Arizona, and is described by those that know him
as disturbed and more than a little frightening.

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MI1(c) is moved to Britain’s Foreign Office and marry Cameron Kane, their choice for “the Prince of
renamed the Secret Intelligence Service (SIS), with the Monaco” and someone the Gemeinschafft Consortium
designation MI6. Captain Cumming remains in charge has had its eye on for some time. She agrees, divorcing
until his retirement and death in 1923. Conrad by wire.
Sidney Reilly’s latest prediction — that a major anti- 1925: The German Navy buys ENIGMA coding
Bolshevik action is imminent — never comes to pass, machines, originally invented to protect business
and his superiors outside Room 39 begin to suspect he secrets. Shortly thereafter, the German Army follows
is disloyal to the Crown. Subsequent surveillance by suit. Following German military modifications, ciphers
agencies unaware of Room 39’s existence makes the generated by the ENIGMA machine are believed to be
psion division’s job much more difficult throughout the unbreakable, and Germany relies upon it almost exclu-
1920s, and leads to several close calls when the group sively to encode military transmissions until the intro-
is nearly uncovered. Nearly all even remotely sensitive duction of ENIGMA II (see 1937).
operations now fall under the helm of the Australian British intelligence operative Sidney Reilly is
OPS (see 1919). approached by operatives of the Trust, an anti-
In Germany, the Abwehr is created as part of the Bolshevik movement. Still faithful that a revolutionary
Ministry of Defense. A small office, the Abwehr is des- campaign is feasible in Russia, he meets with them in
ignated a counterintelligence unit (Allied demands for- Moscow, only to find the Trust is a Soviet disinforma-
bade Germany from conducting active espionage), but tion organization established to capture revolutionary
its commanders soon turn it toward spying and cipher agents. Like many before him, Reilly is arrested and
services. forced to write a confession in which he reveals his
1922: Raymond Archer manifests physical adept Moscow contacts, then executed, his body pho-
abilities and Conrad takes him to Room 39 for study and tographed in the Lubyanka morgue as proof for OGPU
training. Nicolette demands to go with her son, but is records. In truth, however, Reilly fakes his death, slip-
denied access by British Intelligence. This creates a per- ping out of Moscow with critical information about
manent rift in the rapidly disintegrating Archer family. Stalin’s psion serum research (perverted by pharmacist
1923: Partly from loneliness and partly out of spite, Genrikh G. Yagoda, who later becomes head of the
Nicolette Archer answers one of Cameron Kane’s letters. OGPU in 1934). Though merely comparative data in
Soon after, they are corresponding weekly. Conrad is 1925, the notes about Russian serum tampering offer an
oblivious, distracted by Avery Schillingsfield’s kidnap- ominous view of things to come (see the Russian
ping of their son (which Nicolette never learns about) Confederacy in the Shadowforce Archer Worldbook and
and the growing threats throughout Europe. the upcoming Russian Confederacy Chamber book).
Matthew Smythe single-handedly prevents an Devastated by his wife’s departure and new marriage
attempt by Eva Kraus and a group of corrupt relic to a longtime rival, Conrad Archer dedicates himself to
hunters from pillaging a shipment of artifacts in transit working alone, reinforcing his position as one of Room
back from the Tutankhamen dig in Egypt. Kraus is 39’s most valuable operatives. It is during this period
stunned at Room 39’s new resource, and vows to cap- that Conrad’s fascination with a “New World Order”
ture it as her own — or destroy it. dedicated to making the world a more livable, less tur-
1924: Operating alone as usual, poltergeist agent bulent place takes shape. Now able to speak openly with
Matthew Smythe tracks a missing specialist to the bow- government-cleared and funded idealists around the
els of the Cosgrach Estate, deep beneath the seacoast world, his once impossible ideas start to look feasible,
city of Inverness, England, where he discovers the sub- even likely within his own lifetime.
terranean base of Sir Edmund Case, a former Royal dri- 1924: Raymond Archer enters Cambridge University
ven mad with mystic power. Cosgrach is filled with the early (at age 16) to study biology and physics. He
broken remains of captured drifters subjected to Case’s absorbs information at an amazing rate, and rapidly
twisted rituals — a veritable army of monstrous tunnel rises to the top of his class.
dwellers feeding on each other and anyone unfortunate 1925-1930s: Raymond is no longer influenced by
enough to stumble into their lair. Smythe is discovered his mother (being forbidden from contacting her for the
and attempts to flee through the walls of the Cosgrach duration of his father’s life) and finds himself swept up
Estate, but is trapped inside by a holding rite performed in his father’s whirlwind career as “Britain’s finest secret
by Case and his bound followers. Smythe remains in agent.” Up to the start of World War II, the Archer men
this predicament to this day. become very close, and Raymond grows to share his
Nicolette Archer quietly leaves the Archer family father’s vision of global peace and security. Unlike his
home during one of Conrad’s missions, leaving no word father’s flamboyant and often reckless decisions, how-
of her destination. She returns to Monaco, where she ever, Raymond is fast becoming a shrewd intellectual,
reluctantly asks her family to take her back. They agree, and develops his own strategies for making the family
on one condition — that she divorce Conrad Archer and dream a reality (see 1926, 1930, and 1931, below).

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1926: After only two years in college, Raymond (May) Nikola Tesla’s research into the realm of the
Archer graduates with honors and is recruited into the dead produces a device capable of physically propelling
Copenhagen Institute of Theoretical Physic, founded by him into the Fringe. Upon activating it, however, he
Niels Bohr, winner of the 1922 Nobel Prize for his accu- finds himself trapped on the Other Side, helpless and at
rate deconstruction of the atom. This position intro- the mercy of an army of angry dead. He destroys the
duces Raymond Archer to many remarkable personali- device, transporting himself back to the physical realm.
ties in the scientific community, including his close During his slow recovery, one of his doctors is paid by
friend J. Robert Oppenheimer, and primes him as one of German spies to look the other way and his meticulous
the frontrunners of atomic research. notes about the device are stolen and delivered into the
1929: At the behest of Herbert Hoover’s Secretary of hands of a competing inventor — Wilhelm Schrader (see
State Henry Stimson, the Black Chamber is closed down. 1935 and page 117). Though Tesla attempts to discover
Despite the invaluable intelligence provided by where his notes have gone, he is never successful.
Yardley’s operation, Stimson states “Gentlemen do not Likewise, he never speaks of his ordeal on the Other Side
read each other’s mail.” again.
1930: Raymond Archer returns to his alma mater, 1933: The Demagogue, now Chancellor of Germany,
Cambridge University, to assist teams at the Cavendish is granted dictatorial powers by the Reichstag (the
Laboratory. Within two years, the teams confirm the German Imperial Parliament). Hereafter, the Reichstag
existence of the neutron, break down the atomic nucle- are summoned to meet only sporadically, and only to
us, and create the first man-made nuclear reaction. This approve important government measures.
last accomplishment unleashes an incredibly high level As one of his first empowered acts, the Demagogue
of energy, sparking the question of its use as a source of establishes a secret division within the Reich, known as
power. (Within the halls of world governments, it sparks the Abgrund (“The Abyss”), a program ostensibly
the question of its military application as well.) intended to develop super-soldiers to combat what he
In England, Umbra — acting on orders from her sees as “a growing cancer” in the West — the psions of
Guardian superiors — requests time with Conrad Archer nations he knows he will someday face in war. With
as part of a long-term assessment of the potential of his close ties to the Schutzstaffel (SS), the Abgrund is under
physical adept abilities. She claims the assessment will the Demagogue’s command alone and known to no one
take ten years, though only two of those will require the outside his closest advisors, but it is Eva Kraus’ play-
agent to remain in London. Eager to share the results, ground, a fledgling army she hopes to use to rebuild her
Room 39 agrees, asking that Umbra’s discoveries be fallen occult empire.
made known only to her people, British Parliament, and Upon his rise in stature, the ENIGMA cipher is
the Australian OPS (see 1919). brought to the Demagogue’s attention. The complex
1931: Herbert Yardley publishes his memoirs, enti- machine captures his interest, and draws him to the sub-
tled The American Black Chamber. This book lays bare ject of cryptography. Shortly thereafter, the Demagogue
many national secrets — including the details of the reads The American Black Chamber (see 1931), and is
Black Chamber’s 1921 Naval Conference, and the dev- fascinated by the breakdowns suffered by Yardley and
astating effect of their codebreaking research upon the his fellow cipher experts in 1921.
mental states of Yardley and his coworkers. This consti- Despite assurances to the contrary, the Demagogue is
tutes a grievous security breach and Yardley is conse- concerned that the ENIGMA code might be broken, and
quently dismissed from government service. His biogra- orders a seemingly superior code machine to be devel-
phy is slandered by government specialists in the sci- oped, the ENIGMA II. Still mindful of the American
ence community as “the wild ravings of a man pushed cipher expert’s mental collapse, the Demagogue delivers
to the edge by overwork.” the ENIGMA II project into the hands of the Abgrund,
Impressed by his work in Copenhagen and London, ordering that the code should cause similar results in
representatives of the OPS approach Raymond Archer any who successfully crack it without the ENIGMA II
and offer him a position in their private Australian lab- device.
oratories, swearing him to secrecy. Raymond is not even Polish mathematician Marian Rejewski, previously
allowed to tell his father of his new position, which he responsible for the cracking of several relatively simple
disguises as frequent trips to visit friends “overseas.” German Navy codes, completes five years of work with
1932: (February) In an attempt to render physically the Polish Cipher Bureau to deconstruct the first ENIG-
visible the phantom images plaguing his inner mind, MA. Using a combination of mathematics, statistics,
Nikola Tesla creates a device that forces lingering spir- computational ability, and inspired guesswork, Rejewski
its to manifest. The device is highly unstable and works generates a theoretical model of the German Military’s
for only minutes at a time, but it provides Tesla with all version of the ENIGMA device, and later a physical
the evidence he needs to continue this line of research. model of the same.

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1935: With increased tensions throughout Europe virtue, touched by the Hand of God). The procedure is
and the tell-tale signs of military escalation in Germany, costly, however — Schrader’s recovery takes nearly a
Room 39 assigns Conrad Archer and Foreign Office tal- year and his health never fully returns.
ent spotter and recruiter Charles Howard Ellis, another 1938: Orson Welles’ War of the Worlds transmission
physical adept, as field operatives (“psi-spies”) in and is heard across the United States, and later, around the
around Nazi territories and the Regime’s most likely tar- world. The transmission is just what it is later reported
gets. Not yet done with her assessment of Conrad’s to be — a work of fiction — but the resulting panic is
potential, the Guardian Umbra is assigned to work very real, and causes numerous Fringe incursions across
beside the physical adepts in the field. “It is not the best the globe (especially during its first broadcast) as peo-
arrangement,” Umbra says, “but it will do.” Conrad ple’s irrational emotions cause them to stumble into the
Archer and Umbra work together as a team until the spirit netherworld. Countless disappearances and sever-
outbreak of World War II (see 1939). al deaths are attributed to the crime spike suffered dur-
Wilhelm Schrader presents “his” report, entitled “The ing the evening the show first airs, and many freak acci-
Nature and Mechanics of Death,” at a private meeting dents are attributed to the hysteria of the moment. The
with the Demagogue. Using a term coined in Tesla’s pri- majority of these strange incidents are in fact the result
vate notes — “The Fringe” — Schrader describes a world of lingering spirits lashing out at the mass physical
of spirits just out sight, and assures the Chancellor that disturbance of their unquiet rest.
it can be tapped and even controlled to further the glory Agents of the Abgrund link several of the unex-
of Nazi Germany. The Demagogue is so impressed that plained incidents sparked by the War of the Worlds
he inducts Schrader into the Abgrund (see 1933), and broadcast with Nikola Tesla’s research notes about the
orders that the inventor explore this new frontier for Fringe. Interviews and further research confirm the con-
possible resources and weapons. The Demagogue has no nection, and Operation: PHANTASM is established to
idea that Schrader is secretly one of Eva Kraus’ many research the nature of ghosts and the truth of life after
lovers, and that the meeting was arranged to bring death. Wilhelm Schrader heads the project, but he plays
Schrader into the fold with his blessing. Schrader a delicate game with his superiors, concealing many
trumps them both, however — he holds back all infor- discoveries about the Other Side and conducting private
mation about Tesla’s trip to the Other Side, planning to experiments in an effort to replicate Tesla’s transporta-
use it in a bid for great personal power. tion device (see opposite).
1936: The Abgrund unleash their first significant Room 39 discovers Rejewski’s earlier success at
advancement, merging the sorcerous power of Eva cracking the previously unbreakable ENIGMA code (see
Kraus with the Demagogue’s telepathic abilities — 1933) and contacts the Polish government with a
remotely controlled mystic warriors with incredible request for an ENIGMA machine. A Polish factory work-
destructive power. Though they are only fielded in er helping to produce the ENIGMA machines smuggles
remote areas, these soldiers, codenamed the Hexen, are one of the devices to Polish intelligence officers, who
used with great effectiveness against operatives of then — after additional modification by Rejewski to
Room 39 and the OPS. (For more about the Hexen, match the business model to the military model — pass-
see the forthcoming Hand of Glory Threat Book.) es the machine to a Room 39 representative. The modi-
1937: Upon completion, ENIGMA II is physically fied machine is returned to Bletchley Park (the head-
identical to ENIGMA, though its capabilities are far quarters of Britain’s Government Code and Cypher
more insidious. Codes generated by the machine are School) where Allied agents plan ways to take advan-
actually Fringewards (see page 70), impossible to deci- tage of the intelligence windfall.
pher by anyone without mystic ability, and devastating 1939: ENIGMA II secretly enters use among the
to those without the proper defenses. They are also German armed forces. Within days, no less than a dozen
capable of invoking many mystic effects which top- Room 39 code breakers are driven to insanity by the
clearance couriers are trained to use with ruthless power of the mystic cipher. Further work with the ENIG-
results in the field. MA machine is prohibited until the safety — and sanity
Wilhelm Schrader volunteers for a new phase of — of Room 39 operatives can be ensured. Umbra hears
Project: GOLDENROD, the Abgrund’s long-standing of the disaster and, over the fervent objections of Room
psion research program. Through advanced (and wildly 39 researchers and Conrad Archer himself, personally
experimental) surgical procedures, Schrader is imbued examines each of the stricken codebreakers and their
with remarkable telepathic powers (placing him among work. Surprisingly, she suffers no ill effect, though she
the top five most powerful telepaths on Earth) and joins does sequester herself in her quarters for three days,
the ranks of the Demagogue’s Übermensch (those the admitting no one. When she emerges, she claims simply
Chancellor considers his divine chosen warriors of that “ENIGMA is no longer a threat.” At her insistence,

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Archer Foundation
Room 39 returns to work on the ENIGMA cipher, and war. Many modern Conspiracy historians believe the
soon discovers that ENIGMA II is a variation of the orig- distance between them was a cover for some family
inal ENIGMA code, modified by what can only be clas- affair, but the truth is as yet unknown.
sified as a new mystic science. 1940: Room 39 cipher experts break the ENIGMA II
When questioned by Conrad Archer, Umbra says lit- code. The intelligence gained by this accomplishment
tle of what occurred in her quarters over those 72 hours, serves the Allies well for the remainder of the war.
and it is clear she does not care to discuss the matter. Room 39 quietly sweeps mention of the code’s mystic
The only statement she makes on the matter is a con- power under the proverbial rug.
stant source of worry for Conrad: “Each riddle has a After a long hiatus from official codebreaking,
solution,” she says, “but the price is often great.” Australia assigns four academic volunteers from the
(November) British naval attaché Captain Hector Sydney University to study foreign ciphers. These men
Boyes receives an offer of German technological secrets are closely observed by the OPS.
from an anonymous source. He accepts. Some time later, The Royal Navy combats a new kind of U-Boat field-
he receives the first seven pages of what is now known ed by the Demagogue’s researchers. Though they lose
as the “Oslo Report,” a collection of technical briefs on several ships in the process — including the passenger
German technological developments during World War liner Athenia — they finally capture the enemy vessel in
II. The briefs contain information about many German early autumn, and tow it back to England for study. This
projects, including radio-controlled glider bombs, early boat — later identified by Rudolf Hess as the Vodyanoi
warning radar systems, and the infamous V1 and V2 — is completely automated, run by spirits dominated by
missiles. British intelligence assumes the reports to be Eva Kraus and her sorcerous Abgrund henchmen.
fabricated — that no single source could know that Umbra returns to the Middle East with her report
much about the German war machine — but Professor about Conrad Archer’s psion abilities (see 1930). She
R.V. Jones, wartime head of Air Ministry Intelligence, returns with child and — in a shocking twist — Conrad
believes otherwise. He continues to gather information Archer announces that the baby is his. Researchers of
from the Oslo informer throughout the war. Room 39, the OPS, and all Allied offices send represen-
1940s: From the London Controlling Station (LCS), a tatives to observe the newborn (named Aurora — see the
think tank established by Winston Churchill, Conrad Shadowforce Archer Worldbook, page 110), curious
Archer, Lord Henry Cherwell, and other Room 39 oper- about the results of such a mystic/psion pairing. Their
atives conceive unorthodox methods for combating the findings are classified, and Conrad, Umbra, and Aurora
Axis, including a dummy army composed of inflatable journey to the Guardian homeland for just over one
tanks and fake parachute troops. These methods are car- year following. (Today, it is understood that Aurora’s
ried out by other agencies, such as the Twenty unnatural lifespan and the Voice she uses to communi-
Committee (the administrators of the DOUBLE-CROSS cate with all Guardians around the world — see the
system to turn German spies in Britain), MI6, Special Shadowforce Archer Worldbook, page 103 — are
Operations Executive (the SOE, a covert action unit), byproducts of her parentage, and speculation about fur-
and the Office of Strategic Services (the OSS, a U.S. ther powers is rampant.)
counterpart to the SOE). (August) With Conrad Archer’s trip to the Middle
Also during this period, Conrad privately recruits East, his partner Charles Ellis (see 1935) is reassigned to
soldiers, scientists, and politicians for his great cause, a New York, promoted to colonel, and is made Deputy
post-war organization dedicated to protecting the Head of British Security Coordination (BSC) under
world… from itself. Those recruited include Winston William Stephenson (codename INTREPID — see the
Churchill, European capitalist Bruno Vangeli (see the Shadowforce Archer Worldbook, page 38). There he aids
Shadowforce Archer Worldbook, page 39), many William Donovan in creating the U.S. Office of Strategic
Guardians, and Dr. Lothario Algernon, a charismatic Services (OSS — see 1940s).
and idealistic Room 39 operative whose scientific tal- 1941: Australia’s four cipher experts are absorbed
ents are rivaled only by his bright-eyed belief that the into the Special Intelligence Bureau, who go on to break
world deserves to be saved. Japanese codes used in missions around the country
Raymond Archer and operatives of the OPS spear- throughout the war.
head a private war against the clearest and most present Wilhelm Schrader corresponds with many scientists
danger the world has ever faced — Eva Kraus, the around the world, including some in enemy countries.
Demagogue, and their Abgrund (which the OPS refer to Among them is Dr. Lothario Algernon, with whom he
as “the Witch House”). Though many of the psion devel- speaks about the war’s horrible cost of life and “what it
opments and battle plans created for this war are would be like if we could bring them all back.”
thought up by Raymond and fielded by Conrad, father Algernon continues this correspondence without Room
and son never meet in an official capacity during the 39’s knowledge until Schrader reveals his German affil-
iations in 1944.

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Chamber
Conrad Archer returns to London with Umbra and 1944: Eva Kraus’ relationship with the Demagogue
both take up their roles with Room 39 once more. finally sours. Reportedly driven mad by the volume of
Aurora remains with the Guardians in the Middle East, thoughts in his mind and self-assured that his conquest
and is not seen again until her appointment as the of the world cannot be stopped, the Demagogue makes
Chamber’s Control in the 1980s (see page 104). a bid for sole control of Germany. The Abgrund is torn
(May) Deputy Fuhrer Rudolf Hess, the man to whom asunder by the infighting and for a short time, Axis
Hitler dedicated Mein Kampf — crash lands in Scotland leadership is thrown into turmoil. Curious orders trickle
on a self-appointed mission of peace. He pleads with the down through the Axis ranks and those in the know
British to end the war, claiming “the Devil sits at Hitler’s start choosing sides. Eva chooses to ally with the
right hand” and that demons are gathering in Europe. Abwehr, whose long-standing friction with the
German officials claim Hess is insane and the British jail Demagogue and his SS are well-known. Together with
him until the Nuremburg trials of 1945-46. Agents of Abwehr commander Wilhelm Canaris, Eva arranges sev-
Room 39, however, listen, and learn much about the eral attempts on the Demagogue’s life. Their partnership
plans and powers of the god-queen Eva Kraus, as well forges the groundwork for the post-war Hand of Glory
as many of the Demagogue’s occult and weird science (see 1948 and the forthcoming Hand of Glory Threat
projects. Book for more).
1942: Testimony from captured Nazi Rudolf Hess Perhaps sensing Germany’s imminent downfall,
(see 1941) leads Room 39 operatives to an Abgrund Wilhelm Schrader strikes a deal with long-time corre-
base in Keil, Germany, where they encounter a cabal of spondent Lothario Algernon. Playing on the scientist’s
Hexen guarding a motherload of Nazi war treasures ego and sense of exploration, Schrader states that his
(including many mystic relics) and a stockpile of occult intentions for the Fringe are — contrary to the Oslo
knowledge. Though only 40% of the find is recovered Reports — quite benign. He claims that the so-called
before Nazi troops retake the complex, this is a major “Fringe bomb” can be used for great good — namely to
victory for the Allies.
The Manhattan Project is begun in the United States
by Brigadier General Leslie R. Groves, a military engi-
neer, and J. Robert Oppenheimer (see 1926). This pro-
ject involves 100,000 workers, 37 bases, and 12 labora-
tories over its three-year run.
A routine communication from the Oslo informer
(see 1939) reveals disturbing details about a new
weapon being developed in Germany — something
called the “Fringe bomb.” This device, revealed to the
Oslo informer in a letter sent by Abgrund inventor
Wilhelm Schrader, is reputed to be capable of bridging
the vast expanse between life and death, literally bring-
ing the spirit world to the physical world en masse and
unleashing an unlimited horde of angry ghosts onto the
battlefields of Europe. Though still in the theoretical
stage, this device terrifies Room 39, the OPS, and the
Guardians, into whose hands the report falls after being
summarily cast aside by government officials.
Operation: STYX is established to counter the threat,
though progress stalls when the Oslo informer’s next
report (and all subsequent reports) fail to mention any-
thing about the Fringe bomb program. (In fact, all Oslo
reports from this point on come from the Abgrund, after
they murder the real Oslo informer.)
(Palm Sunday) 300 Luftwaffe bombers strafe
Belgrade, killing over 25,000 people and destroying
countless buildings, including Nikola Tesla’s laboratory,
known as the Tesla Institute.
1943: Nikola Tesla dies in New York at the age of 86.
His life’s work — what has not already been stolen by
Wilhelm Schrader and other intellectual poachers — is
delivered to the state museum in Belgrade, Yugoslavia.

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Archer Foundation
establish contact with the spirits of those lost in the war, The Foundation in the 1950s
reuniting them with their families for a brief time, then
Raymond Archer’s choice to center the new
ensuring their final rest. Algernon, long-exposed to the
Conspiracy around a home office in Australia proved
Guardians’ candor about death and the natural benevo-
exceptionally wise, as the new Cold War that erupted
lence of ghosts, warms to Schrader’s proclaimed motives
throughout the world touched only lightly on the
and an agreement is formed between them — Schrader
region. Outside the country’s involvement in spying on
will help topple Germany in exchange for a new home,
the Soviet Union, all remained quiet on the Conspiracy’s
and a new lab, in Britain.
home front, allowing its founders to operate largely
Umbra dies during Operation GODSMASHER, five
without interference.
years to the day after she offers her mysterious assis-
May 8, 1950 saw the birth of the Archer Foundation,
tance on ENIGMA II.
as seven men and women gathered in Australia to dis-
1945-1946: During the trials of the Demagogue’s
cuss the future of the world. Several heroes of World
closest captured underlings in Nuremberg, Germany,
Wars I and II could not be at the caucus — Conrad
Rudolf Hess claims amnesia of his atrocities during the
Archer, Umbra, Winston Churchill, and many more.
war, and reveals nothing of the strange accounts he
These fallen were commemorated at the event, which
passed to Room 39 operatives four years before. He is
divided the world into seven Chambers (with the
sentenced to life in prison, where he dies in 1987.
Guardians agreeing to watch over all of Africa). The
1945: (July) During the first test of the atomic bomb,
home office was positioned in Australia, hidden behind
J. Robert Oppenheimer realizes the true magnitude of
the fledgling Archer Institute for Science and the ASIO
his latest invention. He says, “I am become Death, the
and ASIS intelligence organizations. The Foundation
shatterer of worlds.” These words are heard several
was granted wide authority over the other Conspiracy
times during the 1950 Archer Caucus as well.
cells, with Raymond Archer, the son of the man who
1946: Upon escaping Germany, Wilhelm Schrader
first conceived the network, at the helm. The meeting
finds himself transported not to Britain, but to
established a global force for good, something much
Australia, where a team of OPS researchers led by Dr.
needed in light of recent tragedies, but it also paved the
Lothario Algernon await his Fringe work. Algernon has
way for at least two global forces for evil — the
spent the last year convincing the OPS of the impor-
Architects of the Fringe and P.E.R.I.L.
tance of this work, and acquired a long-term research
1950: Charles Ellis, wartime partner of Conrad
grant and facilities from which to develop the device
Archer, arrives in Australia as an MI6 advisor to the
Schrader described two years before.
recently formed Australian Security and Intelligence
(December) The Office for Physical Science is moved
Organization (ASIO, see page 31). Raymond Archer
to Canberra and renamed the Archer Institute for
brings Ellis into the new Conspiracy fold, asking him to
Science, with Raymond Archer at the helm.
establish a safe haven for the Foundation in its home
1947: Based on early work by the Abgrund, Dr.
territory.
Algernon and Wilhelm Schrader successfully clone sev-
Decrypted portions of transmissions from the Soviet
eral farm animals, including a kangaroo. This paves the
embassy in Canberra to Moscow reveal the presence of
way for much more success in this field, though no one
two NKGB spies within the Australian government’s
attached to the project mentions it outside their circle.
External Affairs department. The first spy — Jim Hill
Raymond Archer the rest of the OPS are never told of
(codenamed TOURIST) — is moved to a position with no
the project’s existence.
access to classified information. The second — Ian
During the negotiations to establish the UKUSA
Milner (codenamed BUR) — flees to Czechoslovakia.
mutual intelligence agreement between Australia, New
(October) Dr. Algernon lobbies with the newly estab-
Zealand, Britain, and the U.S., Raymond Archer declines
lished Foundation Lords to sanction Project: SILENT
personal involvement. Never appreciating politics,
SPECTRE, an attempt to render Conspiracy operatives
Raymond establishes an impersonal atmosphere in his
invisible. Raymond Archer and others are reluctant, but
office, a standard which leads to the current “pass-off”
eventually won over by Algernon’s charm. They are
bureaucracy within the Foundation (see page 106).
never told the truth — that SILENT SPECTRE actually
1949: Dr. Algernon, Wilhelm Schrader, and their
intends to physically send a group of explorers into the
team experiment with telepathic psions contacting
Fringe. The ill-fated project comes to fruition three
ghosts. The results are disastrous, as first the psion dies
years later.
(apparently of a brain hemorrhage) and then both his
1951: Suspicion rises that Charles Ellis (MI6 advisor
spirit and the spirit originally contacted are stripped of
to the ASIO and ally of the Archer Foundation) may
their human conscious, attacking anything they sense —
have been either a German or Soviet mole (or both) dur-
including other spirits. The experiments, never given a
ing the war. For the time being, Ellis keeps his post. The
codename, are closed and never officially renewed.

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Chamber
Archer Foundation, well aware of his connections to (June) In the final days before their execution, Julius
Germany (Room 39 planted him in the Abwehr) watch and Ethel Rosenberg — Americans who passed U.S.
the resulting investigation carefully, but remain confi- atomic secrets to the Soviets at the behest of Raymond
dent that Ellis is loyal to the Conspiracy. Archer (see the Shadowforce Archer Worldbook, page
Dr. Algernon, Wilhelm Schrader, and their black unit 46) — offer to make a deal. They claim to have details
inside the Foundation continue their work with cloning of a secret political coup being staged in Russia, a
and other questionable sciences. By the end of 1951, the Stalinist regime that could threaten democracy every-
first clone farm is established on Stewart Island, where. U.S. authorities dismiss their claims, which reach
Australia. Before the disastrous conclusion of Project: Australia too late for the Foundation to intervene. Four
SILENT SPECTRE in 1953, at least half a dozen more Lords, however, dig deeper into the Rosenbergs’ con-
clone farms are established, in the U.S., Russia, Europe, tacts, eventually uncovering the seeds of a criminal
and elsewhere, all with “misallocated” Foundation empire in Russia (which will eventually become the
resources. Caretaker clones are placed in charge of the organization known as P.E.R.I.L.). Rather than report the
farms, each of which is occupied by replicas of impor- threat, however, the Lords — today known as the Judas
tant people (including Wilhelm Schrader). Dr. Algernon Syndicate — foster it in exchange for ruling seats on the
refuses to be sampled for cloning. criminal council.
1953: Amidst continuing suspicion (and at the 1954: While under MI5 and FBI surveillance,
behest of the Foundation), Charles Ellis resigns from Charles Ellis is inexplicably brought back into MI6 and
MI6, citing health problems. He remains in Australia for placed in charge of destroying archive files no longer
two months, then suddenly sails back to Britain with considered important (the vast majority of which indi-
word of Vladamir Petrov’s defection (see the rectly pertain to Room 39’s activities prior to the cau-
Shadowforce Archer Worldbook, page 54). cus). By the time he is removed from this post, little if
Project: SILENT SPECTRE produces a working proto- any evidence of Room 39’s existence remains in the MI6
type of Nikola Tesla’s Fringe device. With Dr. Algernon, records.
Wilhelm Schrader, and 112 other scientists and support 1955: The Archer Foundation privately establishes a
staff present, the device is activated. Everyone within program in which they “tag” psions and important per-
ten miles distant reports a freak lightning storm that sonnel with a permanent isotope marker that can be
erupts without warning, then fades just as quickly with- tracked by spy planes, special goggles, specialized psion
in an hour. Fourteen witnesses within line of sight to training, and later satellites. This marker grows incredi-
the Foundation front company — Manes Industrial — are bly pervasive over the next several years, and eventual-
shocked when a lightning-laced tornado not only ly all full-time operatives are tagged. This continues
appears directly over the building but descends on it, until 2001, when the Shop utilizes the tags to track and
apparently consuming it whole. kill or capture Conspiracy operatives.
Within minutes, the area is besieged by what appear In one of its first major successes, the Archer
to be ghosts, forming from within the funnel cloud and Foundation helps to establish lasting peace agreements
slung out toward the witnesses. Eight are killed imme- around the globe. They assist Germany’s entrance into
diately, as the hungry spirits rip them to shreds. The NATO and arrange for the Austrian State Treaty, ending
remaining six are saved from the spirits as a shockwave the occupation of Austria by the ‘Four Powers’ (the U.S.,
of concussive force washes out from the crater (a mas- France, Great Britain, and the U.S.S.R.). Subsequent
sive telepathic message sent from Schrader to ward off talks in Switzerland are upbeat and hopeful, thanks at
the otherworldly attackers). Three of the remaining six least in part to political bridges the Foundation has nur-
witnesses are killed by the mental blast and two are left tured since the end of World War II.
babbling incoherently. The last, a latent mystic named In order to counterbalance NATO, the Foundation
Sara Lloyd, spends a decade in a coma (see 1961). and Russian Confederacy jointly strive to develop the
The next morning, the electrical charge in the area Warsaw Pact between Albania, Bulgaria, East Germany,
of the former Manes Industrial building is still so Romania, Hungary, Poland, and Czechoslovakia.
intense that no electrical gear functions. Foundation 1958: Wilhelm Schrader is visited by Dr. Alexander
response teams discover the charred remains of Wilhelm Omen, his most trusted underling in the black
Schrader in the smoking crater, along with Sara Lloyd, Foundation unit (see opposite), who is still on the Other
and return them to the home office. Schrader is con- Side. He is told in no uncertain terms that he will devote
fined to an iron lung for the rest of his life (though he his worldly resources to the spirit realm operation,
upgrades to a mobile unit in 1979, and manages to get which he now refers to as “the Architects of the Fringe.”
around by virtue of his clones — see 1966 and 1990). If Schrader refuses, the Architects threaten to have him
killed and capture his spirit as it crosses to the Other
Side. As proof, Omen demonstrates a new use of the

