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Spycraft Boot Camp I - v1 - Crafty Games

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Children of Set<br />

MP Cost: 275<br />

Wealth: 3 (63 BP for mastermind, 42 BP for each henchman,<br />

27 BP for each minion)<br />

Technology: 2 (2 GP per serial)<br />

Loyalty: 8 (+ 8 to loyalty checks)<br />

Influence: 1<br />

Scope: 3 (national threat)<br />

Agenda: Control<br />

Serial 3:<br />

Dr. Jaffar el Habir<br />

Jaffar el Habir spent his whole life hating his homeland, due<br />

to his father’s influence in a former iteration of the Children of<br />

Set. When he was eight years old, his father was arrested for terrorist<br />

acts against the state and was taken to an Egyptian prison,<br />

where he died several years later. An intelligent child, he studied<br />

at some of the best medical schools in England and specialized in<br />

genetics, easily praised as one of the world’s best in the field.<br />

Working at a British university, he performed illegal experiments<br />

and instead of being placed in jail he was deported back to Egypt<br />

and his medical license stripped from him. He always remembered<br />

his father’s teachings, and decided to follow in his father’s footsteps<br />

and truly bring the glory of Set to the corrupted world. He<br />

decided that he could use his knowledge of genetics to possibly<br />

fulfill a prophecy about the snake-god being resurrected and rule<br />

over Egypt. Contacting some of the former members of the<br />

Children of Set when his father led the group, he reformed the<br />

Children of Set under his "guidance", using the followers to obtain<br />

items he needs for his experiments and lead Egypt to a new age,<br />

under his rule and that of Set. He knows that he will not last long<br />

if confronted with violence, so he lets his Elite Guard protect him<br />

so that he can create a diversion to slip away.<br />

Dr. Jaffar el Habir , 7th level Scientist (mastermind — 35<br />

MP): CR 7, SZ M; v/wp 35/11; Init +3 (+0 Dex, +3 Class); Spd 30<br />

ft.; Def 16 (+0 Dex, +6 class); Atk: H&K USP .45 ACP +3 (1d12,<br />

recoil 23, error 1, threat 19-20, range 25 ft., qualities and mods:<br />

DP, TD, Standard laser sight — 10 shots); Face 1 square; Reach 1<br />

square; SA None, SQ None; SV Fort +2, Ref +2, Will +6; Str 12, Dex<br />

10, Con 11, Int 19, Wis13, Cha 13; Skills: Computers +14,<br />

Concentration +10 (threat 18-20), Cryptography +15, Cultures +7,<br />

Diplomacy +9, Driver +5, Electronics +14, First Aid +11, Knowledge<br />

(Genetics) +28 (threat 18-20), Mechanics +13, Profession (physician)<br />

+11, Search +13, Sense Motive +10, Spot +11. Feats: Armor<br />

Group Proficiency (Light), Advanced Skill Mastery (Scholarly feat<br />

from Learned), Brilliant, Charmer, Improvise (+4), Learned, PhD<br />

(Knowledge: Genetics) Political Favors, Professor, Weapon Group<br />

Proficiency (Melee, Handgun). Gear: Weapon, 40 extra shots<br />

.45ACP military ball ammo, Agent Bundle A (see the <strong>Spycraft</strong><br />

