OFFICIAL MASTER INDEX (Final - July 2005)

Compiled by The Master Index Team Incorporates information from the following sources:

2 CONTENTS

Information...... 3 Masterwork Modifications...... 55 Department List ...... 3 Mystic Invocations ...... 56 PC Class List...... 10 Ordnance ...... 56 Prestige Class List...... 11 Psion Skills...... 58 Senior Agent Class List...... 19 Rules & Sidebars ...... 58 NPC Class List...... 22 Training Programs ...... 59 Backgrounds...... 25 Sample Skill Focuses...... 59 Background Qualities...... 26 Skill Bonuses & Oppositions...... 62 Bundles List ...... 26 Skill Use List...... 66 Chem Treatments...... 27 Standard-Issue Gear...... 67 Combat Actions ...... 27 Titan Birthrights...... 71 Favor Checks...... 28 Vehicular Gadgets ...... 74 Feat Trees...... 28 Vehicles, Specific ...... 74 Gadgets...... 49 Weapons & Protective Gear...... 75 Intelligence/Mission Resources...... 51 The ...... 84 Mastermind Options...... 53

INFORMATION

INTRODUCTION ABBREVIATIONS USED This index is not a substitute for buying any of the Spycraft rulebooks. It has SEH Spycraft Espionage Handbook been created to assist players and GCs with character creation and referencing. It is SFA Shadowforce Archer Worldbook for this reason that you will not find full details of the departments, classes (both PC MAG Modern Arms Guide and NPC), prestige classes or feats here. To obtain the full information, you need to AF The Archer Foundation buy the appropriate rulebook or , or visit the appropriate website. Sol/Whl The Soldier/Wheelman Class Guide It is intended that this document will become the definitive index all official HOG The Hand of Glory Spycraft departments, classes (both PC and NPC), prestige classes and feats. GA Gentlemen’s Agreement Although there are no intentional errors or omissions in this listing, the PAC Pan-Asian Collective compilers make no guarantees as to its accuracy. However, if you know of any Fix/Pnt The Fixer/Pointman Class Guide errors or omissions please e-mail [email protected] with the EC The European Commonwealth information. Fac/Snp The Faceman/Snoop Class Guide AA The African Alliance STATISTICS 60s The 1960s Decade Book Shop The Shop Spycraft, in all its forms contains 96 departments, 23 PC classes, 84 prestige Agency The Agency classes, 18 senior agent classes, 81 NPC classes, 45 backgrounds, 20 background MM Mastermind qualities, 72 bundles, 8 chem treatments, 9 favor checks, 730 feats, 385 gadgets, 25 USM U.S. Militaries intelligence resources, 86 masterwork modifications, 40 mystic invocations, 54 WM World Militaries psion skills, 33 training programs, 341 sample skill focuses, 155 titan birthrights, 92, BG Battlegrounds vehicle gadgets, 97 specific vehicles. DI Dark Inheritance † MW Most Wanted ‡ ACKNOWLEDGEMENTS SF7 Strike Force 7^ Thanks to Patrick Kapera, Kevin Wilson, and the rest of the Spycraft Design MAG9 Modern Arms Guide, Chapter 9: Other Gear # team for giving us this sandbox to play in. MAGX1 MAG Expansion, Volume 1# The Master Index Team consists of Nathan "Xale D." Devonshyre, Larry SS Silent Specters # "Xer0" Hollis, Dave McAlister, Andrew "Wolverine" McColl, Lohengrin "Coronel TSE The Sharp Edge # Eamus Fitzpatrick" Perez, Andrew M. "FishXXIII" Popowich, Megan "Mexal" MotE Mystics of the East # Robertson. GF Gaming Frontiers magazine Thanks to David Arlington for the information regarding the Cleaner prestige CM Campaign Magazine class found in Gaming Frontiers magazine. Info Informant, Spycraft Magazine Thanks to Dave McAlister for getting this started, and his continued hosting Errata Official Errata, version 1.7* services. Thanks to PhatAl (www.geocities.com/phatal777) for starting the Skill Bonuses † Visit www.darkiheritance.net for more information table. ‡ Visit www.paradigmconcepts.com for more information The cover image for this document has been taken, without permission, from ^ Visit www.otherworlds.cx for more information the official Spycraft and Shadowforce Archer websites: # Visit www.spycraftrpg.com/resources for more information Spycraft – www.spycraftrpg.com * Visit www.alderac.com/forum for more information. Shadowforce Archer – www.shadowforcearcher.com

DEPARTMENT LIST

1ST (THROUGH 5TH)ENGINEER BRIGADE are proficient in a much wider array of civil engineering tasks than their counterparts in other armed forces. In the event of a giant atomic monster attack on Japan, the The Japan Ground Self-Defense Force’s combat engineering brigades are some Engineer Brigades would be critical to any military response (WM, 96). of the hardest-working and best-equipped personnel in their nation’s military. They’re routinely deployed throughout Japan to assist disaster relief operatives and 3 7TH (AND 27TH)INFANTRY DIVISION Directorate of Administration, Directorate of Intelligence, Directorate of Operations, Directorate for Science and Technology, Project: MKULTRA (60s, 142). The southern side of the Korean Peninsula’s DMZ is the most heavily fortified border in the world. Vigilance must be a way of life for the troops who patrol this area, lest they leave it in a body bag. Constant infiltration attempts and North CIVILIAN SPECIALIST Korean snipers require DMZ border guards to memorize every rock and hummock Drawn from the ranks of the world's most prestigious research and professional in their assigned sectors and constantly scan them for change. organizations, civilian specialists provide the Agency with vital expertise in a wide Similar Forces: Elite border guard units at virtually any high-tension national variety of fields. These experts frequently work out of a branch office, but field border (WM, 96). operatives occasionally pull them into the field when only their specialized know- how can break an investigation (Agency, 6). 15TH AIRBORNE ARMY This is the only Chinese paratroop unit that isn’t part of the People’s Liberation CLERGY Army, but its Air Force. This unique status enables the unit’s troops to train closely Clergy are, or have trained to be, representatives of their religious or spiritual with all other PLAAF assets, whereas most nations’ paratroopers are part of their beliefs to the world. These men and women of the cloth - priests, elders, monks, ground forces and work best with other army assets. clerics, rabbis, imams - have committed their lives to the spiritual protection and Similar Forces: Royal Air Force Regiment (U.K.) (WM, 96). health of their fellow believers - no mean feat in the horrific world after the Rip. While the Brotherhood of the Iron Rose is the faction most well known for their use ADOLESCENT of clergy, these true believers can be found in nearly all factions, fighting the good fight for the world and their fellow man (DI, 96). Young combatants are anathema to most nations that maintain formal intelligence agencies, but their application in the espionage arena is often unparalleled. Though usually undisciplined and untrained compared to adult agents, COLLEGE STUDENT exceptional adolescents can provide invaluable services due to the tendency of Undergraduates are ubiquitous – and, to some ways of thinking, readily hostile personnel to underestimate them (Agency, 35). expendable, without the messy moral qualms of using adolescents in hazardous roles. Although many intelligence organizations prefer to recruit agents who've ASTRONAUT/COSMONAUT already established professional competence in some field, just as many consider a young and flexible mind to be an invaluable resource (Agency, 36). With the space race in full swing and both the United States and the Soviet Union constantly searching for pilots willing to strap themselves to rockets built by the lowest bidder, the Agency has little trouble finding qualified applicants within CONSCRIPT INFANTRY the ranks of NASA and its foreign counterparts. Agents who choose this department Russia’s ground forces are largely filled with conscripted troops, young men invariably possess military aviation backgrounds, as well as extensive training in a inducted into service for 2 years before being returned to civilian life. These wide variety of topics and physical regimens. infantrymen are often half-trained at best, but their political indoctrination leaves Special Note: This department may also represent training as an atmospheric them more than willing to engage in combat. test pilot (60s, 140). Similar Forces: Infantrymen of virtually any nation that employs under-trained conscripts (WM, 97). “THE BASEMENT” (FRINGE OPTION) Deep in the bowels of the Agency is a near-forgotten office called “the CORPORATE RAIDER Basement,” where a motley crew of rejected and disenfranchised operatives wage a In an era where a single insider tip or lost blueprint can make or break a private war against cults, serial killers, and other fringe opponents. Basement agents company, corporate espionage is a multi-billion-dollar industry. The Agency are ill-respected by their peers, but they are the only ones with the special recognizes the practical and financial value of multinational corporations, and isn't knowledge and experience to take on their private brand of enemy (SEH, 19). afraid to use them or their highly experienced personnel for its own ends (Fac/Snp, 36) CELEBRITY While fame can be one of a shadow’s greatest enemies, it can also become one COUNTER-INTELLIGENCE AGENCY TRAINING of his most valuable assets -- with the right support. Especially in today’s The flip side of the intelligence arena, counter-intelligence is dedicated to community of idol worship, celebrity spies can use their notoriety and prestige to protecting its national assets from covert threats both foreign and domestic, and has gain access to many options unavailable to other agents. Famous figures are the advantage of (usually) circumventing the backing nations' laws. The Agency regularly invited to high society and private functions, many of which are hosted by recruits many personnel from counter-intelligence organizations, believing that a those with influence in government, criminal underworld, or even the military. strong defense is the cornerstone of any good offense. Celebrities sway the opinions of the masses, creating trends and influencing This "macro-department" introduces agents trained by the world's counter- millions. They travel by private channels to avoid unwanted attention, allowing intelligence agencies. When an agent chooses "Counter-Intelligence Agency" as his them to easily smuggle both items and persons for the Conspiracy. They can be department, he gains all special talents and benefits listed immediately hereafter, as called upon for the most effective, yet least suspected, distractions possible, as news well as a number of benefits from the specific agency of his choice; Department of agencies and the public flock to them during performances and speeches. Perhaps Homeland Security (DHS), Federal Border Service (FPS), Federal Office for the most helpful, though, is the fact that celebrity actions -- however strange -- are often Protection of the Constitution (BFV), MI5 Security Service, Royal Canadian overlooked, ignored, or even forgiven, attributed to the eccentricity of the profession Mounted Police (RCMP), Security Information Service (BIS) (Fac/Snp, 39-42). or assumed to be a publicity stunt. Most of Gemeinschafft’s celebrity agents were famous before they joined the D-0: THE HOME OFFICE Conspiracy, or owe their fame to the Consortium’s spin doctors and media Agents from the home office are the prototypical superspies of the modern era. influence. Fade’s tactics are longer range, grooming disadvantaged youths with Trained to deal with a broad range of threats, they tend to be confident and suave, obvious potential to rise to stardom, and instilling in them near-fanatic loyalty to and are known for pulling off the impossible thanks both to their well-honed skills their enigmatic benefactor (EC, 48). and to the uncanny luck that follows them wherever they go (SEH, 17).

CENTRAL INTELLIGENCE AGENCY (CIA) (PSION OPTION) D-1: THE POWER BROKERAGE The proverbial 800-lb. gorilla of the NATO intelligence community, the CIA Operatives of the infamous “Power Brokerage” are the political elite of the jealously guards its areas of responsibility from other American agencies. It enjoys Agency. With global economies and wide-ranging networks of moles, doubles, cooperative relations with the intelligence services of other English-speaking specialists, and traitors as their weapons of choice, operatives of the Power nations, however, and to a lesser degree with its counterparts in other NATO Brokerage are the undisputed masters of manipulation. Power Brokerage training nations. emphasizes guile and wits rather than the blunt use of physical prowess (SEH, 18). This "macro-department" introduces agents trained by the CIA. When an agent chooses "CIA" as his department, he gains all the special talents and benefits listed immediately hereafter, as well as benefits from the specific CIA directorate of his choice. Agents must have the American allegiance to join this department. 4 D-2: MILITARY OPERATIONS descendants of the Ten Tigers, they are among the most capable hand-to-hand fighters alive (PAC, 32). Department 2 agents are broadly trained, but their focus is the use of military hardware and tactics. They are the Agency’s front line, called in when brute force without discretion is required (SEH, 18). DOT-COMMIE The Internet business explosion of the late 1990s saw traditional business D-3: COMPUTER ESPIONAGE briefly overrun by young technical specialists with innovative entrepreneurial ideas. The subsequent crash and recession left many of these talented individuals out of Department 3 agents are cocky young rebels of the Information Age. These work, and the Agency has begun to assimilate the best of the "dot-communists" into masters of the electronic arts can hack into practically any system and explore its its information technology and information warfare projects (Fac/Snp, 37). secrets, or turn it against itself. They are calm, calculating, and brutally efficient, though their intense state of mind often prevents them from noticing little details other agents look for. Department 3 agents tend to be the youngest operatives at the DMZ INFILTRATION TROOPS Agency (SEH, 18). North Korea makes extensive use of special operations personnel, some of whom receive training for long-term operations in enemy territory. Inserted via D-3: TECHNICAL ESPIONAGE tunnel, mini-sub, or airdrop, these troops may spend years in cover identities they establish upon arrival, gathering military intelligence to prepare for invasion. Department 3 agents are masters of the electronic realm. Though their science Similar Forces: Spetznaz (Russia) (WM, 97). is young and ill developed at the height of the Cold War, the push at its boundaries daily, plucking information from airwaves and through solid walls like latterday wizards. In the 1960s, D-3 operatives are responsible for the near daily EXECUTIVE improvements made on Agency gear, as well as field testing the wondrous devices Though many Agencies recruit Controls from within their own ranks, few form created as part of the organization's fledgling gadget house (60s, 139). upper echelons exclusively of veteran agents. Often, Agencies recruit qualified personnel from the military, police and similar organizations. Occasionally, they D-4: URBAN ASSAULT even recruit from among the senior management of private corporations. These latter individuals demonstrate grace under fire in the frequently cutthroat business Agents of Department 4 are efficient, disciplined military operatives who focus world, and bring keen management skills to the espionage table as well (talents on urban and close-quarters combat. Department 4 is called in when military veteran agents sorely lack). Most executive recruits spend a period of time as operations take place in crowded areas, and when maximum stealth combined with Agency consultants before they're officially brought into the fold (Agency, 108). precision combat is required (SEH, 18).

D-5: BLACK OPS FEDERAL BUREAU OF INVESTIGATION Feds. Suits. G-men. FBI agents represent America's preeminent federal police Black Ops agents are tough and grizzled—they have to be, in order to survive force and its primary counter-intelligence agency. The FBI operates with an odd the increasingly corrupt underbelly of the intelligence community where they work. mix of outdated tradition and cutting-edge police procedure, and is noted for hiring Many lament their surroundings and are working hard to clean them up, while others personnel with career experience in fields other than law enforcement, including bury themselves in their tasks and try to ignore the dirty deals going on around them (but far from limited to) accountants, college professors, craftsmen, and countless (SEH, 19). tradesmen. Agents must have the American allegiance to join this department (60s, 141). D-6: WETWORKS Department 6 agents focus in the use of unarmed combat training to eliminate FIELD RESEARCHER targets. Their assignments are often extremely long-term, requiring them to slip into The Agency often calls upon career academics as specialist consultants for a target’s home or organization and lie in wait for weeks or months before fulfilling unique projects where their expertise is required. These young, bold "students of the their deadly objective. The intense training of this department ensures that its agents world" are usually brought into the fold after stumbling onto an Agency operation in can go without much of the extraordinary gear that operatives of other departments a remote corner of the world (Fac/Snp, 38). rely upon, but it also makes them ill-suited for the chaos of open firefights, where luck and brash courage are often as important as skill (SEH, 19). FIRST CONTACT OPERATIONS DAMAGE CONTROL African Alliance missions are comprised of two parts: First Contact, in which agents gather information, and Terminal , in which they act on it. First The Archer Conspiracy exists to protect the world—in some cases by cleaning Contact agents are the eyes and ears of the , deployed into unknown up after it. As the hub of the Conspiracy, the Archer Foundation often takes it upon situations to gather information for their fellows. These agents must be incredibly itself to clean up after the Conspiracy as well, a task assigned to agents from this resourceful and flexible, as they rarely know what lies behind the next door (AA, department. Damage control agents specialize in identifying tears in the Cloak and 48). mending them, as well as completing operations that other agents have let slip out of control (AF, 46). FOREIGN MILITARY ADVISOR DEPROGRAMMED At this point in the Cold War, the United States and the Soviet Union find themselves engaged in conflicts by proxy across the globe. Both superpowers Who knows an enemy better than the enemy himself? Enemy operatives are actively train troops and military leaders in Third World nations, providing their sometimes captures and deprogrammed to see the Agency's point of view. Such own operatives or recruiting specialists from the local population to fulfill the operatives frequently gain a renewed sense of self-purpose and a drive to take out mentoring demand. Agents from this department may be recruited from virtually those who prey on the helpless (Agency, 60). any military background, though American Special Forces and Soviet Spetsnaz are the most common origins (60s, 141). DIPLOMATIC SECURITY While the phrase "diplomatic security" is usually a euphemism for "bodyguard," THE FOURTH ESTATE most nations recognize the value of employing diplomats who are adept at field Well before the age of global coverage, the news media diligently seeks out operations as well as formal negotiations. In this context, diplomatic security agents newsworthy information. This world wide community of reporters, producers, and maintain clear and secure lines of communication between governments, even editors often learns of critical events along with the intelligence services – and during the most disruptive crises. These individuals are often stationed in their host sometimes even earlier. Almost all intelligence agencies adopt media cover countries for years at a time, giving them the opportunity to develop extensive identities for their agents, but some go so far as to bring journalists into the fold to contact networks (Fac/Snp, 37). exploit their superior investigative skills. This "macro-department" encompasses the major disciplines of news reporting. DISCIPLES OF WONG FEI-HUNG When an agent chooses "The Fourth Estate" as his department, he gains all the Members of one of the world’s pre-eminent martial arts orders, the Disciples special talents and benefits listed immediately hereafter, as well as a number of are living weapons of the highest caliber. Whether Collective operatives or Spiritual 5 benefits from the specific news medium of his choice; cameraman, editor, HYBRID (MACRO-SPECIES) photojournalist, print journalist, radio reporter, television reporter (60s, 146). As man has explored the frontiers of genetic and scientific research, many discoveries - both amazing and hideous - have been made. The revelation of the FRANCO-GERMAN BRIGADE Godgenes is just one result of this drive for knowledge, and the hybrid is another. The forerunner of today’s integrated European Union defense forces, the These bizarre blends of man and beast, once developed by fringe science as military Franco-German Brigade incorporates equal numbers of French and German soldiers. weapons, evolutionary shortcuts or even scientific curiosities, are occasionally The force was originally met with international skepticism, but has since earned the discovered by explorers and scientists and trained to function in the real world. respect of both nations’ regular troops due to excellent training results and Though often uncouth and paranoid around “regular” people, hybrids' unique successful peacekeeping missions. It remains a prestigious all-volunteer unit on the talents, combined with their human intelligence, make them valuable allies. Feline, current military stage. Lupine, Piscine, Reptilian, Rodentine, Ursine (DI, 97-99). Similar Forces: Eurocorps (European Union member nations) (WMil, 97). INDOCTRINATION FREELANCER Hand of Glory recruits are drawn from every walk of life – through propaganda, Only the most established freelance operatives draw the Agency’s attention. mind control drugs, brain-washing, and other psychological strategies. Less skilled Freelancers bring a unique set of resources to the Agency, offering a protective net converts are returned to their former lives as sleeper agents after their training is of global contacts, informants, and investigators. They’re also perfect for early complete, thereafter activated only for special missions. Those with the skills and reconnaissance missions – until they either become known in spy circles or lose experience to enter the high-stakes do-or-die world of superspies inhabited by full- their cool and take matters into their own hands (Fix/Pnt, 32). time Hand of Glory operatives receive heavily focused physical training and are encouraged to pursue the Hand’s ideal of human perfection, but they are often left THE FURIES mentally scarred by their brutal indoctrination (HOG, 40). The Furies do not exist. If someone mentions them, comments range from ‘hey, isn’t that a Greek myth?’ to ‘you shouldn’t be calling down stuff that hunts for INFANTRY vengeance’. CIA agents can’t confirm their existence, and counterpart agencies from Agency operative recruited from the military masses are invariably MI6 to the Mossad to the KGB haven’t even heard of them. distinguished prior to their arrival, through their combat prowess or other accolades That being said, the Furies are Strike Force 7’s angels of vengeance. Working (Sol/Whl, 29). illegally both inside and beyond the bounds of the United States and its authorized theatres of operation, the Furies seek out terrorists and threats to the American way INFORMANT of life before they reach its shores. They stop threats by any means necessary; The Agency maintains a web of double agents, freelance specialists, and long- killing whole families to get to a terrorist, torture, assassination, and radical term informants who act as its eyes and ears in places it could otherwise never hope brainwashing are just some of the tools that the Furies use. The Furies also strike to penetrate. These agents provide the Agency with critical intelligence about its those that would specifically target members of Strike Force 7; rumors persist of an targets' plots and initiatives, as well as support for operatives in regions controlled or extended operation to capture Horus for what he did to Plug-N-Play. influenced by the target. Informants walk the razor's edge of the espionage world, When playing a member of the Furies, the player should indicate another Team but the data they provide gives the Agency the edge it needs to address many threats on his character sheet; only the GM and the player will know if he is part of the before tragedy strikes (Agency, 8). Furies. All other character creation guidelines apply. It is the player’s obligation to keep his involvement with the Furies a secret (SF7, 7). INTELLIGENCE AGENCY TRAINING GURKHA REGIMENT In the shadow world of international espionage, militaries and private interests my receive some of the action, but the intelligence organizations always hold the Gurkhas are fully integrated Nepalese members of the British Army (it’s high cards. The Agency is primarily composed of operatives from such entities, and considered offensive to call them “mercenaries”), recruited after India gained its their opposite numbers in the counter-intelligence communities. independence in 1947. They have served with honor and commitment ever since, This "macro-department" introduces agents trained by foreign intelligence and are famed for their prowess with a specialized curved dagger called a kukri, agencies across the world. When an agent chooses "Intelligence Agency" as his which is presented to each Nepalese male at the age of five. department, he gains all the special talents and benefits listed immediately hereafter, This de facto division of the British Army is so highly regarded that over as well as a number of benefits from the specific agency of his choice; Foreign 25,000 soldiers apply for the 230 vacancies that open each year. Gurkhas are Intelligence Service (SVR), General Directorate for External Security (DGSE), initially engaged for 4 years and may extend their engagement at the 4–, 8–, and 12- Ministry of State Security (Gouanbu), MI6 Secret Intelligence Service, Mossad, year points to 15 years or more dependant upon their rank, performance, and National Security Agency (NSA) (Fac/Snp, 38-39). conduct. The maximum length of service is 22 years for enlisted personnel and 30 years for commissioned personnel. Gurkhas remain Nepalese citizens throughout their service, but in all other respects are full members of the U.K. Armed Forces ISRAELI DEFENSE FORCE CHAPLAINCY (WM, 98). The Israeli Defense Forces’ military rabbinate provides spiritual guidance for the men in his unit, reconciling the demands of faith with those of military service. HEDGE MAGE (ARCANE) Any unit of battalion size or larger possesses at least 1 ordained rabbi — a commissioned officer — who is supported by 1 or more enlisted assistants. Hedge mages are practitioners of the most primal forms of magic - the magic of Similar Forces: Military chaplain services across the world (WM, 98). the earth, the blood, and the spirit. These 'wild mages' can be found the world over, from fortune telling parlors to remote primitive cultures to pagan cults, using ancient foci such as charms, potions and effigies to tap into the Ethereal. While many IT (INFORMATION TEAM) arcanists and gnostics turn up their noses at the “undisciplined” and “superstitious” The war on terrorism has quickly become a war of information, and the hedge mages, their place in the new world order after the Rip has grown undeniably Information Team (IT) plays a vital part in supporting Strike Force 7. As often as larger as the boundaries between worlds floods the Earth and increases the potency they are gathering information on the latest terrorist plot, they are fighting off of their ancient Craft (DI, 96). electronic attacks by Skorpion operatives and other hostile powers. IT is the brain of Strike Force 7, taking the information gathered by the other Teams and processing it HIRED GUN to provide for effective strategy and teamwork. Many missions require on-site technical expertise, so IT personnel are trained in Mercenaries, torpedoes, button men – no matter what you call then, hired guns combat as well as electronic warfare. It’s a common sight to see an IT member with are ruthless killers who make their living by ending the lives of others. Since World a weapon in one hand and a computer in the other, jumping out of a plane (SF7, 6). War II, hired guns have found their way into the espionage world CIA and KGB contract killers and soldiers of fortune, diving into conflicts the world over. Masterminds frequently retain the services of hired guns in their schemes, both for JOINT FORCE HARRIER their efficiency on the battlefield and their loyalty to the almighty dollar (MM, 114). Composed of U.K. Harrier pilots from both the Royal Air Force and Royal Navy, Joint Force Harrier is the world’s leading authority on VTOL combat operations in both air defense and ground attack roles. It is projected to become 6 “Joint Strike Fighter” in the next decade, which will only serve to equip these MILITARY ACADEMY TRAINING already elite pilots with even more aircraft. Like Officer Training, this “macro department” covers graduates of schools Similar Forces: U.S. Marine Corps Harrier pilots (U.S.) (Informant 2, 24). throughout the world (this time focusing on military theory and practice); Military University of Russia, National Defense Academy of Japan, Royal Military College JOINT TASK FORCE TWO (JTF-2) of Canada, United States Air Force Academy, United States Naval Academy, Canada’s counter-terrorism unit is unique in two respects. First, it draws from University of the German Federal Armed Forces (Sol/Whl, 31-33). all branches of the Canadian Forces — Land Command, Air Command, and Maritime Command. Second, as with all CF units, combat positions within JTF-2 MILITARY OPERATIONS ranks are open to women. The former ensures that the unit includes someone trained Members of the Military Operations Team are often assigned to conventional in virtually any military specialty required, while the latter provides the unit with a military units as a ‘buffer’ between Strike Force 7 operatives and conventional number of operatives whom opponents may not even consider threats until it’s too military leadership. In addition to standard military training, they are well-versed in late. dealing with the chain of command and keeping their own people under control in Similar Forces: Special Forces Operational Detachment Delta (“Delta Force”) rough situations. (U.S.) (WM, 99). Military Operations Team members are most likely to be seen by the public, either directly or through the media. They fit the ‘classic’ image of Special KOMITET GOSVDARSTENNOI BEZOPASNOOSTI (KGB) Operations Forces, and are often used in extended missions to support military This monolithic Committee for State Security scrutinizes virtually all aspects of efforts such as Operation Iraqi Freedom (SF7, 5). Soviet national security. In the eyes of Soviet allies and enemies alike, the KGB is the most feared intelligence and counter-intelligence agency in the world. THE OFFICE OF PSION AFFAIRS (PSION) This "macro-department" introduces agents trained by the KGB and its various Since its inception, the Archer Foundation has been closely linked to the Warsaw Pact allies. When and agent chooses "KGB" as his department, he gains all world’s most advanced psion studies. The three families of psionic ability have of the special talents and benefits listed immediately hereafter, as well as a number revolutionized the espionage world, allowing select agents to accomplish missions of benefits from the specific KGB directorate of his choice. Agents must have the by means founders of the Archer Pact could hardly imagine. This department is a Soviet allegiance to join this department; First Chief Directorate, Executive Action natural outgrowth of psionic research, establishing protocols for the detection, Department [Department V], Second Chief Directorate, Third Chief Directorate, recruitment, and training of psion and counter-psion assets. The Office of Psion Seventh Directorate, Eighth Chef Directorate, Ninth Directorate, Border Troops Affairs provides training to both psions and those who must contend with them Directorate, Personnel Directorate, Technical Operations Directorate, Special (including many agents without psion abilities) (AF, 46). Investigations Department (60s, 143).

KONGELIGE NORSKE MARINE (ROYAL NORWEGIAN NAVY) OFFICER TRAINING Recent military graduates are highly sought-after Agency operatives. The Under its current modernization program, the Royal Norwegian Navy is training at such schools – ranging from leadership to tactical expertise and military becoming one of the world’s most technologically advanced forces. Though small, history – prepares a potential agent for a number of eventualities not covered by its sophisticated gear and its highly trained personnel are second to none (WM, 99). basic training. Recent graduates are also often most ready to accept the Agency’s procedures, and its mission. LADAKH SCOUTS This “macro-department” covers graduates of officer schools throughout the These elite high-altitude recon troops see extensive action along the Kashmir world; Australian Defence Force Academy, Baghdad Military College, People’s border, and are one of the most highly decorated units in the Indian Army. Liberation Army National Defense University, Sandhurst Military Academy, South Nicknamed the “Snow Tigers,” they’re composed almost exclusively of Buddhist African Military Academy, St. Cyr Military Academy, United States Military natives of the region who’ve chosen to take an active part in resisting Muslim Academy at West Point (Sol/Whl, 30-31). dominated Pakistan, along with a large minority of Tibetan refugees (WM, 99). OLD BLOOD (MYSTIC) LEGION ETRANGERE (FOREIGN LEGION) All around the world, small pocket-cultures preserve ancient traditions and lore One of the best known military units in the world, the French Foreign Legion long forgotten by outsiders. The Hand of Glory and other organizations sometimes possesses a near universal mystique. It accepts applicants from all nations with the seek out and recruit these individuals for the knowledge (and power) they possess. promise of French citizenship — and new identities, if desired — if they serve an While not all agents from old blood go on to become mystics, their knowledge of initial 5-year term of enlistment. Foreign Legion personnel are regularly deployed to the old ways can provide key insights when researching or combating such foes protect French interests, particularly in Africa, where the ancient saying is still true: (HOG, 41). “You joined the Legion to die and the Legion will send you where you can die” (WM, 100). OLD BLOOD (MYSTIC) All around the world, small pocket-cultures preserve ancient traditions and lore THE LETHALS long forgotten by outsiders. With the increase in supernatural activity since the Rip, No Alliance agents are more feared or misunderstood that the Lethals. These some of these practices are being revealed as genuine arcane (or daemonic) rituals. assassin-agents are separated from their comrades shortly after their recruitment, Factions sometimes seek out and recruit these individuals for the knowledge (and training in stealth and melee combat. Lethals go in when Control has determined power) they possess. While not all agents from old blood go on to become mystics, only terminal force resolve a situation, operating undercover until they can complete their knowledge of the old ways can provide key insights when researching or their mission (AA, 48). combating such foes (DI, 96).

MEDIA RELATIONS OPERATION: BODY DOUBLE In a nation of free ideas, the concept of war and the military is not always a The deep cover life of a Body Double agent is a lonely one. Trained in the popular one. Therefore, Media Relations exists to create a proud public face to ways of the PAC’s foes and left to fend for themselves, these operatives often seem Strike Force 7. Working with the military’s press corp, national media outlets, and more at home in their target agencies than with their PAC peers. They are the other information sources, Media Relations seeks to expose truths about hostile viruses of the espionage world, hiding in their victims’ organizations for months or powers and paint Strike Force 7 (and the military by extension) in a positive light. years before taking any hostile action. The most dangerous part of a Body Double While Media Relations emphasize negotiation and ‘winning hearts and minds’, agent’s job comes when the Collective calls on him to assist other agents, as every all team members are trained to work in the field. Their primary role in field work such operation jeopardizes his hard-earned cover identity – but the nature of the job is as negotiators and intelligence officers, working with agencies such as the CIA makes this a frequent risk, and Body Double agents are often assigned in this and FBI for optimum coordination of resources. While IT might be the brain of capacity (PAC, 32). Strike Force 7, Media Relations is the voice, eyes, and ears (SF7, 6).