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Archer Foundation
Tesla device — he brings a pocket of the Fringe to Earth, nations’ support in his planned defection. Included with
overlapping Schrader’s mansion home and causing sev- the letter are several classified documents Penkovskiy
eral of his spirit minions to manifest. They kill gathered over the previous year.
Schrader’s manservant, Lyle, and capture his spirit as it Later that same year, a meeting is held between SIS
leaves his body, dragging it off into the Fringe as the representative Howard Shergold and CIA Deputy
pocket fades. The man’s screams still haunt Schrader to Director for Plans (neither of whom knows of the
this day. Conspiracy), during which it is decided the two agencies
will "handle" Penkiovsky jointly. Contact is made with
The Foundation in the 1960s Oleg Penkovskiy on December 8, 1960 at Moscow's
With the Conspiracy’s groundwork complete, all Shermeteyevo Airport, and results in the CIA and SIS
seven Chambers up and running, and its first stumbling both gaining a valuable conduit for intelligence from
moments (hopefully) behind it, the Foundation devoted the Soviet Union. Penkovskiy is codenamed HERO.
the 1960s to doing something with its power. Something In Little Sai Wan, Hong Kong, 140 agents of the
good for everyone. Among their efforts were the elec- Australian Defense Signals Directorate (DSD) spy on
tion of John F. Kennedy (a year-long joint operation Soviet ship movements throughout East Asia — particu-
with the Company that very nearly failed), and relent- larly the Russian naval base at Cam Ranh Bay.
lessly tracking the Hand of Glory through South 1961: Penkovskiy arrives in London as head of a
America. Unfortunately, the Foundation also came Soviet "trade" delegation whose mission is to acquire
under serious fire this decade as the scandals rocking Western technologies. Four agents of the CIA and SIS
the Company came very close to shredding the entire meet with him under tight security, and arrange for fur-
Conspiracy’s Cloak. Another threat of exposure — one ther debriefings before his return to Moscow. During
that wouldn’t flare into open conflict until 1991 — came these sessions, Penkovskiy provides the Western agents
from Russia, and within the Foundation’s own halls of with a plethora of classified Soviet material, including
power. information about Russian missile capabilities and
nuclear tests. Unsure of his interviewers’ loyalties, he
1960: Oleg Vladimirovich Penkovskiy, an agent of
remains silent about the Archer Conspiracy and the
the Russian Confederacy and four times decorated
threat it presents — for now.
Colonel of the Soviet GRU, discovers two Foundation
(May 5th) On the eve of Penkovskiy's scheduled
Lords involved in what he assumes (correctly) to be a
return to Moscow, a Foundation agent named Lucas
criminal organization in Russia. Cut off from the outside
Aimes (GABRIEL) attempts to contact him. Still under
world by the rise of the Iron Curtain, Penkovskiy comes
the mistaken belief that the entire Archer Conspiracy
to believe that the Russian threat might be merely one
has been subverted by an enemy, Penkovskiy evades
arm of the Conspiracy’s true center, a threat far more
Aimes, reporting the encounter — and concerns about
pervasive and dangerous than anything faced in the last
his safety — to his CIA and SIS handlers. Alarmed, the
two World Wars. He writes a letter to top government
four agents agree to investigate the matter and in the
officials in the U.S. and Great Britain, requesting the

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Chamber
meantime provide Penkovskiy with enough documents 1966: Charles Ellis (see 1935) is found to have sold
on British steel technology to make it appear that he information to the Germans and Soviets during WWII
spent his time in London gathering intelligence, rather by a Scotland Yard Special Branch review. Though the
than disclosing it. Despite his fears, HERO returns safe- Australians (and the Foundation) are informed, the FBI
ly to Moscow, and continues to produce valuable intel- is not, and Ellis is allowed to live on a government pen-
ligence for the remainder of the year. sion until his death in 1975.
(December) Sara Lloyd, comatose since the destruc- 1967: When Denise Darvall’s head and lower body
tion of the Manes Industrial building in 1953, awakens are severely damaged in a car accident, the Archer
screaming about ghosts in her hospital room. She breaks Foundation sees the opportunity to leak one of its great-
free of the orderlies and flees into the night. est early medical advances — organ transplantation — to
1962: Penkovskiy meets with the wife of an SIS the public. They contact a group of medical specialists
operative in Moscow (Janet Chisholm, or ANNE), but led by South African Dr. Christiaan Barnard, who
soon suspects that either he or ANNE are under surveil- transplant Darvall’s heart into 55-year old Louis
lance — perhaps both. He thereafter insists that no per- Washkansky. Though Washkansky dies 18 days later
sonal contact be made, and that information pass only (from pneumonia), the transplant opens doors for much
through dead drops. public research for decades to come.
GABRIEL is captured during a Foundation fact-find- 1968: Telepathic “hounds” are developed to search
ing mission in P.E.R.I.L. territory. He eventually breaks for latent psions. One person found early on is Sara
under torture, revealing a number of sensitive Archer Lloyd, a wildly sensitive mystic working in New York
secrets. Though he doesn’t know HERO's true identity, City as a successful (and quite popular) spirit medium.
P.E.R.I.L. makes some educated guesses based on the Now very much in control of her gift, Sara Lloyd makes
information provided. GABRIEL's final fate is unknown. tens of thousands of dollars a year from shows and
(September 5th) Penkovskiy is publicly arrested and private contracts, many of which come from the New
jailed by P.E.R.I.L. loyalists. York Police Department and U.S. government.
1963: Penkovskiy is tried and convicted. While
P.E.R.I.L. maintains its distance from the proceedings, The Foundation in the 1970s
the GRU provides the Soviet state with more than By 1970, the Foundation had largely run known
enough evidence to convict Penkovskiy of espionage. Hand of Glory operatives out of South America and
His execution is scheduled for May 16th, 1963, only a established a wide specialist and support structure in the
week after the sentence is handed down. area (which remains in place today). The Foundation
P.E.R.I.L. makes good use of the intervening week, was taking its first true steps out of the nest, into the
spiriting Penkovskiy away to a holding facility global village, and Raymond Archer — approaching 60
unknown to even the GRU, where they interrogate him years of age — was beginning to think he could step
about his spy masters and operations. Even under tor- back from the front line, perhaps even retire. He could-
ture, Penkovskiy doesn’t break; in fact, his tormentors' n’t have been more wrong.
insistence that he reveal the Foundation’s secrets con-
1971: During a standard regional overview of
vinces him for the first time in many years that his sus-
Brisbane, a string of similar reports from local field ana-
picions about the Conspiracy are false.
lysts is discovered by Foundation bookkeeper Harvey
Believing the criminal organization in Russia to be a
Seagle. The common thread between them is, at first, a
new, isolated threat, the Archer Foundation mounts an
single phrase, each time with precisely the same word-
assault to rescue their captured operative. One of the
ing: “Grey squares only.” Believing the phrase to be a
Lords sheltering P.E.R.I.L. takes charge of the mission,
cipher of some kind, Seagle passes it along to Room 39
hoping to arrange Penkovskiy’s death before he can be
for study. Two months later, he notices the same phrase
extracted back to Australia, but he is unsuccessful and
in a field report from Glasgow, England, and then again
stages his own death in order to cover up the Judas
in France the month after. Following the trail, Seagle
Syndicate’s activities in Russia. With Penkovskiy gone,
traces the phrase to an analyst named Benjamin Poll,
P.E.R.I.L. is forced to substitute one of its own agents
stationed in Brisbane at the time of the original reports.
(who has fallen out of favor), disguised as the captured
He recalls Poll and questions him extensively, but finds
spy. In the following months, both the Foundation and
him completely unresponsive — almost amnesiac —
P.E.R.I.L. keep their activities as quiet as possible, to let
about his time in Brisbane. Seagle even brings in a
the suspicions about them pass.
telepath to continue the interview, but Poll receives a
(May 17) Penkovskiy, accompanied by the agents
clean bill of mental health. Throwing himself into the
responsible for his retrieval, arrives in London for the
curious puzzle, Seagle isn’t heard from again until
last time. Loyal to the Conspiracy once more, he is
Room 39 cryptanalysts eventually return his message,
transferred to the Archer Family Sanctuary (in Iceland),
confirming that the phrase is not in any known code.
where he remains until his death many years later.

101
Archer Foundation
The only response they receive from him follows: “I’ve through a complex superscience computer network. The
had to let that go, I’m afraid. It’s grey squares only.” machine’s purpose is still not fully understood, but it’s
(The truth of this event is still not fully understood, believed to have been linked to the series of tanks
though the phrase “grey squares only” has been unoffi- discovered at the base of the Panopticon, one floor
cially adopted by most Foundation personnel, and some above. (For more about the Lodge, see the Shadowforce
from other Chambers, to mean. “all is well.”) Archer Worldbook, page 65.)
Acting without the support of the rest of the Following the raid on the Lodge, Helix’s many labs
Foundation, Andrew Dunnston, the Lord of Nature, and all their contents are meticulously catalogued and
takes his mission to a new extreme, helping to establish returned to Australia and other Chamber headquarters
the Greenpeace protest group. Though initially support- for study. Among the contents are a classified number
ed with Foundation funds, the organization quickly of gene samples, recovered from the room where the
gains its own footing, and is today completely unaffili- psion prodigy named “Two” was found.
ated with the Archer Conspiracy. When it’s discovered that Helix tracked psions using
Another medical marvel — the Computerized Axial their isotope tags, many agents lobby that the program
Tomography (CAT) scanner — is introduced to the world should be discontinued, but it’s ruled that since the
through Foundation medical specialists and their allies, villain is dead, the imminent threat is passed, and the
allowing doctors of the world to take reliable pictures of procedure continues. Helix’s method for disabling the
soft tissues within patients’ skulls, chests, and tags is never discovered.
abdomens, as well as to quickly and painlessly distin- 1976: In Sevastopol, along the Crimean Peninsula,
guish between normal and clotted blood. an 18-year old boy named Marko murders thirty people
1974: Three European Commonwealth psions disap- in his village, including his parents, before he is cap-
pear while assisting with a mission in Southeast Asia. tured by Ukranian soldiers. When questioned, he claims
The Foundation activates the operatives’ isotope tags to be wracked by pain caused by all people and that he
(see 1955) and sweeps the area, to no avail. Within six must murder them to make the pain stop. Agents of the
months, eleven more operatives, all psions, vanish as Commonwealth defer the strange case to the Guardians,
well, none of their isotope tags visible to satellites, spy who send in a shadespeaker to speak with the boy.
planes, or hounds. During the conversation, Marko demands to be called
1975: During the raid on Helix’s stronghold among “Lyle,” alternates between a Ukranian and an Australian
the Comoro Islands (called the Lodge), Raymond Archer accent, and makes specific reference to three of the
discovers the remains of all fourteen missing psions, Guardian’s blood relatives, two of whom have never left
their isotope tags disabled (see above). In a private lab the homeland. More Guardians are called in to assist
eighteen floors below the surface, the psions’ bodies and a careful examination is conducted. Though they
were artificially kept alive to feed oxygen to their refuse to share their findings with anyone outside their
brains, which in turn were physically “wired” together Chamber, it’s clear that they are greatly disturbed.
Just over a year after his liberation from the Lodge,
the only known survivor of Helix’s forced gene struc-
turing program, Two, emerges from quarantine. He is
assigned to the Foundation for study, but Raymond
Archer takes a personal interest in him, treating him like
the son he never had. Though Two cannot leave the
Foundation’s Canberra headquarters, he receives every
creature comfort, and in addition to his normal training
and assessment, is exposed to as
much world culture as Raymond
can find.

102
Chamber
Massive Foundation resources are reallocated to the 1982: The Argentinean occupation of the Falkland
Office of Psion Affairs (see page 28) to fund its research Islands is linked to five independent terrorists, smug-
into the newly acquired mentalist and telepath serums. glers, and arms dealers known to have harbored,
Prior to this, the Conspiracy’s only mentalists and equipped, or assisted the Hand of Glory during their
telepaths were latents recruited and trained from the reign in the area. Locally stationed Foundation agents
populace. investigate and discover that, while the Hand’s central
1977: David Berkowitz, the “Son of Sam,” stalks the command structure has certainly relocated, it still main-
streets of New York, killing 6 and wounding many more. tains a strong presence throughout the South American
When captured, he says that his neighbor is a “high criminal underground. The Foundation’s job is now
demon” who sent orders for him to kill through his pet much more difficult in the region — they are fighting a
dog. Within days of his arrest, Guardians arrange a pri- guerrilla war with no end in sight.
vate interrogation. They refuse to reveal their findings. 1983: (August) During a test flight of the Soviet
1979: Wilhelm Schrader (now nearly 95 years of Union’s SS-X-24 multiple warhead missile over
age) hangs onto life by a thread. His doctors are Kamchatka, a Korean airliner unwittingly wanders
astounded that he’s still alive, and the nurses claim to across the target area and is shot down by Russian
see a faraway look in his eyes, as if he is watching defense planes. This enrages the West and prompts a
something… or waiting for it. Night cleaning crews NATO exercise codenamed ABLE ARCHER, intended to
report that he speaks to himself at night, carrying on increase readiness in the event of continued Russian
half of what sounds to them like complete conversa- aggression. As part of ABLE ARCHER, NATO communi-
tions. Everyone expects the old Nazi to die soon. Then, cation lines are changed and radio silence is main-
in September, the Brisbane facility that houses Schrader tained, spiking worry in the Soviet Union of an impend-
becomes ground zero for one of the worst electrical ing attack from the West. The Russian response is
storms in Australian history. The building is destroyed. revealed through double agent Oleg Gordievsky: sever-
Schrader’s remains are never found. A lightly attended al nuclear-strike air force units are put on alert in East
funeral is held over an unmarked grave. Germany. The escalation continues as the U.S. installs
land-based cruise missiles in West Germany, an act the
The Foundation in the 1980s Foundation soon discovers is a joint Gemeinschafft-
The 1980s ushered in a new period of espionage, Company operation. The Foundation covertly assigns
which the Foundation found itself not entirely prepared several mission teams to prevent the situation from
to face. The Conspiracy had many new tools at its dis- growing any worse, and within months, they are able to
posal — new psion abilities, new technologies, and even replace several prominent alarmists in the Soviet gov-
a new Chamber in Africa — but the pieces were only half ernment and remove the Russian chief of staff. The
the equation. It looked like a new plan was in order — a defense minister dies during this period, but Foundation
new way of doing things. Raymond Archer took the teams deny involvement.
opportunity to reassess everything, including his own 1984: Richard Ramirez, the “Night Stalker,” terror-
position at the head of the Conspiracy, and began a izes the Los Angeles basin. Sadrah, the North American
search for a possible replacement. His choice was a Guardian liaison, arranges an interview after Ramirez’s
shock to everyone. capture. When he sends his report only to the Guardian
home office, the Foundation demands to know what its
1980: An unprecedented number of Foundation
Middle Eastern Chamber is doing. They respond with a
Lords venture out into the field in an effort to impress
private meeting in Canberra, during which they reveal
Raymond Archer. For a very short time, the halls of the
that they believe the spirits of the dead have been rein-
Canberra home office are not only quiet, but operate
carnating from the Fringe since the 1960s. “Now reach-
somewhat smoothly — “like the old days,” Archer says.
ing adulthood,” the Guardians say, “these people are
1981: After being chased out of Peru by an angry
working in concert toward some greater end. Within a
village mob, serial killer Pedro Alonso Lopez, the
matter of years, we will be facing a full-scale invasion
“Monster of the Andes,” roams Columbia and Equador,
from the Other Side.” The Foundation Lords politely
searching for victims. For a time, his targets are
leave the Guardians to it, but privately dismiss their
assumed to be victims of slavery rings, but flash floods
claims as “crazed tribal myths.”
uncover their remains and he is eventually captured.
1985: (July) In Auckland Harbour, New Zealand, a
Again, the Guardians arrange an interrogation, and
strike team composed of special forces personnel from
again, they refuse to release their discoveries. This time,
the Action Service (the covert operations arm of
however, they increase their liaison forces around the
Europe’s counterterrorist DGSE organization) attack and
world, and newly fielded Guardians work in every part
destroy the Greenpeace ship Rainbow Warrior, killing
of the globe. The nature of their assignment is not
photographer Fernando Pereira in the process. Within
revealed.

103
Archer Foundation
days, it becomes obvious that Rainbow Warrior was wondered if his mind wasn’t so firmly planted on the
being primed to lead a flotilla of ships to protest French goal that he missed the milestones. As is the case with
underground nuclear testing at the Moruroa atoll in the such large projects, elements were missed, and others
South Pacific, a plan concocted by Andrew Dunnston, were forgotten; in the end, Two was left with a
the Lord of Nature (see page 102) — without Foundation Foundation that was smaller and more efficient, but still
sanction. plagued with problems.
Soaking up culture and data at an unprecedented 1990: Dr. Lothario Algernon uses Fringe abilities to
rate, Two also exhibits remarkable psion talents. He is make everyone at the Foundation believe he is “just
the world’s first (and to date, only) triple psion, capable another face in the halls.” Even Raymond Archer, who
of using physical, mental, and telepathic abilities with knew Algernon during the early glory days (see 1950-
uncharted strength and precision. At one point, he sent 1953), doesn’t question his presence. Keeping out of the
a confirmed three-word message to a waiting telepath way, Algernon quietly sets up a new “phantom” depart-
on the other side of the globe. Most Foundation person- ment within the Foundation — Division Nihil — and
nel find him unsettling and keep their distance. watches for missions featuring strange or unexplained
Raymond continues to personally train him. phenomenon, which he takes on himself.
1988: Raymond Archer recalls the Lords home. Serial Killer Andrei Romanovich Chikatilo (aka
Though some have performed admirably in the field “Citizen X” and “The Ripper of Rostov”) is captured after
(one is responsible for a seven-year campaign to estab- a string of at least 53 murders. During his confession
lish the International Nuclear Forces Treaty between the and subsequent trial, he seemingly breaks down, flying
U.S. and U.S.S.R.), many are becoming reckless, and into rages without warning and calling himself “a mis-
endangering the Foundation’s mission, or worse. In take of nature, a mad beast.” Chikatilo is transported
Armenia, the Lord of Reason sends two agent teams into from location to location in a steel cage. As with many
the lair of a known psychotic mastermind threatening to serial killers before, the Guardians intervene to conduct
test a new seismic explosive in the area. Though the an interview and are surprised to find someone else
mastermind is eliminated, the explosive goes off, killing already in session with the killer — Dr. Algernon.
both agent teams and leveling most of the cities of Having stumbled onto the Guardians’ 1984 report while
Leninakan and Spitak. The death toll tops 100,000. scouring the Archive for discarded oddities, Algernon
One of the returning Lords simply walks into an now embraces the Guardians’ claim. During the ensuing
office occupied by one of the Lords killed during an meeting, a deal is struck between Algernon’s Nihil
over-exuberant field mission and sets up shop. No one Division and the Guardian Chamber, in which they will
questions his actions, even though none have seen him assist each other to pursue all things mystic and weird.
before — none, that is, save Raymond Archer, who When news of this bargain reaches the Foundation’s
introduces himself as if they have never met. He gives home office, most begin referring to Algernon as “the
his name as Dr. Lothario Algernon. (For details about Lord of Superstition.”
Algernon’s return, see page 112.) 1991: ASIO and ASIS budgets are reduced to a point
1989: One year after the death of the Guardians’ that the Archer Foundation can no longer draw a sig-
Control during the final days of the Iran-Iraq war, nificant portion of its operating funds from the organi-
the Chamber appoints a replacement — Conrad zations’ coffers, for fear of crippling their operations.
Archer’s daughter, Aurora (Raymond’s half-sister). In response, the Foundation releases the technology
This development is a shock to everyone, most of all utilized by shoplifting prevention labels (U.S. Patent
Raymond himself. 5,337,040) to a private inventor in exchange for a sig-
(New Year’s Eve) Just before midnight, Raymond nificant share of the profits. Originally developed by the
Archer announces that he will be completing his reor- Shop for use in tracing gadgets, this technology allows
ganization of the Foundation within the next decade. the Foundation to tag people or items (such as post
Then he will step down, leaving the mantle to his pro- cards or money), which then set off silent alarms when
tegé, Two. He states that he is most comfortable leaving they pass through airport security and the like. After
the Conspiracy in the hands of someone “uninvolved selling the technology, the Foundation discontinues its
with the politics of running things.” His decision angers use in the field.
many, and sets a large chunk of the Foundation’s ruling 1992: Fade’s European network assembles dossiers
class against its new leader. on members of the International Olympic Committee
and submits them to the Archer Foundation for review.
The Foundation in the 1990s Special attention is paid to dossiers for those suspected
The final decade of the 20th Century was a time of of improprieties during the selection process for the
rebuilding for the Foundation. Raymond Archer threw 1998 Winter Olympic Games in Nagano, Japan.
himself completely into the reorganization, but many

104
Chamber
Dr. Lothario Algernon ferrets out a potential 1995: With Sydney named as the host city for the
Architect threat within the Foundation itself. A book- 2000 Summer Olympic Games, the burden of security
keeper named Harvey Seagle (see 1971) is spreading a falls on the ASIO.
line of fringescript reading “grey squares only” that 1997: The ASIO Olympics Coordination Branch is
effectively erases people’s memory of an event or per- formed, and the organization receives a (slightly)
son. (It’s easy for Algernon to spot — he uses a similar increased budget. A portion of these monies are
process to conceal his presence in the Foundation.) siphoned off by the Archer Foundation.
1993: Raymond Archer enacts the first step of The Foundation’s prototype undersea base Aquatica
his plan to revitalize ASIO and ASIS budgets, and is finished at the deepest point in the Baltic Sea (300 ft.
thus, government resources available to the Archer below the surface). Though compact and only useful for
Foundation. The plan is codenamed Operation: staging operations in Europe, the Middle East, and
MUNICH. Using leverage gained during the 1992 review, Russia, Aquatica is an unquestioned success and plans
Foundation operatives and their shadow community commence immediately for a larger installation at a
allies pressure the IOC to name Sydney, Australia as the deeper location elsewhere in the world.
host city for the 2000 Summer Olympic Games. 1998: Marc Hodler, a member of the IOC executive
As part of Raymond Archer’s sweeping reorganiza- board, admits to bribes and other abuses of the host city
tion, he shifts Room 39’s remaining psion development selection process dating back to the 1996 Atlanta
responsibilities to the Foundation’s Office of Psion Games, as well as the 2000 Sydney Games and 2002
Affairs, making it the only source for psion research Salt Lake City Games. All parties involved deny the alle-
within the Conspiracy. The inconspicuous transfer of gations, from IOC president to the heads of the various
dozens of personnel, who follow their work to Australia, cities’ bid efforts.
takes nearly 8 months. Raymond Archer retires to the family sanctuary in
During a performance of Madame Butterfly at the Iceland, leaving the Foundation, and the bulk of the
Sydney Opera House, Two is propositioned by a woman Conspiracy, to his surrogate son, Two. Comments range
named Evette Brightman. The two share a torrid night from lukewarm to inflammatory. “He’s leaving the fate
together and, though Two is overwhelmed by Evette’s of the world in the hands of a 23-year old!” is a com-
bold and frank manner, they maintain a passionate mon remark.
stream of correspondence through the next two years. 1999: An investigation of the selection process for
1994: Lothario Algernon’s Nihil Division has the Sydney 2000 games reveals that members of the
attracted or recruited nearly a dozen operatives, all Sydney Olympic Committee and the IOC are in “techni-
overzealous truth-seekers or pariahs of their home cal violation” of the rules, but that they fall short of cor-
offices. The divisions’ first large-scale operation is trig- ruption. No mention is made of the Archer Foundation
gered when another piece of fringescript is discovered in in the course of the inquiry, nor does the investigation
Jodhpur, India, this time in cipher. When decoded, it reveal the Foundation’s interference in the bidding
reads: “Eat. Breed. Repeat.” Curious about this strange process. One of Two’s first official decisions is heralded
imperative, the fringewalkers travel to the site, only to as a success.
find evidence of a complex set of rules written in fringe- Two years before its break from the Conspiracy, the
script throughout the city’s beautiful blue walls. Shop arranges for a cell of specialists to hack into the
Algernon recognizes the signs immediately: Jodhpur is Foundation’s central computer core. For two hours,
site of one of the original clone farms (see 1951). After Chamber operatives using Icon ProStar systems are cut
a survey of the city (and two brief run-ins with care- off from their home office, and all computer-assisted
takers programmed to kill interlopers), the fringewalkers operations are halted. The reasons for this data blackout
discover the farm, located deep beneath the bowels of are still unknown, though all five specialists involved
Maharanghar Fort, which overlooks the city. At the are currently detained in a Foundation holding cell.
farm’s center, near the clone vats, the fringewalkers They claim to know nothing of their employers’
come up against an unexpected foe — Wilhelm motives.
Schrader, suspended in a mobile fringe science tank Division Nihil is stretched to the limit in what they
filled with life preserving fluid. He is protected by an now call “Ash Night” (New Year’s Eve, 1999). Over the
army of caretakers and a younger clone of himself, a course of 12 hours, no less than 200 individual cases are
mystic creature he calls “Parallel.” Though the battle is addressed, many of them only by video conference or a
won and the clone farm destroyed, the cost is great — phone call. Most are harmless fancy, but a few — includ-
Schrader escapes and one of Algernon’s new recruits is ing a confrontation between Algernon’s personal unit
killed. A few clones loyal to the Architects survive and and Parallel at the top of the Sky Needle in Seattle,
slip into the local population. It is impossible to elimi- Washington — are Architect designs, drawing power
nate them without the risk of killing innocents. from the frenzy surrounding the perceived turn of the
Millennium.

105
Archer Foundation
Also on New Year’s Eve, Two’s 6-year on-again, off- Foundation’s mission as seen by the men and women
again relationship with Evette Brightman ends. She is committed to it, and how its day-to-day operations are
gone before he returns from the Archer Institute in the conducted. Each division’s base function is listed (see
morning, leaving an empty safe in the study of his the Shadowforce Archer Worldbook for more), and fol-
townhome and a note reading, “No matter what hap- lowed by any other relevant information, including
pens, we will always have Sydney.” (He realizes with common bundles tailored just for operatives assigned to
horror what has happened two days later, when reading that division.
through a report from South America, within which is a
picture of Eva Kraus, his Evette. Two never mentions his Who we are
affair to anyone, not even Raymond Archer.) Foundation field agents are generally regarded very
highly by their peers — they are creative, quick on their
The Foundation Today feet, and self-assured. Best of all, they are dissuaded by
After 52 years, the Foundation is still struggling to their Chamber from assuming the leadership role they
balance the need for internal renovation with its would otherwise be expected to take (for fear of under-
promise to the world. Under Two’s leadership, it is slow- mining a mission team’s synergy). This makes them an
ly gaining ground with the second goal — his keen, excellent team resource without stifling team dynamics,
dispassionate mind is perfectly suited to orchestrate and the accolades most Foundation field agents receive
an enormous web of spies, superspies, specialists, and for their efforts make them unexpectedly upbeat, unas-
shadows in dangerous and uncertain times. suming, and social.
Unfortunately, his people skills less than ideal, and the Conditions are very different at the Foundation’s
Foundation’s personnel are often left to their own home office, however. The pace of the world is faster
devices. So long as they perform their duties, they aren’t now, and the line between the white and black hats is
closely monitored. This has fostered a top-heavy, over- drawn much less sharply. Routine actions and decisions
complicated bureaucracy with a “keep your head down are complex and draining, and most operatives can’t
and your nose clean” ethic. simply go home at night sure that they’ve done their
best, or wake up ready to face another day confident
and fresh.
“THE CASTLE”
Raymond Archer learned the game of chess when he
Today, the Foundation’s home office is mired in the
bureaucratic morass of attending to what are effective-
ly seven “pupil nations.” This has forced it to evolve like
was only five, taught by his father. In his time, a modern corporation rather than the familial support
Raymond was considered quite good, though he fell structure that Raymond Archer originally envisioned.
short of being a Master. He loved the game’s nuances, Home office personnel now perform tasks not because
its intricate, long-term strategy, and its grace. When they want to make a difference, but because ignoring
countering a problem, he often found himself breaking such tasks would have severe consequences for the rest
it down in the same way that he considered potential of the world.
responses to the moves of an opponent, and searching The incredible weight of this responsibility has a
for that one perfect, winning combination of guile, pre- negative impact on many home office personnel, espe-
cision, and bold fortune in his everyday life. cially newcomers. These wide-eyed idealists find their
Thus, when the Pact was established, Raymond dreams crushed between their own desire to do the best
turned to his passion for inspiration. He assigned a divi- they can and the Conspiracy’s need for them to do it
sion to each type of piece on the board, and designated faster, better, and with less concern for the details. Some
personnel within each division either black (field agents) are fortunate enough to be transferred to field status,
or white (agents bound to the home office). A third color where they can deal with a comparatively limited num-
has been introduced since the Shop’s break — red, indi- ber of variables at any time; the rest languish in home
cating suspected traitors. This third designation is never office positions until they crack, or quit, or both.
mentioned outside classified personnel files, which are
passed to the Lord Inquisitor (in charge of rooting out The Symptoms of Conspiracy
traitors). The Foundation is unquestionably the best at its job
The Foundation’s structure, called “the Castle,” — administration of all types of intelligence and a glob-
remains in place today, and though it has had many al network of spies. But it is also an obese corporate
face lifts over the years, it is still largely as Raymond dinosaur, plagued by decades of micromanagement and
conceived it. Likewise, the Castle’s mission and the rela- apathy. To call it it inept is too judgmental, but it suf-
tionships between the divisions remain the same, fers from a growing gamut of symptoms that have never
though how people use and abuse those relationships been treated, all of which are eating away at its collec-
has changed dramatically. This section introduces the tive heart.

