TEXT: 
  PRATICE MAKES PERFECT
  
  spycraft 2.0 | introduction
  
  PRATICE MAKES PERFECT
  IntroductIon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .2
  AdvAnced ActIons And trIcks .  .  .2
  BAsIc coMBAt FeAts  .  .  .  .  .  .  .  .  .  .  .  . 9
  MeLee coMBAt FeAts .  .  .  .  .  .  .  .  .  .  .  . 9
  rAnGed coMBAt FeAts  .  .  .  .  .  .  .  .  .  . 9
  unArMed coMBAt FeAts  .  .  .  .  .  .  . 10
  Crafty Games Product Number: CFT-20204
  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
  wrItInG
  Scott Gearin
  AddItIonAL MAterIAL
  Alex Flagg
  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 
  prActIce MAkes perFect
  An AdvAnCEd CoMbAT RESouRCE FoR SPyCRAFT 2.0
  
  spycraft 2.0 | introduction
  2
  PRATICE MAKES PERFECT
  IntroductIon
  Welcome to Practice Makes Perfect, a collection of character 
  options developed to make your fights more flexible and offer com-
  batants new ways to express their own personality in battle. While 
  a number of exciting new feats are presented, this volume focuses 
  primarily on a resource available to all characters: weapon proficien-
  cies. Normally, characters gain weapon proficiencies throughout their 
  careers, becoming comfortable with more and more types of weapons 
  as they gain levels. Through fortes, characters can hone this ability, 
  mastering various weapon types rather than familiarizing themselves 
  with all. Practice Makes Perfect offers a new way to use these profi-
  ciencies: Advanced Actions and Tricks.
  AdvAnced ActIons 
  And trIcks
  In addition to the actions and tricks described in the Combat chap-
  ter of the Spycraft 2.0 Rulebook, characters may “spend” weapon 
  proficiencies to purchase advanced actions and tricks. Each new 
  action or trick costs 1 weapon proficiency.
  For more about actions and tricks, see the Spycraft 2.0 Rulebook, 
  page 352.
  new ActIon tAGs
  The following new tags apply to actions and tricks presented in 
  this volume.
  Forte (FOR): A character may only apply this action or trick 
  when using a weapon for which he possesses the appropriate forte. 
  Grapple, Kick, and unarmed actions and tricks possessing this tag 
  require the Unarmed forte.
  Owner (OWN): A character may only apply take this action or apply 
  this trick when using a weapon that is part of his Possessions. Likewise, 
  if the character wishes to use this action or trick when using a weapon 
  that enhances a Grapple, Kick, or unarmed attack (such as a garrote or 
  brass knuckles), that weapon must be part of his Possessions.
  “0 dAMAGe”
  When an action or trick causes a successful attack to inflict 0 dam-
  age, the attack is still considered to have taken place and triggers 
  any additional effects normally. A select handful of tricks and feats, 
  such as Check-Fire and One Blow, negate the targeted action, which 
  naturally prevents additional effects.
  ArMored AssurAnce 
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +0
  You gain a +2 morale bonus with your attack check when your 
  opponent’s armor (if any) grants less DR against hurled, melee, and 
  unarmed attacks than your own.
  Arrow cuttInG 
  (InITIATIvE ACTIon; FoRTE)
  1 Free Action • Error Range +0
  While armed with a melee weapon, once per round after you’ve been 
  hit by a hurled attack but before damage is rolled, you may attempt 
  to ‘cut the projectile from the air.’ Make a Reflex save (DC equal to 
  the attack check result). With success, the damage decreases to 1/2 
  standard (rounded up) if the attack was a threat or critical hit, or 0 if it 
  was not. You may take this action a number of times per combat equal 
  to the number of Melee Combat feats you possess (minimum 1).
  AskInG For trouBLe
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +1
  After an opponent successfully attacks you, you may gain a +2 
  morale bonus to your next attack’s damage against the same oppo-
  nent. This opportunity is lost at the end of the current combat if not 
  used before then. You may use this trick a number of times per session 
  equal to the number of Melee Combat feats you possess (minimum 1).
  BLock
  (InITIATIvE ACTIon)
  1 Free Action • Error Range +0
  Once per round when you have at least 1 hand empty and are not 
  flat-footed, after you’ve been hit by a melee or unarmed attack and 
  before damage is rolled, you may attempt a ‘block.’ Make a Fortitude 
  save (DC equal to the attack check result). With success, the attack’s 
  damage decreases to 1/2 standard (rounded up) if the attack was a 
  threat or critical hit, or 0 if it was not. You may take this action a 
  number of times per combat equal to the number of Unarmed Combat 
  feats you possess (minimum 1).
  Beyond promoting player creativity, advanced actions and 
  tricks also provide the GC with an excellent tool for creating 
  memorable NPC challenges. The ability to “take back” damage 
  with the Merciful Fist action allows the GC to go all-out when 
  a named NPC needs to establish his credibility with the players. 
  The NPC can beat a player character senseless without leaving 
  the character crippled for the rest of the scene, or even the mis-
  sion. Damage-enhancing tricks like Make It Count and Asking 
  for Trouble can give a lightly armed opponent a bigger bite 
  or convey a sense of competence or intense training the NPC 
  might otherwise lack. One Swing gives an NPC the chance to 
  dance around the team, taunting them that they’re outclassed, 
  before unloading a single massive attack to gets the players’ 
  complete attention.
  In order to grant an NPC one or more advanced actions or 
  tricks, simply apply the following NPC quality.
  Advanced Combat (+1 XP per advanced action or trick): 
  This NPC benefits from narrowly tailored combat training 
  (e.g. weapon specialists, assassins). Each time this quality is 
  applied, the NPC gains 1 advanced action or trick. The maximum 
  combined number of advanced actions and tricks that may be 
  granted to each NPC is equal to the NPC’s attack statistic (which 
  ranges from 1 to 10). In a stat block, all of the NPC’s advanced 
  actions and tricks follow this quality in parentheses.
  buIldInG A bETTER bAd Guy
  
