Unless otherwise specified, the following rules apply at all times.
Unlike typical d20 games, there are no attacks of opportunity in Spycraft 2.0. Instead, awkward actions and skill uses that might otherwise provoke an attack of opportunity leave you flat-footed or vulnerable and therefore open to enemy attacks until you recover.
Every blast attack has a base area of effect — a blast increment — that’s measured in squares, and a center area called Ground Zero. With a blast increment of 1 square, Ground Zero is the square in which the blast attack lands or from which it is emitted (e.g. the square in which a grenade lands). With a larger blast increment, Ground Zero must contain the Origin square, but may be shifted per the character’s discretion (with a hit) or the GC’s discretion (with a miss).Some attacks affect everything within an area, their damage tapering off over distance. This effect is called blast. Damage that tapers off is often referred to as blast damage. Blast damage is not a unique damage type, but rather refers to these rules. Many types of damage are automatically blast damage (see page 343).
Each character, object, and scenery item within Ground Zero squares suffers the blast’s full damage or numerical effect. This damage or effect is reduced to 1/2 (rounded down) within each blast increment out from Ground Zero, until the damage drops below 1 point, at which point it has no effect. Blast never turns or bends, and only proceeds through cover when the cover fails its Damage save.
A blast attack may take the shape of a circle or a 90-degree cone. For a graphic illustration of each, consult the Blast diagrams (see page 344).
When a blast attack’s damage or effect is entirely contained within a space smaller than its outermost blast increment covers (e.g. an explosion rips through the interior of a pressurized plane too small to hold 1 or more blast increments), the damage or numerical effect within the contained area increases by 2d6 per interrupted or prevented increment. This does not happen if the blast damage pierces the space’s containment (e.g. breaks a hole through the aforementioned plane’s hull). For a graphic illustration of a contained blast attack, consult the Interrupted Blast Diagram (see page 345).
Likewise, when a blast attack’s damage or effect is completely covered by a character’s body (e.g. he leaps onto a live grenade), the damage decreases by an amount equal to the character’s Constitution score before it spreads. In this case, the character covering the effect suffers the maximum possible damage (i.e. as if the highest possible number were rolled on each damage die). Blast damage expands vertically and horizontally at the same rate. Special Note: Unless otherwise specified, any blast attack has an increment of 1 square and expands as a radius.
Cover is rated in quarters (1/4 cover, 1/2 cover, 3/4 cover, and total cover), as shown on Table: Cover. The listed Defense bonus is applied to the character’s Defense when any opponent on the other side of the cover attacks him. When an attack would hit the character if not for a cover Defense bonus, the cover is hit instead. The attack’s damage is applied to the cover, which must make a Damage save to avoid penetration (see page 224). A special character is considered to possess a Damage save bonus equal to his Constitution score for this purpose.
If the attack penetrates the cover, the remaining damage blows through and applies to the character.
Example: Kevin is shooting at a villain holding a hostage. The hostage provides the villain with one-half cover, which grants the villain a +4 bonus to Defense. If Kevin misses by 4 or less, his attack hits the hostage instead of the villain.
The listed Reflex save bonus is applied to each of the character’s Reflex saves made when he’s trying to avoid an effect originating beyond the cover (e.g. an explosion). The Line of Sight diagram shows several examples of cover (see page 326).
Stacking Cover: At any time, a character benefits from personal cover (the best cover available in his square, from gear, class abilities, a hostage, etc.) and scenery cover (the best cover available from intervening obstacles). The character’s personal and scenery cover are added together to determine the actual cover from which he benefits (maximum total cover).
Example: After being shot a few times, Kevin’s target drags his hostage (1/2 cover) behind a short wall (1/4 cover). The villain benefits from 3/4 cover.
If an attack hits this combined cover, the GC determines which cover was hit at random, with “both” as an option. Example: Following the previous example, an attack misses by 5, hitting the combined cover. The GC rolls 1d6, with a 1–2 indicating that the hostage is hit, a 3–4 indicating that the wall is hit, and a 5–6 indicating that both are hit (in which case, the situation demands that the damage must blow through the wall and then the hostage in order to hit Kevin).