106
Chamber
First and foremost, home office agents must always
work at a snail’s pace. The vast majority of the time, the
home office is a reactive entity, forced to respond to
something that has already happened — a criminal mas-
termind who has seized control of a missile silo, a third
world dictator who is invading a neighbor, a politician
who is searching for a government scapegoat for his
misappropriation of funds and latched onto a
Conspiracy cell as his target. Not only must the
Foundation’s home office be constantly on the watch
for any and all such problems (and a thousand more like
them), but once they identify one, they must act instant-
ly, often without due consideration.
Luckily, the Foundation is at its best during times of
crisis — with everyone trained to act on instinct, it’s
easy to contend with the unexpected. But without pride
in a finished product, many Foundation personnel find
themselves cutting corners, taking chances, and gener-
ally doing lazy, sloppy work.
With the growing number of mistakes made in such
an environment, those at the top of the food chain (Two
and the Lords) look for someone to take responsibility.
More and more, this results in home office agents
arranging ahead of time to pass the blame to someone
else, or attaching themselves to new recruits who will
take less abuse for their mistakes, or simply inviting so
many people into a division that when it fails, the blame
spreads into thinner slices.
Some of this is subconscious — home office agents
simply “do what everyone else does,” perpetuating the
poor work ethic until a new, lower standard is set.
Others use the system against itself, actively watching
for new, favored recruits, stealing their resources and
throwing them to the wolves or skirting responsibility
for so long that they are forgotten, phantoms walking
the halls with no purpose whom others merely assume
are doing something important.
This happens most commonly when a new problem
crops up. The Foundation typically responds by creating
a new position to deal with it. Unfortunately, these new
positions are often forgotten when the problem goes
away, allowing the people assigned to them to slip
through the cracks. With no day-to-day responsibility,
these phantom personnel can pursue their own agendas
— so long as they continue to look burdened. This can
be accomplished by duplicity, taking on meaningless
tasks that are never double-checked, or simply getting
involved in other people’s work, taking a stand for or
against something that will be considered a worthwhile
contribution (even if it isn’t).
Raymond Archer’s recent reorganization of the
Foundation (see page 104) was intended to sweep many
of these phantom agents out of the woodwork, either
forcing them into positions of use or eliminating them.
But a good number — those quietly operating under the

107
Archer Foundation
radar for years or decades — continue to hide within the During his renovation of the Foundation’s internal
Foundation’s unnecessarily complex system. Many structure, Raymond Archer attempted to pair Lords off
Lords and Bishops fall into this category, since part of in an attempt to keep them honest about their activities
their charter includes private (and often undefined) pro- (he called this “checking”). Unfortunately, this often
jects outside normal channels. A specific example is the resulted in an adversarial challenge between Lords, or
Lord of Superstition, Dr. Lothario Algernon, and his an even stronger alliance than possible with the Lords
fringewalker unit. No one ever questions their motives working alone. Worse, the Lords’ agents were usually
— or even follows up with assignments passed along to trapped in the middle of these affairs, used as bargain-
their teams. Within the Foundation, the agents of ing chips and in some cases expendable resources to
Division Nihil are just as invisible as the ghosts they “one-up” a checked opponent. After several of these pri-
hunt. vate games resulted in agents injured (and in one case
If the Foundation were a public organization, it killed), the practice of checking was discontinued.
would be just as vulnerable to external manipulation as Lords make mission assignments, which can be over-
it is from its own people. As it is, there are a great many ruled by Two, but rarely are. They usually seize the best
who think that the Shop’s departure was only a matter tasks for themselves — especially work involving lavish
of time — “that it was destined to happen under these and exotic locations and exciting opportunities with
circumstances.” They don’t say these things, however, other agencies — leaving the rest for their agent teams.
lest they wind up like the others who spoke up before Bundles: Most Lords have individual gear needs
them. Those hapless agents don’t work at the based on their private agendas and have no use for bun-
Foundation’s home office anymore — they’ve been dles, though two bundles are available for common Lord
“reassigned.” assignments:
No one’s willing to ask where they’ve really gone.
Training Corp Bundle (White operation) – 10 BP
The Lords (Command) One set of fatigues
MREs (7 days)
Function: Analysis, strategy, private projects.
Maps
There are hundreds of Lords on the books, though
Binoculars
only eleven keep offices at Archer headquarters. Some
Lantern
Lords have certainly died over the years, though no
Magnetic compass
funerals are ever held for them, so no one can be sure
Survival kit
how many. Other Lords have retired, quit, or been
burned, but none of them are mentioned either. Only the Recruitment Bundle (Black operation) – 10 BP
Lords themselves know their actual number, and a few One set of trendy clothes
have likely hidden from even their eyes, living in for- Target dossier (as information favor check, DC 20)
eign resort cities away from the home office without a $5,000
care in the world (save that they might be discovered
some day). Knights (Operations)
The Lords are a classic Old Boys’ Network, a collec- Function: Field analysis and operations (the vast
tion of agents who have graduated or been put in majority of character agents are knights, assuming
charge of the rest of the Chamber. Oftentimes, the Lords you’re playing a standard mission team format).
have not performed the tasks they supervise in many Knights suffer the least day-to-day fallout from the
years (if at all), leading to inefficient or detrimental Foundation’s bureaucratic engine, but they receive it
policies that agents in their charge must endure. Most of all at once, at the back-end of every mission. Never
the time, the Lords are too busy with the big picture to stationed at the home office, they are responsible for
pay attention to the details, leaving their agents to deal mountains of paperwork after every mission.
with them, or ignore them. Industrious knights often build personal support crews
Most Lords seldom venture out into the field (unless of specialists and pawns to do this menial work for
they are permanently stationed there), instead keeping them, freeing themselves up to live the superspy life
regular office hours and living in and around Australia. enjoyed by operatives of the African Alliance and other
Some have offices within the Foundation’s public think Chambers. Most Knights spend as little time physically
tank, but none are required to. Without much pressure at the home office as possible, lest they be cornered in
from the outside world (at least, none that can’t be the halls, interrogated by the Rooks, forced to listen to
passed off to subordinate agents) and few regular duties, the finest details of the Bishops’ latest creation, or
most Lords dedicate their time to personal projects (not worse, sent on undesirable missions by the Lords.
all of which are endorsed by the Foundation) and “play- Knights tend to be the most creative people working
ing the game” (the internal game of politics described for the Foundation, and those least susceptible to the
under Symptoms of Conspiracy on page 106). pitfalls of routine. While at the home office, they mere-

108
Chamber
ly spin their wheels, but when in their element — Bishops (Research
chasing down leads and dodging bullets in the field — & Development)
they are unstoppable. Their skill and dedication keeps Function: Psion development and testing, gadget
the Foundation on task, despite all the bureaucratic red creation, problem solving and brainstorming.
tape. Outside the Lords, the Bishops receive the best treat-
Knights are never assigned to the public think-tank. ment and resources available at the Foundation. The
Bundles: Knights have the greatest need for a wide cornerstone of worldwide psion development, the
variety of gear bundles, as nearly every operation Bishops have a wide berth to develop ideas as they like,
involves a completely new challenge. Two of the most so long as mission teams continue to be adequately
common bundles are: equipped. The Bishops operate in relative solitude with-
in their own section of the Canberra installation — three
Field Analysis Bundle (White operation) – 20 BP
entire floors dedicated just to their operations — which
Foundation knights may take the investigation bun-
no one outside the Lords and special guests may to visit.
dle (see page 47) for only 20 BP instead of the usual 25.
They also have the lightest day-to-day workload, and
Cleaner Bundle (Black operation) – 10 BP are even allowed to hand many activities (such as field
Average clothes testing and the construction of mundane parts) to other
Sunglasses agents. The Lords and their underlings even tackle the
Flashlight Bishops’ administrative duties. Presumably, all this
Bleach with spray bottle allows for “random bouts of inspiration” to become
One-time immunity (as legal favor check, DC 20) “genius works of technological art”.
Many Bishops double as part of the public think-
Rooks (Counterintelligence) tank, where their talents are especially useful to outside
Function: Physical defenses, protection from enemy governments, militaries, and intelligence agencies.
espionage, “loyalty testing” (rooting out traitors). Bundles: Bishops are wont to simply “whip up”
Rooks are perhaps the most critical component of gadgets when needed, but most must still requisition
the Foundation staff, though they are rarely noticed standard-issue gear:
until there’s a problem. Due to the meticulous nature of
Ego Trust Bundle (White operation) – 10 BP
their position, rooks are generally buried beneath so
Lab coat (average clothes)
much work that they rarely have time to develop new
+1 GP (may only be spent on gadget options)
strategies or assignments, let alone personal lives. Rooks
almost invariably perform their duties because they are Office of Psion Affairs Bundle (Black operation)
the most qualified people to do it, and take pride in the – 10 BP
fact that the Foundation still functions well — without One set of average clothes
them, it would have all fallen apart long ago. Standard camera
Rooks are never assigned to the public think-tank. with commercial grade film
Bundles: Of all the Foundation’s divisions, the Rooks 2 cans of spray paint
require the least regular gear. Most of their function Evidence kit
requires nothing more than a keen eye and an able Hand-held lie detector
gauge for deception. Still, two types of Rooks typically Knockout drug
requisition materials to assist their missions: 1 liquid skin patch
Backwasher Bundle (White operation) – 10 BP Pawns (Support)
Cell phone
Function: Data collection, world affairs study, mis-
Laptop (+1 power rating)
sion finance and transportation.
with image processing software
Most Pawns do not work directly for the Foundation.
Press credentials
Rather, they are drawn from the regular populace for
$5,000
their skills, which are usually scientific, clerical, or oth-
Bookkeeper Bundle (Black operation) – 10 BP erwise outside the expertise of most superspies. Some
Trendy clothes Pawns know they work for a global society of spies, but
PDA most do not. Only the most trusted may enter the
Hand-held lie detector Canberra headquarters, where they are “quarantined” by
2 doses of sodium pentothal the Rooks until they (and their backgrounds) pass
muster. They then receive assignments close to home

109
Archer Foundation
Callan, Jack (usually within the Archer Institute for the Sciences),
where they can be monitored for at least a year before
Codename: MARIANIS
Aliases: John Patrick Callan, “Honest” John, Jack
they are let out into the field again.
Callan, Lord of Aquatica Pawns are generally overworked by the Foundation,
Archer Identity Number: 05-433989-017 and usually regarded as little more than means to an
Nationality: Australian end. When their usefulness comes to an end — assum-
Gender: Male Handedness: Right ing they haven’t been let into the Conspiracy yet — they
Height: 6’0” Weight: 210 lbs. are often dropped without a second glance (though the
Eyes: Baby Blue Hair: Black Foundation arranges for decent severance packages and
Psion Class: Non-latent
Place of Birth: Perth, Australia
makes sure they carry no undue resentment, just in case
Date of Birth: 1957.09.12 they ever want to use them again).
Distinguishing Characteristics: None. Pawns often begin their time with the Foundation
without the jaded preconceptions their superiors share.
Background When they work side by side with Foundation person-
Jack Callan, current control of the Archer nel for the first time, they are typically taken aback,
Foundation’s Aquatica facility (see page 138), is consid- unable to grasp why career spies are so grim and grum-
ered a workaholic even among the Foundation’s Lords. ble so often.
For years, in his role as bookkeeper Lord of Concealment,
he was responsible for keeping the Foundation’s activi-
Bundles: In the rare event that specialists are issued
ties out of the public eye. His crowning achievement, Foundation gear, they generally receive one of the
Operation: MUNICH (see page 105), was also his last as following bundles:
part of that division.
Today, Callan is the new Control of Aquatica. He
Support Staff Bundle (White operation) — 10 BP
attacks the workload at his new post with relish, and Average clothes
considers the well-being of his operatives to be priority Road maps
one. He views the recent mystery surrounding Aquatica Courier pouch
(see page 14) to be a personal challenge and works long Police scanner
hours in an effort to unravel the conundrum. Disguise kit
Affable and earthy, Callan is the poster boy for blue 2× travel arrangements (as transportation favor
collar workers everywhere. But underneath this rugged
exterior is an agile and cunning mind. Usually dressed in
check, DC 10)
a simple laborer’s shirt and denim jeans, Callan seems to Specialist Bundle (Black operation) — 10 BP
revel in defying agents’ preconceived notions of their Laptop (+2 power rating)
Control. On one occasion, he slipped into a newly
assigned group of agents for two days. The team didn’t
with high speed modem
discover his ruse until two days later, during their first Any two manuals (+2 gear bonus to one skill)
mission briefing at the Aquatica facility. Though Callan
enjoys such ruses, he never lies when asked a direct Division Nihil
question (which is how he came by the nickname Function: Shadow history exploration, dealing with
“Honest” John). Instead, he simply finds creative ways the unknown and the unexplained.
to dodge the question. When Dr. Lothario Algernon escaped from the Fringe
(see his NPC description on page 112 for more), he
Jack Callan, 7th-level pointman/2nd-level snoop/4th level
lord, Department: Training, CR 13. SZ M; v/wp: 74/13; Init:
found it child’s play to manipulate the Foundation’s
+7 (+6 class, +1 Dex); Speed 30ft.; Def +8 (+7 class +1 dex); byzantine political landscape. With the help of his
Atk: SIG-SAUER P-226 +10 (1d12), speargun +10 (1d6); Face Fringe abilities, he simply set up a new division and
1 square; Reach 1 square; SA per classes; SQ per classes; SV made it appear to have been part of the Chamber from
Fort +7 Ref +9 Will +13; Str 14, Dex 13, Con 13, Int 17, Wis the start (or at least for as long as everyone can remem-
12, Cha 13; Skills: Balance +10, Bluff +8, Boating +13, ber). Most Foundation personnel don’t think about
Bureaucracy +6, Climb +14, Computer +7, Concentration Division Nihil very often — most say “it’s not even on
+4, Cryptography +7, Demolitions +10, Diplomacy +6,
Driver +3, Escape Artist +6, First Aid +6, Hide +10, Listen +7,
the board.” Algernon and his recruits like to think that
Move Silent +10, Open Lock +5, Search +11, Sport (Scuba they’ve set up their own board — with 32 clear pieces.
Diving) +20, Spot +9, Survival +6, Swim +20, Tumble +6. Bundles: Unless otherwise demanded by the mission
Feats: Advanced Skill Mastery (athletic), Alertness, Athletic, parameters, most Division Nihil agents requisition the
Career Agent, Point Blank Shot, Training, Wave Runner. following gear package:
Gear: Weapons, average clothes, aquatic operations bundle.
Gadgets and Vehicles: Diving drone. Fringewalker Bundle (Black operation) — 20 BP
Members of Division Nihil may acquire the paranor-
mal operations bundle (see page 47) for only 20 BP
instead of the usual 25.

110
Chamber
Chamber Relationships Company: Foundation operatives once openly
scorned the Company for its flagrant disregard of the
The Foundation micro-manages the other Chambers
Cloak. Today, however, Foundation agents have new-
from time to time, elevating caution to suspicion. This
found respect for Company men, whom they feel have
has alienated some parts of the Conspiracy and irritated
worked very hard to drag themselves out of the deepest
the rest. “Had the Foundation spent as much time
pits of shame. “They’ve done their time,” the Knights
preparing for betrayal from within its own ranks as
say, “and deserve another chance.”
without,” one African Alliance agent quipped, “the Shop
European Commonwealth: Despite similar methods
might not be a concern.” Foundation field agents, on
(the European Commonwealth’s internal structure is
the other hand, tend to work well with the rest of the
equally complex and conspiratorial), neither of these
rest of the Conspiracy. The following are some brief
Chambers has established a lasting bridge with the
notes about their particular views toward each other
other. Barring personal history, the relationships
Chamber.
between agents of the Foundation and Commonwealth
African Alliance: Foundation opinions about their
remain entirely dispassionate.
African Alliance counterparts are roughly split between
Guardians of the Whispering Knife: The wartime OPS
envy (of their exciting jet-set lifestyle) and ridicule (of
maintained strong ties with the Guardians, first estab-
their devil-may-care approach to missions). Luckily,
lished with its predecessor, Room 39. These bonds con-
conflicts are rare between Foundation agents and those
tinue today, and agents of both Chambers consider their
from the Alliance, and easily defused.
counterparts staunch allies. The strongest ties with the

111
Archer Foundation
Guardians, however, are owned by Dr. Algernon and conquer death itself. Dr. Algernon looked forward to
Division Nihil, who frequently call upon them for this new expedition. He’d spent enough time with the
shadespeaker assistance and mystic advice. Guardians of the Whispering Knife to know that there
Pan-Asian Collective: Given the recent rise of the was nothing to fear beyond the last, gasping breaths of
Cult of Ten Suns (see page 41) — which the Foundation life, and expected to return with an incredible new
still suspects may be a PAC front — agents of the understanding of the human soul.
Australian Chamber are extremely reluctant to trust But he was wrong. They all were. When they acti-
their northern neighbors at the moment. Some even vated the device they’d constructed to transport them
point to the PAC’s PsiTech research facilities as likely into the Fringe (built from notes stolen from Nikola
Shop safe houses, and privately seek proof of the claim. Tesla), it destroyed the entire building housing the
Room 39: Between the cultural similarities already in experiment, leaving behind a gaping crater, and a crip-
place and Raymond Archer’s personal efforts to keep pled ex-Nazi scientist named Wilhelm Schrader (see
Foundation opinion of Room 39 favorable, these two page 118). None of the explorers were ever seen again
Chambers have always had very strong ties. Though — except Dr. Algernon.
Room 39 agents find the Foundation’s home office envi- On the Other Side, a vicious battle erupted between
ronment stifling at the very least, field agents of both the surviving explorers: about who should lead them,
Chambers work together fluidly. what they should do, where they should go, and most
Russian Confederacy: Foundation agents find the sit- importantly, whether they should destroy the device
uation in Russia appalling, and not a little depressing. that had brought them over into the Fringe — the device
They genuinely want to help the Confederacy in their which still ran in a corner of their shattered Foundation
uphill struggle, but question the extreme methods which research suite. During the struggle, Algernon slipped
seem to be commonplace on both sides of the conflict. away, fleeing deeper into the Fringe. He ran for forty
Many find themselves uncertain of even the most reli- more years before he finally made it home.
able operatives of the Russian Chamber. Every bond The survivors of Project: SILENT SPECTRE eventual-
between these Chambers is a hard-fought victory. ly formed the threat now known as the Architects of the
Fringe. Algernon knows the danger these men represent
all too well — after all, they hunted him for almost forty
N EW F EATURE
NPCS
years before he found a way back home — and he’s ded-
icated his remaining life to destroying them, or isolat-
ing them on the Other Side forever.
Algernon’s master plan revolves around the device
Four NPCs are presented here for use in your games
constructed from Tesla’s notes, still in the Architects’
— the head of Division Nihil and three members of the
possession. So long as it runs, he believes, they remain
Straight Arrow Pest Control cleaner agency — each with
free and capable of stupendous feats of mystic power
three statistics packages, depending on your agent
(including the ability to temporarily merge the Fringe
team’s level of play.
with a limited area of the physical world and the subju-
Algernon, Dr. Lothario gation of hundreds, if not thousands, of enraged
ghosts). Algernon seeks a way to either force the
Codename: CHANCE
Architects, and the device, to manifest here in the phys-
Aliases: The Lord of Superstition
ical world, or to send another team of agents into the
Archer Identity Number: 00-000049-916
Fringe, to destroy it. Either way, with the device
Nationality: British
destroyed, the Architects’ power will be torn away and
Gender: Male Handedness: Right
their threat neutralized.
Height: 6'0" Weight: 160 lbs.
To fulfill this long-term goal, Algernon has returned
Eyes: Ice blue Hair: Black (short, cropped)
to the organization that spawned Project: SILENT SPEC-
Psion Class: Non-latent
TRE, the Archer Foundation, and set up a division
Place of Birth: London, England, UK
ostensibly dedicated to seeking out lost truths of the
Date of Birth: 1911.09.29
shadow history which might yield important informa-
Distinguishing Characteristics: Lanky, thin skin,
tion about present-day enemies and challenges.
polarizing stare.
At least one person knows the truth about this phan-
Background tom division and Algernon’s history — the Foundation’s
current Control, Two. A telepath of incalculable
Lord of Superstition Dr. Lothario Algernon is one of
strength, Two saw through Algernon’s plot with ease,
only two men in history to have passed beyond the veil
and demanded to know what the man thought he was
of death and come back. In 1953, Project: SILENT SPEC-
doing. Two was also able to confirm the veracity of
TRE was mounted by a supremely overconfident cadre
Algernon’s story, and struck a bargain with him —
of Foundation explorers — men who thought they could

112
Chamber
Algernon could continue his personal quest, so long as Attacks
it didn’t interfere with Foundation business, and he and Colt M1911A1 +4 1d12
the “fringewalkers” of Division Nihil remained on call
Gear: Investigative operations and paranormal
for assignments involving strange or unexplained phe-
operations bundles
nomena (some of which are real, some of which are
imagined, and some of which are largely unconnected Common Gadgets: Any
to the Foundation or its enemies).
Algernon uses his new fringe abilities and enormous Mid-Level Algernon
personal charisma to convince everyone at the Archer Chamber: Archer Foundation
Foundation that “Division Nihil” has always been there, Department: Training Corp
and that it’s merely been quiet until recently (“After all, Class: Snoop/Wheelman/Fringewalker
how much was there for us to do before the abductions Level: 3/2/7
started up and Bigfoot came back down from the moun-
Strength: 10 Dexterity: 12
tain?”). Two assists when necessary.
Constitution: 16 Intelligence: 18
Only two people other than the Foundation Control
Wisdom: 13 Charisma: 13
know Dr. Algernon’s true origins — Sara Lloyd (the person
he first made contact with from the Other Side, in 1982), Vitality: 103 Wounds: 16
and the enigmatic European Commonwealth Control,
Defense: 23 (+12 class, +1 Dex)
Fade (who managed to bring Algernon across by luring
Initiative Bonus: +10 (+9 class, +1 Dex)
the Architects to bring the Fringe to Earth and anchoring
Speed: 30
him here when the Fringe left — for more about this event,
see the forthcoming European Commonwealth Chamber Fort: +9 Ref: +9 Will: +11
Book). Fade and Ms. Lloyd remain two of Dr. Algernon’s
Skills: Appraise +10, Bureaucracy +9,
closest allies in this new and uncertain age.
Computers +10, Concentration +10, Cryptography +16,
Algernon’s former colleagues on the Other Side peri-
Diplomacy +8, Electronics +19, Gather Information +6,
odically hire assassins of all types (ghostly, human, and
Intimidate +7, Knowledge (Occult) +9, Mechanics +6,
other) to end his crusade. None have yet succeeded,
Professional (Researcher) +8, Read Lips +4, Search +10,
thanks largely to the agents of Division Nihil. The
Sense Motive +16, Spot +10, Surveillance +16
Architects also send operatives to foil the activities of
Division Nihil, hoping to disable Algernon’s defense Feats: Decipher Fringescript, False Start (Grease
structure. Most have been deflected, but the struggle Monkey), Grease Monkey, Like to Like, Scholarly,
continues without a clear victor in sight. Scribble, Spoil, Strange Inscription, Unshakable

Low-Level Algernon Attacks


Chamber: Archer Foundation Colt M1911A1 +8 1d12
Department: Training Corp
Gear: Investigative operations and paranormal oper-
Class: Snoop/Wheelman/Fringewalker
ations bundles
Level: 3/2/2
Common Gadgets: Any
Strength: 10 Dexterity: 11
Constitution: 16 Intelligence: 18 High-Level Algernon
Wisdom: 13 Charisma: 13
Chamber: Archer Foundation
Vitality: 60 Wounds: 16 Department: Training Corp
Class: Snoop/Wheelman/Fringewalker
Defense: 16 (+6 class)
Level: 6/2/10
Initiative Bonus: +4 (+4 class)
Speed: 30 Strength: 10 Dexterity: 12
Constitution: 17 Intelligence: 18
Fort: +6 Ref: +5 Will: +7
Wisdom: 13 Charisma: 13
Skills: Computers +8, Concentration +6,
Vitality: 140 Wounds: 17
Diplomacy +8, Electronics +16, Gather Information +6,
Intimidate +7, Knowledge (Occult) +7, Mechanics +8, Defense: 25 (+14 class, +1 Dex)
Professional (Researcher) +7, Read Lips +4, Search +9, Initiative Bonus: +12 (+11 class, +1 Dex)
Sense Motive +11, Spot +7, Surveillance +11 Speed: 30
Feats: False Start (Grease Monkey), Grease Monkey, Fort: +10 Ref: +10 Will: +12
Like to Like, Unshakable

113
Archer Foundation
Skills: Appraise +16, Bureaucracy +13, Computers University in Brisbane, Australia and earned an under-
+12, Concentration +10, Cryptography +22, Diplomacy graduate degree in Human Resource Management,
+8, Electronics +27, Gather Information +12, which she quickly followed with a Masters of Business
Intimidate +7, Knowledge (Occult) +9, Mechanics +8, Administration. Her exceptional work and radical
Open Locks +11, Professional (Researcher) +14, Read business ideas caught the attention of the Archer
Lips +10, Search +13, Sense Motive +22, Spot +13, Foundation and earned her several impressive offers
Surveillance +22 from the private quarter. Cruz has consistently refused
these recruitment offers, choosing instead to backpack
Feats: Curdle, Decipher Fringescript, False Start
across Europe and pose as a centerfold model for a pop-
(Grease Monkey), Grease Monkey, Like to Like, Private
ular men's magazine, and most recently joined the
Identity, Scholarly, Scribble, Spoil, Strange Inscription,
Straight Arrow cleaner agency as a field executive.
Strange Verse, Unshakable
Though this places her in a working relationship with
Attacks the Archer Conspiracy, she is able to maintain her much
valued independence.
Colt M1911A1 +13 1d12
Delicea’s early assignments involved coordinating
Gear: Investigative operations and paranormal the activities of a group of agents posing as interna-
operations bundles tional fashion models, yielding results that far surpassed
the Foundation's wildest expectations. Four years later,
Common Gadgets: Any
when the CEO of Straight Arrow Pest Control resigned

Cruz, Delicea L. after an apparent emotional breakdown, Cruz was the


the organization’s first choice as his replacement. She
Codename: MISTRESS
has since earned a reputation for achieving anything
Aliases: “Satine Amante"
and everything she sets her mind to.
Archer Identity Number: None
Cruz plays as hard as she works, studying pop
Nationality: United States of America
culture with the same intensity as business reports.
Gender: Female Handedness: Right
In her limited personal time, she frequents dance clubs
Height: 5'3" Weight: 116 lbs.
and concerts that won’t be trendy for at least another
Eyes: Brown Hair: Black
month, and often pens erotic poetry and fiction under
Psion Class: Non-latent
the name “Satine Amante."
Place of Birth: Albuquerque, New Mexico, USA
Date of Birth: 1971.04.01 Low-Level Cruz
Distinguishing Characteristics: Small tattoo of Sacred
Chamber: Archer Foundation
Heart on the small of her back, has a fondness for black
Department: Home Office (0)
leather or latex clothing
Class: Pointman
Background Level: 7
Delicea Cruz was a rough-and-tumble tomboy until Strength: 10 Dexterity: 14
the onset of adolescence, at which point she discovered Constitution: 11 Intelligence: 17
the joys of pitting her feminine wiles against the Wisdom: 16 Charisma: 18
unsuspecting world. Today, the self-proclaimed "pro-sex
Vitality: 44 Wounds: 11
feminist" wears these same charms with the brazen
confidence earned from dozens of romantic conquests. Defense: 15 (+3 class, +2 Dex)
An accomplished athlete and student, Cruz was head Initiative Bonus: +9 (+3 class, +2 Dex, +4 Improved
cheerleader, captain of the varsity girls diving team, Initiative)
captain of the speech and debate club, and valedictorian Speed: 30
of her high school graduating class. She received a full
Fort: +4 Ref: +6 Will: +8
scholarship to study overseas at Central Queensland

114
Chamber
Skills: Bluff +13, Bureaucracy +12, Diplomacy +12, Vitality: 118 Wounds: 11
Driver +6, First Aid +7, Hobby (Photography) +7,
Defense: 19 (+7 class, +2 Dex)
Innuendo +9, Intimidate + 11, Knowledge (Business
Initiative Bonus: +13 (+7 class, +2 Dex, +4
Administration) +8, Open Lock +6, Profession (Writing)
Improved Initiative)
+9, Sense Motive +11
Speed: 30
Feats: Evasion, Improved Initiative, Land Dancer,
Fort: +9 Ref: +10 Will: +16
Martial Arts
Skills: Bluff +28, Bureaucracy +26, Computers +10,
Attacks Diplomacy +28, Driver +7, First Aid +7, Hobby
H&K SOCOM +7 1d12 (Photography) +9, Innuendo +11, Intimidate + 17,
Boot knife +5 1D4 Knowledge (Business Administration) +13, Open
Lock +8, Profession (Writing) +13, Sense Motive +24
Gear: Per assignment
Feats: Evasion, Expertise, Improved Initiative, Iron
Common Gadgets: Sub-cochlear implant
Will, Lane Dancer, Martial Arts, Point Blank Shot,
Mid-Level Cruz Precise Shot
Chamber: Archer Foundation Attacks
Department: Home Office (0)
H&K SOCOM +15 1d12
Class: Pointman
Boot knife +13 1D4
Level: 13
Gear: Per Assignment
Strength: 10 Dexterity: 14
Constitution: 12 Intelligence: 17 Common Gadgets: Sub-cochlear implant
Wisdom: 16 Charisma: 19
Vitality: 76 Wounds: 11
Valentine, Ace T.
Codename: MAGUS
Defense: 17 (+5 class, +2 Dex) Aliases: The “Ace Of Hearts”
Initiative Bonus: +11 (+5 class, +2 Dex, +4 Archer Identity Number: 11-307624-107 (Retired)*
Improved Initiative) Nationality: United States of America
Speed: 30 Gender: Male Handedness: Both
Height: 5’9” Weight: 160 lbs.
Fort: +7 Ref: +8 Will: +11
Eyes: Light Brown Hair: Dark Brown
Skills: Bluff +22, Bureaucracy +20, Computers +7, Psion Class: Non-latent
Diplomacy +21, Driver +6, First Aid +7, Hobby Place of Birth: Big Spring, Texas, USA
(Photography) +8, Innuendo +11, Intimidate + 14, Date of Birth: 1969.09.26
Knowledge (Business Administration) +10, Open Distinguishing Characteristics: Leaves an ace of
Lock +6, Profession (Writing) +11, Sense Motive +17 hearts playing card with a single folded corner at
incident sites
Feats: Evasion, Improved Initiative, Lane Danger,
* Ace retired from the Company in 1998.
Martial Arts, Point Blank Shot, Precise Shot

Attacks
Background
When Ace Valentine joined the Company, he
H&K SOCOM +11 1d12
deprived Hollywood of possibly the best natural
Boot knife +9 1D4
acting talent of his generation. A Rhodes Scholar with
Gear: Per Assignment degrees in Psychology and English Literature, Ace has
only performed in one theatrical production —
Common Gadgets: Sub-cochlear implant
Shakespeare's Two Gentlemen of Verona. Appropriately,
High-Level Cruz he played “Valentine” (reportedly because he fancied the
woman playing “Silvia”).
Chamber: Archer Foundation
Ace's time with the Company was brief but excep-
Department: Home Office (0)
tional. He excelled with subterfuge and hand-to-hand
Class: Pointman
combat, making use of a wide variety of everyday items
Level: 18
as lethal weapons. Clearly not a pacifist, he still became
Strength: 10 Dexterity: 14 troubled by what he deemed unnecessary force, and
Constitution: 12 Intelligence: 17 protested loudly to his superiors. A disastrous wetworks
Wisdom: 16 Charisma: 20 mission in El Salvador proved his breaking point; he

115
Archer Foundation
didn't burn any bridges when he resigned, but there Fort: +8 Ref: +5 Will: +8
were enough sparks to warrant a fire hazard.
Skills: Appraise +7, Bluff +18, Cultures +9,
Ace has been a mask for hire ever since. His services
Disguise +15, Gather Information +10, Hide +11,
have been enlisted by corporations, governments, and
Innuendo +7, Knowledge (English) +7, Knowledge
agents of almost every shadow community in the world,
(Psychology) +7, Move Silently +11, Open Lock +8,
though his most frequent source of contracts is the
Perform (Acting) +18, Sense Motive +10, Spot +9,
Straight Arrow cleaner agency. He is quite selective
Use Rope +9
about the jobs he accepts, however, only working for the
right cause and the right price. Feats: Holding Basics, Holding Mastery, Martial Arts,
Ace frequently imitates his targets or assumes the Sidestep, Silver Tongue, Stealthy
identity of obscure literary characters while in the field.
Attacks
Low-Level Valentine Fist +9 1d6
Chamber: Archer Foundation Garrote +9 Special
Department: Damage Control Makarov 9mm +10 2d4
Class: Faceman Remington 870 Wingmaster +10 4d4+2/2d10+1
Level: 5
Gear: Lockpicking kit, mini-flashlight
Strength: 10 Dexterity: 13
Constitution: 14 Intelligence: 16 High-Level Valentine
Wisdom: 14 Charisma: 17 Chamber: Archer Foundation
Department: Damage Control
Vitality: 42 Wounds: 14
Class: Faceman
Defense: 16 (+2 department, +3 class, +1 Dex) Level: 18
Initiative Bonus: +5 (+4 class, +1 Dex)
Strength: 10 Dexterity: 14
Speed: 30
Constitution: 14 Intelligence: 16
Fort: +5 Ref: +2 Will: +5 Wisdom: 15 Charisma: 17
Skills: Appraise +4, Bluff +6, Cultures +4, Disguise Vitality: 140 Wounds: 14
+10, Gather Information +5, Hide +8, Innuendo +4,
Defense: 28 (+5 department, +11 class, +2 Dex)
Knowledge (English) +4, Knowledge (Psychology) +4,
Initiative Bonus: +16 (+14 class, +2 Dex)
Move Silently +6, Open Lock +5, Perform (Acting) +11,
Speed: 30
Sense Motive +10, Spot +4, Use Rope +4
Fort: +10 Ref: +8 Will: +10
Feats: Holding Basics, Martial Arts, Silver Tongue
Skills: Appraise +7, Bluff +26, Cultures +9,
Attacks Disguise +24, Gather Information +15, Hide +19,
Fist +3 1d6 Innuendo +10, Knowledge (English) +10, Knowledge
Garrote +3 Special (Psychology) +11, Move Silently +19, Open Lock +15,
Makarov 9mm +4 2d4 Perform (Acting) +26, Sense Motive +15, Spot +10,
Remington 870 Wingmaster +4 4d4+2/2d10+1 Use Rope +9
Gear: Lockpicking kit, mini-flashlight Feats: Advanced Skill Mastery (Mimic), Advanced
Skill Mastery (Stealthy), Holding Basics, Holding
Mid-Level Valentine Mastery, Martial Arts, Sidestep, Silver Tongue, Stealthy
Chamber: Archer Foundation
Department: Damage Control Attacks
Class: Faceman Fist +13 1d6
Level: 12 Garrote +13 Special
Makarov 9mm +15 2d4
Strength: 10 Dexterity: 13
Remington 870 Wingmaster +15 4d4+2/2d10+1
Constitution: 14 Intelligence: 16
Wisdom: 15 Charisma: 17 Gear: Lockpicking kit, mini-flashlight
Vitality: 80 Wounds: 14 Common Gadgets: Sub-cochlear implant, ballistic or
memory flesh, disguise enhancer suit
Defense: 22 (+4 department, +7 class, +1 Dex)
Initiative Bonus: +11 (+10 class, +1 Dex)
Speed: 30

116
New Threats
world developments, and are provided as a unique
threat that GCs may tailor to their campaigns without
NEW THREATS
Beside the mounting threats posed by the Shop —
fear of contradicting Shadowforce Archer plotlines.
MP Cost: 509
here illustrated by the explosive Villain X and a far Resources: 2 (28 BP for minions, 43 BP for hench-
more subtle danger in the Foundation’s own support men and foils, 53 BP for masterminds)
structure called Club Demetrian — this episode presents Gadgets: 4 (4 gadget points per serial)
two all-new threats, including the misguided doomsday Loyalty: 7 (+7 to loyalty checks)
saviors of the Cult of the Ten Suns and a calculating HQ Personnel: 6 HQ Security: 6
long-term threat from the Foundation’s roots: the mas-
ters of freak chance, the Architects of the Fringe. Serial Three: Wilhelm
Special Note: Unlike the serials first presented in the Schrader
Spycraft Espionage Handbook and the Shadowforce Wilhelm Schrader was one of the brilliant visionar-
Archer Worldbook, we’ve included staging notes for one ies behind Project: SILENT SPECTRE (see page 99), the
possible use of each threat throughout the following Foundation’s clandestine foray into the nature of the
text. Since each threat is presented in reverse order Fringe. Considered a hero by the Allies for smuggling
(from the last serial to the first), it might help to read information out of Germany during the second World
these sections in the correct order (from first serial to War, Schrader was actually working both sides against
last). the middle, selling secrets to all parties involved.
After the end of the war, Schrader was extracted
The Architects of the from Europe to Australia and brought into the fold at
Fringe Room 39’s sister cell, the OPS. Working with Drs.
Code: Black (Division Nihil)/None (everyone else) Lothario Algernon and Alexander Omen (see page 119),
This short-season (3-serial) threat is appropriate for Schrader brought many projects to completion, includ-
a team of 12th-level agents. ing SILENT SPECTRE. Early in the project Schrader real-
ized that Algernon’s theories might unlock a pathway to
This season allows the agents to follow a series of
unbelievable power, and arranged for most of the first
faint clues pointing to the Architects of the Fringe, a
(and only) Fringe expedition team to be composed of his
vastly powerful splinter group intent on controlling the
own supporters and other loyal cronies. In 1953,
world from beyond the grave. The Architects are a for-
Wilhelm Schrader was poised to become the most pow-
midable enemy — they are removed from the normal
erful figure in history, but when the Fringe transference
playing field (now existing physically only on the Other
device was activated the ex-Nazi found himself left
Side), they are effectively immortal (never aging or
behind, physically mangled (Schrader has since con-
dying), and they feel no pain because of the physical
cluded that the super-soldier experiments performed on
world (as normal lingering spirits do).
him by the Abgrund were responsible for his unfortunate
Finally, and perhaps most incredibly, the Architects
fate — see page 95 and 99 for more).
seem to possess some limited power over fate itself. Dr.
Five years later, Schrader received a visit from the
Algernon has conducted many carefully-constructed
survivors of the Fringe expedition, who demanded that
studies and all his results agree — many seemingly ran-
he help them build a power base on Earth. Under threat
dom events can be linked to the Architects’ desires.
of death — and soul capture — Schrader became the first
From car doors smashing fingers and other minor
physical ally of the Architects of the Fringe. Schrader
annoyances to freak accidents and twists of fate that
has been the hub of the Architects’ physical organiza-
leave dozens dead or mangled (such as an electrical
tion for nearly 50 years. In that time, and with the
surge that knocks out a traffic light or a million-to-one
Architects’ help, Schrader has developed formidable
runaway tractor incident that kills twelve), Algernon
fringe and psion abilities and mastered the elusive
believes that all these events are potentially a hallmark
secrets of fringescript as well. His 1953 injuries still
of the Architects. (As yet, all of this is conjecture — Dr.
haunt him, however; he is confined to a massive life-
Algernon has not been able to conclusively prove that
support system contained within a slow-moving tank
such powers are even possible, let alone that the
not unlike an iron lung, and must be wheeled from
Architects are capable of them.)
place to place by his minions.
Special Note: While the Architects are an official ele- Schrader has more than a few powerful allies in the
ment of the Shadowforce Archer world, their methods world, including a freelance agent codenamed Parallel.
and goals are often far removed from the experiences of This trustworthy henchman bears a striking resemblance
most agents. The Architects are not closely tied to future to Schrader, and is in fact his clone (created from
research begun in the late 1940s by Schrader and Dr.