  spycraft 2.0 | introduction
  
  PRATICE MAKES PERFECT
  cAnny GrAB
  (GRAPPlE TRICK; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute your 
  Intelligence modifier in place of your Strength modifier when making 
  this grapple check.
  cAnny shot
  (RAnGEd ATTACK TRICK; ownER)
  1 Free Action • Error Range +0
  If your Dexterity score is 13 or higher, you may substitute your 
  Intelligence modifier in place of your Dexterity modifier when making 
  this attack check.
  cAnny swInG
  (MElEE ATTACK TRICK; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute your 
  Intelligence modifier in place of your Strength modifier when making 
  this attack check.
  concussIve shot
  (RAnGEd ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +1
  If attacking with a 2-handed ranged weapon, you may reduce the 
  damage inflicted by 2 to grant the weapon the knockdown quality for 
  the duration of this attack. 
  deceptIve GrAB
  (GRAPPlE TRICK; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute your 
  Charisma modifier in place of your Strength modifier when making 
  this grapple check.
  deceptIve swInG
  (MElEE ATTACK TRICK; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute your 
  Charisma modifier in place of your Strength modifier when making 
  this attack check.
  decIsIve BLow
  (KICK/unARMEd ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +1
  You gain a bonus to this attack’s damage equal to your opponent’s 
  dodge bonus to Defense. You may apply this trick a number of times 
  per combat equal to the number of Unarmed Combat feats you pos-
  sess (minimum 1).
  decIsIve swInG
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +1
  If attacking with a 1-handed melee weapon, you gain a bonus to 
  damage equal to your opponent’s dodge bonus to Defense. You may 
  apply this trick a number of times per combat equal to the number of 
  Melee Combat feats you possess (minimum 1).
  deFt GrAB
  (GRAPPlE TRICK; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute your 
  Dexterity modifier in place of your Strength modifier when making 
  this grapple check.
  deFt swInG
  (MElEE ATTACK TRICK; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute your 
  Dexterity modifier in place of your Strength modifier when making 
  this attack check.
  deterMIned GrAB
  (GRAPPlE TRICK; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute your 
  Constitution modifier in place of your Strength modifier when making 
  this grapple check.
  deterMIned swInG
  (MElEE ATTACK TRICK; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute your 
  Constitution modifier in place of your Strength modifier when making 
  this attack check.
  dIsruptInG shot
  (TIRE TRICK — + ShoT; FoRTE)
  1 Free Action • Error Range +1
  You may use a ranged weapon to make a Tire action targeting an 
  opponent within CQB Range. Your Resolve check loses the Armor 
  Check Penalty tag during this action. This trick uses 1 shot.
  dIstrActInG shot
  (FEInT TRICK — + ShoT; FoRTE)
  1 Free Action • Error Range +1
  You may use a ranged weapon to make a Feint action targeting 
  an opponent within CQB Range. Your Sleight of Hand check loses the 
  Vision and Hands-On tags during this action. This trick uses 1 shot.
  exhIBItIon shootInG
  (RAnGEd ATTACK ACTIon)
  1 Free Action • Error Range +0
  Once per round, when you’re not in combat and have made 2 
  standard ranged attacks against objects or scenery during the current 
  round, you may make 1 additional final ranged attack targeting an 
  object or piece of scenery as a free action. If your base attack bonus 
  is +7 or higher, you may take this action up to twice per round.
  expLoIt vuLnerABILIty
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +1
  If your target has no armor or shield, this attack gains the keen (8) 
  quality. You may apply this trick a number of times per session equal 
  to the number of Melee Combat feats you possess (minimum 1).
  
