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Your character’s gear choices may change at three points — when the character is first created, during each mission, and when the character gains a level. These changes reflect changes in Wealth or Reputation/Net Worth, or the use of Gear Picks.

WealthEdit

Main article: Wealth

Wealth is a gauge of the character’s social standing. It defines where he lives, how much of his savings he can bring into play, the personal possessions he can use during missions, and the limits of his personal flair.

Wealth is defined at character creation and can be redistributed between missions.

Carrying CapacityEdit

Main article: Carrying Capacity

After defining a character's Possessions and Wealth, and again after choosing mission gear during the Intel Phase, you should check to make sure your character can carry everything. When checking carrying capacity during the Intel Phase, include all gear carried, both personal and mission gear.

Intel PhaseEdit

Each mission features an Intel Phase, during which the characters learn about their objectives or the situation facing them, and plan accordingly. The Intel Phase can take many forms depending on the setting and storyline — from the classic meeting at the home office to the offscreen period when the characters scour the streets for initial clues to gain the adventure set-up to other situations of the GC’s own creation. The Intel Phase can come right at the start of a mission or after a Bond-like opening scene. In all cases, however, the gearing up process remains the same.

All of the gear gained during the Intel Phase — including the mission bundle, gear picks, and Common Items — is provided by the Faction characters’ organizations and Freelance characters’ non-catalogued personal stashes, respectively. In the latter case, these personal stashes are never itemized and may never be augmented to increase the characters’ class-granted gear picks. The source of Freelance gear is merely flavor; the rules for gaining gear during the Intel Phase don’t change when the flavor does.

Step 1: The Mission BundleEdit

First during the Intel Phase, the GC may offer the characters a mission bundle — a selection of gear the team’s Faction or Freelance network feels is crucial to the mission’s completion. This bundle is gained in addition to the characters’ Possessions and mission gear. The characters may refuse the mission bundle, and if they accept it their mission’s base XP reward decreases (see page 429).

Example: Kevin’s GC offers his team a mission bundle consisting of 1 Caliber I Electronic pick and 3 Caliber II Resources. If Kevin’s team accepts the bundle, their mission’s base XP reward decreases by 70.

Step 2: Choose Gear PicksEdit

After considering the mission bundle, each character gains his mission gear, or class-granted gear picks. Each character adds up all the gear picks listed under “Gear” on his class tables to determine the maximum mission gear he may choose.

Example: Kevin is a Level 8 Advocate/Level 2 Con Artist. His combined gear picks are 2R, 2T. He gains 2 (R)esource picks and 2 (T)radecraft picks as mission gear.

Each character’s Charisma modifier also applies to his gear picks. With a Charisma bonus, a character gains the same number of additional picks from any of the following categories.

  • A Freelance character may choose Charisma-granted picks from the Electronics, Security, Vehicles, or Weapons categories.
  • A Faction character may choose Charisma-granted picks from the Gadgets, Tradecraft, Vehicles or Resources categories. (A Faction character must also abide by his orgaization’s Tools Rating; gear outside this limit is categorically unavailable to members of the Faction.)

With a Charisma penalty, the character loses the same number of picks chosen from any category his classes grant him. This may decrease a character’s mission gear to 0 picks.

Example: Using the previous example, if Kevin’s Charisma is 8, he must lose either 1 Resource pick or 1 Tradecraft pick.

Finally, three separate characters may each contribute 1 pick from any category to gain 1 team pick in any of the contributed categories as if the mission’s Caliber were 1 higher. This option may only be chosen once per mission and may never be combined with other effects to further increase the item’s Caliber.

Example: Kevin, Steve, and Carl decide they want a Caliber III item during a Caliber II mission. Kevin contributes 1 Electronic pick, Steve contributes 1 Gadget pick, and Carl contributes 1 Weapon pick. The team gains 1 Caliber III team pick that must be chosen from the Electronic, Gadget, or Weapon categories.

The characters need not choose all these picks — each may keep some in reserve for use during the mission.

Again, mission gear may be chosen from any Caliber permitted by the current mission. Some character options increase the Caliber of a mission or gear pick but these may not be combined; in all cases, only the single best increase applies. The only exceptions are certain campaign qualities that modify a pick’s base Caliber.