117
Archer Foundation
Freak Accidents in Play Algernon — see page 98 for more). There have been
many Parallels, each possessing one or more of
As illustrated by the Fringe feats and abilities pre- Schrader’s fringe and psion abilities (this latest version
sented in Chapter 3, influence over the Other Side can has also developed pyrokinetic powers). Each serves
have strange and unexpected effects on the physical Schrader as a father and mentor, and performs the mas-
world. The Architects, who have lived in the Fringe for termind’s most critical tasks, including the Architects’
nearly 50 years, have honed this influence to a razor- primary objective on Earth — to find and destroy all
sharp weapon. They can, with concentrated effort, have mention of them and Nikola Tesla’s original Fringe
tangible effects on the physical world. These effects are research (see page 94 for more). This is not an easy task
frequently mistaken for ironic twists of fate, freak acci- — even the information known by the Conspiracy has
dents, and the like, while in reality, there is a conscious been split up over the decades and spread or lost
mind guiding them behind the scenes. throughout a thousand Archive databases and evidence
Perhaps the best pop culture example of this control storage vaults.
over the Fringe is seen in the movie Final Destination, in Staging Notes: At this stage in the season the agents
which a group of teenagers are hunted by Death after should be off balance but eager to strike back at those
they disembark a plane that explodes moments after responsible for the attacks in Serial Two. The backdrop
liftoff. The teenagers are killed, one by one, by incredi- for this serial is Schrader’s elaborate though somewhat
ble mishaps — one escapes certain death (again) when he run-down Victorian style-mansion, a slightly out of
flees a car that’s stalled in front of a speeding train, only step leftover from another time that locals keep their
to be decapitated by one of the car’s hubcaps, flung from children away from (children who insist the site is
the exploding vehicle. haunted and dare one another to ring the door bell).
These types of remarkable yet totally plausible event Over the course of decades Schrader has installed
chains are an Architect speciality, though the villains use and refined the building’s defenses, and the place is now
them sparingly for two reasons. First, one or more a veritable death trap for the uninvited. Neutralizing the
Architects must be in the parallel Fringe location to the house staff and the genuine ghosts that haunt its corri-
events they wish to cause in the real world, and second, dors opens the way to a final battle with Schrader and
causing such effects is extremely taxing, and often debil- his “son,” Parallel. Defeating the earthly Architect might
itating. When necessary, however, the Fringe-dwellers’ leave agents with more questions than answers, and
power over chance provides them with an excellent way (ironically) Schrader’s personal journal, hinting at the
to neutralize (or eliminate) those enemies who have real threat lurking beyond the mortal veil.
grown too strong or learned too much.
Mechanics: GCs can use this Architect power to real- Wilhelm Schrader, 15th-level telepath (master-
ly spook their players. After all, how creepy is the idea mind): CR 15. SZ M; v/wp: 117/14; Init: +8 (+12 class,
that you might fall victim to chance at any time, that –4 Dex); Speed 0 ft. (see below); Def 12 (+6 class, –4
fate itself wants you dead? When the Architects use this Dex); Atk: None; Face 1 square; Reach 1 square; SA
power, the GC should treat it like remote use of the per class; SQ per class; SV Fort +11, Ref +9, Will +14;
Levitation or Poltergeist psion skills (see the Shadowforce Str 5, Dex 3, Con 14, Int 14, Wis 17, Cha 18; Skills:
Archer Worldbook, page 188), with two restrictions. Bluff +14, Concentration +18, Gather Information +8,
First, each use of either power costs the GC 1 action die Intimidate +14, Knowledge (Underworld) +12,
(in addition to the vitality cost that the Architect pays). Languages +8, Profession (Arms Dealer) +13, Sense
Second, all uses of both powers must follow the laws of Motive +13. Feats: Connection Junction, ESP Basics,
physics (e.g. inanimate objects may not move on their ESP Mastery, Insinuation Junction, Imprint Basics,
own power, nor may objects move in impossible ways, Imprint Mastery, Intuition Basics, Intuition Mastery,
such as sliding up an incline or leaping from a surface). Persuasive, Premonition Junction. Psion Skills: Catalyst
Finally, there is one additional effect of this power. +12, Clairsentience +23, Dominion +21, Empathy +16,
When the Architects are opposing the agents in a serial, Project Thought +19, Synthesis +10, Telempathy +23.
the GC may activate any agent’s critical failure, even if Gear: None. Gadgets and Vehicles: Schrader’s life sup-
no opponents are present when the error is rolled. port tank provides him with a damage reduction of
GCs are encouraged to use this mechanic sparingly, 8/— and makes him immune to critical hits. A single
however. Chasing agents around with runaway lawn- person (such as one of Schrader’s staff) may move the
mowers and out of control helicopters at every turn will tank one 5 ft. square per round as a full action. Two
rapidly grow both tiresome and ludicrous. As with all people can move the tank 10 ft. as a half action.
aspects of the Fringe, it’s best that chance come into play
only very rarely, and when dramatically appropriate.

118
New Threats
Parallel 10th-level telepath/3rd-level mentalist
(henchman): CR 13. SZ M; v/wp: 73/10; Init: +11 (+10
class, +1 Dex); Speed 30 ft.; Def 17 (+6 class, +1 Dex);
Atk: Flame attack +8 (8d6+5); Face 1 square; Reach 1
square; SA per classes; SQ per classes; SV Fort +6, Ref
+12, Will +13; Str 10, Dex 12, Con 10, Int 14, Wis 16,
Cha 16; Skills: Bluff +12, Concentration +12,
Diplomacy +6, Gather Information +12, Intimidate +6,
Knowledge (Fringe) +10, Sense Motive +5. Feats:
Combat Psion, Connection Junction, Deadly Power
(Pyrokinesis), ESP Basics, ESP Mastery, Imprint Basics,
Imprint Mastery, Psychokinetic Basics, Telekinetic
Basics. Psion Skills: Dominion +15, Empathy +15,
Kinetic Shield +6, Poltergeist +9, Project Thought +14,
Psychometry +18, Pyrokinesis +21, Telempathy +12.
Gear: None. Gadgets and Vehicles: 1950s vintage lim-
ousine.
Schrader’s Staff: A small but capable staff maintains
Schrader’s mansion and patrols the surrounding
grounds. As with Parallel, these are people the
Architects consider loyal and highly skilled, and they’ve
been cloned them again and again to insure their eter-
nal service. Schrader’s present staff are copies of copies
of copies of those who first tended the estate when he
came on (excepting a few who were discharged and
never seen again), and all of them radiate a sense of
being “not quite right,” jangling the nerves of mystic energy drain, manifestation, otherworldly wail,
and sensitive agents (those with high Charisma, or style telekinesis; SQ spectral, undead, unnatural aura; SV
of fringe feats allowing them to read people). Fort +7, Ref +6, Will +7; Str 0, Dex 12, Con 0, Int 8,
Wis 14, Cha 14; Skills: Hide +15, Move Silently +15.
Schrader’s Staff, 10th level mysterious strangers
Feats: Improved Initiative, TK Basics. Psion Skills:
(minions, squads of 6). CR 9. SZ M; v/wp: 57/14; Init:
Poltergeist +24. Gear: None. Gadgets and Vehicles:
+5 (+4 class, +1 Dex); Speed 30 ft.; Def 17 (+6 class,
None.
+1 Dex); Atk: H&K MP5-N +7 (1d10+1); Face 1 square;
Reach 1 square; SA per class; SQ per class; SV Fort +9, Serial Two: Dr. Omen
Ref +8, Will +8; Str 11, Dex 12, Con 14, Int 10, Wis 14,
During the SILENT SPECTRE project, Dr. Alexander
Cha 12; Skills: Disguise +11, Driver+6, Intimidate +11,
Omen and Wilhelm Schrader were inseparable. Schrader
Hide +6, Knowledge (Etiquette) +5, Listen +7, Move
recognized Omen’s true genius and wished to exploit it,
Silently +6, Profession (House Servant) +12, Search +5,
while Omen simply wanted to ride Schrader’s coat tails
Sense Motive +7. Feats: Black Cat, Iron Will, Point
to power. Both of them got what they wanted, though
Blank Shot, Sidestep, Unshakable. Gear: Weapons,
not in the way they expected.
uniforms. Gadgets and Vehicles: None.
In 1958, Alexander Omen was the man who held
Mansion Haunts: The locals’ tales of hauntings at death over Schrader’s head in order to extort his loyal-
Schrader’s estate are no exaggeration. A handful of tor- ty, and he has come to relish the role in the 45 years
mented souls do haunt the mansion (in fact, they’re the since. Omen always had a twisted sense of humor, but
reason Schrader chose the site for his headquarters over on the Other Side, he has become truly debased. The
40 years ago). With the Architects’ help, Schrader has agents are unlikely to find either sympathy or mercy in
conditioned the spirits to guard the site against all unin- his cruel black eyes.
vited guests. Staging Notes: The Architects have only one true
fear — their own history. Convinced that the agents have
Mansion Haunts, 11th level lingering spirits (minions,
learned the secrets of their past from the journal hidden
squads of 1). CR 10. SZ M; v/wp: 77/13; Init: +14 (+9
in the library, one of them moves decisively to eliminate
class, +4 Improved Initiative, +1 Dex); Speed 30 ft.;
the threat. From the team’s perspective this action is
Def 15 (+4 class, +1 Dex); Atk: Touch +12 (1d8 + spe-
likely to appear as an unprovoked attack as a dapper
cial); Face 1 square; Reach 1 square; SA chilling touch,
gentleman in outdated clothes tries repeatedly to kill
them — with a relentless army of ghosts!

119
Archer Foundation
Dr. Omen was never much of a poker player and is a 12, Con 0, Int 10, Wis 14, Cha 14; Skills: Hide +15,
little rattled by the agents — so much so in fact that he Move Silently +15. Feats: Improved Initiative, TK
gives away far more than he receives in conversation, Basics. Psion Skills: Poltergeist +12. Gear: Weapons.
demanding, “Where is my journal!” and making other Gadgets and Vehicles: None.
revealing comments. Alexander launches attacks on the * May only be used when the gray blade manifests;
agents until they find his journals, at which point operates like a survival knife in all ways.
Wilhelm Schrader becomes involved (as he is mentioned
prominently in them). At that point, the attacks cease. Serial One: Thomas Mordent
Omen always manifests before he encounters the Thomas Mordent is a respected fence and talented
agents, so they may not recognize him as a ghost for thief who goes by the street handle “Grapple.” Though
some time (or until he uses an ability that tips them to based in Melbourne, Australia, he is known throughout
his true nature). the Malaysian Peninsula, and many local underworld
figures hire him to steal for them or fence their stolen
Alexander Omen, 10th-level academic/2nd-level
goods.
snoop (henchman): CR 14. SZ M; v/wp: 71/16; Init: +8
Staging Notes: Grapple is contracted by Schrader to
(+7 class, +1 Dex); Speed 30 ft.; Def 21 (+10 class, +1
obtain and return a personal journal written by Dr.
Dex); Atk: Sword cane +5 (1d8–1), touch +7 (1d8 +
Alexander Omen (see Serial Two), currently located at
special); Face 1 square; Reach 1 square; SA chilling
the Museum of Theoretical Science in Prague. Schrader
touch, energy drain, manifest; SQ spectral, unnatural
hopes to use the documents to convince the Architects
aura; SV Fort +6, Ref +5, Will +9; Str 9, Dex 12, Con
that Omen is not to be trusted with secrets (“If he could
16, Int 18, Wis 13, Cha 11; Skills: Bureaucracy +5,
write down everything about the project, who knows
Computers +14, Concentration +13, Cultures +6,
what he wrote down about each of you.”), and so he
Driver +6, First Aid +7, Knowledge (Fringe) +20,
demands that they be returned intact, or Grapple won’t
Knowledge (Genetics) +23, Knowledge (History) +13,
be paid. Thus, the thief fights to the loss of half his
Hide +11, Languages +9, Move Silently +11, Profession
wounds to keep the journal in his possession and safe.
(Doctor) +12, Search +12, Spot +13. Feats: Advanced
When the agents catch up with Grapple, he is holed
Skill Mastery (Scholarly), Black Cat (×2), Grand Skill
up the museum, trying to find the book. He has upgrad-
Mastery (Scholarly), Jinx, Like to Like, Scholarly, Tough
ed the museum’s modest security systems with addi-
Luck. Gear: Weapons. Gadgets and Vehicles: None.
tional cameras and vicious traps from his private arse-
HQ personnel: 0 HQ security: 0
nal, and his hand-picked team of burglars scour the
Gray Blades: The Architects’ power over the Fringe building, watching for potential interference.
allows them to not only disturb the perceptions of
Grapple, 13th-level fixer (henchman): CR 13. SZ M;
humans by causing the Fringe to manifest in the phys-
v/wp: 88/15; Init: +7 (+5 class +2 Dex); Speed 30 ft.;
ical world (see page 70), but also to condition ghosts to
Def +12 (+10 class +2 Dex); Atk: Garrote +11 (special),
do their bidding. Some special few of these are broken,
knife +11 (1d4+2); Face 1 square; Reach 1 square;
stripped of conscience, morality, and the capacity for
SA per class; SQ per class; SV Fort +8 Ref +10 Will +4;
distraction, and trained as the Architects’ terrifying per-
Str 14, Dex 14, Con 15, Int 12, Wis 10, Cha 13; Skills:
sonal killers, the Gray Blades.
Appraise +16, Balance +12, Climb +17, Escape Artist
These horrific entities carry curved daggers created
+8, Forgery +13, Gather Information +8, Hide +14,
through some undisclosed mystic process developed by
Hobby (Sailing) +3, Knowledge (First Editions) +9,
Alexander Omen (see above). Though forged in the
Languages +6, Move Silently +17, Profession (Fence)
Fringe, these weapons can manifest with the spirits who
+12, Search +10, Spot +11, Tumble +12. Feats:
carry them, and leave burning trails of smoke-gray
Blocking Basics, Break Fall, Hidden Run, Holding
metal near the physical wounds they make. When
Basics, Improved Equilibrium, Master Fence. Gear:
thrown or lost, they “melt” into their surroundings,
Weapons, Bundle B. Gadgets and Vehicles: Standard
dissolving a permanent channel in whatever surface
shoes w/shock-tip and suction features.
they land on or wedge into (including human skin).
HQ personnel: 4 HQ security: 5
Gray Blades, 5th level lingering spirits (minions,
Exceptional Burglars: These men and women are
squads of 6). CR 4. SZ M; v/wp: 38/13; Init: +9 (+4
highly skilled and not a little skittish. Most of them have
class, +4 Improved Initiative, +1 Dex); Speed 30 ft.;
criminal records and won’t allow themselves to be taken
Def +3 (+2 class, +1 Dex); Atk: Touch +6 (1d8 + spe-
prisoner. On the flip side, any of them might betray the
cial), large knife* +6 (1d6); Face 1 square; Reach 1
others (including Grapple) to save his own life and
square; SA chilling touch, energy drain, manifestation,
remain free from incarceration.
otherworldly wail, telekinesis; SQ spectral, undead,
unnatural aura; SV Fort +4, Ref +4, Will +3; Str 0, Dex

120
New Threats
Exceptional Burglars, 10th level minions (squads of contact. Grapple knows as much about the Architects as
2). CR 9. SZ M; v/wp: 47/12; Init: +11 (+8 class, +3 anyone outside of the Conspiracy, and might be per-
Dex); Speed 30 ft.; Def +7 (+4 class, +3 Dex); Atk: suaded to exchange (somewhat cryptic) information for
Glock 31 +12 (3d4+1); Face 1 square; Reach 1 square; his freedom if he is caught.
SA per class; SQ per class; SV Fort +8, Ref +8, Will +5;
Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 10; Hook Sheet: The Memo
Skills: Appraise +5, Balance +6, Bluff +5, Climb +8, Hook sheets are a combination of props and plot
Electronics +6, Escape Artist +7, Forgery +5, Hide +8, hook collections, with a sampling of supporting statis-
Listen +6, Move Silently +10, Open Lock +6, Search tics, that GCs can use to kick-start their games. For a
+6, Spot +5, Tumble +8. Feats: Improved Equilibrium, hook sheet dedicated to the Architects of the Fringe, see
Traceless. Gear: Weapons, Bundle B. Gadgets and page 134.
Vehicles: None.
Club Demetrian
Foil (any serial): Dr. Code: Yellow
Lothario Algernon, This is a short-season (3-serial) threat appropriate
The Lord of Superstition for a team of 6th-level agents.
See page 112 for a full description of this enigmatic
High power spy action often requires high quality
figure in the Archer Conspiracy.
relaxation to recuperate, and the Archer Foundation
While Dr. Algernon is a Foundation agent, largely
maintains a number of discreet corporate contracts with
dedicated to their primary mission, he is also one of
various leisure and vacation centers around the world.
very few people who know the truth about the
One such facility is the Club Demetrian, located in a
Architects of the Fringe, and the danger they represent.
cluster of islands at the northern edge of New Zealand’s
He always strives to keep Conspiracy agents alive, but
territorial waters. The Archer Foundation has added a
if he sees a clear chance to take the Architects down
team of psychologists to the staff to help “depressurize”
(or even just hurt them), he may do it — even at the cost
and assess agent teams returning from the field.
of agent lives. This is where his loyalty roll comes in
Unfortunately, while this has had a remarkable effect on
during this season.
agent teams, it has also created an opportunity too good
Plot Hook #1 for the Shop to miss.
Grapple and his associates take over the Museum of MP Cost: 305
Theoretical Science in Prague, which Schrader believes Resources: 3 (31 BP for minions, 46 BP for henchmen
is the final resting place for a journal relating part of the and foils, 56 BP for masterminds)
Architects’ earthly origins. The thief holds the staff Gadgets: 8 (8 gadget points per serial)
hostage, primarily to keep them out of the way while his Loyalty: 4 (+4 to loyalty checks)
team sifts through the historical section to claim the HQ Personnel: 5 HQ Security: 2
prize. The agents are sent in to discover what Grapple
wants and to prevent his escape. Serial Three: Romeo Amatee
How this serial plays out is largely dependent upon An electronics prodigy, Romeo was raised in Guam,
Grapple’s actual motives, as follows. where he joined the US Navy to improve his lot in life.
Years of service instilled a strong sense of discipline in
Possibilities the young man and offered him an impressive electron-
ics background with many field hours under his belt.
1. Grapple is more loyal to his crew than to the money
After several minor brushes with the world’s shadow
Schrader offers him. He pulls out at the first sign that
communities, Romeo was eventually recruited by the
his men might be injured or killed. The burglars fight
Company and rose steadily through the ranks to become
tenaciously, seeking to withdraw, and leave none of
a mid-level electronic intelligence asset and occasional
their own behind, if possible.
gadget tester. The possibilities of PsiTech became an
2. Grapple has long since been dominated by the obsession for the agent and he converted a sterling
Architects, making him a cold and calculating killer record of Company service into a post with the R&D
willing to sacrifice anything, including himself, to see department. Then in 2001, Romeo became one of the
the journal recovered. agents who vanished during the Shop’s defection, and a
name high on the Company’s most wanted list.
3. While Grapple takes commissions from Schrader, he is
Since Romeo’s defection, Shop researchers have
personally curious about the contents of the journal. He
unlocked his hidden potential, awakening him as a
has brought equipment with him to duplicate the
mildly potent mentalist. While occasionally capable of
journal for his own use before handing it over to his

121
Archer Foundation
creating minor gadgets, most of his work relies on a Romeo Amatee, 7th-level snoop/2nd-level mentalist,
firm grounding in traditional electronic and mechanical D-2: military ops (mastermind): CR 9. SZ M; v/wp:
principles. Coupled with his strong understanding of 52/14; Init: +6 (+5 class +1 Dex); Speed 30 ft.; Def 18
biological stressors and conditioning (brainwashing) — (+7 class +1 Dex); Atk: Colt M1911A1 +6 (1d12); Face
illustrated through several ground-breaking research 1 square; Reach 1 square; SA per classes; SQ per class-
papers while he worked with the Company — Romeo es; SV Fort +6, Ref +7, Will +7; Str 10, Dex 13, Con 12,
was the perfect candidate to head up the Shop’s infil- Int 16, Wis 10, Cha 11; Skills: Bureaucracy +6,
tration of Club Demetrian. Computers +12, Concentration +10, Cryptography +9,
Staging Notes: Romeo’s Demetrian operation is hid- Cultures +5, Electronics +22, Gather Information +10,
den underground within a small, uninhabited island Knowledge (Psychology) +13, Listen +8, Mechanics
adjacent to the target site (declared off-limits to the +16, Search +8, Sense Motive +9, Spot +8. Feats:
public as a bird sanctuary). His underground facility Advanced Skill Mastery (Grease Monkey), Efficient
isn’t large, containing only a series of offices, dormito- Power (Spatial Comprehension), Grease Monkey,
ries, prison cells, and the “theater” where Romeo and his Psychoinventive Basics, Talented (Electronics),
assistants perform the dirty work of brainwashing (see Toughness. Psion Skills: Gadgeteer +14, Spatial
below). Limited space and resources make it difficult for Comprehension +12. Gear: Weapons, coveralls and lab
Romeo to handle more than two “remotivation candi- coat (average clothes), PDA, Computer terminal (+7
dates” at once, but also limits the number of blind spots power rating). Gadgets and Vehicles: Match grade .45
in his security system — as well as the number of clos- service pistol, The Theater (see next).
ets his security personnel have to travel through to
reach intruders. Gadget: The Theater
This sinister-looking chamber is dominated by a
pseudo-dentist’s chair attached to formidable array of
ultra-sound and electrical stimuli
equipment used to wear down a
captive’s resistance, leaving him
vulnerable to the Shop’s subconscious
instructions. While not a fundamental
improvement over traditional brain-
washing techniques of sleep depriva-
tion and isolation (which are also car-
ried out elsewhere in the headquar-
ters), the Theater does break down a
target’s willpower at a remarkable
rate, allowing the Shop to remove a
target agent, turn him, and return him
to the club within one night, fast
enough to avoid most suspicion.
Mechanics: Agents subjected to
the Theater’s process lose one point of
Will save bonus per hour, to a mini-
mum Will save bonus of –2. The
agent’s Will save bonus is recovered
at the rate of one point per hour once
he is removed from the Theater.
The Handlers: Romeo employs a
modest staff of guards who help
remove patients from their rooms at
Club Demetrian, bring them to his
island, and return them after the
Theater process is complete. Typically,
these men are present for each
patient’s first treatments as well, to
ensure that they don’t break free of

122
New Threats
their bonds. After a few treatments, however, most The Staff: Heather is assisted by numerous Shop
patients’ are mollified and the handlers can return to the operatives planted in and amongst the resort staff. Like
challenging task of fighting off boredom in Romeo’s Heather they avoid combat, and instead present them-
remote island hideaway. selves as useful and friendly desk clerks, masseurs, and
water polo instructors, always eager to help the agents
Handlers, 5th-level minions (squads of 8): CR 4. SZ M;
with anything they need. Of course, they’re also regu-
v/wp: 25/13; Init: +6; Speed 30 ft.; Def 14 (+2 class,
larly close at hand to listen in on any conversations
+2 Dex); Atk: Club +6 (1d6+1), taser +7 (1d8), NORIN-
held in less than complete secrecy.
CO QBZ-97 +7 (3d6+1); Face 1 square; Reach 1
square; SA per classes; SQ per classes; SV Fort +5, Ref Staff, 4th-level femme fatales (squads of 7): CR 3. SZ
+5, Will +1; Str 12, Dex 14, Con 13, Int 10, Wis 10, M; v/wp: 25/13; Init: +3 (+2 class, +1 Dex); Speed 30
Cha 10; Skills: Listen +5, Sense Motive +4, Spot +5. ft.; Def +4 (+3 class, +1 Dex); Atk: Beretta Cheetah +4
Feats: Expertise (Taser), Holding Basics, Improved (2d4); Face 1 square; Reach 1 square; SA per class; SQ
Disarm. Gear: Weapons, Handcuffs, Headset radios. per class; SV Fort +5, Ref +5, Will +1; Str 10, Dex 12,
Gadgets and Vehicles: None. Con 10, Int 10, Wis 13, Cha 16; Skills: Bluff +7,
Diplomacy +5, Disguise +5, Driver +3, Innuendo +5,
Serial Two: Heather Gold Listen +3, Perform +5, Profession (various) +3, Read
Working directly in the Club Demetrian compound, Lips +2, Sense Motive +3. Feats: Mark, The Look. Gear:
Heather is the psychologist provided by the Foundation Weapons, fashionable clothes. Gadgets and Vehicles:
to help debrief and evaluate visiting agents. She per- None.
forms this task admirably… while identifying agents
whose commitment to the Foundation may be fragile or Serial one: Robert “Ogre”
in decline. Her files (organized with a unique but simple Malone
personal code) include lists of dozens of candidates for The first sign of trouble for the Foundation is a
Romeo’s “program.” respected agent, codename Ogre, who opted to retire
Heather avoids direct confrontation at all times, and eight months ago after a particularly bloody mission
attempts to slip away rather than fight. She has devel- from which he was the only survivor. Ogre was permit-
oped a carefully planted web of misdirection pointing to ted to leave the Conspiracy with honors and established
the resort’s chief manager as the most likely suspect in a cover identity in a small apartment in Singapore.
any investigation of the facility, which she hopes to use Two months ago it became apparent that Ogre
as a smoke screen if the project goes south. hadn’t left the business quite as far behind as the
Staging Notes: While Heather arranges transfer of Foundation thought: he’s been running small teams of
kidnapped agents to the docks area (covering for their freelance operatives for an as yet unidentified handler.
brief absence with reports of special individual therapy), Staging Notes: When dispatched to investigate the
she does not know the precise location of the hidden fallout of these operations, the trail leads back to Ogre.
center. Enterprising agents may have to convince her to From there, the agents are instructed to prepare a non-
arrange their kidnapping (or fake their own transfer to violent approach to the decorated agent (whose cover is
the dock personnel) in order to track down the opera- not to be blown, should this prove to be a misunder-
tion’s true heart. standing) and persuade him to explain his actions.
Upon their arrival, the agents are met with unex-
Heather Gold, 5th/3rd-Level telepath/scanner
pected and unrestrained violence, leading to a foot
(henchman): CR 8. SZ M; v/wp: 16/69; Init: +7 (class);
chase through the local nightclub district. Clues to
Speed 30 ft.; Def +4 (class); Atk: Ruger SP-101 +3
Ogre’s change of heart point to the period of his abrupt
(1d8+1); Face 1 square; Reach 1 square; SA per class-
retirement. Did he receive a better offer from one of the
es; SQ per classes; SV Fort +5, Ref +5, Will +8; Str 10,
Foundation’s competitors — possibly during his stay at
Dex 10, Con 16, Int 13, Wis 14, Cha 14; Skills: Bluff
Club Demetrian?
+15, Cryptography +12, Diplomacy +13, Intimidate +8,
Gather Information +7, Sense Motive +8. Feats: ESP Robert Malone, 8th-level pointman, D-6: wetworks
Basics, ESP Mastery, Imprint Basics, Imprint Mastery, (henchman): CR 8. SZ M; v/wp: 13/48; Init: +10 (+3
Persuasive, Psion Prodigy, Run. Psion Skills: Empathy department, +3 class, +4 feat); Speed 30 ft.; Def +3
+17, Memory Flash +7, Project Thought +7, Sensory (+3 class); Atk: Fist +9 (1d6+3), FN FAL +6 (4d4+2),
Tap +7, Telempathy +9. Gear: Weapons, Bundle A. 9mmP M1911A1 +6 (1d12); Face 1 square; Reach 1
Gadgets and Vehicles: Contacts with hypnosis lenses, square; SA per class; SQ per class; SV Fort +5, Ref +7,
Micro-grenade earrings (×2), Standard watch with Will +6; Str 17, Dex 11, Con 13, Int 15, Wis 10, Cha 14;
garrote and memory cache. Skills: Bluff +12, Driver +4, First Aid +4, Hide +10,
HQ Personnel: 3 HQ Security: 1 Innuendo +10, Knowledge (Archer Foundation) +6,

123
Archer Foundation
Languages +10, Move Silently +8, Profession Lords wish to confirm this hypothesis and agents are
(Instructor) +8, Profession (Middleman) +6, Sense dispatched to investigate. How this mission dovetails
Motive +10, Tumble +8. Feats: Handler, Improved into the Shop’s program at Club Demetrian is linked to
Initiative, Martial Arts, Undermine. Gear: Weapons, the reasons for Ogre’s attack on the safe house.
Bundle B. Gadgets and Vehicles: Helicopter.
HQ Personnel: 0 HQ Security: 3 Possibilities

The Trolls: Robert has assembled several teams of 1. The Trolls simply aren’t living up to Ogre’s expectations.
operatives to whom he offers his expertise and acts as a As a loyal and trusted frontline handler for the Shop,
control and middleman. These “trolls” have benefited Ogre hopes to gain prestige for himself and his teams
greatly from Ogre’s contacts and training, and are shap- by using his old passwords to give them a leg up during
ing up into tough, capable covert assets for hire. an upcoming mission against the Foundation. Now he’s
furious that the trolls have lead the Foundation back to
The Trolls, 5th-level operatives, D-4: urban assault
him, and he expects them to do anything and every-
(squads of 5): CR 4. SZ M; v/wp: 30/14; Init: +5 (+3
thing in their power to cover up his identity and
class, +2 Dex); Speed 30 ft.; Def +5 (+3 class, +2 Dex);
involvement. If that means killing some of his former
Atk: Thompson M3A1 +4 (1d10+1); Face 1 square;
comrades, so be it.
Reach 1 square; SA per class; SQ per class; SV Fort +5,
Ref +5, Will +4; Str 13, Dex 14, Con 14, Int 10, Wis 13, 2. Ogre’s time in the Theater was part of an even more
Cha 10; Skills: Bluff +3, Climb +4, Demolitions +5, experimental battery of tests. His response to the re-
Driver +5, Hide +9, Move Silently +9, Search +3, Spot motivation process was exceptional, but the Shop is
+6, Surveillance +4, Tumble +5. Feats: Point Blank now worried that it might be a ruse to place a double
Shot, Stealthy. Gear: Weapons, headset radio. Gadgets agent in their midst. Ogre is being held at arm’s length
and Vehicles: None. and given risky assignments to gauge his response, and
that of his former Foundation masters. At this point the
Foil: Janice Hapstein Shop is willing to sacrifice Ogre simply to confirm that
(any serial) he has become a loyal servant, verifying the promise of
A stock analyst for an old British banking concern, the new treatment process.
Miss Hapstein has become a trusted and valued part of
3. Ogre’s time in the Theater did reduce his loyalties to the
her office team and is under consideration for partner.
Archer Foundation, but now he’s simply gone indepen-
She has taken advantage of her meteoric rise (and
dent. His new team performs the safe house break-in
accompanying bonuses) to make several trips to Club
using knowledge he provides (along with some of his
Demetrian in the last few months, from her home in
slightly out of date passcodes). The stolen Archive
Singapore. Is this hard-headed young woman Ogre’s
information is valuable, but doesn’t particularly threat-
controller, a plant at the club, or the next candidate for
en the Conspiracy. As the agents close in, the Trolls have
“motivational therapy” in the Shop’s hidden base?
returned to Singapore (leaving a few clues and plan-
Janice Hapstein, 5th-level femme fatale/1st-level ning to fence the knowledge), while Ogre has taken a
snoop (foil): CR 6. SZ M; v/wp: 11/30; Init: +5 (+4 healthy cut off the top and is in hiding.
class +1 Dex); Speed 30 ft.; Def +6 (+5 Class, +1 Dex);
Atk: Taser +2 (1d8); Face 1 square; Reach 1 square; SA Plot Hook #2
per classes; SQ per classes; SV Fort +1, Ref +5, Will +5; A chance encounter by a field agent who knows
Str 9, Dex 12, Con 11, Int 15, Wis 12, Cha 15; Skills: Robert Malone well enough to recognize his new iden-
Bluff +8, Craft (Gardening) +4, Diplomacy +6, Disguise tity files a report citing that he handed off a substantial
+6, Driver +4, Hobby (Tourist) +6, Innuendo +6, Listen amount of money to a Miss Janice Hapstein. A cross-
+4, Perform +6, Profession (Stock Broker) +12, Sense check of records shows no known source of income that
Motive +5; Feats: Ordinary Past, The Look. Gear: can account for the money involved (somewhere near
Weapons, designer clothes, cell phone, PDA. Gadgets half a million US dollars). The agents are asked to trace
and Vehicles: None. the funds and confront Ogre if the results are suspicious.
This investigation leads back to Club Demetrian in one
Plot Hook #1 of the following ways.
A Foundation safe house in Indonesia is attacked by
1. Janice Hapstein’s name is distantly linked to several
a covert combat team (actually Ogre and his Trolls). The
scandals in the Nikei stock exchange. She is blackmail-
attack is skillfully disguised as a simple robbery, but a
ing Ogre, who agreed to meet her in person only so he
near simultaneous illicit download from the
could identify his blackmailer. When the agents arrive,
Foundation’s Archive suggests the location is used to
Ogre’s apartment is empty, and when they check on the
work around some of the Foundation’s firewalls. The

