TEXT: 
  Back to Basics
  
  spycraft 2.0 | introduction
  
  
  Back to Basics
  Writing
  Alex Flagg
  Cover Art
  A4H Designs
  interior Art
  A4H Designs
  editing
  Scott Gearin and Patrick Kapera
  grAphiC design
  Scott Gearin and Patrick Kapera
  spyCrAft CreAted by  
  pAtriCk kAperA And kevin Wilson
  plAytesters
  Walter Christensen, Nathan Devonshyre, Charles Etheridge-Nunn, 
  Robert Harris, Lisa Murray, Jason Olsan, Andrew M. Popowich
  introduCtion  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2
  Using Back to Basics in Your Game . . . . . . . . . . . . . . . . . . . . 2
  What’s Different From The Modern SRD?. . . . . . . . . . . . . . . . 2
  bAsiC ClAsses  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2
  The Charismatic Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  The Dedicated Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  The Fast Hero. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  The Smart Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  The Strong Hero. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  The Tough Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  knACks  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Knack Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Knack Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Crafty Games Product Number: 20201
  Spycraft and all related marks are ™ and © 2006 Alderac Entertainment Group, Inc. and used under license. All rights reserved.
  All characters, names, places, and text herein is copyrighted by Crafty Games. 
  Reproduction without Crafty Games’ express permission is expressly forbidden, except for the purpose of reviews and when permission to photocopy is clearly stated.
  The mention of or reference to any company or product in this release is not a challenge to the trademark or copyright concerned.
  This release may use governments, intelligence agencies, and political figures as settings, characters, and themes. All such uses are intended for entertainment purposes only.
  WWW .CrAfty-gAmes .Com
  
  spycraft 2.0 | introduction
  
  
  Back to Basics
  introduCtion
  Back to Basics is a “drag-and-drop” modification that replaces 
  Spycraft’s base classes with basic classes, six new 20-level classes 
  based on the Modern SRD, each of which corresponds to one of the 
  6 attribute types — the Strong Hero, the Fast Hero, the Tough Hero, 
  the Smart Hero, the Dedicated Hero, and the Charismatic Hero. These 
  rules present an alternate class format and a looser class structure 
  for the Spycraft system, allowing players greater control over their 
  character’s abilities and progression and expanding upon the format 
  begun in the Modern System Reference Document (SRD).
  using bACk to bAsiCs  
  in your gAme
  Basic classes and knacks are designed as a “small footprint” modi-
  fication and incorporating them in Spycraft 2.0 is a relatively painless 
  process. Simply apply the following campaign quality to your season.
  Basic Classes (Season Only, +0 XP): All base classes are replaced 
  with basic classes and only basic classes may be selected as character 
  options during Step 3 of character creation and when gaining a level. 
  All prerequisites and references to base classes instead refer to basic 
  classes. Expert and master classes may be selected as normal using 
  the rules found in the Spycraft 2.0 Rulebook. 
  WhAt’s different from  
  the modern srd?
  Though Spycraft basic classes are founded upon the Modern 
  SRD, they vary from the material in that document in several ways,  
  as follows.
  Core Abilities: Basic classes offer core abilities at their first level, 
  just like standard Spycraft characters.
  More Levels: Basic classes feature 20 levels instead of 10, allowing 
  characters to pursue a single class path his entire career.
  More Abilities: Basic classes gain a class benefit at every level, 
  granting characters a bonus for achieving each level in every class.
  More Options: Back to Basics characters may choose from 40 
  “knack trees” (see page 9) — more than twice the options presented 
  in the Modern SRD. Nearly half of these knacks are available to more 
  than one class, offering players many more ways to hone their  
  character concepts in play.
  New Options: Many knack trees found in Back to Basics present 
  entirely new options and ability styles, rather than rehashing the 
  talent trees of the Modern SRD in a different format. Players familiar 
  with both Modern SRD games and Spycraft will find that this modifi-
  cation offers a host of new play options and game ideas.
  bAsiC ClAsses
  Back to Basics introduces six basic classes and all the tools required 
  to play them from levels 1 to 20.
  Charismatic Hero (Chr): The Charismatic Hero is a smooth opera-
  tor, using his natural charm and connections to get ahead. 
  Dedicated Hero (Ded): The Dedicated Hero is a great ally and a 
  fearsome foe, a focused team player with unparalleled composure.
  Fast Hero (Fst): The Fast Hero is an artful dodger, as comfortable 
  picking a lock as he is behind the wheel. 
  Smart Hero (Smt): The Smart Hero is a highly trained intellectual, 
  able to apply his experience in nearly any situation. 
  Strong Hero (Str): The Strong Hero is a natural warrior and leader 
  whose athletics and combat prowess are second to none.
  Tough Hero (Tgh): The Tough Hero is a rugged survivor who can 
  outlast enemies even in the most dangerous environments. 
  Short answer — yes, with qualifications. Basic classes follow 
  most of the rules that apply to standard Spycraft 2.0 base classes, 
  save for class abilities and progression. Basic classes are intended 
  for a slightly “toned down” play experience and may therefore fall 
  behind in terms of “coolness” or neat tricks when run alongside 
  base classes. Still, some players might favor basic classes for their 
  extraordinary flexibility. So long as the GC and players are aware 
  that basic classes and base classes are not perfectly balanced 
  against one another, using them in tandem shouldn’t pose any 
  problems. 
  Can I use basIC Classes alongsIde  
  spyCraft 2.0’s base Classes?
  
  spycraft 2.0 | introduction
  
  
  Back to Basics
  ChArismAtiC hero
  The Charismatic Hero survives by his appearance, vast resources, 
  and innate ability to get along with (or manipulate) others. Common 
  Charismatic Hero archetypes include celebrities, con men, femme 
  fatales, kingpins, politicians, salesmen, and smugglers. 
  Vitality: 1d10 + Con modifier per level. 
  Starting Weapon Proficiencies: 3.
  ClAss skills
  The Charismatic Hero’s class skills are Blend, Bluff, Bureaucracy, 
  Cultures, Drive, Falsify, Impress, Manipulate, Networking, Profession, 
  Sense Motive, and Streetwise. 
  Skill Points at Level 1: (6 + Int modifier) × 4.
  Skill Points at Each Additional Level: 6 + Int modifier. 
  Core Ability
  Charismatic: When you spend 1 action die to boost the result of 
  a Charisma-based skill check, you roll and add the results of 2 action 
  dice instead of 1. Further, you may spend 1 action die and target 1 
  special NPC or standard NPC type to make an Impress/Influence, 
  Impress/Persuasion, Intimidate/Domination, Manipulate/Slander, or 
  Networking/Endorsement check against the target as a free action. Any 
  resulting disposition changes last until the end of the current scene. 
  ClAss Abilities
  Knack: At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 
  Charismatic Knack of your choice.
  Bonus Feat: At Levels 2, 6, 10, 14, and 18, you gain 1 bonus Chance 
  or Style feat. 
  +1 Charisma: At Levels 4, 8, 12, 16, and 20, your Charisma score 
  increases by 1. 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Abilities
  1 
  +0 
  +0 
  +1 
  +2 
  +1 
  +0 
  2 
  1R, 1T 
  Charismatic, knack
  2 
  +1 
  +0 
  +1 
  +3 
  +1 
  +0 
  3 
  2R, 1T 
  Bonus feat
  3 
  +1 
  +1 
  +2 
  +3 
  +2 
  +1 
  3 
  2R, 1T 
  Knack
  4 
  +2 
  +1 
  +2 
  +4 
  +2 
  +1 
  4 
  2R, 1T, 1G 
  +1 Charisma
  5 
  +2 
  +1 
  +3 
  +4 
  +3 
  +1 
  4 
  2R, 2T, 1G 
  Knack
  6 
  +3 
  +2 
  +3 
  +5 
  +4 
  +2 
  5 
  3R, 2T, 1G 
  Bonus feat
  7 
  +3 
  +2 
  +4 
  +5 
  +4 
  +2 
  5 
  3R, 2T, 1G 
  Knack
  8 
  +4 
  +2 
  +4 
  +6 
  +5 
  +2 
  6 
  3R, 2T, 1G, 1V 
  +1 Charisma
  9 
  +4 
  +3 
  +4 
  +6 
  +5 
  +3 
  6 
  3R, 2T, 2G, 1V 
  Knack
  10 
  +5 
  +3 
  +5 
  +7 
  +6 
  +3 
  7 
  3R, 3T, 2G, 1V 
  Bonus feat
  11 
  +5 
  +3 
  +5 
  +7 
  +7 
  +3 
  7 
  3R, 3T, 2G, 1V 
  Knack
  12 
  +6 
  +4 
  +6 
  +8 
  +7 
  +4 
  8 
  4R, 3T, 2G, 1V 
  +1 Charisma
  13 
  +6 
  +4 
  +6 
  +8 
  +8 
  +4 
  8 
  4R, 3T, 2G, 1V, 1S 
  Knack
  14 
  +7 
  +4 
  +6 
  +9 
  +8 
  +4 
  9 
  4R, 3T, 2G, 2V, 1S 
  Bonus feat
  15 
  +7 
  +5 
  +7 
  +9 
  +9 
  +5 
  9 
  4R, 3T, 2G, 2V, 1S 
  Knack
  16 
  +8 
  +5 
  +7 
  +10 
  +10 
  +5 
  10 
  4R, 3T, 3G, 2V, 1S 
  +1 Charisma
  17 
  +8 
  +5 
  +8 
  +10 
  +10 
  +5 
  10 
  4R, 4T, 3G, 2V, 1S 
  Knack
  18 
  +9 
  +6 
  +8 
  +11 
  +11 
  +6 
  11 
  5R, 4T, 3G, 2V, 1S 
  Bonus feat
  19 
  +9 
  +6 
  +8 
  +11 
  +11 
  +6 
  11 
  5R, 4T, 3G, 2V, 1S 
  Knack
  20 
  +10 
  +6 
  +9 
  +12 
  +12 
  +6 
  12 
  5R, 4T, 3G, 2V, 2S 
  +1 Charisma
  table 1: the CharIsmatIC hero
  