When making an unarmed, melee, or hurled attack that inflicts subdual damage, the character may opt to inflict lethal damage instead (or vice-versa). In either case, this applies a –4 penalty to the character’s attack check. No other damage types may be converted.
When a character misses with an attack or weapon that is subject to deviation, the shot deviates a random number of 5-ft. squares from the target. The die rolled to determine this distance is based on the number of range increments between the character and his target, as shown on Table: Deviation by Range (see below). The direction of deviation is determined by rolling 1d8, as shown on the Deviation Diagram (see below).
If this deviation causes the shot to hit something else, damage is applied as standard. If the obstacle’s Damage save is +10 or higher, and the save is successful, the shot ricochets as shown on the Deviation Diagram. In this case, the remaining deviation distance decreases to 1/2 (rounded down).
These rules are applied to any number of effects as well, as noted throughout this book.
|Table: Deviation by range|
The Game Control may apply a catchall “discretionary modfier” to an attack check to reflect the situation at hand. This modifier may range from –4 (for the most abject conditions) to +4 (for the most favorable).
Example: The sun is in Kevin’s eyes as he attacks a guard, so the GC applies a –2 discretionary penalty. No more than 1 discretionary modifier may apply to any single attack check. When multiple circumstances apply to a single check, the GC should factor them all into a single discretionary modifier that doesn’t fall outside the –4 to +4 range.
Example: Kevin attacks a guard when the sun is in his eyes (–2) while an air siren is going off very close to him (–1), so the GC applies a –3 discretionary penalty.
The GC is encouraged to factor innovative and entertaining combat into his discretionary modifiers, though he should err on the side of caution when doing so. A good rule of thumb is that no discretionary bonus earned through innovation and entertaining combat antics should exceed +2.
Special Note: Discretionary modifiers replace circumstance modifiers in Spycraft 2.0. Circumstance modifiers don’t exist in this edition, nor do discretionary modifiers stack with one another, as circumstance modifiers did in Spycraft 1.0. For more information, see Stacking Modifiers, page 92.
Unless otherwise specified, each “full round” is defined as the span of time from the start of the prompting character’s Initiative Count during the current round to the start of the prompting character’s Initiative Count during the following round. Example: The Soldier’s fortunes of war I class ability grants him damage reduction and allows him to double it for 1 full round. When he uses this ability, his damage reduction is doubled until the start of his Initiative Count during the following round.
Smoke, chemical clouds, and other gases and vapors expand slowly from their points of Origin. This is handled like a slowmoving explosion. Every gas cloud possesses a “blast increment” and expands to each increment on the Initiative Count of its release.
During the first round after its release, gas expands out to its second blast increment, during the third round after its release, it expands out to its third blast increment, during the sixth round after its release, it expands out to its fourth blast increment, and during the tenth round after its release, it expands out to its fifth blast increment.
Thereafter, gas lingers for 2d4 minutes before dissipating from the outside in, losing 1 blast increment per minute until it’s gone.
In a light wind, a gas cloud may expand to only its fourth blast increment and dissipates twice as fast. In a moderate wind, a gas cloud may expand to only its third blast increment and dissipates three times as fast, and in a strong or severe wind, a gas cloud may not expand and dissipates immediately.
Any time a character is not in a barren location (e.g. a cell, a clean room), he may spend 1 Action Die to make a Gear check to locate an item within 4 squares that may be used as an improvised weapon. The GC determines the item’s precise location and description, but its base weapon statistics are determined by the Gear check result, as shown on Table: Improvised Weapons.
When using an improvised weapon, you suffer a –2 gear penalty with attack checks, a –2 gear penalty with damage, and your error range increases by 1. Further, any error suffered with the weapon renders it destroyed. Finally, a character’s Strength bonus is never added to an improvised weapon’s damage.
Spycraft 2.0 does not feature light weapons or standard d20 two-weapon fighting rules. Instead, all weapons are defined as 1-handed or 2-handed.
A character may hold one 1-handed weapon in each hand, but this does not grant him any additional attacks. Each time he may make an attack, he may use the weapon in either hand.
A character of Medium or larger Size may use a 2-handed weapon with one hand, but suffers a –4 penalty with his attack check. Conversely, a character may hold a 1-handed weapon with both hands. His Initiative Count decreases by 2 for each attack made with the weapon, but he gains a +4 bonus to his Strength for the purposes of determining damage or the effects of recoil.