124
New Threats
other lead (Ms. Hapstein), they arrive just in time to every member, yet he has the utmost confidence in his
thwart an assassination attempt by the Trolls. Ogre has chosen captains, followers who have proven their dedi-
fled back to Club Demetrian — and his Shop masters — cation and ability.
seeking refuge from the Foundation. With the cult’s leadership in place, Qui-Lau devoted
his time to his true mission: determining the identity of
2. When spotted, Ogre was in the midst of setting up a
the Ten Suns. Two years ago, the seat of the first was
secure account for distributing money to the Trolls.
revealed at last: the Archer Institute for the Sciences. At
Business has been good, but the arrival of Archer oper-
first he thought they could simply bomb the building
atives provokes a more than jittery response from the
out of existence, killing the “demon” resting within. But
unstable Ogre, who flees back to Club Demetrian for
the response of Australian intelligence agencies was
protection. The Shop orders Ogre back out into the field
remarkably swift, and many operatives moved to pro-
to lure the agents into a trap. After their capture, the
tect the Institute.
Shop can reprogram them and feed a bogus story back
Now the cult is bent on unraveling the strange links
to the Foundation to cover their operation at the resort.
between this seemingly harmless think-tank and the
3. The Shop is planning a complex hit and Ogre is acting Australian government — and discovering a way to pre-
as a middleman, hiring and paying a new team for the vent the organization from causing the death of hun-
job. When agents appear, he assumes the Foundation dreds of millions if the visions come to pass.
knows everything, skips the dialogue, and goes straight
MP Cost: 325
for his firepower. Once he is captured or killed, the
Resources: 4 (27 BP for minions, 42 BP for hench-
agents are charged with learning the identity of his
men and foils, 52 BP for masterminds)
secret masters, an investigation which eventually leads
Gadgets: 3 (3 gadget points per serial)
back to Club Demetrian.
Loyalty: 7 (+7 to loyalty checks)
The Cult of the Ten Suns HQ Personnel: 3 HQ Security: 5
Code: Red Serial Four: Tian Qui-Lau
This short-season (4-serial) threat is appropriate for
Tian Qui-Lau has always been something of a mys-
a team of 2nd-level agents.
tic. A scholar of the I Ching and a modestly successful
This threat involves the encroaching enemies from draftsman specializing in traditional feng shui tech-
Asia first mentioned in the Shadowforce Archer niques, his life has been forever changed by the plague
Worldbook (see page 54), as well as potentially rogue of visions in his restless mind.
feature agent Dareka, whose loyalties remain unknown. Staging Notes: Qui-Lau now resides at the cult’s
Five years ago a young scholar named Tian Qui-Lau secret retreat, an abandoned temple recently renovated
was consumed with a dream of coming fire — he saw ten with cult funds. Only members who have been with the
suns (the embodiments of ancient warrior-kings) rising cult a year or more are brought to the retreat to medi-
in the east, then setting upon ten different regions of the tate with the prophet, and even those few are rarely
world, laying waste to each in a great conflagration. allowed to know the temple’s true location.
When the tenth sun fell, Qui-Lau knew, the fires would
Tian Qui-Lau, 2nd-level faceman/4th-level fixer
die and world would grow cold and dead. He woke from
(mastermind): CR 6. SZ M; v/wp: 39/13; Init: +5 (+4
the dream in a cold sweat and knew, with absolute cer-
class, +1 Dex); Speed 30 ft.; Def +5 (+4 class, +1 Dex);
tainty, that this vision held the keys to his destiny.
Atk: Garrote +5 (special), whip +5 (1d6), CZ-75 +4
Qui-Lau became something of a prophet, spreading
(1d10+1); Face 1 square; Reach 1 square; SA per class-
tales of “Time of the Ten Suns.” Unlike most doomsday
es; SQ per classes; SV Fort +5, Ref +4, Will +6; Str 12,
prophets, however, Qui-Lau saw his vision as a sign of
Dex 10, Con 13, Int 14, Wis 16, Cha 18; Skills: Appraise
hope — he felt that the suns had been revealed too soon.
+8, Cultures +8, Diplomacy +9, Escape Artist +5, Hide
More visions followed and he grew to believe the suns
+8, Innuendo +11, Knowledge (Occult) +7, Knowledge
could be stopped if only he could untangle the meaning
(Feng Shui) +8, Move Silently +8, Profession
of his dreams before it was too late.
(Architect) +8, Read Lips +8, Sense Motive +10. Feats:
Tian Qui-Lau soon attracted a surprisingly large fol-
Glimpse, Mystic, Silver Tongue. Gear: Weapons (x2),
lowing — an accomplishment he credits to the veracity
formal robes. Gadgets and Vehicles: Standard belt with
of his vision. In truth, the success of his cult rests
razor’s edge.
squarely on his intense presence — as a speaker he is
electric, able to sway even potential enemies to join his Sanctum Guardians: The temple’s inner sanctum is
mission. In the past two years the cult has grown large staffed by a cadre of hand-picked followers well-versed
enough that Qui-Lau can no longer meet and speak with in both the mystic and the martial arts. These fanatics
fight to the death to protect the prophet.

125
Archer Foundation
Sanctum Guardians, 4th-level minions (squads of 4): Serial Two: Chih Zigong
CR 3. SZ M; v/wp: 24/14; Init: +4 (+3 class, +1 Dex); The cult has only recently organized an operations
Speed 30 ft.; Def +3 (+2 class, +1 Dex); Atk: Fist +4 arm to counter the terrible visions of its prophet. Chih
(1d6), IMI Uzi +3 (1d10+1); Face 1 square; Reach 1 Zigong has stepped up to fill the role of “minister of
square; SA per class; SQ per class; SV Fort +6, Ref +3, actions,” and hired the assassin who starts the gang war
Will +2; Str 10, Dex 13, Con 14, Int 10, Wis 12, Cha 10; described on page 13 (A.S.P., see Serial One).
Skills: Listen +10, Knowledge (Occult) +5, Search +6, Staging Notes: Chih’s headquarters is in a warehouse
Sense Motive +5, Spot +10. Feats: Alertness, Martial in a run-down dock area. He is not aware of the loca-
Arts. Gear: Weapons, fatigues, headset radios. Gadgets tion or condition of Archer operative Dareka, but can
and Vehicles: None. provide the location of his superiors and the cult’s main
temple in Hong Kong (see Serial Three).
Serial Three: Liu Chung
Chih Zigong, 4th level pointman (henchman): CR 4.
Many of Qui-Lau’s followers have been moved by
SZ M; v/wp: 27/10; Init: +2 (class); Speed 30 ft.; Def
his visions, and those who responded to his plea have
+2 (class); Atk: CZ-100 +4 (1d10+1); Face 1 square;
quickly risen to positions of power within the cult. One
Reach 1 square; SA per class; SQ per class; SV Fort +2,
such convert is Liu Chung, head of the cult’s central
Ref +2, Will +5; Str 10, Dex 11, Con 10, Int 11, Wis 13,
“temple” in Hong Kong. More a fortress (and indoctri-
Cha 16; Skills: Bluff +10, Bureaucracy +7, Computers
nation site) than the rickety exterior leads most to
+4, Diplomacy +10, Knowledge (Occult) +5,
believe, it is through this location that Captain Chung
Knowledge (Underworld) +7, Read Lips +5, Sense
directs hundreds of troops loyal to the prophet’s cause.
Motive +6, Spot +6. Feats: Point Blank Shot, Political
More importantly to the agents, Chung knows the loca-
Favors. Gear: Weapons. Gadgets and Vehicles: Match
tion of the cult’s sacred retreat, where Qui-Lau resides
grade 9mmP service pistol.
(see Serial Four).
HQ Personnel: 3 HQ Security: 2
Liu Chung, 5th level soldier (henchman): CR 5. SZ M;
Street Toughs: Chih runs a network of cultists dis-
v/wp: 32/11; Init: +5 (+4 class, +1 Dex); Speed 30 ft.;
guised as a local street gang, mainly so he can remain
Def +3 (+2 class +1 Dex)/+2 (in armor); Atk: Fist +7
in the know about the word on the street. These men are
(1d6+2), Kalashnikov Saiga 12K +6 (2d12/5d4); Face 1
relatively benevolent for a gang, focused more on
square; Reach 1 square; SA per class; SQ per class; SV
discovering and destroying the Ten Suns than strong-
Fort +4, Ref +4, Will +1; Str 14, Dex 13, Con 11, Int
arming their enemies or extorting money. The police
12, Wis 10, Cha 12; Skills: Bureaucracy +5, Demolitions
generally leave them alone and the locals see them more
+9, Driver +6, First Aid +8, Intimidate +10, Sport
as a crime watch group than a criminal problem.
(Tai-chi) +4, Surveillance +6, Tumble +6. Feats: Martial
Arts, Point Blank Shot, Police Training, Precise Shot, Street Toughs, 2nd-level soldiers (minions, squads of
Punching Basics. Gear: Weapons, tuxedo liner. Gadgets 4): CR 1. SZ M; v/wp: 13/11; Init: +2 (class); Speed 30
and Vehicles: SUV. ft.; Def +1 (class); Atk: Club +4 (1d6+2); Face 1
HQ Personnel: 5 HQ Security: 3 square; Reach 1 square; SA per class; SQ per class;
SV Fort +3, Ref +2, Will +0; Str 14, Dex 10, Con 11,
Fanatics: Captain Chung personally trains these
Int 10, Wis 10, Cha 10; Skills: Knowledge (Occult) +2,
promising followers for possible field action, knowing
Listen +3, Spot +4. Feats: Power Attack. Gear:
that one day the cult will have to confront enemies far
Weapons. Gadgets and Vehicles: None.
more formidable than the eggheads at the Archer
Institute for the Sciences. Serial One: A.S.P.
Fanatics, 3rd-level minions (squads of 6): CR 2. SZ M; The cultists have hired a former agent turned
v/wp: 16/12; Init: +4 (+3 class, +1 Dex); Speed 30 ft.; freelance killer known as A.S.P. to plug the leak in
Def +2 (+1 class, +1 Dex); Atk: Fist +3 (1d6), IMI Uzi their security (i.e. killing the infiltrator, Dareka).
+3 (1d10+1); Face 1 square; Reach 1 square; SA per Unfortunately, he missed, killing Connie Tokajiro
class; SQ per class; SV Fort +4, Ref +3, Will +1; Str 11, instead. (Whether this was an accident or by intent
Dex 12, Con 12, Int 10, Wis 10, Cha 10; Skills: Listen remains to be seen — see page 18.)
+5, Knowledge (Occult) +2, Sense Motive +4, Spot +5. Staging Notes: Believing that he fulfilled his con-
Feats: Martial Arts, Point Blank Shot. Gear: Weapons, tract, A.S.P. returned to his safe house, where he is
fatigues, headset radios. Gadgets and Vehicles: None. currently hiding out. While the safe house is secured
with a number of electronic devices, A.S.P. doesn’t have
any minions or followers to help him when the agents
come to call. He prefers ranged combat, and flees to the
rooftops if at all possible, counterattacking once he has
some distance between himself and his pursuers.

126
New Threats
Finding A.S.P. is only the first step — agents must he decides is the enemy and who he sides with in the
also trace his employer, Chih Zigong (see Serial Two). end — the Triads, the Cult of Ten Suns, or even the
agents — may be determined by his loyalty check or
A.S.P., 5th-level soldier/1st-level sniper, D-0:
the GC.
home office (henchman): CR 6. SZ M; v/wp: 43/12;
Init: +8 (+5 class, +3 Dex); Speed 30 ft.; Def +6 (+3 Gendo Yoshioka, 2nd-level fixer/3rd-level soldier
class, +3 Dex); Atk: Combat knife +7 (1d6+1), FN (foil): CR 5. SZ M; v/wp: 32/11; Init: +5 (+4 class +1
Nemesis +9 (2d12+2); Face 1 square; Reach 1 Dex); Speed 30 ft.; Def +4 (+3 class +1 Dex); Atk:
square; SA per classes; SQ per classes; SV Fort +5, Glock 21 w/silencer +5 (1d12); Face 1 square; Reach 1
Ref +8, Will +1; Str 13, Dex 16, Con 12, Int 10, Wis square; SA per classes; SQ per classes; SV Fort +5, Ref
11, Cha 10; Skills: Balance +8, Climb +8, Hide +10, +6, Will +4; Str 12, Dex 13, Con 11, Int 12, Wis 12,
Jump +8, Profession (Assassin) +6, Surveillance +6. Cha 12; Skills: Bluff +7, Gather Information +8, Hide
Feats: Dodging Basics, Far Shot, Improved +10, Innuendo +5, Intimidate +9, Listen +5, Move
Equilibrium, Marksman, Point Blank Shot, Precise Silently +10, Open Lock +8. Feats: Iron Will, Point
Shot, Run, Side Step. Gear: Weapons, smoke grenade Blank Shot, Speed Trigger, Stealthy. Gear: Weapon,
(x2). Gadgets and Vehicles: A.S.P. suit (see below), fashionable clothes. Gadgets and Vehicles: Luxury car.
motorcycle. HQ Personnel: 3 HQ Security: 2
HQ Personnel: 0 HQ Security: 6
Yakuza Muscle: Gendo leads a horde of Yakuza street
New Gadget: A.S.P. Suit muscle to help him meet out the brotherhood’s justice.
These thugs are anxious to find someone responsible
This gadget grants the wearer all the effects of a
and make them pay in blood for the “family’s beautiful
chameleon suit and suction shoes (see the Shadowforce
flower.” Only Gendo’s calm superiority keeps them in
Archer Worldbook, pages 205, and the Spycraft
check.
Espionage Handbook, page 141), without the basic fea-
tures of gadget-suits or gadget-shoes. Further it grants
the wearer a +10 gear bonus with the Control
Metabolism psion skill (see the
Shadowforce Archer Worldbook,
page 194), and allows him to
make all standards checks with this
skill even if he is not a psion. The
vitality cost for any A.S.P.-grant-
ed use of the Control Metabolism
skill is doubled, however, and
the effect is not considered
psionic, nor does it leave
psionic traces.

Foil (any seri-


al): Gendo
Yoshioka
The Yakuza are determined to
avenge themselves upon the Triads
for the assassination of Connie
Tokajiro, and their oyabuns have
placed this prominent mid-level
street enforcer to take the fight back
to the enemy. Fortunately Gendo
Yoshioka is a veteran of the Asian
underworld, and he’s been paying
attention. He’s not convinced the
Triads are behind the hit on Tokajiro-
sama’s sister, and has launched his
own investigation into the matter. Who

127
Archer Foundation
Yakuza Muscle, 2nd-level mercenaries (minions, Hook Sheet: Tokyo Pile-Up
squads of 5): CR 1. SZ M; v/wp: 15/10; Init: +1; Speed Hook sheets are combinations of props and plot
30 ft.; Def +1 (class); Atk: Ingram Mac-10 with teflon hook collections, with a sampling of supporting statis-
tips +0 (1d12); Face 1 square; Reach 1 square; SA per tics, that GCs can use to kick-start their games. For a
class; SQ per class; SV Fort +3, Ref +0, Will +2; Str 10, hook sheet dedicated to the Cult of the Ten Suns, see
Dex 10, Con 10, Int 10, Wis 10, Cha 10; Skills: page 136.
Demolitions +1, Diplomacy +1, Driver +1, Gather
Information +1, Listen +1, Sense Motive +1, Spot +1, Villain X
Survival +1. Feats: Point Blank Shot. Gear: Weapons, Code: Black
plain clothes. Gadgets and Vehicles: None. This short-season (3-serial) threat is appropriate for
a team of 9th-level agents.
Plot Hook #1
Villain X is the Shop’s most ambitious project to
Some time ago, Two assigned one of his finest infil-
date — an armored warrior capable of taking the fight
trators, PAC agent Dareka, to track down the origin of
against the Archer Foundation to an entirely new level.
interference with Foundation activities in Southeast
But he is also potentially their Achilles heel. He’s rash,
Asia (see the Shadowforce Archer Worldbook, page 54
arrogant, and abuses the power the Shop’s granted him.
for more). Shortly thereafter, Dareka abruptly vanished.
He’s also susceptible to bouts of infantile and self-
Now, months later, Dareka is requesting immediate
aggrandizing behavior, such as his global broadcast
extraction and the Foundation must balance its loyalty
shortly after the Shop’s Technology for Tomorrow ruse,
to its agent with the possibility that she might be work-
an action which the Shop didn’t know about, let alone
ing for one or more enemy forces. Connie Tokajiro’s
approve (see Chapter 1 for more information about these
assassination further complicates matters, throwing
events).
Dareka’s loyalties into serious doubt.
Still, even with all these flaws, Villain X is an
The agents are sent in to locate Dareka, get her out
incredible asset. The person within the armor (whose
of the area, and return her to Australia for a complete
identity — in fact, whose gender — is as yet unknown)
debriefing. The trail leads to the site of the assassination
is an undisputed master with field leadership and com-
(Studio Alta, see page 13) and Dareka’s last known
bat training, who has led a number of decisive Shop vic-
location, at Chih Zigong’s headquarters (Serial Two).
tories against Archer Conspiracy cells and resources.
Dareka has her own agenda, however, as described by
The Foundation considers Villain X an immediate
the possibilities below.
danger to the entire world and assigns as many agent
Before they can act on what they learn in those loca-
teams as it can free up to track him down and capture
tions, however, A.S.P. receives a new contract from the
or destroy him. This threat assumes the agents are one
Cult — eliminate the interlopers.
such team.
Possibilities MP Cost: 408
Resources: 3 (34 BP for minions, 49 BP for hench-
1. Dareka has already fled the region. The agents are left
men and foils, 59 BP for masterminds)
to trace the cult and discover the location of the main
Gadgets: Special — 13 gadget points per serial
temple in Hong Kong without her.
Loyalty: 6 (+6 to loyalty checks)
2. Dareka sends the team confusing messages throughout HQ Personnel: 3 HQ Security: 5
their investigation (possibly keeping the action on track
if the agents stray). She is then found imprisoned inside Serial Three: Villain X
the Tian Qui-Lau’s sacred retreat and after being res- The mysterious Villain X makes his debut in a glob-
cued by the agents returns to the Archer Foundation al video broadcast, accompanied by vague threats and
for a high level debriefing. techno-centric rhetoric. In the days and weeks after this
event, the Shop’s new “general” attacks Archer facilities
3. Fearful that the Lung Triads plan to kill her, Dareka
and other technology centers almost at random. Not
takes shelter with the Yakuza. Unfortunately they
only are his tactics unpredictable, but he freely hops
sequester (imprison) her out of sight until Gendo
from continent to continent, striking targets across the
Yoshioka is satisfied that she didn’t set Connie up. If the
globe — courtesy of a small fleet of advanced tilt-rotor
agents fail to uncover the cult’s influence, Dareka must
VTOL aircraft.
escape on her own…
Game Control Alert: While Villain X appears promi-
nently in the final serial of this season, he also has a
pivotal place in the ongoing Shadowforce Archer story.
Though he engages the agents in combat (eager to prove

128
New Threats
the superiority of his technology and abilities), Gadget: Eagle-Armor
he should ultimately escape — for now. Villain X’s armor is a larger and more advanced ver-
Villain X attempts to break off combat when the sion than the suits used by his shock troops (see page
agents reduce him to below 30 vitality. If necessary, his 130), and provides a variety of benefits, including the
second-in-command, “Backtrack,” stands ready to tele- effects of a gas mask, sunglasses, headset radio with
port him to safety (though GCs should use this con- encryption, NBC suit, and full voice modulation (there’s
trivance only if absolutely necessary). Should it be more no chance of identifying the wearer’s true voice pat-
appropriate for your game, or should the agents some- tern). It also features a 3-hour internal air supply.
how manage to unmask or “kill” Villain X before he can Sensors in the helmet provide Villain X with the
escape, the team finds the enemy’s armor empty (per- Uncanny Dodge ability. Fully retractable talons give
haps clearly controlled by remote), and notice a count- him a base damage of 1d8+1 (normal) with unarmed
down that ends in a titanic explosion (see below). The attacks and the boots grant him a +2 gear bonus to
true Villain X is safe elsewhere. Balance checks on slippery terrain, as well as the bene-
The real prize of this season is the capture (or at least fit of combat boots and rock climbing shoes (see the
destruction) of Villain X’s fleet of Shop aircraft (his Modern Arms Guide website download, page 12).
mobile headquarters) and the acquisition of field data Sadly, the eagle-armor is not fully silent, and Villain
about the Shop’s new armor technologies (which the X suffers a –3 gear modifier to all Move Silently checks.
agents can report about first-hand). It is unknown how much of Villain X’s apparent size
and strength may be a result of the armor’s augmenta-
Villain X, 2nd-level mentalist/physical
tion, and attempts to seize the armor for someone else’s
adept/telepath and 7th-level >>unknown<<* (mas-
use meet with extreme obstacles. First of all, the eagle-
termind): CR 14. SZ L; v/wp: 120/18; Init +10 (+8 class
armor is customized for Villain X and does not fit any-
+2 Dex); Speed 25 ft. (30 ft.. base, –5 ft. for armor):
one else. Further, if the suit is opened without Villain
Defense +4 (+2 dex, +2 armor); Atk: Kick +12 (1d6+4),
X’s approval (and a specific telepathically-delivered
quicksilver axe +12 (1d12+4), talons +12 (1d8+5);
code phrase), an internal self destruct device is activat-
Face 1 square; Reach 1 square; SA per classes; SQ per
ed: after a rising whine for two rounds, the capacitors
classes; SV* Fort +11, Ref +11, Will +14; Str 19*, Dex
fuse and the armor explodes, inflicting 4d10+40 normal
15*, Con 18*, Int 13*, Wis 14*, Cha 14*; Skills*: Bluff
blast damage with a blast increment of 10 ft.
+6, Climb +6, Computer +8, Concentration +10,
While wearing the armor, Villain X is immune to
Demolitions +6, Diplomacy +5, Driver +6, Escape Artist
critical hits from all but armor-piercing and armor-
+6, Gather Information +6, Hide +4, Intimidate +10,
defeating attacks and suffers only 1 point of subdual
Languages +5, Listen +6, Move Silently +4, Open Lock
damage when the armor fully absorbs any attack.
+5, Pilot +7, Search +6, Sense Motive +7, Spot +7.
Feats*: Weapon Group Proficiency (Melee), Armor Heavy Armor; Defense Bonus: +2; Damage
Group Proficiency (Heavy), Power Attack, Sidestep, all Reduction: 12/—; Maximum Dexterity Bonus: +2;
psion “basics” feats. Psion Skills: All at +3. Gear: None. Armor Check Penalty: –4; Speed: –5 ft.
Gadgets and Vehicles: Quicksilver axe, “eagle-armor”
Backtrack: A trainer originally assigned to Villain X
(see the next column).
to assist him grasp his new abilities, Backtrack has
* based on initial analysis.
become a leading figure in the Shop’s new strike force.
Gadget: Quicksilver Axe Backtrack’s personal loyalty to Villain X is extreme (he
places his commander’s interests even over those of the
This weapon normally appears as a liquid-silver
Shop as a whole); he won’t hesitate to risk his life to
metallic orb always carried by Villain X or close at
save that of his charge.
hand. It may transform almost instantly into a weapon
resembling an oversized fire axe on command, granting Backtrack, 1st-level wheelman/4th-level physical
Villain X the Quick Draw feat when it’s held. The axe adept/6th-level hyper (henchman): CR 11. SZ M;
provides a +2 gear bonus when attempting to break an v/wp: 106/17; Init +11 (+8 class +3 Dex); Speed 40 ft.;
object and has the following statistics. Defense +10 (+7 class +3 Dex); Atk: Fist +9 (1d6+1),
Ruger P-97 +11 (1d12); Face 1 square; Reach 1 square;
Large melee weapon; Damage 1d12 (+STR modifier);
SA per classes; SQ per classes; SV Fort +10, Ref +9,
Error: 1–3; Threat: 18–20; 2 handed weapon (1– or
Will +8; Str 12, Dex 16, Con 17, Int 12, Wis 14, Cha
2–handed for Villain X due to his size); Hardness: 25.
10; Skills: Balance +10, Concentrat-ion +12, Driver +9,
Escape Artist +7, Jump +5, Move Silently +8, Pilot +7,
Tumble +8. Feats: Adrenal Basics, Combat Psion,
Martial Arts, Metabolic Basics, Psion Prodigy, Punching
Basics. Psion Skills: Control Metabolism +12, Friction

129
Archer Foundation
Control +13, Link Health +9, Speed Control +17. Gear: +10, Search +4, Spot +5, Surveillance +5, Tumble
Weapons. Gadgets and Vehicles: Standard suit with +6. Feats: Armor Group Proficiency (Heavy),
chameleon suit enhancement. Advanced Skill Mastery (Stealthy), Improved
Initiative, Stealthy. Gear: Weapons, parachutes.
“Blade-hawks”: Villain X commands a small group
Gadgets and Vehicles: Hawk-armor, each squad also
of hand-picked Shop operatives well-versed in military
has one “Phantom” aircraft (see below).
tactics. Each of these followers is equipped with the
Shop’s newest weapons, including hawk-armor (see the Gadget: Hawk-Armor
next column). Together with their commander and vehi-
Each of the blade-hawks wears a suit of the Shop’s
cles the blade-hawks represents the Shop’s prototype for
state-of-the-art infantry armor. This suit provides the
a new method of waging war, and a new path to glob-
benefits of a gas mask, sunglasses, headset radio with
al dominance. Each squad includes a 3-man crew and 6-
encryption, and NBC suit, and has a 1-hour internal air
man landing party for one of the Shop’s new VTOL
supply. The suit can augment the wearer’s actions,
assault transports (see the next column).
granting a +2 gear bonus to the wearer’s Strength for
Blade-hawks, 8th level operatives, D-2: military one roll, but doing so is exhausting and causes the
operations (minions, squads of 9): CR 8. SZ M; v/wp: wearer to suffer one point of normal damage. Each suit
30/10; Init: +11 (class +5, Dex +2, Improved is customized for its wearer and doesn’t fit anyone else
Initiative +4); Speed 30 ft.; Def +3 (+1 armor +2 without considerable modification.
Dex); Atk: Amsel Striker 12 +8 (5d4/2d12); Face 1 Hawk-armor makes a good deal of noise while the
square; Reach 1 square; SA per class; SQ per class; wearer is in motion, and he suffers a –5 gear modifier
SV Fort +7, Ref +6, Will +5; Str 13, Dex 14, Con 10, to all Move Silently checks.
Int 10, Wis 12, Cha 10; Skills: Climb +5, Demolitions All hawk-armor is fitted with anti-tampering spoiler
+4, Driver +6, Hide +12, Move Silently +13, Pilot devices: if the armor is removed without a special exter-
nal key (requiring simultaneous Open Lock and
Electronics checks, DC 35, to defeat) or if the wearer is
killed or dying (reduced to 0 or fewer wounds), a
self-destruct device is activated: after a rising
whine for two rounds, the capacitors fuse
and the armor is incinerated, inflicting 3d10
fire damage for two rounds to anyone
touching the armor or in any adjacent
square (all within the area of effect may
make a Reflex save, DC 22, to suffer half
damage, with success indicating that they
have leapt into an adjacent square not
affected by the heat damage).
While wearing hawk-armor, blade-hawk
operatives are immune to critical hits from all
but armor-piercing and armor-defeating
attacks and suffer only 1 point of subdual
damage when the armor fully absorbs
any attack.
Heavy Armor; Defense Bonus:
+1; Damage Reduction: 10/—;
Maximum Dexterity Bonus: +2;
Armor Check Penalty: –5; Speed:
–5 ft.

Vehicle: “Phantom”
VTOL Transport
The heart of Villain X’s operation
are these specialized transport aircraft.
Each acts as a mobile headquarters,
allowing his teams to penetrate radar
cordons and land almost anywhere.

130
New Threats
The Phantom is capable of vertical take-off and may +8, Hobby (Gambling) +16, Knowledge (Law) +6,
hover in place. It features a silent running mode (during Move Silently +7, Pilot +9, Profession (Business) +16,
which a Listen check with a DC of 12 is required to hear Profession (Film Production) +10, Spot +7, Surveillance
it) and each is painted for nighttime insertion operations +10. Feats: Advanced Skill Mastery (Ordinary Past),
(+2 to Pilot and Hide checks made to conceal the vehi- Filthy Rich, Five Star Service, Ordinary Past, Personal
cle, as appropriate). Other usual refinements include Staff, Speed Demon, Traceless. Gear: Weapons, fash-
autopilot, black headlights, ejection seats, H.U.D., an ionable clothes. Gadgets and Vehicles: Anti-psi
ECM package (+8 power rating), and twin miniguns grenade, jumbo jet (with onboard casino).
(5.56×45mm SAWs) mounted onto fold-out pintel
Senior Directors: These important RTM figures are
mounts on each side of the aircraft. Each minigun pro-
committed to protecting their employer from all outside
vides 180 degree nose-to-tail coverage on that side (i.e.
interference. They delay, misdirect, and ignore most
both guns may not fire at the same target).
pleas for information and, if necessary, can call in con-
Gargantuan Vehicle; Handling: +0; Speed 3,000 ft.; siderable political pressure to shut down the agent
MPH: 300/600; Def: 10; WP 100; Hrd: 6. team’s investigation.

