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Spycraft Boot Camp I - v1 - Crafty Games

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Belgrade, Serbia. Free Throw plans to assault the Belgrade HQ,<br />

steal all the computer files there, and release them in the open—<br />

thereby compromising all Agency operations in Eastern Europe.<br />

Possibilities:<br />

1. Amanda Norton returns to the States and takes the place of<br />

Senator Bradon’s daughter. She does this to gain more access<br />

to him and make others less suspicious. Senator Bradon acts<br />

suspiciously; he’s under stress and shows it but it’s not obvious<br />

why. The Agency wants him, and the others, watched since<br />

they have access to such vital information.<br />

2. Senator Bradon reports the kidnapping to the Agency. He figures<br />

that the agents are his daughter’s best chance and is<br />

unwilling to risk the security of the nation. The agents need to<br />

rescue his daughter before the deadline before the information<br />

turnover arrives.<br />

3. Amanda Norton actually is Alicia Bradon. She staged her own<br />

kidnapping because she hates the Agency too, perhaps due to<br />

leftist politics or what the Agency has done to her family.<br />

SHALE<br />

by Aaron Rosenberg<br />

The modern world runs on its communications and its transportation.<br />

And for the latter, oil and gas are the most precious<br />

commodities. So when someone claims that they have found a<br />

new source of oil, the entire world sits up and takes notice. And<br />

when someone claims they have found a new way to produce oil,<br />

a way that does not require drilling and refining—well, that’s the<br />

sort of information that can change the world.<br />

Shale, Inc. is a new company no one has ever heard of before.<br />

But everyone’s talking about them now. That’s because Reggie<br />

Nylan, the head of Shale, has made a shocking announcement.<br />

According to Reggie, his company has found a way to convert<br />

shale into oil. The thin, brittle rock is known to have a high petroleum<br />

content, but no one has ever found a way to distill it from<br />

the rock without spending more money than the results were<br />

worth. Now Reggie says his company can do the job for mere pennies.<br />

Which would make the world’s shale a near-endless supply of<br />

ready oil. Everyone wants a piece of the action. But is Shale, Inc.<br />

really all it claims to be? The Agency has to find out, before the<br />

world’s oil situation changes forever—and not necessarily for the<br />

better.<br />

MP Cost: 275 (95 base + 90 each for serials two and three)<br />

Wealth: 2 (52 BP for mastermind, 42 BP for each henchman<br />

and foil, 27 BP for each minion)—30 MP<br />

Technology: 0<br />

Loyalty: 1 (+1 to loyalty checks) — 4 MP<br />

Influence: 0<br />

Scope: 5 (international threat)<br />

Agenda: Monetary Gain/Economic Control<br />

Serial 3: Hector Selpont<br />

Reggie may be the president of Shale, but he’s just a front<br />

man. The real power behind the company and its scheme is Hector<br />

Selpont, whose official title is VP and Head of R&D. Hector came<br />

up with the idea behind Shale, Inc., and bullied Reggie into participating.<br />

He gathered others he knew to form the rest of the<br />

company’s ranks, and has been orchestrating everything from the<br />

safety of his "research lab." The fact is, Hector isn’t much of a scientist.<br />