Espionage Handbook, page 106), Desktop computer (+3 Power),<br />

Electronics kit, Computer Kit. Vehicles and Gadgets: Standard belt<br />

(grappling hook), 2 exploding pens, iris lenses, quick mine.<br />

Threat resources: Fanatics, Martyrs<br />

Headquarters: Ruined Temple of Set/secret genetics lab (hierarchy<br />

3, secrecy 2, personnel 2, security 2)<br />

Elite Guard: These are Jaffar’s personal bodyguards, protecting<br />

him from harm, and are loyal to the Children’s cause. They<br />

were handpicked by Hamid Farooq (see Serial Two, next column)<br />

to perform in this capacity. They will protect Jaffar to the bitter<br />

end if they need to, even against insurmountable odds.<br />

13<br />

Elite Guard, 5th level Mercenaries (minions, squads of 4 –<br />

48 MP): CR 4, SZ M; v/wp 37/13; Init +4 (+2 Dex, +2 class), Spd<br />

30 ft; Def 15 (+2 Dex, +3 class), Atk: Sword +6 (1d8, error 1, threat<br />

18-20), H&K USP .45ACP +7 (1d12, recoil 23, error 1, threat 19-<br />

20, range 25 ft., qualities and mods: DP, TD, Standard laser sight —<br />

10 shots); Face 1 square; Reach 1 square; SA None, SQ None; SV<br />

Fort +5, Ref +3, Will +4; Str 13, Dex 14, Con 13, Int 11, Wis 12, Cha<br />

11; Skills: Demolitions +3, Diplomacy +3, Driver +5, Intimidate<br />

+4/+3, Listen +3, Sense Motive +4, Spot +4, Survival +4. Feats:<br />

Armor Group Proficiency (Light, Medium, Heavy), Damage<br />

Reduction –1/-, Heavily Armed (+10 BP for weapons), Point Blank<br />

Shot, Weapon Group Proficiency (Melee, Handgun, Rifle, Tactical).<br />

Gear: Weapons, 40 shots .45ACP military ball ammo, tactical radio.<br />

Vehicles and gadgets: Luxury sedan (car, luxury – SZ L, Occ 1/ 4,<br />

Hnd +1, Spd 550 ft., MPH 55/110, Def 10, WP 110, Hrd 7; qualities<br />

and mods: HOT, bulletproof glass)<br />

Serial 2:<br />

Hamid Muhammad Farooq<br />

Hamid Muhammad Farooq was one of the former lieutenants<br />

of the Children of Set when Jaffar el Habir’s father Ammad el<br />

Habir was arrested. He took Jaffar under his wing and helped him<br />

get his education. He sees himself as a guardian to Jaffar, and<br />

helped guide Jaffar in the path that Ammad would have had he<br />

still been alive. He acts as an advisor to Jaffar, as well as train<br />

members in combat and guerrilla tactics due to his mercenary<br />

work during several of the region’s conflicts. He feels like a surrogate<br />

father to Jaffar, and will do anything possible to protect<br />

Jaffar, even laying down his own life<br />

Hamid Muhammad Farooq, 6th level Soldier (henchman —<br />

33 MP): CR 6, SZ M; v/wp 51/13; Init +7 (+2 Dex, +5 class), Spd<br />

30 ft; Def 14 (+2 Dex, +3 class), Atk: Survival Knife +8 (1d6, error<br />

1, threat 20, range 20 ft.), Kalashnikov AK-47 +9 (3d6, error 1,<br />

threat 19-20, range 150 ft., qualities and mods: DP, RG — 30<br />

shots); Face 1 square; Reach 1 square; SA None, SQ None; SV Fort<br />

+5, Ref +3, Will +4; Str 15, Dex 14, Con 13, Int 13, Wis 11, Cha 12;<br />

Skills: Balance +6, Climb +6, Demolitions +8, Driver +7, Intimidate<br />

+7/+6, Jump +6, Spot +7, Survival +5, Use Rope +6. Feats: accurate,<br />

Armor Group Proficiency (Light, Medium, Heavy), Armor Use,<br />

Combat Instincts, Damage Reduction –1/-, Lightning Reflexes,<br />

Point Blank Shot, Quick Draw, Weapon Focus (AK-47), Weapon<br />

Group Proficiency (Melee, Handgun, Rifle, Tactical), Weapon<br />

Specialization (AK-47). Gear: Weapons, 60 shots 7.62x39mm military<br />

ball ammo, headset radio, Demolitions kit, Survival kit, flashlight.<br />

Vehicles and gadgets: Jeep (jeep, military — SZ L, Occ 1 / 3,<br />

Hnd +3, Spd 550 ft., MPH 55/110, Def 10, WP 90, Hrd 7; qualities<br />

and mods: ORD, Increased Handling (figured into stats already),<br />

Solid tires)<br />

Threat resources: Fanatics<br />

Headquarters: Warriors of Set training camp (hierarchy 2,<br />

secrecy 2, personnel 3, security 2)<br />

Warriors of Set: These fighters have been culled from various<br />

mercenary groups as well as competent members of the Children<br />

of Set, all of them trained by Hamid to benefit the Children’s mission.

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