TEXT: 
  FRAGILE MINDS
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Writing
  Alex Flagg and Patrick Kapera
  Cover Art
  A4H Designs
  editing
  Patrick Kapera
  grAphiC design
  Steve Hough
  spyCrAft CreAted by  
  pAtriCk kAperA And kevin Wilson
  plAytesters
  Jon Andersen, Walter Christensen, Nathan Devonshyre, Charles 
  Etheridge-Nunn, Alex Flagg, Robert Harris, Tyler Johnson, Lisa Murray, 
  Jason Olsan, Andrew M. Popowich, Kevin Ripka, Jimmy Taylor 
  speCiAl thAnks
  Tony Love
  introduCtion  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2
  What’s Different About Fragile Minds? . . . . . . . . . . . . . . . . . 2
  Campaign Qualities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
  Fragile Minds and Other Campaign Qualities. . . . . . . . . . . . . 2
  eXpAnded stress dAMAge  .  .  .  .  .  .  .3
  Conditions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  The Unhinged: Embracing Your Demons . . . . . . . . . . . . . . . . 3
   Unhinged Subplots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
   Example of an Unhinged Subplot. . . . . . . . . . . . . . . . . . . . 6
  The High Stress of Adventure . . . . . . . . . . . . . . . . . . . . . . . . 7
  Shock and Dread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  The Silent “P” in Victory . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
   Balancing Stress Damage vs. Pyrrhic Victories . . . . . . . . . . 9
   Example: “The Mystery of Armitage Island” . . . . . . . . . . 10
  forbidden knoWledge  .  .  .  .  .  .  .  . 10
  Forbidden Tomes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
   Reading a Forbidden Tome . . . . . . . . . . . . . . . . . . . . . . . 11
   Writing a Forbidden Tome . . . . . . . . . . . . . . . . . . . . . . . . 12
  events  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .12
  Anxiety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Bad Decision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Cheap Scare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Distracted . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Hallucination/Nightmare . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Lost Time. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Moment of Clarity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Page Addiction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Poison! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  Reality Shift. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Separated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  thAt WhiCh should not be .  .  .  .  . 16
  NPC Qualities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Cosmic Horrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Crafty Games Product Number: CFT-20205
  Spycraft and all related marks are ™ and © 2007 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
  
  FRAGILE MINDS
  introduCtion
  Welcome to Fragile Minds, your source for adding mind-shattering 
  horror to the Spycraft 2.0 RPG. This product is most useful in campaigns 
  where characters are under exceptional strain. It’s perfect for gritty 
  war dramas, dystopian science-fiction tales, and classic Lovecraftian 
  horror stories. Beyond the rules for suffering through these episodes, 
  this volume also presents new campaign qualities, events, and NPCs to 
  help you inject a little cosmic horror into your games.
  WhAt’s different  
  About frAgile Minds?
  While Fragile Minds is largely an expansion of the standard Spycraft 
  2.0 rules, there are a few changes worth noting. 
  • Mental Injury and Trauma: This product expands Spycraft 
  2.0’s innovative stress damage system to incorporate rules for 
  long-lasting mental disturbance. Characters suffering a high 
  amount of stress damage can now suffer lingering strain, mental 
  breakdowns, classic psychotic episodes, or even fall into comas 
  as a result of severe mental trauma and encountering things that 
  should not be.
  · Forbidden Knowledge: Forbidden Knowledge is a new Interest 
  representing awareness of the occult… and how it transforms 
  the mind, spirit, and body. This new tool lets characters delve 
  deep into the unknown and explore the secrets of occult magic, 
  but at a high cost: their very humanity!
  · Monsters!: Fragile Minds offers a host of popular cosmic horror 
  archetypes inspired by classic film and literature!
  CAMpAign QuAlities
  Dark Arts (requires High Magic campaign quality, +25 XP, 1 GC 
  Action Die): The arcane is an ancient science taught by dark gods 
  and/or otherworldly horrors that feed upon the suffering of men. Each 
  time a character makes a Profession/Spellcasting check, he suffers 
  an amount of stress damage equal to the spell’s Level (minimum 
  1). Despite the high magic quality being in play, it’s strongly recom-
  mended that the GC tailor the spells available to the needs of the 
  setting and the story he wishes to tell. Occult spells should never be 
  trivial and always be relevant to the plot; most of the time, they’re 
  also extremely rare. 
  Forbidden Knowledge (Seasons Only: +0 XP): The secrets of the 
  occult lurk in the world’s forgotten places, waiting to be rediscovered. 
  The campaign uses the Forbidden Knowledge rules (see page 10). 
  Fragile Minds (+25 XP, 2 GC Action Dice): A campaign with 
  this quality features horror lurking around every corner, testing 
  the boundaries of human sanity. The campaign uses this product’s 
  expanded stress damage rules (see page 3). 
  Hard-Boiled Investigators (Seasons Only: –25 XP): In a campaign 
  featuring this quality, characters quickly become accustomed to cin-
  ematic terror. Once a character makes a successful Will save against 
  a horrifying event, he need never make another Will save against the 
  same event; he is simply immune to witnessing that event again. For 
  more about cinematic terror, see page 7.
  Puny Mortals (Seasons Only: +0 XP): In a campaign featuring 
  this quality, characters find themselves tragically unprepared for 
  the vast scope of evil in the universe. Characters may not make Will 
  saves to resist horrifying events; they automatically suffer the stress 
  damage listed to the right of the slash on Table 3: Shock and Dread 
  (see page 4).
  frAgile Minds And  
  other CAMpAign QuAlities
  As an inherently cinematic game, Spycraft 2.0 isn’t often the first 
  system to come to mind when thinking about cosmic horror. However, 
  the proper application of campaign qualities can quickly transform 
  an average Spycraft season into a soul-chillingly frightful experience. 
  Here are some qualities you might also want to consider when running 
  a cosmic horror campaign.
  Basic Classes: Cosmic horror stories usually feature ordinary 
  people thrust into extraordinary situations. Back to Basics, which 
  introduces moderately powered “basic classes” to Spycraft, offers 
  the GC a great way to dial back his game’s power level, ensuring the 
  characters linger in the realm of “everyday” heroes. 
  Bleak: The stories of Poe and Lovecraft are dark indeed. Their 
  protagonists struggle against the overwhelming horror of their 
  ultimate insignificance, like insects in the face of God. Reducing the 
  characters’ action dice pools has a doubly powerful effect, encourag-
  ing the team to rely more on skill than luck and making them less 
  likely to challenge (or instantly slay) the frightening creatures that 
  oppose them. Remember, though, that this quality leads to cautious 
  play and makes critical success — something many players love — a 
  rare and treasured thing. 
  Gritty: Violence is horrifying when every hit can kill you. This qual-
  ity hammers that point home, rendering the characters brutally fragile 
  in a hostile world.
  High Magic: Though Fragile Minds remains perfectly functional 
  without magic, it relies on Crafty Games’ Spellbound series of PDFs 
  to fuel occult power. Those rules are not reprinted here for simplicity, 
  though some material found in this volume, such as the mystic spark 
  NPC quality and the rules for Forbidden Knowledge (see pages 17 and 
  10, respectively), are designed to interlock with them.
  Paranoid: This quality throws the players a bone by increasing 
  their chance of surviving ambushes, but it also makes investigations a 
  little more difficult. Thus it’s recommended most strongly for survival 
  horror, gritty wartime dramas, and similar games.
  Tense: Augmenting stress damage may seem perfectly appropri-
  ate in a cosmic horror game, but great care should be taken when 
  introducing this quality, as it can dramatically worsen the characters’ 
  plights. Threaten actions, as well as NPCs featuring the fearsome, 
  unnerving, and from beyond qualities, and overindulgence in stress-
  damaging effects can quickly dismantle a team with this rule in play.
  Thriller: If you’re looking for long and sometimes nail-biting 
  chases, or tough puzzles for your players to engage in, you should 
  strongly consider this quality. Thriller helps prevent the team from 
  steamrolling investigations and other long-term tasks, heightens the 
  genre’s inherent drama, and forces the characters to work together 
  to succeed against devastating odds.
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  eXpAnded stress 
  dAMAge
  When the fragile minds campaign quality is in play, stress damage 
  functions as described on page 339 of the Spycraft 2.0 Rulebook, with 
  the following revisions. 
  · A critical hit with an attack that inflicts stress damage or a criti-
  cal success with a skill check that inflicts stress damage forces 
  an immediate Will save, even if a threshold is not exceeded. This 
  save’s DC is 16 (if no threshold has been exceeded) or the DC for 
  the highest threshold exceeded +4. 
  · When a character suffers an amount of stress damage in a single 
  round equal to or more than his Wisdom score, but less than 
  twice his Wisdom score, he must make a Will save (DC equal to 
  1/2 the total stress damage suffered during the current round, 
  rounded down). The character suffers a –1 penalty with this save 
  per point of Forbidden Knowledge he possesses (see page 10). 
  With failure, he rolls 1d20, adds his Forbidden Knowledge total 
  and the total stress damage suffered during the current round, 
  and consults Table 1: The Table of Sproing to find his mental 
  injury (see page 4).
  · When a character suffers an amount of stress damage in a single 
  round equal to more than twice his Wisdom score, he must make 
  a Will save (DC equal to 1/2 the total stress damage suffered 
  during the current round, rounded down). The character suffers 
  a –1 penalty with this save per point of Forbidden Knowledge 
  he possesses (see page 10). With failure, he rolls 1d20, adds his 
  Forbidden Knowledge total and the total stress damage suffered 
  during the current round, and then consults Table 1: The Table 
  of Sproing to find his mental injury (see page 4). Additionally, 
  the character permanently loses 1 point from the highest of his 
  Intelligence, Wisdom, or Charisma scores (his choice in the event 
  of a tie).
  · When the Forbidden Knowledge campaign quality is in effect and 
  a character suffers a Table of Sproing result of 41 or higher, the 
  experience leaves him with unexpected and often unwanted cos-
  mic wisdom. The character gains the listed amount of Forbidden 
  Knowledge at no cost (see page 10 for more about Forbidden 
  Knowledge). This Knowledge fades as the mind reconciles and 
  blocks out memory of the character’s break with reality; when 
  the character recovers from a condition that grants Forbidden 
  Knowledge, the Knowledge is also lost. 
  · Stress damage wears off as standard, except that a character’s 
  stress damage cannot drop below a threshold until a successful 
  Therapy check removes the corresponding condition (see the 
  Spycraft 2.0 Rulebook, page 143). The only two exceptions are 
  if the character defeats one or more cosmic horrors or staves off 
  evil (see page 9); either of these successes allows the character’s 
  stress damage to drop below a threshold without therapy.
  Conditions
  The following new conditions support cosmic horror and the Table 
  of Sproing.
  Nervous: At the end of each round while nervous, a character 
  suffers 1 point of stress damage. Per the GC’s discretion, if the 
  character is physically or mentally strained (e.g. bleeding, blinded, 
  bound, buried, frightened, shaken, vulnerable, trapped with no hope 
  of escape, surrounded by corpses, etc.), he suffers 1d4 stress damage 
  instead. This condition is eliminated with a 3-round Resolve/Morale or 
  Tactics/Rally check (DC 20).
  Rattled: The error range of each skill check made by a rattled 
  character increases by 2. Unless otherwise specified, he remains 
  rattled until the end of the current scene or until the source of the 
  condition has been out of his line of sight for 10 consecutive rounds. 
  Finally, should a rattled character gain this condition again, he loses 
  this condition and instead becomes baffled.
  Traumatized: A traumatized character suffers a –4 penalty with 
  Will saves and Resolve checks. Unless otherwise specified, he remains 
  traumatized until the end of the current scene or until the source 
  of the condition has been out of his line of sight for 10 consecutive 
  rounds. Finally, should a traumatized character gain this condition 
  again, he loses this condition and instead becomes frightened.
  the unhinged:  
  eMbrACing your deMons
  The various mental injuries inflicted by the Table of Sproing are 
  just a sample of the many ways a character can lose his marbles with 
  quantifiable rules. There are many other options, however, for those 
  with the inclination and skill. Rather than have a character roll on the 
  Table of Sproing, the GC may offer the player one of the following 
  Subplots. Each uses the same rules, and none should be offered 
  to or chosen by a player who isn’t prepared for intense emotional 
  roleplay. 
  Required Plot Details: The precise nature of your character’s 
  insanity, chosen from the options in the next section or decided jointly 
  by you and the GC. 
  Effect: This Subplot may have mechanical effects as determined 
  by the Game Control, but is by default roleplayed from start to finish. 
  After agreeing to a suitable insanity, the player does his best to play 
  the part, taking opportunities as he’s able to showcase his character’s 
  condition. The process may be abrupt or gradual as appropriate, but 
  the Subplot must be active for at least three full missions before 
  completion. 
  When a character opts to pursue an Unhinged Subplot, he commits 
  to roleplaying a story about his insanity. He can discuss this story with 
  the GC or leave it a surprise, as he wishes, but it should not interfere 
  with the campaign or mission’s main plot. While the character pos-
  sesses this Subplot, the GC and other players rate his roleplaying 
  performance and the strength of the unfolding storyline by nominat-
  ing him for GC-awarded action dice. The GC should encourage the 
  other players to get into the spirit of the Subplot by nominating the 
  player whenever his roleplay enhances the game for them. In this case 
  nominations should not be honored, nor dice awarded, for roleplay 
  that merely makes things easier for the characters; the goal that 
  everyone have fun and enjoy the plot, not gain an advantage. 
  Likewise, the Subplot should neither become the focus of any 
  mission — unless the GC and player agree to such an arrangement 
  ahead of time — nor prevent the team from completing its mission or 
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  the other players from enjoying the game. This is one of the reasons 
  the GC and player should not choose this option lightly; it’s easy for 
  a player to think that his Subplot means that he must only roleplay in 
  a way that, intentionally or not, causes inter-party strife or obstructs 
  the flow of the narrative. This is patently not so; insanity takes many 
  forms, most of which are subtle or oblique enough to add color 
  without whitewashing the palette. The watchwords are respect and 
  restraint, both on the part of the player. 
  The GC and player should “edit” any Unhinged Subplot, or any 
  other Subplot for that matter, that disrupts the game. Such edits can 
  be made when the Subplot is conceived or even during the story, 
  retroactively altering its continuity to eliminate any issues. It’s the 
  player’s responsibility as much as the GC’s to ensure his Subplots 
  are either unobtrusive or step up the excitement for everyone at the 
  table. 
  All this isn’t to say that the player shouldn’t bring the Subplot to 
  center stage when it’s appropriate, even if it clashes with the other 
  characters or the mission goal. Conflict is good; it generates drama 
  and enriches the experience for everyone. It can go too far, however, 
  and the player needs to trust the GC and other players to identify 
  when this is happening (as the GC is the only person in full view of the 
  story at any time, and players should always have the right to speak 
  up when things stop being fun). 
  Also, the player should feel free to invent new plot details and 
  wrinkles to supplement his Subplot story, though as usual, the GC 
  can always reject any idea that doesn’t mesh with the current game. 
  A team sent on an intimate deep cover operation to ferret out a small 
  terrorist cult, for example, might not withstand a case of multiple 
  identities, though the same might not be said if the cult were large 
  or the players were skilled enough to explain away the teammate’s 
   
   
   