Step 3: Choose Common ItemsEdit

In addition to gear picks, each character gains a number of additional Common Items at the start of each mission
equal to 1/3 his Wisdom score (rounded up, minimum 1). These Common Items are gained in addition to those granted by the character’s Possessions. The characters need not choose all these Items — each may keep some in reserve for use during the mission.

Step 4: Determine Reserve Picks and Reserve ItemsEdit

In the final step during the Intel Phase, each character fills records their available Reserve Picks and Reserve Common Items, including the number and categories of all picks, and the number of all Common Items, not chosen during the Intel Phase.

The maximum number of combined gear picks and Common Items the character may hold in reserve is equal to his Wisdom modifier (if positive). Any additional gear picks or Common Items held in reserve are lost. A character with a Wisdom modifier of +0 or lower may not hold Reserve picks or Common Items; he must choose all his mission gear during the Intel Phase or lose access to any items not chosen.

Reserve picks are acquired in the field with Request checks and Reserve Items are acquired with Gear checks.

In the FieldEdit

After the Intel Phase, the characters still have gear options. Most of the time, they’ve saved at least some Reserve picks and Reserve Items, which can be gained with Request checks and gear checks, respectively. Desperate characters can also liquidate various assets to gain additional cash or call in favors with their organization or freelance network by spending Reputation or Net Worth. The mission’s Caliber may change from time to time as well, increasing or decreasing the available gear pool.

Request ChecksEdit

At any time during a mission, a character with 1 or more Reserve gear picks may make a Request check. This is an appeal to the character’s Faction or Freelance network for any single item or option listed in Calibers I–IV of the same gear category. A Request check is only possible with a method of rapid communication (e.g. phone, email, satellite radio, etc.), and requires an exchange lasting 1 full minute.

To make a Request check, the character spends a number of action dice equal to the Caliber of the item or option desired, then rolls 1d20, adding his Request check bonus to the result (the action dice spent to make the request are not added to this):

Request check bonus = Career Level + Charisma modifier

A Request check has no error or threat range. Each Request check consumes the Reserve gear pick used, whether the check is successful or not.

4.5 Gear Delivery Time
If the result equals or exceeds the item or option’s Request DC — 10 × the item’s Caliber — it becomes available to the character in an amount of time determined by his current location, as shown on Table 4.5: Gear Delivery Time. A Request check may be re-tried, but costs additional action dice and consumes an additional Reserve gear pick with each attempt.

Two or more teammates may pay a Request check’s action die cost, but only one of them makes the roll to determine whether the item or option is available.

When making a Request check, Faction characters are subject to certain gear benefits and restrictions, as defined by their Faction’s organization statistics (see page 389).

Finally, Request checks may never be made for picks whose Caliber is higher than that of the current mission.

Example: Following the previous example, during a Caliber II mission, Kevin wants to use his Reserve Resource pick to gain a Caliber II bag full of guns. He must spend his Reserve pick and 2 action dice to make the attempt (one of his teammates may spend one or both of these action dice so he can make the Request check). Kevin must also spend a minute on the phone with his organization.

Kevin’s Request check bonus is +9. He rolls 1d20, getting a 12, so his result is 21 — just enough to beat the DC of 20. Since he’s located 20 miles away from a city, Kevin’s organization delivers the bag full of guns to a predetermined drop point in 2d6 hours.

Gear ChecksEdit

At any time during a mission, a character with 1 or more Reserve Common Items may make a Gear check. Unlike a Request check, a Gear check is not an appeal to outside agencies but rather a check to see if the character had the foresight to bring a particular Common Item he now needs without declaring it during the Intel Phase.

To make a Gear check, the character rolls 1d20, adding his Gear check bonus to the result.

Gear check bonus = Career Level + Wisdom modifier

If the result is higher than 20, the character already possesses the desired Common Item. A Gear check has no error or threat range. Each Gear check consumes 1 Reserve Item, whether it’s successful or not. A Gear check may be re-tried.

Example: Following the previous two examples, during a mission in which Kevin unexpectedly finds himself in need of a light source, Kevin wants to use his Reserve Item to see if he thought to bring a flashlight. He must spend his Reserve Item pick to make the attempt.

Kevin’s Gear check bonus is +7. He rolls 1d20, getting a 15, so his result is 22 — just enough to beat the standard Gear check DC of 21. He reaches into his knapsack and pulls out a flashlight.

