Where base classes provide a broad range of training, allowing characters to remain adaptable, expert classes are focused exclusively on one or two types of training. Most expert classes are story-specific specialized occupations, while some are themed archetypes. Some are obvious extensions of base classes (like the Guide, an extension of the Scout), while others are entirely new concepts.
The core Spycraft 2.0 release features eighteen expert classes.
Brawler (Brwl): The Brawler is a master unarmed and melee combatant. His furious, no-holds-barred attack style can give his team the edge in any close-quarters situation.
Cleaner (Clnr): The Cleaner’s focus is eliminating all evidence of an event — even a botched mission — making him one of a team’s most valuable assets.
Con Artist (Cona): The Con Artist wraps people around his fingers and wears them like rings, baubles he collects over the course of his career. This makes him an excellent first man, slipping in ahead of the team and preparing the targets for their last goodbye.
Counter-Terrorist (Cntr): The Counter-Terrorist owns the urban battleground, and indeed any close-quarters battleground. He is the first man in during any time-critical strike, and the last man out during any tense hostage situation.
Field Analyst (Flda): Mystery solver extraordinaire, the Field Analyst brings a focused mind and crack intuition to his team.
Grunt (Grnt): The Grunt is his team’s combat powerhouse, a heavy weapons expert with the ability and tools to level any opposition, no matter how formidable.
Guide (Guid): 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.
Illuminatus (Ilum): Initiated into the grandest secret designs of the modern enterprise, the Illuminatus can tap any organization like most heroes tap their own bank accounts. If the team requires a master manipulator, they need look no further.
Inventor (Invt): The Inventor stuns and amazes with a seemingly endless supply of ingenious devices, each somehow tailormade for the task at hand. How does he do it? He’ll never tell…
Politico (Pltc): The Politico wages war on the field of government intrigue, swimming with the setting’s biggest sharks in an effort to change the face of the entire world, one vote at a time.
Raptor (Rptr): The Raptor blends martial arts mastery with high-tech enhancement, achieving a modern combat synergy few other classes can match. He is among the most adept at melee and unarmed combat on any team.
Schemer (Schm): The Schemer’s precision focus, exalted intellect, and near-unparalleled skill versatility make him any team’s strongest planner — and its best chance when only an insane option can bring everyone out alive.
Sniper (Snpr): The Sniper’s uncanny accuracy at nearly any range allows him to dominate any battlefield from on high, and his secondary emphasis on stealth provides his team with a nice backup when covert action is called for.
Stuntman (Stnt): A connoisseur of ludicrous mayhem, the Stuntman brings a sense of irreverent danger to his team, reminding them that they’re alive — even when they’d rather be dead.
Tactician (Tact): The Tactician is one of a team’s strongest strategic assets, making the most of every opportunity and exploiting every weakness in the enemy. In any small-squad situation, the Tactician towers above all others.
Transporter (Trns): The Transporter’s natural vigilance helps out in any battle, but his defensive combat and counter-pursuit abilities are the true boon, especially to any team with delicate characters or gear.
Triggerman (Trgr): The Triggerman dominates battles at close range, outclassing most in unarmed and short-range handgun warfare.
Virtuoso (Vrtu): The Virtuoso is the ultimate skill maestro, wielding ideas like formidable weapons. He makes an excellent code breaker, intelligence analyst, or occult investigator, or even an eccentric hobbyist.
Game control alert!
Expert classes are always optional. Some may not meet the tone or power level the Game Control has set for his campaign, and so he may choose not to include some or all of them in his game. Classes banned for characters should also be banned for NPCs unless the GC creates a valid setting or storyline reason for the discrepancy.
enterInG an expert class
As shown on Table 1.3, the first opportunity for your character to enter an expert class is Career Level 5. No character may enter an expert class when he gains Career Levels 1, 2, 3, or 4. Further, several “requirements” are listed in each expert class description. Your character must meet all of these requirements before he may gain his first level in the class. He may not spend an expert class’s skill points, bonus feats, and other benefits to qualify to enter the class. Once your character meets all of an expert class’ requirements, he may enter the class freely, following the standard rules for multi-classing (see page 64).
Sometimes, a character gains 1 or more levels in an expert class and then loses one or more of its requirements. For example, a Sniper might enter old age, causing his Dexterity to fall below the minimum required score. When this happens, the character retains the base attack bonus, save bonus, Initiative bonus, Defense bonus, Wealth, and gear picks granted by the class, as well as any skills and feats he may have acquired while a member of the class. He loses all of the abilities granted by the class, however, and does not regain them until and unless he once again meets the class requirements.
expert class core abIlItIes
As discussed earlier, each character may benefit only from the core abilities of his first base and first expert class. Master classes never possess core abilities (see page 28). No additional core abilities may be gained, no matter how many times the character multi-classes thereafter.