  spycraft 2.0 | introduction
  
  PRATICE MAKES PERFECT
  GunsLInGer’s speed
  (InITIATIvE ACTIon)
  1 Free Action • Error Range +0
  Once per round when an opponent within CQB Range takes a 
  Regroup action or spends an action die to increase his Initiative 
  Count, your Initiative Count increases by 1d6. You may apply this trick 
  a number of times per session equal to the number of Ranged Combat 
  feats you possess (minimum 1).
  GunsLInGer’s venGeAnce
  (RAnGEd ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +1
  After an opponent attacks and misses you, you may gain a +2 
  morale bonus to damage with your next attack against him. This 
  opportunity is lost at the end of the current combat if not used before. 
  You may use this trick a number of times per session equal to the 
  number of Ranged Combat feats you possess (minimum 1).
  Ice wAter In your veIns
  (InITIATIvE ACTIon)
  1 Free Action • Error Range +0
  Once per round when you are not flat-footed, after you’ve been 
  hit by a ranged attack and before damage is rolled, you may attempt 
  to ‘shrug it off.’ Make a Will save (DC equal to the attack check 
  result). With success, the attack’s damage decreases to 1/2 standard 
  (rounded up) if the attack was a threat or critical hit, or 0 if it was not. 
  You may take this action a number of times per combat equal to the 
  number of Ranged Combat feats you possess (minimum 1).
  JuMp At shAdows
  (TAunT TRICK — + ShoT; FoRTE)
  1 Free Action • Error Range +1
  You may use a ranged weapon to confuse your target while taunting 
  them. Your Taunt check loses the Language tag for this action but this 
  trick uses 1 shot. If your Taunt action succeeds, you also gain a +4 bonus 
  to your Defense against the target until he makes a successful attack 
  against you or until the current combat ends (whichever comes first).
  MAke It count
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +1
  After an opponent attacks and misses you, you may gain a +2 
  morale bonus to damage with your next attack against that opponent. 
  This opportunity is lost at the end of the current combat if not used 
  before. You may use this trick a number of times per session equal to 
  the number of Melee Combat feats you possess (minimum 1).
  MercIFuL FIst
  (InITIATIvE ACTIon)
  1 Free Action • Error Range +0
  You may choose to track the damage you inflict against special char-
  acters with your unarmed attacks. If you do so, once per scene, you may 
  use this action to target a living special character you’ve damaged with 
  your unarmed attacks during the current scene. Your attacks against the 
  chosen character are revealed to have been more cosmetic than lethal 
  and the character immediately recovers from all lethal damage inflicted 
  by your unarmed attacks. If these attacks caused you to suffer exposure, 
  the exposure penalty decreases to 1/2 standard (rounded up).
  MIx-up
  (TRICK)
  1 Free Action • Error Range +0
  Choose one of the following actions when you gain this trick: 
  Anticipate, Bull Rush, Disarm, Diversion, Feint, Grapple, Kick, Pummel, 
  Taunt, Threaten, Tire, or Trip. Once per round, when you have not 
  taken the chosen action during the last 3 rounds, you may take the 
  chosen action, gaining a +3 morale bonus with the first attack or skill 
  check made as part of the action.
  Special: You may purchase this trick multiple times, choosing a dif-
  ferent action each time. Each action is tracked separately (i.e. when 
  you have the Mix-Up (Anticipate) and Mix-Up (Feint) tricks, taking the 
  Anticipate action during the last 3 rounds does not prevent you from 
  applying the trick to the Feint action).
  one BLow
  (unARMEd ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +2
  You may only apply this trick when attacking an opponent who has 
  attacked you at least once during the current combat. If your attack 
  is successful, you may negate it, inflicting no damage. Your attack 
  triggers no reactions. Instead, you may roll and set aside 1d6. The 
  maximum number of dice you may set aside with this trick is equal to 
  your starting action dice.
  Each time you hit the same opponent again with an unarmed 
  attack, you may add any combination of the saved dice to the attack’s 
  damage result. 
  All saved dice are lost when you use any number of them, attack a 
  different opponent, or the current combat ends (whichever comes first). 
  one shot
  (RAnGEd ATTACK TRICK – no ShoTS; 
  FoRTE)
  1 Free Action • Error Range +2
  You may only apply this trick when attacking an opponent who has 
  attacked you at least once during the current combat. If your attack 
  is successful, you may negate it, inflicting no damage. Your attack 
  triggers no reactions and consumes no ammunition. Instead, you may 
  roll and set aside 1d6. The maximum number of dice you may set aside 
  with this trick is equal to your starting action dice.
  Each time you hit the same opponent again with a ranged attack, 
  you may add any combination of the saved dice to the attack’s dam-
  age result. 
  All saved dice are lost when you use any number of them, attack a dif-
  ferent opponent, or the current combat ends (whichever comes first). 
  one strIke
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +2
  You may only apply this trick when attacking an opponent who has 
  attacked you at least once during the current combat. If your attack 
  is successful, you may negate it, inflicting no damage. Your attack 
  triggers no reactions. Instead, you may roll and set aside 1d6. The 
  maximum number of dice you may set aside with this trick is equal to 
  your starting action dice.
  Each time you hit the same opponent again with a melee attack, 
  you may add any combination of the saved dice to the attack’s dam-
  age result. 
  