   
  Forbidden
  Result 
  Mental Injury 
  Therapy Check DC 
  Healing Time* 
  Knowledge
  Up to 15 
  Traumatized (see page 3) 
  20 
  1 scene† 
  —
  15–17 
  Rattled (see page 3) 
  20 
  1 scene† 
  —
  18–20 
  Frightened 
  20 
  Varies** 
  —
  21–23 
  Nervous (see page 3) 
  20 
  1 scene† 
  —
  24–26 
  Terrified 
  25 
  Varies** 
  —
  27–29 
  Stupefied (dazed) 
  25 
  Varies** 
  —
  30–32 
  Frozen (paralyzed) 
  25 
  Varies** 
  —
  33–34 
  Severe depression (permanently fatigued) 
  30 
  1d3 missions 
  —
  35 
  Distracted (permanently nauseated) 
  30 
  1d6 scenes 
  —
  36 
  Obsessive-compulsive disorder (gain Compulsion Subplot)†† 
  35 
  1d6 missions 
  —
  37 
  Split personality (gain Mistaken Identity Subplot)†† 
  35 
  1d6 missions 
  —
  38 
  Phobia (gain Fear Subplot)†† 
  35 
  1d6 missions 
  —
  39 
  Enraptured (fixated) 
  40 
  Varies** 
  —
  40 
  Partial Amnesia (permanently baffled) 
  40 
  1d3 missions 
  —
  41 
  Hysterical dumbness (permanently mute)	
  45	
  1	mission∆	
  +1
  42 
  Hysterical deafness (permanently deafened)	
  45	
  1	mission∆	
  +1
  43 
  Hysterical blindness (permanently blinded)	
  45	
  1	mission∆	
  +1
  44 
  Collapse (unconscious) 
  50 
  Varies** 
  +2
  45 
  Schizophrenic hallucinations (permanently drunk and flanked) 
  50 
  1d6 scenes 
  +2
  46 
  Violent hallucinations (permanently enraged) 
  50 
  1d4 scenes 
  +2
  47	
  Complete	mental	breakdown	(Wisdom	score	decreases	to	0)	
  60	
  Special∆∆	
  +3
  48	
  Catatonic	(Intelligence	score	decreases	to	0)	
  60	
  Special∆∆	
  +3
  49	
  Coma	(Charisma	score	decreases	to	0)	
  60	
  Special∆∆	
  +3
  50+ 
  Scared to death (instantly dead) 
  — 
  — 
  —
  * 
  The character heals 1 increment before the start of each mission and for each full month of downtime. When an increment reaches 0, the mental injury 
  heals naturally. With a successful Medicine/Therapy check at the listed DC, the mental injury’s healing time decreases by 2 (minimum 1).
  ** This effect lasts until the character receives a successful Medicine/Therapy check at the listed DC or for a number of rounds equal to 1/2 the stress 
  damage suffered during the current round (rounded up).
  † 
  This forgiving mental injury heals at the end of the current scene. 
  †† This Subplot is gained in addition to the character’s current Subplots and doesn’t count toward the maximum number of Subplots the character may 
  possess. It may be completed per the standard rules but never counts toward the character’s completed Subplots for the purpose of crossroads benefits 
  or other character advancement.
  ∆	
  The	character	is	assumed	to	receive	adequate	therapy	after	the	current	mission.	
  ∆∆	 See the Spycraft Rulebook, page 17, for more detail. An attribute decreased by this result is regained at the standard rate of 1 per full day of rest, 
  beginning at the end of the current mission. A successful therapy check will allow the damage to begin healing during the current mission. 
  TABLE : THE TABLE OF SPROING
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  bizarre actions. Likewise, the GC should reject any proposal 
  that he feels would jeopardize harmony between the players, 
  including himself. Some players, team compositions, and stories 
  can’t handle extreme personality disorders, for instance, and 
  most psycho-sexual conditions are too much for any group to 
  process.
  Finally, just as the GC can choose not to include a standard 
  Subplot in a mission, the player can choose to take a mission 
  off from his Unhinged story, though he should always strive 
  to keep continuity intact. For example, a player developing a 
  hypnophobia story arc in which the character’s fear takes the 
  form of stimulant use followed by angry outbursts and sudden 
  crashes might want to scale it back so it doesn’t steal attention 
  away from a major turning point mission in the current season. 
  Or he might just not be up to the intensity required by the 
  current stage of the arc. Either way, he could simply inform the 
  GC that he’s taking a mission off and not reference the story, 
  but the key is not contradicting it either. The action shouldn’t 
  find the character suddenly falling asleep without issue, and for 
  that matter should veer away from scenes where the character’s 
  Subplot and its symptoms come into play. The GC can and should 
  work with the player to make this happen.
  Completion: When the player is awarded a number of action 
  dice for his Subplot story equal to or greater than the difference 
  between his failed Table of Sproing Will save result and the DC, 
  and has roleplayed the Subplot for a minimum of three missions, 
  he should start to wrap it up. Depending on how the storyline 
  has developed, it may require more than the current mission to 
  bring it to a close, and some time off may be the only plausible 
  option for the character after the close. In this case, the GC 
  should work with the player to make sure he can stay involved in 
  the game until his character returns (with another character, an 
  NPC, or in some other capacity), or adjust the campaign to bring 
  it up to speed with the Subplot character’s recovery. 
  A completed Unhinged Subplot counts toward Crossroads 
  Titles in the same fashion as any other Subplot. 
  unhinged subplots
  The following options are far from comprehensive and the 
  GC and player may wish to introduce other Subplots or tweak 
  these to fit the circumstances of the failed Will save and/or the 
  particulars of the game’s plot. 
  Dissociation Disorder: The character’s mind becomes dis-
  jointed, damaging or fragmenting his persona. This can take 
  three forms: dissociative amnesia, fugue, or multiple identities. 
  Unlike amnestic syndrome, which is brought on by a concussion 
  or similar damage and often prevents the sufferer from retain-
  ing memory of any kind, dissociative amnesia is psychological 
  or emotional and only affects the past. As a rule, dissociative 
  amnesia is a defense mechanism to protect the sufferer from 
  something painful or frightening. A fugue is similar, except that 
  it also involves the sufferer traveling away from home to escape 
  his demons. Finally, a character struggling with multiple identi-
  ties finds himself at the mercy of two or more personalities, each 
  conducting itself according to its own desires, preferences, and 
  goals. Only one personality can be dominant at any time and 
  they rarely share memories. 
  Personality Disorder: The character suffers from a chronic 
  behavioral issue that impairs his ability to successfully interact 
  with others. The disorder is pathological and usually stems from 
  anxiety or poor impulse control. The sufferer sees no reprieve; 
  he must find a way to live with the disorder until and unless he’s 
  cured. Worse, the disorder or its symptoms are typically obvious 
  to others, widening the gap between the sufferer and all but the 
  most sympathetic souls. Common personality disorders include 
  antisocial tendencies (the sufferer is self-centered, reckless, and 
  confrontational, attaching little or no value to his relationships 
  with others; he finds it easy to lie and ignore promises and obliga-
  tions), avoidance (the sufferer withdraws from society, terrified 
  of rejection), compulsion (the sufferer has trouble with intimacy 
  and exhibits an unhealthy work ethic fueled by perfectionism, an 
  irrational need for control, and an overwhelming fear of making 
  mistakes), dependency (the sufferer subordinates himself to 
  another, seeking to avoid making decisions on his own), hedonism 
  (the sufferer seizes every opportunity for pleasure, particularly of 
  the physical bent), intermittent explosive disorder (the sufferer is 
  dangerously impulsive and aggressive, flying into rages that often 
  end in assault or property damage), kleptomania (the sufferer 
  is compelled to steal), narcissism (the sufferer is self-absorbed, 
  craves attention, lacks empathy, and reacts poorly to criticism), 
  obsessive-compulsive disorder (fixated on repulsive thoughts of 
  violence or self doubt, the sufferer engages in physical rituals 
  to remain “in control”), panic attacks (on the order of once a 
  week, the sufferer enters an involuntary state where he can’t 
  breathe, his chest hurts, his heart races, his hands and feet tingle, 
  and feelings of impending doom mix with vertigo, cold flashes, 
  and sometimes a disconnection from reality), paranoia (the 
  sufferer has delusions of jealousy or persecution and skews his 
  world view to support and combat them), pathological lying (the 
  sufferer is compelled to deceive), passive-aggressiveness (the suf-
  ferer sabotages himself with procrastination, stubbornness, and 
  deliberate inefficiency and forgetfulness), post-traumatic stress 
  disorder (the sufferer relives a traumatic event through persistent 
  and disabling thoughts, dreams, and flashbacks), pyromania (the 
  sufferer is compelled to set fires), schizoid behavior (the sufferer 
  is emotionally cold, aloof, and indifferent, seeking and finding few 
  friends), and theatrics (the sufferer is overly dramatic and prone 
  to tantrums, craving attention and excitement and potentially 
  threatening suicide, but rarely delivering, when they’re refused).
  Philia: The character has an obsessive or impulsive fondness 
  for something, such as bullets (ballistomania), books (biblio-
  mania), foul language (coprolalomania), symmetry (symmetro-
  mania), funerals and cemeteries (taphophilia), or even oneself 
  (egomania, and its aggressive, overblown cousin, megaloma-
  nia). Some philia are sexual — exhibitionism and voyeurism, for 
  example, as well as sadism, masochism, and fetishism (the need 
  for a non-living object to achieve release). Philia operate very 
  similarly to addictions; the sufferer finds himself hard-pressed or 
  simply unable to resist the urge to seek out and engage his fas-
  cination. He makes decisions on this basis, avoiding situations 
  that take him away or threaten his continued indulgence. For 
  this reason and because most people view the sufferer’s extreme 
  actions with pity or disdain, the philia is more often than not a 
  constant source of deep personal shame. 
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Phobia: The character harbors a profound, irrational yet 
  uncontrollable fear of something. There’s a phobia out there for 
  pretty much everything: finding oneself alone or in open spaces 
  (agoraphobia), dust (amathophobia), people (anthopophobia), 
  being touched (aphephobia), water (aquaphobia), buildings 
  (batophobia), mirrors (catoptrophobia), enclosed spaces (claus-
  trophobia), crowds (demophobia), blood (henophobia), fog 
  (homichlophobia), sleep (hypnophobia), dead things (necropho-
  bia), numbers (numerophobia), the dark (nyctophobia), foreign-
  ers or aliens (xenophobia), and even change (tropophobia). A 
  phobia is manageable until the triggering object or situation 
  arises, at which point it overrides the sufferer’s faculties, sur-
  rendering them to panic, which reinforces the fear, which yields 
  more panic, and so on. This escalation can occur even away from 
  the phobic trigger, prompted by the sufferer’s anxiety over fac-
  ing it. In these extreme cases, actually encountering the phobic 
  trigger can render the sufferer inert, paralyzed by dread, or send 
  him into blind, mindless retreat. More often, the sufferer learns 
  to cope with his phobia, though it can still produce intense 
  anxiety, sweaty palms, increased heart rate and breathing, and 
  similar symptoms. 
  Physical Disorder: The character suffers from one of a number 
  of emotionally driven, physically manifesting mental disorders, 
  such as autonomic dysfunction (irregular heart rate, blood pres-
  sure, and respiration, excessive sweat, clammy hands, dry mouth, 
  dizziness, upset stomach, hot and cold spells, frequent urination, 
  flushed or pallid face, and susceptibility to the “fight or flight” 
  response), body dysmorphic disorder (perceived flaws in his 
  appearance), an eating disorder (anorexia or bulimia), hypochon-
  dria (an assumed illness, usually serious), somatization disorder 
  (many psychosomatic symptoms with no believed source), conver-
  sion disorder (symptoms conjured to attract attention or distract 
  from something upsetting), or motor tension (nervous trembling, 
  aches and pains, twitches and tics, agitation and inability to relax). 
  Though the character rarely suffers from any actual maladies, his 
  disorder can generate realistic symptoms. 
  Psychosis: The character loses touch with reality, possibly suf-
  fering wild delusions, hallucinations, and/or reasoning difficul-
  ties. The most popular form of psychosis is schizophrenia, which 
  robs the sufferer of concentration, making it hard for him to form 
  complete coherent thoughts; just as often his speech devolves 
  to random unrelated bits strung together with twisted logic or 
  none at all. The schizophrenic’s delusions often involve body 
  or mind control, and his hallucinations are commonly auditory 
  (the oft-trumped “voices” in one’s head). He suffers from emo-
  tional and social detachment, which can result in inappropriate 
  behavior such as giggling at funerals or screaming unexpectedly 
  at the opera. Schizophrenics fall into three general categories: 
  disorganized (with all the aforementioned symptoms), catatonic 
  (frequent loss of speech and voluntary movement, coupled with 
  submissive tendencies and occasional outbursts of explosive 
  motor function), and paranoid (grand delusions of persecu-
  tion, jealousy, and pursuit, usually accompanied by matching 
  hallucinations). Schizophrenia brought on by stress triggers is 
  referred to as “acute,” which gives rise to the “acute paranoid 
  schizophrenic” so often used in literature and film. 
  Other psychoses include bipolar mood disorder (the sufferer 
  oscillates between “up” and “down” cycles), depression (loss 
  of appetite, weight shifts, increased or diminished sleep, fatigue 
  and indecision, hopelessness and guilt, all inflicting common 
  psychotic symptoms and persistent thoughts of suicide), and 
  mania (euphoria, irritability, talkativeness, frantic activity, dis-
  traction, delusional self-esteem, and recklessness), as well as 
  panzaism (failing to recognize the fantastic or supernatural, 
  even with evidence) and quixotism (seeing the fantastic and 
  supernatural everywhere, even where it isn’t). 
  Sleep Disorder: The character’s sleep cycle, ability to fall 
  asleep, and/or the quality of his sleep is severely distressed. 
  Insomniacs have trouble getting to sleep or benefiting from it, 
  and can result in foggy memory, listlessness, and mood disorders 
  (especially depression). Narcoleptics suffer drowsiness, random 
  “sleep attacks,” and cataplexy (a sudden loss of muscle power, 
  generally lasting up to half an hour). Other sleep disorders 
  include night terrors and sleep walking, both of which generally 
  occur within the first three hours of sleep and rarely last longer 
  than half an hour. The former is like an intense form of nightmare 
  that wakes the sufferer in a cold, clammy sweat, bewildered and 
  besieged by frightening visions. The latter finds the sufferer 
  wandering in his sleep, often with his eyes open though he never 
  recalls what happens when he wakes. All sleep disorders sap the 
  character’s energy, leaving him inattentive and irritable. 
  eXAMple of An unhinged subplot
  During a mission to track down a criminal mastermind in 
  Barbados, a Pointman named Vox is captured and tortured for 
  information about the Agency. During the home stretch of the 
  interrogation, as the other characters are slicing through the 
  mastermind’s minions, Vox suffers an astounding 14 points 
  of stress damage in a single round. Her will is broken and she 
  reveals critical intel about the home office, but more importantly 
  to her at the moment, she must make a Will save to resist the 
  Table of Sproing. She fails this check by 6, which would normally 
  result in the characters finding her shivering in her restraints, the 
  mastermind long gone. Instead, they find Vox fleeing with the 
  mastermind and only manage to subdue her by the skin of their 
  teeth. The mastermind reaches a nearby beach and mysteriously 
  vanishes without a trace. 
  More is learned during the debriefing, but just as many 
  questions as answers come to light. Vox is now calling herself 
  “Shelly” and demanding to be delivered to her father, “Victor.” 
  She claims to be nine years old and believes the year to be 1818. 
  She speaks of an island where she is a princess and her father 
  lords over the natives like a god. She warns the home office per-
  sonnel that unless they return her immediately, Victor’s wrath 
  will be “swift and mighty.”
  What’s going on? The mastermind, a cruel beast who recently 
  renamed himself Armitage, had great plans for Vox. He also 
  has new friends, and one of them arrived during the agent’s 
  interrogation. It wasn’t the torture that broke Vox, but this 
  newcomer, a hideous, slimy… creature with heaving gills and 
  bulging, hollow eyes. Armitage called his ally a “deep spawn,” 
  though Vox couldn’t process that name. Her mind was already 
  reeling, racing to accept the impossible — and it only got worse 
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  for her when the creature nodded approvingly, telling Armitage 
  that she make the perfect vessel for his seed…
  Her mind sheared in half, the woman she was retreating deep 
  into her subconscious. Born to protect her was a new personal-
  ity, stitched together from elements of Vox’s favorite novel, The 
  Modern Prometheus, or Frankenstein, which she was recently 
  reading for the umpteenth time. Her mind created Shelly as a 
  prideful, argumentative, illogical voice that could drown out 
  her terror, but also as a breadcrumb to lead her friends to the 
  truth. The fabricated details about her father, Victor, contain 
  shreds of truth that point to Armitage’s island base, where he 
  consorts with the deep spawn in a deranged plot to invade the 
  world of men. 
  Mechanically, all this came about as the GC revealed the 
  deep spawn during the interrogation scene, away from the 
  other players. Vox’s player was intrigued with the twist to what 
  otherwise appeared to be a standard espionage operation and 
  when the character failed her Will save, she decided to go with 
  an Unhinged Subplot instead of the short-lived traumatized con-
  dition. She and the GC came up with the second identity concept 
  and the GC suggested a structure that would drive the next few 
  missions. The player came up with her character’s favorite book 
  and that filled in the blanks, conveniently giving the other play-
  ers a way to eliminate details and leave what’s important to the 
  ongoing Armitage/invasion plot.
  The GC and player arrange for the rest of the debriefing to 
  play out with the Vox identities competing and either the other 
  players or home office NPCs determining that Vox has critical 
  information about Armitage. Over the next three (or more) mis-
  sions, the team heads into the field looking for the mastermind, 
  using Vox/Shelly as their guide. The Vox player is given plenty 
  of screen time and chances to roleplay as Shelly for action dice 
  toward her Unhinged Subplot, but the agent personality can sur-
  face whenever she needs some time off or wants to participate 
  in a scene without hindrance. 
  Eventually, everything comes together on the island, where 
  the truth of Armitage and his new allies is revealed, and Vox 
  comes face to face with the source of her insanity. A few in-game 
  months and countless hours of therapy later, Vox can return to 
  the field full time, a better-rounded and stronger character for 
  the experience. 
  the high stress of Adventure
  In standard play, stress damage is applied judiciously. It’s not 
  heroic for your characters to frequently wind up quivering in their 
  boots, so a lot of situations that might realistically inflict stress 
  damage don’t. In a campaign featuring the fragile minds quality, 
  however, it’s reasonable for some or all of these predicaments 
  to give the characters pause. For your convenience, a summary 
  of these options is listed on Table 2: More Sources of Stress  
  (see below). Many more are possible. The GC should decide 
  which, if any, apply in his game before the first mission.
  shoCk And dreAd
  In addition to the many sources of stress in the standard 
  Spycraft rules (various forms of damage, harassment, brain-
  washing, Threaten actions, the list goes on), Game Controls may 
  wish to add a few of their own. Here we provide a quick list of 
  options employed by horror movie makers — sudden frights, 
  lurking terrors, and more. They can be injected directly into your 
  game or act as inspiration for your own fiendish plans.
  Each time a character witnesses or experiences a horrifying 
  event shown on Table 3: Shock and Dread (see page 8), he 
  makes a Will save against the listed DC. With success, he suf-
  fers the stress damage listed to the left of the slash and need 
  not make another Will save against the same event during the 
  current mission. With failure, he suffers the stress damage listed 
  to the right of the slash and must make another Will save using 
  these rules the next time he encounters the same event. 
  Situation/Rules 
  Stress Damage
  Disease* 
  1d6 (Complexity 55–70), 1d8 (Complexity 75–100), 1d10 (Complexity 101+)
  Poison* 
  1d4 (basic), 1d6 (improved), or 1d8 (advanced)
  Sensory Deprivation** 
  After 2 hours, the character suffers 1 stress damage per consecutive hour his senses are deprived 
   