  spycraft 2.0 | introduction
  
  
  Back to Basics
  dediCAted hero
  The Dedicated Hero possesses an inner strength unmatched by his 
  peers, providing him uncanny mental sharpness, willpower, and team-
  work abilities. Common Dedicated Hero archetypes include crusaders, 
  detectives, reporters, priests, rescue workers, and vigilantes. 
  Vitality: 1d10 + Con modifier per level. 
  Starting Weapon Proficiencies: 4.
  ClAss skills
  The Dedicated Hero’s class skills are Cultures, Drive, Investigation, 
  Manipulate, Medicine, Networking, Notice, Profession, Resolve, 
  Search, Sense Motive, and Streetwise.
  Skill Points at Level 1: (6 + Int modifier) × 4.
  Skill Points at Each Additional Level: 6 + Int modifier. 
  Core Ability
  Dedicated: When you spend 1 action die to boost the result of a 
  Wisdom-based skill check or a Will save, you roll and add the results of 
  2 dice instead of 1. Further, when you’re a helper in a cooperative skill 
  check or the leader in a directed skill check and you spend an action 
  die to boost your check result, the action die result is also added to 
  the synergy bonus you contribute. 
  ClAss Abilities
  Knack: At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 
  Dedicated Knack of your choice.
  Bonus Feat: At Levels 2, 6, 10, 14, and 18, you gain 1 bonus 
  Advanced Skill or Tradecraft feat. 
  +1 Wisdom: At Levels 4, 8, 12, 16, and 20, your Wisdom score 
  increases by 1. 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Abilities
  1 
  +0 
  +1 
  +0 
  +2 
  +1 
  +1 
  1 
  1S 
  Dedicated, knack
  2 
  +1 
  +2 
  +0 
  +3 
  +1 
  +1 
  2 
  1S 
  Bonus feat
  3 
  +2 
  +2 
  +1 
  +3 
  +2 
  +2 
  2 
  1S, 1T 
  Knack
  4 
  +3 
  +2 
  +1 
  +4 
  +2 
  +2 
  2 
  1S, 1T 
  +1 Wisdom
  5 
  +3 
  +3 
  +1 
  +4 
  +3 
  +3 
  3 
  2S, 1T 
  Knack
  6 
  +4 
  +3 
  +2 
  +5 
  +4 
  +4 
  3 
  2S, 1T, 1W 
  Bonus feat
  7 
  +5 
  +4 
  +2 
  +5 
  +4 
  +4 
  4 
  2S, 1T, 1W 
  Knack
  8 
  +6 
  +4 
  +2 
  +6 
  +5 
  +5 
  4 
  2S, 2T, 1W 
  +1 Wisdom
  9 
  +6 
  +4 
  +3 
  +6 
  +5 
  +5 
  4 
  2S, 2T, 1W 
  Knack
  10 
  +7 
  +5 
  +3 
  +7 
  +6 
  +6 
  5 
  3S, 2T, 1W 
  Bonus feat
  11 
  +8 
  +5 
  +3 
  +7 
  +7 
  +7 
  5 
  3S, 2T, 1W, 1R 
  Knack
  12 
  +9 
  +6 
  +4 
  +8 
  +7 
  +7 
  6 
  3S, 2T, 1W, 1R 
  +1 Wisdom
  13 
  +9 
  +6 
  +4 
  +8 
  +8 
  +8 
  6 
  3S, 2T, 2W, 1R 
  Knack
  14 
  +10 
  +6 
  +4 
  +9 
  +8 
  +8 
  6 
  3S, 2T, 2W, 1R 
  Bonus feat
  15 
  +11 
  +7 
  +5 
  +9 
  +9 
  +9 
  7 
  3S, 3T, 2W, 1R 
  Knack
  16 
  +12 
  +7 
  +5 
  +10 
  +10 
  +10 
  7 
  4S, 3T, 2W, 1R 
  +1 Wisdom
  17 
  +12 
  +8 
  +5 
  +10 
  +10 
  +10 
  8 
  4S, 3T, 2W, 1R 
  Knack
  18 
  +13 
  +8 
  +6 
  +11 
  +11 
  +11 
  8 
  4S, 3T, 2W, 2R 
  Bonus feat
  19 
  +14 
  +8 
  +6 
  +11 
  +11 
  +11 
  8 
  4S, 3T, 2W, 2R 
  Knack
  20 
  +15 
  +9 
  +6 
  +12 
  +12 
  +12 
  9 
  4S, 3T, 3W, 2R 
  +1 Wisdom
  table 2: the dedICated hero
  
  spycraft 2.0 | introduction
  
  
  Back to Basics
  fAst hero
  Nimble and lithe, the Fast Hero uses his gifts of speed and grace to 
  evade, confuse, and swindle his foes. Common Fast Hero archetypes 
  include cat burglars, couriers, “extreme” sportsmen, ninja, race car 
  drivers, swashbucklers, and thrill seekers. 
  Vitality: 1d8 + Con modifier per level. 
  Starting Weapon Proficiencies: 3.
  ClAss skills
  The Fast Hero’s class skills are Acrobatics, Athletics, Blend, Bluff, 
  Drive, Electronics, Impress, Mechanics, Notice, Profession, Science, 
  Security, Sleight of Hand, Sneak, and Streetwise. 
  Skill Points at Level 1: (8 + Int modifier) × 4.
  Skill Points at Each Additional Level: 8 + Int modifier. 
  Core Ability
  Fast: When you spend 1 action die to boost the result of a 
  Dexterity-based skill check, a Reflex save, or an Initiative check, you 
  roll and add the results of 2 dice instead of 1. 
  ClAss Abilities
  Knack: At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 Fast 
  Knack of your choice.
  Bonus Feat: At Levels 2, 6, 10, 14, and 18, you gain 1 bonus Chase 
  or Covert feat. 
  +1 Dexterity: At Levels 4, 8, 12, 16, and 20, your Dexterity score 
  increases by 1. 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Abilities
  1 
  +0 
  +0 
  +2 
  +0 
  +2 
  +2 
  0 
  1V 
  Fast, knack
  2 
  +1 
  +0 
  +3 
  +0 
  +3 
  +3 
  0 
  1V 
  Bonus feat
  3 
  +2 
  +1 
  +3 
  +1 
  +3 
  +4 
  1 
  1V, 1G 
  Knack
  4 
  +3 
  +1 
  +4 
  +1 
  +4 
  +5 
  1 
  1V, 1G 
  +1 Dexterity
  5 
  +3 
  +1 
  +4 
  +1 
  +5 
  +5 
  1 
  2V, 1G 
  Knack
  6 
  +4 
  +2 
  +5 
  +2 
  +6 
  +6 
  2 
  2V, 1G, 1S 
  Bonus feat
  7 
  +5 
  +2 
  +5 
  +2 
  +6 
  +7 
  2 
  2V, 1G, 1S 
  Knack 
  8 
  +6 
  +2 
  +6 
  +2 
  +7 
  +8 
  2 
  2V, 2G, 1S 
  +1 Dexterity
  9 
  +6 
  +3 
  +6 
  +3 
  +8 
  +9 
  3 
  2V, 2G, 1S 
  Knack
  10 
  +7 
  +3 
  +7 
  +3 
  +9 
  +10 
  3 
  3V, 2G, 1S 
  Bonus feat
  11 
  +8 
  +3 
  +7 
  +3 
  +9 
  +10 
  3 
  3V, 2G, 1S, 1W 
  Knack 
  12 
  +9 
  +4 
  +8 
  +4 
  +10 
  +11 
  4 
  3V, 2G, 1S, 1W 
  +1 Dexterity
  13 
  +9 
  +4 
  +8 
  +4 
  +11 
  +12 
  4 
  3V, 2G, 2S, 1W 
  Knack
  14 
  +10 
  +4 
  +9 
  +4 
  +12 
  +13 
  4 
  3V, 2G, 2S, 1W 
  Bonus feat
  15 
  +11 
  +5 
  +9 
  +5 
  +12 
  +14 
  5 
  3V, 3G, 2S, 1W 
  Knack
  16 
  +12 
  +5 
  +10 
  +5 
  +13 
  +15 
  5 
  4V, 3G, 2S, 1W 
  +1 Dexterity
  17 
  +12 
  +5 
  +10 
  +5 
  +14 
  +15 
  5 
  4V, 3G, 2S, 1W 
  Knack
  18 
  +13 
  +6 
  +11 
  +6 
  +15 
  +16 
  6 
  4V, 3G, 2S, 2W 
  Bonus feat
  19 
  +14 
  +6 
  +11 
  +6 
  +15 
  +17 
  6 
  4V, 3G, 2S, 2W 
  Knack
  20 
  +15 
  +6 
  +12 
  +6 
  +16 
  +18 
  6 
  4V, 3G, 3S, 2W 
  +1 Dexterity
  table 3: the fast hero
  