  spycraft 2.0 | introduction
  
  PRATICE MAKES PERFECT
  All saved dice are lost when you use any number of them, 
  attack a different opponent, or the current combat ends (which-
  ever comes first). 
  onLy FLesh wounds
  (InITIATIvE ACTIon)
  1 Free Action • Error Range +0
  You may choose to track the damage you inflict against 
  special characters with your melee attacks. If you do so, once per 
  scene, you may use this action to target a living special character 
  you’ve damaged with a melee weapon during the current scene. 
  Your attacks against the chosen character are revealed to have 
  been more cosmetic than lethal and the character immediately 
  recovers from all lethal damage inflicted by your weapon. If 
  these attacks caused you to suffer exposure, the exposure 
  penalty decreases to 1/2 standard (rounded up).
  pArry
  (InITIATIvE ACTIon; FoRTE)
  1 Free Action • Error Range +0
  Once per round when you are not flat-footed, after you’ve 
  been hit by a melee or unarmed attack and before damage is 
  rolled, you may attempt to ‘parry.’ Make a Reflex save (DC equal 
  to the attack check result). With success, the attack’s damage 
  decreases to 1/2 standard (rounded up) if the attack was a 
  threat or critical hit, or 0 if it was not. You may take this action 
  a number of times per combat equal to the number of Ranged 
  Combat feats you possess (minimum 1).
  pArtInG sALvo
  (RAnGEd ATTACK ACTIon —  ShoT; 
  FoRTE)
  1 Free Action • Error Range +2
  Once per round when an opponent you’ve attacked at least 
  once during the current combat moves from within 30 ft. of you 
  to farther than 30 ft. of you, you may immediately make 1 final 
  ranged attack against that opponent. This attack occurs before 
  the opponent’s move action. If the opponent is able, he com-
  pletes his move action after your attack. After taking this action, 
  you become flat-footed. You may apply this trick a number of 
  times per combat equal to the number of Ranged Combat feats 
  you possess (minimum 1).
  perceptIve GrAB
  (GRAPPlE TRICK; FoRTE; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute 
  your Wisdom modifier in place of your Strength modifier for this 
  grapple check.
  perceptIve shot
  (RAnGEd ATTACK TRICK; FoRTE; 
  ownER)
  1 Free Action • Error Range +0
  If your Dexterity score is 13 or higher, you may substitute 
  your Wisdom modifier in place of your Dexterity modifier for this 
  attack check.
  perceptIve swInG
  (MElEE ATTACK TRICK; FoRTE; ownER)
  1 Free Action • Error Range +0
  If your Strength score is 13 or higher, you may substitute 
  your Wisdom modifier in place of your Strength modifier for this 
  attack check.
  powerFuL swInG
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +0
  Once per round after you make a successful attack with a 
  2-handed melee weapon, you may roll the resulting damage 
  twice, keeping the result you prefer. However, until the start 
  of your Initiative Count during the following round, the threat 
  range of each attack made against you by an opponent able to 
  inflict critical hits increases by 3. Further, each character who 
  can’t normally activate threats scored against you may do so 
  during this time.
  prActIced BLow
  (KICK/unARMEd ATTACK ACTIon; 
  FoRTE; ownER)
  1 Full Action • Error Range +0
  At the start of each combat, after rolling initiative, you may 
  roll 1d20 and set it aside. Once during this combat, you may 
  make a Kick or standard unarmed attack using that d20 instead 
  of rolling an attack check. You may not activate a threat scored 
  with this attack check or spend action dice to increase its 
  result.
  prActIced shot
  (RAnGEd ATTACK ACTIon; FoRTE; 
  ownER)
  1 Full Action • Error Range +0
  At the start of each combat, after rolling initiative, you may 
  roll 1d20 and set it aside. Once during this combat, you may 
  make a standard ranged attack using that d20 instead of rolling 
  an attack check. You may not activate a threat scored with this 
  attack check or spend action dice to increase its result.
  prActIced swInG
  (MElEE ATTACK ACTIon; FoRTE; 
  ownER)
  1 Full Action • Error Range +0
  At the start of each combat, after rolling initiative, you may 
  roll 1d20 and set it aside. Once during this combat, you may 
  make a standard melee attack using that d20 instead of rolling 
  an attack check. You may not activate a threat scored with this 
  attack check or spend action dice to increase its result.
  rAGGed wound
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +1
  You may decrease the damage you inflict by 2 to grant your 
  weapon the bleed quality for this attack.
  
