Each class description first offers a general summary of its function, on its own and as part of a character team. These are intentionally broad — individual characters vary from the stereotypes. Further insights into using base classes as part of a particular genre may be found in Chapter 7 (see page 409).
Next is a paragraph that offers some advice about which attributes are most important for a member of this class. It isn’t necessary y to follow this advice, but beginners may want to assign their highest attribute scores accordingly until they become familiar with the Spycraft 2.0 game system.
Finally, each class contains several pieces of game rule information, as follows.
This entry states how many vitality points a member of this class receives when he gains a class level. Typically a character gains 1d8, 1d10, or 1d12 vitality points per level, adjusted by his Constitution modifier (to a minimum of 1 per level). If the character was played at Career Level 0, his Career Level 1 vitality points replace his Career Level 0 vitality points.
Additionally, a character receives a number of wound points equal to his Constitution score.
For more information about vitality and wound points, see page 331.
This entry lists the skills that are considered “class skills” for your character each time he gains a level. Skills not listed in this section of any class in which your character possesses 1 or more levels are considered “cross-class” skills for him when he gains a level.
This section also lists the number of skill points a character receives each time he gains 1 level in the class. Typically a character gains 4, 6, or 8 skill points per level, adjusted by his Intelligence modifier (minimum 1 skill point per level). As shown in the class text, a character gains 4 times this amount at Career Level 1 to establish his initial pool of skills.
For more information about skill points, see page 87
This entry lists the number of weapon proficiencies a member of the class gains at Career Level 1 (only). Typically, a character gains between 2 and 6 proficiencies from his base class at Level 1, to be divided as the character wishes between the available weapon proficiencies.
After Career Level 1, a character gains additional proficiencies from his Career Level, as shown on Table: Level-Dependent Benefits.
The available proficiencies are Blunt, Edged, Exotic (Blunt), Exotic (Edged), Exotic (Hurled), Explosives, Guided, Handgun, Hurled, Indirect Fire, Rifle, Shotgun, Submachine Gun, Tactical, Unarmed, and Vehicle Weapon. Each proficiency negates one or more untrained attack penalties listed on Table 4.35: Weapon Basics (see page 299). Further, a character may sacrifice a new proficiency to gain a “forte” with a proficiency he already possesses. This grants the character a +1 bonus with all attack checks involving the forte proficiency.
For more information about weapon proficiencies, see page 298.
Each class bestows a single “core ability.” A character may only ever gain the core ability of the first base class and the first expert class he chooses — the core abilities of all other classes are unavailable to him.
Example 1: Kevin begins play as a Soldier, gaining the accurate core ability at Level 1. Had he started as a Snoop who later gains a level as a Soldier, he would instead gain the astute ability from the Snoop class, and not gain the accurate ability.
Example 2: Kevin begins play as a Soldier and later becomes a Counter-Terrorist, gaining the accurate and shoot first core abilities. He may gain no other core abilities, no matter what other classes he enters.
The bulk of any class consists of a number of abilities granted to the character as his class level rises. There are a number of special rules related to certain types of abilities.
Bonus Action Dice: A number of abilities provide the character with “bonus action dice” under certain conditions. If the ability does not specify die type, then these dice are of the same type the character gains at the beginning of each session (e.g. d4s at Career Levels 0–5, d6s at Career Levels 6–10, and so on). Characters never gain additional XP when they receive bonus action dice.
Doubled Action Dice: Some abilities allow the character to roll 2 dice when he spends 1 action die to boost certain types of rolls. Even if the character possesses two such abilities that apply to the same roll, he may not roll for more than 2 dice for each action die spent.
Location-Specific Abilities: Some abilities may only be used when the character is located in a specific area. The required area follows the names of all such abilities in parentheses (e.g. “(city)”). When an ability requires the character to be located in a city, the city must have a minimum population of 10,000 people, as well as a method of quick contact (e.g. phone, email, other communication technology).
Legacy Abilities: Some “legacy” abilities are shared by more than one class, and grow in stages as the character gains experience. A Roman numeral follows all legacy ability names (e.g. “uncanny dodge I,” “behind the scenes III,” and so on). When a character gains a legacy ability from two or more classes, the Roman numeral numbers are added together to determine the ability’s overall effectiveness (to a maximum of the highest-numbered ability offered by any of the character’s classes).
Example: Kevin is a 9th-level Explorer/5th-level Triggerman, possessing both uncanny dodge II from the Explorer class and uncanny dodge I from the Triggerman class. He may use uncanny dodge III.
When a character gains a non-legacy ability from two or more classes, the abilities are separate and their bonuses do not stack; the character must choose which of the same-named abilities he uses. If the ability specifies a number of times it may be used, each ability’s uses are tracked separately.
NPC Tiers: Several class abilities refer to NPC “Tiers,” which are used to balance them against the player characters and the current Threat Level. For more information, see page 452.
Starting Action Dice: Many abilities have a number of uses per mission or session or grant a bonus based on the number of action dice the character begins with each session. This is typically 3 times or +3 for a character with a Career Level of 0–5, 4 times or +4 for a character with a Career Level of 6–10, and so on.
Character options such as Origin may increase or decrease the number of dice with which a character begins each session. These effects also modify the uses or bonuses gained from these class abilities.
Game rules such as campaign qualities that alter a character’s number of starting action dice do not affect these abilities (see page 405).
“Teammates” vs. “Allies”: Some abilities and other rules make reference to a character’s “allies” and “teammates.” There is a difference.
- Unless otherwise specified, when a character uses an ability that affects his teammates, the character chooses which other characters are affected.
- Unless otherwise specified, when a character uses an ability that affects his allies, the Game Control chooses which other characters are affected (though all targets must be on the character’s side in the current conflict or scene).
Time-Reducing Abilities: Unless otherwise specified, no activity's required time may be reduced by more than one character option or game effect at a time.
Virtual Feats: Some abilities offer “virtual feats”. Virtual feats of all kinds are discussed in detail in Chapter 3 (see page 171).
A class table accompanies each class description. It illustrates how a member of the class grows in power as his Class Level rises. Each class table includes the following information.
Level: The character’s level in the class (his Class Level).
BAB: The character’s base attack bonus (see page 59). Fort: The character’s base Fortitude saving throw bonus (see page 60).
Ref: The character’s base Reflex saving throw bonus (see page 60). Will: The character’s base Will saving throw bonus (see page 60).
Def Bon: The character’s class bonus to Defense (see page 60). If the character wears armor, he gains damage reduction (see page 284), but the armor also places a cap on the character’s total Defense after his Dexterity modifier and all other modifiers are applied.
Init: The character’s base Initiative bonus (see page 60).
Wealth: The character’s base Wealth (see pages 211 and 215).
Gear: The character’s base gear picks during the Intel Phase of each mission, listed as an alphanumeric code (see page 211).
Abilities: The character’s class abilities (see page 28).