  spycraft 2.0 | introduction
  
  
  Back to Basics
  smArt hero
  The Smart Hero proves that brains are better than brawn, using 
  his keen intellect and education to overcome even the greatest chal-
  lenges. Common Smart Hero archetypes include computer hackers, 
  forensic investigators, inventors, military strategists, technicians, and 
  white-collar laborers. 
  Vitality: 1d8 + Con modifier per level. 
  Starting Weapon Proficiencies: 2.
  ClAss skills
  The Smart Hero’s class skills are Analysis, Bureaucracy, Computers, 
  Cultures, Drive, Electronics, Falsify, Investigation, Mechanics, 
  Medicine, Profession, Science, Search, Survival, and Tactics. 
  Skill Points at Level 1: (8 + Int modifier) × 4.
  Skill Points at Each Additional Level: 8 + Int modifier. 
  Core Ability
  Smart: When you spend 1 action die to boost the result of an 
  Intelligence-based skill check, you roll and add the results of 2 dice 
  instead of 1. Further, once per scene as a free action, you may spend 
  1 action die to decrease the skill check result you require to achieve a 
  Triumph with 1 of your class skills to 60.
  ClAss Abilities
  Knack: At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 Smart 
  Knack of your choice.
  Bonus Feat: At Levels 2, 6, 10, 14, and 18, you gain 1 bonus Basic 
  Skill or Gear feat. 
  +1 Intelligence: At Levels 4, 8, 12, 16, and 20, your Intelligence 
  score increases by 1.
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Abilities
  1 
  +0 
  +0 
  +2 
  +1 
  +2 
  +0 
  2 
  1G 
  Knack, smart
  2 
  +1 
  +0 
  +3 
  +2 
  +3 
  +0 
  3 
  1G 
  Bonus feat
  3 
  +1 
  +1 
  +3 
  +2 
  +3 
  +1 
  3 
  1G, 1E 
  Knack
  4 
  +2 
  +1 
  +4 
  +2 
  +4 
  +1 
  4 
  1G, 1E 
  +1 Intelligence
  5 
  +2 
  +1 
  +4 
  +3 
  +5 
  +1 
  4 
  2G, 1E 
  Knack
  6 
  +3 
  +2 
  +5 
  +3 
  +6 
  +2 
  5 
  2G, 1E, 1S 
  Bonus feat
  7 
  +3 
  +2 
  +5 
  +4 
  +6 
  +2 
  5 
  2G, 1E, 1S 
  Knack
  8 
  +4 
  +2 
  +6 
  +4 
  +7 
  +2 
  6 
  2G, 2E, 1S 
  +1 Intelligence
  9 
  +4 
  +3 
  +6 
  +4 
  +8 
  +3 
  6 
  2G, 2E, 1S 
  Knack
  10 
  +5 
  +3 
  +7 
  +5 
  +9 
  +3 
  7 
  3G, 2E, 1S 
  Bonus feat 
  11 
  +5 
  +3 
  +7 
  +5 
  +9 
  +3 
  7 
  3G, 2E, 1S, 1R 
  Knack
  12 
  +6 
  +4 
  +8 
  +6 
  +10 
  +4 
  8 
  3G, 2E, 2S, 1R 
  +1 Intelligence 
  13 
  +6 
  +4 
  +8 
  +6 
  +11 
  +4 
  8 
  3G, 2E, 2S, 1R 
  Knack 
  14 
  +7 
  +4 
  +9 
  +6 
  +12 
  +4 
  9 
  3G, 2E, 2S, 1R 
  Bonus feat
  15 
  +7 
  +5 
  +9 
  +7 
  +12 
  +5 
  9 
  3G, 3E, 2S, 1R 
  Knack
  16 
  +8 
  +5 
  +10 
  +7 
  +13 
  +5 
  10 
  4G, 3E, 2S, 1R 
  +1 Intelligence
  17 
  +8 
  +5 
  +10 
  +8 
  +14 
  +5 
  10 
  4G, 3E, 2S, 1R 
  Knack 
  18 
  +9 
  +6 
  +11 
  +8 
  +15 
  +6 
  11 
  4G, 3E, 2S, 2R 
  Bonus feat
  19 
  +9 
  +6 
  +11 
  +8 
  +15 
  +6 
  11 
  4G, 3E, 2S, 2R 
  Knack
  20 
  +10 
  +6 
  +12 
  +9 
  +16 
  +6 
  12 
  4G, 3E, 3S, 1R 
  +1 Intelligence
  table 4: the smart hero
  
  spycraft 2.0 | introduction
  
  
  Back to Basics
  strong hero
  With a powerful arm and personality, the Strong Hero is a naturally 
  gifted athlete, leader, and warrior. Common Strong Hero archetypes 
  include blue-collar laborers, chosen champions, professional athletes, 
  martial artists, soldiers, and wandering swordsmen. 
  Vitality: 1d12 + Con modifier per level. 
  Starting Weapon Proficiencies: 6.
  ClAss skills
  The Strong Hero’s class skills are Acrobatics, Athletics, Drive, 
  Impress, Intimidate, Resolve, Profession, Survival, and Tactics.
  Skill Points at Level 1: (4 + Int modifier) × 4.
  Skill Points at Each Additional Level: 4 + Int modifier. 
  Core Ability
  Strong: When you spend 1 action die to boost the result of a 
  Strength-based skill check, or a melee or unarmed damage roll, you 
  roll and add the results of 2 dice instead of 1. Further, once per scene 
  as a free action during your Initiative Count, you may spend and roll  
  1 action die to increase your Size category by 1 for a number of rounds 
  equal to the action die’s result. 
  ClAss Abilities
  Knack: At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain  
  1 Strong Knack of your choice.
  Bonus Feat: At Levels 2, 6, 10, 14, and 18, you gain 1 bonus Melee, 
  Ranged, or Unarmed Combat feat. 
  +1 Strength: At Levels 4, 8, 12, 16, and 20, your Strength score 
  increases by 1. 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Abilities
  1 
  +1 
  +2 
  +1 
  +0 
  +1 
  +2 
  0 
  — 
  Knack, strong
  2 
  +2 
  +3 
  +2 
  +0 
  +1 
  +3 
  0 
  1W 
  Bonus feat
  3 
  +3 
  +3 
  +2 
  +1 
  +2 
  +4 
  1 
  1W 
  Knack
  4 
  +4 
  +4 
  +2 
  +1 
  +2 
  +5 
  1 
  1W, 1S 
  +1 Strength
  5 
  +5 
  +4 
  +3 
  +1 
  +3 
  +5 
  1 
  1W, 1S 
  Knack
  6 
  +6 
  +5 
  +3 
  +2 
  +4 
  +6 
  2 
  1W, 1S 
  Bonus feat
  7 
  +7 
  +5 
  +4 
  +2 
  +4 
  +7 
  2 
  2W, 1S 
  Knack
  8 
  +8 
  +6 
  +4 
  +2 
  +5 
  +8 
  2 
  2W, 1S 
  +1 Strength
  9 
  +9 
  +6 
  +4 
  +3 
  +5 
  +9 
  3 
  2W, 1S, 1V 
  Knack
  10 
  +10 
  +7 
  +5 
  +3 
  +6 
  +10 
  3 
  2W, 1S, 1V 
  Bonus feat
  11 
  +11 
  +7 
  +5 
  +3 
  +7 
  +10 
  3 
  2W, 1S, 1V 
  Knack
  12 
  +12 
  +8 
  +6 
  +4 
  +7 
  +11 
  4 
  2W, 2S, 1V 
  +1 Strength
  13 
  +13 
  +8 
  +6 
  +4 
  +8 
  +12 
  4 
  2W, 2S, 1V 
  Knack
  14 
  +14 
  +9 
  +6 
  +4 
  +8 
  +13 
  4 
  3W, 2S, 1V 
  Bonus feat
  15 
  +15 
  +9 
  +7 
  +5 
  +9 
  +14 
  5 
  3W, 2S, 1V 
  Knack
  16 
  +16 
  +10 
  +7 
  +5 
  +10 
  +15 
  5 
  3W, 2S, 1V 
  +1 Strength
  17 
  +17 
  +10 
  +8 
  +5 
  +10 
  +15 
  5 
  3W, 2S, 2V 
  Knack
  18 
  +18 
  +11 
  +8 
  +6 
  +11 
  +16 
  6 
  3W, 2S, 2V 
  Bonus feat
  19 
  +19 
  +11 
  +8 
  +6 
  +11 
  +17 
  6 
  3W, 3S, 2V 
  Knack 
  20 
  +20 
  +12 
  +9 
  +6 
  +12 
  +18 
  6 
  3W, 3S, 2V 
  +1 Strength
  table 5: the strong hero
  
  spycraft 2.0 | introduction
  
  
  Back to Basics
  tough hero
  The Tough Hero is a rough-and-tumble hard case who, through 
  great physical fortitude, gritty determination, or sheer luck, has prov-
  en he can survive even the most dangerous situations and environ-
  ments. Common Tough Hero archetypes include bodyguards, hunters,  
  post-apocalyptic nomads, tomb raiders, and wilderness explorers. 
  Vitality: 1d12 + Con modifier per level. 
  Starting Weapon Proficiencies: 6.
  ClAss skills
  The Tough Hero’s class skills are Athletics, Drive, Intimidate, 
  Medicine, Notice, Profession, Resolve, Streetwise, and Survival.
  Skill points at Level 1: (4 + Int modifier) × 4.
  Skill points at each additional level: 4 + Int modifier. 
  Core Ability
  Tough: When you spend 1 action die to boost the result of a 
  Constitution-based skill check or a Fortitude save, you roll and add 
  the results of 2 dice instead of 1. Further, when you take a Refresh 
  action, you may spend an action die to heal even if attacked during 
  the same round.
  ClAss Abilities
  Knack: At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 Tough 
  Knack of your choice.
  Bonus Feat: At Levels 2, 6, 10, 14, and 18, you gain 1 bonus Basic 
  Combat or Terrain feat. 
  +1 Constitution: At Levels 4, 8, 12, 16, and 20, your Constitution 
  score increases by 1. 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Abilities
  1 
  +1 
  +2 
  +0 
  +2 
  +1 
  +1 
  0 
  — 
  Knack, tough
  2 
  +2 
  +3 
  +0 
  +3 
  +1 
  +1 
  0 
  1S 
  Bonus feat
  3 
  +3 
  +3 
  +1 
  +3 
  +2 
  +2 
  1 
  1S 
  Knack
  4 
  +4 
  +4 
  +1 
  +4 
  +2 
  +2 
  1 
  1S, 1W 
  +1 Constitution
  5 
  +5 
  +4 
  +1 
  +4 
  +3 
  +3 
  1 
  1S, 1W 
  Knack
  6 
  +6 
  +5 
  +2 
  +5 
  +4 
  +4 
  2 
  1S, 1W 
  Bonus feat
  7 
  +7 
  +5 
  +2 
  +5 
  +4 
  +4 
  2 
  2S, 1W 
  Knack
  8 
  +8 
  +6 
  +2 
  +6 
  +5 
  +5 
  2 
  2S, 1W 
  +1 Constitution
  9 
  +9 
  +6 
  +3 
  +6 
  +5 
  +5 
  3 
  2S, 1W, 1R 
  Knack
  10 
  +10 
  +7 
  +3 
  +7 
  +6 
  +6 
  3 
  2S, 1W, 1R 
  Bonus feat
  11 
  +11 
  +7 
  +3 
  +7 
  +7 
  +7 
  3 
  2S, 1W, 1R 
  Knack
  12 
  +12 
  +8 
  +4 
  +8 
  +7 
  +7 
  4 
  2S, 2W, 1R 
  +1 Constitution 
  13 
  +13 
  +8 
  +4 
  +8 
  +8 
  +8 
  4 
  2S, 2W, 1R 
  Knack
  14 
  +14 
  +9 
  +4 
  +9 
  +8 
  +8 
  4 
  3S, 2W, 1R 
  Bonus feat
  15 
  +15 
  +9 
  +5 
  +9 
  +9 
  +9 
  5 
  3S, 2W, 1R 
  Knack
  16 
  +16 
  +10 
  +5 
  +10 
  +10 
  +10 
  5 
  3S, 2W, 1R 
  +1 Constitution
  17 
  +17 
  +10 
  +5 
  +10 
  +10 
  +10 
  5 
  3S, 2W, 2R 
  Knack
  18 
  +18 
  +11 
  +6 
  +11 
  +11 
  +11 
  6 
  3S, 2W, 2R 
  Bonus feat
  19 
  +19 
  +11 
  +6 
  +11 
  +11 
  +11 
  6 
  3S, 3W, 2R 
  Knack 
  20 
  +20 
  +12 
  +6 
  +12 
  +12 
  +12 
  6 
  3S, 3W, 2R 
  +1 Constitution
  table 6: the tough hero
  