  spycraft 2.0 | introduction
  
  PRATICE MAKES PERFECT
  rendInG AttAck
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +1
  Once per round when you successfully attack an opponent 
  with two different 1-handed melee weapons and both attacks 
  hit, the second attack inflicts an amount of additional damage 
  equal to 2 + the number of Melee Combat feats you possess. 
  You may use this trick a number of times per session equal to the 
  number of Melee Combat feats you possess (minimum 1).
  return the FAvor
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +0
  You gain a +2 morale bonus to damage when attacking an 
  opponent who has spent 1 or more action dice since the end of 
  your most recent Initiative Count.
  sudden BLow
  (unARMEd ATTACK ACTIon; FoRTE)
  1 Free Action • Error Range +2
  Once per round, you may immediately make 1 final unarmed 
  attack against an adjacent opponent who has just missed you 
  with an attack. With a hit, this attack does not inflict its standard 
  damage; rather, it inflicts an amount of lethal damage equal to 
  1d6 + the number of Unarmed Combat feats you possess. You 
  may apply this trick a number of times per session equal to the 
  number of Unarmed Combat feats you possess (minimum 1).
  surGIcAL shootIst
  (RAnGEd ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +0
  You may ignore the effects of the imprecise quality. Further, 
  the value of your weapon’s inaccurate quality, if any, decreases 
  by 2 (minimum 0).
  tArGet shootInG
  (RAnGEd ATTACK TRICK)
  1 Free Action • Error Range +0
  When you’re not in combat, you gain a +2 bonus with your 
  attack checks made against objects or scenery. This bonus 
  increases to +4 if you possess the appropriate forte for the 
  weapon you’re using.
  toppLInG swInG
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +0
  Each time you hit an opponent with a 2-handed melee weapon, 
  the target suffers a cumulative –1 penalty to Defense. This penalty 
  lasts until the opponent takes a movement action or the current 
  combat ends (whichever comes first).
  trIuMphAnt swInG
  (MElEE ATTACK TRICK; FoRTE; ownER)
  1 Free Action • Error Range +3
  When you hit a special character opponent with a melee 
  attack, you recover 1d6 vitality. If you miss, you become flat-
  footed at the end of your current Initiative Count. You may apply 
  this trick a number of times per session equal to the number of 
  Melee Combat feats you possess (minimum 1).
  venGeFuL shot
  (RAnGEd ATTACK ACTIon —  ShoT; 
  FoRTE)
  1 Free Action • Error Range +2
  Once per round when you’re hit by an opponent within CQB 
  Range, you may immediately make 1 final ranged attack against 
  that opponent. This attack is resolved after the opponent makes 
  his attack but before he rolls damage. Each time you apply this 
  trick, you become flat-footed. You may apply this trick a number 
  of times per session equal to the number of Ranged Combat 
  feats you possess (minimum 1).
  venGeFuL swInG
  (MElEE ATTACK ACTIon; FoRTE)
  1 Free Action • Error Range +2
  Once per round when you’re hit by an adjacent opponent, you 
  may immediately make 1 final melee attack against that oppo-
  nent. This attack is resolved after the opponent makes his attack 
  but before he rolls damage. You may apply this trick a number 
  of times per session equal to the number of Melee Combat feats 
  you possess (minimum 1).
  veterAn’s AIM
  (RAnGEd ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +0
  If your target has a lower Career Level or Threat Level than 
  yours, you gain a +2 morale bonus with this attack check.
  veterAn’s swInG
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +0
  If your target has a lower Career Level or Threat Level than 
  yours, you gain a +2 morale bonus with this attack check.
  vIctorIous strIke
  (MElEE ATTACK TRICK; FoRTE)
  1 Free Action • Error Range +2
  When you hit an opponent with your first melee attack of a 
  combat, you gain a number of temporary vitality points equal to 
  2× the number of Melee Combat feats you possess (minimum 1). 
  These points last until the end of the current combat.
  