7 ORGANIZED CRIME PROJECT:BLUE BOOK (FRINGE OPTION) Governments have covertly employed criminals for decades: the Japanese use Launched in 1947, Project: Blue Book is the U.S. Air Force's investigation into of Yakuza mercenaries as spies during World War ii and the CIA laundered covert- the UFO phenomenon. Its official position to date is that no tangible evidence exists ops money through South American cartels during the 80s. Today organized crime of advanced technology or extraterrestrial presence on Earth. Rumors persist, syndicates provide an effective, if illicit, training ground for Agency recruits. Most however, that Blue Book personnel are simply the visible portion of a massive agents coming from criminal backgrounds are recruited following their arrest, research and cover-up operation into... something else. Agents must have the agreeing to work for the Agency in exchange for their freedom. Rarely do they American allegiance to join this department (60s, 141). disappoint – these agents have a proven track record of fierce loyalty, dogged resourcefulness, and incredible skill at evading authorities. RACER This ‘macro-department’ covers former gangsters from many well-known The Agency generally avoids well-known celebrities, whose disappearance criminal syndicates. When an agent chooses “Organized Crime” as his department, might be noticed. Racers are thus recruited early in their careers, before they gain he gains all the special talents listed immediately hereafter, as well as a number of notoriety or arrogance (Sol/Whl, 29). benefits from the specific organization of his choice; American Mafia, European Mafia, Russian Mafia, South American Cartels, Street Gangs, Triad, Yakuza (Fix/Pnt, 34-36). RECRUITMENT It’s an unfortunate reality that the Conspiracy loses agents on a regular basis. ORPHAN Recruitment is therefore a constant priority, and the European Commonwealth leads the effort, dedicating many resources to securing new quality personnel. The Some agencies adopt abandoned children and raise them as field operatives, Chamber uses its Byzantine network of bureaucrats and fact checkers to verify the hoping to produce highly trained, thoroughly indoctrinated agents whose loyalty and potential loyalty of new recruits, conducting extensive and often clandestine skill are absolutely quantifiable. These agents are reportedly either stunning interviews and background checks, and even channeling candidates through false successes or abject failures. The following may be a template for either (Fix/Pnt, crises to test their responses and resourcefulness. 33). Only after rigorous research and testing are recruits brought into the fold, and even then, they are frequently not told about the Archer Conspiracy until their PALSAR 7 (AND 500) loyalty has been tested during actual field operations. The dedicated work of the The PALSAR (Plugat Suir — literally, “Reconnaissance Company”) Conspiracy’s various recruitment branches are the first and most effectively line of companies of Israel’s elite 7th and 500th Armored Brigades are their pathfinder defense against traitors, enemy agents, and incompetents slipping into the fold, and units. Equipped with jeeps and similarly light vehicles, PALSAR 7 and PALSAR regrettably their methods are not foolproof. Their occasional failures ensure vigilant 500 perform advance reconnaissance for Israeli Defense Force armor. This mission efforts to protect the Conspiracy’s assets. consists not only of mapping travel routes, but also ensuring that each path is clear Recruits are normally drawn from elite intelligence organizations around the of mines, anti-armor forces, and other hazards (WM, 100). world, though a growing number are also civilians possessing valuable skills or connections, and a few are even culled from the ranks of Archer’s enemies. PASDARAN Operatives of the Conspiracy’s recruitment branches are trained never to overlook potential assets based on their origins (EC, 48). Otherwise known as the Islamic Revolutionary Guard Corps (IRGC), the Pasdaran was formed following Iran’s 1979 Islamic Revolution (see page 48). It is effectively a religious police agency with a paramilitary organization’s structure and REGIONAL FORCE SURVEILLANCE UNIT capabilities. The Pasdaran engages in conventional warfare alongside the regular Technically classified as reserve units, Australia’s 3 RFSUs are assigned to Iranian military, and also conducts domestic operations against enemies of the patrol the country’s northern region for illegal immigrants and smugglers — that is, Iranian government. when they aren’t deployed on combat operations. RFSU troops consist of wilderness Similar Forces: Pre-2001 Taliban militia (Afganistan) (WM, 100). reconnaissance specialists and are accustomed to a relaxed mode of operation. They don’t always integrate well with mainline troops, though they operate extremely PEACE OFFICER well with local civilian auxiliaries. Each RFSU recruits heavily from the Aboriginal population, possessing the highest enlistment percentage of any Australian unit. Agents from law enforcement organizations around the world—such as the Similar Forces: IDF Special Command Teams (Israel), Pakistani Rangers American DEA or Germany’s Bundeskriminalamt—gain the following benefits (Pakistan) (WM, 100). (Sol/Whl, 29).

PHANTOM OPERATIVE RELIC Many agents spend their entire lives playing the Intelligence Game. Some Somehow, the agent's personnel file has been erased – or maybe it never existed never leave it, blending into the sociopolitical chaos to become part "espionage in the first place. Perhaps he was once assigned to a black ops handler and asked to scenery," fixtures within the world's spy communities that everyone knows and can spy on his own government, or maybe he somehow managed to insert himself into use as landmarks in the turbulent timeline, anchors in the constantly shifting sea of the Agency's ranks, under false pretenses or using false credentials. Regardless, the loyalties. These "dinosaurs" are the Cold War's most lasting gift to modern intrigue agent now operates "off the books," a shadow within his organization, able to tap its (Agency, 86). resources through private channels and work toward his own goals alongside those of the agent team he's adopted. These goals may be contrary to those of the Agency, but should remain in line with those of his team, lest the campaign derail due to RESEARCH &DEVELOPMENT (D-12) (PSION) agent strife (Agency, 62). The Acquisition of the mentalist psion formula during the assault on Eden in the 70s revolutionized the Conspiracy's technological sections. Long frustrated by POLITICAL APPOINTEE Helix's ability to consistently equip his operatives with devices that defied the limits of known science, the Conspiracy used its ability to create its own mentalists to Most Agencies answer directly to government interests, usually at a federal greatly influence world affairs. Earliest research into the abilities of these newly level, and it's therefore commonplace for Controls to be selected from the political empowered mentalists focused heavily on reproducing Helix's gift for technological arena. While not always highly qualified for espionage work, these individuals offer innovation. As a result, the Conspiracy's gadget labs were soon heavily stocked the Agency significant influence within the halls of power (Agency, 108). with talented young mentalists, while their potential as field agents was overlooked for years. PROGRAMMED Prior to their break from the Conspiracy, most Shop agents were hidden in and Programmed agents have been the subjects of intense psychological amongst the various research sections of each of the Chambers. Since the break, manipulation, be it through brainwashing, indoctrination, or psychic influence. This these individuals have been able to work together more closely than ever, committed tampering makes them nearly impossible to identify before they’re activated – and to the continual advance of the organization's technologies, unlocking the mysteries high priority Agency targets (MM, 115). of the world one methodical step at a time. The Shop maintains the numbered department structure used by the Conspiracy, referring to it's own largest branch as "D-12" in internal documents (Shop, 48).

8 ROYAL NAVY COMMAND TRIBAL England — and later the U.K. — has always been first and foremost a sea Not everyone lives in a prosperous and technologically advanced nation. power. The Royal Navy is one of the strongest and most tradition-oriented fighting The tribal reveals a background outside the modern world that many people take for fleets in the world, and its command officers and senior NCOs are the pinnacle of granted. These people live without modern conveniences and are skilled at what a their profession (WM, 101). city dweller would call “roughing it.” Bushmen, Mongolian nomads, Polynesian fishermen, and many others might fall within this department (DI, 97). SAUDI ARABIAN NATIONAL GUARD Sworn to personally serve the ruling monarch of Saudi Arabia, the SANG is TRIUMVIR (PSION) tasked with internal security and protecting the country’s infrastructure, though it is The Shop's goal of synthesizing a superior psion formula from the original equally ready to take the front line when necessary (WM, 101). 'Adam' of each of the three known psion families lead to remarkable discoveries. Using the advanced cloning technology scavenged from sites once controlled by the SEARCH &RESCUE Architects of the Fringe (see Shop 29), the Shop has been able to create a growing number of 'super psions' as part of PROJECT: TRIUMVIRATE. While unusually Few in the civilian sector show more “hero” potential than the brave members powerful as psions, these clones have been brought to rapid maturity, and suffer a of the search and rescue forces. Agents drawn from these military and civilian variety of minor defects (Shop, 49). services have a broad array of experience with extreme conditions and intense field medical training (Fix/Pnt, 33). TURNCOAT SPECIAL FORCES Whether for money, power, or pursuit of their own ideals, turncoats have turned their backs on the countries and agencies that brought them into the fold. Already well trained in covert operations, special forces operatives make Unfortunately for them, in a community built upon loyalty and trustworthiness, excellent agents. Their rigid military discipline, combat expertise, and special skills traitorous agents are amongst the most reviled (MM, 115). make them a welcome addition to any team (Sol/Whl, 29). U.S. AIR FORCE SPECIAL OPERATIONS Generally regarded as the most technically orientated branch of the U.S. Countries around the world have developed a variety of elite unit that combine military service, the Air Force also has the highest ration of support personnel to combat expertise with specialized mission performance. These units are called upon combat specialists. Its airmen receive exceptional and extensive training to fulfill paramilitary peacetime objectives, such as hostage rescue, counter- opportunities throughout their service careers. Air Superiority, Close Air Support terrorism, combat infiltration, and sabotage. Special operations training almost (commissioned officers only), Combat Engineering, Intelligence, Law Enforcement, always begins with punishing regimens of physical training – obstacle courses, long Medicine, Psychological Operations, Search and Rescue, Special Weapons, Support marches in full gear, long days, and short hours. Different groups specialize with Services, Transport (USM, 84). different skills depending on the nature of their missions, but experience with survivalskills and explosives are quite common. Like organized crime cells, special operations groups are collectively U.S. ARMY considered a ‘macro-department’. When an agent is recruited from a special The largest branch of the U.S. military, the Army is the President’s go-to force operations group, he gains all of the benefits under ‘Shared Special Talents’, below, not only when he needs to take ground, but also when he wants to hold it. Army plus several bonuses specific to the group he trained with; First Reconnaissance personnel regularly ignore the boasting of Marine Corps personnel, realizing that Regiment (Recces), GIGN, Lanceros, PLA Special Operations Force, SEALs, every conflict the Marines engage in, the Army is right alongside them. Armor, Special Air Service, Spetsnaz (Fix/Pnt, 36-38). Artillery, Close Air Support (commissioned and warrant officers only), Combat Engineering, Diving, Infantry, Intelligence, Law Enforcement, Medicine, STICK JOCKEY Psychological Operations, Search and Rescue, Special Weapons, Support Services, Transport (USM, 84). Recruited from tank crews, air forces, and navies, stick jockeys are blessed with highly acute senses and extensive combat experience (Sol/Whl, 29). U.S. COAST GUARD THRILL SEEKER Occupying a sometimes-awkward position between military service, public safety agency, and police force, the Coast Guard is nevertheless an essential part of Some civilian backgrounds lend themselves to the rigors of the super-spy life- the American defense establishment. Arguably the most photogenic branch of the style. Conditioned by the extreme sports and possessing an innate reckless U.S. military service, the Coast Guard’s heroic operations serve to keep it in a enthusiasm, thrill seekers bring a joyous exuberance to the Agency that can be positive light even with the military’s most forceful detractors. Artillery, Diving, difficult to cultivate in traditionally trained agents (Fix/Pnt, 34). Intelligence, Law Enforcement, Medicine, Psychological Operations, Search and Rescue, Special Weapons, Support Services, Surface Warfare, Transport (USM, 85). TITAN (MACRO-SPECIES) The abilities of the titans share a common link to the Godgenes handed down U.S. MARINE CORPS from the progenitors. Today, only a handful of these primordial bloodlines remain, As the U.S. Military’s “go anywhere, do anything” branch, the Marine Corps and only when crossed in the perfect proportions do their genes express themselves emphasizes versatility, endurance, and its own unique traditions. It requires a degree in the form of ancient birthrights. Crimson Lord, Hidden Sun, Storm Crow, Void of discipline that few military services anywhere in the world can match. Air Phoenix, Wild Blood, Lost One (DI, 166-168). Superiority, Armor, Artillery, Close Air Support (commissioned and warrant officers only), Combat Engineering, Diving, Infantry, Intelligence, Law TRAINING CORPS Enforcement, Psychological Operations, Search and Rescue, Special Weapons, The Conspiracy sometimes takes its best and brightest agents out of field Support Services, Transport (USM, 85). service to share their formidable skills with other agents. Stationed at the Lodge or under the Foundation’s irrepressible Nostrum, agents of the Training Corps are U.S. NAVY among the most valued members of the Conspiracy (AF, 46). The U.S. Navy’s greatest strengths are its technical schools, within which military agents can learn nearly anything about anything, and its propensity to TRAINING CORPS deliver qualified seamen to any corner of the world. Naval agents can consequently The Agency sometimes takes its best and brightest out of field service to share expect exposure to a rich world of experience and training. Air Superiority their formidable skills with other agents. Ostensibly stationed at the Agency's (commissioned officers only), Artillery, Close Air Support (commissioned officers training centers, many of these experienced spies nevertheless choose to return to only), Combat Engineering, Diving, Intelligence, Law Enforcement, Medicine, the field, justifying their actions with the argument that the best study often happens Psychological Operations, Search and Rescue, Special Weapons, Submarine away from the home office (Agency, 87). Warfare, Support Services, Surface Warfare, Transport (USM, 85).

9 VAGRANT VOENNO-KOSMICHESKI SILY (VKS — MILITARY SPACE The vagrant is a mysterious and often-overlooked part of the urban landscape, a FORCES) phantom of the asphalt jungle. While these forgotten people make unlikely agents of Eighty percent of Russia’s space program falls under the control of the VKS, most factions, they are experts at negotiating and surviving the mean streets, and which is sometimes referred to in the Western press as the “space troops.” Currently doggedly resourceful allies for any group working in the big city (DI, 97). hard-pressed for funding, the VKS nevertheless continues to maintain Russia’s surveillance, communication, and navigation satellites, and supervise launches thanks to cash infusions from its EU partnerships. The force is also believed to maintain Russia’s remaining Cold War-era anti-satellite capabilities. Similar Forces: U.S. Air Force Space Command (U.S.) (WM, 101).

PC CLASS LIST

ADVOCATE something greater, and they delve into any mystery they find that can reveal to them a new truth. A few actually discover great power harboring within them (DI, 137). While many people have ideals they believe in, the advocate has a cause that he is willing to die for. The advocate has the strength of belief to stand by his principles and fight for his convictions. Some advocates are guided purely by a desire for HIGH ROLLER knowledge or justice, while others have more complex motives, forced to pursue The life of a superspy is a collection of glamorous highlights and down-to-the- many small, seemingly unrelated, victories on their way to a larger goal. An wire scrapes. The high roller is a master of both, combining a broad base of talents advocate might work for money, to prove a point, or to further some laudable goal. with a lucky streak wider than the Atlantic Ocean. Teams without a high roller may The researcher determined to find a cure for cancer, the corporate engineer find it difficult to blend in with the highest circles of society or pull off their developing new weaponry, the eco-terrorist intent on preventing an environmental missions with the panache that makes them legends within the world's shadow disaster, or the impassioned defense lawyer scorned by her jaded peers - anyone communities (AA, 49). who upholds a cause and has the perseverance and dedication to never give up can be an advocate (DI, 100). MARTIAL ARTIST Among the many practitioners of traditional Oriental martial arts, only a special ARCANIST (ARCANE) few devote themselves entirely to “the Art”, rising from the ranks of casual student The arcanist walks the treacherous path of eldritch power and arcane to demonstrate a remarkable fusion of body, mind and spirit. The Archer knowledge. By pouring over fragments of ancient manuscripts and scavenging Conspiracy long ago realized that such individuals can contribute greatly to the through the scattered remains of the Lost Age, the arcanist seeks the hidden Pact’s goals, and seek to recruit them whenever and wherever possible. In addition mysteries of true power. He uses twisted secrets, forbidden learning, and arcane foci to their formidable fighting abilities, martial artists bring a sense of discipline and to break the boundaries of science. He is no scholar hiding in an ivory tower from composure to an agent team, displaying the utmost ability of the non-augmented the dangers of the world - he strides fearlessly into the unknown, certain that his human form (PAC, 33). skill and power will see him through (DI, 134). MARTIAL ARTIST EXPLORER (FRINGE OPTION) While there are many who practice one of the many martial arts that permeate Whether in the steaming rainforests of Borneo or the concrete jungle of the traditions of the orient, there are those special few who devote themselves to downtown New York, some agents cannot resist the call of discovery. Many “the Art”, rising above the casual student to demonstrate a remarkable fusion of organizations field agents who circle the globe in search of places and phenomena body, mind, and spirit. Several of the factions have long realized that such beneath the notice of their technological colleagues. These individuals bring a individuals can contribute greatly to their goals, and seek to recruit them whenever wealth of experience with exotic locations to any team, as well as a steady hand in and wherever possible. In addition to their formidable fighting abilities, martial the face of bizarre circumstances (HOG, 41). artists bring a sense of discipline and composure to the team, displaying the utmost ability of the human form (DI, 105). EXPLORER Whether in the steaming rainforests of Borneo or the concrete jungle of MENTALIST (PSION) downtown New York, some agents cannot resist the call of discovery. Many Where physical adepts focus on the body and telepaths reach into the minds of organizations field these two-fisted archeologists who circle the globe in search of others, mentalists enhance the powers of their own minds (SFA, 179). places and phenomena beneath the notice of their technological colleagues. Explorers bring a wealth of experience with exotic locations to any team, as well as PHYSICAL ADEPT (PSION) a steady hand in the face of bizarre circumstances (DI, 102). Psions who specialize in body-affecting powers are called physical adepts. They are capable of a variety of superhuman feats that make them extremely valuable to FACEMAN any team (SFA, 189). Facemen are masters of disguise and talented confidence men, trained for infiltration and sting operations. Without them, a team may have difficulty with face POINTMAN to face deception, not to mention infiltrating the enemy and discerning their master Pointmen train in many skills, and often enhance or assist the other members of plan (SEH, 22). the team. They are also the most flexible team members available. A team that lacks a pointman will have trouble becoming more than the sum of its parts (SEH, 26). FIXER The fixer is the team’s “acquisitions expert”. He gets them what they need, SCIENTIST when they need it, through whatever means necessary. He is an expert at breaking The scientist brings all the advantages of modern technology to the field. A and entering, as well as adapting to unexpected situations. Without a fixer, the team team without a scientist may not be able to take full advantage of the tools at their might not be able to react in time if a mission takes a turn for the worse (SEH, 24). disposal (Shop, 49).

GNOSTIC (ARCANE) SCIENTIST Few in the modern world, with its slavish devotion to technology and its The scientist brings all the advantages of modern technology to the field. sneering attitude toward anything that cannot be explained by science, seek spiritual Several factions are founded upon scientists, using technology and learning as the answers to life's many problems. Those who do often turn to religion, but basis of their influence. A team without a scientist may not be able to take full occasionally one will turn inwards and seek answers through introspection and self- advantage of the tools at their disposal (DI, 107). understanding. Most humans can only dabble in such things, using half-understood practices as a springboard for bettering their own lives. But some people desire 10 SLEUTH truth from the public through propaganda and lies, and information rebels, using their interpersonal skills and media connections to uncover hidden truths. Within the The Archer Conspiracy’s mandate of global security rests squarely on one Archer Conspiracy, spin doctors work with the media to maintain the Conspiracy’s pillar: information. The Foundation recruits heavily from fields of expertise that can public front, diverting attention from the Chambers’ true objectives until they come provide it with the clearest picture of what is going on in the world, from the broad to fruition. scope provided by orbital satellites to the most questionable dirt from street-side The European Commonwealth makes particularly heavy use of spin doctors, for snitches. It is this latter, hands-on approach to information-gathering that interests nowhere in the world do Archer agents operate so closely to the surface. In the field, the sleuth. A sleuth provides his team with solid investigative skills and an intimate spin doctors fulfill a variety of roles, as consummate negotiators, public relations understanding of the human mind, and can be the most valuable part of any officers, information gatherers, and damage control experts, ensuring their team’s operation involving HUMINT (human intelligence) (AF, 47). activities stay out of the public eye and wielding information as a deadly weapon to thwart his opponent’s activities (EC, 49). SLEUTH In changing times, those who want to stay ahead must constantly seek out TELEPATH (PSION) information. All of the factions recruit heavily from fields of expertise that can No other psion is as feared or as misunderstood as the telepath. The earliest provide them with the clearest picture of what is going on in the world, from the telepath serums were derived from the blood of the Demagogue, and that terrible era broad scope provided by orbital satellites to the most questionable dirt from street- has permanently scarred the reputation of this field of psionic research and training. side snitches. It is this latter, hands-on approach to information-gathering that Further, the idea of mental intruders, who can steal deeply held secrets or command interests the sleuth. A sleuth provides his team with solid investigative skills and an obedience without an agent’s knowledge, is terrifying to secret agents, who live and intimate understanding of the human mind, and can be the most valuable part of any die by the information they keep locked away in their minds. operation involving HUMINT (human intelligence) (DI, 109). Regardless, telepaths have proven one of the Foundation’s greatest tools in the secret war to save humanity from dire threats they cannot see. Whether as tools of SNOOP interrogation, investigation, or brainwashing, telepath’s are the cutting edge of psion The snoop is the master of gathering and analyzing data. He is trained in development in the information age (SFA, 196). computer hacking, cryptography, and electronic counter-measures. Without a snoop on the team, vital pieces of information are almost certain to be overlooked (SEH, WHEELMAN 28). The wheelman thrives on high-speed chases and the rush of deadly battles. He is both the team’s vehicle specialist and a trained combatant second only to the SOLDIER soldier class. Without a wheelman, the team might find itself unable to cope when a During firefights, the soldier is the group’s backbone. No other member of the mission requires breakneck speed and nerves of steel, or a quick getaway (SEH, 32). team is as heavily trained in combat techniques and strategies, though how that training manifests differs from soldier to soldier. Some are intense martial artists, WIRE while others are master marksmen. Without at least one soldier around, the team is With elaborate, automated techniques for cryptography, surveillance, and likely to find itself outgunned in a fight (SEH, 30). communications coming to the fore and covert agencies scrambling to recruit and train some of the brightest minds of the day, the 1960s are the golden age of the SPIN DOCTOR Cold War spy. The classic 'black hat' of the era, the wire is capable of taking to the In the modern world, information is power, and by controlling the sources of field to gather critical intelligence through a variety of indirect – and often relatively information -- media, the press, the internet -- one can control the very nature of high tech – methods. His mastery of technology, from planting bugs to reviewing truth itself. Spin doctors are those trained to manipulate, twist, and suppress scratchy recordings to analyzing the latest surveillance flight photos, ensures his information to their own ends, and those of their masters. Within the world’s team never operates in the dark. Without a wire on the team, vital pieces of shadow communities, spin doctors are keepers of the status quo, obfuscating the information are almost certain to be overlooked (60s, 148).

PRESTIGE CLASS LIST

ACE Most Anubis Warriors are Wheelmen or multiclassed Wheelman/Soldiers. Riding on a small antigravity platform while being shot at takes a certain amount of Some agents show an uncanny mastery of the air, becoming deadly fighter bravery or insanity, and thus requires someone willing to tempt fate (SF7, 23). pilots or agile chopper specialists. While highly specialized, these daring operatives BAB: +5 can provide immediate support during missions involving travel and life or death Balance: 5+ ranks situations (Sol/Whl, 6). Climb: 5+ ranks Agent Level: 5+ Pilot: 8+ ranks Dexterity: 13+ Tumble: 5+ ranks BAB: +5 Feats: Breakfall, Speed Demon, Wind Rider Knowledge (Aircraft): 2+ ranks Special: Must be a member of Skorpion upon taking the first level of this class, Pilot: 8+ ranks and have access to the Anubis Battle Suit and Battle Pike Sport (Skydiving): 4+ranks Spot: 8+ ranks Feats: Wind Rider ARMORER Members of the R&D branch sometimes take to the field—and they bring their ANUBIS WARRIOR toys with them (Sol/Whl, 7). Agent Level: 5+ Ptah’s most outstanding achievement in his service to Skorpion was the creation Craft (Gunsmithing): 6+ ranks of the Anubis Battle Suit. The introduction of an air-mobile battle armor brought Electronics: 8+ ranks Skorpion’s terrorist activities to a new level. Able to strike targets with amazing Mechanics: 8+ ranks speed and efficiency, Skorpion has turned up the heat on Strike Force 7, who is Feats: Grease monkey, Over Torque hard-pressed to deal with such a formidable foe. Fortunately, the battle suits are not a mainstay of Skorpion Forces... for now. Not any man or woman can put on the Anubis Battle Suit. It takes a specially ASSASSIN (FRINGE) trained warrior in order to handle the GravSkiff, the Anubis Battle Pike, and the The ancient cult of Assassins has plagued the Guardians of the Whispering myriad instruments and weapons at the warrior’s disposal. Likewise, intense Knife since before the dawn of recorded history (see the Shadowforce Archer psychological and physical testing is in place to insure that the potential Anubis Worldbook, page 107, for more about this villain group). The cult occasionally Warrior does not crack under pressure. shares its murderous wisdom, allowing outsiders to be trained in their ways (Fade was one such inductee -- see page 103), but such arrangements always involve the 11 new apprentice swearing to serve the cult for a lengthy period of the cult’s choosing BOUNTY HUNTER (EC, 54). Law enforcement agencies have long supplemented their ranks with private Agent Level: 5+ professionals, offering rewards for the capture and return of fugitives. The bounty Orginization: Cult of Assassin (or GC permission) hunter is one such professional, highly skilled in the pursuit and capture of Cryptography: 8+ ranks individuals hiding from the law. As most escaped criminals are wanted alive, the Hobby (Hypnosis): 8+ ranks bounty hunter must have a deft hand in combat, capable of subduing an opponent Feats: Decipher Fringescript rather than killing him outright (Fac/Snp, 6). Agent Level: 5+ ATTACHÉ Wisdom: 13+ The attaché is the classic diplomatic spy, a consummate operative handler and Gather Information: 4+ ranks master of tradecraft. Typically attached to one of his country's embassies, the Surveillance: 8+ ranks attaché serves as a frontline coordinator for his government's intelligence activities Feats: Always Get Your Man, Track (60s, 150). Agent Level: 5+ CASANOVA Languages: 4+ ranks The casanova can work his way into a target's heart with little more than a look Knowledge (Politics): 4+ ranks and a clever line. As such, casanovas are masters of seduction, through both sexual Sense Motive: 4+ ranks means and appeals to his target's greed, ambitions, kindness, and gullibility. Sleight of Hand: 2+ ranks Unlike networkers, who develop a strong web of allies around them, the Feats: Alertness, Political Favors casanova works almost entirely within temporary relationships, maintaining his contacts just long enough to get what he wants, then abandoning them (Fac/Snp,7). AVATAR (PSION) Agent Level: 5+ The Shop's experiments into enhancing physical adepts produced results that are Charisma: 13+ nothing short of stunning. Ambrosia has unlocked the potential of mind-over body Bluff: 6+ ranks to an unheard of degree, creating adepts who have achieved a nearly perfect physical Innuendo: 6+ ranks form (Shop, 51). Sense Motive: 6+ ranks Agent Level: 5+ Feats: The Look, Silver Tongue Psion Level: 5+ Control Metabolism: 4+ ranks CAT BURGLAR Energy Adaptation: 4+ ranks While fixers are usually well-suited for the trespassing needs of a field team, Feats: Martial Arts, Metabolic Basics they are not always adequately prepared to break into impossibly high security Special: Agent must have taken ambrosia (Shop page 81) facilities, and evade the authorities after completing the mission. Cat burglars excel at such assignments. Masters of stealth, breaking and entering, and second-story BETRAYER work, the cat burglars’ connections to the criminal underworld—specifically in the The betrayer excels at hiding information about his background and prior area of fencing or tracing stolen goods—can be extremely useful, as can their exploits, becoming a shadow upon the espionage landscape. He excels at entering formidable social skills (SFA, 163; Agency, 62). rival organizations to steal their secrets or conduct sabotage (MM, 115). Agent Level: 5+ Agent Level: 5+ Climb: 8+ ranks Charisma: 13+ Open Lock: 8+ ranks Bluff: 6+ ranks Feats: Acrobatic, Master Fence Gather Information: 4+ ranks. Profession (Espionage): 2+ ranks CHANNELER (MYSTIC) Sense Motive: 4+ ranks As described on page 29, channelers of the Hand’s Dozer Division have the Feats: Credible, Private Identity unique ability to directly link their innate mystic sense to one unique artifact, Special: If using the allegiance rules (see the 1960s Decade Book, page 137), allowing them to harness levels of ritual power few are even aware exists. the agent must possess an allegiance other than that of the organization for which he Channelers are frequently unaware of their gifts, living seemingly ordinary lives works. until and unless they come in contact with a mystic relic. Thereafter, everything changes for them, as their vision of the world slowly shifts to match the eyes of the BLANK (PSION) Ancients. Unfortunately, as their senses adjust to the unknown vistas of the mystic Due to the relationship between Wong Fei-Hung and Conrad Archer (PAC world, they gradually lose sight of their humanity, slipping always toward a state of pages 72-73), the Pan-Asian Collective has always had superior access to the being unrecorded for thousands of years… physical adept psion formula, and uses it to develop many subtle agent types – such Hand of Glory mystics and psions are constantly on the lookout for potential as the blank, who can go unnoticed and unchallenged in nearly any environment. channelers. When found, these hapless individuals are usually kidnapped, plucked This unique advancement has since spread throughout all the Archer Chambers, form their lives and forced to serve as protection for Eva’s mounting collection of offering to training to agents throughout the world’s shadow communities (PAC, mystic prizes and as batteries for her obsessive mission (HOG, 43). 35). Agent Level: 5+ Agent Level: 5+ Organization: Hand of Glory (or GC permission) Psion Level: 5+ Charisma: 13+ Body Sculpting: 8+ ranks Knowledge (Occult): 5+ ranks Perfect Calm: 4+ ranks Feats: Mystic, Second Sight Feats: Mimic, Psion Prodigy Special: Must have relic for Bonded Relic.