  (i.e. 1 at Hour 3, 2 at Hour 4, 3 at Hour 5, etc.)
  Sleep Deprivation 
  After each 24-hr. period without 4 hrs. sleep, the character suffers 1 stress damage per 
   
  consecutive day he spends without 4 hrs. sleep (i.e. 1 on Day 2, 2 on Day 3, 3 on Day 4, etc.)
  Starvation and Thirst 
  Equal to 1/2 the lethal damage suffered (rounded down)
  Suffocation 
  1 stress damage per consecutive successful Fortitude save (i.e. 1 at Save 2, 2 at Save 3, 
   
  3 at Save 4, etc.), and 2d6 with a failed Fortitude save
  Underwater Combat/The Bends 
  Equal to 1/2 the lethal damage suffered (rounded down)
  Underwater Combat/Pressure 
  Equal to 1/2 the lethal damage suffered (rounded down)
  * 
  The character suffers this damage when he finds out that he’s been exposed, not when he’s actually exposed. 
  ** If the character deprives his senses voluntarily, the stress damage suffered decreases to 1/2 standard (rounded down). Further, the character suffers no 
  stress damage for sensory deprivation while asleep.
  TABLE : MORE SOURCES OF STRESS
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Experience 
  Will Save DC 
  Stress Damage
  Confinement and Disorientation
  Lost in familiar surroundings 
  8 
  0/1
  Trapped in familiar surroundings 
  10 
  0/1d2
  Lost in unfamiliar surroundings 
  11 
  1/1d3
  Trapped in unfamiliar surroundings 
  13 
  1d2/1d6
  Trapped with no hope of escape 
  18 
  1d6/1d12
  Dangerous Conditions*
  Mild looming danger (e.g. EVA suit in aftermath of chemical attack, or 
  9 
  0/1
   
  disabling trap with Power Rating of up to 4)
  Moderate looming danger (e.g. EVA suit in nuclear fallout, or 
  12 
  1/1d3
   
  disabling trap with Power Rating of 5–7)
  Extreme looming danger (e.g. EVA suit in outer space or underwater, or 
  15 
  1d4/1d10
   
  disabling trap with Power Rating of 8–10)
  Mild immediate danger (e.g. Puncture of EVA suit in aftermath of chemical attack, or 
  18 
  1d6/1d12
   
  failing to disable a trap with a Power Rating of up to 3)
  Moderate immediate danger (e.g. Puncture of EVA suit in nuclear fallout, or 
  21 
  1d8/3d6
   
  failing to disable a trap with a Power Rating of 5–7) 
  Extreme immediate danger (e.g. Puncture of EVA suit in outer space or underwater, or 
  24 
  1d10+1/5d6
   
  failing to disable a trap with a Power Rating of 8–10)
  Gore and Death
  Unmolested animal corpse 
  8 
  0/1**
  Unmolested human corpse 
  10 
  0/1d2**
  Mutilated animal corpse 
  12 
  1/1d3**
  Mutilated human corpse 
  13 
  1d2/1d6**
  Strangeness
  Plausible strangeness (moaning in an empty house, grass pointing into wind, 
  9 
  0/1
   
  item is lost and reappears somewhere unexpected, losing up to 1 day)
  Implausible strangeness (a color that’s not part of the known spectrum, 
  15 
  1d4/1d10
   
  a river of blood, losing more than a day)
  Spell use (up to Level 3) 
  15 
  1d4/1d10†
  Spell use (Levels 4–6) 
  20 
  1d6/2d6†
  Impossible strangeness (two or more moons in the sky, a talking animal, time travel) 
  21 
  1d8/3d6
  Spell use (Levels 7–9) 
  25 
  1d10/4d6†
  Cosmic strangeness (an alien landscape, a titanic otherworldly horror, a divine being) 
  28 
  2d6/6d6
  Violence
  Brutality (an animal killed, a helpless person tormented, or 
  11 
  1/1d3
   
  a severe car accident with one or more fatalities)
  Minor atrocity (ally or teammate suffering a Table of Ouch result of 41+, or 14 
  1d3/1d8††
   
  ally or teammate tortured, stranger murdered in cold blood)
  Moderate atrocity (ally or teammate killed or tortured to death, occult ritual, or 
  19 
  1d6/2d6††
   
  strangers dying slowly in gruesome ways – fire, suffocation, etc.)
  Major atrocity (ally or teammate’s body destroyed or mutilated, cannibalism, or 
  23 
  1d10/4d6††
   
  large-scale murder – death camp, genocidal attack)
  * 
  This stress damage is applied only once per experience unless it carries over from scene to scene, in which case the damage is applied at the start of 
  each scene in which the experience persists. 
  ** Should a character find more than one corpse, the save DC increases by +2 and the damage increases by an additional +1/+1.
  † 
  A character only suffers this stress damage the first time he comes in contact with each level of spell use (i.e. a character may suffer stress damage from 
  witnessing spell use a maximum of three times: once for Level 0–3 spells, once for Level 4–6 spells, and once for Level 7–9 spells).
  †† If the character performs the brutality or atrocity himself, the save DC increases by +2 and the damage increases by an additional +2/+2.
  TABLE : SHOCK AND DREAD
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Scale of Victory 
  Stress Damage Healed
  Characters save…
  One person 
  1
  A family 
  2
  A village 
  3–4
  A town 
  5–6
  A city 
  7
  A state or territory 
  8
  A continent 
  9
  The world 
  10
  …from…
  Torture 
  1
  Death 
  2–3
  Temporary insanity 
  4–5
  Permanent insanity 
  6–7
  Worldly corruption (e.g. cult indoctrination) 
  8–9
  Eternal corruption (e.g. soul destruction) 
  10
  TABLE : STAvING OFF EvIL
  The GC has a limited ability to spend action dice to increase 
  this stress damage. He may only spend action dice to increase a 
  shock and dread stress damage result of 1 or more. Further, each 
  die spent increases the damage by either 1 additional point (if 
  the original result was 1 point), or 1 additional die of the listed 
  type (for any result requiring another roll to determine damage). 
  Finally, the GC may not increase any stress damage result to 
  more than twice the maximum listed result (i.e. more than 4 for 
  a listed result of 1d2, or beyond 24 for a listed result of 2d6); any 
  action die expenditures or results beyond this total are ignored. 
  Special Note: Though characters can suffer stress damage 
  merely for witnessing certain horrifying creatures and reading 
  blasphemous books, these sources of fright aren’t included on 
  Table 3. Instead, their shocking presence is handled respectively 
  with a new NPC quality: from beyond (see page 17) and rules for 
  forbidden tomes (see page 10).
  the silent “p” in viCtory
  It’s the nature of cosmic horror that the heroes’ minds 
  deteriorate as their view of the universe expands. Every realiza-
  tion that humanity’s insignificant role is that a flailing dust 
  mote against the grand design threatens to shatter their naive 
  assumptions. Yet every so often, they gain a shred of hope, a 
  faint glimmer that perhaps mankind can make a difference. With 
  the fragile minds quality in play, these pyrrhic successes happen 
  primarily in two ways. 
  Defeat Creatures: Vanquishing otherworldly forces bent on 
  man’s destruction is reason for celebration, at least until the 
  next incursion. The method of defeat is unimportant, as few cos-
  mic horrors can ever be truly eliminated; most simply withdraw 
  to slumber until their next awful awakening. Also, the means to 
  dispose of each creature is unique: some are vulnerable only to 
  magic, others to bloody, long-lost rituals; a few can actually be 
  “killed,” dispatched to their alien homes, though more often the 
  violence required is specific, hidden, or grossly taxing. 
  Regardless of the method required to defeat a cosmic horror, 
  pulling it off is always reaffirming. The first time during any 
  mission when the characters defeat an NPC possessing the from 
  beyond quality, each of them immediately heals an amount of 
  stress damage equal to 1/10 the NPC’s base XP value (rounded 
  up). Unfortunately, the elation wears thin when the characters 
  realize that the forces pushing in against the edges of known 
  reality are legion. Thus, the characters heal no stress damage 
  when they defeat the second or subsequent NPCs of the same 
  type during the same mission. 
  Stave Off Evil: Every fleeting victory against malevolence 
  is a gift, whether it’s halting the corruption of an innocent, 
  disbanding a bloodthirsty cult, or preventing a power-mad 
  sorcerer from summoning his incomprehensible, all-powerful, 
  planet-shattering god to Earth. Any of these or many other 
  actions could become the focus of a mission or season of play, 
  or an industrious GC could incorporate any number of them into 
  an apocalyptic one-shot. 
  Saving the day is worthy of some peace of mind, usually 
  healing each character responsible of 2–20 stress damage. The 
  GC determines the exact amount when he constructs the mission 
  or season, which allows him to balance the amount of stress 
  damage he expects the characters to suffer against the amount 
  they’re likely to regain (see below). For some ballpark estimates 
  based on the general scale of the victory, see Table 4: Staving 
  Off Evil (see below).
  bAlAnCing stress dAMAge  
  vs . pyrrhiC viCtories
  When developing a cosmic horror story, the Game Control has 
  a lot to consider. Will his story be a one-shot or a campaign? How 
  much action will there be vs. investigation? Just as importantly, 
  if not more so, the GC must ask himself how inherently frail he 
  wants the characters’ minds to be. Just like building a combat 
  encounter, a lot of this decision boils down to a gut judgment 
  call, but there are three basic approaches.
  · Nihilistic (works nicely with the puny mortals campaign 
  quality): The characters are, like all of their species, fatally 
  unprepared to deal with the vast, incalculable power of 
  the opposition. Still, their sacrifice will offer others the 
  chance to fight tomorrow. The GC should aim to include 
  enough stress damage for each character to surpass 3–4 
  stress thresholds during each mission or season (recogniz-
  ing that many characters won’t encounter every source of 
  stress damage), and enough potential healing from pyrrhic 
  victories that each character recovers 1 threshold in the 
  same time.
  