  spycraft 2.0 | introduction
  
  PRATICE MAKES PERFECT
   
  Error
  Action 
  Time 
  Shots 
  Range 
  Effect
  Attack Actions
  Exhibition Shooting 
  1 free action 
  1 
  +0 
  Final attack while not in combat
  Parting Salvo 
  1 free action 
  1 
  +2 
  Final attack vs. escaping opponent
  Practiced Blow 
  1 full action 
  — 
  +0 
  Pre-roll unarmed attack
  Practiced Shot 
  1 full action 
  1 
  +0 
  Pre-roll ranged attack
  Practiced Swing 
  1 full action 
  — 
  +0 
  Pre-roll melee attack
  Sudden Blow 
  1 free action 
  — 
  +2 
  Final attack vs. opponent that missed you
  Vengeful Shot 
  1 free action 
  1 
  +2 
  Final attack vs. opponent that hit you
  Vengeful Swing 
  1 free action 
  — 
  +2 
  Final attack vs. opponent that hit you
  Initiative Actions
  Arrow Cutting 
  1 free action 
  — 
  +0 
  Reflex save to decrease hurled damage
  Block 
  1 free action 
  — 
  +0 
  Fort save to decrease melee/unarmed damage
  Gunslinger’s Speed 
  1 free action 
  — 
  +0 
  Gain +1d6 Initiative when opponent increases their Initiative
  Ice Water in your Veins 
  1 free action 
  — 
  +0 
  Will save to decrease ranged damage
  Merciful Fist 
  1 free action 
  — 
  +0 
  Undo all unarmed damage you have inflicted on one opponent
  Only Flesh Wounds 
  1 free action 
  — 
  +0 
  Undo all melee damage you have inflicted on one opponent
  Parry 
  1 free action 
  — 
  +0 
  Reflex save to decrease melee/unarmed damage
  General Tricks
  Mix-Up 
  1 free action 
  — 
  +0 
  Change tactics to gain +3 bonus
  Feint Tricks
  Distracting Shot 
  1 free action 
  1 
  +1 
  Ranged Feint (up to CQB Range)
  Grapple Tricks
  Canny Grab 
  1 free action 
  — 
  +0 
  Use Int bonus for grapple check
  Deceptive Grab 
  1 free action 
  — 
  +0 
  Use Cha bonus for grapple check
  Deft Grab 
  1 free action 
  — 
  +0 
  Use Dex bonus for grapple check
  Determined Grab 
  1 free action 
  — 
  +0 
  Use Con bonus for grapple check
  Perceptive Grab 
  1 free action 
  — 
  +0 
  Use Wis bonus for grapple check
  Kick/Unarmed Tricks
  Decisive Blow 
  1 free action 
  — 
  +1 
  Damage bonus = opponent’s dodge bonus to Defense
  One Blow 
  1 free action 
  — 
  +2 
  Build up unarmed attack damage
  TAblE : AdvAnCEd ACTIonS And TRICKS
  
  spycraft 2.0 | introduction
  
  PRATICE MAKES PERFECT
   
  Error
  Action 
  Time 
  Shots 
  Range 
  Effect
  Melee Tricks
  Armored Assurance 
  1 free action 
  — 
  +0 
  +2 morale bonus with attack vs. less armored foes
  Asking for trouble 
  1 free action 
  — 
  +1 
  +2 damage vs. opponent who hit you
  Canny Swing 
  1 free action 
  — 
  +0 
  Use Int bonus for melee attack check
  Deceptive Swing 
  1 free action 
  — 
  +0 
  Use Cha bonus for melee attack check
  Decisive Swing 
  1 free action 
  — 
  +1 
  Damage bonus = opponent’s dodge bonus to Defense
  Deft Swing 
  1 free action 
  — 
  +0 
  Use Dex bonus for melee attack check
  Determined Swing 
  1 free action 
  — 
  +0 
  Use Con bonus for melee attack check
  Exploit Vulnerability 
  1 free action 
  — 
  +1 
  Keen (8) vs. unarmored foe
  Make it Count 
  1 free action 
  — 
  +1 
  +2 damage vs. opponent who missed you
  One Strike 
  1 free action 
  — 
  +2 
  Build up melee attack damage
  Perceptive Swing 
  1 free action 
  — 
  +0 
  Use Wis bonus for melee attack check
  Powerful Swing 
  1 free action 
  — 
  +0 
  Suffer increased threat range to roll damage twice
  Ragged Wound 
  1 free action 
  — 
  +1 
  Reduce damage to gain bleed quality
  Rending Attack 
  1 free action 
  — 
  +1 
  Inflict extra damage with two 1-handed weapons
  Return the Favor 
  1 free action 
  — 
  +0 
  +2 damage vs. opponents who spent action dice
  Toppling Swing 
  1 free action 
  — 
  +0 
  Target’s Defense reduced until they move
  Triumphant Swing 
  1 free action 
  — 
  +3 
  Recover 1d6 vitality after successful melee attack
  Veteran’s Swing 
  1 free action 
  — 
  +0 
  +2 attack bonus vs. lower-level opponent
  Victorious Strike 
  1 free action 
  — 
  +2 
  Hit with first attack to gain bonus vitality
  Ranged Tricks
  Canny Shot 
  1 free action 
  +0 
  +0 
  Use Int bonus for ranged attack check
  Concussive Shot 
  1 free action 
  +0 
  +1 
  Decrease damage to gain knockdown quality
  Gunslinger’s Vengeance 
  1 free action 
  +0 
  +1 
  +2 damage vs. opponent who missed you
  One Shot 
  1 free action 
  None 
  +2 
  Build up ranged attack damage
  Perceptive Shot 
  1 free action 
  +0 
  +0 
  Use Wis bonus for ranged attack check
  Surgical Shooter 
  1 free action 
  +0 
  +0 
  Ignore imprecise quality and reduce inaccurate quality
  Target Shooting 
  1 free action 
  +0 
  +0 
  +4 attack bonus while not in combat
  Veteran’s Aim 
  1 free action 
  +0 
  +0 
  +2 attack bonus vs. lower-level opponent
  Taunt Tricks
  Jump at Shadows 
  1 free action 
  +1 
  +1 
  +4 morale bonus to Defense while taunting
  Tire Tricks
  Disrupting Shot 
  1 free action 
  1 
  +1 
  Ranged Tire (up to CQB Range)
  TAblE : AdvAnCEd ACTIonS And TRICKS (ConT.)
  