Serial Two: Arthur Senior Directors, 8th level paper pushers (minions,
Dartmoor squads of 7): SZ M; v/wp: 21/11; Init: +3 (class); Speed
30 ft.; Def +5 (class); Atk: None; Face 1 square; Reach
Arthur Dartmoor is CEO of the Round Table Media
1 square; SA per class; SQ per class; SV Fort +4, Ref
(RTM) Corporation, the conglomerate which owns the
+2, Will +6; Str 10, Dex 10, Con 11, Int 12, Wis 12, Cha
rights to the Wildcat movie series. Dartmoor is also a
14; Skills: Bluff +12, Bureaucracy +13, Computers +5,
Shop operative. Following Villain X’s unauthorized
Concentration +5, Diplomacy +10, Driver +4, Innuendo
global broadcast (see page 13), Dartmoor was ordered to
+5, Intimidate +10, Knowledge (Law) +9, Languages
use his film studio and media connections to create
+5, Profession (Business) +7, Search +9. Feats: Iron
plausible deniability for the event. He arranged for the
Will, Personal Staff, Political Favors. Gear: Fashionable
broadcast to be identified as ‘leaked footage’ from a new
clothes, PDA; Gadgets and vehicles: None.
(and quite bogus) Wildcat feature, an explanation the
public seems to have completely accepted. Serial One: Prism
Unfortunately for Dartmoor, this action has also
Daniel Giles was recruited into the Archer
opened him up as the most obvious choice for a
Conspiracy out of the National University in Canberra,
Conspiracy mission to discover Villain X’s true nature
based mainly upon his superior grades and (distant)
and whereabouts. In response, Dartmoor has made him-
family connections with the Foundation. He is well-
self as scarce as possible without abandoning his com-
known around the home office as a practical joker and
pany. He is constantly in motion, traveling from place
an expert with computers and night vision equipment.
to place in RTM’s private jet, and only maintains con-
Prism succeeded in making Villain X a household name,
tact with his seniormost staff at each of RTM’s twelve
but failed to realize the effort to which the Foundation
international headquarters.
would go to track the new super-villain, and now finds
RTM has considerable file footage of Villain X
himself swept up in a dangerous game that may cost
locked securely in its New York vaults (under
him his position at the Foundation, and his life.
Dartmoor’s personal key). These recordings were used
Staging Notes: Presently, Prism is trying to hide in
during the spin job the company performed with the
plain sight, maintaining his usual routines. If the agents
Villain X broadcast. While interesting and informative,
start to close on him, he bolts. He still has the original
this footage only becomes useful to the agents when
disks containing the broadcast data, analysis of which is
combined with the files in Prism’s possession (see Serial
crucial in identifying Villain X and tracking his move-
One). When cross referenced for time and location
ments. Recovering the disks is helpful, but further
stamps, these files allow the team to track the phantom
investigation is required (as illustrated in serial 2).
air fleet.
Daniel “Prism” Giles, 7th-level fixer/3rd-level hack-
Arthur Dartmoor, 5th-level fixer/7th-level profes-
er, D-3: computer espionage (henchman): CR 10. SZ
sional (henchman): CR 12. SZ M; v/wp: 57/13; Init: +8
M; v/wp: 50/10; Init: +5; Speed 30 ft.; Def +8 (class);
(class); Speed 30 ft.; Def +8 (class); Atk: Weighted
Atk: H&K MP5SD +6 (1d8); Face 1 square; Reach 1
cane +6 (1d6); Face 1 square; Reach 1 square; SA per
square; SA per classes; SQ per classes; SV Fort +5,
classes; SQ per classes; SV Fort +6, Ref +9, Will +8;
Ref +7, Will +6; Str 10, Dex 11, Con 10, Int 16, Wis 10,
Str 10, Dex 10, Con 13, Int 15, Wis 16, Cha 14; Skills:
Cha 13; Skills: Bluff +11, Boating +8, Computers +22,
Bluff +12, Boating +6, Concentration +7, Craft
Cryptography +19, Demolitions +7, Electronics +16,
(Photography) +13, Diplomacy +10, Driver +6, Hide
Forgery +13, Hobby (Pranks) +9, Knowledge (Satellites)

131
Archer Foundation
+15, Driver +8, Languages +5, Listen +5, Move Silently Plot Hook #1
+6, Open Lock +10, Search +10, Spot +10. Feats: The Archer Foundation instantly elevates the threat
Advanced Skill Mastery (Mathematical Genius), presented by Villain X to Code: Black and tasks dozens
Flawless Identity, Iron Will, Mathematical Genius, of operatives to determining his motives and location.
Private Identity, Safehouse, Signature Gear (Night Unfortunately, the only clue initially available to the
Vision Goggles). Gear: Computer (+6 power rating), home office is the certainty that a mole exists inside the
night vision goggles, pocket video-camera ×5, super- Foundation — someone who could pirate signals to the
glue. Gadgets and Vehicles: Motorcycle with black Overwatch system from behind the Foundation’s fire-
headlights, Archer Foundation ring. walls (see page 16). The agents are assigned to find this
HQ Personnel: 0 HQ Security: 3 mole, and learn what he knows — the difficulty of their
task is at least partially defined by the mole’s loyalty.
Moles: The Shop keeps a number of moles inside the
Foundation, several of whom have been activated to Possibilities
protect Prism though misdirection and false leads. They
fight if cornered, but each is more likely to claim he is 1. Prism is just one of the many skilled Foundation pro-
the spy responsible for planting the Villain X footage grammers still in Shop service, and the video message
than engage the agents. was another in a long line of assignments for the tal-
ented mole. But now he’s coming to realize that the
Moles, 5th-level minions (squads of 9): CR 4. SZ M;
Shop’s new “general” is willing to expend resources that
v/wp: 16/11; Init: +3 (class); Speed 30 ft.; Def +5
the Shop cannot afford (including him), and is careful-
(class); Atk: Glock 28 +5 (1d8); Face 1 square; Reach 1
ly considering his options. What would really happen if
square; SA per class; SQ per class; SV Fort +4 Ref +3
he leaked the information he has back to the
Will +1; Str 10, Dex 10, Con 11, Int 12, Wis 10, Cha 12;
Foundation? Would the rogue operatives lose anything
Skills: Bluff +9, Computers +9, Electronics +5,
other than Villain X? Even if that’s all they lost, would
Languages +4, Listen +3, Profession (various) +5,
it matter? Most importantly, can he risk the chance that
Search +6, Sense Motive +4. Feats: Perfect Identity.
he’s being watched by another Shop mole?
Gear: Foundation ID. Gadgets and vehicles: None.
2. Prism is a loyal Foundation agent who was simply in
need of money when he betrayed them to the Shop. He
Hook Sheets had no idea what was on the files he uploaded and now
he’s terrified that this “Villain X” is going to track him
Hook sheets are a convenient way for GCs to get
down, and tie off the loose end.
the ball rolling at their tables quickly, and with a
bang. They’re easy to use: on the front side of each 3. Prism is one of the blade-hawks, and acted on direct
hook sheet is a prop that you can photocopy and orders from his commander to feed the famous speech
hand to your players and on the back side are 2–3 into Overwatch for global broadcast. He has remained
ways you can interpret the prop at your table. in the Foundation only to observe their progress against
As with all Spycraft and Shadowforce Archer plot this threat. He goes to any lengths to escape once he is
hooks, only serial starts and possible objectives are certain his cover is blown, only to reappear later in full
provided — mission details and conclusions are up to armor and with the rest of his blade-hawk squad to
each individual GC. back him up.
When statistics are presented on hook sheets, they
are always for use against low-level agents (levels Plot Hook #2
1–3). It should be easy enough to raise the challenge When the Conspiracy moved to cover up the Villain
of each stat package for use against higher-level X broadcast they found they weren’t the only ones try-
agents, but the reverse is not always true. ing. The spin-doctors at Round Table Media came for-
You may think of many more ways to use the ward to present additional footage of Villain X as a
prop, some of which may start serials (as we’ve done movie character in an upcoming summer blockbuster.
here) and some of which may enhance existing Movie fans quickly determined the movie had not actu-
games. The choice, as always, is up to you. ally begun shooting (that the footage was supposedly
One or more hook sheets will appear in each of the special effects “test shots”), and the combined RTM and
Chamber Books from here on in, and they may show Archer cover-up was largely accepted by all. RTM even-
up in other books as well. tually claimed the movie was canceled due to com-
See pages 134–137 for the first two hook sheets. plaints about its novel advertising ploy. Now that the

132
New Threats
initial crisis seems to be over, the Foundation is deter- 2. Dartmoor makes a break for it, leading the agents on a
mined to find out why RTM worked to discredit Villain round-the-world chase, frequently vanishing only to be
X’s debut, and sends the agents in to spy on the media betrayed by his need to keep control of his business.
corporation. The progress of this investigation is large-
3. Dartmoor is a scapegoat: he knows nothing of Villain
ly determined by Arthur Dartmoor’s role.
X’s connection to RTM or the whitewash that took place
Special Note: If this plot hook is used, agents begin
many layers lower in his company. If approached care-
with Serial Two, but clues at RTM point back to the
fully, he is more than willing to help the agents inves-
mole in the Foundation rather than directly to Villain X
tigate RTM, though he refuses to assist in stopping any
(leading the agent’s to Serial One before moving on to
danger if it threatens his company.
Serial Three).

Possibilities

1. Dartmoor realizes his position is badly exposed, and


expects to be the next in a string of agents burned by
the Shop to cover up Villain X’s exploits. Desperate to
salvage his position, he is congenial and friendly if
approached directly, but arranges “accidents” and other
chance encounters to kill any agents covertly looking
into the RTM connection.

133
Permission granted to photocopy for personal use.
Hook SHeets
The memo on the preceding page was left by Dr. Lothario Algernon, head of the Foundation’s fringewalker unit.
The document falls into the agents’ hands either through chance or when sent by the agents’ Control or Algernon
himself.
Upon inquiry, it is found that Division Nihil is in a state of full alert — Dr. Algernon is missing! Division Nihil
staff is light at the home office, as all operatives are out searching for Control. No Division Nihil operatives present
know about the memo, and any who discover it in the agents’ hands become both intensely interested and highly
defensive. The document reveals something very dangerous about the division, something that even most of the divi-
sion itself is in the dark about (namely the questionable origins of its founder and some of its potentially scandalous
operational goals). All Division Nihil operatives who learn of the document attempt to obtain it (and all copies) and
keep it hidden until they can confer with their Control (Dr. Algernon).

Plot Hooks
The first hook below is best suited for agents new to the fringewalker unit, or completely unaware of its existence,
while the second works best if run with agents of Division Nihil, who may already have a working relationship with
Dr. Algernon and Two.

End of the Line?


Dr. Algernon has finally been captured by the Architects of the Fringe, and it’s up to the agents to bring him home
safely. The 7 digits presented on the prop are actually the coordinates — latitude and longitude — of Algernon’s last
known check-in point (San Francisco, CA., as revealed with a successful Knowledge (Geography) or Education check
(DC 10), or by inputting the numbers into the location finder of an Icon ProStar 7). Tracking Algernon in San
Francisco leads to a conflict with the kidnappers, a rogue group of Division Nihil fringewalkers planning to turn
Algernon over to their new masters, the Architects of the Fringe.
Bryanna Bane, 4th-level fixer, D-0: home office (henchman): CR 4. SZ M; v/wp: 25/12; Init: +3 (+2 class +1
Dex); Speed 30 ft.; Def 14 (+3 class +1 Dex); Atk: S&W Model 10 +4 (1d8+1); Face 1 square; Reach 1 square; SA
per class; SQ per class; SV Fort +3, Ref +7, Will +3; Str 10, Dex 13, Con 12, Int 10, Wis 14, Cha 14; Skills: Balance
+7, Bluff +7, Climb +5, Electronics +4, Escape Artist +7, Hide +6, Innuendo +7, Move Silently +6, Open Lock +6,
Sleight of Hand +6, Tumble +6. Feats: Jump Up, Lightning Reflexes, Quick Draw. Gear: Weapons, plain clothes.
Gadgets and Vehicles: None.
Rogue Fringewalkers, 2nd-level fringewalkers (minions, squads of 2). CR 1. SZ M; v/wp: 15/10; Init: +1 (+1 class);
Speed 30 ft.; Def 12 (+2 class); Atk: Sword +1 (1d8); Face 1 square; Reach 1 square; SA per class; SQ per class; SV
Fort +2, Ref +0, Will +4; Str 14, Dex 11, Con 10, Int 10, Wis 12, Cha 10; Skills: Concentration +5, Cryptography +5,
Cultures +5, Gather Information +5, Listen +5, Spot +5, Surveillance +5. Feats: Combat Instincts. Gear: Weapons,
plain clothes. Gadgets and Vehicles: None.

Tabula Rasa
In this case, the 7-digit code is the designation of a classified Archer project — a doomsday project concocted by
Dr. Lothario Algernon and the Foundation’s Control, Two.
In 2000, following orders from Two, Dr. Algernon developed a backup plan to stop the Architects — for use in the
worst case scenario when all of his plans against the Fringe-dwellers have failed and they become an immediate dan-
ger to the entire world. As far as Two is concerned, such a scenario has come to pass. Dr. Algernon is missing on a
critical expedition to discover more about the Architects, and all evidence — a photo taken with Dr. Algernon’s newest
invention, the fringeviewer (see page 67) — reveals that Two can only assume is a massive spirit army.
The backup plan is simple: 212 telepath volunteers have been physically “wired” into a massive PsiTech battery,
which links their abilities together and expands their combined strength. When it’s necessary, Two can simply press
a button and unleash a telepathic wave across the Fringe that (if the Algernon’s experiments in 1949 were any indi-
cation) will destroy the mind of every lingering spirit within 100 miles of the blast, turning them into mindless ani-
mals that will attack and destroy each other. The physical world will be unaffected, save that — according to
Algernon’s predictions — no ghosts will be able to move freely there for at least a century, and likely longer.
This spectral S-bomb (“spirit bomb”) — codenamed TABULA RASA — is the Foundation’s ultimate weapon against
the Architects. It’s useless against the Architects themselves (who aren’t as vulnerable to telepathic communication),
but it can stop an incursion if Two or Division Nihil know the location. Currently, this is all that Two knows. After
the agents trace the project back to him, Two briefs and dispatches them to discover more, and bring Algernon home,
if possible.

135
Permission granted to photocopy for personal use.
Hook SHeets
The spy satellite photo on the preceding page was taken during the night after Connie Tokajiro’s murder. Given
the gang war currently erupting across Asia and the fact that Dareka’s location — as well as the identity the mystery
organization she was investigating — are still unknown, the Foundation considers the multi-car collision to be a pos-
sible lead, and dispatches the agents to investigate. They arrive by 4:30 a.m. the same night.

Plot Hooks
The crash might easily be set up to lead the agents back to the Cult of the Ten Suns, as illustrated with the first
hook below. Alternately, it might lead to a completely unrelated mission, as shown with the second hook.

The Second Sun


After Dareka disappeared near My City on foot (see page 13), she surfaced again, speeding through New Town’s
“nightlife” district (a sleazy all-night strip of flesh-peddlers and other debauchery), pursued by a number of known
Yakuza hitmen. Witnesses to the crash claim that she and her pursuers avoided passing cars, and that the crash was
caused by a third vehicle which turned into oncoming traffic from a nearby alley, apparently with the intent of catch-
ing Dareka and the Yakuza vehicles in the resulting pile-up. Dareka and half the Yakuza vehicles pulled out ahead
of the crash, but the remaining Yakuza vehicles and the newcomer were all caught up in the destruction. When the
agents arrive on the scene, they find (and may question) the Yakuza hitmen, who have been taken into custody
by local police. The newcomer and his vehicle are nowhere to be seen, however, having somehow limped away from
the scene in the chaos following the wreck.
This plot hook may lead in one of two directions. The agents might follow Dareka and the Yakuza hitmen,
who continued their chase south into Akasaka (“Businessman’s Town”), in which case this hook sheet interlocks with
the material presented in Chapter 1 (see page 18) the Cult of the Ten Suns threat (see page 125). Alternatively,
they might notice that part of the vehicle driven by the newcomer who caused the pile-up — knocked loose
in the crash — is gadget-enhanced, leading them to trace the third party back to a building several blocks away.
Within this building the agents make a very unexpected find — a cell consisting of former PAC agents who, until the
Shop break last year, were part of Operation: BODY DOUBLE (see the Shadowforce Archer Worldbook, page 120).
Six months ago, the BODY DOUBLE cell was discovered by the Cult of the Ten Suns and reported to Tian
Qui-Lau. The prophet deliberated for a time and received visions informing him that not only was the cell part of the
same cancerous enemy as the Archer Institute for the Sciences, but also that it was the next target — the Second Sun.
Plans were immediately set in motion to observe and potentially infiltrate the cell, in the hope of learning more about
the enemy’s plans and weaknesses. Of course, with the BODY DOUBLE cell loyal to the Shop, much of the intelli-
gence gained in this operation was contradictory to that gained in Australia, and only served to confuse the Cult,
prolonging potential action against the Shop operation.
Until tonight, the BODY DOUBLE cell was unaware it had been discovered. However, the vehicle Dareka was
driving during the chase was “appropriated” from the cell, sparking the Shop’s expectedly violent reaction — an
attempt to reclaim its vehicle, or destroy it. When this failed, the Shop operative driving the third vehicle returned
to the cell, where efforts are now underway to pull up stakes and relocate, destroying what can’t be moved quickly.
The Shop agents are expecting more intruders, and keep all lights off in their area. They attempt to surprise attack
any who approach their location without asking any questions or firing any warning shots. Their only goal is
to escape Tokyo intact, leaving as little behind as possible.
The discovery of the BODY DOUBLE cell might be a tremendous (and quite unexpected) boon during an otherwise
disastrous investigation — assuming the agents survive long enough to report it.
Shop agents, 2nd-level soldiers (standard NPCs), D-5: Black Ops. CR 1. SZ M; v/wp: 25/13; Init: +3 (+2 class, +1 Dex);
Speed 30 ft.; Def 12 (+1 Dex, +1 armor); Atk: IMI Galil AR +3 (4d4+2); Face 1 square; Reach 1 square; SA per class; SQ
per class; SV Fort +4, Ref +3, Will +0; Str 10, Dex 13, Con 13, Int 12, Wis 10, Cha 9; Skills: Balance +5, Climb +4,
Demolitions +4, Driver +5, Jump +4, Spot +3, Tumble +4. Feats: Blind-Fight, Point Blank Shot. Gear: Weapons, kevlar
vest with insert. Gadgets and Vehicles: micro-burst gel (1 use each).

The Triad Heiress


The crash was caused by a group of Yakuza seeking retribution for Connie Tokajiro’s death. Their target was Lung
Mi-Hai, heiress to the Lung Triad currently allied with the Pan-Asian Collective, who was in Tokyo visiting family
friends. A PAC team dispatched to escort Mi-Hai safely out of Japan was caught in the crossfire, and all but one
among them was killed in the crash (and she was wounded). Now Mi-Hai and her wounded protector are hiding
somewhere in the surrounding area, looking for a way to evade their Yakuza attackers. Should Mi-Hai be killed, PAC
relations with the Lung Triad could be jeopardized, causing a fundamental rift through the whole of the Asian
Chamber. The agents are ordered to bring them both out of the area without escalating the gang war further
or attracting the attention of the local police and news crews swarming the wreck site.
Yakuza Hitmen, 3rd-level mercenaries (standard NPCs). CR 2. SZ M; v/wp: 21/10; Init +2 (+1 class, +1 Dex); Spd 30 ft.;
Def 13 (+2 class, +1 Dex); Atk: Ingram Mac-10 +2 (1d12); Face 1 square; Reach 1 square; SA per class; SQ per class; SV
Fort +3, Ref +2, Will +3; Str 10, Dex 12, Con 10, Int 11, Wis 13, Cha 12; Skills: Demolitions +2, Diplomacy +3, Driver +3,
Knowledge (Tokyo Shortcuts) +2, Listen +3, Sense Motive +3, Spot +3, Survival +3. Feats: Point Blank Shot. Gear:
Weapons. Gadgets and Vehicles: Sports cars (1 each).

137
Aquatica Encounter Map
Three hundred feet below the surface of the Baltic Sea, just outside the Gulf of Finland, lies the Foundation’s first submerged operations center, Aquatica. Conceived as a covert
waystation and base of operations between Europe and the Confederacy’s semi-stable front in western Russia, Aquatica has since grown into a prototype for a new type of Conspiracy
cell, more secure from the outside world than any other save perhaps Overwatch and perfect for special research projects (especially those requiring special high-pressure conditions).
Aquatica is presented as a small encounter location, and plot hooks connected to it may be found on page 21. Based on early success with the Aquatica project, construction
of a much larger submerged installation is already underway at an undisclosed location. (For a concept sketch of Aquatica II, see page 20).
Aquatica is built with redundant floorplans, in which each area above the ocean surface also exists below. Locations with vital controls (such as communications/operations
and maintenance) may “toggle” those controls back and forth between locations, and control is set to the above-surface location as a default except under emergency conditions (in
which case the default shifts to the subterranean chamber).
Each of the following locations is designated as “open access” (i.e. anyone may enter) or “restricted access” (i.e. only listed personnel may enter, and only with a confirmed DNA
sample, taken when they place their palm on a security panel). Defeating restricted access security requires a successful Electronics check (DC 25).

1. Administration (command and 15. Communications/Operations (com-


security only): Offices and executive mand and security only): All day-to-day
meeting and planning rooms. All direction of the facility is handled from
the bookkeeping and backwashing this large, open, multi-workstation room.
for the Aquatica site occurs here All security camera feeds throughout the
(handled by Jack Callan’s immediate Airlock Moonpool base are filtered back here.
subordinates, the other two members Hatch Hatch Level 1
of the command crew).
1 15
Support 14. Rec Room/Gym (open): AV/theatre
3 2 13 14 Level 2
Pillars room, two computer workstations (each
Observation Ring (open): This area with monitored access to the web and
rounds dome level 1, providing a
4 5 12 Ocean Floor email), a pool table, dart board, lounge,
breathtaking view through a 25-ft. and full-service gym (including a dozen
7 11 modern workout machines and an under-
tall concave plexiglass alloy window
sized boxing ring).
open onto the sea. 6 13 14 12
Bunker B Bunker A Bunker C
15 2 5 7 9 13. Mess Hall (open): Kitchen, dining
2. Security (command and security 10 common, refrigerator and freezer rooms,
only): Training facilities for the secu- and two bathrooms.
rity crew (including a gun range,
martial arts dojo, and tanks for sub-
merged combat practice) and half the 8 12. Living Quarters (open): Each of these
Generator
station’s armory. Each half contains Access can house 20 people in 10 small 2-person
this standard-issue gear (minus any rooms containing a bunk bed, closet, and
currently assigned to security crews): desk. The top bunk may be folded into the
5 survival knives, 10 H&K UMP-40A2s wall, providing the illusion of greater
(with 500 rounds each of military Observation space. Bathrooms, showers, and laundry
ball and safety slug ammunition), Level 1 Ring facilities are located centrally to each
and 3 kevlar vests. Each armory is 1 block. Currently, the command, security,
locked at all times (Open Lock DC 35 and research crews live in the dome quar-
without keys), and has a hardness of ters, while the remaining crews live in the
10 with 60 wound points and a Break 15 sub-floor block.
DC of 30.
Door
11. Maintenance (command, security, and
Generator Access (command and Access maintenance only): Tools, blueprints, and
Level 2 Tunnel
research only): The only way into the 2 bulky equipment required to maintain
thermal generator chamber; very Aquatica’s machinery, as well as waste
closely guarded — with lethal force, if Elevator
Moonpool reclamation and disposal tanks.
needed. Hatch 3 14 Exterior
Hatch
3. Launching Bay (command and 10. Life Support (command, security, and
security only): Both of Aquatica’s maintenance only): Nearly 50 feet below
mini-subs are stored here, as well as 13 the ocean floor, this area contains the
1d4+2 SCUBA suits and 2 fluid enormous machinery required to keep
breathing systems (see page 65). This Tunnel Tunnel Aquatica’s pressure, temperature, and air
Access Access
gear is normally suspended from a Bunker B Bunker C content steady at livable levels. Only the
multi-hook pulley system along the maintenance crew ever visit this cav-
ceiling and may be lowered into the 13 ernous location, which is difficult to nav-
water in two full rounds. This loca- igate (consisting largely of giant pipes
tion is climatized to outside pressure 6 7 and chugging parts, any of which can be
14
(9 atmospheres, see page 140), and 15 2 5 deadly if not approached carefully).
also hosts a bathroom.

12 9. Rocket Bay (research only): This giant


4. Cargo/Storage (open): This area is silo is unknown to all save the
only found above the surface. It is a researchers, who are privately charged
separate dome, linked by a 100-ft. with completing it by the end of the year.
corridor along the ocean floor with When finished, the rocket bay should be
three separate emergency bulkheads capable of launching either a manned or
(one at either end and one in the mid- Bunker A automated probe to the Overwatch plat-
dle). Cargo is delivered to the dome form, and receiving it back after splash-
through a service lift (by the tube sta- down. This is the first step in the
tion below) or through a docking ring 7. Medical/Morgue (open access/research only): These count as long-term care for the Foundation’s long process of developing
(by submarines). purposes of healing damage and feature a decompression chamber (which counters the reliable transatmospheric transport lanes.
effects of pressure damage, but not the bends) and surgery suite (+4 to First Aid checks
made to heal wound damage or stabilize a dying character). There is only one medical
5. Research (command, security, and facility, located beneath the upper dome research labs, but there are two morgues, the 8. Power Generator (command, security,
research only): Contains three “test second of which is inside the sub-floor research lab. This second morgue reportedly and maintenance only): Triple turbines
suites” which can be hermetically stores corpses the research crew requires for its work, though it's completely off-limits linked to a geo-thermal power generator
sealed to create a stable-pressurize, to all other personnel — including the command crew. This leads to wild speculation literally converting the earth’s ambient
stable-air environment (or a vacu- about the room’s contents (in fact, it’s merely the location of the hidden entrance to the warmth into usable energy. Security is
um). Most research crews live here. research team’s top secret project, the rocket bay still under construction (see #9). very serious about guarding this location
and has standing orders (from the Lords)
to use any force needed to keep it secret.
6. The “Tube” (command only, or by security clearance): This station links to a fully functional bullet train rail that can deliver up to
20 people in a single car to either Stockholm, Sweden (a 1-hour trip), or St. Petersburg, Russia (a 90-minute trip). At least one secu-
rity guard is stationed here at all times, equipped with kevlar armor and a bolt-action rifle with both full metal jacket and soft-point
ammunition. Any train that approaches within 20 miles of Aquatica is contacted with a request for the day’s passcode — failure to
provide this passcode results in 1d2+1 members of the security crew being summoned to the tube station to greet the train. Emergency
bulkheads are also lowered halfway so they can be dropped in three half actions if trouble arises.
Canberra Chase Map
Acton Civic/Braddon
This area is dominated by the Australian National University. Countless small museums, class- The hub of the urban area north of Lake Burley Griffin, the locations of
rooms, and sidewalk cafes dot the area. Acton is also home to the National Botanical Gardens, a Civic and Braddon contain numerous shopping areas and other typical
123-acre expanse of brilliant color behind the University. Small service roads and dense stands of “downtown” features. Interstate busses drop off passengers in this area, mak-
trees make for tight terrain day or night, even on foot. ing it a gathering point for many tourists. A single bridge provides direct
Modifiers: Acton’s park-like terrain and sparse, narrow streets make it likely that most chases access to Capital Hill and other areas on the south side of the lake. The Capital
will end abruptly. Both the predator maneuvers Box In and Herd provide a +2 circumstance bonus Planning Exhibition is a lakeside pavilion adjacent to the Commonwealth
when chosen in this location. Likewise, prey vehicles gain a +2 circumstance bonus when they Avenue Bridge filled with numerous models charting the city’s growth and
choose the Barnstorm and Zig-zag maneuvers. future plans.
Obstacles: Students, small service (gardening) trucks, outdoor and sidewalk dining areas. Modifiers: This area’s many circles and cross-streets favor the clever navi-
Special Events: A wide-load cargo truck is moving through the area at very low speeds, deliver- gator. The predator gains a +2 circumstance bonus when he chooses the
ing a new tree to the gardens. Agents in very low sports cars, on motorcycles, or on foot may Shortcut Maneuver, while the prey gains the same bonus if he chooses the Set
attempt to slip under the vehicle without slowing down (DC 22). Failure results in a crash check. Up maneuver. Civic is also the heart of Canberra’s limited nightlife: this area
Drivers of other vehicles must either make a crash check to swerve tightly around the truck or go remains tight terrain even at night.
around (reducing their lead by 4 lengths if the prey, or increasing their lead by 4 lengths if the Obstacles: ACTION, the Canberra city bus system, is particularly common
predator). in this area, as are tourist groups and lunchtime business crowds.

Lake Burley Griffin Reid/Campbell


Canberra’s central lake should not be over- Extending east from Civic, Reid and
looked as a potential chase location. Surrounded Acton Campbell are home to much of the city’s
by parks with bicycle paths and jogging trails, it military heritage, featuring both the
might become an excellent backdrop for a foot Australian-American WWII Memorial and
chase or motorcycle pursuit (during which it Civic/ the Australian War Memorial (recognizing
should be considered close terrain). Branddon all those who served in Australia’s armed
The lake itself is crisis-crossed by small sail- forces). The second memorial features a
boats and a handful of motorcraft (plus several massive museum of military history
locations). With the high number of craft in the (including several tanks and planes on dis-
water, the lake’s narrow shape, and several play) and is considered the most popular
bridges forming ‘choke points’ across its surface, tourist attraction in the capital. The King’s
the terrain here is most definitely tight during the Reid/ Avenue Bridge runs past the famous
day. Cars might even pursue boats within the Campbell Carillon bell towers and provides access to
confines of the lake (though the driver would be the south side of the city. The defense
facing a —4 modifier each round as he may have department offices and some of the oldest
to dash back and forth across the bridges to stay surviving buildings in the city can also be
close to his waterborne prey). found here.
Modifiers: By day this is one of the most
crowded regions in Canberra. When
Parkes checking for obstacles, a result of “2” indi-
This area between the Parliament Circle and Parkes cates a large swarm of tourists has over-
Lake Burley Griffin is the heart of Canberra’s Lake Burley flowed into the street. The DC to avoid
museum and historic district. Along its shoreline Griffin these crowds is only 15, but a failed check
are the National Library, the High Court of likely results in injury to bystanders (at the
Australia, and the National Gallery flank GC’s discretion). The driver may avoid this
Questcon, a hands-on-technology museum and check entirely by slowing down for the
part of the National Science and Technology pedestrians (reducing lead by 2 lengths if
Centre. A large, central park separates the muse- the prey, or increasing the lead by 2
ums from the old Parliament Building (now a lengths if the predator).
historical exhibit). Obstacles: This area is thick with
Modifiers: The short streets and sharp corners tourists, as described above. They are eas-
in this location make it difficult to muster high ily the most likely obstacles in this tight
speeds. The chase speed here are reduced by –10 location.
MPH, and drivers choosing the Gun It, Pull Yarralumla Special Events: (Day only) A parade has
Ahead, Redline, and Vanish maneuvers here suf- the streets in this area closed off for
fer a —1 circumstance penalty. blocks. Auto chases become impossible.
Obstacles: Aside from the occasional tourist or The prey may switch to foot movement
native taking a shortcut, this area is fairly for- Capitol Hill (maintaining the same lead as during the
giving. The DCs of all obstacle checks are last round of the auto chase), or concede
reduced by –3 in this district. the chase.

Yarralumla
A sedate residential area, the tree-lined avenues of Yarralumla radiates money and power. This suburb is the heart of the capital’s “Embassy Row” and includes the homes of the
prime minister and governor-general, as well as the esteemed Archer Institute for the Sciences.
Modifiers: Due to the low level of traffic and large blocks here, this location is considered close terrain by day or night.
Obstacles: Foot traffic is light here but darkly tinted limousines are very common. The heavy use of trees along the street also provides plenty of opportunities for collisions.
Special Events: An ambassadorial motorcade is moving through the area. If agents do not slow down (reducing lead by 3 lengths if the prey, or increasing the lead by 3 lengths if
the predator), the police are immediately notified and move to end the chase in 3d4 rounds. Further, if any sort of weapon fire is exchanged, the motorcade escorts open fire on all
shooters, even if it is not directed at the motorcade. It takes two rounds to maneuver clear of this event.

