Spycraft is a d20-based role-playing game dealing with superspies and modern action. It is published by the Alderac Entertainment Group. After the release of the core book (subsequently referred to as the "Spycraft Espionage Handbook") in 2002, multiple supplements were released in the following years. A new edition of the rules, Spycraft 2.0, was released in August 2005.
Early in 2006, a new company announced it would be aquiring the Spycraft line from AEG. This company, Crafty Games, was founded by the authors of Spycraft 2.0 Alex Flagg, Scott Gearin and Patrick Kapera (who also co-authored Spycraft 1.0).SystemSpycraft 1.0
Spycraft 1.0 is based on the d20 system, incorporating a few changes to give more of a modern-day feel.
- The system used the Vitality/Wound Point system first introduced in the Star Wars d20 RPG.
- Characters gained both a Defense and Initiative bonus which improved with their character levels.
- Modern day skills like Computers and Electronics were added to the skill list. Characters in Spycraft can also critically succeed or critically fail at skill checks.
- A system for resolving high-speed chases was included in the main rulebook (and expanded somewhat in later supplements). The system involves both sides of the chase picking maneuvers with specific game effects and then rolling a contest of skill to determine which takes effect.
- Characters kept a certain amount of personal gear, but the gear would be replaced by the Agency the characters worked for when lost. Characters also received additional gear for each mission based on the threat level code of the mission (White, Yellow, Red, or Black).
- Characters received a number of "Action Dice" based on their character level (and feat selection) for each play session. These Action Dice would be used during play to add to die rolls or to activate a critical success (or critical failure on the part of your opponents). The Game Control (Spycraft's term for a Game Master) also received a number of Action Dice to use for his NPCs, and could award the players (and himself) additional Action Dice for particularly good play.
Spycraft 2.0
Spycraft 2.0 took these changes a step further and removed the game far enough from its d20 origins that it was able to be published as a totally stand-alone book. A copy of the Players Handbook, or similar sourcebooks, is not required to play Spycraft 2.0. There were also some changes, and improvements, from Spycraft 1.0, some of which are listed below.
- New character options, including Wealth and Interests help flesh out characters more than ever before.
- A new mechanic called campaign qualities which are plug-and-play modifications to game play. Some allow characters be to advance in skills and abilities faster, while others slow down the same progressions. Others have more general effects like setting the game in a specific time period, or making combat more dangerous than it already is.
- Each character chooses an Origin at character creation. Unlike DnD's Race mechanic and Spycraft 1.0's Departments, Origins consist of two parts which allow players to choose an almost unending variety of character benefits.
- A re-vamped gear system that simplifies one of the most lamented parts of Spycraft 1.0. Budget and Gear Points have been replaced with a number of Gear Picks based on a characters class. While a little complex at first, with practice gearing up becomes a lot quicker than it ever was. Gadgets can now be designed with anyone, with a simple set of rules to guide you through the process.
- Vehicular chases have been expanded into a new rules mechanic called Dramatic Conflicts. The one system covers chases, seduction, hacking and other suitably dramatic events.
- Mission and NPC have been given a complete overhaul. Now they are built to give a set amount of xp based on their ability instead of using Challange Ratings and other abstract notions. It is now a relativly simple exercise to create a mission.
[ Visit the complete Wikipedia entry for Spycraft ]
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