BODYGUARD CLEANER Hired professional or dedicated servant of the state, the bodyguard is a master Within the Agency are elite agents who are called upon to handle the worst of of defensive combat and protection techniques (Sol/Whl, 9). scenarios - the failure or death of other agents during an operation, especially those Agent Level: 5+ who might reveal the Agency's existence to the public, shattering the sense of BAB: +5 security the Agency exists to foster. The agents required in these circumstances First Aid: 4+ ranks aren't merely the best - they're the best when things have already gone horribly Intimidate: 6+ ranks wrong. Spot: 8+ ranks While some cleaners are little more than ruthless killers who sweep the Feats: Alertness, Improved Initiative, Quick Draw Agency's secrets into a row of graves, most are cool, calculating manipulators who misdirect and deceive, systematically eliminating evidence instead of people. A 12 stand-up fight is the last thing a cleaner wants to get involved in, so his combat DETECTIVE abilities, while formidable, tend to be indirect (GF #2). More than just cops, detectives are the hard-bitten, streetwise characters who know that sometimes you've got to bend the rules to enforce the law. Detective CLEANER agents help their team interface with regular police, multiplying their effectiveness Certain elite agents exist solely to handle the worst scenarios – the failure of when facing enemies who have broken the law (Fac/Snp, 10). other agents and operations, especially those that might reveal the Agency’s Agent Level: 5+ existence to the public. Known collectively as ‘cleaners’, these operatives are at Gather Information: 8+ ranks their best when things have gone horribly wrong. Search: 4+ ranks While some cleaners are little more than ruthless killers who sweep the Sense Motive: 6+ ranks Agency’s secrets into a row of graves, most are cool, calculating manipulators who Feats: Police Training, Undermine misdirect and deceive, systematically eliminating evidence instead of people. A stand-up fight is the last thing a cleaner wants, so his combat abilities, while DOPPELGANGER formidable, tend to be indirect (Fix/Pnt, 6). Doppelgangers are one of a number of bogeymen within the spyworld, silent Agent Level: 5+ invaders who can assume the face and identity of a person so perfectly that their Bluff: 8+ ranks targets never know of their presence until they're gone. Each doppelganger has a Intimidate: 8+ ranks unique talent, honed through rigorous training -- to submerge himself so deeply in a Feats: Persuasive, Traceless role that he can actually become his mark. This ability makes the doppelganger an infiltrator and spy without equal, for he can work from inside an organization with CODE BREAKER little chance of detection, gathering information and slipping away, leaving none the The ultimate challenge facing all espionage organizations is the safe wiser (Fac/Snp, 12). transmission of delicate data. To meet this challenge, every agency invests fortunes Agent Level: 5+ into the development of ever more complex ciphers – and even more in the training Charisma: 13+ of agents who develop them (and crack them). The code breaker has an intuitive Bluff: 8+ ranks sense for cryptographic puzzles, seeing the entire world as a progression of Disguise: 8+ ranks mathematical interactions. Whether creating a new code, decoding an intercepted Feats: Flawless Identity, Mimic communiqué, or applying his talents in an unconventional way, the code breaker brings his team invaluable information and outside-the-box solutions (60s, 152). DREADNOUGHT Agent Level: 5+ Trained in both the Tactical and engineering principles of man augmentation Intelligence: 15+ equipment, the dreadnought is capable of wearing even the most massive power Computers: 4+ ranks armor like a second skin (Shop, 52). Cryptography: 8+ ranks Agent Level: 5+ Feats: Mathematical Genius, Scholarly BAB: 4+ Balance: 8+ ranks COUNTER-TERRORIST Electronics: 4+ ranks One of the most dire threats to peace in the modern world are the terrorist Knowledge (Power Armor) or Profession (Engineer): 4+ ranks. The agent organizations that target civilian property and lives. Fighting such a threat requires a may select a specialty for his Profession (Engineer) skill, but if it is not different kind of soldier, trained for a different kind of battlefield. applicable to power armor, it is considered 2 ranks lower for purposes of While many nations maintain their own counter-terrorist task forces, the Archer satisfying this requirement. Foundation would be remiss in its mission if it ignored such threats. Counter- Mechanics: 4+ ranks terrorists often work with teams of agents to provide advice and expertise in Feats: Acrobatic, Grease Monkey situations where civilian lives are at risk (SFA, 165). Agent Level: 5+ DRIFTER BAB: +5 Some recruits are culled from the ranks of the disenfranchised, the abandoned, Spot: 8+ ranks and the forgotten – people who have somehow slipped through the cracks of society Sense Motive: 4+ ranks and live between the moments, slipping from one happenstance encounter to the Feats: Precise Shot next. Many of these unfortunate souls are military veterans now embracing the life of soldier-for-hire. Others are criminals on the run from the law. When the Agency COURIER recognizes such untapped potential in drifters, it often brings them into the fold and The Agency has no trouble moving standard packages, but only the most savvy trains them as covert soldiers of its private spy war (Agency, 36). international travelers move sensitive items. Couriers must adapt to rapidly Agent Level: 5+ changing environments, elude pursuers, and above all protect packages from falling Wisdom: 13+ into enemy hands (Fix/Pnt, 7)! BAB: 5+ Agent Level: 5+ Hide: 4+ ranks Cultures: 8+ ranks Sleight of Hand: 4+ ranks Hide: 4+ ranks Feats: Improvised Weapon, Faceless Sleight of Hand: 4+ ranks Feats: Mingling Basics, World Traveler EAVESDROPPER People convey remarkable amounts of information when speaking, sometimes DECEIVER on purpose, more often by accident. The Agency maintains a stable of operatives The deceiver specializes in infiltrating prominent enemy organizations at the whose specialty it is to keep an ear out for just such slips, and make the most of highest levels, then turning the organization's bureaucracy against itself. A well them. These audio surveillance experts possess finely tuned senses of hearing, as placed deceiver can throw a significant monkey wrench into enemy operations by well as the attention needed to notice and link seemingly inconsequential distributing bad intelligence, delaying requisition requests, and giving false orders to background noises and the psychological training needed to hear what isn't being the organizations minions (Agency, 109). said at any given time. They are most at home in crowded scenes such as ballroom Agent Level: 5+ galas and lunchtime restaurants, but many also find uses for their acute senses in Wisdom: 13+ other scenes as well (Agency, 64). Bluff: 4+ ranks Agent Level: 5+ Bureaucracy: 8+ ranks Wisdom: 13+ Forgery: 4+ ranks Listen: 8+ ranks Feats: Flawless Identity, Handler Sense Motive: 8+ ranks Feats: Alertness, Blind-fight 13 THE EDGEMASTER Computers: 4+ ranks Electronics: 8+ ranks The edgemaster turns to weapons as a way to focus his mastery of the martial Survival: 4+ ranks arts. While this may seem like an outdated practice, the edgemaster’s skills at quick, Surveillance: 4+ ranks silent combat guarantee him a place in many covert operations (TSE). Feats: Electronic Warfare Basics, Outdoorsman Agent Level: 5+ Intelligence: 13+ Balance:4+ ranks FRINGEWALKER (FRINGE) Intimidate: 8+ ranks Sometimes agents encounter events or phenomena outside their ordinary Feats: Acrobatic experience: strange messages from other times, inexplicable coincidences, and Special: 2+ melee combat ‘basics’ feats disturbing evidence of the paranormal. Most agents turn away from such incidents, chalking them up to high-tech special effects or the twisted head games of nefarious THE EDGEMASTER masterminds. Some become fascinated, convinced that there is something more— that they have caught a glimpse of a world beyond the ordinary. It is from among The edgemaster turns to weapons as a way to focus his mastery of the martial these latter agents that the Foundation’s so-called “fringewalkers” are recruited (AF, arts. While this may seem like an outdated practice, the edgemaster's skills at quick, 50). silent combat guarantee him a place in many covert operations. The edgemaster can Agent Level: 5+ also be found at www.spycraftrpg.com (DI, 112). Charisma: 13+ Agent Level: 5+ Listen: 6+ ranks Intelligence: 13+ Spot: 6+ ranks Balance:4+ ranks Feats: Unshakable Concentration: 2+ ranks Feats: Acrobatic Special: 2+ melee combat ‘basics’ feats GOODFELLA Goodfellas are respected senior members of organized crime syndicates – EXAMINER ‘brothers’ or ‘uncles’ in Triad gangs, ‘kobun’ in the yakuza, and so on. Goodfellas are ‘made men’ who can act as a public face and garbage man for his employers, Examiners are masters of the forensic sciences, collecting and analyzing negotiating deals and cleaning up incriminating messes. Agents who pursue this physical evidence with surprising speed and accuracy. Combined with a broad route build ties with the criminal underworld, gaining respect in and access to understanding of the world, these investigator-agents are highly valued in teams for society’s underbelly. Such agents are able to operate in circles closed to their more their remarkable skills of deduction using only the smallest evidence (Fac/Snp, 15). straitlaced colleagues (Fix/Pnt, 11). Agent Level: 5+ Agent Level: 5+ First Aid: 4+ ranks Charisma: 13+ Knowledge (Forensics): 8+ ranks Intimidate: 8+ ranks Search: 8+ ranks Knowledge (Underworld): 4+ ranks Feats: Eye for Detail, Scholarly Feats: Undermine Special: Flawless Search ability Special: Must choose criminal organization affiliated with

EXPERT GRIFTER The Agency prizes specialists who are undisputed authorities in their fields, for Unlike their high-profile cousins the cat burglars, grifters concentrate on low- both the boundless expertise and the immense intellect they bring to operations. The difficulty targets. Pick-pocketing, breaking and entering, and similar low-tech expert is one such specialist, unrivaled in his field and invaluable to a team in need larceny is their stock in trade, and they’re quite skilled at ‘tossing’ an office or home of his peerless skills. Experts are commonly deployed with agent teams on long- for quick cash and hastily hidden clues. In the espionage world, grifters are term or particularly intense investigations, during which their consummate essential in any operation where speed is more important than finesse, or at times professionalism and ability to draw obscure facts into cogent theories serves the when a simple scam might solve a complex problem (Fix/Pnt, 13). Agency best (Agency, 8). Agent Level: 5+ Agent Level: 5+ Open Lock: 6+ ranks Intelligence: 13+ Search: 6+ ranks Concentration: 4+ ranks Sleight of Hand: 6+ ranks Knowledge (any one): 8+ ranks Feats: Magician, Nimble Fingers Profession (any one): 8+ ranks Feats: Academic Contacts, Scholarly GRUNT FIELD ANALYST While the soldier represents the zenith of combat flexibility, some agents focus more heavily on one or more narrowly-defined aspects of warfare. The grunt is a All Chambers utilize agents trained to gather audio/visual intelligence and master of heavy weaponry and a strong team player in combat situations (Sol/Whl, perform evidence analysis, but the Archer Foundation is particularly well-known for 10). this tactic. Given the often perilous nature of Conspiracy missions, field analysts are Agent Level: 5+ just as handy with a as with a camera, and are rarely at a loss for how to BAB: +5 proceed during an investigation (AF, 49). Strength: 13+ Agent Level: 5+ Feats: Endurance, Iron Will, Weapon Group Proficiency (Tactical) Wisdom: 13+ Bureaucracy: 4+ ranks Gather Information: 4+ ranks GUIDE Search: 6+ ranks The Agency retains an "on-the-ground" presence in nearly every sector of the Surveillance: 8+ ranks world. The key players in this presence are called "guides" – characters who Feats: Alertness integrate into the community, learning every aspect of the local culture and landscape. Guides are frequently assigned to agent teams to act as liaisons and FORWARD interpreters, while helping swing local support in their direction (Agency, 10). Agent Level: 5+ Working far behind enemy lines to identify targets, guide weapons, and support Wisdom: 13+ other operations, the forward is a talented and capable scout. As warfare has Cultures: 4+ ranks advanced and covert operations have become more sophisticated, the forward has Diplomacy: 4+ ranks kept up with the times, expanding his abilities through electronic warfare, gadgets, Languages: 4+ ranks and especially drones (Fix/Pnt, 9). Survival: 4+ ranks Agent Level: 5+ Feats: Native, Safe House 14 vast influence over political and law enforcement bodies to incredible resources, HACKER both monetary and political (EC, 56). Agent Level: 5+ In the computer age, hackers are essential to the Archer Foundation’s smooth Charisma: 13+ operation. They are electronic wizards, versed in both breaching secure systems, and Bluff: 4+ ranks securing the Conspiracy’s own systems against similar electronic attack. Bureaucracy: 8+ ranks Hackers are often deployed with teams whose missions revolve around Innuendo: 4+ ranks government agencies and corporations—anyone with an extensive and secure Feats: Handler, Political Favors computer network (SFA, 167). Agent Level: 5+ Computers: 8+ ranks INTRUDER (PSION) Cryptography: 8+ ranks Fade’s use of former criminals in official Conspiracy operations is well known Feats: Mathematical Genius amongst agents of the Commonwealth. What they don’t know, however, is that Fade selects the most promising of this motley bunch to personally train in infiltration, HITMAN unarmed combat techniques, and the awesome abilities granted by the physical psion serum. Fade calls these pupils his “intruders," very powerful and highly Masters of subtlety, hitmen are the phantom killers of the world’s shadow resourceful agents who use their newfound powers to penetrate, retrieve, and escape communities, specializing in hunting down and eliminating problematic targets – from even the most carefully guarded facilities. Every intruder is taught to live first often including agents. Hitmen are highly valued by cruel and paranoid and foremost by his wits and his own personal resources, and is more than capable masterminds for their ruthless guile and ability to remove a problem without of operating with little material or logistic support. revealing the organization’s hand (MM, 117). Fade is notoriously protective of his intruder training, and personally approves Agent Level: 5+ all candidates. As the intruder training involves exposure to raw physical adept Disguise: 4+ ranks serum samples, candidates may not already possess psion abilities. Further, as Fade Move Silently: 4+ ranks is highly suspicious of mystics, he refuses to train them at all (EC, 59). Sleight of Hand: 4+ ranks. Agent Level: 5+ Surveillance: 4+ ranks Psion Level: 0 only Feats: Concealed Weapon, Traceless Dexterity: 13+ Escape Artist: 4+ ranks HUNTER Open Lock: 4+ ranks Some agents accumulate valuable abilities in remote operations, honing their Move Silently: 8+ ranks skills as expert trackers and pursuing enemy operatives who flee into the wilderness. Sleight of Hand: 4+ ranks Eventually these agents even become masters of the concrete jungle (Sol/Whl, 12). Feats: Nimble Fingers, Stealthy Agent Level: 5+ Special: May not have Initiate or Magus. If gained, you may not gain any BAB: +5 additional Intruder levels. Driver: 6+ ranks Handle Animal: 6+ ranks INVENTOR Spot: 4+ ranks Innovative tinkers and clever combatants, inventors put together amazing Survival: 8+ ranks devices from chewing gum, bailing wire, and the ever-present duct tape (Fix/Pnt, Feats: Outdoorsman, Track 15). Agent Level: 5+ HYPER (PSION) Intelligence: 13+ One of the most astonishing discoveries made by the Office of Psion Affairs has Craft (Machining): 4+ ranks been the capacity for certain gifted physical adepts to distort the effects of time over Electronics: 6+ ranks their own bodies, allowing them to move with incredible speed and even teleport Mechanics: 4+ ranks short distances. Since this discovery, many adepts have been encouraged to drop Feats: Grease Monkey, Improvised Weapon more traditional training in favor of developing this rare and frightening talent, though only very few are able to manifest it (AF, 52). JOURNALIST Agent Level: 5+ Many of the requisite virtues of a good journalist -- the ability to collect Psion Level: 5+ information, sort truth from fiction, and operate in a wide variety of cultures and Concentration: 6+ ranks situations -- are also attributes of an excellent spy. Whether working for the Agency Control Metabolism: 6+ ranks or in the private sector, a journalist's range of skills can provide a valuable Friction Control: 6+ ranks advantage to any team of agents (Fac/Snp, 17). Link Health: 4+ ranks Agent Level: 5+ Speed Control: 8+ ranks Gather Information: 8+ ranks Feats: Adrenal Basics, Metabolic Basics, Psion Prodigy Profession (Journalism): 4+ ranks Surveillance: 4+ ranks ILLUMINATI (FRINGE OPTION) Feats: The Pen is Mightier, World Traveler Over the last two centuries, tales of secret brotherhoods rooted within the governments of Europe have fascinated conspiracy theorists everywhere. These MARINER influential cabals are said to work within the shadows of kings and presidents to From the decks of battleships to speed-boat races in Monte Carlo, some ship further their own ends toward a grand vision we can’t yet fathom. Foremost amongst captains excel in any environment, making them perfect candidates from the these presumably fictitious groups are the Bavarian Illuminati, high-born power Agency’s waterborne operations (Sol/Whl, 13). brokers seeking to create a perfect world through visionary illumination -- order, Agent Level: 5+ free thought, and the exercise of political power. BAB: +4 In truth, the Bavarian Illuminati are all too real. Today, their spiritual Boating: 8+ ranks descendants are expert political wranglers, warriors who wield pens over swords and Feats: Wave Runner policy over pistols. The modern illuminati deftly maneuver the most complicated Special: Familiarity ability bureaucracies and political processes with terrifying ease, and routinely redirect the resources of entire governments against their enemies, all while cloaked in anonymity even beyond the security provided by the world’ s shadow communities. MAXIM (PSION) Illuminati are sometimes filtered into agent teams, most commonly through the The Foundation’s Office of Psion Affairs periodically identify remarkable Gemeinschafft Consortium but occasionally though the Fade organization or even mentalists with the potential to concentrate all of their effort into one type of energy, the Archer Foundation, the Company’s military hierarchy, or the Pan-Asian mastering attacks and effects far beyond those of generally trained mentalists. These Collective’s ancient traditional power bases. They offer many unique abilities, from psions are known as maxims (AF, 55). 15 Agent Level: 5+ OFFICER Psion Level: 5+ Life in the military demands that agents work within a hierarchy: to lead as well Intelligence: 13+ as to follow. The natural leader builds the trust of his superiors and the loyalty of Concentration: 8+ ranks subordinates, bringing out the best in others during missions. Agents trained by or Feats: Psion Prodigy recruited from the ranks of the commissioned have unparalleled ability with Special: Access to Mental Psion feats and 8+ ranks in a psion skill that organizing a team’s efforts and driving others to succeed (Fix/Pnt, 19). generates psionic attack. Agent Level: 5+ Charisma: 13+ MEDIC Bureaucracy: 4+ ranks Agents trained to provide medical support in crisis situations are always Diplomacy: 8+ ranks welcome among agent teams, especially those assigned to risky missions. A Knowledge (Military History): 2+ ranks paramedic and search and rescue specialist with a variety of skills, the medic is great Intimidate: 4+ ranks insurance that the rest of the team will make it home alive (Sol/Whl, 15). Profession (Military): 4+ ranks Agent Level: 5+ Feats: Hard Core, Persuasive Intelligence: 13+ First Aid: 8+ ranks ORACLE Survival: 6+ ranks Oracles are masters of electronic information, virtual libraries who cruise the Swim: 4+ranks internet and other networks collecting and collating data. Unlike hackers, they Feats: Bandage rarely break in to systems to get what they need. Instead, they piece together the information they want by comparing dozens of less secure sources. they also guard MOLE their own systems vigorously, lest lazy hackers raid their painstakingly amassed One of the most important assets in any espionage agency are those agents able hoard of files. While not generally considered as 'brilliant' as a dedicated hacker, the to infiltrate enemy organizations, hiding in plain sight. The best of these ‘moles’ are oracle's patient methods are still known to be frighteningly effective (Fac/Snp, 24). able to quickly infiltrate enemy offices and bases – to extract information, identify Agent Level: 5+ potential traitors, and spread confusion. With the assistance of a mole, agent teams Computers: 8+ ranks can expect to gain key information about the make-up and activities of enemy Cryptography: 4+ ranks organizations and for the entry into enemy bases to go much more smoothly (PAC, Gather Information: 8+ ranks 38). Languages: 6+ ranks Agent Level: 5+ Feats: Cipher, Mathematical Genius Bluff: 8+ ranks Forgery: 8+ ranks PARANOID Feats: Flawless Identity, Ordinary Past As the saying goes, "just because you're paranoid doesn't mean they aren't out to get you." The paranoid has ample experience with double-crosses and plots that NEGOTIATOR always seem to impact him. While he may be employed by the Agency, he works Whether facing a political dispute or a hostage crisis, negotiators are the experts primarily for his own survival (Agency, 38). called in to diffuse tense situations with words rather than weapons. These agents Agent Level: 5+ are often highly valued as agents, their mastery of diplomacy quickly circumventing Listen: 4+ ranks tense situations like combats and hostage negotiations before they compromise an Sense Motive: 8+ ranks Agency team (Fac/Snp, 19). Spot: 8+ ranks Agent Level: 5+ Feats: Private Identity, Safe House Charisma: 13+ Special: The agent must have survived a betrayal by a government character Bluff: 4+ ranks (perhaps Control), or organization (such as the Agency), during the course of a Diplomacy: 8+ ranks mission, or an attempt by a government character or organization to capture or kill Sense Motive: 4+ ranks him. Feats: Hard Core, Persuasive POLITICO NETWORKER Statesmen have long been used as information gatherers and manipulators of Networkers are socialites of the highest order, people who know people and can foreign governments, wielding bureaucracy as a formidable weapon against their use these contacts for a variety of benefits. Networkers are extremely valuable in nation's foes. The politico is one of these political agents, playing 'above the fold' as the world of espionage as their deep pool of resources and contacts throughout all he maneuvers through the halls of power. In the field, politicos often work as levels of society provides an agent team with a wonderfully flexible built-in support government liaisons, hammering out policy and acting as a 'front man' for their structure (Fac/Snp, 22). countries (Fac/Snp, 26). Agent Level: 5+ Agent Level: 5+ Charisma: 15+ Bluff: 4+ ranks Cultures: 8+ ranks Bureaucracy: 4+ ranks Diplomacy: 8+ ranks Diplomacy: 8+ ranks Feats: Charmer, any 1 'Contacts' feat Knowledge (Politics): 4+ ranks Special: Backup ability Feats: Political Favors, Rousing Speech

NINJA PRETENDER (PSION) Whether descended from the ancient clans of shadow warriors or simply Helix, the source of all modern mentalists, developed a specialized regime of following in their twin paths of stealth and deception, the modern is a marvel intensive training to create both administrators and infiltrators empowered by his of physical infiltration and melee violence (Fix/Pnt, 17). unique genetic gifts. This process was centered on deliberately fragmenting a Agent Level: 5+ person's mind into separate, focused personalities, each enhanced by the mentalist Wisdom: 13+ discipline. Henchmen who underwent this training were able to insinuate Climb: 4+ ranks themselves into industry and academia around the world and perform specialized Escape Artist: 4+ ranks tasks for their mastermind (AA, 52). Hide: 8+ ranks Agent Level: 5+ Move Silently: 8+ ranks Psion Level: 5+ Feats: Blind-fight, Stealthy Intelligence: 13+ Bureaucracy: 4+ ranks Focus The Mind: 8+ ranks 16 Feats: Flawless Identity, Psion Prodigy Agent Level: 5+ Demolitions: 8+ ranks PRODUCER Hide: 4+ ranks Move Silently: 4+ ranks By the time an agent reaches handler status, he is likely to fall into one of two Feats: Explosives Basics, Stealthy camps – those who adopt the Agency’s internal bureaucracy and those who reject it. Field handlers tend to fall into the latter category, but in some instance, they rise to the challenge of maneuvering the Agency’s command structure and even thrive SAGE (MYSTIC) therein without becoming mired in it. These rare individuals are affectionately Rare individuals are gifted with a unique vision that allows them to ‘pick apart’ referred to as “producers”, after their counterparts in the intricate Hollywood movie- the mystic world, understanding it on a level few others can comprehend. They draw making engine. A producer can become a vital member of any agent team, granting upon the lessons of the past and methodically record their discoveries so that those them leeway and province where others fall victim to faceless executives behind who follow their traditions can benefit from their wisdom (HOG, 46). closed doors (Agency, 87). Agent Level: 5+ Agent Level: 5+ Intelligence: 13+ Charisma: 13+ Knowledge (Occult): 8+ ranks Bureaucracy: 8+ ranks 3 other Knowledge skills: 4+ ranks each Diplomacy: 8+ ranks Feats: Mystic, Scholarly Gather Information: 4+ ranks Intimidate: 4+ ranks SCANNER (PSION) Feats: Credible, Red Flag The scanner is an exceptional telepath trained by the Archer Foundation’s Office of Psion Affairs as a security and counter-insurgent specialist (AF, 57). PROFILER Agent Level: 5+ The profiler is a student of the criminal mind, blending psychological theory, Psion Level: 5+ forensic evidence, and a diverse collection of information into a comprehensive Empathy: 8+ ranks picture of his quarry. During the course of an investigation, profilers become almost Memory Flash: 6+ ranks obsessive as they journey deeper and deeper into their subject's psyche in search of Project Thought: 6+ ranks obscure clues and information. A profiler's value to the Agency is his understanding Feats: ESP Basics, Imprint Basics, Psion Prodigy of human nature, which makes him both a wily opponent and a savagely effective investigator when standard procedures fail (Fac/Snp, 28). SCHEMER (PSION) Agent Level: 5+ The Shop was particularly delighted to discover the effects of ambrosia on some Innuendo: 4+ ranks members of their extensive pool of mentalists. These individuals rapidly developed Knowledge (Psychology): 8+ ranks not only extreme mentalist abilities, but an uncanny ability to plan for the future. Sense Motive: 8+ ranks These skills have led to a new class of field commander amongst Shop operatives, Feats: Field Operative, Undermine able to outsmart their enemies at every turn (Shop, 54). Agent Level: 5+ PROVOCATEUR Psion Level: 5+ The provocateur specializes in indirect warfare, sowing chaos and confusion Intelligence: 15+ among hi enemies, and forcing them into mistakes (Fix/Pnt, 21). Feats: Psychoinventive Basics Agent Level: 5+ Special: Agent must have taken ambrosia (Shop page 81) Intelligence: 13+ Cultures: 6+ ranks SENTRY Intimidate: 6+ ranks The sentry is in many ways the classic 'spook' -- a spy specializing in the Sense Motive: 6+ ranks surveillance of a target, able to establish, collect, and analyze data with supreme Feats: Mingling Basics, Police Training speed and accuracy. This agent is highly prized by teams that value discretion and subtlety, for the best sentries can gather critical information with their quarry ever RANGER knowing they were on their tail (Fac/Snp, 30). Expert in all stages of wilderness operation, the ranger can take action in even Agent Level: 5+ the remotest corners of the Earth (Fix/Pnt, 23). Wisdom: 13+ Agent Level: 5+ Electronics: 4+ ranks Constitution: 13+ Listen: 4+ ranks Balance: 2+ ranks Surveillance: 8+ ranks Climb: 2+ ranks Feats: Bugging Basics Hide: 2+ ranks Move Silently: 2+ ranks SHADESPEAKER (MYSTIC) Survival: 8+ ranks For the Guardians of the Whispering Knife, belief is not faith, but fact. Of all Swim: 2+ ranks the Chambers of the Archer Conspiracy, the Guardians, steeped in occult history and Feats: Track, any 1 terrain 'Training' legend, undoubtedly have the closest ties to the mystic world. The shadespeaker is perhaps the most profound example of this, a living link to the world of the dead. RAPTOR The title shadespeaker is a label given by the Archer Foundation in an attempt ‘Raptors’ are a synergy of martial manpower and advanced technology – agents to classify this ancient tradition. The Guardians themselves have another name for who specialize with close combat skills combined with R&D’s latest advances this respect position: khatib bidal maiyit—literally, “speaker for the dead” (SFA, (PAC, 39). 216). Agent Level: 5+ Agent Level: 5+ Balance:4+ ranks Chamber: Guardians of the Whispering Knife Demolitions: 4+ ranks Wisdom: 13+ Jump: 4+ ranks Feats: Sixth Sense Feats: Stealthy, Wolf Pack Basics SHINOBI (MYSTIC) SABOTEUR Some ancient traditions have survived to the present day, held together by Using exotic compounds and the simplest homemade devices, the saboteur close-knit societies and a fierce dedication to secrecy. The shinobi is a student of coolly disarms bombs of all kinds and carries out offensive strikes for the Agency one of these groups, learning to combine stealth with mystic secrets protected since (Fix/Pnt, 24). the time of the Ancients (CM #7, MOTE). 17 Agent Level: 5+ STINGRAY Wisdom: 13+ From the ranks of the famed U.S. Navy Seals, Royal Navy special forces, deep Hide: 8+ ranks sea exploration teams and many other nautical circuits around the world, the Agency Knowledge (Occult): 8+ ranks draws its very own combat diver units—the stingrays (Sol/Whl, 18). Feats: Mystic, Stealthy Agent Level: 5+ BAB: +4 SLAMMER Demolitions: 4+ ranks Some operatives train in the use of heavy vehicles, up to and including the Sport (SCUBA Diving): 8+ ranks devastating main battle tank. While poorly suited for infiltration, a tank can make all Swim: 8+ ranks the difference in the world against heavily armed or particularly well-entrenched Survival: 4+ ranks threats (Sol/Whl, 17). Feats: Athletic, Endurance Agent Level: 5+ Intelligence: 13+ STREET FIGHTER BAB: +5 Quintessential cinematic martial artists and down-right brawlers, street fighters Driver: 8+ ranks excel in close combat. They can dish out remarkable punishment—and accept just as Feats: "It Only Hit the Door!", Rough Rider, Weapon Group Proficiency much in return (Sol/Whl, 20). (Tactical) Agent Level: 5+ Special: Familiarity ability Dexterity: 13+ Intelligence: 13+ SMUGGLER BAB: +5 Smugglers move goods under the law’s radar, tapping the underworld for Feats: Expertise, Mobility, Sidestep resources and skillfully evading all pursuers. Superspy teams often welcome smugglers, who offer practical mission skills and new avenues of supply for STREET KNIGHT specialized gear (Fix/Pnt, 26). Some drivers specialize in the use of small, agile vehicles, making them Agent Level: 5+ exceptionally dangerous in the tightest confines, including many urban Boating, Driver, or Pilot: 6+ ranks environments (Sol/Whl, 21). Profession (Smuggler): 6+ ranks Agent Level: 5+ Feats: Safe House Strength: 13+ Special: Procure ability BAB: +5 Balance: 8+ ranks SNIPER Driver: 6+ ranks In case of emergencies, the Foundation’s Chambers each maintain a stable of Feats: Acrobatic, Lance Dancer, Ride operatives dedicated to black operations—a “dirty tricks squad,” so to speak. While these agents sometimes operate alone, they are just as frequently used to supplement STRIKE FORCE 7 COMMANDO the abilities of a team. While many fine soldiers and law enforcement officers are recruited into Strike The most common of these operatives (and the most feared) are snipers. Force 7, it takes a special soldier to become a Strike Force 7 Commando. They are Trained extensively in a variety of firearms, the sniper specializes in eliminating an often recruited for the most dangerous missions regarding the securing of American opponent from great distances (SFA, 170). freedom, many volunteering for such dangerous duty. Often they are the first line of Agent Level: 5+ defense against Skorpion operatives. As well, they are often called in for ‘last ditch’ Dexterity: 13+ efforts against military and terrorist groups that are very far along their plans. BAB: +5 Trained to be incredibly versatile, the Strike Force 7 Commando brings a wide Hide: 4+ ranks range of skills to the table, and is able to handle many situations on his own that Spot: 8+ ranks would otherwise require a full team of regular soldiers. When working with other Feats: Far Shot, Marksman Commandos, the team becomes an unstoppable force able to put down any threat. Combat specialists of the first order, Strike Force 7 Commandos are special forces SPIRITUALIST (MYSTIC) of the special forces (SF7, 25). Also known as mediums, tribal shamans, and “New Age psychics,” spiritualists BAB: +6 are those who experience the unseen mystic world and its denizens as others view Skills: 8+ ranks in 5 of the following skills: Demolitions, Electronics, Tumble, the physical world. Their special perception offers them a unique insight about Hide, Listen, Move ghosts and the human spirit, and most approach the unseen world with cautious Silently, Spot, Survival communication and practice, sharing the belief that the powers they wield are Feats: Combat Inscincts, Endurance, Hard Charging greater than themselves, and must be treated with courtesy and respect (HOG, 47). Special: Must be a member of Strike Force 7 Agent Level: 5+ Charisma: 13+ TACTICIAN Feats: Guardian Presence, Mystic The tactician brings keen insight to the battlefield, empowering his allies to do their best in combat, and tripping up their enemies with the unexpected (Sol/Whl, SPYMASTER 23). The spymaster is the quintessential secret agent, a mission centerpiece Agent Level: 5+ coordinating whole team and multiplying the effectiveness of every member. The Dexterity: 13+ most renowned spymasters orchestrate vast operations involving hundreds of agents BAB: +4 in dozens of nations, all while taking the field to complete the most critical parts of Knowledge (Military History): 2+ ranks the mission themselves (60s, 155). Profession (Military) or (Mercenary): 4+ ranks Agent Level: 5+ Feats: Combat Instincts Bureaucracy: 2+ ranks Diplomacy: 4+ ranks TAMER Innuendo: 6+ ranks Rare assets in the intelligence community, tamers are professionals who Profession (Espionage): 8+ ranks specialize in domesticating and training even the most dangerous beasts. They also Feats: Training take the field with their charges, lending talents wholly outside the realm of human ability to even the most dangerous or esoteric operations (AA, 53; MM, 119). Agent Level: 5+ Handle Animal: 8+ ranks 18 Profession (Veterinarian): 2+ ranks Feats: Sidestep, Speed , Two Weapon Fighting Survival: 4+ ranks Feats: Animal Partner, Outdoorsman TROUBLESHOOTER Troubleshooters define the ethos of Alliance missions and operations. These TECHNOCRAT agents are trained in a wide variety of different skills and espionage tactics, ready to The future is chrome. Equally at home with people and gadgets, the technocrat go at a moment’s notice. Troubleshooters are often deployed as first contact is part engineer and part sociologist, holistically melding high technology and operatives, where they must live on their wits in unknown situations (AA, 55). human behavior into a seamless entity (Shop, 55). Agent Level: 5+ Agent Level: 5+ Intelligence: 13+ Computers: 6+ ranks Cultures: 4+ ranks Cryptography: 4+ ranks Gather Information: 4+ ranks Cultures: 4+ ranks Knowledge (any 3): 2+ ranks each Diplomacy: 6+ ranks Feats: Well-Rounded Gather Information: 6+ ranks Special: Must possess at least 1 gear feat, plus at least 1 style feat, plus 2 or VALKYRIE (MYSTIC) more gear or style feats (for a total of 1 style feat and 3 gear feats, or 2 style feats In the late 1920s and early 1930s, Eva Kraus – still weak from her possessing and 2 gear feats, or 3 style feats and 1 gear feat). entity’s long incarceration beneath the Palace of Knossos – consumed the spiritual power of two guardian spirits assigned by the Ancients to protect mystic knowledge. THE TERRORIST She combined this power with a sliver of her own innate abilities (granted by a Belief is a powerful thing in everyone's lives, whether it is in a political cause, a Thirst level of 14 – see page 58) to imbue awesome physical might unto a select philosophy or a religious affiliation. But there are those whose devotion to a cause number of female warriors. These fearsome warriors serve her still, ageless icons of is so absolute that they are willing to sacrifice anything – including their own lives her mystical might. Perhaps most daunting for the Hand’s enemies, Eva’s Valkyries and those of others – to support them. These men and women are called terrorists, share at least some degree of her most incredible power – the ability to raise the and run the gamut from religious fanatics to ruthless rebels to extremist "greenies" dead (HOG, 49). who wage war for the environment. The only requirements for the terrorist are a Gender: Female penchant for violence, total commitment to their cause and a willingness to kill to Agent Level: 5+ make that cause a reality (MW, 2). Organization: Hand of Glory Agent Level: 5+ BAB: +5 Wisdom: 13+ Feats: Mystic, Sidestep, Weapon Focus (Spear) Cultures: 4+ ranks Demolitions: 6+ ranks WEAVER (PSION) Disguise: 4+ ranks The affects of ambrosia on telepaths were not at all what Shop researchers were Feats: Hard Core, Safe House expecting. Instead of reproducing the fearsome mental presence associated with the Special: Must be recruited by a terrorist organization or be part of a political, Demagogue, some telepaths began to develop an extreme facility for forecasting religious or idealistic movement (GC's Discretion). future events. They could see potential futures like a tapestry of individual timelines, and even choose between them. Needless to say, the Plan, the Shop's TRIGGERMAN inner circle, were fascinated with this turn of events. These 'weavers' are at their A staple of the Hong Kong cinema genre, the triggerman is a whirlwind of best with short-term precognition, particularly events they themselves are involved gunfire, most easily recognized by his trademark fighting style—a pistol in each with. This has resulted in few developing weavers being trained specifically for hand and a non-stop spray of lead hissing through the air. Triggermen combine rapid field operations where their hands-on uncanny luck ca do the most good (Shop, 57). attacks with sinuous defense, making them frighteningly effective in close quarters Agent Level: 5+ and situations where heavier weapons cannot be brought to bear (MAG, 8). Psion Level: 5+ Agent Level: 5+ Precognition: 6+ ranks BAB: 5+ Feats: Fortunate, Intuitive Basics Craft (Gunsmithing): 4+ ranks Special: Agent must have taken ambrosia (Shop page 81) Knowledge (Firearms): 2+ ranks