As shown on the tables in Chapter 4, each ranged weapon has a range increment. Unless otherwise specified, when a character makes a ranged attack against a target within 1 range increment, his range modifier is +0. When he makes a ranged attack against a target located more than 1 range increment away, he suffers a –2 penalty per range increment beyond the first between him and his target. Example 1: A Colt M1911 service pistol has a range increment of 25 ft. When the weapon is fired at a target 20 ft. away, the range modifier is +0.
Example 2: When a Colt M1911 service pistol is fired at a target 80 ft. away, the range modifier is –6 (beyond the first 25 ft., –2 per 25-ft. range increment to the target).
Each weapon also has a maximum range beyond which it cannot be used effectively. Usually, a firearm or heavy weapon’s maximum range is equal to 10 range increments. Each hurled weapon may be thrown a maximum number of range increments as shown in its weapon table entry. Each weapon’s exact maximum range is found in its Chapter 4 table entry.
Most of the time when a character resists an effect, he makes a “saving throw,” or “save.” There are three types of saves, each with its own bonus and uses (see page 60).
Saves are made as directed by the GC or the rules. When a rule calls for a save, the DC and other pertinent information is provided. When the GC calls for a save, he determines the DC based on the relevant rules or the difficulty of resisting the effect, with 15 representing a routine save and 40 representing a nearly impossible one. The player rolls 1d20 and adds his appropriate save bonus to obtain a saving throw result. If the result equals or exceeds the DC, the character resists; otherwise, he suffers the full effect. In most cases, a successful save either negates the effect or reduces it to 1/2 standard, though many other results are possible, as noted in each save description or directed by the GC. Whe
n making a save, a 1 is not an automatic failure; neither is a 20 an automatic success. A save may not result in a threat, error, critical success, or critical failure.
All Reflex saving throws are subject to armor check penalties (see page 223).
Unless otherwise specified, a character’s Size is Medium. Most humans are Medium, though some, such as children, are Small. The size of scenery, vehicles, animals, and items varies widely. Everything in the Spycraft 2.0 universe — including weapons — uses the same Size scale, as shown on Table: Size. Further explanation of this table follows.
Defense: This modifier is applied to the character or object’s Defense value.
Attack: This modifier is applied to each of the character or object’s attack check results.
Wounds: A special character’s total wounds are modified as listed in this column. A standard character’s Damage save is unaffected by his Size.
Encumbrance: A character or animal’s encumbrance loads are modified as listed in this column. If the character or animal has 4 or more legs, each encumbrance load increases by an additional 50% (rounded up).
Squares: This column lists the largest number of squares a character or object takes up, with the most basic footprint. The actual footprint of any character or object of Large Size or bigger probably varies from this standard. In the case of vehicles and important scenery, the object’s footprint is included in its Size classification, width first (e.g. “Large (2×4)” indicating an object 2 squares wide and 4 squares long). A character or object’s footprint determines the maximum number of attackers who may simultaneously target it (maximum of 1 attacker per square adjacent to the footprint).
Reach: This column lists the default Reach of a character of each Size. A character’s Reach determines his Melee Range (see page 327).
A character may stay awake for up to 24 hours without effect. Thereafter, he becomes fatigued and must make a Fortitude save (DC 15 + 1 per previous save) at the start of each 24-hour period without at least 4 hours’ sleep. With failure, the character falls unconscious for 1d4+4 hours.
At the start of a character’s Initiative Count during each round when he breathes smoke, he must make a Fortitude save (DC 15 + 1 per previous save). With failure, he suffers 1d4 lethal damage and loses the chance to act during the current round. Some gear provides a dedicated air supply or filters that allow a character to ignore the effects of smoke. Alternately, a character may hold his breath (see Suffocation, right).