Liquidate AssetsEdit

Characters sometimes find themselves in desperate need of cash in the field. In these cases, a character may liquidate some or all of his assets to gain the required funds. When a character liquidates his own assets, he decreases the value of his personal Wealth. Alternately, when a character liquidates assets provided to him by his organization or freelance network, he decreases his status with them. All of these sacrifices are permanent and the character may only recoup over time (i.e. by gaining more experience and increasing his career level).

During each mission, each character may raise funds in the following ways, with the following ramifications.

  • Any character may liquidate any number of Wealth points (from any Wealth statistic) one at a time, gaining $10,000 × the statistic’s current score for each. Wealth points liquidated do not refresh; they must be earned again by gaining class levels and other character options.
  • Any character may make a Request check to gain an amount of money equal to the result × $200. As with any Request check, this consumes 1 Reserve gear pick and requires the character communicate with his Faction or freelance supporters. If the character requests electronic funds, however (as opposed to cash), the delivery time decreases to 1/4 standard (rounded up).
  • Any character may sacrifice any number of Reserve Common Items to gain an amount of additional cash per Item sacrificed equal to (1d20 + his Wisdom modifier) × $25. As with an Item gained with a Gear check, this money is already on the character’s person.
  • Any Faction character may liquidate any amount of his positive Reputation, gaining an amount of money equal to $5,000 per Reputation point liquidated. Reputation liquidated does not refresh — it must be earned again by undertaking missions.
  • Any Freelance character may liquidate any amount of his positive Net Worth, gaining an amount of money equal to 1/10 the Net Worth liquidated (rounded up). Net Worth liquidated does not refresh — it must be earned again by undertaking missions.

Each of these options involves the character maneuvering the standard channels to gain the desired funds — relying on other people to sell off or generate whatever funds are required. The character may also sell assets on his own, using the Streetwise/Haggle skill check with the following effects.

  • The street value of the character’s home is found on Table 4.1: Lifestyle, though the character’s starting price when selling it in less than a month’s time drops to 3/4 this amount (rounded up). If the selling time drops to less than 1 week, the starting selling price drops to 1/4 standard (rounded up). Further, once a character sells his home, he immediately and permanently loses 1/3 the Wealth points he’s invested in Lifestyle (rounded up, minimum Lifestyle 1 after deduction).
  • The street value of the character’s personal vehicle is found in the vehicle’s pick table entry, though the character’s starting price when selling it in less than 1 week’s time drops to 3/4 this amount (rounded up). If the selling time drops to less than 1 day, the starting selling price drops to 1/4 standard (rounded up). Further, once a character sells his personal vehicle, he immediately and permanently loses 1/4 the Wealth points he’s invested in Lifestyle (rounded up, minimum Lifestyle 1 after deduction).
  • The street value of each of the character’s Possessions (his personal gear) is found in the appropriate pick table entry, though the character’s starting price when selling one or more Possessions in less than 1 day’s time drops to 3/4 this amount (rounded up). If the selling time drops to less than 1 hour, the starting selling price drops to 1/4 standard (rounded up). Further, for every 3 Possessions a character sells, he immediately and permanently loses 1 Wealth point he’s invested in Possessions (minimum Possessions 1 after deduction). Conversely, a character may sell up to 2 Possessions per mission with no penalty.
  • Finally, the street value of each of the character’s personal Common Items is left up to the GC’s discretion, though it may not exceed $250. The character’s starting price when selling one or more Possessions in less than 1 hour’s time drops to 3/4 this amount (rounded up). If the selling time drops to less than 10 minutes, the starting selling price drops to 1/4 standard (rounded up). Further, for every 5 Common Items a character sells, he immediately and permanently loses 1 Wealth point he’s invested in Possessions (minimum Possessions 1 after deduction). Conversely, a character may sell up to 4 Common Items per mission with no penalty.

In all these cases, Wealth points liquidated do not refresh; they must be earned again by gaining class levels and other character options. Also, selling one’s own assets requires time and probably distracts from the current mission. The GC is strongly encouraged to roleplay any character’s attempt to sell assets in the field, applying whatever time-based pressures are appropriate to the current mission in the process.