SENIOR AGENT CLASS LIST

ACCUSER Feats: Advanced Skill Mastery (Field Operative), Field Operative A central facet of the European Commonwealth’s mission within the Archer Conspiracy is to act as the Conspiracy’s ‘internal affairs’ division. Both of Europe’s ARCHITECT (FRINGE) Controls have zealously adopted this mission, assigning senior agents to ferret out The lives of over a dozen Project: SILENT SPECTER scientists changed threats to the Conspiracy on all fronts, both within and without the world’s shadow forever in 1953, when they activated a prototype of Nikola Tesla’s Fringe device communities. These veteran operatives, called Accusers, are highly skilled and found themselves blasted into the Fringe (for more information about this and investigators, acting as an internal policing and review board: the eyes, ears, and related events, see the Archer Foundation Chamber Book). Those who weren’t sometimes the fell hand of the powers that be within the Conspiracy. driven wildly insane were forced to adapt to “life” between reality and the Other The most critical quality of the Accusers is that their mission is to enforce the Side, and those who adapted best formed the leadership of a unique villain in the Conspiracy s laws. They are not seekers of justice -- they perceive no grey line Shadowforce Archer world setting – the Architects of the Fringe (SS). between what is proper operative and mission conduct, and what is not. They rely on Agent Level: 9+ Chamber Controls to make those distinctions. Chamber: Architects of the Fringe, Division Nihil, or with GC permission Accusers are most often assigned to agent teams on very high profile missions, Cryptography: 8+ ranks and to those teams which are under direct scrutiny because they’re considered Knowledge (Occult): 8+ ranks “fragile" or because they’ve developed a reputation for recklessness. Agent teams Feats: Like to Like, Unshakable always see the assignment of an Accuser as a bad omen, because their appearance means the mission is either very dangerous, or Control is looking for a COMMANDER scapegoat…(EC, 52). Elias Graham built the Lodge and the whole of the African Alliance upon the Agent Level: 9+ precept that the best of the best would rise to the top and be rewarded accordingly. Chamber: European Commonwealth The Alliance's best of the best are known as 'Commanders.' While not technically in Intimidate: 8+ ranks charge of every team to which they are assigned, a Commander is expected to take Sense Motive: 8+ ranks 19 control of any situation and bring it to a satisfactory and stylish conclusion (AA, 50). FIELD COMMANDER Agent Level: 9+ While many Controls prefer to maintain professional detachment from their Chamber: African Alliance agent teams and other subordinates, some are frequently found in the field, Charisma: 15+ providing agents with direct logistical and tactical support. These hands-on Cultures: 8+ ranks Controls are an invaluable pipeline directly to the home office, and while their strict Reputation: 50+ adherence to rules and regulations can sometimes stifle maverick agent's Feats: Charmer, The Look "creativity," they can sometimes be the glue that holds a disparate team together. Most of these field commanders are at least passingly familiar with their teammates' CONQUEROR abilities as well, allowing them to fill in for injured agents in a pinch (Agency, 111). Undisputed military geniuses or glorious warriors who’ve led entire armies to Agent Level: 9+ victory, conquerors are commonly brash characters who prefer to meet their Charisma: 15+ opponents only on the field of battle. Organizations run by conquerors are often Bureaucracy: 8+ ranks stringent military dictatorships funded by the spoils of war and built with the labor Diplomacy: 4+ ranks of the vanquished (MM, 54). Feats: Clockwork Tactics Organization: The agent must control at least part of a criminal organization, Special: Must possess the lead class ability either as a mastermind, henchman, or foil with a villainous enterprise. Agent Level: 9+ Strength: 15+ GENESOLDIER BAB: +8 or higher These genetically altered individuals have greater abilities than normal due to Knowledge (Tactics) or Profession (Military): 8+ ranks. genetic transplants and DNA manipulation. They are the result of experimental gene Feats: Military Contacts, Personal Lieutenant, any 3 melee or ranged combat therapies undertaken by Project: TITAN in their quest for technical and espionage feats. supremacy. Since the discovery of the Godgenes and the potential of titans, the Special: Only 1 conqueror may be part of any 1 organization at any time. genesoldier program has fallen into disfavor, with some controls seeing genesoldiers Should 1 character already posses 1 or more levels in the conqueror class already as expendable resources in their wars and machinations. Normal operatives have belong to an organization, no other character may gain levels in the class until the several nicknames for these genetic super soldiers - gene cheats, mods, alter boys, conqueror dies or leaves the organization (in which case, the same rule applies to the etc. - and tend to keep their distance from them out of jealousy, disgust, and even former conqueror after another character refills the organization’s conqueror slot). fear. Those who volunteered for the Genesoldier program tend to be outcasts who Further, no character possessing 1 or more levels in the conqueror class may join an have nothing to lose and do not mind risking their lives for the chance to enhance organization whose ranks already include another character with 1 or more levels in their natural abilities (DI, 113). the class. Unless the GC determines otherwise, this means that any organization’s Allegiance: Project: TITAN. conqueror slot is likely to already be filled, if not by the mastermind or one of the Agent Level: 9+. closest NPC henchmen, then by the most devious of the organization’s loyals. Thus, Base Attack Bonus: +7 or higher. special approval is required for any agent to gain levels in the conqueror class, and Dexterity: 13+ only 1 agent in any standard Spycraft team may possess levels in the class. Balance: 4+ ranks. Climb: 4+ ranks. DAI LO Jump: 4+ ranks. The Pan Asian Collective assigns senior agents control over teams of their own, Knowledge (Military History): 4+ ranks. coordinating between the Chamber and field agents. These dai lo (elder brothers) Feats: Athletic, Combat Instincts, Improved Equilibrium, Martial Arts. still play an active roll in operations, personally seeing to the smooth coordination of many mission elements for their teams (PAC, 37). LORD Agent Level: 9+ Each of the Chambers has select agents promoted from fieldwork to manage Chamber: Pan-Asian Collective entire divisions or operations. These powerful figures still take to the field at their Feats: Career Operative, Master Fence discretion, bringing with them a wealth of knowledge and support form the home office. Within the Archer Foundation, such senior agents are known as Lords. ETERNAL Traditionally, the Chamber creates new Lord positions (and others) when a new The eternal embodies the adage, “evil never dies.” This tough-as-nails villain problem or area of interest is identified. A talented and reliable agent is then displays endurance and tenacity that seemingly surpass human limits, allowing him matched to this need and becomes a new Lord, with his own unique title (e.g. “The to survive in spite of the stoutest resistance. The eternal tends to favor slow, durable Lord of Invention”) (AF, 54). strategies and tactics, slowly grinding his opponents down with lengthy wars of Agent Level: 9+ attrition or the slow passage of time. As a leader, the eternal is traditional, ruling his Chamber: Archer Foundation organizations like a king of old – while stable, his organizations are also archaic and Feats: Advanced Skill Mastery inflexible. Yes despite this, the eternal carries on as he always has, knowing that his dynasties will carry on long after he is gone (MM, 56). MANIPULATOR Organization: The agent must control at least part of a criminal organization, The manipulator is many things to many people; a shadowy ruler, a traitorous either as a mastermind, henchman, or foil with a villainous enterprise. schemer, a treacherous enemy – but the only constant upon which everyone agrees Agent Level: 9+ is that he is not to be trusted. The manipulator is a master of doublespeak and Constitution: 15+ deception, preying upon the goodwill of his allies and the weaknesses of his Bureaucracy: +8 or higher enemies. This cunning criminal typically founds his organizations upon layer over Concentration: 12+ ranks. layer of deceit and subterfuge, from behind which he may pursue his own Feats: Great Fortitude, Hard Core, Quick Healer, Toughness mysterious agendas. His organizations are usually complex and ruthless Special: Only 1 eternal may be part of any 1 organization at any time. Should 1 bureaucracies, rife with politicking and competition amongst the ranks, above which character already posses 1 or more levels in the eternal class already belong to an the manipulator sits and watches, grinning (MM, 57). organization, no other character may gain levels in the class until the eternal dies or Organization: The agent must control at least part of a criminal organization, leaves the organization (in which case, the same rule applies to the former eternal either as a mastermind, henchman, or foil with a villainous enterprise. after another character refills the organization’s eternal slot). Further, no character Agent Level: 9+ possessing 1 or more levels in the eternal class may join an organization whose Wisdom: 15+ ranks already include another character with 1 or more levels in the class. Unless Bluff: 12+ ranks the GC determines otherwise, this means that any organization’s eternal slot is likely Innuendo: 8+ ranks to already be filled, if not by the mastermind or one of the closest NPC henchmen, Feats: Mark, Handler, Stealthy then by the most devious of the organization’s loyals. Thus, special approval is Special: Only 1 manipulator may be part of any 1 organization at any time. required for any agent to gain levels in the eternal class, and only 1 agent in any Should 1 character already posses 1 or more levels in the manipulator class already standard Spycraft team may possess levels in the class. 20 belong to an organization, no other character may gain levels in the class until the Survival: 12+ ranks. manipulator dies or leaves the organization (in which case, the same rule applies to Feats: Bloodthirsty, Traceless, Track. the former manipulator after another character refills the organization’s manipulator Special: Only 1 predator may be part of any 1 organization at any time. Should slot). Further, no character possessing 1 or more levels in the manipulator class may 1 character already posses 1 or more levels in the predator class already belong to an join an organization whose ranks already include another character with 1 or more organization, no other character may gain levels in the class until the predator dies levels in the class. Unless the GC determines otherwise, this means that any or leaves the organization (in which case, the same rule applies to the former organization’s manipulator slot is likely to already be filled, if not by the predator after another character refills the organization’s predator slot). Further, no mastermind or one of the closest NPC henchmen, then by the most devious of the character possessing 1 or more levels in the predator class may join an organization organization’s loyals. Thus, special approval is required for any agent to gain levels whose ranks already include another character with 1 or more levels in the class. in the manipulator class, and only 1 agent in any standard Spycraft team may Unless the GC determines otherwise, this means that any organization’s predator possess levels in the class. slot is likely to already be filled, if not by the mastermind or one of the closest NPC henchmen, then by the most devious of the organization’s loyals. Thus, special MENACE approval is required for any agent to gain levels in the predator class, and only 1 agent in any standard Spycraft team may possess levels in the class. The archetypical mastermind of the 1960s, the menace heads up a secret organization with shadowy ties to rival governments or follows a privately funded agenda with global consequences. He's a consummate administrator, organizer, and TRAINER when he needs to be, field commander. As his organization's absolute dictator, he When recruits are deployed in the field, they usually fall under the supervision sets goals, selects missions, and receives all intelligence gathered by his minions. of a seasoned agent – typically a handler – who’s well versed in instructional skills He's the head of the snake that coils around his enemies, whom the Agency seeks to as well as tradecraft. The trainer specializes in working with less experienced slay – or in some cases, recruit (60s, 153). personnel and pushing them to achieve their full potential (Agency, 89). Organization: The menace must control at least part of an organization, either Agent Level: 9+ as a mastermind, henchman, or foil within a criminal enterprise or as a Control, Intimidate: 4+ ranks handler, or other official within the Agency or similar group. Sense Motive: 8+ ranks Agent Level: 9+ Feats: Applied Knowledge, Training Charisma: 13+ Bluff: 4+ ranks TWO-FISTED GODOF GUNS (ARCANE) Diplomacy: 4+ ranks The two-fisted god of guns is the direct descendent of the mystic warriors of Intimidate: 8+ ranks ancient China, updated to the modern day. Though flashing sword has been replaced Feats: Personal Lieutenant, Undermine with sleek pistol, and fine silks with Italian suits, these warrior-monks remain responsible for defending the mission and spirit of the Eight Heavenly Dragons MENTOR triad. Two-fisted gods of guns enjoy a position of special prestige in the group, with The mentor is the textbook example of the “evil genius” – a cruel, callous a ranking equal to a Red Pole and acting as the triad's fell hand in times of dire scientist or scholar who treats the world as a subject to be examined, dissected, and spiritual or organizational crisis. In times like these, the two-fisted god of guns is disposed of for his own ends. The mentor is also a master of super-science, and given absolute authority to resolve the problem - with blessings or with bullets (DI, often possesses the most advanced and dangerous gadgets and weapons at anyone’s 139). disposal. The mentor’s organization is often a meritocracy, in which those with Allegiance: Eight Heavenly Dragons. natural abilities or knowledge dominate. While these organizations may look like Agent level: 9+. benevolent centers of enlightenment, a heartless and unethical academy lurks just Base Attack Bonus: +6 or higher. beneath the surface, in which failed operatives and hostages are experimented upon Charisma: 13+ in the name of progress and for the mentor’s greater glory. (MM, 59). Concentration: 4+ ranks. Organization: The agent must control at least part of a criminal organization, Incantation: 4+ ranks. either as a mastermind, henchman, or foil with a villainous enterprise. Tumble: 10+ ranks. Agent Level: 9+ Feats: Diving Shot, Two-Weapon Fighting. Intelligence: 15+ Special: Ability to safely cast 0-level spells. Knowledge (any 2): 12+ ranks (each). Feats: Advanced Skill Mastery (Scholarly), Extra R&D Support, False Start. TYRANT Special: Only 1 mentor may be part of any 1 organization at any time. Should This merciless dictator reigns over his organization with an iron fist of 1 character already posses 1 or more levels in the mentor class already belong to an bureaucracy and fear. He also tends to be a megalomaniac who revels in his power, organization, no other character may gain levels in the class until the mentor dies or demanding absolute loyalty from his followers while crushing those who dare leaves the organization (in which case, the same rule applies to the former mentor contest him. A tyrant’s rule is enforced with brutal reprisals and capital punishment after another character refills the organization’s mentor slot). Further, no character for those who stray from the letter of his orders (and those who don’t), and anyone possessing 1 or more levels in the mentor class may join an organization whose unfortunate enough to be caught in his domain is kept subservient with a ranks already include another character with 1 or more levels in the class. Unless combination of military might, propaganda and terror (MM, 63). the GC determines otherwise, this means that any organization’s mentor slot is Organization: The agent must control at least part of a criminal organization, likely to already be filled, if not by the mastermind or one of the closest NPC either as a mastermind, henchman, or foil with a villainous enterprise. henchmen, then by the most devious of the organization’s loyals. Thus, special Agent Level: 9+ approval is required for any agent to gain levels in the mentor class, and only 1 Charisma: 15+ agent in any standard Spycraft team may possess levels in the class. Bureaucracy: 8+ ranks Sense Motive: 12+ ranks. PREDATOR Feats: Advanced Skill Mastery (Persuasive), Political Clout. The predator is the most devious and vicious of masterminds – a ruthless Special: Only 1 tyrant may be part of any 1 organization at any time. Should 1 hunter/killer who toys with is prey, harassing and confusing them before striking the character already posses 1 or more levels in the tyrant class already belong to an final blow. Unlike most leaders, the predator is fairly “hands on”, sometimes going organization, no other character may gain levels in the class until the tyrant dies or so far as to personally lead his minions during manhunts. The predator’s leaves the organization (in which case, the same rule applies to the former tyrant organization is a striking example of natural selection at its finest, where the strong after another character refills the organization’s tyrant slot). Further, no character prevail and the weak perish. His callous rule is legendary, for though he may not be possessing 1 or more levels in the tyrant class may join an organization whose ranks a powerful figurehead, those who dare express their dissent are swiftly and already include another character with 1 or more levels in the class. Unless the GC permanently silenced (MM, 61). determines otherwise, this means that any organization’s tyrant slot is likely to Organization: The agent must control at least part of a criminal organization, already be filled, if not by the mastermind or one of the closest NPC henchmen, then either as a mastermind, henchman, or foil with a villainous enterprise. by the most devious of the organization’s loyals. Thus, special approval is required Agent Level: 9+ for any agent to gain levels in the tyrant class, and only 1 agent in any standard Dexterity: 15+ Spycraft team may possess levels in the class. Intimidate: 8+ ranks 21 WATCHER (ARCANE) When the founders of the Promethean Order left Fugo a Watu, they left behind WITNESS many of the resources that Fugo a Watu possessed. As a result, the Promethean A place of honor since the founding of the organization, Witnesses oversee the Order was forced to resort to other methods to achieve their goals. Rather than development of the bloodlines for the Fugo a Watu. Often they are called upon to trying to predict the birth of new titans, they focus on early detection and determine if a titan should be invited into the fold and allowed to learn of his recruitment. Watchers are very good at ingratiating themselves to titans who know birthright or left in ignorance. Witnesses also serve as keepers of ancient secrets, little of their past or powers (DI, 141). guiding the policy of the Fugo a Watu (DI, 115). Allegiance: Promethean Order. Allegiance: Fugo a Watu. Agent level: 9+. Agent Level: 9+. Wisdom: 13+. Wisdom: 13+. Knowledge (Ancient Lore): 12+ ranks. Knowledge (Ancient Lore): 12+ ranks. Surveillance: 12+ ranks. Knowledge (Occult): 12+ ranks. Feats: Novice, Private Library, Safe House, Scholarly. Feats: Mark, Mingling Basics, Scholarly. Special: Ability to cast 3rd level spells safely with a focus.

NPC CLASS LIST

ACADEMIC COMBAT ENGINEER It’s not unusual for agents to encounter (or seek out) characters from studious The combat engineer is found in any military or paramilitary organization. He is walks of life. Researchers, historians, college students, and scientists can all easily trained in a variety of disciplines, from demolitions to surveillance to structural become swept up in the action, providing agents with vital knowledge they require engineering (WM, 104). to defeat a specialized foe (AF, 80; 60s, 192). COMBAT MEDIC ANDROID The military employs some of the finest trauma specialists in the world. It needs Once only found in science fiction stories, roughly humanoid robots are starting them. After all, it sees some of the worst trauma in the world. Combat medics hope to crop up in the arsenals of technologically advanced masterminds. This to receive a measure of consideration from opponents, but not everyone honors unexpected development has caught the Agency’s R&D division flat-footed, leaving international agreements regarding the sanctity of medical personnel on the the egg-heads pouring over captured Gal-Bots™ to find ways to battle and replicate battlefield, and so combat medics tend to be a bit more capable in a fight than their them (MM, 30). civilian counterparts (USM, 92).

ARISTOCRAT COMMUNITY CRIMINAL Wherever there’s old money, aristocrats are found in possession of it. Often A fixture of virtually any urban area with less than perfect police protection, able to track their genealogy back to true Old World nobility, these wealthy community criminals are as much members of their neighborhoods as they are individuals are accustomed to a life of privileged ease. The nouveau riche are found predators upon them. Depending on their actions, they mat even be seen as valued amongst the ranks of aristocrats, but they’re usually snubbed when it comes to social protectors who keep other (more dangerous) gangs out of the area (PAC, 64; 60s, engagements (EC,90). 194).

BIRD OF PREY CONSCRIPT Clad in advanced Hawk Armor, the birds of prey form the front line in the Recruited from the local population, conscripts act as guides and guards for Shop's war against the agents of the Archer Conspiracy (Shop, 93). agents in foreign lands (60s, 194).

BLOODSTAINED PENITENT CONTRACT KILLER Formerly a merciless killer without a whit of conscience, the bloodstained In the '60s, Controls and handlers on both sides of the Cold War frequently penitent has found a reason to put down his weapons and forge a new life – be it employ freelance killers, relying on Mafia thugs, professional assassins, and lone love, religion, or awareness of his own mortality. But figures from his violent past gunmen to take the steps to which they don't wish to be connected. These characters hold some form of leverage over him, compelling him to carry out their dictates are one of the greatest dangers of the time, and a constant threat to superspies the regardless of his desires (PAC, 63). world over (60s, 195).

CIA FIELD OFFICER COUNTER-INTELLIGENCE AGENT CIA field officers operate throughout the world as the Western intelligence The counter-intelligence agent stands as the ultimate defense against enemy community's front line of defense against the Eastern Bloc and their Communist organizations, combing his native lands for evidence of foreign nationals breaking allies. CIA field officers tend to operate as skill handlers deep behind enemy lines, the third protocol and hunting down, revealing, and, if necessary, killing enemy cultivating "agents" within the native population and priming them to turn against agents. This is one of the most likely enemies an agent team may encounter during their masters (60s, 145). play (60s, 196).

CIVIL SERVANT DEEP COVER OPERATIVE Far more numerous than the jet-setting playboys that the Agency is known for The deep cover operative’s lot is a lonely and dangerous one. Operating on his are its baseline operatives, those whose less glamorous duties include simple own with little hope of support, he is tasked with infiltrating a target organization surveillance, transporting low-risk information and objects, and just keeping an eye and ferreting out its secrets. If unveiled, he has little hope of rescue, so all of his on the outside world, acting as the organization’s human “early warning” system. considerable talents are bent toward avoiding discovery (PAC, 65). This last task that is often fulfilled by blue-collar workers — maintenance workers, civil engineers, and minions of the Department of Water & Power. These Agency DEGENERATE operatives don’t try to save the world — they perform their day jobs and raise The Hand’s interest in eugenics has far exceeded the bounds of ethical medicine families, and sometimes slip the Agency’s region commanders an extra tidbit (and, some might say, common sense). One byproduct of this research is the relevant to a current mission in exchange for government favors and the occasional creation of the ‘degenerates’—failed attempts to create a superior strain of human. under-the-table bonus (Agency, 76). The Hand’s ruthless, Darwinian policy treats these hapless souls as cannon fodder until they prove otherwise. To insure their strict control and loyalty, degenerates are often paired with an overseer (HOG, 72). 22 DESIGNATED MARKSMAN small specialist support units fielded by military-minded masterminds, and amongst crews assigned to heavy vehicles, such as tanks and warships (MM, 32). A close couison to the infantryman (see the U.S. Militaries Sourcebook, page 93), the designated marksman is a foot soldier whose shooting and field-craft skills single him out for additional high-end training and a critical position in his squad. HEAVY He fills the niche between ordinary rifleman and sniper, providing his comrades Always ready to break legs or prepare cement overshoes, heavies are the upper with precision long-range fire (Informant 2, 25). echelon of underworld strongmen. Tight lipped, loyal, and tough, they’re often the right hand men of crime bosses and favored syndicate enforcers. Heavies get the job DESK JOCKEY done with little concern for who or what they have to trample along the way (EC, 92). Controls who graduate from the ranks of field agents possess a wealth of knowledge upon which their subordinates may draw, as well as the field experience to manage agent teams to peak efficiency (Agency, 120). HOT RODDER The need for speed has existed for as long as men have made vehicles. For the DIPLOMAT hot rodder, driving is less a means of getting from one place to another than a way of life. Hot rodders devote themselves to their cars and in turn become drivers Diplomats are key figures in African politics, where they act as peacemakers, without equal. Their customized cars are often more capable than one might expect envoys, and negotiators between governments and various groups in conflict (AA, – much to the chagrin of those who dare challenge them (AA, 85). 84).