Capital Hill
This rising series of park areas and looping roadways surrounds the new Parliament Building, perched on top of Capital Hill. Armed security guards are found in various check-
points around the central building, but most of the location is wide open, providing a spectacular view of both the domed Parliament Building and the surrounding city.
Obstacles: Aside from the occasional tourist or native taking a shortcut, this area is fairly forgiving. The DCs of all obstacle checks are reduced by –3 in this district.
Special Events: Any gunfire in this area result in the arrival of 2d4 police vehicles within 1 round, all of which joins the chase 8 lengths behind the predator. As long as at least two
police vehicles remain in the chase, they automatically succeed in boxing in the offending vehicle on the round after they reach the vehicle’s position (either the same distance as the
predator from the prey if they’re chasing the predator, or after reducing the lead to 0 if they’re chasing the prey). If the police are reduced to 1 or fewer vehicles by combat, the army
is alerted, though they are unlikely to arrive before the present chase is over.
Archer Foundation
fully screened (psychologically and telepathically) for
potential weaknesses that might explode into pressure
AQUATICA
The map on the previous page displays Aquatica's
sickness.
Aquatica Security, 2nd-level soldiers/3rd-level opera-
layout with details about each of the base's locations. tives (standard NPCs), D–2: Military Operations. CR 4.
The following sections deal with base-wide atmosphere, SZ M; v/wp: 31/11; Init +8 (+4 class, +4 Improved
scenery, and security. Initiative); Spd 30 ft.; Def 13 (+3 class); Atk: H&K
UMP-40A2 +4 (1d8+2); Face 1 square; Reach 1 square;
Atmosphere SA per classes; SQ per classes; SV Fort +7, Ref +4, Will
Within the upper domes (levels 1 and 2, situated +5; Str 14, Dex 11, Con 11, Int 11, Wis 17, Cha 14;
some 30 feet above the ocean floor), the surroundings Skills: Bluff +4, Climb +4, Demolitions +3, Driver +2,
are generally clean and sharply organized. Commander First Aid +6, Hide +2, Listen +4, Mechanics +2, Move
Jack Callan runs a tight ship and this is reflected in the Silently +3, Search +5, Sport (Scuba Diving) +7, Spot
upper decks, where he spends the majority of his time. +7, Surveillance +4, Survival +7, Swim +8, Tumble +2.
Bulkheads and windows are kept spotless and equip- Feats: Alertness, Improved Initiative, Run, Stealthy.
ment is well-maintained. The environment within the Gear: Weapons, possible armor (see Security, below).
general research and living quarters in the domes Gadgets and Vehicles: Air teeth (×2).
underneath levels 1 and 2 (on the ocean floor) is simi-
The command crews — save Callan, who is detailed
lar. The cargo/storage dome some 100 feet to the north-
on page 110 — can be quickly generated as paper push-
east differs markedly, however — with few people visit-
ers, while the research and medical crews can easily be
ing, this dome’s interior is dimly lit and only cursory
academics, and the maintenance and cook crews can be
cleaning occurs. Outer walls are often heavy with con-
designed as professionals.
densation, and cargo is sometimes disorganized or even
Personnel and supplies are transported to the site
misplaced.
through its seafloor “tube” leading to a Commonwealth
Below the ocean surface, maintenance isn’t always
cell in Stockholm and a Confederacy cell in St.
as diligent and Aquatica’s conditions sharply decline.
Petersburg, though in an emergency they can simply be
Heat regulation is left unchecked until it’s noticed (at
tossed off the side of ships passing through the Gulf of
which point significant work is usually required to rec-
Finland. (In this latter case, supplies must be recovered
tify the problem). Though not cramped, Aquatica’s sub-
by security teams stationed in the launching bay and
terranean areas often feel cloistered, as if the walls are
personnel must be pressurized in the medical ward — see
closing in (several of the original crew were reassigned
page 138).
after latent claustrophobia set in) and the fluorescent
lighting is considered oppressive by some. Still, rooms Structure and Security
and corridors here are clean and heavy plastic siding
Except for the launching bay, all of Aquatica is
hides the pipes, wiring, and other necessary organs
maintained at surface pressure, allowing personnel to be
(except in the service tunnels, life support, power gen-
easily transported back and forth using the tube without
erator, and rocket bay areas (see page 138).
any delay (and allowing for immediate evacuation of
Personnel one-fifth of the crew at any time without medical dan-
ger). The launching bay is maintained at the pressure
Commander Jack Callan (see page 110) manages a
outside (approximately 9 atmospheres, or 133.63
long-term crew of 14 (2 command — his immediate sub-
pounds of pressure), and the two security personnel
ordinates), 5 security, 1 medical, 3 research (one of
posted there at any given time must first spend 30 min-
whom doubles as a back-up medical), 2 maintenance,
utes in the airlock separating the bay from the rest of
and 1 cook). Each of these personnel spends one year at
the installation. These agents use deep sea diving gear
Aquatica, after which they return to the surface and are
and gadgets when they leave the launching bay (see
reviewed by outside medical and psychological panels.
below), lest they suffer the effects of pressure damage,
If approved for further duty, the agents are allowed to
euphoria, and the bends (see the Spycraft Espionage
return to Aquatica for another year. So far, 7 of the sta-
Handbook, page 231).
tion’s long-term crew (Callan, one of his subordinates, 4
Scenery: Aquatica’s outer walls (and each of the sup-
security, and 1 maintenance) have stayed on since the
port pillars holding up the central dome) have a hard-
base went operational in 1997.
ness of 18 with 700 wound points and a Break DC of 50.
Aquatica security are hand-picked by Two and
Inner walls and doors leading to restricted areas are less
Nostrum, and are a breed above their peers in the
resilient, but still extremely hardy, with a hardness of
Australian SAS and local shadow communities. All are
15, 500 wound points, and a Break DC of 45. Open
focused, attentive, and relentlessly dedicated, and care-

140
Map Details
access doors and the reinforced plexi-glass alloy fea- fully planed and sculpted urban environment. The orig-
tured in all “portals” and the observation ring have a inal design was created by Walter Burley Griffin (a col-
hardness of 13 with 300 wound points and a Break DC league of the famous Frank Lloyd Wright), and the arti-
of 38. Finally, inner walls — the weakest part of the ficial lake that is the city’s centerpiece bears his name.
structure Aquatica — have a hardness of 10 with 150 The city is almost obsessively scenic: streets are wide
wound points and a Break DC of 20. and museums, monuments, and park areas are common.
Security: For the most part, Aquatica’s security is Few buildings exceed a dozen stories and billboards and
light, the assumption being that the installation’s other “garish” features are prohibited. Nearly two-thirds
remote location is enough to protect it from most incur- of Canberra’s inhabitants work directly for the govern-
sions. Besides simple DNA samplers at the entry points ment. Combined with placid, sometimes colorless
for restricted access areas (see below), the only security streets, Canberra has a (somewhat deserved) reputation
consists of a single roving (rotating) electronic eye in as a very quiet city with little or no nightlife.
each corridor and location save administration, powered Canberra is located in the Australian Capital
research, and the rocket bay. Territory, a region roughly 50 miles north-south by 19
Lifts: All elevators throughout Aquatica may carry miles east-west in the foothills of New South Wales. The
up to 6 people and up to 2,000 lbs. at a time, and take city is situated in the northeastern portion of the
1 full round to rise or drop one level (regardless of the Territory, while national parks dominates the rest of the
distance traveled — this time includes the doors opening land area. The region was originally known as
and closing, allowing for agents to get on or off). Lift “Canberry,” an aborigine word for “meeting place.”
shafts above the ocean floor are surrounded by 340 Canberra is about three and a half hours (190 miles)
degrees of plexi-glass alloy (the remaining 20 degrees from Sydney and over eight hours (410 miles) from
consisting of the shaft’s metal superstructure), allowing Melbourne. A train also heads to Sydney, taking about
occupants to view the ocean depths around them. 41⁄2 hours. While there is a sizable airport (approximate-
Service Tunnels: Various maintenance tunnels link ly 4 miles east of downtown), service is restricted to
various parts of Aquatica and allow access to vital life national flights, so agents wishing to fly face a layover
support, electrical, and other support facilities (as well in one of Australia’s other major cities — typically
as the “powered” research location). These service tun- Sydney for overseas flights.
nels only allow for Medium-sized or smaller people to
crawl, single-file, from location to location. Turning High Speed Chases
around within them is a very difficult procedure, requir- in Canberra
ing two full rounds. This section is devoted to providing extra flavor for
Emergency Protocols: Every floor of Aquatica may be chases and other espionage activities in Australia’s cap-
self-contained. In the event of a breach, emergency ital city. Several suburbs are described along with local
bulkheads shut off access to the breached floor (a modifiers the GC may impose to help chases reflect the
process which takes three full rounds). These have phys- local terrain. Locations described in this section are
ical characteristics equal to the installation’s outer identified on the map on page 139 — you may want to
walls, and may only be opened from operations, securi- refer to it as you read through this section.
ty, or with direct access to the servos and a successful Each location includes a brief description and possi-
Electronics check (DC 30). ble backdrops to highlight as agents pass through the
Aquatica has no external weapons systems — in the area. Modifiers are provided to show the area’s general
event of an attack, all personnel are evacuated to floors character, followed by suggestions for possible obstacles
below the ocean surface, which are cut off from the to be avoided. Finally, some locations include a descrip-
domes by emergency bulkheads. Command personnel tion of special events that might be encountered there.
relocates to the backup operations area Bunker B and
request immediate assistance from allied military units Day and Night
(up to and including destroyers and nuclear sub- Canberra’s high degree of urban planning provides
marines). agents with some unusual opportunities during local
chases. During the day the typical terrain is tight (with
broad swooping streets filled with heavy automobile
CANBERRA
Canberra, the national capital, is Australia’s largest
and foot traffic) and potential obstacles include cars,
busses, and swarms of tourists. At night the city “rolls
up the sidewalks” and the broad streets actually qualify
inland city, a bustling modern metropolis with a popu- as merely close, raising the speed of the chase much
lation of over 300,000. Conceived in 1901 as a showcase higher than is common in many cities. This condition
for the nation’s best and brightest, Canberra is a care- applies to the city as a whole.

141
Archer Foundation
Beijing . . . . . . . . . . . . . . . . . . . . . . .11, 15 combat tracking power . . . . . . . . . . . . .60 ENIGMA II . . . . . . . . . . . . .93, 94–96, 98 “Grey Squares Only” . . . . . . . . . .101, 105

INDEX
Abgrund . . . . . . . . . . . . . . .94–96, 97, 98
Belgrade . . . . . . . . . . . . . . . . . . . . . . . .97
Berkowitz, David . . . . . . . . . . . . . . . . .103
Bishops . . . . . . . . . . . . . . . . .90, 108, 109
Black Cat ability . . . . . . . . . . . . . . . . . .84
Comorro Islands . . . . . . . . . . . . . .16, 102
Company
. . . . . . .15, 19, 30, 43, 100, 111, 115, 121
Concentrate Energies feat . . . . . . . . . . .59
Equador . . . . . . . . . . . . . . . . . . . . . . .103
erasure camera gadget . . . . . . . . . . . . .67
ESP Basics feat . . . . . . . . . . . . . . . . . . .64
ESP Mastery feat . . . . . . . . . . . . . . . . .58
Greenpeace . . . . . . . . . . . . .102, 103–104
group walk ability . . . . . . . . . . . . . . . .53
Groves, Brig. Gen. Leslie R. . . . . . . . . .97
GRU . . . . . . . . . . . . . . . . . . . . . . .100–101
aborigines . . . . . . . . . . . . . . . . . . . .39–40 Black Cat feat . . . . . . . . . . . . . . . . . . . .76 Connection Junction feat . . . . . . . . . . .58 ESP Supremacy feat . . . . . . . . . . . .58, 63 Guam . . . . . . . . . . . . . . . . . . . . . . . . .121
Abwehr . . . . . . . . . . . . . . . . . . . . . .93, 99 “Black Chamber” . . . . . . . . . . . . .see MI-8 continuity ability . . . . . . . . . . . . . . . . .54 Europe Guardians of the Whispering Knife
“Ace of Spies” . . . . . . . .see Reilly, Sidney Black Falls, OK. . . . . . . . . . . . . .15, 21–22 Control Metabolism skill . . . . . . . . . . .127 . . . .16, 19, 33, 95, 99, 103, 105, 114, 117 . . . . . . . . .16, 41, 70, 92, 94, 96–98, 102,
accelerated Defense ability . . . . . . . . . .53 blackmail . . . . . . . . . . . . . . . . . . . . . . .18 Copenhagen Institute of Theoretical European Commonwealth 103, 104, 111–112
Action Service . . . . . . . . . . . . . . . . . . .103 ‘blade-hawks . . . . . . . . . .16–17, 130, 132 Physics . . . . . . . . . . . . . . . . . . . . . . . . .94 . . . . . . . . . . . .44, 102, 104, 111, 113, 140 guides in South America . . . . . . . . . . .37
Admiralty, British . . . . . . . . . . . . . . . . .91 Bletchley Park . . . . . . . . . . . . . . . . . . . .95 Cosgrach Family . . . . . . . . . . . . . . . . . .14 evasion ability . . . . . . . . . . . . . . . . . . .83 Hand of Glory, The
Adrenal Basics feat . . . . . . . . . . . . . . . .61 Blindsight 5-ft. Radius feat . . . . . . . . . .60 Cosgrach Estate . . . . . . . . . . . .14, 19, 93 evidence analysis ability . . . . . . . . . . . .50 . . . . . . .7, 9, 19–20, 43, 90, 100–101, 103
Adrenal Supremacy feat . . . . . . . . . . . .61 Bohr, Niels . . . . . . . . . . . . . . . . . . . . . .94 Covenant, Arc of the . . . . . . . . . . . . . .20 exit strategy . . . . . . . . . . . . . . . . . . . . .44 Hapstein, Janice . . . . . . . . . . . . .124–125
advanced recon . . . . . . . . . . . . . . . . . .33 Bolsheviks . . . . . . . . . . . . . . . . . . . .92–93 cover identities . . . . . . . . . . . . . . . . . . .33 expert ability . . . . . . . . . . . . . . . . . . . .48 hawk armor gadget . . . . . . . . . . . . . . .130
Africa . . . . . . . . . . . . . . . . . .30, 101, 103 Bookkeeper bundle . . . . . . . . . . . . . . .108 criminal investigation . . . . . . . .32, 34–35 extraction, emergency . . . . . . . . . .39, 44 Heaven . . . . . . . . . . . . . . .see spirit realm
African Alliance . . . . . . . . . . .16, 108, 111 boosted Charisma ability . . . . . . . . . . .82 Crown, British . . . . . . . . . . . . . . . . . . . .14 eye for detail ability . . . . . . . . . . . . . . .50 heavily armed ability . . . . . . . . . . . . . .84
Aimes, Lucas . . . . . . . . . . . . . . . . . . . .100 Bosnia . . . . . . . . . . . . . . . . . . . . . . . . . .19 Cruz, Delicea . . . . . . . . . .43, 44, 114–115 facemen . . . . . . . . . . . . . . . . . . . . . . . .26 Helix . . . . . . . . .see Schillingsfield, Avery
Air Force, U.S. . . . . . . . . . . . . . . . . . . .15 Boyes, Capt. Hector . . . . . . . . . . . . . . .96 cryogenic storage tank . . . . . . . . . . . . .16 Fade . . . . . . . . . . . . . . . . . . . .16, 104, 113 “Herod” . . . . . . . . . . . . . . . . . . . . . . . . .15
Air Ministry Intelligence, British . . . . .96 brainstorm ability . . . . . . . . . . . . . . . . .50 Cult of the Ten Suns . . . . . . . .19, 41–42, Falkland Islands . . . . . . . . . . . . . . . . .103 Hess, Rudolf . . . . . . . . . . . . .6, 96, 97, 98
air tooth gadget . . . . . . . . . . . . . . . . . .65 brainwashing . . . . . . . . . . . . . . . . . . . .18 112, 117, 125–128, 136–137 Farshot feat . . . . . . . . . . . . . . . . . . . . .60 Hexen . . . . . . . . . . . . . . . . . . . . . . .95, 97
Albania . . . . . . . . . . . . . . . . . . . . . . . . .99 Brightman, Evette . . . . . . .see Kraus, Eva Cumming, Capt. Mansfield . . . . . . .91–93 favor checks . . . . . . . . . . . . . . . . . .31–40 Hill, Capt. George . . . . . . . . . . . . . . . . .92
“Alfred” . . . . . . . . . . . . . . . . . . .15, 21–22 brilliant mind ability . . . . . . . . . . . . . .49 Curdle feat . . . . . . . . . . . . . . . . . . . . . .76 favor for a favor ability . . . . . . . . . . . .50 Hill, Jim . . . . . . . . . . . . . . . . . . . . . . . .98
Algernon, Dr. Lothario . . . . . . .10, 22, 24, Brisbane . . . . . . . . . . . . . . . .101, 103, 114 Czechoslovakia . . . . . . . . . . . . . . . .98, 99 FBI . . . . . . . . . . . . . . . . . . . . . . . .99, 101 Hitler, Adolf . . . . . . . . . . . . . . . . . . .6, 97
28. 41, 67, 96, 97–99, 104–105, 108, 110, British Intelligence . . . . . . . . . .90, 93, 96 da Vinci, Leonardo . . . . . . . . . . . . . . . .17 feats, Fringe . . . . . . . . . . . . . . . . . .76–80 Hodler, Mark . . . . . . . . . . . . . . . . . . . .105
112–114, 117, 121, 134–135 Bulgaria . . . . . . . . . . . . . . . . . . . . . . . .99 Dagger . . . . . . . . . . . . . . . . . . . . . . . . .43 feats, new basic psion . . . . . . . . . . . . . .59 Holy Grail . . . . . . . . . . . . . . . . . . . . . . .20
Alice Town . . . . . . . . . . . . . . . . . . . . . .11 bundles, new . . . . . . . . . . . . . . . . . . . .47 damage reduction ability . . . . . . . . . . .84 feats, new mental psion . . . . . . . . . . . .59 home office . . . . . . . . . . . . . .30, 106–107
All or Nothing feat . . . . . . . . . . . . . . . .76 Callan, Jack . . . . . . . . . . . . .110, 138, 140 Daredevil ability . . . . . . . . . . . . . . .85, 88 feats, new physical psion . . . . . . . . . . .61 Hong Kong . . . . . . . . . .15, 100, 126–128
allies, other agencies . . . . . . . . . . . .31–35 Cam Ranh Bay . . . . . . . . . . . . . . . . . .100 Dareka . . . . . . . . . . . . .14, 15–16, 18–19, feats, new telepathic psion . . . . . . . . . .63 hook sheets . . . . . . . . . . . . .132, 134–137
allies, local shadow communities . .35–36 Cambridge University . . . . . . . . . . .93, 94 42, 125–128, 137 Feedback feat . . . . . . . . . . . . . . . . . . . .59 human nature ability . . . . . . . . . . .48, 87
allies, the rest of the world . . . . . . .36–37 camera-safe documents gadget . . . . . . .67 Dartmoor, Arthur . . . . . . . . .131, 132–133 Field Analysis bundle . . . . . . . . . . . . .109 HUMINT (human intelligence) . . . . . . . .47
Amatee, Romeo . . . . . . . . . . . . . .121–122 Canaris, Wilhelm . . . . . . . . . . . . . . . . .97 Darvall, Denise . . . . . . . . . . . . . . . . . .101 field analysts . . . . . . .16, 26–27, 108, 109 Hungary . . . . . . . . . . . . . . . . . . . . . . . .99
American Black Chamber . . . . . . . . . . .94 Canberra . . . . . . . . .10, 11, 15–16, 18, 31, dauntless ability . . . . . . . . . . . . . . . . . .51 final deduction ability . . . . . . . . . . . . .49 Hunter, John . . . . . . . . . . . . . . . . . .15–16
Analyst feat . . . . . . . . . . . . . . . . . . . . .50 42, 98, 102, 103, 109, 131, 139, 141 Davies, Carvel . . . . . . . . . . . . . . . . . . . .14 financial profiling . . . . . . . . . . . . . . . . .34 Iceland . . . . . . . . . . . . . . . . . . . . . . . .101
Aquatica “caretakers” . . . . . . . . . . . .21–22, 99, 105 “death ray” . . . . . . . . . . . . . . . . . . . . . .91 fixers . . . . . . . . . . . . . . . . . . . . . . .25, 26 Icon ProStar gadget . . . . . . . . . . . . . .105
. . . . . .14, 21, 65, 105, 110, 138, 140–141 CARNIVORE . . . . . . . . . . . . . . . . . . . . .40 deathmazes . . . . . . . . . . . . . . . . . . .16–17 Flashfire . . . . . . . . . . . . . . . . . . . . . . . .20 immovability power . . . . . . . . . . . . . . .62
Aquatica II . . . . . . . . . . . . . . . . . . . . .138 Case, Sir Edmund . . . . . . . . . . . . . . . . .93 Decipher Fringescript . . . . . . . . . . . . . .77 fluid breathing system gadget . . . . . . .65 Imperial Security Intelligence Service
Archer Conspiracy . . . . . . . . . .12, 15–17, “Castle, the” . . . . . . . . . . . . . . . . .106–112 defiant ability . . . . . . . . . . . . . . . . . . . .51 Forsythe, Dr. Ryan . . . . . . . . . . . . . . . .43 . . . . . . . . . . . . .see Secret Service Bureau
23, 30, 31, 39, 40, 98–99, 100–103, 105, CAT scanner . . . . . . . . . . . . . . . . . . . .102 delegate ability . . . . . . . . . . . . . . . . . . .54 ‘Four Powers’ . . . . . . . . . . . . . . . . . . . .99 Imprint Basics feat . . . . . . . . . . . . . . . .63
110, 111, 119 Cavendish Laboratory . . . . . . . . . . . . . .94 Demagogue . . . . . . . . . . . . . . . . . . .94–98 Frantz, Samuel . . . . . . . . . . . . . . . . . . .31 Imprint Mastery feat . . . . . . . . . . . . . . .58
Archer Family Sanctuary . . . . . . . . . .101 CDI (Center for Disease Information) . .30 department, Bookkeeping flicker ability . . . . . . . . . . . . . . .51–52, 53 Imprint Supremacy feat . . . . . . . . .58, 63
Archer Foundation . . . .15, 16–17, 18–19, chamber relationships . . . . . . . . .111–112 . . . . . . . . . . . . . .24–26, 30, 101, 109, 110 flute gun gadget . . . . . . . . . . . . . . . . . .67 Improved Initiative ability/feat . . . . . . .84
22, 24, 27, 30, 31, 34, 36, 37, 40–43, 49, “Chance” . . . . .see Algernon, Dr. Lothario department, Damage Control freeze frame ability . . . . . . . . . . . . . . . .54 improved synergy ability . . . . . . . . . . .55
90, 98–100, 101–104, 105, 106–112, 113, Charmer ability/feat . . . . . . . . . . . . . . .83 . . . . . . . . . . . . . . . .24, 26–27, 43–44, 46 France . . . . . . . . . . . . . . .92, 99, 101, 104 incoming power . . . . . . . . . . . . . . . . . .60
114, 122, 124, 128, 132, 137 chemical monsters . . . . . . . . . . . . . . . .21 department, Field Analysis . . . . . . . . . .27 Friction Control skill . . . . . . . . . . . . . . .61 Indirect Assault feat . . . . . . . . . . . . . . .59
Archer Institute for the Sciences Cherwell, Lord Henry . . . . . . . . . . . .6, 96 department, Fringewalkers . . . . . . . . . .24 Fringe . . . . . .8, 10, 20, 40, 41, 51, 67–80, Indonesia . . . . . . . . . . . . . . . . . . . . . . .35
. . . . . . . . . . . . . . . .10, 15, 16, 18, 30, 42, chess . . . . . . . . . . . . . . . . . . . . . .106–112 department, Office of Psion Affairs . . .24, 90, 92, 95, 97, 98, 99, 103, 105, 110, 112 information services . . . . . . . . . . . .39–40
98, 110–111, 125–128, 137 Chikatilo, Andrei Romanovich . . . . . .104 28–29, 46, 52, 55, 57, 65, 66, 103, 105, Fringe, advisory . . . . . . . . . . . . . . . . . .67 Informer, The . . . . . . . . . . . . . . . . . . . .13
Archer Pact . . . . . . . . . . . . . . .90, 98, 106 chilling touch ability . . . . . . . . . . .40, 73 109 Fringe, Architects of the . . . . . .8, 10, 20, International Nuclear Forces Treaty . .104
Archer, Conrad . . . . . . . . . .10, 39, 90–97 China . . . . . . . . . . . . . . . . . . . . . . .14, 41 department, Recruitment . . . . .29–30, 108 21–22, 28, 40–41, 90, 98, 105, 112, International Olympic Committee . . . .104
Archer, Raymond . . . . . . . . . . . .5, 29, 45, Chisholm, Janet . . . . . . . . . . . . . . . . . .101 department, Training . . . . .24, 30, 46, 108 117–121, 134–135 INTERPOL . . . . . . . . . . . . . . . . . . . . . . .34
90, 91, 93–94, 96, 98, 99, 102, 103–105, “Chrysalis” . . . . . . . . . . . . . . . . . . . . . .15 department training ability . . . . . . .85, 88 Fringe bomb . . . . . . . . . . . . .see S-Bomb interview ability . . . . . . . . . . . . . . . . . .48
106–108, 112 Chung, Liu . . . . . . . . . . . . . . . . . . . . .126 Description Theory . . . . . . . . . . . . . . . .77 Fringe effects . . . . . . . . .40, 104, 117, 118 Intuition Basics feat . . . . . . . . . . . . . . .63
Architects . . .see Fringe, Architects of the Churchill, Winston . . . . . . . . . . .6, 96, 98 detect psionics power . . . . . . . . . . . . . .62 Fringe Fetch feat . . . . . . . . . . . . . . . . .77 Inverness, England . . . . . . . . . . . . .14, 93
Archive . . . . . . . . . . . . . . . . .39, 104, 119 CIA (Central Intelligence Agency) .19, 100 detect residuals power . . . . . . . . . . . . .62 Fringe incursions . . . . . . .69, 94, 95, 113 invisible opponents . .53, 92, 98, 134–135
Argentina . . . . . . . . . . . . . . . . . . . . . .103 Cipher Bureau, U.S. . . . . . . . . . . .see MI-8 devastating psion skill ability . . . . . . . .56 Fringe opponents . . . . . . . . . . .51–52, 53 invocations . . . . . . . . . . . . . . . . . . . . . .72
Argus . . . . . . . .see Savage, Lord Reginald ‘Citizen X’ DGSE . . . . . . . . . . . . . . . . . . . . . . . . .103 Fringe rules . . . . . . . . . . . . . . . . . . .70–76 Iran-Iraq War . . . . . . . . . . . . . . . . . . .104
Argus, Eyes of . . . . . . . . . . . . . . . . . . .44 . . . . . .see Chikatilo, Andrei Romanovich diplomatic immunity, ignoring . . . . . . .32 Fringe Scrounge feat . . . . . . . . . . . . . .77 IRIS (International Reporting and
Arizona . . . . . . . . . . . . . . . . . . . . . . . . .92 clandestine meetings, calling . . . . . . . .36 diplomatic pouch, use of . . . . . . . . . . .36 Fringe Stash feat . . . . . . . . . . . . . . . . .77 Information Service) . . . . . . . . . . . . . . .34
Armenia . . . . . . . . . . . . . . . . . . . . . . .104 class (base), sleuth . . . . . . . . . . . . . . . .47 directional mine gadget . . . . . . . . . . . .67 Fringe and the Mastermind system . . . .71 instant assault ability . . . . . . . . . . . . . .56
armor use ability . . . . . . . . . . . . . . . . .87 class (NPC), academic . . . . . . . . . . . . . .81 disposition modifiers . . . . . . . . . . . . . .37 fringescript . . . . . . . . . . . . .4, 69, 77, 105 Integral Theory feat . . . . . . . . . . . . . . .78
Army, U.S. . . . . . . . . . . . . . . . . . . . . . .15 class (NPC), femme fatale . . . . . . . . . . .82 division, black . . . . . . . . . . . . . . . . . . .106 fringeviewer gadget . . . . . . . . . . .66, 135 Intuition Supremacy feat . . . . . . . . . . .63
“Ash Night” . . . . . . . . . . . . . . . . . . . . .105 class (NPC), mercenary . . . . . . . . . . . . .83 division, red . . . . . . . . . . . . . . . . . . . .106 Fringewalker bundle . . . . . . . . . . . . . .110 Iron Curtain . . . . . . . . . . . . . . . . . . . .100
Asia . . . . . . . . . .16, 18, 33, 90, 100, 102, class (NPC), mysterious stranger . . . . . .84 division, white . . . . . . . . . . . . . . . . . .106 fringewalkers isotope tags . . . . . . . . . . . . . . .42, 99, 102
125, 127, 128, 137 class (NPC), operative . . . . . . . . . . . . . .84 Division Nihil . . . . . . . .24, 28, 40, 41, 51, . . . . .19, 28, 104, 105, 108, 113, 134–135 Israel . . . . . . . . . . . . . . . . . . . . . . . . . . .16
ASIO (Australian Security and Intelligence class (NPC), paper pusher . . . . . . . . . . .85 67, 104, 105, 108, 110, 112, 113, 117, 135 fringewards . . . . . . . . . . . . . . . . . . .70, 95 Italy . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Organization) . . . . . . .31–33, 98, 104–105 class (NPC), police official . . . . . . . . . .86 Donovan, William . . . . . . . . . . . . . . . . .96 front companies . . . . . . . .37–39, see also Jackboot . . . . . . . . . . . . . . . . . . . . .19–20
ASIS (Australian Security Intelligence class (NPC), professional . . . . . . . . . . . .87 doomsday prophecy . . . . . . . . . . . . . . .41 Archer Institute for Science and Straight jam power . . . . . . . . . . . . . . . . . . . . . . .60
Service) . . . . . . . . . . . . . . .33–34, 98, 104 class (NPC), psi-trainer . . . . . . . . . . . . .87 Dream Suite . . . . . . . . . . . . .see Room 39 Arrow Pest Control Japan . . . . . . . . . . . . .18, 90, 92, 96, 104
A.S.P. (Advanced Sniper Prototype) class (NPC), raider . . . . . . . . . . . . . . . . .88 Dreamtime . . . . . . . . . . . . . . . . . . . . . .40 gadgets . . . . . . . . . . . . .29, 30, 31, 42, 44, Jerusalem . . . . . . . . . . . . . . . . . . . . . . .11
. . . . . . . . . . . . . . . . . . .19, 126–127, 128 class (prestige), field analyst . . . . . . . . .49 dreamwalks . . . . . . . . . . . . . . . . . . . . . .40 65–67, 112, 121–122, 127, 129, 130 Jinx feat . . . . . . . . . . . . . . . . . . . . . . . .78
A.S.P. suit . . . . . . . . . . . . . . . . . . . . . .127 class (prestige), fringewalker . . . . . . . . .50 DSD (Defense Signals Directorate) . . .100 gadgets, diving . . . . . . . . . . . . . . . .65–66 Jodhpur, India . . . . . . . . . . . . . . . . . . .105
Athenia passenger liner . . . . . . . . . . . .96 class (prestige), hyper . . . . . . . . . . .28, 52 Dunnston, Andrew . . . . . . . . . . .102, 104 Garringer . . . . . . . . . . . . . . . . . . . . . .4–9 Johannesburg . . . . . . . . . . . . . . . . .11, 15
attacks, tonal . . . . . . . . . . . . . . . . . . . .61 class (prestige), Lord . . . . . . . . . . . . . . .54 Dupois, Nicolette . . . . . . . . . . . . . . .91, 93 GC&CS (Government Code and Cipher Jones, Prof. R.V. . . . . . . . . . . . . . . . . . .96
Auckland Harbour . . . . . . . . . . . . . . .103 class (prestige), maxim . . . . . . . . . .28, 55 eagle armor gadget . . . . . . . . . . . . . . .129 School) . . . . . . . . . . . . . . . . . . . . . .92, 95 Jordan . . . . . . . . . . . . . . . . . . . . . . . . .16
audio/video feeds, secure gadget . . . . .40 class (prestige), scanner . . . . . . . . .28, 57 ECHELON . . . . . . . . . . . . . . . . . . . . . . .40 gear, requisitioning in South America .37 Kaine, Aesop . . . . . . . . . . . . . . . . . . . . .11
Aurora . . . . . . . . . . . . . . . . . . .96–97, 104 Cleaner bundle . . . . . . . . . . . . . . . . . .109 education checks . . . . . . . . . . . . . .34, 39 Gemeinschafft Consortium Kane, Cameron . . . . . . . . . . . . .90, 91, 93
Australia . .16, 24, 25, 35, 42, 43, 96, 98, cleaners . .see Straight Arrow Pest Control Ego Trust . . . . . . . . . . . . . . . . . . .28, 109 . . . . . . . . . . . . . . . . . . . . .17, 91, 93, 103 Kell, Capt. Vernon . . . . . . . . . . . . . . . . .91
99, 101, 102, 105, 114, 117, 120, 125, 128 cleaners, summoning . . . . . . . . . . .38–39 Ego Trust bundle . . . . . . . . . . . . . . . . .108 Geneva . . . . . . . . . . . . . . . . . . . . . .11, 16 Kennedy, John F. . . . . . . . . . . . . . . . .100
Australian law enforcement . . . . . . . . .31 Cloak . . . . . . .16, 35, 39, 43, 45, 100, 111 Egypt . . . . . . . . . . . . . . . . . . . . . . . . . .93 Germany . . . .91, 92, 93, 95–99, 101, 103 key skill ability . . . . . . . . . . . . . . . . . . .55
Austria . . . . . . . . . . . . . . . . . . . . . . . . .92 cloaked in the Fringe ability . . . . . .51–52 El Salvador . . . . . . . . . . . . . . . . . . . . .115 gestalt ability . . . . . . . . . . . . . . . . . . . .58 Kiel . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
Austrian State Treaty . . . . . . . . . . . . . .99 clones . . . . . . . . . . . . . . . . .21–22, 98–99 Ellesmere Island . . . . . . . . . . . . . . . . . .91 ghosts . . . . . . . . . . . .see lingering spirits Knights . . . . . . . . . . .27, 90, 108–109, 111
avoidance power . . . . . . . . . . . . . . . . . .60 clone farms . . . . . . . . . . . . . . . . . .22, 105 Ellis, Charles Howard . . . .95, 98–99, 101 ghosts, screaming . . . . . . . . . . . . . . . . .68 Krause, Eva
awareness ability . . . . . . . . . . . . . . . . .49 clockworks . . . . . . . . . . . . . . . . . . . . . .17 Elysium . . . . . . . . . . . . . . .see spirit realm Giles, Daniel . . . . . . . . . . . . . . . .131–132 . . . . . .19–20, 43, 70, 93, 94–97, 105–106
backpedal power . . . . . . . . . . . . . . . . . .64 Club Demetrian . . . . . . . . . .117, 121–125 enemies, Foundation . . . . . . . . . . . .40–43 GlobalTech . . . . . . . . . . . . . . . . . . . . . .13 Kryptos . . . . . . . . . . . . . . . . . . . . . . . . .16
Backtrack . . . . . . . . . . . . . . . . . .129–130 CNN . . . . . . . . . . . . . . . . . . . . . . . . . . .14 energy drain ability . . . . . . . . . . . . . . .73 Gold, Heather . . . . . . . . . . . . . . . . . . .123 LCS (London Controlling Station) . . . . .96
Backwasher bundle . . . . . . . . . . . . . . .109 code clerk . . . . . . . . . . . . . . . . . . . . . . .91 energy lance ability . . . . . . . . . . . . . . .57 Gordievsky, Oleg . . . . . . . . . . . . . . . . .103 leap of logic ability . . . . . . . . . . . . . . .50
“backwashers” . . . . . . . . . . . . . . . .25, 109 coil weapon quality . . . . . . . . . . . . . . .59 energy master ability . . . . . . . . . . . . . .57 Graham, Elias . . . . . . . . . . . . . . . . .13, 18 Lenin, V.I. . . . . . . . . . . . . . . . . . . . . . . .92
Baltic Sea . . . . . . . . . . . .14, 21, 105, 138 Cold War . . . . . . . . . . . . . . . . . . . . . . . .98 energy spray ability . . . . . . . . . . . . . . .56 Great Game . . . . . . . . . . . . . . . . . . . . . .23 Leninakan and Spitak . . . . . . . . . . . . .104
Barnard, Dr. Christiaan . . . . . . . . . . . .101 Columbia . . . . . . . . . . . . . . . . . . . . . .103 England . . . . . . . . . . . . . . . . . . . . .19, 96 Greece . . . . . . . . . . . . . . . . . . . . . . . . . .90 Levitation skill . . . . . . . . . . . . . . . . . .118
Barnes, Jeff . . . . . . . . . . . . . . . . . . .13, 18 combat drones . . . . . . . . . . . . . . . . . . .16 ENIGMA . . . . . . . . . . . . . . . . . .93, 94–96 Gray Blades . . . . . . . . . . . . . . . . . . . .120 light touch ability . . . . . . . . . . . . . . . . .58
BBC . . . . . . . . . . . . . . . . . . . . . . . . . . .14