  spycraft 2.0 | introduction
  
  
  Back to Basics
  knACks
  Knacks are analogous to the Modern SRD’s Talents — selectable 
  class abilities that characters gain as they progress in level. Each 
  Knack is presented as a “tree” consisting of 1–5 Tiers as denoted by 
  a roman numeral after the Knack’s name.  
  When a character gains a Knack, he may select either 1 Tier I Knack 
  he doesn’t already possess or the next Tier of a Knack he already 
  possesses. A character may only gain Knacks that correspond with the 
  class from which the Knack is gained, as shown on Table 7: Knacks by 
  Class (see page 9).
  Example: Tyler’s character Apollo reaches Level 5 in the Fast Hero 
  class, gaining 1 Knack from the Fast Hero column on Table 7. Since 
  he already possesses the alacrity I and vehicle expertise I Knacks,  
  he may select alacrity II, chiseled I, damage resistance, guile I, jury-
  rig I, larceny I, manhunter I, reaction I, uncanny dodge I, or vehicle 
  expertise II.
  Some Knack trees do not have Tiers, but rather allow a character to 
  select the corresponding Knack a limited number of times, each time 
  granting a different version of the same ability. 
  Example: At the end of a mission, Apollo reaches Career Level 6 
  and gains his first level in the Tough Hero class, which grants him a 
  Tough Knack. Tyler selects the damage resistance (fire) Knack. A few 
  missions later, Apollo gains his third level in the Tough Hero class, 
  choosing the damage resistance Knack again. He can’t select damage 
  resistance (fire) again, but he may choose a second damage type 
  as noted in the Knack description. He chooses damage resistance 
  (falling). 
  knACk desCriptions
  The classes with access to each Knack are listed in parentheses 
  following the Knack name. 
  AlACrity (fAst hero)
  You’re fast on your feet and very tough to catch.
  Alacrity I: Your base Speed increases by 5 ft.
  Alacrity II: When you make an Athletics/Maneuver or Athletics/
  Speed Push check, you may roll twice and keep the result you prefer. 
  Alacrity III: Once per round, you may take 1 Standard Move action 
  as a free action. You may use this ability a number of times per scene 
  equal to your starting action dice.
  Alacrity IV: Your base Speed increases by an additional 10 ft.  
  (for a total increase of 15 ft.)
  Alacrity V: Once per scene, you may take any 1 half action as a 
  free action.
  brAiniAC (smArt hero)
  You’ve got lots of book smarts… and the degrees to prove it.
  Brainiac I: You may decrease the amount of time required to make 
  an Investigation/Research check to 1/2 standard (min. 5 minutes).
  Brainiac II: Choose 1 Intelligence- or Wisdom-based skill. Twice per 
  session, when you make a check with this skill, you may roll twice and 
  keep the result you prefer.
  Brainiac III: Your maximum rank in 1 Smart Hero class skill of your 
  choice increases to your career level + 8. This new maximum skill rank 
  may not further increase due to feats and other abilities, though it 
  rises naturally with your career level. 
  Further, you gain a synergy bonus with Knowledge checks relevant 
  to your chosen Smart Hero class skill equal to 1/2 your ranks in the 
  skill (rounded down).
  Brainiac IV: Your error range with 1 Smart Hero class skill of your 
  choice decreases by 2 (min. 1). Further, when you take 10 with this 
  skill, the amount of time required is not doubled.
  Brainiac V: You keep copious notes. Once per session as a full action, 
  you may consult a reference tool (such as a dictionary, computer, PDA, or 
  notebook) to reduce the number of Challenges remaining in a Complex 
  Task by a number equal to your starting action dice. If this reduces the 
  number of Challenges to 0 or less, the Task is immediately completed.
   
  Charismatic Hero 
  Dedicated Hero 
  Fast Hero 
  Smart Hero 
  Strong Hero 
  Tough Hero
  Exclusive Knacks
   
  Charm 
  Extraordinary Senses 
  Alacrity 
  Brainiac 
  Brawn 
  Defender
   
  Connections 
  Faith 
  Larceny 
  Computer Expertise 
  Champion 
  Durability
   
  Deep Pockets 
  Force of Will 
  Reaction 
  Grease Monkey 
  Pugilism 
  Die Hard
   
  Rumors 
  Prescience 
  Uncanny Dodge 
  Mad Science 
  Savagery 
  Soak it Up
   
  Undercover 
  Samaritan 
  Vehicle Expertise 
  Versatility 
  Weapon Specialization 
  Sturdy
  Shared Knacks
   
  Guile 
  Extreme Effort 
  Chiseled 
  Focused 
  Chiseled 
  Combat Training
   
  Leadership 
  Focused 
  Damage Resistance 
  Jury-Rig 
  Combat Training 
  Damage Resistance
   
  Linguist 
  Grit 
  Guile 
  Linguist 
  Extreme Effort 
  Grit
   
  Supplies 
  Manhunter 
  Jury-Rig 
  Methodical  
  Leadership 
  Supplies
   
  Teamwork 
  Teamwork 
  Manhunter 
  Strategist 
  Methodical  
  Strategist
  table 7: KnaCKs by Class
  
  spycraft 2.0 | introduction
  10
  0
  Back to Basics
  brAWn (strong hero)
  Sometimes, you can just let your muscles do the talking.
  Brawn I: Your Size is considered 1 category larger when determin-
  ing your carrying, lifting, and dragging capacities, as well as the 
  effects of Bull Rush, Grapple, and Trip actions you take.
  Brawn II: When you make an Athletics/Smash or Athletics/Power 
  Lift check, you may roll twice and keep the result you prefer.
  Brawn III: Your Size increases to Large (1×1, Reach 1). If you are 
  already Large, your Reach increases to 2. 
  ChAmpion (strong hero)
  You’re a champion of causes, impassioned by the strength of your 
  convictions. 
  Champion I: Each time you make a successful opposed Resolve 
  check, you gain a +2 morale bonus with attack checks made against 
  the same opponent until the end of the current scene.
  Champion II: When you or one of your teammates loses Reputation 
  or Net Worth due to exposure, the amount lost decreases by 1 or 
  $50,000, respectively. You may use this ability a number of times per 
  mission equal to your Champion Tier, but only once per loss.
  Champion III: Once per round as a free action, you may add your 
  Strong Hero level to the result of an attack check. You may use this 
  ability a number of times per session equal to your Champion Tier. 
  Champion IV: When you make a Resolve/Resist Impress, Resolve/
  Resist Intimidate, or Sense Motive/Resist Manipulate check, you may 
  roll twice and keep the result you prefer.
  Champion V: You and each of your teammates within 10 ft. of you 
  gain a +2 morale bonus with your base Fortitude saves, Will saves, 
  and all attack checks.
  ChArm (ChArismAtiC hero)
  You have an undeniably magnetic personality.
  Charm I: Impress is always a class skill for you. Further, you gain an 
  insight bonus with Impress checks equal to your Charm Tier.
  Charm II: When you’re the Prey in a seduction, the starting Lead 
  increases by 1. When you’re the Predator in a seduction, the starting 
  Lead decreases by 1. 
  Charm III: You gain the captivating NPC quality.  
  Charm IV: Before Strategies are chosen during each Conflict round 
  of a seduction, you may force your opponent to choose a different 
  Strategy than he chose during the last round. This ability may not be 
  used if your opponent has no other option available to him. When you 
  use this ability, you must also choose a different Strategy than you 
  chose during the last round.
  Charm V: Once per session when you tell 1 lie to any NPC, the NPC 
  believes it as truth for a number of minutes equal to your Charismatic 
  Hero level. After this time, the target may begin to question the lie, 
  depending upon the current circumstances (and per the GC’s discre-
  tion). This ability may not support any statement the target absolutely 
  knows to be a lie (e.g. “the sky is green” when it’s a clear day and 
  you’re both outdoors). 
  If you use this ability to target a special character of equal or higher 
  career level, the special character may make a Will save (DC 10 + 
  your Charismatic level). With success, he sees through your deception 
  when it’s presented.
  Chiseled (fAst hero, strong hero)
  You’re a well-rounded athlete. 
  Chiseled I: When you make an Athletics/Sports or Athletics/Swim 
  check, you may roll twice and keep the result you prefer.
  Chiseled II: Your horizontal and vertical Acrobatics/Jump check 
  results are no longer limited by your height. Further, the distance you 
  travel when making a Jump check increases by 50%.
  Chiseled III: Your Acceleration and Turning are each considered 2 
  higher when you’re on foot or operating a personal vehicle.
  Chiseled IV:  The lower of your Strength or Dexterity scores 
  increases by 1. If these attributes are equal, you may choose which 
  ability is affected.
  CombAt trAining (strong hero,  
  tough hero)
  You have received formal squad-level military training. 
  Combat Training I: You gain 1 weapon proficiency and the  
  corresponding forte.
  Combat Training II: You gain a +1 bonus to Defense while wear-
  ing armor. Further, your armor check penalty decreases by 1 (min. 0). 
  Finally, during the Intel Phase of each mission, you gain 1 piece of 
  Caliber I armor at no cost as part of your mission gear.
  Combat Training III: The lower of your Strength or Constitution 
  scores increases by 1. If these attributes are equal, you may choose 
  which ability is affected.
  Combat Training IV: You gain an additional +1 bonus to Defense 
  when wearing armor (for a total bonus of +2). Further, the additional 
  piece of armor granted by your combat training II ability may be cho-
  sen from Calibers I or II.
  Combat Training V: Your base attack and base Defense bonuses 
  each increase by +1.
  Computer expertise (smArt hero)
  You have the L337 skillz — and pasty complexion — of a world-
  class hacker. 
  Computer Expertise I: The time required for you to use a Search 
  System core command decreases to 1/2 standard (rounded up, min. 
  1 minute).
  Computer Expertise II: Your maximum ranks in the Computers 
  and Science skills each increase to your career level + 4. This new 
  maximum skill rank may not further increase due to feats and other 
  abilities, though it rises naturally with your career level. Further, when 
  you create, crack, or request any code or cover identity, its Power 
  Rating is considered to be 1 lower for the purpose of determining skill 
  and Request check DCs.
  Computer Expertise III: When you fail a Computers check that may 
  be re-tried, you may spend 1 half action to try a new method. As long 
  as the check DC is equal to or less than your Smart Hero level + 20, 
  this new approach reverses the failure. If several grades of success 
  are possible, you achieve only the lowest possible positive result. You 
  may use this ability even if your initial check results in an error, but you 
  must declare its use before action dice are spent to activate a critical 
  failure. You may use this ability a number of times per session equal 
  to your Computer Expertise Tier.
  
