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Guide
EXPERT CLASS

The Guide is any team’s best bet when the keys to mission success lie in knowing the terrain and manipulating the locals. He’s every group’s eyes and ears in unfamiliar locales.

Requirements

Skills

Cultures 6+ ranks, Streetwise 4+ ranks

Feats

Safe House


Statistics

Vitality per Level

1d8 + Con modifier

Skill Pts per Level

8 + Int modifier

Class Skills

Athletics, Blend, Bluff, Cultures, Drive, Falsify, Impress, Investigation, Medicine, Networking, Notice, Sense Motive, Sneak, Streetwise, Survival

At home in civilization as much as the wilderness, the rough and ready Guide is a person of the world. This intrepid individual travels extensively, often as a cultural attaché or long-term observer for an intelligence and military outfit, setting up contacts and paving the way for regional operations. His uncanny skill at navigating the dangerous streets of the world’s largest cities and the world’s most remote countries makes him a highly valued asset to any mission team, particularly one operating in unfamiliar places or circumstances.

Attributes: Wisdom and Charisma are vital for the Guide, helping him navigate new terrain and work effectively with others.

Core Ability

Cultured

You pick up all the little details most people miss — even when you’re overwhelmed in a foreign land. You make all Notice checks as active checks.


The Guide
Level BAB F R W Def Init Wlth Gear Abilities
1 +0 +1 +1 +0 +1 +2 1 1T Cultured, friends in low places I
2 +1 +2 +2 +0 +1 +3 2 1T Home Turf
3 +2 +2 +2 +1 +2 +4 2 1T, 1V Forage (item)
4 +3 +2 +2 +1 +2 +5 2 1T, 1V “Any Time, Any Place”, interpreter
5 +3 +3 +3 +1 +3 +5 3 2T, 1V Backup I, friends in low places II
6 +4 +3 +3 +2 +4 +6 3 2T, 1V, 1R Overland shortcut
7 +5 +4 +4 +2 +4 +7 4 2T, 1V, 1R Forage (gear), Local Hero
8 +6 +4 +4 +2 +5 +8 4 2T, 2V, 1R “Any Time, Any Place”, go native
9 +6 +4 +4 +3 +5 +9 4 2T, 2V, 1R Backup II, friends in low places III
10 +7 +5 +5 +3 +6 +10 5 3T, 2V, 1R Master of camouflage

Class Abilities

Friends in Low Places I

You can quickly plug into any local network, scouting the lay of the land. Soon, it’s as if you’ve been operating there forever. At Level 1, the time and money required for you to perform any Canvass Area check are reduced to 1/2 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/2 standard (rounded down, minimum 1 hour).

Friends in Low Places II

At Level 5, the time and money required for you to perform any Canvass Area check are reduced to 1/4 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/4 standard (rounded down, minimum 1 hour).

Friends in Low Places III

At Level 9, the time and money required for you to perform any Canvass Area check are reduced to 1/10 standard (rounded down, minimum 10 minutes and $10). Further, at any time during the same mission after you’ve made a successful Canvass Area check, the time required for you to make a Black Market check in the same area is reduced to 1/10 standard (rounded down, minimum 1 hour).

Home Turf

At Level 2, you gain the Home Turf feat.

Forage

You find useful items in the unlikeliest places. At Level 3, once per session, you may spend 1 hour scouring a 500 ft. × 500 ft. area for useful gear or other items. At the end of this time, you may make a Gear check. With success, you find 1 Common Item of your choice. Unless the GC determines otherwise, the chosen item must be native to the surrounding terrain (i.e. a flashlight may not be found in an unexplored jungle, and a roll of tape may not be found in a sealed Mayan temple).

At Level 7, with a successful Gear check, you find either 2 Common Items or 1 Caliber I gear pick, with the same restrictions.

“Any Time, Any Place”

At Levels 4 and 8, once per mission as a free action you gain a temporary terrain feat of your choice until the end of the current mission.

Interpreter

You often act as a cultural attaché for their team. At Level 4, when you’re part of a team Cultures, Streetwise, or Survival check, you may substitute your skill bonus for the bonus identified by the situation at hand. If more than 1 character possesses this ability, the character with the highest applicable bonus may use it.

Backup I

You maintain a vast circle of diversely qualified friends who can help out in a pinch. At Level 5, once per session, you may call upon a friend to assist you. This friend’s disposition toward you is Supportive. He shows up 1d6 hours after he’s summoned and helps with 1 task that may be completed by the end of the current scene.

The friend is a Tier I standard NPC of any type, chosen when you summon him (see page 453). He possesses a Grade VIII skill of your choice (see page 443), as well as 1 Caliber I gear pick of your choice. This item leaves with the friend at the end of the current scene.

Backup II

At Level 9, you may use this ability up to 2 times per session and the friend is a Tier II standard NPC with a Caliber II item.

Overland Shortcut

At Level 6, you may always take 10 with Knowledge checks made to navigate or determine your current position.

Further, when your team travels over overland, it moves as if the terrain were 1 grade less rugged (i.e. you move through jungle/swamp/mountain as if it’s arctic/forest, arctic/forest as if it’s plains/desert, and plains/desert at your base travel rate).

For more information about overland travel, consult Table 2.22: Overland Travel.

Local Hero

At Level 7, you gain the Local Hero feat.

Go Native

At Level 8, when you make a Cultures check, you may roll twice and keep the result you prefer.

Master of Camouflage

At Level 10, any time you’re considered hiddenA character or object whose location is unknown to 1 or more opponents is hidden from those opponents. An opponent may not physically target a character who is hidden from him with any action requiring line of sight or any skill check with the Vision tag. Further, when a character makes an attack against an opponent within Melee Range from whom he is hidden, the target is considered to be flanked, even if no teammate or ally is located on the other side of him. If the target is unaware that any enemies are present, he is considered vulnerable during this attack as well. Immediately following the attack, the character ceases to be hidden from the target. in an area that you’ve designated as your home turf, or within non-urban terrain for which you possess the matching terrain feat, you’re instead considered invisibleAn invisible character is physically masked from view, usually due to a Covert feat or super-science gear. He automatically becomes hidden at the end of each round during which he moves at least 5 ft. from his starting position as his last action during the round. Further, when an opponent targets the character with any attack or skill check, the opponent is considered blinded. While an invisible character is at least 25% covered with a visible material, or moves more than 5 ft. through any environment that may be disturbed by his passing (e.g. moderate or heavier rain, at least 2 ft. of leaves or snow, etc.), this condition is lost. . This ability is negated for 1 minute when you move faster than 1⁄2 your standard speed (rounded up), take any attack action, or otherwise draw attention to yourself (e.g. shouting, drawing a weapon).


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

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