DRUG LORD ICON Idolized by the masses, icons are those select few who live their lives in the Rising from the ranks of common thugs to become the rulers of one of the international spotlight -- and do it with flair. Actors, musicians and even politicians underworld’s powerful criminal cartels, drug lords must display a combination of are often members of this class (EC, 93). ruthlessness and political savvy to secure their position and establish the questionable bargains required to keep the authorities at bay. The Hand of Glory has many allies in the higher echelons of these criminal empires and often call upon INFANTRYMAN them when plausible deniability is in demand (HOG, 73). Grunt. Ground-pounder. Gropo. Whatever the name, the job remains the same. The infantryman is the driving force behind both the Army and the Marine Corps, EMERGENCY MEDICAL TECHNICIAN (EMT) and the soldier most likely to be commanded by Spycraft agents Far from the stereotypical Neanderthal with a machine gun, the U.S. Life-threatening injuries rarely occur in major hospitals. When a civilian or infantryman is a highly trained an equipped combatant, capable of holding his own agent goes down, it’s up to emergency medical technicians — EMTs — to stabilize upon the calculating modern battlefield. Though not as glamorous as the tanker, the him and transport him to a fully-staffed trauma facility (Agency, 22). pilot, or Special Forces trooper, the infantryman is still an integral part of the American Armed Forces (USM, 93). FEMME FATALE From the cute but demure girl next door to the proverbial man-eater, the femme INSTRUCTOR fatale is the quintessential “girl trouble” of any action-espionage serial (AF, 80). Whereas the Agency’s trainers handle most of the field education, the organization’s instructors — experts in academia, if not hands-on practice — FINANCIER provide the bulk of the Agency’s home office training (Agency, 96). Wizards of the financial world, financiers are masters of interest and exchange rates, money laundering, and cooking the books. They can use their extensive JÄGER knowledge to create and destroy fortunes, making them a valued member of These Hand of Glory hunter teams scour the globe for any hint of the Ancient’s criminal organizations and legitimate businesses alike. Financiers are most often world. When they find a site, they’re trained to contact their superiors, surgically puppet masters, manipulating the world around them through employees and seal it off, and await orders. As this protocol often forces them into combat with numbered bank accounts (EC, 91). other teams seeking to enter the area, jägers receive extensive combat training and are well-equipped (HOG, 75). FROGMAN The Hand of Glory excels in underwater operations and maintains a large core KGB AGENT of trained combat divers to support their many naval schemes (HOG, 74). Opposite the CIA field officer in the grand chess board that is the world in the 1960s, the KGB agent handles recruitment and field operations in Eastern Bloc GADGETEER (PSION) nations. He's the 'go-to' operative for the Soviet Union during this period (60s, 197). The Shop was the Archer Conspiracy's main source of mentalists and psitech before their betrayal in 2001, and their defection has done nothing to change that. THE LACKEY Gadgeteers are the spiritual inheritors of Helix's legacy – faceless hordes of A fixture in many masterminds' lairs, the lackey is a loyal functionary who armorers, inventors and 'mad scientists' who fill the Shop's labs and testing facilities, serves his superiors with unflinching devotion (60s, 198). working tirelessly on their next great discovery (Shop, 94). LAWYER GANGSTER Within the corridors of legal power, an elegantly-worded motion or a quickly Drawn from the ranks of the world’s most dangerous criminal syndicates and filed injunction can be more powerful than a legion of soldiers. Lawyers can both be street gangs, these individuals cut menacing figures. Masterminds frequently use a hindrance and a help to agents, bailing them out of trouble one moment and these thugs as cheap muscle, or to “adjust” the attitudes of stubborn opponents hindering their efforts the next (EC, 93). (MM, 31). LONE GUNMAN (FRINGE) GEOMANCER (MYSTIC) Since the time of the Ancients, the Cult of Assassins has used programmed A master of the ancient arts of feng shui, the geomancer is adept at innocents to inflict their final, lethal strikes. The lone gunman is one such tool, manipulating chi flows for beneficial or maleficent effects. Many Hong Kong-based crafted into a remorseless killer by the power of the Fringe. The lone gunman companies employ geomancers as consultants to ensure that their headquarters are displays the precise attention to detail and uncanny skill usually associated with aligned to invoke success and prosperity (Shop, 95). trained agents, but this skill is driven by a single-minded drive to extinguish life. Once a lone gunman’s grisly task is complete, the skills and determination that made GUNNER him so formidable often vanish, leaving behind nothing but a confused dupe to face Commonly found in military organizations, gunners are heavy weapons experts society’s wrath (EC, 94). par excellance. Heavily armed and often rambunctious, these characters are found in 23 MAD BOMBER superspies, these skilled individuals can still present a formidable obstacle—or a powerful ally—to Foundation mission teams (AF, 83; 60s, 199). Saboteurs of the highest caliber, mad bombers are dangerous opponents who are often utilized by terrorist and guerrilla groups (MM, 33). OVERSEER (PSION) MARTIAL ARTS MOOK The Hand of Glory has always had superior access to the telepath serum, allowing them to produce large numbers of low-grade telepaths, and Hand training Martial arts mooks come in many forms, from warrior monks to neighborhood emphasizes the sort of mental domination exhibited by the Demagogue during kung fu extortionists. They often compensate for their relative frailty by attacking World War II. Overseers are the result of these elements, and are utilized to keep en masse, and are rarely encountered individually (PAC, 66). other, less reliable troops in line (HOG, 77). MECHA PILOT PAPER PUSHER Whether pilots of the Shop's exo-skeletons or PAC agents in Iron Warrior suits, An ubiquitous feature of government and business, the bureaucratic paper mecha pilots are experts at operating some of the most advanced and lethal military pusher may hold the key to success or represent one of the most frustrating artillery on the planet – powered armor suits (Shop, 96). challenges an agent may ever face (AF, 84; Agency, 97).

THE MEDIA POLICE OFFICIAL These NPCs seek out and report world events. Some of them are crusading Police officials include border guards, DEA agents, and simple city detectives. journalists, while others are television anchors, war correspondents, tabloid talk- Every nation employs thousands of these individuals to uphold the law and ensure show hosts, and paparazzi. Media NPCs can be frustrating foes for agent teams, as domestic tranquility (AF, 84; 60s, 200). their relentless pursuit of any story and their uncanny ability to seek out even the most covert details can pose a grave risk to the security of the Cloak (EC, 95). POLITICAL OFFICER MERCENARY A curious balance between military professional and insufferable bureaucrat, the political officer is deployed alongside “line” officers to ensure that they conform Soldier of fortune, hired gun, or agent provocateur: the mercenary’s first loyalty to all required government policies and remember their proper loyalties. Relics of is to money. Well-trained, organized and disciplined, mercenary squads tend to form Cold War-era Communist governments, political officers are only found in a few the cream of the crop for combat oriented minions (AF, 81; Agency, 47). modern nations’ military forces (WM, 105).

MILITARY POLICEMAN PROFESSIONAL Military policeman (or MPs) do more than play “cops and robbers” on military Ordinary craftsmen, blue collar workers, and idle hobby enthusiasts all have bases. They also perform vital battlefield missions, providing rear area security, skills to offer an agent team—or its enemies (AF, 85; 60s, 200). gathering surveillance data, and handling EPWs (Enemy Prisoners of War). In practice, MPs are a cross between policeman and light infantry, and can be called upon to use both skill sets in the course of a duty shift (USM, 94). PROFESSIONAL ATHLETE As with icons (see the European Commonwealth Chamber Book, page 93), the MONITOR Agency taps the ranks of professional sports stars to penetrate communities and galas outside its standard operational arena. Unlike icons, professional athletes Because of the spontaneous nature of many Alliance missions, the Chamber possess sturdy frames and physical skills far beyond the average citizen. Many even maintains a constant watch for trouble should their agents need to be deployed. surpass the average agent (Agency, 77). Monitors are a key part of this plan, gathering intel before a mission, acting as lookouts during it, and extracting field agents afterward (AA, 86). PSI-PUNK (PSION) MONKEYWRENCH The elite of Fade’s organization, these promising youths have been injected with a crude form of the original physical adept formula that’s granted them a Much of the Shop's plan for world domination relies upon its ability to maintain variety of amazing powers. These psi-punks are Fade’s favored enforcers, capable of technological superiority over its enemies. Monkeywrenches are a key element of performing feats of physical prowess few others can match (EC, 96). this strategy – high-tech saboteurs who infiltrate and sabotage key enemy development facilities, thus preserving the Shop's leverage in the struggle against the Conspiracy (Shop, 96). PSI-TRAINER (PSION) Each of the Conspiracy’s Chambers maintains an elite cadre of psions able to MOUTH-PIECE aid in the development and training of new psion assets. Unfortunately, a significant number of these trainers left the Conspiracy during the Shop’s defection, and some Every organization needs men and women who act as its public face. They now branch out as freelancers, selling their services to the highest shadowy bidders field questions, deal with the public, and counter unpleasant allegations and rumors. (AF, 86). Quite often, they simply repeat the party line. This is the primary virtue of mouthpieces: truth is a relative concept. Whatever their employer wishes them to say and to believe, they do, which makes it very difficult for outsiders to determine RABBLE-ROUSER where the truth actually lies (AA, 86). Every movement, whether political, philosophical, religious, or otherwise, needs its zealots. The worst of these individuals learn to manipulate others for the MYSTERIOUS STRANGER benefit of themselves and the movement they serve. Rabble-rousers are not all wild- eyed fanatics, but all are ablaze with zeal, which they can impart to their dupes (AA, The lone wanderer who appears out of nowhere to perform some inexplicable 87) mission before vanishing again is a staple of the pulp-mystery genre, and the mysterious stranger fits the role perfectly in Shadowforce Archer campaigns (AF, 82). RAIDER The waters between Southeast Asia and Australia are home to numerous bands OCCULTIST (MYSTIC) of cutthroats and brigands who regularly engage in smuggling and piracy. Over a thousand attacks are reported annually with no end in sight. Agents should be Mystic threats the world over are founded upon moderately powered occultists mindful where they sail… (AF, 87). and other sorcerers capable of directing lesser rites and more efficiently fueling their masters’ rituals (HOG, 76). REGION COMMANDER OPERATIVE While many Agencies employ dozens of Control officers, most of them ultimately answer to one individual within each region who oversees operations Governments and corporations around the world field operatives to investigate therein (Agency, 121). and sabotage their enemies. While not on par with the Archer Conspiracy’s 24 RESEARCHER employed for their physical attributes (which are considerable), squad leaders are not stupid. Indeed, their ruthless cunning makes them a challenge for all but the Researchers are frequently enlisted by the Agency to assist during complex most experienced agents (AA, 89). investigations. Their unrivaled knowledge within their fields and ability to locate information quickly and effectively make them invaluable when agents face tough problems (Agency, 22). STALKER Stalkers are the grizzled men and women who tread the savannahs of Africa in RESISTANCE FIGHTER pursuit of their prey. Poachers, bush war mercenaries and big game hunters are all good examples of the stalker in action (AA, 90). Guerrillas, freedom fighters, terrorists — these dedicated and savage warriors fight underground wars against the Powers That Be. Resistance fighters are frequently employed by masterminds favoring hit-and-run tactics, and those who STREET FENCE fight covert battles against a superior foe (MM, 34). The street fence can provide anything — for a fee. A master of the black market, he can acquire or dispose of equipment regardless of its rarity or legality SCHWARZJÄGER (Agency, 47). These Hand of Glory operatives are trained to recover valued relics from any location, regardless of their defenses. This training offers the schwarzjäger at least TECHNOPHILE meager protection against traps and pitfalls both mystic and mundane (HOG, 77). A wizard with modern gadgets, the technophile is somewhat less adept when it comes to interpersonal relations, generally preferring machines to people (PAC, 68). SEAMAN The backbone of any naval force, the seaman handles a wide range of THIRD WORLD CONSCRIPT operational and maintenance duties, from scraping barnacles and painting ships to Pressed into service by their government, Third World conscripts are little more manning heavy guns. Also, his travels provide him with a wide range of informal than farmers with surplus weapons. Invariably poorly trained and under-equipped, cultural talents (USM, 95). they tend to rely on the skills they learned prior to recruitment, making them most effective in the wild (WM, 105). SECURITY GUARD Secret bases and other installations require protection beyond that which THRALL (MYSTIC) technology can provide. Though fallible, human beings can sometimes achieve At the base of the mystical hierarchy are thralls, whose belief powers their what gadgetry cannot. Consequently, many masterminds employ large numbers of masters’ invocations. Thralls are often sacrificed to distract enemy agents or fuel security guards to patrol their lairs. Trained in paramilitary operations and the powerful rites and rituals (HOG, 79). basics of surveillance, security guards are often a worthwhile defense against unauthorized intrusion (AA, 88). TRIPLET (PSION) Triplets are the first generation test subjects of Project: TRIUMVIRATE – SHADOW WARRIOR dangerous and unstable psions struggling to cope with the immense power flowing Stealthy and lethal, the shadow warrior is a master of intrusion and through their bodies and minds. The Shop has recently begun to employ these assassination. Some shadow warriors eschew the crutches of modern technology, clones in the field, where their raw psionic abilities and inherent instability make while others wholeheartedly embrace night-vision goggles and silenced pistols, but them dangerous foes (Shop, 97). all are able to bring down their targets unerringly and vanish in the ensuing confusion (PAC, 66). ÜBER (PSION) Utilizing samples of the physical adept formula acquired through illicit SHOCKTROOPER channels, the Hand of Glory continues the search for the master race… (HOG, 80). Shocktroopers are well trained, well equipped and fanatically loyal warriors ready to die for their cause. The Hand of Glory’s rank and file are trained in this URBAN BIKER class, as were the Nazi SS upon whom they’re based (HOG, 78). Loud, aggressive, and suicidally overconfident, urban motorcycle gangs are the scourge of the highways and inner city streets in several Asian nations. Urban SLEEPER bikers are most prominent in Japan, where they are known as bosozoku, but they Brainwashed by shadowy organizations, these ticking time bombs are almost also menace several other nations with the economy and highway networks required impossible to detect. Unassuming and lethal, sleepers hide within the civilian to support a youth gang/racing culture (PAC, 69). populace until a handler or phrase activates them, then carry out their programming without pause or remorse (MM, 35). WINGMAN Military-trained pilots are perpetually in demand for their proficiency and SPECIAL FORCES OPERATOR attention to detail. Whether still serving on active duty or working in the Trained by the world’s most elite military units, special forces operators are commercial or private aviation fields, such individuals are highly valued by known for their flexibility, coordination, and discipline on the field of battle (MM, masterminds and the Agency alike (60s, 201). 36). ZIPPERHEAD SPECIAL INSPECTOR Also known as “treadheads” or “Turtles,” armor crewmen are regarded as The special inspector is a cop who’s seen it all and yet refuses to succumb to mildly insane but exceptionally helpful by the infantry they support (to whom they, despair or corruption. No matter what threats or temptations are presented to him, in turn, call “crunchies”). The “zipperhead” epithet derives from the zipper-like he remains resolute in his pursuit of justice (PAC, 68). sutures used to close head wounds that invariably result form a career of being banged about inside an armored vehicle A tanker typically starts out as the loader or SQUAD LEADER driver on his vehicle, then is trained as a gunner, and eventually rises to the exalted position of track commander once he’s good enough at every job on the tank to tell Every mastermind needs loyal and capable underlings. Squad leaders often lead other people how to do them (USM, 95). groups of lesser villainous servants in missions of some import. Though primarily

BACKGROUNDS

Name Source Name Source Amnesia SEH, 97 Black Mark Agency, 108 Angel SF7, 11 Cursed DI, 95 25 Name Source Name Source Deathwish 60s, 138 Obligation SEH, 98 Debt SEH, 97 Obsessed MM, 114 Defeated SEH, 97 Obsolete Agency,108 Disavowed MM, 114 "Off The Reservation" Fac/Snp, 34 Dishonored Sol/Whl, 26 Pawn Agency, 6 Drafted Agency, 35 Prize Recruit Agency, 35 Fame SF7, 11 Public Life Sol/Whl, 26 Fear SEH, 97 Romance SEH, 98 Footsteps to Follow Agency, 35 Secret SF7, 11 Fragile Agency, 86 Shattered Agency, 86 Game Control Fiat SEH, 98 Skeptical DI, 95 Hunted SEH, 98 Stolen Object SEH, 98 Hunting SEH, 98 Suspicion 60s, 139 Liaison Fix/Pnt, 30 Switch Hitter Agency, 6 Long-Term Mission SEH, 98 Thin-Blooded DI, 95 Lost (or Forbidden) Love SEH, 98 Torture Victim Agency, 60 Mark of the Gods DI, 95 True Identity SEH, 98 Media Darling Fac/Snp, 34 Vendetta SEH, 98 Media Trail Agency, 60 Vow SEH, 98 Mistaken Identity SEH, 98 Wanted Fix/Pnt, 30 Nemesis SEH, 98

BACKGROUND QUALITIES

Name Source Name Source Compulsion Agency, 18 Luck DI, 94 Commitment Agency, 18 Memory Agency, 20 Conflict Agency, 19 Objective Agency, 20 Danger Agency, 19 On The Run Agency, 20 Discredited Agency, 19 Organization Agency, 20 Distractions Agency, 19 Secret Agency, 20 Enemy Agency, 19 Signature DI, 94 Financial Agency, 19 Susceptibility DI, 94 Frequency Agency, 19 Suspect Agency, 20 Impotence DI, 94 Time Limit Agency, 21

BUNDLES LIST

Bundle BP Cost Source Bundle BP Cost Source Airborne Infantry 25 WM, 116 Forward Reconnaissance 25 Ground Truth, 5 Aquatic Operations 25 AF, 47 Fringewalker 20 AF, 110 Arctic Operations 25 Sol/Whl, 27; GA, 27 Gambler 25 60s, 157 Armor Crew 25 Informant 2, 28 HAZMAT 25 Fix/Pnt, 32 Attaché 25 60s, 157 Humanitarian Aid 25 WM, 116 Backwasher 10 AF, 109 Infantry Assault 25 USM, 106 Bodyguard 25 Sol/Whl, 27; GA, 27 Infantry Basic Load 25 USM, 106 Bookkeeper 10 AF, 109 Infantry March 25 USM, 107 Bundle A 25 SEH, 106 Infantry Medic 25 USM, 107 Bundle B 25 SEH, 106 Infiltration 25 PAC, 33 Bundle C 25 SEH, 106 Interrogation 25 EC, 49 Bush 25 Sol/Whl, 27; GA, 27 Intrusion 25 PAC, 33 Cleaner 10 AF, 109 Investigative Operations 25 AF, 47 Cleanup 25 Fac/Snp, 36 Lamprey 35 HOG, 40 Combat Engineer 25 WM, 116 Martial Arts 25 PAC, 33 Command Post 25 Fix/Pnt, 32 Mechanic 25 Sol/Whl, 28 Counterterrorist Package 60 SF7, 14 Medical 25 AA, 48 Covert-Ops Package 75 + 2GP SF7, 14 Military Advisor 25 60s, 157 Demolitions 25 MAG, 7 Military Vehicle Gear 25 WM, 117 Diplomacy 25 Maltese Experiment, 5 Moscow Investigation 25 Outbreak, 6 Diversion 25 Maltese Experiment, 5 Ninja 25 Fix/Pnt, 33 Ego Trust 10 AF, 109 Office of Psion Affairs 10 AF, 109 Electronic Intelligence (ELINT) 25 Fac/Snp, 36 Paranormal Operations 25 AF, 47 Embassy Guard 25 USM, 106 Pilot 25 Sol/Whl, 28 Entry Team 25 MAG, 7 Political Officer 25 WM, 117 EOD (Explosive Ordnance Disposal) 25 Sol/Whl, 28 Provocateur 25 Fix/Pnt, 33 Exclusive Party 25 Fac/Snp, 37 Recruitment 10 AF, 108 False Front 25 Fashion Victim, 4 Scout/Sniper Team 25 USM, 107 Field Analysis 20 AF, 109 Seduction 25 AA, 48 Financial Operations 25 EC, 48 Shocktrooper 35 HOG, 40 Forensic Investigation 25 Fac/Snp, 37 Specialist 10 AF, 110 Forward Reconnaissance 25 Fix/Pnt, 32 Standard Combat Package 45 SF7, 14 26 Bundle BP Cost Source Bundle BP Cost Source Stakeout 25 Fac/Snp, 37 Trail 25 MAG, 7 Support Staff 10 AF, 110 Training Corp 10 AF, 108 Survival 25 AA, 48 Underworld 25 EC, 49 Tourist 25 Fac/Snp, 38 Wetworks 25 Fix/Pnt, 33 CHEM TREATMENTS

Chemical Name Requirements Source Chemical Name Requirements Source Ambrosia Shop, 81 Muscle STR 13+ SFA, 173 Endure CON 15+ SFA, 173 Rush DEX 13+ SFA, 174 Gill CON 11+ SFA, 173 Sharpen WIS 13+ SFA, 174 Kickstart -10 to –30 wound points SFA, 173 Talon CON 11+ SFA, 174

COMBAT ACTIONS

INITIATIVE ACTIONS Action Type Effect Source Delay Free Reduce initiative by up to 10 + you initiative bonus, at which time you must act or lose your turn. SEH, 162 Ready Full Choose an action and a trigger that will happen; if it doesn't happen, you lose your turn. SEH, 162 Regroup Half +5 to your initiative total. SEH, 163

ATTACK ACTIONS Action Type Effect Source Standard Attack Half None; uses 1 shot. SEH, 165 Anticipate Half Make a sense motive check (DC 10 + target's BAB). Success: gain a dodge bonus to Defense equal to your WIS modifier vs. target. 60s, 160 Critical Success: dodge bonus equal to 2x your WIS modifier. Critical Failure: immediately become flat-footed vs. target. Autofire Full Fire a number of 3-shot volleys up to one-third the ammo in your and make an attack with a –1 penalty per volley; if you hit,SEH, 165 one volley hits the target; for every 4 over the target's Defense, another volley hits; uses 3 shots per volley. Bull Rush Half Special AA, 63 or Full Burst (narrow) Half -3 attack; +e2 damage; uses 3 shots SEH, 166 Burst (wide) Half +1 attack; uses 3 shots. SEH, 166 Coup de grace Full Helpless target must make a Fortitude save (DC 10 + damage done) or die. SEH, 166 Cover Fire Full Offer +4 dodge bonus to Defense of a single ally against enemies within your line of sight for one round; uses 5 shots. SEH, 166 Disarm Half Make an opposed attack roll; if you win, your target is disarmed. SEH, 166; Errata Feint Half Make a bluff check opposed by your target's Sense Motive; if you succeed, your target is denied his Dexterity modifier to DefenseSEH, 167; PAC 43 when you next attack him. Grapple Half Special SEH, 172; Errata Mark Half Special AA, 64; Errata Sensor Suppression Full Special Sol/Whl, 88 Strafe Attack Full Target a number of adjacent squares up to half the ammo in your firearm and make an attack with a –2 penalty per square beyond the SEH, 167 first; all targets hit suffer the same damage; uses 2 shots per targeted square. Strike Object Half Special SEH, 168 Suppressive Fire Full One target within your line of sight suffers a –4 penalty to attack and skill rolls for 1 round; uses 5 shots SEH, 168 Taunt Half Make a Bluff check opposed by your target's Sense Motive; if you succeed, your target must attack you with his next action. SEH, 168 Threaten Half Special Fix/Ptm, 42 Trick Half Special Fix/Ptm, 42 Trip Half Make a melee touch attack; if you hit, make a Strength check opposed by Strength or Dexterity; if you succeed, your target is prone. SEH, 169

MOVEMENT ACTIONS Action Type Effect Source Standard move Half Move your Speed in feet. SEH, 175 Charge Full +2 attack, -2 Defense for 1 round. SEH, 175 Crouching Half Move 10 feet, receive –1 movement penalty to all ranged attacks against you. MAG, 11 Gun charge Full Move 2x your speed in a straight line, making a standard or suppressive fire attack at the end. MAGX1 High Crawl Half Move 5 feet, may still take standard 5-ft. bonus step; ranged attacks suffer a –3 movement penalty, melee attacks gain a +3 movementMAG, 11 bonus. Low Crawl Free Considered to be prone but may still take 5-ft. bonus step; no other movement allowed. MAG, 11 Run Full Move 4x your speed in feet. SEH, 175 Total defense Full +4 dodge bonus to Defense for 1 round. SEH, 176 Withdraw Full Move 2x your Speed in feet away from combat. SEH, 176

OTHER ACTIONS Action Type Effect Source Aim ranged weapon Half +1 bonus to next attack. SEH, 176 Brace firearm Half +2 bonus to next attack. SEH, 176 Counterspell Full Mgically neutralize another Craft-user’s spell as it is being cast DI, 146 Draw or holster a weapon Half You may draw or holster a weapon. SEH, 176 27 Load a weapon Half Load one or , or three bullets if the weapon doesn't use clips. SEH, 176 Manipulate an object Half Move a heavy object, open a door, pick up an item, or retrieve a stored item; GC may rule a full action. SEH, 177 Refresh Full If you are the target of no attacks this round, you may spend one action die at the end of the round to recover the result in vitalitySEH, 177 points, or 2 wounds. Reload Varies Reloading a video camera or digital still camera: 1 half action. 60s, 160 Reloading a standard still camera: 1 full action to remove exposed film, 1 full action to load new film. Roll Tape Full Special 60s, 160 Shoot Film Full Special 60s, 161 Stabilize a dying agent Half Make a successful First Aid check (DC 15) to stabilize an adjacent, dying combatant. SEH, 177 Stand Up Half Rise from a prone position. SEH, 177 Swap Accessories Full Special 60s, 161 Use a Skill or Feat Varies See Skill or Feat

FAVOR CHECKS

Favor Source Favor Source Agency Assets SEH, 217 Legal Assistance SEH, 217 Events EC, 59; Agency, 95 Security Clearance and Checks SEH, 219 Government Intervention SEH, 217 Specialist Support SEH, 219; Agency, 23 High Society AA, 60; Agency, 96 Transportation Arrangements SEH, 219 Information Searches SEH, 217

FEAT TREES

BASIC COMBAT FEAT TREE Feat Prerequisites Source Ambidexterity (DEX 15+) SEH, 68 Armor Proficiency (light) SEH, 68 Armor Proficiency (medium) SEH, 69 Armor Proficiency (heavy) SEH, 69 Armor Focus Sol/Whl, 39 Armor Proficiency (powered) SF7, 8 Array of Stunts (Allegiance: Eight Heavenly Dragons, Tumble 5+) DI, 116 Artillery Basics (BAB +2) USM, 90 Artillery Mastery (BAB +10) USM, 90 Career Operative (Agent Level 6+) SEH, 69 Combat Instincts SEH, 69 “Just Die” (Allegiance: Project: TITAN, BAB +6, Knowledge (Otherworld) 4+) DI, 117 "Completely Outnumbered!" MM, 121 "Dog Pile!" MM, 122 Human Wave MM, 122 Confident Charge (DEX 13+, WIS 13+) SEH, 69 Contempt (Agent Level 6+) PAC, 44; MM 121 Knockout Blow (STR 13+, Martial Arts) MM, 122 Coolness Under Fire Sol/Whl, 38 “Keep Your Head Down!” (DEX 15+, BAB +4) Sol/Whl, 38 "Cover Me!" (BAB +1) MM, 122 Massive Crossfire (BAB +3) MM, 122 "No Man Left Behind!" (First Aid 4+) MM, 123 Daredevil SF7, 9 Dodge the Bullet SF7, 9 Endurance SEH, 69 Expertise (INT 13+) SEH, 69 Improved Disarm SEH, 69 Fired Up (Concentration 4+) 60s, 161 Great Fortitude SEH, 69 Improved Initiative SEH, 69 Execute (Agent Level 6+) MW, 5 Merciless (Agent Level 9+) MW, 5 Iron Will SEH, 69 "It's A Trap!" (Hide 4+) MM, 122 "Lure Them In!" (Bluff 4+) MM, 122 "No Way Out!" MM, 123 “Join or Die” (Allegiance: Project: TITAN, BAB +3) DI, 116 “Just Die” (Allegiance: Project: TITAN, BAB +6, Knowledge (Otherworld) 4+ ranks, Combat Instincts) DI, 117 Lightning Reflexes SEH, 69 Meat Shield (STR 13+, Intimidate 8+) MW, 5 Mobility (DEX 13+) SEH, 70 Quick Draw (DEX 13+, BAB +1) SEH, 70 Quick Healer (CON 13+) SEH, 70 Run SEH, 70 28 Increased Speed SEH, 69 Scuttle (STR 13+, DEX 13+) 60s, 161 Sidestep (DEX 13+) SEH, 70 Dodging Tumble (Tumble 6+) SF7, 10 Bullet Dance (Tumble 12+) SF7, 9 Foresight (Sense Motive 10+) 60s, 161 Strike Force 7 Team Memeber (Must be a member of Strike Force 7) SF7, 10 Surge of Speed SEH, 71 Tactical Advantage (Tactics class ability) MM, 123 That'll Leave a Scar AA, 58 You Ain't so Pretty no More (Agent Level 6+) AA, 58 To the Hilt (Allegiance: First Team, BAB +5) DI, 117 Toughness SEH, 71 Two-Weapon Fighting SEH, 71 Improved Two-Weapon Fighting (Ambidexterity, BAB +9) SEH, 69 "We Have You Surrounded!" (BAB +1) MM, 123 "Give It Up!" (Intimidate 4+) MM, 122 "Pin Them Down!" (BAB +3) MM, 123 Weapon Group Proficiency SEH, 71 Weapon Focus (BAB +1) SEH, 71 Wolf Pack Basics (Agent Level 3+) PAC, 45; MM, 123; DI, 117 Wolf Pack Mastery (Agent Level 9+) PAC, 45; MM, 123 Wolf Pack Supremacy (Agent Level 15+) PAC, 45; MM, 124 Zen Focus (WIS 13+) SEH, 71 Zen Shot (BAB +4) SEH, 71 Zen Mastery (BAB +9) SEH, 71

MELEE COMBAT FEAT TREE Feat Prerequisites Source Axe Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 45 Axe Mastery (BAB +9) PAC, 45 Blind-Fight SEH, 72 Blindsight 5 ft. Radius (WIS 13+, BAB +4) SEH, 72 Chain Basics (WGP (martial arts), BAB +2) PAC, 45 Chain Mastery (BAB +9) PAC, 46 Club Basics (WGP (melee), BAB +1) PAC, 46 Club Mastery (BAB +9) PAC, 46 Coil Basics (WGP (martial arts), BAB +2) PAC, 46 Coil Mastery (BAB +9) PAC, 46 Darting Weapon (Expertise, BAB +3) SEH, 73 Assassin (BAB +6) SEH, 72 Master Assassin (BAB +12) SEH, 73 Lunge (DEX 15+) TSE; DI, 117 Disarming Twist (WIS 13+, BAB +1) PAC, 46 Drag Down (STR 13+, BAB +1) PAC, 46 Fencing Basics (WGP (melee), BAB +2) PAC, 47 Fencing Mastery (BAB +9) PAC, 47 Flag Dance (DEX 13+, BAB +1) PAC, 47 Garrote Basics (WGP (melee), BAB +2) PAC, 48 Garrote Mastery (BAB +9) PAC, 48 Kali’s Kiss (Assassin, Deceiver, or Thuggee Agents only, BAB +6/DI: Allegiance: Daemonic, BAB +6) TSE; DI, 117 Greatsword Basics (WGP (archaic), BAB +2) PAC, 48 Greatsword Mastery (BAB +9) PAC, 48 Guard Weapon Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 48 Guard Weapon Mastery (BAB +9) PAC, 48 Hard Charging SF7, 10 Improved Weapon Focus (Weapon Focus, BAB +3) SEH, 73 “On Guard!” (BAB +6) TSE; DI, 117 Weapon Master (BAB +6) SEH, 74 Master Duelist (BAB +12) SEH, 73 Ultimate Duelist (BAB +18) SEH, 74 Improvised Weapon (WIS 13+) SEH, 73 Paired Weapon Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 48 Paired Weapon Mastery (BAB +9) PAC, 48 Polearm Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 49 Polearm Mastery (BAB +9) PAC, 49 Power Attack (STR 13+) SEH, 74 Bash (STR 15+) TSE; DI, 117 Bulldog (STR 13+) SF7, 9 Cleave SEH, 72 Great Cleave (BAB +3) SEH, 73 Cleaving Charge (STR 15+, BAB +6) SEH, 73 Trail of Blood (BAB +12) SEH, 74 Screaming Charge (3rd level Team Member, Intimidate 6+) SF7, 10 29 Small Blade Basics (WGP (melee), BAB +2) PAC, 49 Small Blade Mastery (BAB +9) PAC, 49 Spear Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 49 Spear Mastery (BAB +9) PAC, 49 Staff Basics (WGP (melee), BAB +2) PAC, 49 Staff Mastery (BAB +9) PAC, 49 Swift Strike (Mobility, Sidestep, BAB +4) SEH, 74 Whirlwind Attack (Expertise) SEH, 75 Sword Basics (WGP (archaic) or WGP (martial arts), BAB +2) TSE; DI, 117 Sword Mastery (BAB +9) TSE; DI, 118 Weapon Finesse (Proficient with weapon, BAB +1) SEH, 74 Flashing Weapon (BAB +3) SEH, 73 Snake Strike (Quick Draw, BAB +6) SEH, 74 Double Blow (BAB +12) SEH, 73