He knows just enough science to fake it, and enough to<br />

Shale<br />

26<br />

understand what the real researchers are talking about. But his<br />

true gift is disinformation. Hector can make people hear what<br />

they want to hear, and understand just as much as he wants them<br />

to comprehend. It’s this talent that has been pivotal to Shale’s<br />

success, and to their master plan.<br />

Hector has three goals, all of which he plans to achieve<br />

through Shale. The first is to make a lot of money, enough that he<br />

can live the rest of his life in complete comfort. The second goal<br />

is to throw the world into disarray, just to show how much influence<br />

he has. And the third goal is to prove wrong everyone who<br />

ever said he wouldn’t amount to much, especially his hard-working,<br />

honest, law-abiding parents.<br />

Tall, thin, and prematurely balding, Hector looks the part of a<br />

serious researcher. He speaks softly, so that those around him have<br />

to strain to catch his words, and hides his mesmerizing eyes<br />

behind a pair of wire-rim spectacles. He does not like violence, and<br />

will avoid becoming involved in any physical conflict. But Hector<br />

has no problem giving orders for violence, and will happily stand<br />

back and let his bodyguards fight for him. He works at the company’s<br />

research lab in the warehouse section of Baltimore, and has<br />

a small house on the other side of the city.<br />

Hector Selpont 5th-level spin-doctor/1st -level scientist<br />

(mastermind—30 MP): CR 6. SZ M; v/wp 43/10; Init +1 (+1 Dex);<br />

Spd 30 ft.; Def 11 (+1 Dex); Atk: pistol +2 (dmg 1d12, recoil 20,<br />

threat 19-20, range 25 ft., seven shots); Face 1 square; Reach 1<br />

square; SA none; SQ fake it 1/session; SV Fort +1, Ref +3, Will +6;<br />

Str 10, Dex 12, Con 10, Int 16, Wis 17, Cha 17; Skills: Bluff +10,<br />

Computers +4, Cultures +3, Diplomacy +1, Disguise +1, Driver +3,<br />

Forgery +5, Gather Information +7, Hide +3, Intimidate +4,<br />

Languages +6, Move Silently +5, Profession (Scientist) +4, Search<br />

+2, Sense Motive +8, Sleight of Hand +6, Spot +4. Feats: Charmer,<br />

Persuasive. Gear: Pistol, two clips of standard ammunition, lab<br />

coat. Vehicles and Gadgets: sports car (sports car – SZ L, Occ 1/2,<br />

Hnd +5, Spd 800 ft., MPH 80/160, Def 14, WP 70, Hrd 3), laser pen<br />

(dmg 1d6+1, threat 20, range 5 ft., twenty seconds of power, one<br />

hour to recharge).<br />

Headquarters: Shale research lab in Baltimore, MD, United<br />

States—hierarchy 1, secrecy 2, personnel 1, security 4.<br />

Bodyguards: As a child Hector was often the target of bullies.<br />

When he hatched his plans for Shale, Inc., he took advantage of<br />

the money from his backers and hired a group of bodyguards. Now<br />

the bullies work for him. These men are all large, powerfully built,<br />

ugly, and not very bright. They are exactly the type of men who<br />

pushed Hector around as a boy, and he takes great delight in<br />

ordering them about. Despite this, the bodyguards are loyal.<br />

Hector is a bit childish but pays them well, and they don’t have to<br />

do much more than keep an eye on the grounds and intimidate<br />

any visitors. These men all have unsavory pasts, and many of them<br />

have criminal records—this is the only job they could get, and they<br />

are determined not to lose it.<br />

Bodyguards, 3rd-level thugs (minions, squad of 4—48 MP):<br />

CR 3. SZ M; v/wp 3d8+6 (22)/17; Init +3 (+1 Dex, +2 class); Spd 30<br />

ft.; Def 13 (+1 Dex, +2 class); Atk: club +6 (1d8+3); Colt M1911A1<br />

service pistol +4 (dmg 1d12, recoil 20, threat 19-20, range 25 ft.,<br />

seven shots); Face 1 square; Reach 1 square; SA None; SQ None;<br />

SV Fort +6, Ref +3, Will +4; Str 17, Dex 12, Con 17, Int 9, Wis 11,<br />

Cha 6; Skills: Bluff +3, Driver +3, Gather Information<br />

+1,Intimidate +8, Listen +3, Profession (Bodyguard) +4, Search +4,<br />

Sense Motive +1, Spot +4, Surveillance +2. Feats: Point Blank<br />

Shot, Weapon Group Proficiency (Handgun, Melee). Gear: Pistol,<br />

two clips of standard ammunition, tactical radio, extensible metal<br />

club. Vehicles and Gadgets: motorcycles (motorcycle – SZ M, Occ<br />

1/1, Hnd +8, Spd 500 ft., MPH 50/100, Def 18, WP 35, Hrd 1).

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