  spycraft 2.0 | introduction
  11
  
  Back to Basics
  Computer Expertise IV: Once per session, you may decipher any 
  code with a decryption DC up to your Smart Hero level + 20 without 
  making a skill check. This action requires a number of rounds equal to 
  the code’s Power Rating. Further, during a hacking Conflict, you may 
  use this ability to choose the Master Cracker Strategy.
  Computer Expertise V: When you win an opposed skill check 
  during a Hacking Conflict, you may force your opponent to choose the 
  same Strategy during the following Conflict (even if your opponent 
  cannot typically choose the same Strategy during the following 
  round).
  ConneCtions (ChArismAtiC hero)
  You’ve got friends at all levels of society.
  Connections I: You gain 1 additional associate-grade contact.
  Connections II: Once per mission, you may call upon a friend to 
  assist you. This friend’s disposition toward you is Supportive. He 
  shows up 1d6 hours after he’s summoned and helps with 1 task that 
  may be completed by the end of the current scene. The friend is a Tier 
  I NPC of any type, chosen when you summon him. He possesses 1 Tier 
  VIII skill of your choice, as well as 1 Caliber I gear pick of your choice. 
  This item leaves with the friend at the end of the current scene.
  Connections III (city): A number of times per mission equal to 
  your starting action dice, you may devote 1 hour to informing your 
  connections of your needs, after which you may make any 1 Request 
  check with a DC of 10 or less without spending action dice. This check 
  is automatically successful. 
  Connections IV: You may use your connections III ability up to 2 
  times per mission, and the friend it provides is a Tier II NPC with a 
  Caliber II item.
  Connections V: Whenever you’re taken into police custody dur-
  ing the course of a mission, you’re automatically released after 
  1d12 hours. Each time this ability is used during a mission, the time 
  required increases by 1d12 hours (e.g. to 2d12 hours with the second 
  use, 3d12 with the third, etc.).
  dAmAge resistAnCe (fAst hero,  
  tough hero)
  You display extraordinary resilience against certain types of  
  damage. You may choose 1 type of damage from the following list: 
  acid, cold, collision, electrical, explosive, falling, fire, heat, sneak 
  attack, or vacuum, gaining an amount of damage resistance against 
  the chosen type equal to your Constitution modifier (min. 1).
  You may choose this Knack up to 3 times, each time gaining the 
  same amount of damage resistance against 1 additional, different 
  damage type.
  deep poCkets (ChArismAtiC hero)
  You have lots of resources to spend or squander at your whim. 
  Deep Pockets I: You gain 1 Wealth.
  Deep Pockets II: When you make a Bureaucracy/Bribe or Streetwise/
  Bribe check, you may roll twice and keep the result you prefer.
  Deep Pockets III: You gain an additional 2 Wealth (for a total 
  bonus of 3 Wealth).
  Deep Pockets IV: The amount of money you gain from your 
  Spending Cash is tripled. 
  Deep Pockets V: You gain an additional 3 Wealth (for a total bonus 
  of 6 Wealth).
  
  spycraft 2.0 | introduction
  12
  
  Back to Basics
  defender (tough hero)
  You’re willing to put your life on the line to save those of your 
  teammates and allies. 
  Defender I: Once per round as a free action, you may select 1 
  adjacent teammate or ally and lower your Defense score by an amount 
  equal to or less than your Defender Tier until the start of your next 
  Initiative Count. So long as you remain adjacent to your chosen team-
  mate or ally, his Defense increases by an equal amount until the start 
  of your next Initiative Count. 
  Defender II: When an adjacent teammate or ally is hit with a melee 
  or unarmed attack, you may make a Reflex save (DC equal to 1/2 the 
  attack check result, rounded up). With success, you and the attack’s 
  original target switch physical places and the attack hits you instead.
  Defender III: Each of your adjacent teammates and allies gains 
  DR 1/—.
  Defender IV: When an adjacent teammate or ally is hit with a 
  ranged attack, you may make a Reflex save (DC equal to the attack 
  check result). With success, you and the attack’s original target switch 
  physical places and the attack hits you instead.
  Defender V: You and each of your teammates and allies within 
  10 ft. are considered to benefit from 1/4 scenery cover at all times, 
  even when standing out in the open. If you become flat-footed, you 
  and each of your teammates lose this benefit until the start of your 
  next action.
  die hArd (tough hero)
  You don’t just take punishment — you absorb it.
  Die Hard I: Your vitality points increase by an amount equal to your 
  career level.
  Die Hard II: When you aren’t flat-footed and make a successful 
  Fortitude save to reduce the damage suffered from an attack or event 
  (such as the damage inflicted by a poison dart or contagion exposure), 
  you instead suffer no damage.
  Die Hard III: You gain the fast healing NPC quality.
  Die Hard IV:  The amount of damage you must suffer in order to 
  sustain a critical injury increases by 50% (rounded up).
  Die Hard V: Each time you suffer lethal damage, 1/2 the lethal 
  damage converts to subdual damage (rounded down). This damage 
  conversion occurs after damage reduction and resistance are applied. 
  durAbility (tough hero)
  When you spend as much time in the center of the storm as you do, 
  it’s nice to know your gear can take it too.
  Durability I: Each piece of gear you carry gains the tough I NPC 
  quality.
  Durability II: The Damage Save bonus of each piece of gear you 
  carry increases by an amount equal to your Durability Tier. 
  Durability III: Each piece of gear you carry gains the tough II NPC 
  quality.
  Durability IV: Once per scene when a piece of your gear must make 
  a Damage Save, the save is automatically successful.
  Durability IV: Each piece of gear you carry gains the tough III NPC 
  quality.
  extrAordinAry senses  
  (dediCAted hero)
  Your senses are unusually sensitive. When you select this Knack, 
  you gain 1 of the following NPC qualities of your choice: improved 
  hearing, improved scent, or improved vision. You may choose this 
  Knack up to three times, each time gaining 1 additional NPC quality 
  from this list. 
  extreme effort (dediCAted hero, 
  strong hero)
  You always rise to the occasion.
  Extreme Effort I: The result cap of each skills in which you possess 
  0 ranks increases to 20.
  Extreme Effort II: You may re-roll a failed Strength- or Wisdom-
  based skill check a number of times per session equal to your Extreme 
  Effort Tier.
  Extreme Effort III: When you make a skill check, if your DC is 10 
  or greater than your total skill bonus, you gain 1 additional action die 
  that may only be spent to boost this check’s result. No XP are awarded 
  for action dice gained from this ability, and any of these action dice 
  not spent to boost this check’s result are lost. You may use this ability 
  a number of times per session equal to your starting action dice. 
  fAith (dediCAted hero)
  You draw strength from your beliefs.
  Faith I: Your Dedicated Hero class level is added to your Wisdom 
  score when calculating your stress damage thresholds.
  Faith II: Whenever you fail a Will save to avoid damage or a condi-
  tion (e.g. when you fail a Will save against stress damage to avoid 
  becoming stunned), the duration of each effect or condition suffered 
  decreases to 1/2 standard (rounded down, min. 1 round).
  Faith III: Once per session when you spend an action die to boost 
  the result of an attack or skill check, the die is considered to have 
  rolled its maximum value (e.g. a 10 on 1d10). This action die explodes, 
  though the second and any subsequent rolls made to generate its 
  result must be rolled as normal.
  Faith IV: Once per session as a full action, you may ask for a bless-
  ing from the source of your faith. For the duration of the scene, you 
  and each of your teammates within CQB range to you gain a bonus 
  with all saving throws equal to your Wisdom modifier (min. +1). 
  Faith V: You and each of your teammates begin each session with 1 
  additional action die of the type determined by your career level. This 
  improves any of a target character’s class abilities that are affected 
  by his starting action dice. No character’s starting action dice may 
  boost by more than 3 as a result of this ability, no matter how many 
  characters possess it.
  foCused (dediCAted hero, smArt hero)
  Your mental acuity and concentration are unparalleled. 
  Focused I: Resolve is always a class skill for you. Further, you gain a 
  morale bonus with Resolve checks equal to your Focused Tier. 
  Focused II: You may ignore the effects of the Concentration tag 
  when making skill checks. 
  Focused III: You may ignore all effects of the first failure you suffer 
  during a Complex Task, including stress damage suffered, error range 
  increases, and specific effects of the skill check being made. Further, 
  when you score a critical success during a Complex Task, you complete 
  3 Challenges instead of 2. 
  