RANGED COMBAT FEAT TREE Feat Prerequisites Source Archery Basics (WGP (hurled), BAB +2) PAC, 50 Archery Mastery (BAB +9) PAC, 50 Far Shot SEH, 75 Extreme Range (BAB +3) SEH, 75 Increased Precision (BAB +6) SEH, 76 Flamer Basics (BAB +3) Sol/Whl, 38 Flamer Mastery (BAB +10) Sol/Whl, 38 Grenade Basics (BAB+3) Sol/Whl, 38 Grenade Mastery (BAB +10) Sol/Whl, 38 Gunslinger's Eye (BAB +3, Sense Motive 4+, WGP (), WGP (rifle)) 60s, 161 Hard Firing (BAB +4, Hard Charging) SF7, 10 Mortar Basics (BAB +3) Sol/Whl, 39 Mortar Mastery (BAB +10) Sol/Whl, 39 Perfect Stance (BAB +1) Sol/Whl, 39 Double Tap (BAB +6) Sol/Whl, 39 Point Blank Shot (DEX 13+) SEH, 76 CQB Basics (BAB +3) WM, 103 CQB Mastery (BAB +9) WM, 103 CQB Supremacy (BAB +15, Precise Shot) WM, 104 Lay Down Fire (BAB +3) SEH, 76 Coordinate Fire (BAB +6) SEH, 75 Precise Shot SEH, 76 Bullseye (BAB +3) SEH, 75 Double Shot (BAB +5) SF7, 10 Marksman (BAB +3) SEH, 76 Sharp-Shooting (BAB +3) SEH, 77 Sniper (Increased Precision, Marksman, BAB +9) SEH, 77 Master Sniper (BAB +18) SEH, 76 Shooting Gallery (Rapid Shot, BAB +5) DI, 118 Carnival of Carnage (Allegiance: Eight Heavenly Dragons, BAB +9) DI, 118 Shot on the Run (Mobility, Sidestep) SEH, 77 Diving Shot (BAB +6) SEH, 75 Basics (BAB +1) 60s, 161 Revolver Mastery (BAB + 6) 60s, 162 Rocket Basics (BAB +3) Sol/Whl, 40 Rocket Mastery (BAB +10) Sol/Whl, 40 Speed Trigger SEH, 78 Machine Gun Basics (BAB +3) Sol/Whl, 39 Machine Gun Mastery (BAB +10) Sol/Whl, 39 Quick Reload (DEX 13+, BAB +3) SEH, 76 Rapid Shot (DEX 13+, BAB +3) SEH, 77 Controlled Burst SEH, 75 Controlled Strafe (BAB +6) SEH, 75 Hail of Bullets (BAB +12) SEH, 75 Snap Shot SEH, 77 Lightning Draw (Quick Draw, BAB +6) SEH, 76 Thrown Blade Basic (WGP (hurled), BAB +2) PAC, 50 Thrown Blade Mastery (BAB +9) PAC, 50 Thrown Weapon Basics (WGP (hurled), BAB +2) PAC, 50 Thrown Weapon Mastery (BAB +9) PAC, 51

UNARMED COMBAT FEAT TREE Feat Prerequisites Source Blocking Basics SEH, 78 Blocking Mastery (Martial Arts, BAB +3) SEH, 78 Blocking Supremacy (Chi Strike, BAB +12) PAC, 51 Eagle Stance (Martial Arts, Vital Point Basics) PAC, 52 30 Cart Away SF7, 9 Chi Strike (WIS 13+) SEH, 79 Circular Arts (WIS 13+, Dodging & Rolling & Throwing Mastery, BAB +12) PAC, 51 Soft Master (DEX 13+, Dodging & Rolling Supremacy, BAB +18) PAC, 56 Iron Fist (Martial Arts) SEH, 79 Shattering Blow (BAB +3) SEH, 81 Linear Arts (STR 13+, Blocking & Punching Mastery, BAB +12) PAC, 54 Hard Master (CON 13+, Blocking & Punching Supremacy, BAB +18) PAC, 53 Dodging Basics SEH, 79 Dodging Mastery (Martial Arts, BAB +3) SEH, 79 Dodging Supremacy (Chi Strike, BAB +12) PAC, 52 Monkey Stance (Martial Arts, Rolling Basics) PAC, 54 Holding Basics SEH, 79 Holding Mastery (Martial Arts, BAB +3) SEH, 79 Holding Supremacy (Chi Strike, BAB +12) PAC, 53 Crane Stance (Blocking Basics, Martial Arts) PAC, 52 Improved Bull Rush (STR 13+) AA, 59 Kicking Basics SEH, 80 Kicking Mastery (Martial Arts, BAB +3) SEH, 80 Kicking Supremacy (Chi Strike, BAB +12) PAC, 54 Drunken Stance (Dodging Basics, Martial Arts) PAC, 52 Martial Arts SEH, 80 Centered Stance (Iron Will) PAC, 51 Closed Stance (Side Step) PAC, 51 Coiled Stance (Lightning Reflexes) PAC, 51 Five Style Adept (Basics: Holding, Kicking, Punching, Throwing, BAB +6) SEH, 79 Master of the Fifth Style (Mastery: Holding, Kicking, Punching, Throwing, BAB +12) SEH, 80 Master of the Sixth Style (BAB +18) SEH, 80 Fluid Arts (3 stance feats, BAB +9) PAC, 52 Eight-Step Master (5 stance feats, BAB +18) PAC, 52 Forward Stance (Confident Charge) PAC, 52 Guard Stance (Expertise) PAC, 52 Inverted Stance (Acrobatic) PAC, 53 Open Stance (Combat Instincts) PAC, 54 Prone Stance (Jump Up) PAC, 54 Ready Stance (Improved Initiative) PAC, 55 Reverse Stance (Blind-fight) PAC, 55 Rooted Stance (Great Fortitude) PAC, 55 Shifting Stance (Mobility) PAC, 55 Warrior's Grace (BAB +3) SEH, 81 Beatdown (BAB +9) PAC, 51 Punching Basics SEH, 80 Punching Mastery (Martial Arts, BAB +3) SEH, 81 Punching Supremacy (Chi Strike, BAB +12) PAC, 54 Tiger Stance (Kicking Basics, Martial Arts) PAC, 56 Rolling Basics PAC, 55 Rolling Mastery (Martial Arts, BAB +3) PAC, 55 Rolling Supremacy (Chi Strike, BAB +12) PAC, 55 Phoenix Stance (Martial Arts, Throwing Basics) PAC, 54 Savage Attack (Natural Weapons) AA, 59; MM, 124 Throwing Basics SEH, 81 Throwing Mastery (Martial Arts, BAB +3) SEH, 81 Throwing Supremacy (Chi Strike, BAB +12) PAC, 56 Mantis Stance (Holding Basics, Martial Arts) PAC, 54 Vital Point Basics PAC, 56 Vital Point Mastery (Martial Arts, BAB +3) PAC, 56 Vital Point Supremacy (Chi Strike, BAB +12) PAC, 56 Snake Stance (Martial Arts, Punching Basics) PAC, 55

CHANCE FEAT TREE Feat Prerequisites Source Black Cat Agency, 66; AF 76 Tough Luck (Agent Level 6+) Agency, 67; AF 79 Jinx (Agent Level 12+) Agency, 67; AF 79 Faith (Allegiance: Any except Selfish) DI, 118 Guardian Presence (Allegiance: Brother of the Iron Rose) DI, 118 Purity of Iron (Allegiance: Brother of the Iron Rose, Knowledge (Theology) 4+, Iron Will) DI, 118 Fortunate SEH, 92 "A Little Bit Of Luck..." (Agent Level 6+) AA, 60; Agency, 66 "...Goes a Long Way" AA, 60; Agency, 67 Fortune Favors The Bold AA, 60; Agency, 66 Fortune's Fool AA, 60; Agency, 66 Trouble Magnet (Agent Level 1 when taken) Agency, 67 All or Nothing (Agent Level 3+) Agency, 66; AF, 76 31 Scrounge (WIS 13+) DI, 119 Strange Bedfellows (Allegiance: International Geographical Society) DI, 119

CHASE FEAT TREE Feat Prerequisites Source Baby It SEH, 81 "Hold Together Baby!" (Familiarity ability) SEH, 83 Demolition Derby (Oversteer) SEH, 82 Circus Stunt (Acrobatic, Daredevil ability) SEH, 82 Tuck and Roll (Jump 8+) Sol/Whl, 41 Crew Dog USM, 90 Deathride (CON 15+, Daredevil ability) 60s, 162 Defensive Driving (Speed Demon) SEH, 82 Jackrabbit Start SEH, 83 Man & Machine (Agent Level 6+) Sol/Whl, 40 Drive Casual (Surveillance 4+) 60s, 162 Extra Familiarity (INT 13+, Familiarity ability) SEH, 82 Firm Hand (DEX 13+) SEH, 83 Over Steer SEH, 84 God’s Got Shotgun (Daredevil class ability) SF7, 10 Devil in the Cylinders SF7, 9 Hasty Withdrawal (Chosen skill 6+) 60s, 162 "In My Sights" (INT 13+, Grease Monkey) SEH, 83 Over Torque (Craft (Machining) 4+, Mechanics 8+) Sol/Whl, 40 Instant Hotwire (Mechanics 2+, Open Locks 2+) SEH, 83 “It Only Hit The Door!” Sol/Whl, 40 Lane Dancer (Driving 5+) SEH, 83 Speed Racer Sol/Whl, 41 Lock It Down (Elbow Grease ability) SEH, 83 Offensive Driving (Speed Demon) SEH, 84 Relentless Pursuit SEH, 84 Team Driving (Agent Level 6+) Sol/Whl, 41 One Hand on the Wheel… (Daredevil ability) SEH, 84 Out Maneuver (Speed Demon) Sol/Whl, 40 Professional Driver – Closed Course (Perform 4+, Profession (Racer) 3+, Daredevil ability) 60s, 162 Ride Shotgun (BAB +1) SEH, 84 Drive By (BAB +3) SEH, 82 …A Gun in the Other (One Hand on the Wheel…, BAB +6) SEH, 81 Brace It On The Wheel (BAB +10) 60s, 162 Close Support (Pilot 8+, BAB +6) Sol/Whl, 40 Rough Rider (Driver 5+) Sol/Whl, 41 T-Bone Sol/Whl, 41 Test Lap (WIS 13+, Familiarity ability) SEH, 84 Wave Runner (Boating 5+) SEH, 84 Wind Rider (Piloting 5+) SEH, 84 “Yee-Haw!” (Balance 8+ or Driver 8+, Daredevil ability) Sol/Whl, 41

COVERT FEAT TREE Feat Prerequisites Source Always Get Your Man (Gather Information 4+, Sense Motive 4+, Surveillance 4+) Fac/Snp, 49 Aquatic Training (Survival 2+, Swim 2+) Fix/Pnt, 42 Master Diver (Sport (Scuba) 6+, Swim 6+) Informant 2, 25 Arctic Training (Balance 2+, Survival 2+) Sol/Whl, 41 Assassin’s Strike (Agent Level 9+, sneak attack +2d6, Poison Basics) Fix/Pnt, 42 Astronaut Wings (STR 13+, DEX 13+, CON 13+, Balance 4+) 60s, 162 Black Shadow (Hide 6+, Tumble 6+) Fix/Pnt, 43 Gray Shadow (Hide 12+) Fix/Pnt, 44 “It Takes A Thief...” (Surveillance 6+) Fix/Pnt, 44 “...To Catch a Thief” (Hide 9+) Fix/Pnt, 45 Bludgeon (Agent Level 3+, sneak attack +1d6) Fix/Pnt, 43 Whack (Agent Level 9+, sneak attack +4d6) Fix/Pnt, 45 Break Fall (DEX 13+, Climb 4+, Tumble 4+) SEH, 84 Jumpmaster (Sport (Skydiving) 6+) Informant 2, 24 Cheap Shot (WIS 13+, BAB +3, Bluff 4+) MW, 5 Fearsome Attack (Agent Level 6+, sneak attack +2d6) MW, 5 Horrifying Attack (Agent Level 12+, sneak attack +3d6) MW, 5 Concealed Weapon (Sleight of Hand 4+) Sol/Whl, 41 Daring Ambush (INT 13+) Fix/Pnt, 43 Deadly Precision (Agent Level 12+, sneak attack +2d6) Fix/Pnt, 43 No Quarter (WIS 13+, Agent Level 18+) Fix/Pnt, 45 Deleted 60s, 163 Zeroed 60s, 163 Desert Training (Spot 2+, Survival 2+) Sol/Whl, 42 Double Life (Profession (Any) 6+, Private Identity, Safe House) Fac/Snp, 49 32 Escape and Evasion Training (Disguise 2+, Hide 2+, Surveillance 2+, Survival 2+) Fac/Snp, 49 Faceless (CHA 13 or lower) Agency, 12 Nobody (CHA 11 or lower) Agency, 12 Innocuous (Agent Level 6+) Agency, 12 Outsider Agency, 12 Private Connections Agency, 13 Firefighter Training (Survival 5+) GA, 88; Fix/Pnt, 44 Forest Training (Move Silently 2+, Survival 2+) Sol/Whl, 42 Immobilizing Strike (Agent Level 6+, sneak attack +2d6) Fix/Pnt, 44 Crippling Strike (Agent Level 9+, sneak attack +3d6) Fix/Pnt, 43 Improved Equilibrium (DEX 13+, Balance 4+, Climb 4+) SEH, 85 Hidden Run (Hide 8+, Move Silently 8+) SEH, 85 Spider Walk (Balance 8+, Climb 8+) SEH, 86 Jump Up (DEX 13+) SEH, 85 Jungle Training (Hide 2+, Survival 2+) Sol/Whl, 42 Mingling Basics (Cultures 6+, Hide 6+) Fix/Pnt, 44 Mingling Mastery (Cultures 12+, Hide 12+) Fix/Pnt, 44 Mountain Training (Climb 2+, Survival 2+) Sol/Whl, 42 Moving Target (DEX 13+, Tumble 8+) SEH, 85 Native (CHA 13+, Cultures 4+) Agency, 12 Respectable (Agent Level 3+) Agency, 13 Nimble Fingers (Escape Artist 4+, Open Lock 4+, Sleight of Hand 4+) SEH, 85 Precise Threat (Agent Level 3+, sneak attack +1d6, Intimidate 6+) Fix/Pnt, 45 Swamp Training (Listen 2+, Survival 2+) Sol/Whl, 43 Traceless (INT 13+) SEH, 86 Invisible Man (Agent Level 6+, Stealthy) 60s, 163 Turncoat (Team Member Level 1) SF7, 11 Urban Training (Move Silently 2+, Surveillance 2+) Fix/Pnt, 45 Urban Operator Informant 2, 25 Unbreakable (CON or WIS 13+, Operative Level 4+) SF7, 11

GEAR FEAT TREE Feat Prerequisites Source Animal Partner (Agent Level 3+, Handle Animal 6+, Personal Budget must include an animal) AA, 59; MM, 124 Bugging Basics (Surveillance 5+) Fac/Snp, 49 Bugging Mastery (Surveillance 10+) Fac/Snp, 49 Bugging Supremacy (Surveillance 15+) Fac/Snp, 50 Camera Basics (Craft (Photography) 5+ or Surveillance 5+) 60s, 163 Camera Mastery (Craft (Photography) 10+ or Surveillance 10+) 60s, 163 Clean and Polished Fix/Pnt, 45 Contracts MM, 124 Dangerous Experiments (Allegiance: Promethean Order) DI, 119 Drone Operations Fix/Pnt, 45 Electronic Warfare Basics (Electronics 5+) Fix/Pnt, 45 Electronic Warfare Mastery (Electronics 10+) Fix/Pnt, 46 Electronic Warfare Supremacy (Electronics 15+) Fix/Pnt, 46 Explosive Basics (Demolitions 5+) Fix/Pnt, 46 Explosives Mastery (Demolitions 10+) Fix/Pnt, 46 Explosives Supremacy (Demolitions 15+) Fix/Pnt, 46 Extra Budget SEH, 86 Extra R&D Support SEH, 86 Big Science! (Allegiance: International Geographical Society) DI, 119 Quality Assurance Shop, 62 Micro-Miniaturization Shop, 61 Mine Basics (Demolitions 5+) Sol/Whl, 43 Mine Mastery (Demolitions 12+) Sol/Whl, 43 Mother Hen Fix/Pnt, 47 Off The Books (Agent Level 12+, Backup ability, Private Identity) 60s, 163 Parascientist (INT 21+, WIS 17+, Grease Monkey, Mathematical Genius, Ordinary Past, Scholarly) Shop, 61 Pet Project (INT 13+, Special character belonging to a threat organization only) MM, 124 Secret Hideout MM, 125 Poison Basics (Craft (Poison) 5+) Fix/Pnt, 47 Poison Mastery (Craft (Poison) 10+) Fix/Pnt, 47 Poison Supremacy (Craft (Poison) 15+) Fix/Pnt, 47 Safe House SEH, 94 Home Turf (Agent Level 6+) Fac/Snp, 50 Hometown Hero (Agent Level 9+, Diplomacy 8+) Fac/Snp, 50 Luxury Safe House (Agent Level 6+, Five Star Service) Fac/Snp, 50 Personal Workshop (Gadgeteer or Mechanic 5+) Shop, 62 Private Library (Scholarly) Shop, 62 Safe House Armory (Agent Level 6+, Procure ability) Fix/Pnt, 47 Safe House Citadel (Agent Level 6+) Fix/Pnt, 48 Safe House Command Center (Lead ability, Bureaucracy 6+) Fix/Pnt, 48 Safe House Hub (Computers 6+, Electronics 4+) Fix/Pnt, 48 33 Safe House Infirmary (First Aid 5+) Fix/Pnt, 48 Safe House Menagerie (Handle Animal 8+) AA, 59; MM, 125 Signature Equipment SEH, 86 Trademark Weapon (BAB +5) Fix/Pnt, 48 Signature Gadget or Vehicle SEH, 87 Superior Documentation (Agent Level 6+) Fac/Snp, 50 Wages of Sin (BAB +3) DI, 119 Wages of War (Allegiance: First Team, BAB +3) DI, 119 Well-Funded (Bureaucracy 2+, Diplomacy 2+) 60s, 163

BASIC SKILL FEAT TREE Feat Prerequisites Source Acrobatic (Balance 1+, Jump 1+, Tumble 1+) SEH, 87 Alertness (Listen 1+, Search 1+, Spot 1+) SEH, 87 Athletic (Climb 1+, Sport 1+, Swim 1+) SEH, 87 Field Operative (Innuendo 1+, Read Lips 1+, Sense Motive 1+) SEH, 87 Grease Monkey (Electronics 1+, Mechanics 1+) SEH, 88 Magician (Escape Artist 1+, Open Lock 1+, Sleight of Hand 1+) SEH, 88 Master Fence (Appraise 1+, Forgery 1+, Gather Information 1+) SEH, 88 Mathematical Genius (Computers 1+, Cryptography 1+) SEH, 88 Mimic (Disguise 1+, Perform 1+) SEH, 88 Ordinary Past (Craft 1+, Hobby 1+, Profession 1+) SEH, 89 Outdoorsman (Handle Animal 1+, Survival 1+, Use Rope 1+) SEH, 89 Persuasive (Bluff 1+, Diplomacy 1+, Intimidate 1+) SEH, 89 Police Training (Bureaucracy 1+, Demolitions 1+, Surveillance 1+) SEH, 89 Scholarly (Concentration 1+, Knowledge 1+) SEH, 89 Speed Demon (Boating 1+, Driver 1+, Pilot 1+) SEH, 89 Stealthy (Hide 1+, Move Silently 1+) SEH, 89 World Traveler (Cultures 1+, First Aid 1+, Languages 1+) SEH, 89

ADVANCED SKILL FEAT TREE Feat Prerequisites Source "An Old Dog..." (Agent Level 9+, any 2 different basic skill feats) Agency, 112 "...With New Tricks" (Agent Level 18+, any 4 different basic skill feats) Agency, 112 [Any Basic Skill Feat] Advanced Skill Mastery (Agent Level 6+) SEH, 89 Grand Skill Mastery (Agent Level 12+) SEH, 90 Perfect Skill Mastery (Agent Level 18+) SEH, 90 Applied Knowledge (Agent Level 6+) Fac/Snp, 50 Mark of a Professional (Agent Level 12+) Agency, 112 Practice Makes Perfect (Agent Level 18+) Agency, 112 False Start SEH, 89 Bandage (First aid 4+) Sol/Whl, 43 Cipher (Mathematical Genius, Languages 6+) Fac/Snp, 50 Cryptology Basics (Cryptography 5+) Fac/Snp, 51 Cryptology Mastery (Cryptography 10+) Fac/Snp, 51 Cryptology Supremacy (Cryptography 15+) Fac/Snp, 51 Living Cipher (INT 17+, Grand Skill Mastery (Mathematical Genius)) Fac/Snp, 51 Eye For Detail (Flawless Search class ability, Search 6+) Fac/Snp, 51 Forensic Genius (Knowledge (Forensics) 5+, Search 10+) Fac/Snp, 51 Intuitive Proficiency (Fake It class ability) Fac/Snp, 51 Keen Intuition (Intuition class ability) Fac/Snp, 51 M.D. (INT 15+, First Aid 8+ or Profession (Doctor) 8+) USM, 90 Photographic Memory (INT 15+, WIS 15+) Fac/Snp, 51 Quick Use (Chosen Skill 1+) SEH, 90 Quick Study (INT 15+, Concentration 4+) WM, 104 Talented (Agent Level 1 only, Chosen skill 2+, ability linked to chosen skill 13+) SEH, 90 Threat Analyst (Profession (Military) 6+, Scholary) WM, 104 Track SEH, 90 Training SEH, 91 Cross Training (Agent Level 9+, INT 15+) 60s, 164 Unlocked Potential SEH, 91 Well-Rounded (INT 13+, Any three Knowledge skills 2+ each) 60s, 164; Errata

STYLE FEAT TREE Feat Prerequisites Source Academic Contacts (INT 13+, Scholarly) Fac/Snp, 52 Blue Collar Contacts (Craft (Any) 6+, Grease Monkey) Fac/Snp, 52 By the Book USM, 91 Top Kick (Military agent only, enlisted rank E-8, Bureaucracy 12+, Diplomacy 12+, Profession (Military) 12+) USM, 91 Card Shark SEH, 91 Charmer SEH, 91 Clearance Basics (Bureaucracy 6+) Agency, 113 34 Clearance Mastery (Bureaucracy 12+) Agency, 113 Clearance Supremacy (Bureaucracy 18+) Agency, 113 Clockwork Tactics (Lead ability) Fix/Pnt, 49 Command Decision (Agent level 6+) USM, 91 Credible (CHA 13+) Fac/Snp, 52 Criminal Contacts (Knowledge (Underworld) 6+, Master Fence) Fac/Snp, 52 Cronies (Agent Level 6+, Special Characters Only (Agents with GC permission only) MM, 125 The Dice are Hot (Fortunate) 60s, 164 Dictator (CHA 13+, Agent Level 3+, Intimidate 6+) MW, 6 Total Devotion (CHA 15+, minion loyalty 7+) MW, 6 Family Business (DI: Allegiance: Any except Neutral or Selfish, Agent level 1 only) Agency, 91; DI, 119 The Devil's Own (Uncanny Dodge class ability) Agency, 91 Family Archives (PhD class ability, 12+ in chosen skill) DI, 119 Family Friends (Backup class Ability) Agency, 91 Family Network (Sources class ability, Gather Information 6+) DI, 120 Family Planners (Back Door class ability) Agency, 91 Line of Leaders (Tactics class ability) Agency, 91 Raised in the Saddle (Familiarity class ability) Agency, 91 Tradition of Service (Behind the Scenes class ability, Diplomacy 6+) DI, 120 Warrior Line (BAB +4, at least 3 feats from a single combat tree (e.g. basic, melee, ranged, or unarmed)) Agency, 91; DI, 120 Film Arts (Perform 4+) EC, 70 Action Role (DEX 13+, Perform 8+) EC, 69 Comedic Role (Hobby (Humor) 4+ or Profession (Comedian), Perform 8+) EC, 69 Leading Role (CHA 13+, Perform 8+) EC, 71 Hollywood Star (Comedic Role, Perform 12+) EC, 71 Romantic Role (The Look, Perform 8+) EC, 71 Signature Performance (Any one ‘role’ feat, Perform 12+) EC, 71 Tough Guy Role (Intimidate 4+, Perform 8+) EC, 72 Action Hero (Action Role, Perform 12+) EC, 69 Tragic Role (Charmer, Perform 8+) EC, 72 Sex Symbol (Romantic Role, Perform 12+) EC, 71 Filthy Rich SEH, 91 Five Star Service SEH, 91 Personal Staff SEH, 94 Flawless Identity SEH, 92 Flawless Training (Agent Level 6+) PAC, 57 Gift of Fire (Allegiance: Promethean Order, Knowledge (Ancient Lore) 9+) Government Contacts (Profession (Any) 6+, Persuasive) Fac/Snp, 52 Hammer and Sickle (Soviet allegiance) 60s, 165 The Bear (Great Fortitude) 60s, 164 Soviet Comrade (Hard Drinking) 60s, 165 Hard Core SEH, 93 Too Ugly To Die (CON 15+, CHA 9-) AA, 60 Hard Drinking (CON 13+, Fortitude +6) Sol/Whl, 43 Hold Out (Iron Will, Concentration 4+) Fix/Pnt, 49 Ill Repute (Agent Level 3+, Intimidate 6+) MW, 6 Notorious (Agent Level 9+, Intimidate 12+) MW, 6 Most Wanted (Agent Level 15+, Intimidate 18+) MW, 6 Reign of Terror (Agent Level 12+, Intimidate 12+) MW, 6 Instant Backup (CHA 15+, Agent Level 12+, Backup ability) Fac/Snp, 52 Jet Setter (CHA 13+) EC, 71 Famous (CHA 13+, Agent Level 3+) EC, 69 Cover Girl (Gorgeous, Perform 8+) EC, 69 Groupies (Agent Level 6+) EC, 70 Superstar (CHA 17+, Agent Level 12+) EC, 72 Local Contacts (Knowledge (Area) 4+, World Traveler) Fac/Snp, 52 Long-Lost Friends (CHA 17+, Backup ability) 60s, 165 The Look (CHA 13+) SEH, 93 Fan Service (Perform 5+) PAC, 56 Gorgeous (CHA 15+, Agent Level 6+) EC, 70 Simply Irresistible (Agent Level 12+, Silver Tongue) EC, 72 High Society Contacts (Diplomacy 6+) 60s, 165; Errata "Not The Face!" (CHA 15+) Fac/Snp, 53 Squared Away (Military agent only, Profession (Military) 4+) USM, 91 Mudfoot (military agent only, Profession (Military) 6+) USM, 91 Mark (WIS 13+) SEH, 93 Spy Hunter (WIS 13+, Sense Motive 8+) MM, 126 Military Contacts (Profession (Military) 8+, at least one terrain "Training" feat) 60s, 165 Military Man (Military agent only, agent level 1 only, CHA 15+) USM, 91 “Mine, Mine, Mine!” (Allegiance: Selfish) DI, 120 Mustang (Military agent only, enlisted rank E-5, INT 13+, WIS 13+, CHA 13+, Profession (Military) 6+) USM, 91 Nothing Up My Sleeve (Fortunate) AA, 60 Old Debts (Backup ability) SEH, 93 Rich Friends (Agent Level 9+) Fac/Snp, 53 Old School (Agent Level 6+) Sol/Whl, 43 35 Office Gossip (Assist ability, Bureaucracy 15+) Fix/Pnt, 49 Total Control (Bureaucracy 21+) Fix/Pnt, 50 The Pen Is Mightier (INT 13+, WIS 11+) 60s, 165; Errata Personal Lieutenant (CHA 13+, Agent Level 6+) Fix/Pnt, 50 Play the Odds SEH, 94 Police Contacts (Search 6+, Police Training) Fac/Snp, 53 Political Favors (Agent Level 3+) SEH, 94 Offical Harassment (Allegiance: Fugo a Watu, Agent Level 9+) DI, 120 Political Clout (Agent Level 9+, Bureaucracy 8+) EC, 71; MM, 125 Political Immunity (Agent Level 15+, Bureaucracy 12+) EC, 71; MM, 126 Polyglot (Innuendo 12+, Languages 6+, able to speak at least 10 languages) 60s, 165 Private Identity SEH, 94 Promotion (Military agent only) USM, 91 Red Flag (Assist ability, Bureaucracy 5+) Fix/Pnt, 50 Right Hand Man (Agent Level 3+) MM, 126 Rousing Speech (CHA 15+, Bluff 2+, Diplomacy 2+, Innuendo 2+, Perform 4+) Fac/Snp, 53 Silver Tongue SEH, 94 Little Black Book (CHA 13+) Fac/Snp, 52 Stars and Stripes (American allegiance) 60s, 165 The Eagle (Iron Will) 60s, 164 American Patriot 60s, 164 Flag Waver (The Eagle or The Bear, Agent Level 6+) 60s, 164 Stone Cold Fix/Pnt, 50 Bloodthirsty Fix/Pnt, 48 Breaking Point (Gather Information 4+) Fix/Pnt, 48 Glint of Madness Fix/Pnt, 49 Turn The Air Blue (Intimidate 15+) AA, 60 Ulterior Motives (Allegiance: Fugo a Watu, Agent Level 5+, Bluff 8+) DI, 120 Unconventional (Military agent only) USM, 92 Undermine (CHA 13+, Innuendo 2+, Sense Motive 2+) SEH, 94 Chip Away (Gather Information 4+) Fix/Pnt, 49 Handler SEH, 92 Industrial Sabotage (Agent Level 12+) MM, 125 Humiliate (Intimidate 6+) Fac/Snp, 52 Warning Shout (DEX 13+, Uncanny Dodge ability) Fix/Pnt, 50 Warrant (Military agent only, enlisted rank E-4, INT 13+, Profession (Military) 6+, 1 following 6+: Computer, Craft,USM, 92 (military-appropriate), Electronics, Mechanics, or Pilot) White Collar Contacts (Bureaucracy 6+, Ordinary Past) Fac/Snp, 53; Erra ta Youth Agent (Agent Level 1 when taken) Agency, 40 Child Actor (Agent Level 3 or lower, CHA 15+) Agency, 40 Prodigal Child (Agent Level 3 or lower, INT 15+) Agency, 40 Street Urchin (Agent Level 3 or lower, DEX 15+) Agency, 40 Youth Soldier (Agent Level 3 or lower, STR 15+) Agency, 40

ARCANE FEAT TREE Feat Prerequisites Source Blood of the Ancients (WIS or CHA 15+) DI, 146 Concealed Casting (Caster Level 5+) DI, 146 Enhance Incantation: Impact (Caster Level 3+) DI, 147 Enhance Incantation: Power (Caster Level 5+) DI, 147 Enhance Incantation: Shape (Caster Level 3+) DI, 147 Enhance Incantation: Speed (Caster Level 6+) DI, 148 Novice (CHA 15+, INT 15+) DI, 148 Postulant (CHA 15+, WIS 15+) DI, 148