  spycraft 2.0 | introduction
  0
  FRAGILE MINDS
  · Desperate (perfect for standard Fragile Minds campaigns): 
  The characters are capable but their mental fortitude 
  wavers with repeated clashes with the forces of darkness. 
  The GC should aim to include just enough stress damage for 
  each character to surpass 2–3 thresholds during each mis-
  sion or season, and enough potential healing from pyrrhic 
  victories that each character recovers 1–2 thresholds in the 
  same time. 
  · Hopeful (works nicely with the hard-boiled investigators 
  campaign quality): By fortune, fate, or flair, ardent char-
  acters can make out reasonably well against cosmic incur-
  sions. Sacrifices and casualties are still hallmarks of the 
  genre, but they’re also momentous events in the storyline. 
  The GC should aim to include just enough stress damage for 
  each character to surpass 1–2 thresholds during each mis-
  sion or season, and enough potential healing from pyrrhic 
  victories that each character recovers the same number of 
  thresholds in that time. 
  eXAMple: “the Mystery of  
  ArMitAge islAnd”
  In preparing the campaign springing out of the initial show-
  down with the mastermind Armitage (see page 6), the GC 
  considers the season’s duration (he assumes three missions), 
  the characters’ stats and mental states (they’re a mixed bag 
  with no previous mental injuries or debilitating conditions), 
  and the mood he wants to convey (tense, with a real chance 
  of further “scarring” among the characters). He settles on 
  the “desperate” approach, which means that the number of 
  stress damage thresholds surpassed will slightly outnumber the 
  number recovered. 
  The GC averages the characters’ stress damage thresholds: 12. 
  He already knows that deep spawn will be the season’s primary 
  sanity-blasting adversaries and checking their statistics reveals 
  that they’ll be inflicting 1/1d6 stress damage when first encoun-
  tered and another 1d4 with each successful melee or unarmed 
  hit. Figure a total of about 4–6 points during the first encounter 
  and 2–4 during subsequent encounters. Not nearly enough, even 
  with him spending action dice to boost the damage. 
  The GC plans a few shocking sequences, including a couple 
  instances of random brutality (0/1d3 stress damage), some 
  implausible strangeness (1d4/1d10 stress damage), and a 
  full-blown occult ritual during the climax on Armitage Island 
  (1d6/2d6 stress damage). That’s another dozen points or so on 
  average, bringing the grand total across the season so far to 20 
  points (one and a half thresholds) or so. Still not quite enough.
  The combat on the island will probably account for some of 
  the characters’ stress. Tiki torches used to set characters on 
  fire are always good, and probably increase the damage to 28, 
  maybe 30. That’s in the right vicinity, but the GC wants to make 
  things a little more interesting. He gives the deep spawn the 
  skilled (Intimidate VIII) quality and plans to use it frequently 
  to target the characters with Threaten actions. He can reliably 
  inflict stress damage in the mid-30s, most of it in the season’s 
  final scenes, which given the many sources of unreliable stress 
  damage in the system is probably plenty.
  On to recovery. Defeating the upgraded deep spawn heals 8 
  points of stress damage, which accounts for about half the necessary 
  gain. The rest can come from saving the villagers from permanent 
  insanity, which yields a reward of 9–11 points. That’s 17 to 19 points 
  and just enough to hit the right balance with the stress inflicted. 
  Of course, an experienced GC could just wing it with much the 
  same results, and a novice could do the same and just see what 
  happens. The cosmic horror genre is nothing if not chaotic, and 
  a couple test runs of the system should give anyone enough of a 
  feel to rough out the numbers in a few minutes. 
  forbidden 
  knoWledge
  Musty tomes covered in human skin, dark rituals praising 
  dead gods, and secret incantations evoking ancient magicks are 
  all staples of cosmic horror. In Spycraft 2.0, awareness of these 
  occult secrets is called Forbidden Knowledge. 
  In a game featuring the Forbidden Knowledge campaign 
  quality, when a character gains an Interest, he may choose to 
  gain 1 point of Forbidden Knowledge instead. For each point 
  in Forbidden Knowledge a character possesses, he gains a +1 
  bonus with Profession/Spellcasting checks made to cast occult 
  spells, as well as Knowledge checks regarding the occult and 
  elements of cosmic horror (places, persons, history, creatures, 
  and other pieces of the incomprehensible and terrifying puzzle 
  outside human experience).
  This knowledge comes at a price, however, as the infectious 
  nature of these arcane horrors warps mind, body, and spirit. 
  For each point of Forbidden Knowledge a character gains, his 
  Appearance modifier worsens by 1. Further, for each point of 
  Forbidden Knowledge a character gains, the GC may impose one 
  off-putting personality trait (e.g. soulless gaze, discomforting 
  glare, uncontrollable tic) or physical change (e.g. glowing eyes, 
  scaly or slimy skin, growling or guttural voice). 
  Additionally, a character suffers a –1 penalty per point of 
  Forbidden Knowledge with Will saves made to resist Table of 
  Sproing effects, and his points in Forbidden Knowledge are 
  added to any Table of Sproing result (see page 4).
  forbidden toMes
  Much is made of documenting evil. The loose-leaf journals 
  of madmen, the long-buried annals of prehistoric cults, and 
  prophetic predictions of apocalyptic fire — they’re out there 
  in droves, “revelatory” volumes circulating through museums, 
  libraries, and even occult book shoppes. Yet while many of these 
  tomes are inspired by evil, few manage to capture it, to carry 
  it on to the reader. Anyone can scribble random observations 
  about the unyielding terror of the universe, but without true 
  insight it’s merely disjointed rambling. It takes intimate under-
  standing and clarity of purpose to explain it in ways that unlock 
  that part of the human mind that fears, that dares to grapple 
  with the enormity of what it’s seeing. It takes commitment, 
  drive, and vision — all traits upon which only a fraction of the 
  world’s so-called “blasphemous books” are founded.
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Unfortunately, conveying true evil with the proper scope 
  and perspective also translates the horror of it. The power of 
  Forbidden Knowledge is in the ideas, not the pages, and merely 
  “getting it” is enough to risk your mind and eventually your 
  soul. This is the great irony of combating cosmic horror — that 
  in order to find its weaknesses you must risk everything you 
  hold dear.
  The process of scripting and reading forbidden tomes is 
  like a game of secret messages, with the true meaning in the 
  hints and allusions buried between the words. For this reason, 
  it’s handled mechanically as a very long-term Complex Sense 
  Motive/Innuendo check. The DC, error range modifier, and 
  number of Challenges involved when writing a forbidden tome 
  are the same as when reading it, though the time required for 
  each Challenge is different. All these values are determined by 
  the tome’s content, as shown on Table 5: Forbidden Tomes (see 
  page 12).
  Special Note: Forbidden tomes may never be acquired as 
  Possessions or mission gear. They are always plot devices, 
  introduced by the GC to support the story. 
  reAding A forbidden toMe
  This process yields the tome’s spells and secrets, though in 
  a staggered fashion. The spell or secret with the highest DC is 
  learned when the character overcomes the last Challenge, the 
  one with the next highest DC is learned when the character 
  overcomes the second-to-last Challenge, and so on. Learning 
  spells and secrets has the following effects.
  · Spell: The character learns and may cast the spell up to 
  once in each standard scene or up to twice in each dramatic 
  scene, per the spellcasting rules and limitations in play 
  (see the Spellbound PDF line or the spell rules currently 
  in use). In a cosmic horror game, spells are often tailored 
  specifically to the plot or creature involved — an attack 
  spell might be the only way to harm the mission’s villain 
  or his non-human henchman, for instance, or might be the 
  only way to counter an occult ritual and halt its infernal 
  influence over a family of innocents.
  · Creature Secret: The character learns one secret about a 
  specific named creature (e.g. a weakness, one event in 
  its history, its true name, etc.). The tome’s author or the 
  GC determines the exact nature of the secret, which the 
  character may use against the creature. Most of the time, 
  the secret offers a bonus with one combat statistic equal 
  to 1/30 the creature’s base XP value (rounded up). The 
  statistic affected is also determined by the author or GC 
  and might be the character’s initiative when fighting the 
  creature, his attack bonus against the creature, one of his 
  saves against the creature’s effects, his Defense against the 
  creature’s attacks, or even a number of bonus action dice 
  he gains at the start of a fight against the creature (which 
  may only be used to boost actions and attacks taken against 
  the creature). The author or GC might determine a differ-
  ent benefit for the secret, especially in games where the 
  characters aren’t expected to fight the creature (in many 
  cosmic horror games, combat of any kind is considered at 
  least a partial failure). The possibilities here are virtually 
  endless: the secret could lead to the creature’s lair, where 
  a clue, item, person, or something else awaits (perhaps to 
  be rescued and used as a benefit against the creature); 
  the secret might lead to the cult worshipping the creature, 
  whose members can be captured and interrogated for 
  information; or the secret could even point to the existence 
  of another creature aligned against the team’s current 
  target, allowing them to pit the abominations against each 
  other. 
  · Plot Secret: The character learns one secret about the 
  current plot. As with a creature secret, this can have a 
  mechanical or storyline benefit, as determined by the 
  author or GC. Common cosmic horror plot secrets include: 
  the identity of a special character deeper within a con-
  spiracy haunting the team or the world; the location of a 
  site belonging to an occult organization; the relationship 
  between two NPCs; a name or term that drives the story; 
  an NPC or organization’s motivation; or just about anything 
  else that helps to fill in the players’ blanks or intensify the 
  game’s storyline. In some campaigns, the GC might want 
  to develop plot secrets as shocking twists, in which case 
  he should use typical narrative devices to tell the tome’s 
  story. This will offer the right framework to convey the 
  revelation’s importance; otherwise, it might fall flat as 
  “just another step in the mission.”
  Also, the GC may determine that a tome contains one or more 
  clues to unraveling the current mystery or solving the current 
  dilemma. Clues may be learned in any order and are revealed 
  after the character overcomes any Challenge(s), per the GC’s 
  discretion.
  Example: The GC planning the Armitage Island season and 
  decides to include a backup plan, just in case the schizophrenic 
  agent drops out or despite her best efforts the other characters 
  interpret everything she says in precisely the wrong way. He cre-
  ates a forbidden tome, Drowning in Time, presumably written by 
  Martino Trudeaux, the first human to be chosen by Fathma, this 
  deep spawn colony’s progenitor-god. This journal tells the story 
  of the original colony’s flight from persecution at the hands of 
  the Spanish Inquisition, their search for a new home and various 
  bloody interludes along the way, and their eventual settlement 
  on the island now lorded over by Armitage. 
  In practice, each chapter of the original colony’s travels is 
  revealed once a Challenge is overcome. The chapters leading up 
  to Armitage Island offer insight into the nature of the enemy, 
  their strengths and weaknesses (as they existed hundreds of 
  years ago — it’s likely that at least some details have changed 
  since then), and even produce some investigation sites the team 
  could visit today for more clues and an edge or two. 
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Why doesn’t the reader simply jump to the end, you ask? 
  Simple. The travels and locations aren’t catalogued using any 
  modern navigational technique, but rather some complex, 
  conversational code that must be unraveled. The code takes all 
  previous locations into consideration when describing the next, 
  forcing a methodical read to gain a semi-accurate destination. 
  For each spell or secret learned, a character’s Forbidden 
  Knowledge increases by 1. Unless a clue offers occult or cosmic 
  insight, it does not also yield Forbidden Knowledge. 
  Fortunately for those who value “normal” lives, a character 
  may always “turn back,” ridding himself of a tome’s vile nasti-
  ness so he can recover. The concepts contained in forbidden 
  tomes are alien and elusive, even to those with some experience 
  with the nature and origin of cosmic horror. Should a character 
  begin and end a mission separated from a tome, he loses access 
  to all spells, secrets, and Forbidden Knowledge gained from it. In 
  order to regain these “benefits,” he must seek out the tome and 
  read it once more, per the standard rules in this volume. 
  Finally, because the power of spells and secrets is in truly 
  understanding them, a character may not simply translate or 
  explain them to others; each character must go through the 
  process of reading and comprehending a tome per these rules to 
  benefit from its contents.
  Writing A forbidden toMe
  Scripting a tome operates just like reading a tome, with the 
  writer working through the same Challenges with the same DCs 
  and error range modifiers, though each Challenge takes longer 
  to complete. The author may make any choices he’s allowed, 
  such as the exact nature of secrets, at any point while writing a 
  tome, though they must be set in stone by the time he overcomes 
  the final Challenge. 
  A tome’s author also determines its non-mechanical content, 
  medium, appearance, and other details. Some authors are quite 
  “creative,” binding their spells and secrets in various skins 
  (human is a favorite in many cosmic horror games) and unload-
  ing their diseased opinions and observations onto the page as if 
  it were the last great narrative anyone will ever write. Of course, 
  since many of these would-be Shakespeares have long since 
  gone irretrievably mad, it usually comes off as little more than 
  incoherent babbling for the duration, which contributes to why 
  it’s so hard to wade through to the important bits.
  events
  Many events in the Spycraft 2.0 Rulebook work well in cosmic 
  horror campaigns. Lightning, rain, and other weather can add to 
  a scene’s atmosphere, vehicles and other gear can break down 
  at just the wrong moment, and cultists and other nasty villains 
  can pour out of the woodwork — sometimes quite literally — at 
  a moment’s notice. Additionally, GCs might consider the fol-
  lowing genre-specific and genre-suggestive options. Of course, 
  many of these are applicable in other Spycraft games as well.
  AnXiety
  Lurking dread is a staple of the cosmic horror genre: the 
  feeling that you’re being watched; the sense that something is 
  terribly wrong; and worse, the games your mind plays with you 
  to justify it all. Lovecraft said that “the oldest and strongest 
  emotion of mankind is fear, and the oldest and strongest kind of 
  fear is fear of the unknown.” As a species, we can’t ignore the 
  pools of darkness, the unidentifiable sounds and scents, and the 
  places just off the map. It’s in our nature to explore, to explain, 
  and typically that’s one of our greatest strengths. Given the right 
  stimulus, however, reason can give way to imagination, and it’s 
  when we start to invent things at the edge of our senses that our 
  primal imperatives take over. We start to worry about what might 
  be hiding in that darkness, causing those sounds and scents, and 
  watching from those places off the map. Every awful thing we 
  picture is immediately discarded in case it’s actually something 
  even worse, and the tumble from comfort and calm continues...
  Anxiety differs from shock, which is the foundation of cheap 
  scares (see page 13), or stark-raving horror, which is what 
  happens when a character completely loses himself in the face 
  of overwhelming realization or futility, usually as the result of a 
  mental injury (see page 4) or becoming unhinged (see page 3). 
   