Example: In desperate need of money, Kevin decides to sell off his personal vehicle. His light SUV has a street value of $25,000, but since he’s selling it in less than a day, the starting price drops to $6,250. After brokering for a bit, Kevin’s final Streetwise/Haggle check adjusts this price up to 110%, or $6,875, which is what he makes for selling it. In the process, Kevin’s Lifestyle of 2 drops by 1/4 (rounded up), to 1.

A character may also sell his mission gear picks and Common Items, generating the same street value and sale price. Since these items are on loan, however, selling them tends to injure the character’s future dealings with his Faction or freelance network. Instead of losing Wealth, the character loses Reputation or Net Worth, as described in The End of the Mission.

Spend Reputation or Net WorthEdit

4.6 Reputation and Net Worth
At any time during a mission, a character may acquire any gear pick by spending Reputation or Net Worth, as shown on Table 4.6: Reputation and Net Worth. This requires no Request check or action die expenditure (though the character may still only gain picks up to the mission’s current Caliber). The requested gear pick arrives in the
time listed on Table 4.5: Gear Delivery Time.

Spent Reputation and Net Worth do not refresh — the character may only acquire more by undertaking missions.

Further, characters may never combine Reputation or Net Worth to pay for any option, gear or otherwise. All of each cost must be paid in one “currency” (Reputation or Net Worth, not both), and one character must pay it in full.

At his discretion, the GC can deny any Reputation/Net Worth purchase for any reason.

Example: On his first mission, Kevin’s Reputation is only 2. If he runs up against a wall and really needs a gear pick, he can spend both of his Reputation points to gain 1 Caliber I gear pick from any category.

Caliber ChangesEdit

The GC may occasionally modify a mission’s Caliber in response to story developments. When this happens, the team’s current gear choices are unaffected. The characters’ Reserve picks and Reserve Items may change, however.

When a mission’s Caliber decreases, all Reserve picks may only be acquired up to the lower Caliber. This continues until the Caliber changes again or for the duration of the current mission, whichever come first.

Example: During a mission that begins at Caliber IV, Kevin and his teammates have held several Reserve picks and Reserve Items. Once the Caliber drops to II, these Reserve picks and Items may only be chosen from the Caliber I and II sections of the appropriate gear tables, even though the team probably has several pieces of gear that are Caliber III and higher.

When a mission’s Caliber increases, all Reserve picks may be acquired up to the higher Caliber. This continues until the Caliber changes again or for the duration of the current mission, whichever come first. Further, each character gains 1 additional Reserve gear pick in any category and 3 additional Reserve Common Items per Caliber increase.

Example: Kevin is on a mission with his 3 teammates. The GC increases the Caliber from I to III, granting each member of the team 2 additional Reserve gear picks in any category and 6 additional Reserve Common Items.

Finally, at the end of each scene during which the Caliber increases, the characters may swap gear with their Faction or Freelance network. This is only possible with a method of rapid communication (e.g. phone, email, satellite radio, etc.), and requires an exchange lasting 1 full minute.

For every pick a character turns in, he may acquire a new pick from the same category at no cost and with no Request check. All Caliber limitations apply during this exchange and the exchange occurs in the same amount of time a Request check would take under the same circumstances.

Example: During a four-scene mission, the mission’s Caliber increases twice — once during Scene 1 and once during Scene 3. The team may swap gear at the end of Scenes 1 and 3 only, not Scene 2.

A mission’s Caliber may change multiple times before the climax, representing the Factions’ and Freelance networks’ evershifting awareness of the true danger.

The End of the MissionEdit

At the conclusion of each mission, each character loses all mission gear, as well as all Common Items, other gear, and other gear options acquired during the Intel Phase or any other part of the mission, including any items acquired by spending Reputation and Net Worth. Except for Lifestyle items, Possessions, and Common Items chosen at character creation or between missions, gear is never tracked between missions.

Gear lost or used during a mission is written off, but if the characters sell any of their mission gear, or any part of their mission bundle, the characters injure their relationship with their Faction or Freelance backers and each character’s Reputation or Net Worth decreases. The Reputation loss per item sold is equal to 1 point per $50,000 of street value (or fraction thereof). The Net Worth loss per item sold is equal to the item’s street value (rounded to the nearest $50,000, minimum $50,000).

No class ability, feat ability, or skill use, may circumvent this Reputation or Net Worth loss. It’s assumed that the team’s backers eventually discover the slight, losing a small amount of faith as a result.


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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