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  forCe of Will (dediCAted hero)
  Your resolve is cast in iron and you’ve got an attitude to match. 
  Force of Will I: Each time you succeed with an opposed Resolve 
  check, you gain a +2 morale bonus with all opposed skill checks 
  against the same opponent until the end of the current scene.
  Force of Will II: When you’re the Prey in an interrogation, the start-
  ing Lead increases by 1. When you’re the Predator in an interrogation, 
  the starting Lead decreases by 1.
  Force of Will III: You’re always considered armed when making an 
  Intimidate check. Further, once per session, you may initiate a Stand 
  Off without spending an action die. 
  Force of Will IV: Each time you win an opposed skill check, your 
  opponent suffers 1 stress damage in addition to the other effects of 
  failure. 
  Force of Will V: Once per session, instead of making an opposed 
  skill check with any Dedicated Hero class skill, you may set your result 
  to 1 higher than that of your opponent. This cannot result in an error 
  or threat.
  greAse monkey (smArt hero)
  You have a way with machines.
  Grease Monkey I: Mechanics is always a class skill for you. Further, 
  you gain an insight bonus with Mechanics checks equal to your Grease 
  Monkey Tier. 
  Grease Monkey II: When you fail a Mechanics check that may 
  be re-tried, you may spend 1 half action to give the target device a 
  whack in frustration. As long as the check DC is equal to or less than 
  your Smart Hero level + 20, the whack reverses the failure. If several 
  grades of success are possible, you achieve only the lowest possible 
  positive result. You may use this ability a number of times per session 
  equal to your starting action dice. You may use this ability even if your 
  initial check results in an error, but you must declare its use before 
  action dice are spent to activate a critical failure.
  Grease Monkey III: You’re considered familiar with all mechanical 
  devices gained as part of your Possessions or with a Gear Pick during 
  the Intel Phase. When you’re carrying an item with which you’re 
  familiar, the item gains a +1 bonus to Defense and Damage saves, 
  and gain the same bonus with Initiative and Maneuver checks made 
  using the item, as well as Mechanics and Security checks made to 
  repair the item, as appropriate. 
  grit (dediCAted hero, tough hero)
  You’re as tough on the inside as you look on the outside.
  Grit I: Your Dedicated Hero and Tough Hero class levels are 
  added to your Constitution when calculating your subdual damage 
  thresholds.
  Grit II: When you suffer the stunned condition, you become dazed 
  instead.
  Grit III: If your wound points decrease to 0 or below and you gain 
  the dying condition, you become nauseated instead of unconscious.
  guile (ChArismAtiC hero, fAst hero)
  You’re a devious combatant, employing underhanded moves to 
  best your enemies. 
  Guile I: You gain an insight bonus with all Diversion and Feint 
  actions equal to your Guile Tier. 
  Guile II: Once per scene, you may make an Athletics/Smash check, 
  or a Disarm, Feint, or Tire action as a free action.
  Guile III: Once per round, when an adjacent opponent’s attack 
  misses you by 5 or more, you may immediately take a Tire action 
  against the opponent as a free action. Further, you may substitute 
  your Acrobatics (Dex) skill bonus in place of your Resolve (Con) skill 
  bonus when taking this action.
  Jury rig (fAst hero, smArt hero)
  You’re a whip-smart inventor, able to create useful tools out of 
  everyday items.
  Jury Rig I: When making an Electronics, Mechanics, Science, or 
  Security check, you may ignore its Gear or Gear Only tags, if any, as 
  long as you possess a single Common Item. If the check being made 
  is a Complex Task, you must possess 1 Common Item per Challenge in 
  order to benefit from this ability.
  Jury Rig II: The project investment cost for each Electronics, 
  Mechanics, Science, and Security check you make decreases to 1/2 
  standard (rounded up). 
  Jury Rig III:  As a full action, you may produce 1 Common Item 
  without making a Gear check (by fashioning it from whatever’s lying 
  around). For example, when you’re stripped naked and thrown into a 
  cell, you could fashion a lockpick out of some hair stiffened with a bit 
  of dried blood. You may use this ability a number of times per mission 
  equal to your starting action dice.
  
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  lArCeny (fAst hero)
  You have sticky fingers and a light touch. 
  Larceny I: You gain a bonus with Reflex saves made to avoid 
  security devices, as well as a bonus to Defense against attacks made 
  by security devices, equal to your Larceny Tier.
  Larceny II: You may spend 1 hour to “acquire” 1 of the following: 
  an additional $200 in Spending Cash, 1 Common Item, or 1 Caliber 
  I ground vehicle. All Spending Cash, Common Items, and vehicles 
  gained through use of this ability are removed from play at the end 
  of each mission — probably finding their way back onto the truck 
  from which they “fell.” You may use this ability a number of times per 
  mission equal to 1/2 your Fast level (rounded up).
  Larceny III: Once per round, you may make a Security/Disable or 
  Security/Hotwire check as a free action. You may ignore all penalties 
  for not possessing the proper kit when making this check. You may 
  use this ability a number of times per session equal to your starting 
  action dice.  
  Larceny IV: When you use your larceny II ability, you gain 1 of the 
  following: $400 in Spending Cash, 2 Common Items, or 1 Caliber II 
  ground vehicle. 
  leAdership (ChArismAtiC hero, 
  strong hero) 
  You possess a fierce strength of character that others naturally 
  follow. 
  Leadership I: Each Joint Action you lead requires 1 half action.
  Leadership II: Once per session as a free action, you may advise a 
  number of teammates or allies up to your Charisma modifier + 1 (min. 
  1). These instructions must be specific, such as “Cover Molly while 
  she gets the door open!” as opposed to “Help Molly!” While carrying 
  out this order, each teammate and ally who can see or hear you gains 
  a +1 synergy bonus with all skill checks made in support of the order 
  (per the GC’s discretion). You also gain this bonus when making a skill 
  check that supports your own order. If you’re the only character to 
  benefit, you need not speak to use this ability.
  Leadership III: Once per session when making a team skill check, 
  you may choose which teammate makes the check. Alternately, as 
  a half action, you may share any focus or weapon proficiency you 
  possess with one of your teammates or allies until the end of the 
  current session.
  Leadership IV: You may use your leadership II ability twice per 
  session and its synergy bonus increases to +2. 
  Leadership V: Once per session when you or a teammate who can 
  see or hear you suffers an error, you may “take the action back.” The 
  acting character may instead take any other action requiring at least 
  the same amount of time (he may not try the same action again until 
  after this new action is taken). You must declare that you’re using 
  this ability before the GC or an opposing player spends action dice to 
  activate the error as a critical failure.
  linguist (smArt hero, 
  ChArismAtiC hero)
  You’re well traveled and possess a keen intuition about foreign 
  cultures.
  Linguist I: You gain 1 Cultures focus and the corresponding forte.
  Linguist II: Each time you fail a Cultures/Communication check and 
  don’t suffer an error, you still succeed as long as the check DC (or your 
  opponent’s check result) is equal to or less than your career level + 
  20. If more than 1 grade of success is possible, you achieve only the 
  lowest possible positive result.
  Linguist III: When making a Cultures skill check without the proper 
  focus, you suffer only a –2 penalty (rather than reducing your ranks to 
  1/2 standard, as normal).
  mAd sCienCe (smArt hero)
  It’s alive. ALIIIIIVE!
  Mad Science I: You gain the Science (Super Science) focus and the 
  corresponding forte. 
  Mad Science II: The time required for you to complete a Science 
  check decreases to 1/2 standard (rounded up, min. 5 minutes). 
  Mad Science III: When making a Science skill check without the 
  proper focus, you suffer only a –2 penalty (rather than reducing your 
  ranks to 1/2 standard, as normal). 
  Mad Science IV: The Power Rating of each gear item you create 
  or optimize with a Science check increases by an additional 1 (to a 
  maximum of 11). 
  Mad Science V: Once per session as a full action, you may spend 
  a Reserve Gear Pick to reveal a hidden gadget. You immediately 
  gain the use of 1 Gadget pick of your choice, of a Caliber up to the 
  mission’s current Caliber. This gadget lasts until the end of the scene, 
  its battery life is consumed, or it is broken or destroyed, whichever 
  comes first. 
  