   
   
   
   
  Error Range
  Content 
  Writing Time* 
  Reading Time* 
  Challenges 
  DC 
  Increase**
  Spell 
  (1/2 Spell Level) days 
  (1/2 Spell Level) hrs 
  Spell Level + 1 
  (Spell Level + 1) ×5 
  +1/2 Spell Level
  Creature secret 
  (XP divided by 30)  
  (XP divided by 30) 
  XP divided by 15 
  XP divided by 3 
  +(XP divided by 30)
   
  days (rounded up) 
  hrs (rounded up) 
  (rounded up, max. 10) 
  (rounded up, min. 10)
  Plot secret† 
  (Objective Grade) days 
  (Objective Grade) hrs 
  Objective Grade ×2 
  Objective Grade ×10 
  +(Objective Grade)
  Note: When a tome contains more than 1 spell or secret, its statistics rise by the following amount per additional item: +1 day of writing time, +1 hour of 
  reading time, +1 Challenge (maximum 10), +5 DC, and +1 error range increase. 
  * 
  Per Challenge
  ** Rounded down
  † 
  For these calculations, use the highest grade objective related to the secret (1–5).
  TABLE : FORBIDDEN TOMES
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Anxiety isn’t as visceral as these but it’s more intimate, each 
  character grappling with it on his own terms. You can’t escape 
  anxiety; it’s a constant reminder of our perceived frailties and 
  draws power from our insecurities. It lives within us, where it 
  festers like a cancer.
  Real people deal with anxiety every day, but even in our 
  hustle-bustle modern world relatively few succumb to it. The 
  Anxiety event simulates a deep, growing disturbance in the 
  character’s emotional state that deteriorates his coping mecha-
  nisms and undermines his tenacity. Once per character per 
  scene, the GC can spend action dice to influence the character’s 
  heightened anxiety in two ways.
  · The GC can spend and roll one d12 action die to prevent a 
  character from healing stress damage for a number of min-
  utes equal to the result. Additionally, the character suffers 
  the result in stress damage, at the rate of 1 per minute until 
  and unless he fails a Will save to resist a shaken or drained 
  condition, or Table of Sproing result, at which point all 
  the remaining damage is applied at once (the character’s 
  discipline splinters and he gives in to his fears). In this 
  case, the effects of the damage are applied before the Will 
  save is made. Once all this stress damage is applied, over 
  the same number of minutes or due to a sudden fright, the 
  GC may spend and roll another d12 action die to inflict 
  another batch of prolonged stress damage with the same 
  conditions. He may repeat this process up to three times. 
  Stress damage inflicted by this event option does not heal 
  until the event option ends (i.e. the stress damage from the 
  GC’s third action die is applied or the GC chooses not to 
  inflict more damage); thereafter, the stress damage heals 
  as standard.
  · The GC can spend 1 action die to decrease 1 character’s 
  current stress damage healing rate by 1 interval per die 
  spent (e.g. from 1 point per minute to 1 point per 10 
  minutes, from 1 point per hour to 1 point per day, etc.). This 
  may not worsen the character’s stress damage healing rate 
  beyond 1 point per week.
  The GC should take great care introducing any event but 
  even greater caution is needed here. The expanded stress 
  damage rules are unforgiving and a character can easily find 
  himself victimized by a few unfortunate rolls, especially when 
  he’s hamstrung by anxiety. Players can take this personally, 
  which can disrupt everyone’s enjoyment of the game. The Game 
  Control should always strive to keep things fun, especially in a 
  cosmic horror game where the characters and their emotions are 
  inherently raw and in some games even frail. 
  Event Triggers: During the current mission, the character 
  spends 10 or more minutes in disturbing surroundings or situa-
  tions (e.g. a spooky abandoned house with a bloody past on a 
  stormy night, a charnel house, stalked by someone or something 
  that’s known to be insane), is more than routinely distracted 
  (e.g. the mastermind’s captive is a relative, the character has 
  unwillingly contributed to or is directly responsible for the 
  latest doomsday plot, an alien creature has laid its eggs in the 
  character’s abdomen) or is under significant pressure (e.g. a 
  divorce, a congressional review, a terminal wasting disease).
  bAd deCision
  The heroes of cosmic horror stories are real people with real 
  flaws. They’re fallible. They’re driven by real emotions, and when 
  the chips are down they don’t always rise to the occasion. They 
  make snap decisions, they wander into places they shouldn’t go, 
  and they ignore important clues. Players notoriously neglect these 
  aspects of their characters, refusing to accept the human element 
  in favor of purely strategic choices. Fortunately, the Spycraft 
  Game Control has an option at his disposal to rectify this situation 
  — and simultaneously keep his game back on track. 
  Once per character per scene, the GC may spend 2 action dice 
  to inform 1 player that his character cannot perform any 1 action. 
  Alternately, once per scene, the GC may spend 4 action dice to 
  notify the entire team that none of the characters may perform 1 
  action. The GC may justify this in any way he wishes (or not at all), 
  though the best explanation is in keeping with the current circum-
  stances. For example, should the GC wish to keep a character from 
  searching a particular location, he might introduce something 
  more intriguing, such as a new clue, or he could simply tell the 
  describe the character’s mindset and let him know that something 
  about the location unnerves him, driving him away. The decision 
  could also be caused by a moment of panic or bad judgment. 
  Event Triggers: Character currently possesses a shaken condi-
  tion, has been drained during the current mission, or has made 
  a poor or misinformed decision during the mission (per the GC’s 
  discretion).
  CheAp sCAre
  As the old Hollywood adage goes, when you need to spice 
  up a horror movie, go for the cheap scare. Cut to something 
  lunging for the audience, have the protagonist’s flashlight catch 
  a split-second glimpse of something in the dark, or just throw 
  gore at the screen. It works in an RPG, too, and the same words 
  of caution apply. Be genuine to the audience — in this case, 
  the players — and don’t let it get old. Cheap scares work best 
  when they’re supported by the story or previous encounters. 
  That black cat pouncing out of a closet makes more sense when 
  the characters have met the critter before. The radio suddenly 
  springing to life is more plausible if Old Man Withers was work-
  ing on it the last time the characters saw him. Of course, inter-
  jecting the occasional surprise with no warning or explanation 
  can also work, especially if it’s being introduced as a new source 
  of clues, but constantly unsubstantiated thrills can weaken the 
  players’ acceptance and suspension of disbelief, making them 
  feel disconnected from the world. Likewise, cheap scares of any 
  kind can simply wear thin, aggravating rather than enervating. 
  When prudent, the GC can spend and roll one to four d12 
  action dice to introduce a cheap scare, startling each character 
  present. For a number of minutes equal to the result, each 
  character present suffers a –3 penalty with Will saves made to 
  resist shaken or drained conditions, as well as Table of Sproing 
  results. 
  Event Triggers: The scare in question was foreshadowed dur-
  ing the current mission.
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  distrACted
  Characters under duress tend to have trouble focusing, or 
  focus on things they shouldn’t. At any time, the GC can spend 
  and roll up to four d12 action dice to cause a character to 
  become distracted for a number of minutes equal to the result. 
  While distracted, a character suffers a –3 penalty with all skill 
  checks possessing the Vision, Hearing, or Concentration tags. 
  Event Triggers: Character currently possesses a shaken condi-
  tion, or has been drained during the current mission.
  hAlluCinAtion/nightMAre
  Born in the remotest corners of one’s psyche, these visions 
  are uniquely terrifying, attacking the character where he lives 
  and breathes. They brutally splay his most personal fears across 
  the one landscape he can never leave: his own mind. The 
  strongest characters come away from the ordeal with a greater 
  understanding of themselves, and sometimes the things they’re 
  facing in the waking world. 
  Once per scene, the GC may spend up to 4 action dice to cause 
  any 1 character to suffer a hallucination or nightmare. It takes 
  the form of a single character scene run alongside the rest of the 
  action (if other things are happening), or on its own (if nothing 
  else is going on). Unless the GC and player have time to spare, 
  the scene should be short — 20 minutes of game play at most 
  — and focus on one location, item, character, problem, fear, or 
  other element important to the character, his team, and/or the 
  current mission or season. For instance, the team might have 
  hit a brick wall in the pursuit of the mastermind Armitage (see 
  page 6). The GC’s given the Vox/Shelly player a puzzle to solve 
  and she’s having trouble piecing it together. During a brief fit of 
  sleep, the GC triggers a nightmare about the dilemma, with the 
  character approaching things from a different angle. 
  Some dreams, particularly hallucinations, have less obvious 
  connections to the plot, at least at first. A character trapped for 
  hours in a pit with the fetid remains of a killer’s former victims 
  might start to see them moving around him. One in particular 
  ambles up out of the mire, reattaches its jaw, and blithely informs 
  the character that he’s reached the end of the line. “That’s right, 
  sonny. This is where we all come to rot.” Before the character 
  knows it, he’s slipped into a hallucinatory conversation with one 
  of the only people in the world who knows the how and why 
  behind the killer — and perhaps how to stop him for good.
  When introducing a hallucination or nightmare, the GC should 
  set up a series of quick scene trials, one for each action die 
  spent. These could be Dramatic Conflict Challenges or other 
  skill checks, combat adversaries, puzzles, tough roleplaying 
  sequences, or other obstacles, and should increase in difficulty 
  from start to finish. DCs might start at 5 + (2 × the character’s 
  Career Level) and rise by 10 during each subsequent trial. 
  Likewise, adversaries might start with a base XP cost equal to 
  15 + the character’s Career Level and rise by the character’s 
  Career Level during each subsequent trial. Alternately, standard 
  adversaries could be replaced with special ones, the number of 
  adversaries could be doubled, or the conditions of a Challenge 
  could be worsened. Less quantifiable options ramp up as well: 
  puzzles get harder to solve, roleplaying sequences become more 
  advanced, and so on.
  A character can’t die in his dreams (at least, not unless that’s 
  the plot of the mission), but he doesn’t realize that. Indeed, it’s 
  unlikely a character realizes he’s in a dream at all and most hal-
  lucinations and nightmares should be run as if he doesn’t. While 
  targeted by this event, a character continues to suffer stress 
  damage as if the dream situations are real, and all standard 
  stress damage effects apply. Further, as each trial is revealed the 
  character must make a Will save (DC 10 for the first trial, 15 for 
  the second trial, 20 for the third trial, or 25 for the fourth trial). 
  With failure, he suffers additional stress damage equal to 1/2 the 
  difference (rounded up). 
  Happily, the rewards for perseverance are great. For each trial 
  overcome, the character gains one of the following benefits until 
  the end of the current mission, as determined by the GC before 
  the event is triggered. The GC is encouraged to offer a mix of 
  these when a dream features two or more trials.
  · +2 cumulative stress damage resistance
  · +1 cumulative Will save bonus
  · +1 Forbidden Knowledge, which is not applied to Table of 
  Sproing Will saves or result rolls (see page 4)
  · Completion of 1 Forbidden Tome Challenge (see page 10)
  · 1 creature secret (see page 11)
  · 1 plot secret (see page 11)
  · 1 spell (see page 11)
  From the outside, the character mumbles and jerks about 
  in loose synchronicity with his dreaming state. The GC may 
  describe this to observers as he wishes, and might choose to 
  run the side scene in private so outsiders aren’t entirely sure 
  what’s happening. The dreaming character may spend 2 action 
  dice to add one component to the description, however (which 
  can help if he needs rescue). Waking the character up requires 
  a successful Tactics/Rally check (DC 10 + (5 × the number of 
  GC action dice spent)). This DC decreases by 10 if the character 
  wants to wake up. 
  A character awakened prematurely from a hallucination or 
  nightmare must make another Will save with a DC equal to that 
  of the interrupted trial. With failure, he suffers additional stress 
  damage equal to 1/2 the difference (rounded up) with no further 
  benefit. (This means that the character can suffer stress damage 
  twice from the interrupted trial being revealed.)
  Event Triggers: Character has 3 or more points of Forbidden 
  Knowledge, currently possesses a shaken condition, or has been 
  drained during the current mission.
  lost tiMe
  In this postmodern age, speculation about the world is rarely 
  enough. We look everywhere to feed our unsettling hunger for 
  paranoid conspiracy — even to the stars. Yet in a cosmic horror 
  campaign, aliens aren’t the only source of lost time; insanity, 
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  primordial creatures so frightful they blot out all memory of 
  them, and even the fickle nature of the universe itself can swal-
  low a character’s hours and days. Hopes, dreams, joy, all gone 
  like tiny mortal delicacies. 
  A GC might trigger this event for any number of reasons. He 
  might want to jump-start a new plot, giving characters impetus 
  to chase it down right from the get-go. He might want to move 
  the action forward to shake things up a bit, or just because 
  he senses a dull stretch coming. He might even want to end a 
  troublesome scene or escape a corner into which he’s let himself 
  be painted. Regardless, it always has the same effect. 
  At any time, the GC can spend 2 action dice to cause any 
  1 character to lose up to 1 week in time. Alternately, he may 
  spend 4 action dice to cause any number of characters in the 
  same team to lose up to 1 week in time. This generates an 
  Amnesia Subplot for each character involved (see the Spycraft 
  2.0 Rulebook, page 54). The number of Challenges that must be 
  overcome to fully recover the lost time is equal to the number of 
  days lost (minimum 3).
  Losing time is cause for extreme stress, as shown on Table 3: 
  Shock and Dread (see page 7).
  Event Triggers: Character has 3 or more points of Forbidden 
  Knowledge, currently possesses a shaken condition, or has been 
  drained during the current mission.
  MoMent of ClArity
  Stress damage and mental injuries make for fantastic roleplay-
  ing opportunities, but they can get in the way in the final reel, 
  when the characters have to win the day or lose the campaign 
  (and maybe the world). When it looks like a character’s mental 
  state is going to threaten everyone’s fun, the GC should consider 
  spending and rolling one to four d12 action dice to trigger this 
  event, which allows 1 character to ignore his stress damage 
  and its effects, as well as the effects of any mental injuries he’s 
  sustained, for a number of rounds equal to the result (during 
  combat) or a number of minutes equal to the result (out of 
  combat). This event does not heal the character’s stress damage 
  or mental injuries; it merely allows him to ignore their effects 
  for a time, after which they resume as standard. Likewise, 
  the character’s stress damage and mental injuries do not heal 
  normally while this event is active. Finally, while in a moment of 
  clarity, a character continues to suffer stress damage and make 
  Will saves to resist its effects as standard, which can result in 
  greater mental injuries or even a complete breakdown once the 
  event ends. 
  Event Triggers: Dramatic scene; two or more of the character’s 
  teammates are currently stunned, unconscious, or dead.
  pAge AddiCtion
  Forbidden Knowledge is insidious, taking root in dark, forgot-
  ten, and unused parts of the human mind. Once seeded, it drives 
  a need for more, futilely reaching for greater revelations and 
  power. Never is this more in evidence than when an unfortunate 
  with a taste gets hold of a Forbidden Tome. The tantalizing 
  discoveries can be like a drug, with every hour spent pouring 
  over the pages a feast for the addiction. Those who succumb to 
  this feral thirst for dark wisdom literally cannot pull themselves 
  away. They study every sentence for hidden secrets and elusive 
  inferences. They cross-reference every former discovery against 
  their new findings, hoping for the blurry mystery behind the 
  cosmos to come into focus. A character who falls victim to this 
  kind of obsession will often abandon his friends, family, and 
  teammates, neglecting to consider even basic human needs 
  before his work is complete. Sometimes, though, it’s just this 
  brand of psychosis that the team needs to win the day.
  Page addiction can take two forms, each with its own effects. 
  Neither can be triggered after the character gets halfway 
  through a Forbidden Tome (i.e. overcomes the second of four 
  Challenges, the fourth of seven Challenges, etc.).
  · The GC can spend 1 action die to instill in the reader a com-
  pelling drive to complete his study. For the current exami-
  nation only, the tome’s reading time interval decreases to 
  1/2 standard (rounded up), but he also becomes rattled for 
  the duration of the current mission (see page 3).
  · The GC can spend 3 action dice to infect the reader with 
  a desperate need to pry every ounce of wisdom from the 
  tome. For the current examination only, the reader cannot 
  perform any action until he masters the tome (i.e. over-
  comes the tome’s last Challenge + 2 additional Challenges 
  with the same DC, intervals, and error range modifier). 
  Further, he refuses to sleep, eat, or drink until he must to 
  avoid falling unconscious or dying (either of which would 
  prevent him from continuing his work). At the end of his 
  ordeal, the character benefits from a deeper understanding 
  of the tome, the total Forbidden Knowledge he gleans from 
  it increasing by an additional 1/2 standard (rounded up). 
  These events are not just harassing. The GC can use them to 
  speed up the process of reading a tome that contains secrets or 
  spells vital to completing the current mission or season. They can 
  also be used to further entrench the team in the plot or the awful 
  currents subtly shifting the universe in anticipation of humanity’s 
  ultimate demise. 
  Event Triggers: Character has 3 or more points of Forbidden 
  Knowledge, currently possesses a shaken condition, has been 
  drained during the current mission, or has just completed one or 
  more Challenges when reading a forbidden tome. 
  poison!
  This event allows for the horror movie cliché that finds the 
  characters poisoned to support the plot. The poison may be 
  chosen from any Caliber up to the number of action dice the GC 
  spends to trigger the event, and takes effect immediately. The 
  GC may explain how the characters were poisoned in any way 
  he likes or not at all. For a list of poisons at each Caliber, see 
  Table 4.15: Tradecraft Picks on pages 234–235 of the Spycraft 
  2.0 Rulebook: Second Printing.
  Exposure to poison also causes stress damage, as noted in 
  Table 2: More Sources of Stress (see page 7).
  Event Triggers: During the current scene, the character has 
  consumed or come in contact with something that could have 
  plausibly exposed him to the poison. 
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  reAlity shift
  A cosmic horror campaign assumes the existence of incompre-
  hensibly powerful forces beyond the world of men. Alien gods 
  whose ways are schizophrenic at best and energies that were 
  old when the known universe was born... These powers can 
  shape and reshape the world at will. Some changes are small, 
  the ripples extending no further than the friends and family of 
  a lone individual; others sweep across continents, spinning the 
  whole of creation in new and unforeseen directions. 
  As the source of everything, the GC always has this power, 
  but once a campaign begins he’s usually barred from revisionist 
  tinkering, if only to keep the playing field even and fair. Not so 
  when humanity is but an unfinished stanza in the symphony of 
  creation. At any time the chaotic, beastly might at the root of 
  everything could bubble to the surface, consuming what we 
  know and transforming it into... something else. All with no one 
  with wiser — save the players, but that’s part of the fun.
  Once per mission, the GC can spend up to 4 action dice, 
  changing 1 thing about the game per action die spent. The 
  changes can be of any size or significance and cause additional 
  changes as the GC determines are plausible. 
  For example, the characters might visit the sleepy seaside 
  town of Hemming’s Reef while following the schizophrenic agent 
  Vox’s cryptic directions. A week later, after exhausting all leads 
  in the area (which were red herrings anyway — amusing, but 
  run their course), the team decides to return, only to find the 
  village gone. 
  Questioning the locals gets the characters nowhere until they 
  stumble on a drunken sailor in a nearby bar. The NPC swills 
  whiskey like there’s no tomorrow and talks about “terrible 
  storms that swallow towns whole.” Plying him with a couple 
  more rounds reveals that he was in Hemming’s Reef a few days 
  earlier, on a calm, clear day. Without warning, a storm blew 
  in off the coast, with waves of crashing water “dozens of feet 
  high.” He hid in a basement until it was over and could have 
  sworn he heard screaming and inhuman, croaking voices in the 
  few moments between the howling blasts of wind. The next 
  morning, the town was gone, the beach scoured clean as if the 
  place never existed. He wandered away in a daze and when 
  he came back even the basement where he’d hid was buried, 
  consumed by the slimy sand. 
  Not only does this lead to some interesting narrative, but it 
  gives the GC reason to spring some more dread on the charac-
  ters. A story like this easily counts as implausible strangeness, 
  which nets 1d4/1d10 stress damage! 
  Event Triggers: Character has 5 more points of Forbidden 
  Knowledge, currently possesses the shaken II or greater condi-
  tion, or has been drained during the current mission.
  sepArAted
  Isolation is a common theme in cosmic horror. Sometimes it’s 
  a blessing, shielding us as a species from the tragic helplessness 
  and feeble limits of our lives. But just as isolation can save, 