An active character requires 1,500 calories per day (if female) or 2,000 calories a day (if male). Either gender may consume 1 MRE (Meal, Ready to Eat) to fulfill this daily requirement. At the start of the 4th and each subsequent day a character goes without meeting this minimum intake, he must make a Fortitude save (DC 10 + 1 per previous save). With failure, he becomes fatigued and suffers 1d6 lethal damage + an additional 1d4 lethal damage per day he’s gone without food. The character may not lose the fatigued condition until he eats at least 1 day’s necessary calories. Likewise, an active character requires 1 quart of fluids per day, or 2 quarts per day when exposed to any heat over 90˚ F. At the start of each day a character goes without meeting this minimum intake, he must make a Fortitude save (DC 10 + 1 per previous save). With failure, he becomes fatigued and suffers 1d6 lethal damage + an additional 1d4 lethal damage per day he’s gone without fluids. The character may not lose the fatigued condition until he drinks at least 1 day’s necessary fluids.
A character may hold his breath for a number of rounds equal to twice his Constitution score. At the start of each round thereafter , , he must make a Fortitude save (DC 10 + 1 per previous save). With failure, With failure, his vitality points drop to 0. At the start of his Initiative Count during the following round, the character must start breathing if he’s able. If not, his wound points drop to 0 and he begins to die (see page 341).
Some gear provides a dedicated air supply that staves off suffocation in airless environments.
A character possessing 4 or fewer ranks in Athletics suffers a –4 penalty with all attack checks, Reflex saves, and skill checks made underwater (except Athletics/Swim checks). A character possessing 5 or more ranks in Athletics suffers a –2 penalty with these checks.
Without special gear or abilities, an underwater character may make only unarmed, melee, and explosive attack checks. Unarmed attack checks suffer no penalties, but the error ranges of all melee attack checks are increased by 2. Further, the damage of any melee weapon to which the wielder’s Strength modifier is applied is reduced to 1/2 standard (rounded up). Finally, the blast increment of any explosive set off underwater is doubled, but the error range of any attack check made to set an explosive increases by 2.
The Bends: A character who remains underwater for more than 1 hour and dives below 100 ft. must surface slowly, a process that requires 30 minutes per 50 ft. he submerged. Otherwise, he becomes stunned and suffers 1d6 lethal damage per round until he’s placed in a pressure tank and decompressed over the same time period.
Euphoria: A character who remains underwater for more than 1 hour and dives below 50 ft. suffers a –4 penalty with all Intelligence- and Wisdom-based skill checks. This effect lasts for 30 minutes per 50 ft. he submerged.
Pressure Damage: A character who submerges 100 ft. or more must make a Fortitude save once per minute or suffer 1d6 subdual damage + 1d6 additional subdual damage per 50 ft. submerged. This save’s DC is equal to 15 + 1 per previous save until the character rises past 60 ft.
Unless otherwise specified, a character can see up to 10 visual range increments, each equal to his Wisdom score × 10 ft., and he can hear up to 10 hearing range increments, each equal to his Wisdom score × 5 ft. Feats, gear, and circumstances may modify these range increments, as noted in each option’s description and as shown on Table: Vision and Hearing. Gear that provides additional light extends out in either a radius or cone, as shown on the Blast Diagrams.
Certain conditions inflict a penalty with skill checks possessing either the “Vision” or “Hearing” tag, and as shown in each skill description. Also, some provide a Defense bonus to the character’s targets. Sense of Smell: Unless otherwise specified, a character has a base scent range equal to his Wisdom score × 1 ft. Occasionally, character options may increase this range, allowing the character to use his sense of smell as he would his eyes and ears. Special Note: Spycraft 1.0 concealment modifiers have been folded into vision and hearing. There are no separate concealment modifiers in Spycraft 2.0.
|Characters sometimes find themselves in appalling peril. They fall from planes at 20,000 ft. They’re at the center of an explosion that wipes out a fortified building. They find assassins standing beside their beds in the morning, holding pistols at their temples. Spycraft 2.0 calls these “Terminal Situations.”
Outside combat only, the GC may declare that any situation from which a character cannot logically escape is a Terminal Situation. Commonly, the victim must be helpless or vulnerable in order for a Terminal Situation to apply. Until the situation abates, any of the victim’s opponents with line of sight to him may spend 1 Action Die to cause him to either fall unconscious or die (his wound points immediately dropping to –9), as appropriate to the circumstances at hand.
Terminal Situations may apply to player characters, their enemies, or any other character, per the GC’s discretion.