  spycraft 2.0 | introduction
  
  PRATICE MAKES PERFECT
  BAsIc coMBAt FeAts
  For more about Basic Combat feats, see page 172 of the 
  Spycraft 2.0 Rulebook.
  BAG oF trIcks
  Now for something completely different!
  Benefit: You gain 3 different Mix-Up tricks (see page 4).
  FeArsoMe GLAre
  “Mess with me and I will kill you.”
  Prerequisites: Intimidate 10+ ranks.
  Benefit: You gain DR 2/— against each attack made by an 
  opponent whose Intimidate (Str) bonus is lower than your own.
  tIGhtenInG GuArd
  Better pick up the pace. This is getting serious.
  Prerequisites: Special and player characters only.
  Benefit: You gain a +2 morale bonus to Defense and your 
  Speed increases by 5 ft. while your current vitality points are 
  equal to or less than 1/2 your maximum (rounded up).
  MeLee coMBAt 
  FeAts
  For more about Melee Combat feats, see page 176 of the 
  Spycraft 2.0 Rulebook.
  BLAde MAster
  Your blade sharply matches your wits.
  Prerequisites: Str 13+, forte (Edged and Exotic (Edged)).
  Benefit: Choose one of the following weapon categories: axe, 
  knife, polearm, spear, or sword. When you make an attack with 
  a weapon in the chosen category, the weapon’s base damage 
  increases by 5. Further, when one of your attacks with a weapon 
  in the chosen category would normally kill your target, you may 
  immediately make a second attack check against the target’s 
  Defense. With a hit, the triggering attack inflicts no damage and 
  the opponent instead becomes unconscious for 1d4 minutes. 
  Special: You may choose this feat multiple times, each time 
  gaining its benefits with a different weapon category.
  crushInG MAster
  Ever see a man’s skeleton turned into jelly?
  Prerequisites: Str 13+, forte (Blunt and Exotic (Blunt)).
  Benefit: Choose one of the following weapon categories: 
  club, flail, hammer, staff, or whip. When you make an attack 
  with a weapon in the chosen category, the weapon’s base dam-
  age increases by 5. Further, when one of your attacks with a 
  weapon in the chosen category would normally kill your target, 
  you may immediately make a second attack check against their 
  Defense. With a hit, the triggering attack inflicts no damage and 
  the opponent instead becomes unconscious for 1d4 minutes. 
  Special: You may choose this feat multiple times, each time 
  gaining its benefits with a different weapon category. 
  no one sAw thAt
  You’ve practiced enough that fear of lopping your own limbs 
  off is a distant memory.
  Prerequisites: Blunt, Edged, Exotic (blunt) and Exotic (edged) 
  Proficiency.
  Benefit: Your error range with melee attacks decreases by 1 
  (minimum 1). 
  Further, once per round when you roll a natural 1 with a melee 
  attack check and no one activates the error, you may re-roll the 
  check. If you do so, you become flat-footed at the end of your 
  current Initiative Count. 
  Finally, when one of your melee attacks misses by 4 or less 
  and you do not score an error, you may negate the attack. The 
  attack triggers no reactions. 
  rAnGed coMBAt 
  FeAts
  For more about Ranged Combat feats, see page 180 of the 
  Spycraft 2.0 Rulebook.
  BLAst MAster
  You have a disturbing aptitude for using high explosives at 
  point blank range…
  Prerequisites: Forte (Explosives and Indirect).
  Benefit: You gain a bonus with Reflex saves made to resist 
  blast damage equal to the number of Ranged Combat feats 
  you possess. Further, when you make a successful Reflex save 
  to resist the damage of an explosive you set, you suffer no 
  damage.
  check-FIre 
  You always wait until you can see the whites of their eyes… 
  dead center in your sights.
  Prerequisites: Proficiency (Handgun, Rifle, Shotgun, and 
  Submachine Gun).
  Benefit: Your error range with firearm attacks decreases by 
  1 (minimum 1). 
  Further, once per round, when you roll a natural 1 with a fire-
  arm attack and no one activates the error, you may re-roll that 
  check. You must have sufficient ammo remaining to make the 
  attack again (both the original and re-rolled attacks use ammo 
  normally). If you re-roll the check, you become flat-footed at the 
  end of your current Initiative Count. 
  Finally, when one of your attacks with a firearm misses by 4 or 
  less and you do not score an error, you may negate the attack. 
  The attack triggers no reactions and consumes no ammunition.
  Gunnery MAster
  You excel with heavy weapons and vehicular combat. 
  Prerequisites: Forte (Tactical and Vehicular).
  Benefit: When you make an attack with a vehicular or guided 
  weapon against a target whose Turning Rating is higher than 
  yours, your target does not gain the standard bonus to Defense 
  (see the Spycraft 2.0 Rulebook, page 289). Further, when you 
  