  it can abandon. We draw strength from fiends and allies, and 
  when they’re taken from us, when we have nowhere to hide but 
  within, we are at our most vulnerable. It’s then that our defenses 
  come crashing down and true horror takes hold.
  It’s in a player’s nature to prevent this at all costs. Nearly 
  every gaming group takes steps to keep the team together, 
  knowing that very little good can come of “splitting the party,” 
  and even the most dedicated roleplayers get nervous at the 
  prospect of facing their demons alone. This can be a problem 
  when the GC is trying to evoke a genre that revels in humanity’s 
  weaknesses. Thus, with great caution and consideration, the GC 
  can spend 3 action dice to force the issue, separating 1 character 
  from the others no matter what steps have been taken to keep 
  them together.
  The GC determines the nature of the separation within the 
  context of the scene. During a panicked escape through the 
  woods or a chaotic battlefield, it’s as easy as having the charac-
  ters lose track of each other. Other situations may require more 
  ingenuity. Distractions are helpful. Abductions work nicely as 
  well. Perception-altering drugs and poisons work well in cases 
  where a character is in constant contact with others. Even stage 
  show tactics, like trapdoors and smoke bombs, can work under 
  the right circumstances (a séance, for example). 
  When in desperate need, a GM can always fall back on sur-
  prise combats, nature’s fury, hazards, and other events to cover 
  the separation. These options are included in this event’s action 
  die cost but their standard effects are negated for this purpose. 
  The separated character should be informed of his new loca-
  tion as soon as feasible, usually in private (so the other players 
  can’t use the information to their advantage). The GC is strongly 
  encouraged not to place the separated character in undue jeop-
  ardy, as this violates the players’ trust in him. This event’s goal 
  is not to sharpen the mission’s challenge but rather to enhance 
  the horror of the story and validate hallmarks of the genre with 
  a hard, mechanical option.
  Event Triggers: None.
  thAt WhiCh  
  should not be
  The following NPC options and stat blocks present common 
  and popular rogues in the cosmic horror gallery, as well as a 
  few others that might be fun to spring on the players. What you 
  won’t find herein are stats or even rules for gods as they’re... 
  well, gods. Should the characters ever find themselves in the 
  presence of such a being, combat should not be an option. 
  Besides, most divine beings are likely to drive mortals crazy 
  before they can even consider such a colossally bad idea (see the 
  last entry on Table 3: Shock and Dread, for details).
  npC QuAlities
  Beast (+0 XP): The NPC is an intelligent non-humanoid 
  creature, often resembling or easily mistaken for an animal. A 
  beast NPC may be created with ‘animal only’ qualities but is not 
  an animal and is exempt from the standard animal rules (see 
  the Spycraft 2.0 Rulebook, page 445). It lacks hands or other 
  fine manipulators and has a result cap of 20 with all skill checks 
  possessing the hands-on tag regardless of its skill ranks. Further, 
  the NPC cannot use hand-held gear or non-natural weapons 
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  except those specifically modified for its use with the hands-free 
  upgrade, and cannot use armor unless it’s designed for a beast. 
  A beast eats, sleeps, and breathes unless otherwise indicated. 
  Finally, playable beast Talents may only feature a quasi-human 
  or non-human nature. 
  Blindsight (+6 XP, animals only): The NPC has extraordi-
  narily or supernaturally acute senses that replace its vision (e.g. 
  telepathic predator, alien with multi-band sight). The NPC’s 
  base blindsight range is equal to its Wisdom score × 10 ft. The 
  character ignores all penalties for lighting and the Vision tag, 
  and may never gain the blinded or dazzled conditions. Finally, 
  the character ignores the effects of the invisible condition.
  From Beyond (+5 XP per grade): The NPC’s appearance, 
  nature, or mindset is utterly alien to the human psyche, straining 
  its opponent’s mental defenses to the limit (e.g. biblical angel, 
  monster out of time and space). The first time any character 
  encounters the NPC during each mission, he must make a Will 
  save (DC equal to 10 + the Threat Level). With success, he 
  suffers 1 point of stress damage per quality grade applied. With 
  failure, he suffers 1d6 stress damage per quality grade applied. 
  The GC has a limited ability to spend action dice to increase this 
  stress damage. He may only spend a number of action dice up to 
  1/2 the quality grade (rounded up), and each die spent increases 
  the stress damage by an additional 1d6. Finally, stress damage 
  inflicted by a creature with this quality may not be healed until 
  the creature is dispatched or leaves the character’s location for 
  10 minutes or more. This quality may be applied up to 5 times. 
  Hideous (–1 XP per grade): The NPC is mutated, grotesque-
  ly deformed, or otherwise physically repellant to “normal” 
  people (e.g. non-humanoid alien, sideshow freak). The NPC’s 
  Appearance modifier worsens by 2 when it interacts with any 
  character who doesn’t possess the hideous quality. This quality 
  may be applied up to 5 times.
  Horror (+5 XP): The NPC has an alien appearance or psychol-
  ogy that undermines an observer’s psyche. Any character with 
  line of sight to a horror suffers a –3 morale penalty with Will 
  saves. Further, natural animals automatically flee from the NPC 
  to the best of their ability unless they’re diseased, poisoned, 
  trained to do so, or attacked by the NPC or his teammates.
  Being “not of this place,” horrors are also extremely resilient 
  to injury. A horror’s bizarre internal workings grant it a +4 bonus 
  with all Fortitude saves. Further, the threat range of each attack 
  made against a horror decreases by 2 and any sneak attack dam-
  age inflicted on one decreases to 1/2 standard (rounded down). 
  Playable horror Talents may not have a near-human nature. 
  Finally, a horror eats, sleeps, and breathes unless otherwise 
  indicated.
  Mystic Spark (+4 XP, High Magic): The NPC has a small 
  reservoir of mystical energy that others may tap and harness for 
  occult purposes (e.g. totem animal, bloodletting cultist). When 
  5 or more NPCs possessing this quality voluntarily contribute to 
  the casting of a spell or other occult activity, the leader of the 
  effort gains 1 additional spell point per volunteer possessing 
  this quality. An NPC may only volunteer his mystic spark to one 
  effort per scene. 
  Ooze (+5 XP): An ooze possesses an amorphous, boneless 
  body that can twist, compress, and shift in a fluidic fashion. Its 
  Size is considered 1 category larger when resisting Bull Rush, 
  Disarm, Grapple, and Trip actions, and up to 2 categories smaller 
  when attempting to squeeze into or through a confined space. 
  It may hold a number of readied items or weapons up to 3 + its 
  Dexterity modifier (minimum 1), but cannot use armor unless 
  it is designed for an ooze. The Caliber of all equivalent armor 
  designed for an ooze increases by 1 grade. Finally, an ooze eats, 
  sleeps, and breathes unless otherwise indicated.
  Puppeteer (+10 XP): With a successful Coup de Grace action, 
  the NPC can possess a host body (e.g. body snatcher, astral 
  hijacker). While in possession, the NPC controls all of the host 
  body’s physical actions. It can even perform a Coup de Grace 
  action on the host body if it likes, in which case the connection 
  is immediately lost. The NPC benefits from the host’s Strength 
  and Constitution scores, but uses its own Dexterity, Intelligence, 
  Wisdom, and Charisma. Likewise, it benefits from the host’s 
  Fortitude saving throw bonus, but uses its own bonuses for 
  Reflex and Will saves. Should the host possess one or more spe-
  cies feats with the “Level 1 Only” prerequisite, these feats are 
  retained as well. Vitality and wound points are those of the host, 
  as is the stress damage threshold and Appearance modifier; all 
  other statistics, however, are those of the NPC rather than the 
  host body. 
  Voluntarily abandoning a host body requires 1d4 full actions, 
  after which the host becomes dazed for the same number of 
  minutes. The NPC may also be ejected if the host body is knocked 
  unconscious or suffers massive damage or a critical injury (see 
  the Spycraft 2.0 Rulebook, page 331). In this case, the NPC must 
  make a Will save (DC equal to 1/2 the damage suffered, rounded 
  down). With failure, the NPC loses the connection and becomes 
  dazed for 1 round. The NPC may not possess the same body for 
  the duration of the current scene, though it may take another 
  host as normal. 
  At the cost of 1 upgrade, any 1-handed or 2-handed piece 
  of gear may be upgraded to incorporate additional harnesses, 
  levers, triggers, or other controls that allow a character to use 
  the item as if it were readied even if his hands are otherwise 
  full. A character may wear only a single 2-handed piece of 
  hands-free gear or up to two 1-handed pieces of hands-free 
  gear at any time. 
  When a character uses a piece of gear modified with this 
  upgrade without his hands, he suffers a –4 gear penalty with all 
  checks made using the item. Two upgrades may be dedicated to 
  the modification, decreasing this penalty to –1. 
  An NPC with the beast NPC quality, or without functional 
  hands, may wear and use an item with the hands-free upgrade, 
  though doing so the first time requires a successful Mechanics 
  (Dex) check (DC 12). Thereafter, the NPC may use the item 
  normally, though the check must be made again if the NPC 
  drops and later tries to reuse the item. 
  HANDS-FREE GEAR
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Should the NPC’s host body ever be killed, the NPC is likewise 
  ejected and becomes dazed for 1d10 rounds. In the event the 
  host body is destroyed, the NPC is immediately killed (its wound 
  points dropping to –10). 
  Winged Flight (Varies): The NPC has wings and can use them 
  to fly. Its base speed is 40 ft. Its Acceleration rating is equal to 
  1/2 its Strength modifier (rounded up) and its Turning rating 
  is equal to its Dexterity modifier minus 1 (minimum 0). When 
  the NPC carries a medium load, these values decrease to 1/2 
  standard (rounded down). It cannot fly with a heavier load. 
  While the NPC is in flight, it makes Maneuver checks with 
  the Acrobatics skill. Flying counts as mildly distracting motion 
  when the NPC makes Concentration checks (see the Spycraft 2.0 
  Rulebook, page 147), and inflicts a –2 penalty with the NPC’s 
  ranged attacks and Reflex saves. These penalties are doubled 
  while hovering. While aloft, the NPC cannot take Aim, Brace, or 
  Refresh actions, may not ready 2-handed weapons, suffers a –1 
  penalty to Defense, and a –4 penalty with Stealth/Hide checks 
  (as if its Size were 1 category larger).
  The NPC suffers 1 point of subdual damage at the end of 
  each full minute of continuous flight and may not recover from 
  subdual damage while aloft. It may hover up to 3 consecutive 
  rounds but suffers an additional 1 point of subdual damage at 
  the end of each round while doing so. 
  This quality has a cost of +3 XP, which increases by +1 per 
  additional 20 ft. of Speed (to a maximum Speed of 120 ft.). 
  CosMiC horrors
  The following selection of pregenerated NPCs offers GCs a 
  quick way to populate their cosmic horror settings and cam-
  paigns. Most draw inspiration from the otherworldly antagonists 
  of popular films and books, including those of the legendary H.P. 
  Lovecraft.  
  Brain Bug: This creature’s true name is unpronounceable 
  by humans, but those unlucky few who come in contact with it 
  and survive refer to it with many colorful terms. Too bad most 
  of them are discarded as the diseased ramblings of madmen; 
  otherwise someone might learn of the insidious invasion that 
  still plagues our race...
  The brain bug is a tiny sadistic parasite regarding humans as 
  simple vehicles for its species’ shadowy agendas. Its common 
  name comes from its vaguely insectoid appearance and its ability 
  to slip out of phase with reality and enter a target’s skull, seizing 
  control of its speech and motor functions at night, while the true 
  owner sleeps. The initial incursion can occur anytime, even when 
  the target is awake, thanks to a powerful electric charge the 
  brain bug can emit, momentarily stunning its prey. 
  Brain Bug (Standard NPC — 92 XP): Init X; Atk VIII;  
  Def X; Resilience VIII; Damage Save: II; Competence: VII;  
  Skills: Acrobatics VII, Sneak VIII; Wealth: None; Weapons: 
  Ranged stun gun (dmg 3d8 electrical, error 1–2, threat 20, 
  ammo —, range 5 ft., SZ/Hand D/—); Gear: None; Vehicle: None; 
  Qualities: Augmented (Caliber V incorporeal gadget (ranged 
  stun gun)), from beyond I, horror, inferior attribute (Str 2), pup-
  peteer, sluggish (10 ft. on ground), superior attribute (Dex 18), 
  undersized (Diminutive), unnerving I, winged flight (40 ft.).
  Chainsaw Maniac: The chainsaw maniac is proof positive 
  that some people are just evil. This disturbing killer may be pos-
  sessed by an alien being, supernatural force, or just be missing a 
  few marbles, but regardless, he displays extraordinary resilience 
  to injury, unshakable psychosis, and an insatiable thirst for 
  inflicting pain — preferably with a large edged weapon. 
  Chainsaw Maniac (Standard NPC — 86 XP): Init VII;  
  Atk IX; Def IV; Resilience VII; Damage Save: VII; Competence: IV; 
  Skills: Athletics V, Intimidate X, Resolve V; Wealth: II; Weapons: 
  Heavy chainsaw (dmg 2d8 lethal, error 1–3, threat 20, SZ/Hand 
  M/2h, qualities: BLD); Gear: Horrific trinket (Gadget: Caliber I 
  attack (1d6 stress damage, range 10 ft. or 5 ft. blast, SZ/Hand 
  —/1h, battery: 1 use), housing: appropriate Common Item); 
  Vehicle: None; Qualities: Class ability (all over the world), feat 
  (Berserker Basics, Berserker Mastery, Berserker Supremacy, Glint 
  of Madness), treacherous, tough I, unnerving I. 
  Cult Member: Corrupted by dark powers, these men and women 
  are fanatical adherents to unspeakable oaths and worship beings 
  million of years gone. Cult members stick close to their leaders to 
  provide both protection and mystical energy, and prefer strength in 
  numbers to compensate for their obvious lack of combat skill. 
  Cult Member (Standard NPC — 50 XP): Init IV; Atk IV; 
  Def V; Resilience IV; Damage Save: VII; Competence: III; Skills: 
  Intimidate II, Resolve V; Wealth: None; Weapons: Survival knife 
  (dmg 1d6+1 lethal, error 1, threat 19–20, SZ/Hand D/1h, quali-
  ties: AP (1), BLD); Gear: Ceremonial vestments; Vehicle: None; 
  Qualities: Feat (Knife Basics), feral, horde, minion, mystic spark, 
  steadfast, strong-minded II. 
  Deep Spawn: These repulsive sea-dwellers look like a cross 
  between fish and man, with bulging, unexpressive eyes, gills, a 
  loping semi-bipedal gait, and unsettling, guttural voices. They 
  never stray far from the sea, where sacred cairns dedicated to their 
  ancestor-gods are located. They guard these locations ferociously 
  from explorers and hapless trespassers, which they routinely offer 
  up to their slumbering fathers beneath the waves. Though physi-
  cally repugnant, deep spawn have been known to commingle and 
  interbreed with the people of isolated fishing communities, usually 
  after plying them with treasures and wealth from the sea. 
  Deep Spawn (Standard NPC — 67 XP): Init VI; Atk VI;  
  Def VII; Resilience VI; Damage Save: V; Competence: III;  
  Skills: Athletics VIII, Notice VI; Wealth None; Weapons: Bite 
  (dmg 1d8 lethal, error 1–2, threat 18–20), claw (dmg 1d6 
  lethal, threat 20); Gear: None; Vehicle: None; Qualities: Aquatic, 
  from beyond I, fleet (Speed 50 ft. when swimming) hideous II, 
  low-light vision, natural attack (Caliber II bite, Caliber II claw), 
  sluggish (Speed 20 ft. on foot), unnerving I.
  Deep Spawn Hybrid: These offspring of humans and deep 
  spawn are often found in small costal communities, living 
  amongst normal humans. As they approach adulthood, the 
  hybrids start to exhibit traits of their ancestry — flat gills along 
  the neck, webbed fingers and toes, and buggy or glassy eyes, 
  which are sometimes referred to as a “sea-born look.” Hybrids 
  are unwaveringly loyal to their non-human relatives, willing to 
  do anything to protect their “blessed” kin.
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Deep Spawn Hybrid (Standard NPC — 36 XP): Init III;  
  Atk V; Def IV; Resilience VI; Damage Save: IV; Competence: IV; 
  Skills: None; Wealth III; Weapons: Fork/trident (dmg 1d8 lethal, 
  error 1, threat 20, SZ/Hand M/2h, qualities: AP (1), HOK (+1)) 
  or harpoon (dmg 2d4 lethal, error 1–2, threat 19–20, SZ/Hand 
  M/2h, qualities: BLD, KEN (+3)); Gear: Handheld radio; Vehicle: 
  Charter fishing boat (SZ H (3×12, Draft 6ft.), Occ 1+12, A/T 0/0, 
  MPH 20/35, Def/Save 8/+7, Cargo 1,500 lbs., Range/Fuel 6/G, 
  qualities: OPN (3/4 cover), SEN (radar 1)); Qualities: Aquatic, 
  hideous I, minion.
  Eaters of the Dead: The repulsive practice of necrocannibal-
  ism is believed long extinct, but relics of humanity’s less civilized 
  past endure. The eaters’ heinous diet has twisted them, trans-
  forming them into bestial subterranean creatures scrounging the 
  underworlds of cities and graveyards, where they feast upon the 
  bones of men. Some of these are corpses already, but others are 
  stolen from the world of the living.
  Eater of the Dead (Standard NPC — 62 XP): Init V;  
  Atk IX; Def VII; Resilience IV; Damage Save: VII; Competence: IV;  
  Skills: Search VI, Sneak VIII; Wealth None; Weapons: Bite (dmg 
  1d8 lethal, error 1–2, threat 18–20); Gear: None; Vehicle: None; 
  Qualities: Beast, burrow, from beyond I, hideous II, natural 
  attack (Caliber II bite), nocturnal, unnerving I. 
  Elder Guardian: Created a billion years ago as servants of 
  extraterrestrial visitors known as the Elders, these protoplasmic 
  horrors were forcibly evolved from the single-celled organisms 
  that populated Earth at the time. In their natural state, elder 
  guardians are the very stuff of nightmares — shifting masses 
  of eyes, mouths, and unidentifiable organs roiling in a revolting 
  mass as they shuffle about their tasks. They’re aggressive and 
  cruel, but often take the form of “harmless” humans or domestic 
  animals until their baser instincts are required. 
  Elder Guardian (Standard NPC — 155 XP): Init I;  
  Atk VI; Def I; Resilience VIII; Damage Save: IX; Competence: I;  
  Skills: Athletics VII; Wealth: None; Weapons: Slam (dmg 2d6+7 
  lethal, threat 18–20); Gear: None; Vehicle: None; Qualities: 
  Alternate identity/form, blindsight, construct, fast healing, 
  fearsome, feral, fleet (Speed 40 ft.), from beyond III, horror, 
  hulking (Huge), inferior attribute (Dex 3, Int 7), natural attack 
  (Caliber V slam), ooze, superior attribute (Str 24, Con 24),  
  tough III, unnerving III. 
  Grey: These smallish extraterrestrials have smooth grey skin 
  and awkward, childlike features, and have come to define the 
  iconic “alien image” in popular culture. Their true purpose on 
  Earth remains a mystery cloaked in deception and red tape. 
  Conspiracy theorists believe them to be in league with the 
  government, trading “specimens” for access to alien technolo-
  gies, but little can be proven thus far. Their relationship with the 
  Plutonians is also unknown, though many speculate that the two 
  races may be in league for some dark purpose beyond human 
  comprehension. 
  Grey (Standard NPC — 77 XP): Init III; Atk IV; Def VIII; 
  Resilience V; Damage Save: IV; Competence: V; Skills: Blend V, 
  Cultures VII; Wealth: II; Weapons: Probe (dmg 1d4+1 subdual, 
  error 1–2, threat 18–20, SZ/Hand F/1h, qualities: BLD, FIN, INA 
  (–2), QKY); Gear: Disruptor device (Gadget: EMP (8d6 blast, 
  error 1, threat 20, SZ/Hand —/1h, battery: 1 use), housing: 
  silver disc); Vehicle: Flying saucer (SZ L (2×3, Wing 3), Occ 
  1+4, A/T 10/4, MPH 1,000/2,200, Def/Save 9/+10, Cargo 75 
  lbs., Range/Fuel 2/U, qualities: HOB (thermal H), LSP (12 man-
  hours), PVI (–2), UNF)) with cloaking device (Gadget: Caliber IV 
  invisibility, housing: saucer); Qualities: Class ability (terminally 
  harmless), feat (Faceless, Traceless, Zeroed), from beyond I, 
  minion, undersized (Small). 
  Mutant: Mutants are the wretched, twisted spawn of some 
  horrible incident, be it exposure to radiation, genetic experi-
  mentation, or ferocious inbreeding. They are often found in 
  underground enclaves, rural settings, and other isolated areas 
  where they can live in relative peace, free from the judgment 
  of “normals.”
  Mutant (Standard NPC — 36 XP): Init II; Atk VI; Def III; 
  Resilience IV; Damage Save: VIII; Competence: II; Skills: None; 
  Wealth: I; Weapons: Hatchet (dmg 1d6+1 lethal, error 1–2, 
  threat 20, qualities: AP (2), TRP (+2)) or Winchester Model 21 
  break-action shotgun with 16-gauge shot ammunition (dmg 
  4d4+2 lethal, error 1, threat 20, ammo 1S30, recoil 13, range 
  25 ft., SZ/Hand S/2h, qualities: DEP, IMP, RGD, TKD); Gear: 
  None; Vehicle: Full-size pickup truck (SZ L (2×4), Occ 1+4, A/T 
  4/3, MPH 60/90, Def/Save 9/+9, Cargo 2,500 lbs., Range/Fuel 
  5/G, qualities: ORD); Qualities: Fearsome, hideous I, minion, 
  uncoordinated. 
  Plutonian: Hailing from the outermost reaches of our solar 
  system, these bizarre crustacean-like, fungoid creatures came 
  to Earth in search of precious materials they use for experi-
  ments into the nature of magic. They are a diverse but univer-
  sally hideous species, sporting heads full of twitching antennae, 
  numerous limbs grafted to their bodies, membranous wings, and 
  soft rubbery bodies and tails. As beings of pure logic, they’re 
  fascinated by human beings, particularly our capacity for intui-
  tive decisions and emotional actions. They go to great lengths 
  to glean information about the human condition, but this obser-
  vational stance should never be mistaken for benevolence. The 
  Plutonians are a cruel species that would as soon disintegrate a 
  petulant human as step on a bug. 
  Plutonian (Standard NPC — 113 XP): Init VI; Atk VI;  
  Def VI; Resilience VII; Damage Save: VI; Competence: VIII;  
  Skills: Mechanics V, Medicine IV, Science X; Wealth: None; 
  Weapons: Claws (dmg 1d6 lethal, threat 20), disintegrator 
  (Gadget: PR 6 attack (dmg 6d6 acid, error 1, threat 20, range 
  25 ft. cone, SZ/Hand —/1h), housing: small silver wand), inca-
  pacitator (Gadget: miniature gear pick (Disinject Model 35 dart 
  gun (dmg 1d3 lethal, error 1, threat 20, ammo 1M12, recoil 6, 
  range 10 ft., SZ/Hand D/1h, qualities: BLK, INJ, INS)), housing: 
  diminutive silver sphere); Gear: 3 doses of improved knockout 
  poison; Vehicle: None; Qualities: Class ability (status quo 1/ses-
  sion), construct, damage resistance (vacuum 8), from beyond I, 
  hideous III, horror, natural weapon (Caliber II claw), prodigy, 
  sluggish (20 ft. on ground), unnerving I, winged flight (60 ft.).
  