FRINGE FEAT TREE Feat Prerequisites Source Black Cat AF, 76 Tough Luck (Agent Level 6+) AF, 79 Jinx (Agent Level 12+) AF, 78 Misfortune (Agent Level 15+) EC, 68 Peculiar Dodge (Agent Level 12+) AF, 78 Fade to Black (CHA 13+) HOG, 50 Forgotten (Agent Level 5+, Traceless) HOG, 50 Silhouette (Agent Level 10+) HOG, 50 Vanish (Agent Level 15+) HOG, 51 Fringe Scrounge (WIS 13+) AF, 77 Fringe Fetch (Agent Level 5+) AF, 77 Fringe Stash (Agent Level 10+) AF, 77 Integral Theory (Mathematical Genius, Advanced Skill Mastery (Mathematical Genius)) AF, 77 Description Theory (Agent Level 12+) AF, 77 Like to Like AF, 78 Aura Reading (Sense Motive 4+) EC, 67 Eyes of Judgment (Knowledge (Occult) 8+, Sense Motive 8+) EC, 68 36 Decipher Fringescript (Cryptography or Languages 5+) AF, 78 Scribble (Cryptography or Languages 10+) AF, 78 Brain Freeze (Cryptography or Languages 15+) EC, 67 Moment of Weakness (Cryptography or Languages 15+) EC, 68 Momentary Lapse of Reason (Cryptography or Languages 15+) EC, 68 Suspicious Amnesia (Brain Freeze, Moment of Weakness, Cryptography or Languages 20+) EC, 68 Strange Inscription (Cryptography or Languages 15+) AF, 78 Strange Verse (Cryptography or Languages 20+) AF, 79 When Chips Are Down (Cryptography or Languages 20+) EC, 69 Script Seer (INT 13+) AF, 78 Unshakable AF, 79 All or Nothing (Agent Level 3+) AF, 76 Rule Of 5 (Agent Level 12+) AF, 78 Spoil (Agent Level 5+) AF, 78 Curdle (Agent Level 10+) AF, 77 Sour (Agent Level 15+) EC, 68

LEGACY FEAT TREE Feat Prerequisites Source Apples of Youth (Titan, Agent Level 3+) DI, 169 Peaches of Heaven (Agent Level 9+) DI, 170 Bestial Exertion (Wild Blood only, Endurance) DI, 169 Blood Calls to Blood (Titan, Wis 15+, Alertness) DI, 169 Born to War (Storm Crow only, Run) DI, 170 Burden of the Power (Titan) DI, 170 Master of the Power (Agent Level 6+) DI, 170 Scion of the Power (Agent Level 9+, Constancy of the Flesh) DI, 171 Mantle of Dignity (Crimson Lord only, Charmer) DI, 170 Personal Power (Titan) DI, 170 Resilient Ability (Base Potency +2) DI, 170 Potent Heritage (Titan (excluding Lost Ones)) DI, 170 Constancy of the Flesh (Agent Level 3+) DI, 170 Revelation of the Blood (Non-Titan (when chosen)) DI, 171 Revelation of the Power (Titan, Base Potency +2) DI, 171 Shadow Vision (Hidden Sun only, Blind-Fight) DI, 171 Share the Burden (Titan) DI, 172 Titanic Resistance (Titan) DI, 172 Touching the Wheel (Void Phoenix only, Acrobatic) DI, 172

MYSTIC FEAT TREE Feat Prerequisites Source Blade Master (STR 13+, DEX 13+, Guardian Agents Only) SFA, 218 Discipline of the Body (STR 13+, CON 13+/DI: STR 13+, CON 13+, Knowledge (Philosophy) 6+, Acolyte) SFA, 219; DI, 236 Discipline of the Mind (DEX 13+, INT 13+, Initiate/DI: DEX 13+, INT 13+, Knowledge (Philosophy) 15+) SFA, 219; DI, 237 Discipline of the Spirit (CHA 13+, WIS 13+, Magus/DI: CHA 13+, WIS 13+, Knowledge (Philosophy) 21+) SFA, 219; DI, 237 Mark of Strife (DI: Agent Level 1 (when chosen) CM #7; MotE; DI, 237 Mystic/Acolyte (DI: Knowledge (Occult or Philosophy) 3+) SFA, 221; DI 235 Feng Shui (Knowledge (Feng Shui) 6+ or Knowledge (Occult) 8+/DI: Knowledge (Philosophy) 9+) CM #7; MotE; DI, 237 Contemplative Harmony (Knowledge (Feng Shui) 12+) CM #7; MotE Defensive Harmony (Knowledge (Feng Shui) 9+) CM #7; MotE Dragon Line Master (Contemplative Harmony, Knowledge (Feng Shui) 15+) CM #7; MotE Disrupt Harmonies (Knowledge (Feng Shui) 9+) CM #7; MotE Font of Power (Initiate, Knowledge (Feng Shui or Occult) 15+/DI: Knowledge (Philosophy) 15+, Sacred Ground) CM #7; MotE; DI, 237 Sacred Ground (Knowledge (Feng Shui or Occult) 12+/DI: Knowledge (Philosophy) 12+) CM #7; MotE; DI, 238 Glimpse (Knowledge (Occult) 1+) SFA, 220 Guardian Presence (CHA 13+) SFA, 220 Ancestral Guidance CM #7; MotE Initiate (Agent Level 5+, Knowledge (Occult) 1+, At least 1 other mystic feat/DI: Agent Level 5+, Knowledge (OccultSFA, 221; DI, 237 or Philosophy) 5+, At least 1 other mystic feat) Circle of Power (DI: Knowledge (Occult or Philosophy) 10+) HOG, 51; DI, 236 Faith Healing SFA, 220 Familiar Spirit (CHA 13+) HOG, 51 Magus (Agent Level 10+, Knowledge (Occult) 10+, At least 2 other mystic feats) SFA, 221; DI, 238 Ceremony (Knowledge (Occult) 15+/DI: --) SFA, 218; DI, 236 Enlightened/Posessed (Agent Level 18+, Knowledge (Occult) 20+, At least 3 other mystic feats/DI: Agent Level 15, KnowledgeSFA, 220; DI, 238 (Occult) 15+, At least 3 other mystic feats) Masked Energies (Knowledge (Occult) 12+/DI: --) SFA, 220; DI, 237 Mystic Surge (Knowledge (Occult) 15+/DI: --) SFA, 221; DI, 238 Philosopher (Agent Level 16+, Knowledge (Occult) 15+, DI: Agent Level 15, Knowledge (Philosophy) 15+, Circle ofSFA, 221; DI, 238 Harmony) Blood of the Phoenix (Agent Level 20+, Talented Knowledge (Occult), Knowledge (Occult) 24+) SFA, 218 Breath of the Carp (Agent Level 20+, Talented Knowledge (Occult), Knowledge (Occult) 24+) CM #7; MotE Coils of the Serpent (Agent Level 20+, Talented Knowledge (Occult), Knowledge (Occult) 24+) CM #7; MotE Presence of the Dragon (Agent Level 20+, Talented Knowledge (Occult), Knowledge (Occult) 24+) CM #7; MotE 37 The Quickening (DI: Acolyte) SFA, 221; DI, 238 Totem (Knowledge (Occult) 15+) HOG, 52 Mystic Fount HOG, 52; DI, 238 Mystic Lens (Initiate/DI: --) HOG, 52; DI, 238 Mystic Nexus (Magus/DI: --) HOG, 52; DI, 238 Second Sight SFA, 221 Sixth Sense (WIS 13+) SFA, 221

BASIC PSION FEAT TREE Feat Prerequisites Source Anti-Psi Training (European Commonwealth Agents Only, Psion Level 0) SFA, 178 Combat Psion (Psion Level 1+) SFA, 178 Deadly Power (Psion Level 2+) SFA, 178 Concentrate Energies (INT 13+) AF, 59 Display of Power (Psion Level 1+) Shop, 62 Efficient Power (Psion Level 4+) SFA, 178 Extended Power (Psion Level 2+) SFA, 178 Feedback (CHA 15+) AF, 59 Mastered Power (Psion Level 2+) SFA, 178 Practice Effect (Psion Level 3+, any psion 'basics feat) Shop, 62 Psion Prodigy SFA, 179 Untraceable Power (Psion Level 1+) SFA, 179 Wild Talent (Agent Level 1, Psion Level 0) Shop, 62

MENTAL PSION FEAT TREE Feat Prerequisites Source Electrokenesis (Room 39 Agents Only, Psion Level 1+) SFA, 181 Indirect Assault (Psion Level 10+) AF, 59 Intense Psi-Training (Archer Foundation Agents Only, Psion Level 1+) SFA, 182 Psychoinventive Basics (Psion Level 1+) SFA, 182 Psychoinventive Mastery (Psion Level 6+) SFA, 182 Instinct Junction (Telekinetic Mastery, Psion Level 10+) SFA, 181 Psychoinventive Supremacy (Psion Level 12+) AF, 59 Psychokinetic Basics (Psion Level 1+) SFA, 182 Psychokinetic Mastery (Psion Level 6+) SFA, 182 Energy Junction (Psychoinventive Mastery, Psion Level 10+) SFA, 181 Psychokinetic Supremacy (Psion Level 12+) AF, 59 Telekinetic Basics (Psion Level 1+) SFA, 183 Telekinetic Mastery (Psion Level 6+) SFA, 183 Control Junction (Psychokinetic Mastery, Psion Level 10+) SFA, 181 Evolved Mind (INT 13+, Psychokinetic Mastery, Psychoinventive Mastery, Psion Level 14+) SFA, 181 Telekinetic Supremacy (Psion Level 12+) AF, 59 Ultimate Mentalist (INT 16+, Psion Level 18+) SFA, 183

PHYSICAL PSION FEAT TREE Feat Prerequisites Source Adrenal Basics (Psion Level 1+) SFA, 190 Adrenal Mastery (Psion Level 6+) SFA, 191 Adrenal Supremacy (Psion Level 12+) AF, 61 Equilibrium Junction (Metabolic Mastery, Psion Level 10+) SFA, 191 Heightened Inner Strength (African Alliance Agents Only, Psion Level 1+) SFA, 191 Metabolic Basics (Psion Level 1+) SFA, 191 Metabolic Mastery (Psion Level 6+) SFA, 191 Metabolic Supremacy (Psion Level 12+) AF, 61 Recuperation Junction (Sensory Mastery, Psion Level 10+) SFA, 191 Overcharge Power (Psion Level 1+) SFA, 191 Quicken Power (Psion Level 3+) SFA, 191 Sensory Basics (Psion Level 1+) SFA, 192 Sensory Mastery (Psion Level 6+) SFA, 192 Sensory Supremacy (Psion Level 12+) AF, 61 Coordination Junction (Adrenal Mastery, Psion Level 10+) SFA, 191 Perfect Harmony (WIS 13+, Adrenal Mastery, Metabolic Mastery, Psion Level 14+) SFA, 191 Ultimate Adept (WIS 16+, Psion Level 18+) SFA, 193 Stamina Battery (Psion Level 1+) SFA, 192 Sympathetic Healer (Pan-Asian Collective Agents Only, Psion Level 1+) SFA, 192 Will to Live (CON 13+, Psion Level 1+) SFA, 193

TELEPATHIC PSION FEAT TREE Feat Prerequisites Source ESP Basics (Psion Level 1+) SFA, 199 ESP Mastery (Psion Level 6+) SFA, 199 ESP Supremacy (Psion Level 12+) AF, 63 Connection Junction (Imprint Mastery, Psion Level 10+) SFA, 198 38 Imprint Basics (Psion Level 1+) SFA, 199 Imprint Mastery (Psion Level 6+) SFA, 199 Imprint Supremacy (Psion Level 12+) AF, 63 Insinuation Junction (Intuitive Mastery, Psion Level 10+) SFA, 199 Intuitive Basics (Psion Level 1+) SFA, 199 Intuitive Mastery (Psion Level 6+) SFA, 199 Intuitive Supremacy (Psion Level 12+) AF, 63 Premonition Junction (ESP Mastery, Psion Level 10+) SFA, 199 Expanded Horizons (CHA 13+, ESP Mastery, Imprint Mastery, Psion Level 14+) SFA, 199 Ultimate Telepath (Psion Level 18+) SFA, 200 Sustained Link (Psion Level 6+) SFA, 199