  spycraft 2.0 | introduction
  0
  PRATICE MAKES PERFECT
  make an attack with a vehicle-mounted weapon, it gains the 
  armor-piercing quality with a value equal to the number of 
  Ranged Combat feats you possess.
  hurLInG MAster
  You don’t just shoot for the bull’s eye… You split the other 
  guy’s weapon in half.
  Prerequisites: Dex 13+, forte (Exotic (hurled) and Hurled).
  Benefit: Choose one of the following weapon categories: 
  bows, grenades, makeshift grenades, or thrown weapons. When 
  you make an attack with a weapon in the chosen category, the 
  weapon’s base damage increases by 5 (or by 2 if the weapon is 
  a grenade or shuriken). Further, when one of your attacks with a 
  weapon in the chosen category would normally kill your target, 
  you may immediately make a second attack check against their 
  Defense. With a hit, the triggering attack inflicts no damage and 
  the opponent instead becomes unconscious for 1d4 minutes. 
  Special: You may choose this feat multiple times, each time 
  gaining its benefits with a different weapon category.
  LonGArMs MAster
  All those hours on the range really paid off.
  Prerequisites: Dex 13+, forte (Rifle and Shotgun).
  Benefit: Choose one of the following weapon categories: 
  assault rifles, bolt-action rifles, semi-automatic rifles, break-
  action shotguns, pump action shotguns, semi-automatic shot-
  guns, or squad automatic weapons. When you make an attack 
  with a weapon in the chosen category, the weapon’s base 
  damage increases by 3. Further, when one of your attacks with a 
  weapon in the chosen category would normally kill your target, 
  you may immediately make a second attack check against their 
  Defense. With a hit, the triggering attack inflicts no damage and 
  the opponent instead becomes unconscious for 1d4 minutes. 
  Special: You may choose this feat multiple times, each time 
  gaining its benefits with a different weapon category. 
  sIdeArMs MAster
  It’s unlikely they’ll be able to pry your gun from your fingers, 
  even after you’re long cold. 
  Prerequisites: Dex 13+, forte (Pistol and Submachine Gun).
  Benefit: Choose one of the following weapon categories: 
  backup pistols, hold-out pistols, service pistols, backup revolv-
  ers, hunting revolvers, service revolvers, light submachine guns, 
  or heavy submachine guns. When you make an attack with a 
  weapon in the chosen category, the weapon’s base damage 
  increases by 3. Further, when one of your attacks with a weapon 
  in the chosen category would normally kill your target, you may 
  immediately make a second attack check against their Defense. 
  With a hit, the triggering attack inflicts no damage and the 
  opponent instead becomes unconscious for 1d4 minutes. 
  Special: You may choose this feat multiple times, each time 
  gaining its benefits with a different weapon category. 
  Zen Archer
  Sometimes the shot you don’t take is the only one that finds 
  its mark.
  Prerequisites: Proficiency (Exotic (hurled) and Hurled).
  Benefit: Your error range with hurled attacks decreases by 1 
  (minimum 1). 
  Further, once per round, when you roll a natural 1 with a 
  hurled attack and no one activates the error, you may re-roll that 
  check. You must have sufficient ammo remaining to make the 
  attack again (both the original and re-rolled attacks use ammo 
  normally). If you re-roll the check, you become flat-footed at the 
  end of your current Initiative Count. 
  Finally, when one of your attacks with a hurled weapon misses 
  by 4 or less and you do not score an error, you may negate 
  the attack. The attack triggers no reactions and consumes no 
  ammunition.
  unArMed coMBAt 
  FeAts
  For more about Unarmed Combat feats, see page 183 of the 
  Spycraft 2.0 Rulebook.
  thAt wAs deLIBerAte
  If it had been an accident, somebody might have gotten 
  hurt!
  Prerequisites: Forte (Unarmed).
  Benefit: Your error range with unarmed attacks decreases by 
  1 (minimum 1). 
  Further, once per round, when you roll a natural 1 with an 
  unarmed attack and no one activates the error, you may re-roll 
  that check. If you do so, you become flat-footed at the end of 
  your current Initiative Count. 
  Finally, when one of your unarmed attacks misses by 4 or less 
  and you do not score an error, you may negate the attack. The 
  attack triggers no reactions.
  
  spycraft 2.0 | introduction
  
  PRATICE MAKES PERFECT
  open GAMInG LIcense
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  2.0 Rulebook, Copyright 2005, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Scott 
  Gearin, and Patrick Kapera. Spycraft Espionage Handbook Copyright 2002, Alderac Entertainment 
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  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 
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  Fixer/Pointman Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; Authors Scott 
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  open GAMe content
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