  spycraft 2.0 | introduction
  0
  FRAGILE MINDS
  Serial Killer: The greatest horrors aren’t always found on 
  other worlds and alien landscapes; often, they reside deep in 
  the hearts of men. Serial killers are dispassionate stalkers of 
  the innocent, murderers devoid of compassion or empathy for 
  their fellow human beings. Many are brilliant individuals with 
  successful lives, detached in all but the most superficial ways 
  from society at large. Unlike the maniac mindlessly rampaging 
  through his victims, the serial killer is precise and subtle, often 
  acting with a twisted purpose only he understands. 
  Serial Killer (Standard NPC — 92 XP): Init IV; Atk VII;  
  Def VII; Resilience V; Damage Save: V; Competence: VI;  
  Skills: Blend V, Bluff VIII, Manipulate VI; Wealth: V; Weapons: 
  Straight razor (dmg 1d4+1 lethal, error 1–2, threat 18–20, 
  SZ/Hand F/1h, qualities: BLD, FIN, INA (–2), QKY); Gear: 3 
  doses basic knockout poison, rope, roll of duct tape; Vehicle: 
  Full-size sedan with luxury fittings (SZ L (2´3), Occ 1+4, A/T 4/3, 
  MPH 65/110, Def/Save 9/+8, Cargo 250 lbs., Range/Fuel 7/G); 
  Qualities: Class ability (sneak attack II), feat (Deadly Precision, 
  Flawless Identity, No Quarter, Silver Tongue, Undermine), story-
  critical, treacherous, unnerving II. 
  Thousand Young: At a distance, this massive creature 
  resembles a large tree, but a closer look reveals a thick stony 
  trunk atop three elephantine legs, a cluster of thick branchlike 
  tentacles projecting from the top of its body. It is an avatar of a 
  powerful fertility god, a horrific abomination that guards ancient 
  fertility temples and cults engaged in shocking carnal rituals. 
  Despite the Young’s plantlike appearance, it is quick-witted and 
  aggressive, as comfortable crushing or pummeling its prey as it 
  is stomping them underfoot.
  Thousand Young (Standard NPC — 135 XP): Init VI;  
  Atk IV; Def III; Resilience VIII; Damage Save: VI; Competence: 
  IV; Skills: Blend V, Notice VI; Wealth: None; Weapons: Squeeze 
  (dmg 1d10+9 subdual, threat 19–20), tentacle slap (dmg 1d6+8 
  subdual, threat 20), trample (dmg 2d6+8 lethal, error 1, threat 
  19–20, qualities: TKD); Gear: None; Vehicle: None; Qualities: 
  Aquatic, beast, blindsight, camouflaged (forest, swamp), dam-
  age reduction IV, fearsome, feat (Two-Hit Combo), from beyond 
  II, horror, hulking (Huge), inferior attribute (Cha 2), natural 
  attack (Caliber III squeeze, Caliber I tentacle, Caliber IV trample), 
  superior attribute (Str 26), tough II, unnerving II.
  Tribe of the Red Maw: Standing four to five feet tall, these 
  squat primitives have lived in remote jungles for thousands of 
  years, practicing a brutal religion away from the prying eyes of 
  modern man. Recent military conflicts have brought the Tribe to 
  light, however, and reports are spreading of gruesome ritualistic 
  manhunts, cannibalism, mortification, and human sacrifice to 
  bestial deities. According to anthropologists unfortunate enough 
  to encounter these ruthless hunters (or stupid enough to seek 
  them out), the Tribe may be the last remnants of an extinct 
  genus of humankind, preserved by extraordinary chance or some 
  otherworldly force…
  Tribe of the Red Maw (Standard NPC — 75 XP): Init VI;  
  Atk VIII; Def VI; Resilience VII; Damage Save: IV; Competence: IV; 
  Skills: Athletics III, Survival VII, Tactics IV; Wealth: I; Weapons: 
  Machete (dmg 1d8+1 lethal, error 1, threat 19–20, SZ/Hand 
  T/1h, qualities: AP (3))), blowgun (dmg 1d2 lethal, error 1, threat 
  19–20, ammo 12S2, range 25 ft. × 3, SZ/Hand S/2h, qualities: INJ 
  (per ammo)); Gear: 3 doses of improved lethal poison, 3 doses 
  of improved paralytic poison; Vehicle: None; Qualities: Fearless 
  I, feat (All-Out Attack, Ambush Basics, Poison Basics, Tracking 
  Basics), minion, synchronized, unnerving I.
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Source 
  Will Save DC 
  Stress Damage* 
  Page Reference
  Actions
  Stand Off 
  Opposed Resolve (Wis) 
  1d6 + winner’s Wisdom modifier (min. 1) 
  Spycraft Rulebook, page 360
  Threaten 
  Opposed Resolve (Wis) 
  1d4+1 
  Spycraft Rulebook, page 361
  Conditions
  Bleeding 
  — 
  1d8 
  Spycraft Rulebook, page 332
  Nervous 
  — 
  1 or 1d4 per round (GC’s discretion) 
  Fragile Minds, page 3
  Confinement and Disorientation**
  Lost in familiar surroundings 
  8 
  0/1 
  Fragile Minds, page 8
  Trapped in familiar surroundings 
  10 
  0/1d2 
  Fragile Minds, page 8
  Lost in unfamiliar surroundings 
  11 
  1/1d3 
  Fragile Minds, page 8
  Trapped in unfamiliar surroundings 
  13 
  1d2/1d6 
  Fragile Minds, page 8
  Trapped with no hope of escape 
  18 
  1d6/1d12 
  Fragile Minds, page 8
  Contagions
  Disease 
  — 
  Per disease Complexity 
  Fragile Minds, page 7
  Poison 
  — 
  Per poison grade 
  Fragile Minds, page 7
  Dangerous Conditions**
  Mild looming danger  
  9 
  0/1 
  Fragile Minds, page 8
  Moderate looming danger  
  12 
  1/1d3 
  Fragile Minds, page 8
  Extreme looming danger  
  15 
  1d4/1d10 
  Fragile Minds, page 8
  Mild immediate danger  
  18 
  1d6/1d12 
  Fragile Minds, page 8
  Moderate immediate danger  
  21 
  1d8/3d6 
  Fragile Minds, page 8
  Extreme immediate danger  
  24 
  1d10+1/5d6 
  Fragile Minds, page 8
  Distress
  Falling 
  — 
  2 stress damage per die of lethal damage 
  Spycraft Rulebook, page 336
  Sensory deprivation 
  — 
  1 per consecutive hour past second hour 
  Fragile Minds, page 7
  Sleep deprivation 
  — 
  1 per consecutive day past first day 
  Fragile Minds, page 7
  Starvation and thirst 
  — 
  1/2 lethal damage suffered (rounded down) 
  Fragile Minds, page 7
  Suffocation 
  — 
  1 per consecutive successful Fort save
   
