Spycraft Boot Camp I - v1 - Crafty Games
Spycraft Boot Camp I - v1 - Crafty Games
Spycraft Boot Camp I - v1 - Crafty Games
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Stephanie Cross, 4th-level fixer (henchman — 7 MP):<br />
Loyalty 3. CR 4. SZ M; v/wp: 21/11; Init +4 (+2 class, +2 Dex); Spd<br />
30 ft.; Def 15 (+3 class, +2 Dex); Atk: Sig-Sauer P232 .380 backup<br />
pistol +3 (dmg 1d8, error 1-2, threat 20, range 10 ft. — 8 shots);<br />
Face 1 square; Reach 1 square; SA sneak attack +1d6; SQ dexterous,<br />
evasion (no damage with successful Ref save), procure,<br />
uncanny dodge (Dex bonus to Def); SV Fort +2, Ref +6, Will +3;<br />
Str 10, Dex 14, Con 11, Int 14, Wis 14, Cha 16; Skills: Appraise +3,<br />
Balance +4, Bluff +10, Climb +1, Driver +4, Escape Artist +3,<br />
Forgery +3, Gather Information +7, Hide +4, Innuendo +3, Jump<br />
+1, Knowledge (Catholic Theology) +3, Languages +2, Listen +4,<br />
Move Silently +5, Open Lock +3, Perform +9, Search +4, Sense<br />
Motive +7, Sleight of Hand +3, Spot +7, Tumble +7. Feats:<br />
Acrobatic, Charmer. Gear: Weapon, lockpicking kit, 28 BPs.<br />
Gadgets and Vehicles: None.<br />
Threat Resources: None.<br />
Headquarters: None.<br />
Plot Hook #1<br />
The adventure begins with the theft of a nuclear warhead<br />
from an aging missile silo. The agents will have a little less than<br />
seven days to track down the missing nuke and neutralize it,<br />
bringing Reverend Matthias Law’s horrific scheme safely to an<br />
end. The Riders will initially bring the warhead to Garnet, but will<br />
transport the nuke to Law’s Church headquarters very shortly<br />
thereafter, where Law performs a cleansing ceremony and declares<br />
the weapon "holy."<br />
The agents may be assigned to investigate the theft through<br />
various means. Each of the following options leads the agents to<br />
one of the three primary NPCs of the adventure. The GC may mix<br />
and match the options to suit his needs:<br />
Possibilities:<br />
1. While finishing up another mission in Las Vegas, or perhaps<br />
simply on vacation there, one or more of the agents meets<br />
Stephanie Cross (either in her daytime cocktail waitress role,<br />
or as a stripper in the seedy Rendezvous Room). During a lull<br />
in the action, a breaking news story announces an attack on a<br />
military base in the deserts of Nevada. News footage makes it<br />
obvious the "military base" is a missile silo, but the newscasters<br />
make no mention of the theft of the warhead. When<br />
Stephanie hears the news, she stops in her tracks and the color<br />
drains from her face. "Madre de Dios," she whispers, "no pensaba<br />
que el lo hiciera" – Mother of God, I didn’t think he could<br />
do it. She immediately walks away, a look of panic on her face.<br />
Whether the agents pursue her or not, their Agency pagers go<br />
off soon thereafter, summoning them to a briefing where they<br />
learn the awful truth about the incident.<br />
2. If the agents are elsewhere when the theft occurs, they may<br />
be sent to Nevada to infiltrate the bike gang for clues to the<br />
theft (travel time may down the number of days they actually<br />
have to find the nuke, at the GC’s discretion). Surveillance<br />
cameras at the missile silo captured a blurry picture of one of<br />
the thieves wearing a ragged denim vest with the Four<br />
Horsemen of the Apocalypse emblazoned on the back. The<br />
agents are sent to infiltrate the group – by stealth or by guile<br />
– and determine the whereabouts of the weapon.<br />
3. An insider at the missile silo has disappeared. Investigations<br />
reveal a payment of $250,000 to a private offshore account<br />
the missing soldier opened only 30 days ago. The payment has<br />
trickled through a labyrinth of fronts and false corporations,<br />
but the Agency has managed to track the paper trail back to<br />
Reverend Matthias Law of the Church of the Apocalypse. The<br />
Dallas Redux<br />
17<br />
agents are ordered to investigate the mysterious payoff, and<br />
arrive in Las Vegas not long before the silo is attacked. At the<br />
GC’s discretion, this may mean they’ve investigated the silo<br />
only hours before the Riders initiate their attack, virtually<br />
stealing the warhead out from under the agents’ noses!<br />
DALLAS REDUX<br />
By Bruce Graw<br />
Starting Threat Code: Yellow.<br />
This short (2-serial) threat is appropriate for a team of 4thlevel<br />
agents.<br />
Not all masterminds have foolproof plans to conquer the<br />
world or destroy entire nations. Some are motivated by little more<br />
than greed, and their desire for money drives them to attempt<br />
bold plans with little chance of success. The Agency generally<br />
ignores these when they can, allowing these would-be tyrants to<br />
burn themselves out when they step too close to the fire. Every<br />
now and then, one lights a flame too big to control, endangering<br />
far more than just himself and his own interests. This threat represents<br />
one such case.<br />
MP Cost: 275<br />
Wealth: 7 (62 BP for mastermind, 42 BP for each henchman<br />
and foil, 27 BP for each minion, 17 BP for each specialist; minions<br />
gain 1 piece of personal ordinance or 1 heavy, ground, or water<br />
vehicle up to 10 GP, or personal vehicles up to 4 GP)<br />
Technology: 5 (5 GP per serial)<br />
Loyalty: 4 (+4 to loyalty checks)<br />
Influence: 1 (favor check notice = 1, 1 influence effect per<br />
serial)<br />
Scope: 5 (international threat)*<br />
Agenda: Greed<br />
* All serials involving Sheffield Petroleum yield +5% XP (in<br />
addition to all other XP bonuses).<br />
Serial 2:<br />
Dallas Sheffield<br />
The wealthy oil mogul Edwin Sheffield earned his fortune during<br />
the gas "shortages" in the 1970s, using the time-honored<br />
mantra of capitalists everywhere—take advantage of supply and<br />
demand. His oil company, Sheffield Petroleum Associates (SPA),<br />
was a small but growing exporter of gasoline and other petroleum<br />
products that switched to domestic sales when the mythical<br />
shortage hit. With cars lined up for miles at every gas station,<br />
Sheffield jumped on the opportunity of a lifetime, and after the<br />
oil drought passed, he was able to retire in comfort, willing his<br />
entire fortune to his son, Dallas.<br />
Young Dallas took over the reins of the company when it<br />
became fashionable to be an oilman again—that is to say, in the<br />
1980s, when the "Dallas" television show ruled the evening ratings.<br />
Dallas Sheffield began to pattern himself after J.R. Ewing,<br />
wearing cowboy hats and specially tailored suits while learning to<br />
speak just like the soap opera character. All similarities to the fictional<br />
businessman aside, Dallas was a poor investor and managed<br />
to fritter away much of his family’s fortune. Desperate to keep his<br />
struggling business afloat, he turned to shady deals, storing earnings<br />
in offshore accounts and swallowing up smaller, more successful<br />
companies through aggressive corporate raiding tactics.<br />
When a potentially profitable "partner" refused to cave in, he