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  mAnhunter (dediCAted hero, 
  fAst hero)
  Nothing comes between you and your quarry.    
  Manhunter I: Once per mission, you may declare 1 special character 
  or standard NPC type as your prey, gaining an insight bonus equal to 
  your Manhunter Tier with all Investigation, Search, Sense Motive, and 
  Survival checks targeting or opposed by this character or NPC type. 
  Manhunter II: Each of your attacks may inflict 1 die of sneak attack 
  damage against your prey. 
  Manhunter III: When you’re the Predator in a Dramatic Conflict 
  involving your prey, the starting Lead decreases by 1. Further, once per 
  scene, when you’re the Predator in a Dramatic Conflict involving your 
  prey, you may choose your Strategy after your prey has revealed his 
  (rather than choosing and revealing them simultaneously, as normal). 
  Manhunter IV: Each of your attacks may inflict 1 additional die of 
  sneak attack damage against your prey (for a total of 2 dice). 
  methodiCAl (smArt hero,  
  strong hero)
  You’re proof that practice makes perfect. 
  Methodical I: Once per combat as a free action, you may take an 
  Anticipate or Taunt action targeting 1 opponent you have successfully 
  attacked during the current combat. 
  Methodical II: Each time you make a successful opposed skill 
  check, you gain a +1 bonus the next time you target the same oppo-
  nent with the same check. 
  Methodical III: Each time your error range increases with a Smart 
  Hero or Strong Hero class skill check, the modifier decreases to 1/2 
  standard (rounded down).
  Methodical IV: Each time you make a successful opposed skill 
  check, you gain a cumulative +1 bonus the next time you target the 
  same opponent with the same check (max. +3). 
  Methodical V: Each time you suffer a penalty with a Smart Hero or 
  Strong Hero class skill check, the penalty decreases to 1/2 standard 
  (rounded up). 
  presCienCe (dediCAted hero) 
  You possess a keen understanding of your surroundings. 
  Prescience I: Your base Fortitude, Reflex, and Will save bonuses 
  increase by 1 each.
  Prescience II: Each time you fail a Sense Motive/Detect Lie check 
  and don’t suffer an error, you still succeed as long as the check DC (or 
  your opponent’s check result) is equal to or less than your career level 
  + 20. If more than 1 grade of success is possible, you achieve only the 
  lowest possible positive result.
  Prescience III: You gain a +3 bonus with Notice/Awareness and 
  Search/Perception checks. 
  Prescience IV: Once per session as a free action, you may ask the GC a 
  number of personal questions about a character you have just met equal 
  to your starting action dice. Sample questions include “What does the 
  man in the suit do for a living?” and “What is the lady’s favorite author?” 
  The target may conceal an answer by spending 1 action die per question 
  ignored. Once a target has spent an action die to ignore a question, you 
  may never re-ask that character that question with this ability.
  Prescience V: You gain 1 additional half action during the first 
  round of each combat.
  pugilism (strong hero)
  You’re a skilled unarmed combatant, able to exploit your strengths 
  — and your opponents’ weaknesses — to your best advantage. 
  Pugilism I: You gain the Unarmed proficiency. Further, you no 
  longer suffer the standard –4 penalty with unarmed attack checks 
  when converting lethal damage to subdual damage.
  Pugilism II: Your unarmed attacks gain the armor-piercing quality 
  equal to your Pugilism Tier.
  Pugilism III: Your die size when rolling unarmed damage or adding 
  action dice to unarmed attack or damage checks increases by 1 step 
  (e.g. from 1d4 to 1d6, etc.).
  Pugilism IV: Your melee Reach increases by 5 ft.
  Pugilism V: You may apply 1 additional trick from any unarmed 
  “Basics” or “Moves” feat to each of your actions — in addition to the 
  standard limit of 1 trick from these feats. 
  reACtion (fAst hero)
  Your reflexes are honed to razor sharpness. 
  Reaction I: You gain an insight bonus with Reflex saves equal to 
  your Reaction Tier. 
  Reaction II: When you aren’t flat-footed and make a successful 
  Reflex save to reduce the damage suffered from an attack or event 
  (such as an explosion or successful grenade attack), you suffer no 
  damage.
  Reaction III: Once per round when you’re the target of an attack 
  that misses you by 5 or more, you may immediately take a 5 ft. step 
  as a free action.
  Reaction IV: Once per session as a free action, when you’re the 
  target of a successful attack but before damage is rolled, you may 
  increase your Defense to 1 higher than successful attack result. Your 
  Defense remains reset until the end of the current round.
  Reaction V: When you aren’t flat-footed and fail a Reflex save 
  to reduce the damage suffered from an attack or event (such as 
  an explosion or successful grenade attack), you suffer 1/2 damage 
  (rounded down).
  rumors (ChArismAtiC hero)
  Your network of informers is always feeding you valuable 
  information. 
  Rumors I: Once per session, you may request a hint from the GC 
  for which the GC gains no action dice. If the GC refuses, you gain 1 
  bonus action die.
  Rumors II: You may spend 1 hour consulting your sources — in 
  person or by phone — to make a Request check for a dossier without 
  spending action dice. Your Charismatic Hero class level is added to 
  the roll instead of your career level. This Request check takes place 
  outside Faction channels and ignores all Faction restrictions, such as 
  the organization’s Tools Rating. You may use this ability a number of 
  times per session equal to your starting action dice.
  Rumors III: Once per session, you may choose 1 specific person 
  or location, clandestinely intercepting the next telephone call, email, 
  or other communication to or from the target without making a skill 
  check (though if it’s encrypted, you must still decipher it). You also 
  learn the address, phone number, or frequency from which the mes-
  sage was sent.
  
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  Rumors IV: You may use your rumors I and rumors III abilities up to 
  twice per session each. 
  Rumors V: Once per mission, you may determine the city or 20-
  mile × 20-mile area in which any 1 special character is located. This 
  requires a number of hours equal to the target character’s career level 
  × 8. You may not perform any other non-free actions when using this 
  ability.
  sAmAritAn (dediCAted hero)
  You’re a healer who will go to any length for your teammates.
  Samaritan I: Each Medicine/Stabilize check requires 1 half action 
  for you.
  Samaritan II: When you make a successful Medicine/First Aid 
  check, the target character heals twice the standard amount of vital-
  ity, subdual damage, wounds, and/or accumulated damage.
  Samaritan III: When a teammate or ally is unconscious or dying, 
  you may choose to target him with this ability. While this ability 
  remains active, you gain 1 additional half action and may only take 
  move or run actions that bring you closer to the injured character, 
  or actions or skill checks to stabilize, move, or heal that character. If 
  you take any other action, or the target character becomes conscious 
  or dies, this ability immediately ends, you are sent reeling for 1 full 
  round, and you may not use the ability for the rest of the scene. 
  Samaritan IV: Immediately before making a Medicine check, 
  you may choose to suffer an amount of stress damage up to your 
  Dedicated Hero level to gain a morale bonus with this check equal to 
  the stress damage suffered. This stress damage may not decrease by 
  any means, though it may wear off as normal. 
  Samaritan V: While under the effects of the samaritan III ability, 
  you and your target character gain a bonus to Defense equal to 1/2 
  your Dedicated Hero class level, as well as an amount of damage 
  reduction equal to your Wisdom modifier (min. 1). 
  sAvAgery (strong hero)
  Your ferocious fighting style terrorizes your opponents. 
  Savagery I: You gain the unnerving I NPC quality.
  Savagery II: Once per combat after making an attack against a tar-
  get in CQB Range, you may automatically inflict the maximum possible 
  damage, as if you rolled the highest value possible with each of your 
  damage dice. If you benefit from any bonus dice to this attack (e.g. 
  action dice, sneak attack damage, etc.), they are rolled as standard. 
  All damage inflicted when you use this ability is lethal only. Further, 
  the attack gains the takedown quality. 
  You may not activate this attack as a critical hit, even if you score 
  a threat with your attack check. Further, if you use this ability with an 
  Autofire or Strafe action, it only affects the attack’s damage upon the 
  first target. Finally, if you use this ability with a Burst action, it only 
  affects the first shot’s damage.
  Savagery III: You gain an insight bonus equal to your Savagery 
  Tier with Intimidate checks targeting an opponent you have damaged 
  this scene. 
  Savagery IV: You may use your savagery II ability up to twice per 
  combat. 
  Savagery V: Once per combat, when you make a successful 
  Standard Attack against a standard character possessing a lower 
  Strength score than yours, you may instantly kill the target.
  soAk it up (tough hero)
  Your incredible toughness pays off in spades.
  Soak it Up I: You gain 1 point of damage reduction (DR 1/—).
  Soak it Up II: You gain a +1 natural armor bonus against melee, 
  unarmed, and hurled attacks. A “natural armor” bonus is a named 
  bonus type and subject to all standard stacking rules (see pages 92 
  and 328 of the Spycraft 2.0 Rulebook).
  Soak it Up III: You gain 1 additional point of damage reduction (for 
  a total DR of 2/—).
  Soak it Up IV: You gain an additional +1 natural armor bonus 
  against melee, unarmed, and hurled attacks (for a total bonus of +2).
  Soak it Up V: You gain 1 additional point of damage reduction (for 
  a total DR of 3/—).
  strAtegist (smArt hero,  
  tough hero)
  You have a keen tactical insight, allowing you to consistently 
  second-guess your opponents. 
  Strategist I: The Tactics skill is always a class skill for you. Further, 
  you gain a morale bonus with Tactics checks to your Strategist Tier.
  Strategist II: When you take a Delay or Ready action, your Initiative 
  Count remains unchanged regardless of when your action occurs 
  during the round.
  Strategist III: Once per session during a Dramatic Conflict, as a 
  free action, you may choose your Strategy after your opponent has 
  revealed his (rather than revealing them simultaneously as normal). 
  Strategist IV: Your strategist II ability applies to all teammates 
  within your CQB Range.
  Strategist V: Once per session at the beginning of combat, you may 
  target 1 special character or 1 group of standard characters within 
  your line of sight and make a Tactics (Wis) check (DC equal to 10 + the 
  target’s Will save bonus × 2). With success, the target loses access to 
  1 Knack with a Tier no higher than your starting action dice or 1 NPC 
  quality with a total XP value no higher than your starting action dice 
  for the duration of the current scene. 
  sturdy (tough hero)
  You’re well prepared to survive in hostile environments. 
  Sturdy I: Once per mission during the Intel phase, you may choose 1 
  terrain type, gaining the camouflaged NPC quality when you’re located 
  in this terrain. This ability lasts until the end of the current mission.
  Sturdy II: You gain a morale bonus equal to your Sturdy Tier with 
  all saving throws made to resist contagions.
  Sturdy III: Your overland travel speed increases by 10 ft. Further, you 
  gain an insight bonus with all Knowledge checks made to navigate through 
  wilderness equal to 1/2 your Tough Hero class level (rounded up).
  Sturdy IV: Once per session, you may spend 1 hour scouring a 500 ft. 
  × 500 ft. area for useful gear or other items, after which you may make 
  a Gear check that does not cost you a Reserve Common Item. With suc-
  cess, you find 1 Common Item of your choice. Unless the GC determines 
  otherwise, the chosen item must be native to the surrounding terrain 
  (e.g. a flashlight may not be found in an unexplored jungle, a roll of 
  tape may not be found in a sealed Mayan temple, etc.).
  Sturdy V: You may ignore effects that would cause you to become 
  fatigued. Further, when you suffer an effect that would apply the exhausted 
  or sleeping conditions, you instead suffer the effects of being fatigued.
  