   
  and 2d6 with failed Fort save 
  Fragile Minds, page 7
  Underwater/The Bend 
  — 
  1/2 lethal damage suffered (rounded down) 
  Fragile Minds, page 7
  Underwater/Pressure 
  — 
  1/2 lethal damage suffered (rounded down) 
  Fragile Minds, page 7
  Dramatic Conflicts
  Stress Advantage 
  — 
  1d4 + 1d4 per additional Advantage 
  Spycraft Rulebook, page 367
  Events
  Anxiety 
  — 
  1d12 per action die (1 per minute)
   
   
  or all at once with failed Will save 
  Fragile Minds, page 12
  Hallucination/Nightmare 
  Per trial 
  1/2 difference between Will save 
   
   
  result and DC (rounded up) 
  Fragile Minds, page 14
  Nature’s Fury/Earthquake 
  Ref save (DC varies) 
  Varies per intensity 
  Spycraft Rulebook, page 401
  Nature’s Fury/Landslide 
  Ref save (DC varies) 
  Varies per intensity 
  Spycraft Rulebook, page 401
  Nature’s Fury/Lightning 
  — 
  Varies per intensity 
  Spycraft Rulebook, page 401
  Nature’s Fury/Volcanic eruption 
  — 
  Varies per intensity 
  Spycraft Rulebook, page 402
  * 
  When two values are listed on either side of a slash, the amount to the left is suffered if the character fails his Will save and the amount on the right  
  is suffered if the character succeeds. 
  ** The GC has a limited ability to spend action dice to increase this stress damage (see the rules in question for details).
  TABLE : COMPILED STRESS DAMAGE
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Source 
  Will Save DC 
  Stress Damage* 
  Page Reference
  Gore and Death**
  Unmolested animal corpse 
  8 (one corpse),  
  0/1 (one corpse),
   
  10 (multiple corpses) 
  1/2 (multiple corpses) 
  Fragile Minds, page 8
  Unmolested human corpse 
  10 (one corpse), 
  0/1d2 (one corpse),
   
  12 (multiple corpses) 
  1/1d2+1 (multiple corpses) 
  Fragile Minds, page 8
  Mutilated animal corpse 
  12 (one corpse), 
  1/1d3 (one corpse),
   
  14 (multiple corpses) 
  2/1d3+1 (multiple corpses) 
  Fragile Minds, page 8
  Mutilated human corpse 
  13 (one corpse), 
  1d2/1d6 (one corpse),
   
  15 (multiple corpses) 
  1d2+1/1d6+1 (multiple corpses) 
  Fragile Minds, page 8
  Injury
  Acid damage 
  — 
  1/2 attack’s damage (rounded down) 
  Spycraft Rulebook, page 334
  Attribute damage from contagion 
  — 
  1 per attribute point lost 
  Spycraft Rulebook, page 335
  Blinded from flash damage 
  — 
  1d4 
  Spycraft Rulebook, page 338
  Collision damage 
  — 
  1/4 attack’s damage (rounded down) 
  Spycraft Rulebook, page 334
  Electrical damage 
  — 
  1/4 attack’s damage (rounded down) 
  Spycraft Rulebook, page 337
  Explosive damage 
  — 
  1d4 + 1/4 attack’s damage (rounded down) 
  Spycraft Rulebook, page 334
  Fire damage 
  — 
  Equal to attack’s damage 
  Spycraft Rulebook, page 313
  Flamethrower attack 
  — 
  Equal to attack’s damage 
  Spycraft Rulebook,, page 313
  Laser damage 
  — 
  1/4 attack’s damage (rounded down) 
  Spycraft Rulebook, page 338
  Rock salt ammunition 
  — 
  1d10 (within 10 ft.) or 1d6 (otherwise) 
  Spycraft Rulebook, page 321
  Sneak attack damage 
  — 
  1 per successful attack 
  Spycraft Rulebook, page 339
  Stunned from bang damage 
  — 
  1d4 
  Spycraft Rulebook, page 321
  Vacuum damage 
  — 
  1/2 attack’s damage (rounded down) 
  Spycraft Rulebook, page 340
  Wound points drop below 0 
  — 
  Equal to negative wound points 
  Spycraft Rulebook, page 17
  NPC Qualities
  Dread 
  — 
  1 per quality grade per failed attack 
  Origin of the Species:
   
   
   
  Light of Olympus, page 14
  Fearsome 
  10 + Threat Level 
  1d4+1 (success) 
  Spycraft Rulebook, page 447
  From beyond** 
  10 + Threat Level 
  1 per quality grade/1d6 per quality grade 
  Fragile Minds, page 17
  Horrific 
  10 + Threat Level 
  2d4+2 (success) 
  Spycraft Rulebook, page 448
  Unnerving 
  — 
  1d4 per grade per unarmed or melee hit 
  Spycraft Rulebook, page 451
  Strangeness**
  Plausible strangeness  
  9 
  0/1 
  Fragile Minds, page 8
  Implausible strangeness  
  15 
  1d4/1d10 
  Fragile Minds, page 8
  Spell use (up to Level 3) 
  15 
  1d4/1d10 
  Fragile Minds, page 8
  Spell use (Levels 4–6) 
  20 
  1d6/2d6 
  Fragile Minds, page 8
  Impossible strangeness  
  21 
  1d8/3d6 
  Fragile Minds, page 8
  Spell use (Levels 7–9) 
  25 
  1d10/4d6 
  Fragile Minds, page 8
  Cosmic strangeness  
  28 
  2d6/6d6 
  Fragile Minds, page 8
  * 
  When two values are listed on either side of a slash, the amount to the left is suffered if the character fails his Will save and the amount on the right  
  is suffered if the character succeeds. 
  ** The GC has a limited ability to spend action dice to increase this stress damage (see the rules in question for details).
  TABLE : COMPILED STRESS DAMAGE (CONT.)
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Source 
  Will Save DC 
  Stress Damage* 
  Page Reference
  Skill Use
  Complex Task pressure 
  Resolve (Con) 
   
  vs. Challenge DC 
  1d6 
  Spycraft Rulebook, page 100
  Acrobatics/Skydiving 
  — 
  1 per 1,000 ft. fallen (with success)
   
   
  or 1 per 100 ft. fallen (with failure) 
  Spycraft Rulebook, page 109
  Manipulate/Harassment 
  vs. Resolve/Resist 
  1d6 + key attribute modifier (min. 1)
   
  Manipulate 
  or 2d6 + key attribute modifier
   
   
  with critical success  
  Spycraft Rulebook, page 138
  Medicine/Therapy 
  — 
  1d6 (error) or 2d6 (critical failure) 
  Spycraft Rulebook, page 143
  Resolve/Morale 
  — 
  Varies per failure and action dice spent 
  Spycraft Rulebook, page 148
  Resolve/R&R 
  — 
  1d4 (error) or 2d4 (critical failure) 
  Spycraft Rulebook, page 143
  Triumph 
  — 
  1d10 (special character)
   
   
  or 2d10 (special character) 
  Spycraft Rulebook, page 331
  Subplots
  Debt 
  — 
  2d4 at end of each scene 
  Spycraft Rulebook, page 55
  Violence**
  Brutality  
  11 (performed by others), 
  1/1d3 (performed by others), 
   
  13 (performed by character) 
  3/1d3+2 (performed by character) 
  Fragile Minds, page 8
  Minor atrocity  
  14 (performed by others), 
  1d3/1d8 (performed by others), 
   
  16 (performed by character) 
  1d3+2/1d8+2 (performed by character) 
  Fragile Minds, page 8
  Moderate atrocity  
  19 (performed by others), 
  1d6/2d6 (performed by others), 
   
  21 (performed by character) 
  1d6+2/2d6+2 (performed by character) 
  Fragile Minds, page 8
  Major atrocity  
  23 (performed by others), 
  1d10/4d6 (performed by others), 
   
  25 (performed by character) 
  1d10+2/4d6+2 (performed by character) 
  Fragile Minds, page 8
  * 
  When two values are listed on either side of a slash, the amount to the left is suffered if the character fails his Will save and the amount on the right  
  is suffered if the character succeeds. 
  ** The GC has a limited ability to spend action dice to increase this stress damage (see the rules in question for details).
  TABLE : COMPILED STRESS DAMAGE (CONT.)
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  Source 
  Will Save DC 
  Stress Damage Healed 
  Page Reference
  Cosmic Horror Victories
  Defeating a creature 
  — 
  1/10 creature’s XP value (rounded up) 
  Fragile Minds, page 9
  Staving off evil 
  — 
  Varies per victory 
  Fragile Minds, page 9
  Events
  Moment of clarity 
  — 
  Ignore stress damage effects for a number of 
   
   
  rounds equal to action die result (in combat)
   
   
  or minutes equal to action die result (otherwise) 
  Fragile Minds, page 15
  Interests
  Indulging an Interest (1+ hrs.) 
  — 
  Twice normal healing rate 
  Spycraft Rulebook, page 53
  Natural Healing*
  Shaken I condition 
  — 
  1 point per minute 
  Spycraft Rulebook, page 339
  Shaken II condition 
  — 
  1 point per 10 minutes 
  Spycraft Rulebook, page 339
  Shaken III condition 
  — 
  1 point per hour 
  Spycraft Rulebook, page 339
  Shaken IV condition 
  — 
  1 point per day 
  Spycraft Rulebook, page 339
  Drained condition 
  — 
  1 point per week 
  Spycraft Rulebook, page 339
  Skill Use
  Medicine/Therapy 
  — 
  1d6 + Wisdom modifier (min. 1)
   
   
  or 2d6 + Wisdom modifier (critical success) 
  Spycraft Rulebook, page 143
  Resolve/R&R 
  — 
  1d4 (success) or 2d4 (critical success) 
  Spycraft Rulebook, page 149
  * 
  Natural healing may not occur while a Table of Sproing result is in effect (see Fragile Minds, page 4). 
  TABLE : COMPILED STRESS RECOvERY
  
  spycraft 2.0 | introduction
  
  FRAGILE MINDS
  open gAMing liCense
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc (“Wizards”). All Rights Reserved.
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  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. 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.
  open gAMe Content
  This release of Fragile Minds is done under version 1.0a of the Open Game License and the 
  draft version of the d20 System Trademark License, d20 System Trademark Logo Guide and System 
  Reference Document by permission of Wizards of the Coast. Subsequent releases of this document 
  will incorporate final versions of the license, guide and document.
  Crafty Games’ intention is to open up as much of Fragile Minds  as possible to be used as 
  Open Game Content (OGC), while maintaining Product Identity (PI) to all aspects of the Spycraft 
  intellectual property. Publishers who wish to use the OGC materials from this release are encour-
  aged to contact pat@crafty-games.com if they have any questions or concerns about reproducing 
  material from Fragile Minds in other OGL works. Crafty Games would appreciate anyone using OGC 
  material from Fragile Minds in other OGL works to kindly reference Fragile Minds as the source of 
  that material within the text of their work. Open Game Content may only be used under and in 
  accordance with the terms of the OGL as fully set forth in the opposite column.
  DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product 
  Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all 
  Spycraft logos and identifying marks and trade dress, including all Spycraft product and product 
  line names including but not limited to The Spycraft 2.0 Rulebook, Bag Full of Guns, The Crucible, 
  Farthest Star, Flags, Origin of the Species, Light of Olympus, Practice Makes Perfect, Fragile Minds, 
  Shatterpunk, Ten Thousand Bullets, the Toolkit series, World on Fire, The Spycraft Espionage 
  Handbook, Control Screen, Agency Guide, Battlegrounds Sourcebook, Mastermind Guide, Modern 
  Arms Guide, Faceman/Snoop Class Guide, Fixer/Pointman Class Guide, Soldier/Wheelman Class 
  Guide, Season Book #1: Gentleman’s Agreement and all subsequent Season Books, 1960s Decade 
  Book and all subsequent Decade Books, The Shadowforce Archer Worldbook, The African Alliance 
  Chamber Book, The Archer Foundation Chamber Book, The Company Chamber Book, The European 
  Commonwealth Chamber Book, The Guardians of the Whispering Knife Chamber Book, The Pan-
  Asian Collective Chamber Book, The Room 39 Chamber Book, The Russian Confederacy Chamber 
  Book, and all subsequent Chamber Books, The Hand of Glory Threat Book, The P.E.R.I.L. Threat 
  Book, The Shop Threat Book, and all subsequent Threat Books, website support materials (includ-
  ing, but not limited to, all free game support items such as Living Spycraft. Shadowforce Archer, 
  and other setting missions and the Errata and Master Rules Documents), and all Spycraft logos; 
  any elements of any Spycraft setting, including but not limited to capitalized names, organization 
  names, Faction names, project names, code names, characters, gadgets, historic events, and 
  organizations; any and all stories, storylines, plots, thematic elements, documents within the 
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  designs, depictions, illustrations, maps and cartography, likenesses, and poses, except such ele-
  ments that already 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.]
  DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above,  
  all portions of Fragile Minds are designated as Open Gaming Content.
  USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of Crafty 
  Games to add all classes, skills, feats, gear, and NPC statistics contained in this volume to the 
  canon of Open Game Content for free use pursuant to the Open Game License by future Open 
  Game publishers.
  Some of the portions of this product which are delineated OGC originate from the System 
  Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC 
  portions of this book are hereby added to Open Game Content and if so used, should bear the 
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SOURCE: textdata/thevault/Spycraft/Spycraft 2e - Fragile Minds (screen).pdf