142
Index
lightning fast ability . . . . . . . . . . . . . . .53 Naval Board, Australian . . . . . . . . . . . .91 . . . .28–29, 45, 96, 98, 101, 103, 105, 109 shadow history, 1980s . . . . . . . . .103–104 time strider ability . . . . . . . . . . . . . . . .53
Lightning Reflexes feat . . . . . . . . . . . . .60 Navy, German . . . . . . . . . . . . . . . . . . . .93 Psionic Sensing skill . . . . . . . . . . . . . . .62 shadow history, 1990s . . . . . . . . .104–106 Tokajiro, Connie
Like to Like feat . . . . . . . . . . . . . . . . . .78 Navy, U.S. . . . . . . . . . . . . . . . . . . . . . .121 PsiScouts . . . . . . . . . . . . . . . . . . . . . . .29 shadow history, today . . . . . . . . . . . . .106 . . . . . . . . . .13–14, 18–19, 127, 128, 137
limited custom ride ability . . . . . . . . . .88 Nazis . . . . . . . . . . . . . . . . . . . . .21, 95, 97 PsiTech . . . . . . . . . . . . . . . . . .see gadgets Shergold, Howard . . . . . . . . . . . . . . . .100 Tokajiro, Musashi . . . . . . . . . . . . . .13, 18
limited familiarity ability . . . . . . . . . . .88 negative levels . . . . . . . . . . . . . . . .72–73 Psychoinventive Basics feat . . . . . . . . .60 Shermeteyevo Airport . . . . . . . . . . . . .100 Tokyo . . . . . . . . . . . . . . . . . . . .13, 18, 43
lingering spirit, creating a . . . . . . .72–75 neural loop . . . . . . . . . . . . . . . . . . . . . .58 Psychoinventive Supremacy feat . . . . .59 Shinjuku District, Japan . . . . . . . . .13–14 Tough Luck feat . . . . . . . . . . . . . . . . . .80
lingering spirits New York . . . . . . .28, 34, 43, 97, 101, 103 Psychokinetic Supremacy feat . . . . . . .59 Shop, The . . . . . . . . . . .15–17, 21, 29, 31, tracer ability . . . . . . . . . . . . . . . . . . . . .58
. . . . . . . . .28, 68–71, 92, 97–98, 99, 119 New Zealand . . . . . . . . . . . . . .35, 98, 103 psykinetic projection . . . . .see poltergeist 42–43, 44, 104, 105, 106, 108, 112, 117, Training Corp bundle . . . . . . . . . . . . .108
lingering spirits, attacks from Nihil Division . . . . . . . .see Division Nihil Psychometry . . . . . . . . . . . . . . . . . . . .4–9 121–125, 128–133 trajectory power . . . . . . . . . . . . . . . . . .60
. . . . . . . . . . . . . . . . . . .68, 70, 72, 74, 99 ‘Night Stalker’ . . . . .see Ramirez, Richard pulp roleplaying . . . . . . . . . . . . . . . . . .28 shutterbug ability . . . . . . . . . . . . . . . . .50 transmit signals power . . . . . . . . . . . . .60
lingering spirits, dispositions of . . .74–75 Nirvana . . . . . . . . . . . . . . .see spirit realm pulse ability . . . . . . . . . . . . . . . . . . . . .56 Sidestep ability/feat . . . . . . . . . . . . . . .84 Triad, Lung . . . . . . .14, 18, 127, 128, 137
lingering spirits, protection vs. . . . . . . .40 NKGB . . . . . . . . . . . . . . . . . . . . . . . . . .98 puppet self power . . . . . . . . . . . . . . . . .64 Sidestep feat . . . . . . . . . . . . . . . . . . . . .60 Trolls, the . . . . . . . . . . . . . . . . . . . . . .124
lingering spirits, summoning North Pole . . . . . . . . . . . . . . . . . . . . . . .91 pure speed ability . . . . . . . . . . . . . . . . .53 SIS (Secret Intelligence Service) . .see MI6 Trotsky, Leon . . . . . . . . . . . . . . . . .91, 92
. . . . . . . . . . . . . . . . . . . . . .75–76, 94, 99 Nostrum . . . . . . . . . . . . . . . . . . . . .30, 45 Qui-Lau, Tian . . . . .41–42, 125–128, 137 skills, new mental psion . . . . . . . . .59–61 Trust, the . . . . . . . . . . . . . . . . . . . . . . .93
Link Health skill . . . . . . . . . . . . . . .53, 62 NPC Classes . . . . . . . . . . . . . . . . . . .80–81 quicksilver axe gadget . . . . . . . . . . . .129 skills, new physical psion . . . . . . . .61–63 Tunguska, Siberia . . . . . . . . . . . . . . . . .91
liquidation . . . . . . . . . . . . . . . . . . . . . .27 NSA . . . . . . . . . . . . . . . . . . . . . . . . . . .43 R&D (Research & Development) . . . . . .44 skills, new telepathic psion . . . . . . .63–64 Tutankhamen dig . . . . . . . . . . . . . . . . .93
little details ability . . . . . . . . . . . . . . . .49 nuclear reaction, man-made . . . . . . . . .94 Radiokinesis skill . . . . . . . . . . . . . . . . .60 Sky Needle . . . . . . . . . . . . . . . . . . . . .105 tutor power . . . . . . . . . . . . . . . . . . . . . .63
Little Sai Wan . . . . . . . . . . . . . . . . . . .100 Nuremburg . . . . . . . . . . . . . . . . . . .97, 98 Rainbow Warrior . . . . . . . . . . . . .103–104 slippery power . . . . . . . . . . . . . . . . . . .62 Twenty Committee . . . . . . . . . . . . . . . .96
Lloyd, Sara . . . . . . . . . . . . . .99, 101, 113 Occam’s razor . . . . . . . . . . . . . . . . . . . .44 Ramirez, Richard . . . . . . . . . . . . . . . . .103 Smythe, Matthew . . . . . . . . . . .19, 92, 93 twin recovery power . . . . . . . . . . . . . . .62
Lodge . . . . . . . . . . . . . . . .16, 30, 45, 102 ODESSA . . . . . . . . . . . . . . . . . . . . . . . .20 real authority ability . . . . . . . . . . . . . . .86 sneak attack ability . . . . . . . . . . . .82, 85 Two . . . . . . . . . . . . . . . . . .5, 16, 28, 102,
London . . .11, 15, 43, 91, 94, 97, 100–101 Office of Psion Affairs bundle . . . . . .108 rebreather pen gadget . . . . . . . . . . . . . .65 snoops . . . . . . . . . . . . . . . . . . . . . .25, 26 104–106, 107, 112–113, 128, 135
Look ability/feat . . . . . . . . . . . . . . . . . .82 OGPU . . . . . . . . . . . . . . . . . . . . . . . . . .93 receive signals power . . . . . . . . . . . . . .60 SOE (Special Operations Executive) . . .96 U.S.S. Millennium . . . . . . . . . . . . . .11, 15
Lopez, Pedro Alonso . . . . . . . . . . . . . .103 Olympic Games . . . . . . . . . . . . . .104–105 reconstruction power . . . . . . . . . . . . . .64 “Solution of American Diplomatic Codes” U-Boats . . . . . . . . . . . . . . . . . . . .6, 21, 96
Lords of the Foundation . . .10, 16, 25, 31, Omen, Dr. Alexander Recruitment bundle . . . . . . . . . . . . . . .108 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 Übermensch . . . . . . . . . . . . . . . . . . . . .95
54, 98, 99–101, 103–104, 107, 108, 109 . . . . . . . . . . . .99, 117, 119–120, 134–135 Reichstaldt, Dr. Hermann . . . . . . . .14, 20 ‘Son of Sam’ . . . . . .see Berkowitz, David UKUSA Agreement . . . . . . . . . . . . . . . .98
Lord’s privilege ability . . . . . . . . . . . . .55 Operation: ABLE ARCHER . . . . . . . . .103 Reilly, Sidney . . . . . . . . . . . . . .90, 92–93 sonic illusion power . . . . . . . . . . . . . . .60 Umbra . . . . . . . . . . . . . . . . . . . . . . .94–98
Lord Inquisitor . . . . . . . . . . . . . . . . . .106 Operation: BODY DOUBLE . . . . . . . . .137 Reinhard Explorer’s League . . . . . . . . .14 soul survivor ability . . . . . . . . . . . . . . .51 uncanny dodge ability . . . . . . . . . . . . .51
Lord of Concealment . . . .see Callan, Jack Operation: DOUBLE–CROSS . . . . . . . . .96 Rejewski, Marian . . . . . . . . . . . . . .94–95 sound blast power . . . . . . . . . . . . . . . . .61 undead quality . . . . . . . . . . . . . . . . . . .73
Lord of Discipline . . . . . . . . .see Nostrum Operation: GODSMASHER . . . . . . . . . .98 relics . . . . . . . . . . . . . . . . . . . . . . . . . . .72 sources ability . . . . . . . . . . . . . . . . . . .48 underwater jet shoes gadget . . . . . . . . .66
Lord of Nature . . .see Dunnston, Andrew Operation: GOLDENROD . . . . . . . . . . . .95 ‘Ripper of Rostov’ South America . . . . . . . . . . . .37, 100–101 underwater lenses gadget . . . . . . . . . . .66
Lord of Reason . . . . . . . . . . . . . . . . . .104 Operation: MUNICH . . . . . . . . . . .105, 110 . . . . . .see Chikatilo, Andrei Romanovich Spatial Comprehension skill . . . . . . . . .60 underwater weapon conversion gadget
Lord of Superstition Operation: PHANTASM . . . . . . . . . . . .95 rocket launcher cast gadget . . . . . . . . .67 Special Forces, Australian . . . . . . . . . . .16 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
. . . . . . . . . . . .see Lothario, Dr. Algernon Operation: SILENT SPECTRE Romania . . . . . . . . . . . . . . . . . . . . . . . .99 Special Intelligence Bureau . . . . . . . . .96 United Kingdom
Los Angeles . . . . . . . . . . . . . . . . . . . . .103 . . . . . . .40–41, 98–99, 112, 117, 134–135 Rooks . . . . . . . . . . . .16, 42, 90, 108, 109 Specialist bundle . . . . . . . . . . . . . . . . .108 . . . . .33, 90, 91, 92, 94, 98, 99, 100–101
Luftwaffe bombers . . . . . . . . . . . . . . . .97 Operation: STYX . . . . . . . . . . . . . . . . . .97 Room 39 . . . . . . . . .6, 15, 19, 22, 28, 30, specialty ability . . . . . . . . . . . . . . . . . .82 United Nations . . . . . . . . . .11, 15, 17, 36
Lyle . . . . . . . . . . . . . . . . . . . . . . .100, 102 Oppenheimer, J. Robert . . . .89, 94, 97–98 39, 90, 91–99, 101, 105, 111, 112, 117 spectral gear . . . . . . . . . . . . . . . . . . . . .74 United States of America . . . . .16, 33, 36,
McCullough, David . . . . . . . . . . . . .31, 32 OPS (Office for Physical Science) Room 40 . . . . . . . . . . . . . . . . . . . . .91, 92 spectral quality . . . . . . . . . . . . .51, 73, 74 43, 92, 95, 98, 99, 100, 103, 104
Macchu Picchu . . . . . . . . . . . . . . . . . . .71 . . . . . . . . . . . . . . . . . . . . .92–98, 111, 117 Roosevelt, Theodore . . . . . . . . . . . . . . . .6 spider climb power . . . . . . . . . . . . . . . .62 unnatural aura quality . . . . . . . . . . . . .74
Madame Butterfly . . . . . . . . . . . . . . . .105 Ordinary past ability/feat . . . . . . . . . . .87 Rosenberg, Julius and Ethel . . . . . . . . .99 spirit anchor ability . . . . . . . . . . . . . . .52 unquiet dead . . . . . . .see lingering spirits
magnet knuckles gadget . . . . . . . . . . . .67 Oslo Report . . . . . . . . . . . . . . . . . . .96, 97 Round Table Media (RTM) Corp spirit bridges . . . . . . . . . . . . . . . . . .70–71 Unshakable ability/feat . . . . . . . . . . . . .84
Maharanghar Fort . . . . . . . . . . . . . . . .105 OSS (Office of Strategic Services) . . . . .96 . . . . . . . . . . . . . . . . . . . . . .131, 132–133 spirit realm . . . . . . . . . . . . . . .68–71, 135 Unshakable feat . . . . . . . . . . . . . . . . . .80
Malay Peninsula . . . . . . . . . . . . . . . . . .35 Other Side . . . . . . . . . . . . . . . . .see Fringe Royal Navy, British . . . . . . . . . . . . . . . .96 Spoil feat . . . . . . . . . . . . . . . . . . . . . . .79 update power . . . . . . . . . . . . . . . . . . . .63
Malone, Robert “Ogre” . . . . . . . .123–124 otherworldly wail ability . . . . . . . .40, 72 Rule of 5 feat . . . . . . . . . . . . . . . . . . . .79 SS (Schutzstaffel) . . . . . . . . . . . . . .94, 97 Utopia Designs . . . . . . . . . . . . . . . .11, 15
Manes Industrial . . . . . . . . . .99, 101, 134 Overwatch . . . . . . . . . . . . . . . . . . .40, 132 Russia . . . . . . . . . . . . . . . . .42, 90, 91–93, SS-X-24 missile . . . . . . . . . . . . . . . . .103 V1 and V2 missiles . . . . . . . . . . . . . . . .96
Manhattan Project . . . . . . . . . . . . . . . .97 Pan-Asian Collective 98, 99–101, 103, 104, 105 Stalin, Josef . . . . . . . . . . . . . . . .6, 93, 99 Valentine, Ace . . . . . . . . . . . .44, 115–116
manifestation ability . . . . . . . . . . . . . . .73 . . . . . . . . . . . . . .18–19, 30, 42, 112, 137 Russian Confederacy . . . . . .100, 112, 140 State Department, U.S. . . . . . . . . . . . . .91 Vallentin, Sybille . . . . . . . . . . . . . . . . .20
Marko . . . . . . . . . . . . . . . . . . . . . . . . .102 Panopticon . . . . . . . . . . . . . . . . . . . . .102 Russo-Japanese War . . . . . . . . . . . .90, 91 stealth technology . . . . . . . . . . . . . . . .26 van Deman, General Ralph . . . . . . . . . .92
medical attention in the field . . . . . . . .38 Paradise . . . . . . . . . . . . . .see spirit realm S-Bomb . . . . . . . . . . . . . . . . . . . . .97, 135 Stealthy ability/feat . . . . . . . . . . . . . . .85 Vangeli, Bruno . . . . . . . . . . . . . . . . . . .96
Mein Kampf . . . . . . . . . . . . . . . . . . . . .97 Parallel . . . . . . . . . . . . .4–9, 105, 117–119 Sadrah . . . . . . . . . . . . . . . . . . . . . . . .103 Steele, Madeleine . . . . . . . . . . . . . . . . .26 Versailles, Treaty of . . . . . . . . . . . . . . .92
Memory Flash skill . . . . . . . . . . . . . . . .63 Paris . . . . . . . . . . . . . . . . . . . . . . . . . . .15 Safe Haven Resorts . . . . . . . . . . . . . . . .38 Stephenson, William . . . . . . . . . . . . . . .96 veteran investigator ability . . . . . . . . . .50
memory flesh gadget . . . . . . . . . . . . . .26 Pawns . . . . . . . . . . . . . . . . . . . . .109–110 safe house ability . . . . . . . . . . . . . . . . .50 Sterling, Leigh . . . . . . . . . . . . . . . .32, 34 Vibrokinesis skill . . . . . . . . . . . . . . . . .60
mental model power . . . . . . . . . . . . . . .63 Peary, Commander Robert . . . . . . . . . . .91 safe houses, immediate . . . . . . . . . . . . .38 Stewart Island . . . . . . . . . . . . . . . . . . . .99 Villain X
mercury shadows . . . . . . . . . . . . . . . . .68 Peculiar Dodge feat . . . . . . . . . . . . . . .79 safe zones . . . . . . . . . . . . . . . . . . . . . . .44 Stimson, Henry . . . . . . . . . . . . . . . . . . .94 . . . . .11, 13, 15–16, 42–43, 117, 128–133
Metabolic Basics feat . . . . . . . . . . . . . .62 Peenemünde . . . . . . . . . . . . . . . . . . . . . .6 St. Petersburg . . . . . . . . . . . . . . . . . . . .91 Stonehenge . . . . . . . . . . . . . . . . . . . . . .71 Vikings . . . . . . . . . . . . . . . . . . . . . . . . .14
Metabolic Supremacy feat . . . . . . . . . .61 Penkovskiy, Oleg Vladimirovich .100–101 Salmon, David . . . . . . . . . . . . . . . . . . .92 Straight Arrow Pest Control virus . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Mexico City . . . . . . . . . . . . . . . . . . . . .44 Pereira, Fernando . . . . . . . . . . . . . . . .103 satellite photos, acquiring . . . . . . . . . . .40 . . . . . .24, 26–27, 38–39, 43–44, 114–116 Vision Enterprises . . . . . . . . . . . . . . . . .38
Mi-Hai . . . . . . . . . . . . . . . . . . . . . . . .137 P.E.R.I.L. . . . . . . . .16, 21, 43, 98, 99, 101 Sato, Nuyen . . . . . . . . . . . . . . . . . . . . .14 Straight Arrow vans . . . . . . . . . . . . . . .44 Voice, the . . . . . . . . . . . . . . . . . . . . . . .96
MI1(c) . . . . . . . . . . . . . . . . . . . . . . .91, 93 Persia . . . . . . . . . . . . . . . . . . . . . . . . . .91 Savage, Emily . . . . . . . . . . . . . . . . .15–16 Strange Inscription feat . . . . . . . . . . . .79 Vodyanoi . . . . . . . . . . . . . . . . . . . . . .6, 96
MI5 . . . . . . . . . . . . . . . . . . . . . . . . . . . .99 persistent telepathy ability . . . . . . . . . .58 Savage, Lord Reginald . . . . . . . . . .23, 30 Strange Verse feat . . . . . . . . . . . . . . . . .80 War of the Worlds . . . . . . . . . . . . . . . .95
MI6 . . . . . . . . . . .93, 96, 98, 99, 100–101 Persuasive ability/feat . . . . . . . . . . . . . .86 Savinian, Boris . . . . . . . . . . . . . . . . . . .23 Studio Alta . . . . . . . . . . . . . . .13, 18, 128 War Office, British . . . . . . . . . . . . . . . .91
MI-8 . . . . . . . . . . . . . . . . . . . . . . . .92, 94 Peru . . . . . . . . . . . . . . . . . . . . . . . . . .103 Schillingsfield, Sir Avery Stuttgart, Germany . . . . . . . . . . . . . . . .14 Warsaw Pact . . . . . . . . . . . . . . . . . . . . .99
Middle East . . . . . . . . . . .16, 96, 103, 105 Petrov, Vladamir . . . . . . . . . . . . . . . . . .99 . . . . . .16–17, 42, 90–91, 92, 93, 99, 102 style and demeanor . . . . . . . . . . . . . . .24 Washington, D.C. . . . . . . . . . . . . . . . . .11
Midnight . . . . . . . . . . . . . . . . . . . . . . . .16 Petrovich, Nikolai . . . . . . . . . . . . . .16, 43 Scholarly ability/feat . . . . . . . . . . . . . .82 Summon Spirit ritual . . . . . . . . . . .75–76 Washington Naval Conference . . . .92, 94
Military Intelligence, U.S. . . . . . . . . . . .92 petty authority ability . . . . . . . . . . . . .85 Schrader, Wilhelm . . . . . . . . . .9, 94–100, Support Staff bundle . . . . . . . . . . . . . .110 Washkansky, Louis . . . . . . . . . . . . . . .101
military specialist support . . . . . . . . . .34 Phantom Brigade . . . . . . . . . . . . . .16, 43 103, 105, 112, 117–119, 121, 134–135 surge of speed ability . . . . . . . . . . . . . .53 weapons restrictions . . . . . . . . . . . . . . .31
Millennium . . . . . . . . . . . . . .28, 105–106 “Phantom” VTOL transport vehicle . . .130 Scobel, Lt. Daniel . . . . . . . . . . . . . . . . .15 sustained attack ability . . . . . . . . . . . . .57 weapon specialization ability . . . . . . . .87
Millennium Bug . . . . . . . . . . . . . . . . . .11 physical adepts . . . . . . . . . .52, 91–92, 95 Scribble feat . . . . . . . . . . . . . . . . . . . . .79 Switzerland . . . . . . . . . . . . . . . . . . . . . .99 wheelmen . . . . . . . . . . . . . . . . . . . . . . .26
Milner, Ian . . . . . . . . . . . . . . . . . . . . . .98 physical world . . . . . . . . . . . . . . . . .68–71 Script Seer feat . . . . . . . . . . . . . . . . . . .79 Sydney Opera House . . . . . . . . . . . . . .105 Whitaker, Silas . . . . . . . . . . . . . . . .25, 44
Miloslaw, Michael . . . . . . . . . . . . . . . . .20 “Piquant” . . . . . . . .see Smythe, Matthew Seaborne, Patricia . . . . . . . . . . . . . . . . .27 Sydney University . . . . . . . . . . . . . . . .96 Wichita, Kansas . . . . . . . . . . . . . . . . . .15
mind walker ability . . . . . . . . . . . . . . .58 plot hooks . . . . . . . . . . .7, 12, 17–22, 121 Seagle, Harvey . . . . . . . . . . . . . . .101, 105 Syndicate, Judas . . . . . . . . . . . . . .99, 101 Wildcat movies . . . . . . . . . . . . . . .16, 131
Minuteman Indemnities . . . . . . . . . . . .25 Point Blank Shot ability/feat . .84, 87, 88 second department ability . . . . . . . . . .54 Syria . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Wilde, Katherine . . . . . . . . . . . . . . . . . .16
mission profiles . . . . . . . . . . . . . . . .24–31 Poland . . . . . . . . . . . . . . . . . . . . . . . . .99 Secret Service Bureau . . . . . . . . . . .91–92 Tabula Rasa . . . . . . . . . . . . . . . . . . . .135 “Witch House” . . . . . . . . . . .see Abgrund
mission resources . . . . . . . . . . . . . .31–40 police intervention . . . . . . . . . . . . . . . .31 sensitive ability . . . . . . . . . . . . . . . . . . .51 tap senses power . . . . . . . . . . . . . . . . .64 “word on the street” . . . . . . . . . . . . . . .36
Monaco . . . . . . . . . . . . . . . . . . . . . .91, 93 Police Training ability/feat . . . . . . . . . .87 Sensory Basics feat . . . . . . . . . . . . . . . .62 Technology for Tomorrow World Today . . . . . . . . . . . . . . . . . . . . .11
Monaco, Princess of political espionage . . . . . . . . . . . . . . . .32 Sensory Supremacy feat . . . . . . . . . . . .61 . . . . . . . . . . . . . . . . . .11–13, 15, 18, 128 World War I . . . . . . . . . . . . . . . . . .91–92
. . . . . . . . . . . . . . . .see Dupois, Nicolette political favors ability . . . . . . . . . . . . .85 Sensory Tap skill . . . . . . . . . . . . . . . . .64 telekinesis ability . . . . . . . . . . . . . . . . .73 World War II . . . . .15, 40, 93, 95–96, 117
‘Monster of the Andes’ Poll, Benjamin . . . . . . . . . . . . . . . . . . .101 SETI (the Search for Extraterrestrial Life) Telekinetic Basics feat . . . . . . . . . . .60, 74 Yagoda, Genrikh G. . . . . . . . . . . . . . . .93
. . . . . . . . . . . . . .see Lopez, Pedro Alonso poltergeists . . . . . . . . . . . . . . . . . . . . . .19 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Telekinetic Mastery feat . . . . . . . . . . . .74 Yakuza . . . . . . . . . . . . . . . . . . .13–14, 18
Monte Carlo . . . . . . . . . . . . . . . . . . . . .91 Poltergeist skill . . . . . . . . . . . . . . .73, 118 Sevastopol . . . . . . . . . . . . . . . . . . . . . .102 Telekinetic Supremacy feat . . . . . . . . . .59 Yardley, Herbert . . . . . . . . . . . .91–92, 94
Mordent, Thomas . . . . . . . . . . . .120–121 pool vitality power . . . . . . . . . . . . . . . .62 SFA Interactive campaign telepaths . . . . . . . . . . . . .42, 95, 101, 112 Yearling, Simon . . . . . . . . . . . . . . . . . .13
Moscow . . . . . . . . . . .11, 16, 93, 100–101 Port Arthur . . . . . . . . . . . . . . . . . . . . . .90 . . . . . . . . . . .7, 10, 12, 40, 41, 42, 43, 90 teleport ability . . . . . . . . . . . . . . . . . . .53 Xi He (Breath Blend) . . . . . . . . . . . . . . .41
Mururoa atoll . . . . . . . . . . . . . . . . . . .104 power sink ability . . . . . . . . . . . . . . . . .56 shadespeakers . . . . . . . . . . . . . . . . . . . .92 Ten Suns, Cult of the . . . . . . . . . . . . . .19 Yakuza . . . . . . . . . .14, 18, 127–128, 137
Museum of Natural History . . . . . . . . .14 Praetoriat . . . . . . . . . . . . . . . . . . . . . . .44 shadestrike ability . . . . . . . . . . . . . . . . .51 Tepe, Dumisani . . . . . . . . . . . . . . . .15–16 Yoshioka, Gendo . . . . . . . . . . . . .127, 128
Museum of Theoretical Science . .120–121 Prague . . . . . . . . . . . . . . . . . . . . . . . .120 shadow community search . . . . . . . . . .35 Tesla, Nikola Zigong, Chih . . . . . . . . . . . . . . . .126, 128
My City District, Japan . . . . . . . . .14, 137 Prism . . . . . . . . . . . . . . .see Giles, Daniel shadow community bias . . . . . . . . . . . .35 . . . . . . . .67, 91, 94–97, 99, 100, 112, 118 zone of silence power . . . . . . . . . . . . . .61
Mysteries . . . . . . . . . . . . . . . . . . . . .39–40 private airlines . . . . . . . . . . . . . . . .37–38 shadow history . . . . . . . . . . . . . . .90–106 Tesla Institute . . . . . . . . . . . . . . . . . . . .97
mystic world . . . . . . . .40, 67–80, 99, 112 Profile skill . . . . . . . . . . . . . . . . . . . . . .63 shadow history, before the pact . . .90–98 Texas . . . . . . . . . . . . . . . . . . . . . . . . . .43
National Guard . . . . . . . . . . . . . . . . . . .15 “psi-spies” . . . . . . . . . . . . . . . . . . . . . . .95 shadow history, 1950s . . . . . . . . . .98–100 Theatre gadget . . . . . . . . . .122–123, 124
NATO . . . . . . . . . . . . . . . . . . . . . .99, 103 psionic research shadow history, 1960s . . . . . . . . .100–101 Thirst, the . . . . . . . . . . . . . . . . .68, 72, 75
“Nature and Mechanics of Death” . . . .95 shadow history, 1970s . . . . . . . . .101–103 Tibet . . . . . . . . . . . . . . . . . . . . . . . . . . .25

143
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means any work covered by this License, including translations and derivative works under AEG would appreciate anyone using OGC material from the Archer Foundation in other OGL
copyright law, but specifically excludes Product Identity. (e) “Product Identity” means works to kindly reference the Archer Foundation as the source of that material within the
product and product line names, logos and identifying marks including trade dress; artifacts; text of their work. Open Game Content may only be used under and in accordance with the
creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, terms of the OGL as fully set forth in the opposite column.
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as
and graphic, photographic and other visual or audio representations; names and Product Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses
and all Spycraft and Shadowforce Archer logos and identifying marks and trade dress,
and special abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark including all Spycraft and Shadowforce Archer product and product line names including
or registered trademark clearly identified as Product identity by the owner of the Product but not limited to The Spycraft Espionage Handbook, Control Screen, Modern Arms Guide,
Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the Faceman/Snoop Class Guide, Fixer/Pointman Class Guide, Soldier/Wheelman Class Guide,
logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or Season Book #1, Season Book #2, and subsequent Season books, Shadowforce Archer
its products or the associated products contributed to the Open Game License by the Worldbook, African Alliance Chamber Book, Archer Foundation Chamber Book, Company
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, Chamber Book, European Commonwealth Chamber Book, Guardians of the Whispering Knife
modify, translate and otherwise create Derivative Material of Open Game Content.
Chamber Book, Pan-Asian Collective Chamber Book, Room 39 Chamber Book, Russian
(h) “You” or “Your” means the licensee in terms of this agreement.
Confederacy Chamber Book, and all subsequent Chamber Books, Hand of Glory Threat Book,
2. The License: This License applies to any Open Game Content that contains a notice P.E.R.I.L. Threat Book, Shop Threat Book, and all subsequent Threat Books, Decade Book: The
indicating that the Open Game Content may only be Used under and in terms of this 1940s, Decade Book: The 1970s, and all subsequent Decade Books, SFA Interactive Episode:
License. You must affix such a notice to any Open Game Content that you Use. No terms Shallow Graves, and all subsequent SFA Interactive Episodes, website support materials
may be added to or subtracted from this License except as described by the License itself.
(including, but not limited to, the audio drama and all future incarnations, website briefin-
No other terms or conditions may be applied to any Open Game Content distributed using
this License. gs, online community donations, and all free game support items), and all Spycraft and
Shadowforce Archer logos; any elements of the Spycraft or Shadowforce Archer settings,
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of including but not limited to capitalized names, Conspiracy names, Chamber names, project
the terms of this License. names, code names, department names, section names, threat names, characters, gadgets
4. Grant and Consideration: In consideration for agreeing to use this License, the (including, but not limited to, the usual refinements and other gadgets), historic events, and
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the organizations; any and all stories, storylines, plots, thematic elements, documents within the
exact terms of this License to Use, the Open Game Content. game world, quotes from characters or documents, and dialogue; and all artwork, symbols,
designs, depictions, illustrations, maps and cartography, likenesses, poses, Archer Conspiracy,
5. Representation of Authority to Contribute: If You are contributing original material as
Chamber, or Threat logos, symbols, or graphic designs, except such elements that already
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. appear in the d20 System Reference Document and are already OGC by virtue of appearing
there. The above Product Identity is not Open Game Content.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above,
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You
the following portions of the Archer Foundation are designated as Open Gaming Content.
are copying, modifying or distributing, and You must add the title, the copyright date, and
Chapter Two: all NPC statistics. Chapter Three: all mechanical agent and NPC options.
the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content
you Distribute. Chapter Four: all NPC and threat statistics.
USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indi- Alderac Entertainment Group to add all classes, skills, feats, equipment, prestige classes, and
cation as to compatibility, except as expressly licensed in another, independent Agreement
threat and NPC statistics contained in this volume to the canon of Open Game Content for
with the owner of each element of that Product Identity. You agree not to indicate
free use pursuant to the Open Game License by future Open Game publishers.
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 Some of the portions of this book which are delineated OGC originate from the System
the owner of such Trademark. The use of any Product Identity in Open Game Content does Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these
not constitute a challenge to the ownership of that Product Identity. The owner of any OGC portions of this book are hereby added to Open Game Content and if so used, should
Product Identity used in Open Game Content shall retain all rights, title and interest in and bear the COPYRIGHT NOTICE: “Spycraft Copyright 2002, Alderac Entertainment Group.”
to that Product Identity. The mention of or reference to any company or product in these pages is not a
8. Identification: If you distribute Open Game Content You must clearly indicate which por- challenge to the trademark or copyright concerned.
tions of the work that you are distributing are Open Game Content. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast
and are used according to the terms of the d20 System License version 1.0a. A copy of this
9. Updating the License: Wizards or its designated Agents may publish updated versions of
License can be found at www.wizards.com.
this License. You may use any authorized version of this License to copy, modify and dis-
Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards
tribute any Open Game Content originally distributed under any version of this License.
of the Coast, and are used with permission.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open All contents of this book, regardless of designation, are copyrighted year 2002 by
Game Content You Distribute. Alderac Entertainment Group. All rights reserved. Reproduction or use without the written
11. Use of Contributor Credits: You may not market or advertise the Open Game Content permission of the publisher is expressly forbidden, except for the purposes of review or use
using the name of any Contributor unless You have written permission from the Contributor consistent with the limited license above.
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 NOTICE: 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. Spycraft
Modern Arms Guide Copyright 2002, Alderac Entertainment Group, Inc. Shadowforce Archer
Worldbook Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and
Kevin Wilson.

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