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  supplies (ChArismAtiC hero, 
  tough hero)
  You keep a private stash of gear — just in case. 
  Supplies I: At the beginning of each mission, you gain an additional 
  number of Common Items equal to your Supplies Tier + 2. 
  Supplies II (city): During the Intel Phase of each mission, you may 
  hold up to an additional 2 Reserve gear picks and up to an additional 
  2 Reserve Common Items (even if your Wisdom modifier is +0 or 
  lower). Further, the delivery time for each Reserve gear pick decreases 
  to 1/2 standard (rounded up).
  Supplies III: During the Intel Phase, you or any 1 of your teammates 
  may choose 1 gear pick as if the mission’s Caliber were 1 higher. If 
  the mission is Caliber V, you or any 1 of your teammates may instead 
  choose 1 additional Caliber I mission gear pick of any type.
  Supplies IV: Once per mission, when a piece of personal or mission 
  gear owned by you or one or your teammates is lost or destroyed, 
  you may reveal that you possess a second, identical piece of gear 
  available. Regardless of your current location, it takes 1d4 hours to 
  retrieve this gear.
  teAmWork (ChArismAtiC hero, 
  dediCAted hero)
  You’re an excellent ally in difficult situations. 
  Teamwork I: When you participate in a Joint Action, you are not counted 
  when determining the maximum number of teammates and allies who may 
  participate or when calculating the DC of the leader’s Tactics check.
  Teamwork II: You may increase the error range of a teammate’s skill 
  check not made as part of a Dramatic Conflict by 1 to reduce the time 
  required to make the check to 1/2 standard (rounded up, min. 5 minutes). 
  You may target only 1 teammate at a time with this ability. Further, you 
  may not perform any other non-free actions when using this ability.
  Teamwork III: When you’re a helper in a cooperative skill check, 
  the synergy bonus you contribute increases by an amount equal to 
  your Teamwork Tier.
  Teamwork IV: So long as a teammate can hear or see you when he 
  makes a roll, you may spend and roll 1 of your action dice to boost 
  the teammate’s result. When you use this ability, you always roll one 
  of your own action dice and add your own action die modifiers; the 
  teammate’s dice are never used and his modifiers are never applied. 
  No single roll may benefit from this ability more than once, even if 
  multiple characters with this ability are present on the team.
  Teamwork V: At the start of any round, you may declare that you’re 
  supporting 1 teammate who can hear or see you. Until the end of the 
  current round, the target teammate’s threat ranges with all skill checks 
  increase by 2 each and his Initiative Count rises by 5. You may not perform 
  any non-free actions during a round in which you support a teammate, and 
  each character may only benefit from 1 use of this ability at any time.
  
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  unCAnny dodge (fAst hero) 
  You have a preternatural ability to avoid danger. 
  Uncanny Dodge I: You retain your Dexterity bonus to Defense (if any) 
  even when flat-footed or being attacked by an invisible adversary (though 
  you still lose your Dexterity bonus to Defense when held).
  Uncanny Dodge II: You never become flanked.
  Uncanny Dodge III: You gain a bonus with Reflex saves made to 
  avoid security devices, as well as a bonus to Defense against attacks 
  made by security devices, equal to your Uncanny Dodge Tier.
  Uncanny Dodge IV: Each time you suffer an attack or effect that 
  reduces your Initiative Count, your Initiative Count decreases by only 
  1/2 the listed amount (rounded down). This does not affect Initiative 
  Count penalties inflicted by your own actions.
  Uncanny Dodge V: You never become flat-footed and may not be 
  targeted with Coup de Grace actions unless you are held or uncon-
  scious. This does not prevent you from making skill checks possessing 
  the Concentration tag.
  underCover (ChArismAtiC hero)
  You’re a master of disguise. 
  Undercover I: The Power Rating of each cover identity you gain 
  increases by 1 (to a maximum of 11). 
  Undercover II: Twice per session, you may make a Falsify/Disguise 
  or Sneak/Hide check that would ordinarily require 2d4 minutes or less 
  as a free action, ignoring any kit requirements.
  Undercover III: Once per session, you may spend 1 action die 
  to force an opponent to re-roll a successful skill check that would 
  penetrate your disguise or cover. You may not use this ability to force 
  an opponent to re-roll a critical success.
  vehiCle expertise (fAst hero)
  For you, driving is like breathing… only faster. 
  Vehicle Expertise I: You gain 1 Drive focus and the corresponding forte.
  Vehicle Expertise II: When you’re the Prey in a chase, the starting 
  Lead increases by 1. When you’re the Predator in a chase, the starting 
  Lead decreases by 1.
  Vehicle Expertise III: At the start of each mission, you may choose 
  1 specific vehicle or mount to be considered familiar. If the vehicle or 
  mount is part of your mission gear, you must have previously operated 
  it for a minimum number of hours equal to twice the highest Caliber of 
  the vehicle or mount, or any vehicle weapon or gadget installed. If the 
  vehicle or mount is part of your Lifestyle or chosen with the Favored 
  Gear feat, this time requirement is waived. 
  You may only be familiar with 1 specific vehicle or mount at a time. 
  The chosen conveyance gains a +1 bonus to Defense and Damage 
  saves, and you gain the same bonus with Initiative and Maneuver 
  checks made using it, and Electronics, Mechanics, and Medicine 
  checks made to repair or heal it, as appropriate.
  Vehicle Expertise IV: When you make a Drive check when piloting 
  a vehicle for which you do not possess the appropriate focus, your 
  Drive bonus is not reduced to 1/2 standard (though you still suffer all 
  non-proficiency penalties as normal). 
  Vehicle Expertise V: Once per session when operating any vehicle 
  or mount, you may make a Maneuver check with a DC up to your Fast 
  Hero class level + 20 without making a skill check. Alternately, during 
  a chase Conflict, you may choose the “That’s Impossible!” Strategy.
  versAtility (smArt hero)
  Your background has prepared you well for life’s many and diverse 
  challenges. 
  Versatility I: You may choose any 1 skill. This skill is always a class 
  skill for you. 
  Versatility II: You may choose any 2 additional skills (for a total of 
  3). These skills are always class skills for you. 
  Versatility II: You may choose any 3 additional skills (for a total of 
  6). These skills are always class skills for you. 
  WeApon speCiAlizAtion  
  (strong hero)
  You’ve dedicated your life to the mastery of a single weapon. 
  Weapon Specialization I: You may choose 1 Caliber I or II weapon 
  as your “weapon of choice,” gaining the appropriate weapon profi-
  ciency. Further, you gain this weapon as part of your Possessions at 
  the beginning of each mission. 
  Weapon Specialization II: You gain the corresponding forte for 
  your weapon of choice. Further, when using your weapon of choice, 
  your error range decreases by 2 (min. 0).
  Weapon Specialization III: You inflict an additional 1d4 damage 
  with each successful attack made using your weapon of choice. When 
  making a ranged attack, this bonus damage applies only when the 
  target is located within CQB Range.
  Weapon Specialization IV: Once per round, you may make 1 
  additional final attack against a standard character with your weapon 
  of choice.
  Weapon Specialization V: The number of action dice required for 
  you to activate a critical hit with your weapon of choice decreases by 
  1 (min. 0).
  
  spycraft 2.0 | introduction
  19
  
  Back to Basics
  open gAming liCense
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  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. Spycraft 2.0 
  Rulebook, Copyright 2005, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Scott 
  Gearin, and Patrick Kapera. Spycraft Espionage Handbook Copyright 2002, Alderac Entertainment 
  Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Spycraft 1960s Decade Book Copyright 
  2003, Alderac Entertainment Group, Inc.; Authors Robert J. Defendi, B.D. Flory, Scott Gearin, 
  Clayton A. Oliver. Spycraft Agency Copyright 2004, Alderac Entertainment Group, Inc.; Authors 
  Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver, Steven Peterson. Spycraft Battlegrounds 
  Copyright 2005, Alderac Entertainment Group, Inc.; Authors Andy C. Davis, Alexander Flagg, 
  Clayton A. Oliver, Jason Olsan, Patrick Parrish. Spycraft Mastermind Guide Copyright 2004, Alderac 
  Entertainment Group, Inc.; Authors Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver. 
  Spycraft U.S. Militaries Guide Copyright 2004, Alderac Entertainment Group, Inc.; Authors Dave 
  McAlister, Clayton A. Oliver, Patrick Kapera. Spycraft World Militaries Guide Copyright 2004, 
  Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera. 
  Spycraft Modern Arms Guide Copyright 2002, Alderac Entertainment Group, Inc.; Authors Chad 
  Brunner, Tim D’Allaird, Rob Dake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, 
  Michael Petrovich, Jim Wardrip, Stephen Wilcoxon. Spycraft Faceman/Snoop Class Guide Copyright 
  2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver. Spycraft 
  Fixer/Pointman Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; Authors Scott 
  Gearin. Spycraft Soldier/Wheelman Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; 
  Authors Chad Brunner, Shawn Carman, B.D. Flory, Scott Gearin, Patrick Kapera. Modern System 
  Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff 
  Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkinson, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  open gAme Content
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