CONSOLIDATED FEAT TREE Feat Prerequisites Source Acrobatic (Balance 1+, Jump 1+, Tumble 1+) SEH, 87 Circus Stunt (Daredevil ability) SEH, 82 Tuck and Roll (Jump 8+) Sol/Whl, 41 Touching the Wheel (Void Phoenix only) DI, 172 Adrenal Basics (Psion Level 1+) SFA, 190 Adrenal Mastery (Psion Level 6+) SFA, 191 Adrenal Supremacy (Psion Level 12+) AF, 61 Equilibrium Junction (Metabolic Mastery, Psion Level 10+) SFA, 191 Alertness (Listen 1+, Search 1+, Spot 1+) SEH, 87 Blood Calls to Blood (Titan, Wis 15+) DI, 169 Always Get Your Man (Gather Information 4+, Sense Motive 4+, Surveillance 4+) Fac/Snp, 49 Ambidexterity (DEX 15+) SEH, 68 "An Old Dog..." (Agent Level 9+, any 2 different basic skill feats) Agency, 112 "...With New Tricks" (Agent Level 18+, any 4 different basic skill feats) Agency, 112 Animal Partner (Agent Level 3+, Handle Animal 6+, Personal Budget must include an animal) AA, 59; MM, 124 Anti-Psi Training (European Commonwealth Agents Only, Psion Level 0) SFA, 178 [Any Basic Skill Feat] Advanced Skill Mastery (Agent Level 6+) SEH, 89 Grand Skill Mastery (Agent Level 12+) SEH, 90 Perfect Skill Mastery (Agent Level 18+) SEH, 90 Applied Knowledge (Agent Level 6+) Fac/Snp, 50 Mark of a Professional (Agent Level 12+) Agency, 112 Practice Makes Perfect (Agent Level 18+) Agency, 112 False Start SEH, 89 Apples of Youth (Titan, Agent Level 3+) DI, 169 Peaches of Heaven (Agent Level 9+) DI, 170 Aquatic Training (Survival 2+, Swim 2+) Fix/Pnt, 42 Master Diver (Sport (Scuba) 6+, Swim 6+) Informant 2, 25 Archery Basics (WGP (hurled), BAB +2) PAC, 50 Archery Mastery (BAB +9) PAC, 50 Arctic Training (Balance 2+, Survival 2+) Sol/Whl, 41 Armor Proficiency (light) SEH, 68 Armor Proficiency (medium) SEH, 69 Armor Proficiency (heavy) SEH, 69 Armor Focus Sol/Whl, 39 Armor Proficiency (Powered) SF7, 8 Array of Stunts (Allegiance: Eight Heavenly Dragons, Tumble 5+) DI, 116 Artillery Basics (BAB +2) USM, 90 Artillery Mastery (BAB +10) USM, 90 Astronaut Wings (STR 13+, DEX 13+, CON 13+, Balance 4+) 60s 162 Athletic (Climb 1+, Sport 1+, Swim 1+) SEH, 87 Axe Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 45 Axe Mastery (BAB +9) PAC, 45 Baby It SEH, 81 "Hold Together Baby!" (Familiarity ability) SEH, 83 Demolition Derby (Oversteer) SEH, 82 Bandage (First aid 4+) Sol/Whl, 43 Black Cat AF, 76; Agency, 66 Tough Luck (Agent Level 6+) AF, 79; Agency, 67 Jinx (Agent Level 12+) AF, 78; Agency, 67 Misfortune (Agent Level 15+) EC, 68 Peculiar Dodge (Agent Level 12+) AF, 78 Black Shadow (Hide 6+, Tumble 6+) Fix/Pnt, 43 Gray Shadow (Hide 12+) Fix/Pnt, 44 “It Takes a Thief...” (Surveillance 6+) Fix/Pnt, 44 “...To Catch a Thief” (Hide 9+) Fix/Pnt, 45 Blade Master (STR 13+, DEX 13+, Guardian Agents Only) SFA, 218 Blind-Fight SEH, 72 Blindsight 5 ft. Radius (BAB +4, WIS 13+) SEH, 72 Shadow Vision (Hidden Sun only) DI, 171 39 Blocking Basics SEH, 78 Blocking Mastery (Martial Arts, BAB +3) SEH, 78 Blocking Supremacy (Chi Strike, BAB +12) PAC, 51 Eagle Stance (Martial Arts, Vital Point Basics) PAC, 52 Blood of the Ancients (WIS or CHA 15+) DI, 146 Bloodstain Resistant (Hobby (Fashion) 4+) 60s, 164 Bludgeon (Agent Level 3+, sneak attack +1d6) Fix/Pnt, 43 Whack (Agent Level 9+, sneak attack +4d6) Fix/Pnt, 45 Break Fall (DEX 13+, Climb 4+, Tumble 4+) SEH, 84 Jumpmaster (Sport (Skydiving) 6+) Informant 2, 24 Bugging Basics (Surveillance 5+) Fac/Snp, 49 Bugging Mastery (Surveillance 10+) Fac/Snp, 49 Bugging Supremacy (Surveillance 15+) Fac/Snp, 50 Burden of the Power (Titan) DI, 170 Master of the Power (Agent Level 6+) DI, 170 Scion of the Power (Agent Level 9+, Constancy of the Flesh) DI, 171 By the Book USM, 91 Top Kick (Military agent only, enlisted rank E-8, Bureaucracy 12+, Diplomacy 12+, Profession (Military) 12+) USM, 91 Camera Basics (Craft (Photography) 5+ or Surveillance 5+) 60s, 163 Camera Mastery (Craft (Photography) 10+ or Surveillance 10+) 60s, 163 Card Shark SEH, 91 Career Operative (Agent Level 6+) SEH, 69 Cart Away SF7, 9 Chain Basics (WGP (martial arts), BAB +2) PAC, 45 Chain Mastery (BAB +9) PAC, 46 Charmer SEH, 91 Mantle of Dignity (Crimson Lord only) DI, 170 Cheap Shot (WIS 13+, BAB +3, Bluff 4+) MW, 5 Fearsome Attack (Agent Level 6+, sneak attack +2d6) MW, 5 Horrifying Attack (Agent Level 12+, sneak attack +3d6) MW, 5 Chi Strike (WIS 13+) SEH, 79 Circular Arts (WIS 13+, Dodging & Rolling & Throwing Mastery, BAB +12) PAC, 51 Soft Master (DEX 13+, Dodging & Rolling Supremacy, BAB +18) PAC, 56 Iron Fist (Martial Arts) SEH, 79 Shattering Blow (BAB +3) SEH, 81 Linear Arts (STR 13+, Blocking & Punching Mastery, BAB +12) PAC, 54 Hard Master (CON 13+, Blocking & Punching Supremacy, BAB +18) PAC, 53 Clean and Polished Fix/Pnt, 45 Clearance Basics (Bureaucracy 6+) Agency, 113 Clearance Mastery (Bureaucracy 12+) Agency, 113 ClearanceSupremacy (Bureaucracy 18+) Agency, 113 Clockwork Tactics (Lead ability) Fix/Pnt, 49 Club Basics (WGP (melee), BAB +1) PAC, 46 Club Mastery (BAB +9) PAC, 46 Coil Basics (WGP (martial arts), BAB +2) PAC, 46 Coil Mastery (BAB +9) PAC, 46 Combat Instincts SEH, 69 “Just Die” (Allegiance: Project: TITAN, BAB +6, Knowledge (Otherworld) 4+) DI, 117 Combat Psion (Psion Level 1+) SFA, 178 Deadly Power (Psion Level 2+) SFA, 178 Command Decision (Agent level 6+) USM, 91 "Completely Outnumbered!" MM, 121 "Dog Pile!" MM, 122 Human Wave MM, 122 Concentrate Energies (INT 13+) AF, 59 Concealed Casting (Caster Level 5+) DI, 146 Concealed Weapon (Sleight of Hand 4+) Sol/Whl, 41 Confident Charge (DEX 13+, WIS 13+) SEH, 69 Contempt (Agent Level 6+) PAC, 44; MM 121 Knockout Blow (STR 13+, Martial Arts) MM, 122 Coolness Under Fire Sol/Whl, 38 “Keep Your Head Down!” (BAB +4, DEX 15+) Sol/Whl, 38 "Cover Me!" (BAB +1) MM, 122 Massive Crossfire (BAB +3) MM, 122 "No Man Left Behind!" (First Aid 4+) MM, 123 Credible (CHA 13+) Fac/Snp, 52 Crew Dog USM, 90 Cronies (Agent Level 6+, Special Characters Only (Agents with GC permission only) MM, 125 Cryptology Basics (Cryptography 5+) Fac/Snp, 51 Cryptology Mastery (Cryptography 10+) Fac/Snp, 51 Cryptology Supremacy (Cryptography 15+) Fac/Snp, 51 Living Cipher (INT 17+, Grand Skill Mastery (Mathematical Genius)) Fac/Snp, 51 Dangerous Experiments (Allegiance: Promethean Order) DI, 119 Daredevil SF7, 9 Daring Ambush (INT 13+) Fix/Pnt, 43 40 Deadly Precision (Agent Level 12+, sneak attack +2d6) Fix/Pnt, 43 No Quarter (WIS 13+, Agent Level 18+) Fix/Pnt, 45 Deathride (CON 15+, Daredevil ability) 60s, 162 Deleted 60s, 163 Zeroed 60s, 163 Desert Training (Spot 2+, Survival 2+) Sol/Whl, 42 Dictator (CHA 13+, Agent Level 3+, Intimidate 6+) MW, 6 Total Devotion (CHA 15+, minion loyalty 7+) MW, 6 Disarming Twist (WIS 13+, BAB +1) PAC, 46 Discipline of the Body (STR 13+, CON 13+/DI: STR 13+, CON 13+, Knowledge (Philosophy) 6+, Acolyte) SFA, 219; DI, 236 Discipline of the Mind (DEX 13+, INT 13+, Initiate/DI: DEX 13+, INT 13+, Knowledge (Philosophy) 15+) SFA, 219; DI, 237 Discipline of the Spirit (CHA 13+, WIS 13+, Magus/DI: CHA 13+, WIS 13+, Knowledge (Philosophy) 21+) SFA, 219; DI, 237 Mark of Strife (DI: Agent Level 1 (when chosen) CM #7; MotE; DI, 237 Display of Power (Psion Level 1+) Shop, 62 Dodge the Bullet SF7, 9 Dodging Basics SEH, 79 Dodging Mastery (Martial Arts, BAB +3) SEH, 79 Dodging Supremacy (Chi Strike, BAB +12) PAC, 52 Monkey Stance (Martial Arts, Rolling Basics) PAC, 54 Drag Down (STR 13+, BAB +1) PAC, 46 Drive Casual (Surveillance 4+) 60s, 162 Drone Operations Fix/Pnt, 45 Electrokenesis (Room 39 Agents Only, Psion Level 1+) SFA, 181 Electronic Warfare Basics (Electronics 5+) Fix/Pnt, 45 Electronic Warfare Mastery (Electronics 10+) Fix/Pnt, 46 Electronic Warfare Supremacy (Electronics 15+) Fix/Pnt, 46 Endurance SEH, 69 Bestial Exertion (Wild Blood only) DI, 169 Enhance Incantation: Impact (Caster Level 3+) DI, 147 Enhance Incantation: Power (Caster Level 5+) DI, 147 Enhance Incantation: Shape (Caster Level 3+) DI, 147 Enhance Incantation: Speed (Caster Level 6+) DI, 148 Escape and Evasion Training (Disguise 2+, Hide 2+, Surveillance 2+, Survival 2) Fac/Snp, 49 ESP Basics (Psion Level 1+) SFA, 199 ESP Mastery (Psion Level 6+) SFA, 199 ESP Supremacy (Psion Level 12+) AF, 63 Connection Junction (Imprint Mastery, Psion Level 10+) SFA, 198 Expertise (INT 13+) SEH, 69 Darting Weapon (BAB +3) SEH, 73 Assassin (BAB +6) SEH, 72 Master Assassin (BAB +12) SEH, 73 Lunge (DEX 15+) TSE; DI, 117 Improved Disarm SEH, 69 Explosive Basics (Demolitions 5+) Fix/Pnt, 46 Explosives Mastery (Demolitions 10+) Fix/Pnt, 46 Explosives Supremacy (Demolitions 15+) Fix/Pnt, 46 Extended Power (Psion Level 2+) SFA, 178 Extra Budget SEH, 86 Extra Familiarity (INT 13+, Familiarity ability) SEH, 82 Extra R&D Support SEH, 86 Big Science! (Allegiance: International Geographical Society) DI, 119 Quality Assurance Shop, 62 Eye For Detail (Search 6+, Flawless Search ability) Fac/Snp, 51 Forensic Genius (Knowledge (Forensics) 5+, Search 10+) Fac/Snp, 51 Faceless (CHA 13 or lower) Agency, 12 Nobody (CHA 11 or lower) Agency, 12 Innocuous (Agent Level 6+) Agency, 12 Outsider Agency, 12 Private Connections Agency, 13 Fade to Black (CHA 13+) HOG, 50 Forgotten (Agent Level 5+, Traceless) HOG, 50 Silhouette (Agent Level 10+) HOG, 50 Vanish (Agent Level 15+) HOG, 51 Faith (Allegiance: Any except Selfish) DI, 118 Guardian Presence (Allegiance: Brother of the Iron Rose) DI, 118 Purity of Iron (Allegiance: Brother of the Iron Rose, Knowledge (Theology) 4+, Iron Will) DI, 118 Family Business (DI: Allegiance: Any except Neutral or Selfish, Agent level 1 only) Agency, 91; DI, 119 The Devil's Own (Uncanny Dodge class ability) Agency, 91 Family Archives (PhD class ability, 12+ in chosen skill) DI, 119 Family Friends (Backup class Ability) Agency, 91 Family Network (Sources class ability, Gather Information 6+) DI, 120 Family Planners (Back Door class ability) Agency, 91 Line of Leaders (Tactics class ability) Agency, 91 Raised in the Saddle (Familiarity class ability) Agency, 91 Tradition of Service (Behind the Scenes class ability, Diplomacy 6+) DI, 120 41 Warrior Line (BAB +4, at least 3 feats from a single combat tree (e.g. basic, melee, ranged, or unarmed)) Agency, 91; DI, 120 Far Shot SEH, 75 Extreme Range (BAB +3) SEH, 75 Increased Precision (BAB +6) SEH, 76 Feedback (CHA 15+) AF, 59 Fencing Basics (WGP (melee), BAB +2) PAC, 47 Fencing Mastery (BAB +9) PAC, 47 Field Operative (Innuendo 1+, Read Lips 1+, Sense Motive 1+) SEH, 87 Film Arts (Perform 4+) EC, 70 Action Role (DEX 13+, Perform 8+) EC, 69 Comedic Role (Hobby (Humor) 4+ or Profession (Comedian), Perform 8+) EC, 69 Leading Role (CHA 13+, Perform 8+) EC, 71 Hollywood Star (Comedic Role, Perform 12+) EC, 71 Romantic Role (The Look, Perform 8+) EC, 71 Signature Performance (Any one ‘role’ feat, Perform 12+) EC, 71 Tough Guy Role (Intimidate 4+, Perform 8+) EC, 72 Action Hero (Action Role, Perform 12+) EC, 69 Tragic Role (Charmer, Perform 8+) EC, 72 Sex Symbol (Romantic Role, Perform 12+) EC, 71 Filthy Rich SEH, 91 Five Star Service SEH, 91 Personal Staff SEH, 94 Fired Up (Concentration 4+) 60s, 161 Firefighter Training (Survival 5+) GA, 88; Fix/Pnt, 44 Firm Hand (DEX 13+) SEH, 83 Over Steer SEH, 84 Flamer Basics (BAB +3) Sol/Whl, 38 Flamer Mastery (BAB +10) Sol/Whl, 38 Flag Dance (DEX 13+, BAB +1) PAC, 47 Flawless Identity SEH, 92 Flawless Training (Agent Level 6+) PAC, 57 Forest Training (Move Silently 2+, Survival 2+) Sol/Whl, 42 Fortunate SEH, 92 "A Little Bit Of Luck..." (Agent Level 6+) AA, 60; Agency, 66 "...Goes a Long Way" AA, 60; Agency, 67 The Dice Are Hot 60s, 164 Fortune Favors The Bold AA, 60; Agency, 66 Fortune's Fool AA, 60; Agency, 66 Nothing Up My Sleeve AA, 60 Fringe Scrounge (WIS 13+) AF, 77 Fringe Fetch (Agent Level 5+) AF, 77 Fringe Stash (Agent Level 10+) AF, 77 Garrote Basics (WGP (melee), BAB +2) PAC, 48 Garrote Mastery (BAB +9) PAC, 48 Kali’s Kiss (Assassin, Deceiver, or Thuggee Agents only, BAB +6/DI: Allegiance: Daemonic, BAB +6) TSE; DI, 117 Gift of Fire (Allegiance: Promethean Order, Knowledge (Ancient Lore) 9+) DI, 120 God’s Got Shotgun (Daredevil class ability) SF7, 10 Devil in the Cylinders SF7, 9 Grease Monkey (Electronics 1+, Mechanics 1+) SEH, 88 Blue Collar Contacts (Craft (Any) 6+) Fac/Snp, 52 "In My Sights" (INT 13+) SEH, 83 Over Torque (Craft (Machining) 4+, Mechanics 8+) Sol/Whl, 40 Parascientist (INT 21+, WIS 17+, Mathematical Genius, Ordinary Past, Scholarly) Shop, 61 Great Fortitude SEH, 69 Greatsword Basics (WGP (archaic), BAB +2) PAC, 48 Greatsword Mastery (BAB +9) PAC, 48 Grenade Basics (BAB+3) Sol/Whl, 38 Grenade Mastery (BAB +10) Sol/Whl, 38 Guard Weapon Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 48 Guard Weapon Mastery (BAB +9) PAC, 48 Gunslinger's Eye (WGP (handgun), WGP (rifle), Sense Motive 4+, BAB +3) 60s, 161 Hammer and Sickle (Soviet allegiance) 60s, 165 The Bear (Great Fortitude) 60s, 164 Soviet Comrade (Hard Drinking) 60s, 165 Hard Core SEH, 93 Too Ugly To Die (CON 15+, CHA 9-) AA, 60 Hard Charging SF7, 10 Hard Firing (BAB +4) SF7, 10 Hard Drinking (CON 13+, Fortitude +6) Sol/Whl, 43 Hasty Withdrawal (Chosen skill 6+) 60s, 162 Heightened Inner Strength (African Alliance Agents Only, Psion Level 1+) SFA, 191 Holding Basics SEH, 79 Holding Mastery (Martial Arts, BAB +3) SEH, 79 Holding Supremacy (Chi Strike, BAB +12) PAC, 53 Crane Stance (Blocking Basics, Martial Arts) PAC, 52 42 Ill Repute (Agent Level 3+, Intimidate 6+) MW, 6 Notorious (Agent Level 9+, Intimidate 12+) MW, 6 Most Wanted (Agent Level 15+, Intimidate 18+) MW, 6 Reign of Terror (Agent Level 12+, Intimidate 12+) MW, 6 Immobilizing Strike (Agent Level 6+, sneak attack +2d6) Fix/Pnt, 44 Crippling Strike (Agent Level 9+, sneak attack +3d6) Fix/Pnt, 43 Imprint Basics (Psion Level 1+) SFA, 199 Imprint Mastery (Psion Level 6+) SFA, 199 Imprint Supremacy (Psion Level 12+) AF, 63 Insinuation Junction (Intuitive Mastery, Psion Level 10+) SFA, 199 Improved Bull Rush (STR 13+) AA, 59 Improved Equilibrium (DEX 13+, Balance 4+, Climb 4+) SEH, 85 Hidden Run (Hide 8+, Move Silently 8+) SEH, 85 Spider Walk (Balance 8+, Climb 8+) SEH, 86 Improved Initiative SEH, 69 Execute (Agent Level 6+) MW, 5 Merciless (Agent Level 9+) MW, 5 Improvised Weapon (WIS 13+) SEH, 73 Indirect Assault (Psion Level 10+) SFA, 182 Instant Backup (Agent Level 12+, CHA 15+, Backup ability) Fac/Snp, 52 Instant Hotwire (Mechanics 2+, Open Locks 2+) SEH, 83 Intense Psi-Training (Archer Foundation Agents Only, Psion Level 1+) AF, 59 Intuitive Basics (Psion Level 1+) SFA, 199 Intuitive Mastery (Psion Level 6+) SFA, 199 Intuitive Supremacy (Psion Level 12+) AF, 63 Premonition Junction (ESP Mastery, Psion Level 10+) SFA, 199 Expanded Horizons (CHA 13+, ESP Mastery, Imprint Mastery, Psion Level 14+) SFA, 199 Ultimate Telepath (Psion Level 18+) SFA, 200 Intuitive Proficiency (Fake It ability) Fac/Snp, 51 Iron Will SEH, 69 Hold Out (Concentration 4+) Fix/Pnt, 49 “It Only Hit The Door!” Sol/Whl, 40 "It's A Trap!" (Hide 4+) MM, 122 "Lure Them In!" (Bluff 4+) MM, 122 "No Way Out!" MM, 123 Jet Setter (CHA 13+) EC, 71 Famous (CHA 13+, Agent Level 3+) EC, 69 Cover Girl (Gorgeous, Perform 8+) EC, 69 Groupies (Agent Level 6+) EC, 70 Superstar (Agent Level 12+, CHA 17+) EC, 72 “Join or Die” (Allegiance: Project: TITAN, BAB +3) DI, 116 Jump Up (DEX 13+) SEH, 85 Jungle Training (Hide 2+, Survival 2+) Sol/Whl, 42 Keen Intuition (Intuition ability) Fac/Snp, 51 Kicking Basics SEH, 80 Kicking Mastery (Martial Arts, BAB +3) SEH, 80 Kicking Supremacy (Chi Strike, BAB +12) PAC, 54 Drunken Stance (Dodging Basics, Martial Arts) PAC, 52 Lane Dancer (Driving 5+) SEH, 83 Speed Racer Sol/Whl, 41 Lightning Reflexes SEH, 69 Like to Like AF, 78 Aura Reading (Sense Motive 4+) EC, 67 Eyes of Judgment (Knowledge (Occult) 8+, Sense Motive 8+) EC, 68 Decipher Fringescript (Cryptography or Languages 5+) AF, 78 Scribble (Cryptography or Languages 10+) AF, 78 Brain Freeze (Cryptography or Languages 15+) EC, 67 Moment of Weakness (Cryptography or Languages 15+) EC, 68 Momentary Lapse of Reason (Cryptography or Languages 15+) EC, 68 Suspicious Amnesia (Brain Freeze, Moment of Weakness, Cryptography or Languages 20+) EC, 68 Strange Inscription (Cryptography or Languages 15+) AF, 78 Strange Verse (Cryptography or Languages 20+) AF, 79 When Chips Are Down (Cryptography or Languages 20+) EC, 69 Script Seer (INT 13+) AF, 78 Lock It Down (Elbow Grease ability) SEH, 83 Long-Lost Friends (CHA 17+, Backup ability) 60s, 165 The Look (CHA 13+) SEH, 93 Fan Service (Perform 5+) PAC, 56 Gorgeous (CHA 15+, Agent Level 6+) EC, 70 Simply Irresistible (Agent Level 12+, Silver Tongue) EC, 72 High Society Contacts (Diplomacy 6+) 60s, 165; Errata "Not The Face!" (CHA 15+) Fac/Snp, 53 Squared Away (Military agent only, Profession (Military) 4+) USM, 91 Mudfoot (military agent only, Profession (Military) 6+) USM, 91 M.D. (INT 15+, First Aid 8+ or Profession (Doctor) 8+) USM, 90 43 Magician (Escape Artist 1+, Open Lock 1+, Sleight of Hand 1+) SEH, 88 Mark (WIS 13+) SEH, 93 Spy Hunter (WIS 13+, Sense Motive 8+) MM, 126 Martial Arts SEH, 80 Centered Stance (Iron Will) PAC, 51 Closed Stance (Side Step) PAC, 51 Coiled Stance (Lightning Reflexes) PAC, 51 Five Style Adept (Basics: Holding, Kicking, Punching, Throwing, BAB +6) SEH, 79 Master of the Fifth Style (Mastery: Holding, Kicking, Punching, Throwing, BAB +12) SEH, 80 Master of the Sixth Style (BAB +18) SEH, 80 Fluid Arts (3 stance feats, BAB +9) PAC, 52 Eight-Step Master (5 stance feats, BAB +18) PAC, 52 Forward Stance (Confident Charge) PAC, 52 Guard Stance (Expertise) PAC, 52 Inverted Stance (Acrobatic) PAC, 53 Open Stance (Combat Instincts) PAC, 54 Prone Stance (Jump Up) PAC, 54 Ready Stance (Improved Initiative) PAC, 55 Reverse Stance (Blind-fight) PAC, 55 Rooted Stance (Great Fortitude) PAC, 55 Shifting Stance (Mobility) PAC, 55 Warrior's Grace (BAB +3) SEH, 81 Beatdown (BAB +9) PAC, 51 Master Fence (Appraise 1+, Forgery 1+, Gather Information 1+) SEH, 88 Criminal Contacts (Knowledge (Underworld) 6+) Fac/Snp, 52 Mastered Power (Psion Level 2+) SFA, 178 Mathematical Genius (Computers 1+, Cryptography 1+) SEH, 88 Cipher (Languages 6+) Fac/Snp, 50 Integral Theory (Advanced Skill Mastery (Mathematical Genius)) AF, 77 Description Theory (Agent Level 12+) AF, 77 Meat Shield (STR 13+, Intimidate 8+) MW, 5 Metabolic Basics (Psion Level 1+) SFA, 191 Metabolic Mastery (Psion Level 6+) SFA, 191 Metabolic Supremacy (Psion Level 12+) AF, 61 Recuperation Junction (Sensory Mastery, Psion Level 10+) SFA, 191 Micro-Miniaturization Shop, 61 Military Contacts (Profession (Military) 8+, at least one terrain "training" feat) 60s, 165 Military Man (Military agent only, agent level 1 only, CHA 15+) USM, 91 Mimic (Disguise 1+, Perform 1+) SEH, 88 Mine Basics (Demolitions 5+) Sol/Whl, 43 Mine Mastery (Demolitions 12+) Sol/Whl, 43 “Mine, Mine, Mine!” (Allegiance: Selfish) DI, 120 Mingling Basics (Cultures 6+, Hide 6+) Fix/Pnt, 44 Mingling Mastery (Cultures 12+, Hide 12+) Fix/Pnt, 44 Mobility (DEX 13+) SEH, 70 Swift Strike (Sidestep, BAB +4) SEH, 74 Whirlwind Attack (Expertise) SEH, 75 Mortar Basics (BAB +3) Sol/Whl, 39 Mortar Mastery (BAB +10) Sol/Whl, 39 Mother Hen Fix/Pnt, 47 Mountain Training (Climb 2+, Survival 2+) Sol/Whl, 42 Moving Target (DEX 13+, Tumble 8+) SEH, 85 Mustang (Military agent only, enlisted rank E-5, INT 13+, WIS 13+, CHA 13+, Profession (Military) 6+) USM, 91 Mystic/Acolyte (DI: Knowledge (Occult or Philosophy) 3+) SFA, 221; DI 235 Feng Shui (Knowledge (Feng Shui) 6+ or Knowledge (Occult) 8+/DI: Knowledge (Philosophy) 9+) CM #7; MotE; DI, 237 Contemplative Harmony (Knowledge (Feng Shui) 12+) CM #7; MotE Defensive Harmony (Knowledge (Feng Shui) 9+) CM #7; MotE Dragon Line Master (Contemplative Harmony, Knowledge (Feng Shui) 15+) CM #7; MotE Disrupt Harmonies (Knowledge (Feng Shui) 9+) CM #7; MotE Font of Power (Initiate, Knowledge (Feng Shui or Occult) 15+/DI: Knowledge (Philosophy) 15+, Sacred Ground) CM #7; MotE; DI, 237 Sacred Ground (Knowledge (Feng Shui or Occult) 12+/DI: Knowledge (Philosophy) 12+) CM #7; MotE; DI, 238 Glimpse (Knowledge (Occult) 1+) SFA, 220 Guardian Presence (CHA 13+) SFA, 220 Ancestral Guidance CM #7; MotE Initiate (Agent Level 5+, Knowledge (Occult) 1+, At least 1 other mystic feat/DI: Agent Level 5+, Knowledge (OccultSFA, 221; DI, 237 or Philosophy) 5+, At least 1 other mystic feat) Circle of Power (DI: Knowledge (Occult or Philosophy) 10+) HOG, 51; DI, 236 Faith Healing SFA, 220 Familiar Spirit (CHA 13+) HOG, 51 Magus (Agent Level 10+, Knowledge (Occult) 10+, At least 2 other mystic feats) SFA, 221; DI, 238 Ceremony (Knowledge (Occult) 15+/DI: --) SFA, 218; DI, 236 Enlightened/Posessed (Agent Level 18+, Knowledge (Occult) 20+, At least 3 other mystic feats/DI: Agent Level 15, KnowledgeSFA, 220; DI, 238 (Occult) 15+, At least 3 other mystic feats) Masked Energies (Knowledge (Occult) 12+/DI: --) SFA, 220; DI, 237 Mystic Surge (Knowledge (Occult) 15+/DI: --) SFA, 221; DI, 238 44 Philosopher (Agent Level 16+, Knowledge (Occult) 15+, DI: Agent Level 15, Knowledge (Philosophy) 15+, Circle ofSFA, 221; DI, 238 Harmony) Blood of the Phoenix (Agent Level 20+, Talented Knowledge (Occult), Knowledge (Occult) 24+) SFA, 218 Breath of the Ancients (Agent Level 20+, Talented Knowledge (Occult), Knowledge (Occult) 24+) CM #7; MotE Coils of the Serpent (Agent Level 20+, Talented Knowledge (Occult), Knowledge (Occult) 24+) CM #7; MotE Presence of the Dragon (Agent Level 20+, Talented Knowledge (Occult), Knowledge (Occult) 24+) CM #7; MotE The Quickening (DI: Acolyte) SFA, 221; DI, 238 Totem (Knowledge (Occult) 15+) HOG, 52 Mystic Fount HOG, 52; DI, 238 Mystic Lens (Initiate/DI: --) HOG, 52; DI, 238 Mystic Nexus (Magus/DI: --) HOG, 52; DI, 238 Second Sight SFA, 221 Native (CHA 13+, Cultures 4+) Agency, 12 Respectable (Agent Level 3+) Agency, 13 Nimble Fingers (Escape Artist 4+, Open Lock 4+, Sleight of Hand 4+) SEH, 85 Novice (CHA 15+, INT 15+) DI, 148 Old Debts (Backup ability) SEH, 93 Rich Friends (Agent Level 9+) Fac/Snp, 53 Old School (Agent Level 6+) Sol/Whl, 43 Office Gossip (Assist ability, Bureaucracy 15+) Fix/Pnt, 49 Total Control (Bureaucracy 21+) Fix/Pnt, 50 One Hand on the Wheel… (Daredevil ability) SEH, 84 Ordinary Past (Craft 1+, Hobby 1+, Profession 1+) SEH, 89 White Collar Contacts (Bureaucracy 6+) Fac/Snp, 53 Outdoorsman (Handle Animal 1+, Survival 1+, Use Rope 1+) SEH, 89 Overcharge Power (Psion Level 1+) SFA, 191 Paired Weapon Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 48 Paired Weapon Mastery (BAB +9) PAC, 48 The Pen Is Mightier (INT 13+, WIS 11+) 60s, 165; Errata Personal Lieutenant (CHA 13+, Agent Level 6+) Fix/Pnt, 50 Personal Power (Titan) DI, 170 Resilient Ability (Base Potency +2) DI, 170 Perfect Stance (BAB +1) Sol/Whl, 39 Double Tap (BAB +6) Sol/Whl, 39 Persuasive (Bluff 1+, Diplomacy 1+, Intimidate 1+) SEH, 89 Government Contacts (Profession (Any) 6+) Fac/Snp, 52 Pet Project (INT 13+, Special character belonging to a threat organization only) MM, 124 Secret Hideout MM, 125 Photographic Memory (INT 15+, WIS 15+) Fac/Snp, 51 Play the Odds SEH, 94 Point Blank Shot (DEX 13+) SEH, 76 CQB Basics (BAB +3) WM, 10 3 CQB Mastery (BAB +9) WM, 103 CQB Supremacy (BAB +15, Precise Shot) WM, 104 Lay Down Fire (BAB +3) SEH, 76 Coordinate Fire (BAB +6) SEH, 75 Precise Shot SEH, 76 Bullseye (BAB +3) SEH, 75 Double Shot (BAB +5) SF7, 10 Marksman (BAB +3) SEH, 76 Sharp-Shooting (BAB +3) SEH, 77 Sniper (Increased Precision, Marksman, BAB +9) SEH, 77 Master Sniper (BAB +18) SEH, 76 Shooting Gallery (Rapid Shot, BAB +5) DI, 118 Carnival of Carnage (Allegiance: Eight Heavenly Dragons, BAB +9) DI, 118 Shot on the Run (Mobility, Sidestep) SEH, 77 Diving Shot (BAB +6) SEH, 75 Poison Basics (Craft (Poison) 5+) Fix/Pnt, 47 Assassin’s Strike (Agent Level 9+, sneak attack +2d6) Fix/Pnt, 42 Poison Mastery (Craft (Poison) 10+) Fix/Pnt, 47 Poison Supremacy (Craft (Poison) 15+) Fix/Pnt, 47 Polearm Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 49 Polearm Mastery (BAB +9) PAC, 49 Police Training (Bureaucracy 1+, Demolitions 1+, Surveillance 1+) SEH, 89 Police Contacts (Search 6+) Fac/Snp, 53 Political Favors (Agent Level 3+) SEH, 94 Offical Harassment (Allegiance: Fugo a Watu, Agent Level 9+) DI, 120 Political Clout (Agent Level 9+, Bureaucracy 8+) EC, 71; MM, 125 Political Immunity (Agent Level 15+, Bureaucracy 12+) EC, 71; MM, 126 Polyglot (Innuendo 12+, Languages 6+, able to speak at least 10 languages) 60s, 165 Postulant (CHA 15+, WIS 15+) DI, 148 Potent Heritage (Titan (excluding Lost Ones)) DI, 170 Constancy of the Flesh (Agent Level 3+) DI, 170 Power Attack (STR 13+) SEH, 74 Bash (STR 15+) TSE; DI, 117 45 Bulldog (STR 13+) SF7, 9 Cleave SEH, 72 Great Cleave (BAB +3) SEH, 73 Cleaving Charge (STR 15+, BAB +6) SEH, 73 Trail of Blood (BAB +12) SEH, 74 Practice Effect (Psion Level 3+, and psion ''basics' feat) Shop, 62 Precise Threat (Agent Level 3+, sneak attack +1d6, Intimidate 6+) Fix/Pnt, 45 Private Identity SEH, 94 Double Life (Profession (Any) 6+, Safe House) Fac/Snp, 49 Off The Books (Agent Level 12+, Backup ability) 60s, 163 Professional Driver – Closed Course (Perform 4+, Profession (Racer) 3+, Daredevil ability) 60s, 162 Promotion (Military agent only) USM, 91 Psion Prodigy SFA, 179 Psychoinventive Basics (Psion Level 1+) SFA, 182 Psychoinventive Mastery (Psion Level 6+) SFA, 182 Instinct Junction (Telekinetic Mastery, Psion Level 10+) SFA, 181 Psychoinventive Supremacy (Psion Level 12+) AF, 59 Psychokinetic Basics (Psion Level 1+) SFA, 182 Psychokinetic Mastery (Psion Level 6+) SFA, 182 Energy Junction (Psychoinventive Mastery, Psion Level 10+) SFA, 181 Psychokinetic Supremacy (Psion Level 12+) AF, 59 Punching Basics SEH, 80 Punching Mastery (Martial Arts, BAB +3) SEH, 81 Punching Supremacy (Chi Strike, BAB +12) PAC, 54 Tiger Stance (Kicking Basics, Martial Arts) PAC, 56 Quick Draw (DEX 13+, BAB +1) SEH, 70 Quick Healer (CON 13+) SEH, 70 Quick Use (Chosen Skill 1+) SEH, 90 Quick Study (INT 15+, Concentration 4+) WM, 104 Quicken Power (Psion Level 3+) SFA, 191 Red Flag (Assist ability, Bureaucracy 5+) Fix/Pnt, 50 Revelation of the Blood (Non-Titan (when chosen)) DI, 171 Revelation of the Power (Titan, Base Potency +2) DI, 171 Revolver Basics (BAB +1) 60s, 161 Revolver Mastery (BAB + 6) 60s, 162 Ride Shotgun (BAB +1) SEH, 84 Drive By (BAB +3) SEH, 82 …A Gun in the Other (One Hand on the Wheel…, BAB +6) SEH, 81 Brace It On The Wheel (BAB +10) 60s, 162 Close Support (Pilot 8+, BAB +6) Sol/Whl, 40 Right Hand Man (Agent Level 3+) MM, 126 Rocket Basics (BAB +3) Sol/Whl, 40 Rocket Mastery (BAB +10) Sol/Whl, 40 Rolling Basics PAC, 55 Rolling Mastery (Martial Arts, BAB +3) PAC, 55 Rolling Supremacy (Chi Strike, BAB +12) PAC, 55 Phoenix Stance (Martial Arts, Throwing Basics) PAC, 54 Rough Rider (Driver 5+) Sol/Whl, 41 Rousing Speech (CHA 15+, Bluff 2+, Diplomacy 2+, Innuendo 2+, Perform 4+) Fac/Snp, 53 Run SEH, 70 Born to War (Storm Crow only) DI, 170 Increased Speed SEH, 69 Safe House SEH, 94 Home Turf (Agent Level 6+) Fac/Snp, 50 Hometown Hero (Agent Level 9+, Diplomacy 8+) Fac/Snp, 50 Luxury Safe House (Agent Level 6+, Five Star Service) Fac/Snp, 50 Personal Workshop (Gadgeteer or Mechanics 5+) Shop, 62 Private Library (Scholarly) Shop, 62 Safe House Armory (Agent Level 6+, Procure ability) Fix/Pnt, 47 Safe House Citadel (Agent Level 6+) Fix/Pnt, 47 Safe House Command Center (Lead ability, Bureaucracy 6+) Fix/Pnt, 47 Safe House Hub (Computers 6+, Electronics 4+) Fix/Pnt, 47 Safe House Infirmary (First Aid 5+) Fix/Pnt, 47 Safe House Menagerie (Handle Animal 8+) AA, 59; MM, 125 Savage Attack (Natural weapons) AA, 59; MM, 124 Scholarly (Concentration 1+, Knowledge 1+) SEH, 89 Academic Contacts (INT 13+) Fac/Snp, 52 Threat Analyst (Profession (Military) 6+) WM, 104 Screaming Charge (Intimidate 6+, 3rd level team member) SF7, 10 Sensory Basics (Psion Level 1+) SFA, 192 Sensory Mastery (Psion Level 6+) SFA, 192 Sensory Supremacy (Psion Level 12+) AF, 61 Coordination Junction (Adrenal Mastery, Psion Level 10+) SFA, 191 Perfect Harmony (Adrenal Mastery, Metabolic Mastery, WIS 13+, Psion Level 14+) SFA, 191 Ultimate Adept (WIS16+, Psion Level 18+) SFA, 193 46 Share the Burden (Titan) DI, 172 Sidestep (DEX 13+) SEH, 70 Dodging Tumble (Tumble 6+) SF7, 10 Bullet Dance (Tumble 12+) SF7, 9 Foresight (Sense Motive 10+) 60s, 161 Signature Equipment SEH, 86 Trademark Weapon (BAB +5) Fix/Pnt, 48 Signature Gadget or Vehicle SEH, 87 Silver Tongue SEH, 94 Little Black Book (CHA 13+) Fac/Snp, 52 Sixth Sense (WIS 13+) SFA, 221 Small Blade Basics (WGP (melee), BAB +2) PAC, 49 Small Blade Mastery (BAB +9) PAC, 49 Spear Basics (WGP (archaic) or WGP (martial arts), BAB +2) PAC, 49 Spear Mastery (BAB +9) PAC, 49 Speed Demon (Boating 1+, Driver 1+, Pilot 1+) SEH, 89 Defensive Driving SEH, 82 Jackrabbit Start SEH, 83 Man & Machine (Agent Level 6+) Sol/Whl, 40 Offensive Driving SEH, 84 Relentless Pursuit SEH, 84 Team Driving (Agent Level 6+) Sol/Whl, 41 Out Maneuver Sol/Whl, 40 Speed Trigger SEH, 78 Machine Gun Basics (BAB +3) Sol/Whl, 39 Machine Gun Mastery (BAB +10) Sol/Whl, 39 Quick Reload (DEX 13+, BAB +3) SEH, 76 Rapid Shot (DEX 13+, BAB +3) SEH, 77 Controlled Burst SEH, 75 Controlled Strafe (BAB +6) SEH, 75 Hail of Bullets (BAB +12) SEH, 75 Snap Shot SEH, 77 Lightning Draw (Quick Draw, BAB +6) SEH, 76 Staff Basics (WGP (melee), BAB +2) PAC, 49 Staff Mastery (BAB +9) PAC, 49 Stamina Battery (Psion Level 1+) SFA, 192 Stars and Stripes (American allegiance) 60s, 165 The Eagle (Iron Will) 60s, 164 American Patriot 60s, 164 Flag Waver (The Eagle or The Bear, Agent Level 6+) 60s, 164 Stealthy (Hide 1+, Move Silently 1+) SEH, 89 Stone Cold Fix/Pnt, 50 Bloodthirsty Fix/Pnt, 48 Breaking Point (Gather Information 4+) Fix/Pnt, 48 Glint of Madness Fix/Pnt, 49 Strike Force 7 Team Member (Must be a member of Strike Force 7) SF7, 10 Superior Documentation (Agent Level 6+) Fac/Snp, 50 Surge of Speed SEH, 71 Sustained Link (Psion Level 6+) SFA, 199 Swamp Training (Listen 2+, Survival 2+) Sol/Whl, 43 Sword Basics (WGP (archaic) or WGP (martial arts), BAB +2) TSE; DI, 117 Sword Mastery (BAB +9) TSE; DI, 118 Sympathetic Healer (Pan-Asian Collective Agents Only, Psion Level 1+) SFA, 192 T-Bone Sol/Whl, 41 Tactical Advantage (Tactics class ability) MM, 123 Talented (Agent Level 1 only, Chosen skill 2+, ability linked to chosen skill 13+) SEH, 90 Telekinetic Basics (Psion Level 1+) SFA, 183 Telekinetic Mastery (Psion Level 6+) SFA, 183 Control Junction (Psychokinetic Mastery, Psion Level 10+) SFA, 181 Evolved Mind (INT 13+, Psychokinetic Mastery, Psychoinventive Mastery, Psion Level 14+) SFA, 181 Telekinetic Supremacy (Psion Level 12+) AF, 59 Ultimate Mentalist (INT 16+, Psion Level 18+) SFA, 183 Test Lap (WIS 13+, Familiarity ability) SEH, 84 That'll Leave a Scar AA, 58 You Ain't so Pretty no More (Agent Level 6+) AA, 58 Throwing Basics SEH, 81 Throwing Mastery (Martial Arts, BAB +3) SEH, 81 Throwing Supremacy (Chi Strike, BAB +12) PAC, 56 Mantis Stance (Holding Basics, Martial Arts) PAC, 54 Thrown Blade Basic (WGP (hurled), BAB +2) PAC, 50 Thrown Blade Mastery (BAB +9) PAC, 50 Thrown Weapon Basics (WGP (hurled), BAB +2) PAC, 50 Thrown Weapon Mastery (BAB +9) PAC, 51 Titanic Resistance (Titan) DI, 172 To the Hilt (Allegiance: First Team, BAB +5) DI, 117 47 Toughness SEH, 71 Traceless (INT 13+) SEH, 86 Invisible Man (Agent Level 6+, Stealthy) 60s, 163 Track SEH, 90 Training SEH, 91 Cross Training (Agent Level 9+, INT 15+) 60s, 164 Trouble Magnet (Agent Level 1 when taken) Agency, 67 All or Nothing (Agent Level 3+) Agency, 66; AF, 76 Scrounge (WIS 13+) DI, 119 Strange Bedfellows (Allegiance: International Geographical Society) DI, 119 Turncoat (Team Member Level 1) SF7, 11 Turn The Air Blue (Intimidate 15+) AA, 60 Two-Weapon Fighting SEH, 71 Improved Two-Weapon Fighting (Ambidexterity, BAB +9) SEH, 69 Ulterior Motives (Allegiance: Fugo a Watu, Agent Level 5+, Bluff 8+) DI, 120 Unbreakable (CON or WIS 13+, Operative Level 4+) SF7, 11 Unconventional (Military agent only) USM, 92 Undermine (CHA 13+, Innuendo 2+, Sense Motive 2+) SEH, 94 Chip Away (Gather Information 4+) Fix/Pnt, 49 Handler SEH, 92 Industrial Sabotage (Agent Level 12+) MM, 125 Humiliate (Intimidate 6+) Fac/Snp, 52 Unlocked Potential SEH, 91 Unshakable AF, 79 All or Nothing (Agent Level 3+) AF, 76; Agency, 66 Rule Of 5 (Agent Level 12+) AF, 78 Spoil (Agent Level 5+) AF, 78 Curdle (Agent Level 10+) AF, 77 Sour (Agent Level 15+) EC, 68 Untraceable Power (Psion Level 1+) SFA, 179 Urban Training (Move Silently 2+, Surveillance 2+) Fix/Pnt, 45 Urban Operator Informant 2, 25 Vital Point Basics PAC, 56 Vital Point Mastery (Martial Arts, BAB +3) PAC, 56 Vital Point Supremacy (Chi Strike, BAB +12) PAC, 56 Snake Stance (Martial Arts, Punching Basics) PAC, 55 Wages of Sin (BAB +3) DI, 119 Wages of War (Allegiance: First Team, BAB +3) DI, 119 Warning Shout (DEX 13+, Uncanny Dodge ability) Fix/Pnt, 50 Warrant (Military agent only, enlisted rank E-4, INT 13+, Profession (Military) 6+, 1 following 6+: Computer, Craft,USM, 92 (military-appropriate), Electronics, Mechanics, or Pilot) Wave Runner (Boating 5+) SEH, 84 "We Have You Surrounded!" (BAB +1) MM, 123 "Give It Up!" (Intimidate 4+) MM, 122 "Pin Them Down!" (BAB +3) MM, 123 Weapon Finesse (Proficient with weapon, BAB +1) SEH, 74 Flashing Weapon (BAB +3) SEH, 73 Snake Strike (Quick Draw, BAB +6) SEH, 74 Double Blow (BAB +12) SEH, 73 Weapon Group Proficiency SEH, 71 Weapon Focus (BAB +1) SEH, 71 Improved Weapon Focus (BAB +3) SEH, 73 “On Guard!” (BAB +6) TSE; DI, 117 Weapon Master (BAB +6) SEH, 74 Master Duelist (BAB +12) SEH, 73 Ultimate Duelist (BAB +18) SEH, 74 Well-Funded (Bureaucracy 2+, Diplomacy 2+) 60s, 163 Well-Rounded (INT 13+, Any three Knowledge skills 2+ each) 60s, 164; Errata Wild Talent (Agent Level 1, Psion Level 0) Shop, 62 Will to Live (CON 13+, Psion Level 1+) SFA, 193 Wind Rider (Piloting 5+) SEH, 84 Wolf Pack Basics (Agent Level 3+) PAC, 45; MM, 123; DI, 117 Wolf Pack Mastery (Agent Level 9+) PAC, 45; MM, 123 Wolf Pack Supremacy (Agent Level 15+) PAC, 45; MM, 124 World Traveler (Cultures 1+, First Aid 1+, Languages 1+) SEH, 89 Local Contacts (Knowledge (Area) 4+) Fac/Snp, 52 “Yee-Haw!” (Daredevil ability, Balance 8+ or Driver 8+) Sol/Whl, 41 Youth Agent (Agent Level 1 when taken) Agency, 40 Child Actor (Agent Level 3 or lower, CHA 15+) Agency, 40 Prodigal Child (Agent Level 3 or lower, INT 15+) Agency, 40 Street Urchin (Agent Level 3 or lower, DEX 15+) Agency, 40 Youth Soldier (Agent Level 3 or lower, STR 15+) Agency, 40 Zen Focus (WIS 13+) SEH, 71 Zen Shot (BAB +4) SEH, 71 Zen Mastery (BAB +9) SEH, 71 48 GADGETS

Name GP Cost Source Name GP Cost Source Andrium 1/pound HOG, 65 Standard, Stealth Environment Suit 5 AA, 67 Anti-Psi Technology Armor +2 SEH, 136 Anti-psi grenade 1 SFA, 204 Bungee Suspenders +1 SEH, 136 Psi-Shredder 4 EC, 75 Bubble Coat 1 each AA,64 Psi Restraint 2 EC, 75 Chameleon Suit +8 SEH, 136 Safety field 1 SFA, 204 Disguise Enhancer +5 SFA, 205 Sappers 1/use SFA, 204 Hat, Standard 1 60s, 171 Attaché Case, Standard 1 SEH, 132 Explosive Hat +1 60s, 171 Bomb +4 Sol/Whl, 46 Hat Gas Mask +1 AA, 65 Booby-trapped +1 SEH, 132 Shield Fedora +1 60s, 171 Collapsible Scooter 2 60s, 170 Spinning Blade 2 60s, 171 Copycat Unit +1 SEH, 132 HAZMAT Underwear +2 AA, 65 Counter-surveillance Unit +1 SEH, 132 Instant Costume Change +1 60s, 171 “Magic box” +1 SEH, 132 Lapel Pin Gun 1 Sol/Whl, 47 Portable PC Unit +1 SEH, 132 Laser Sampler/Splitter Threading +1 Fix/Pnt, 58 Rocket Launcher +4 Sol/Whl, 47 Panic Button +1 each SEH, 136 Safe Passage Unit +1 SEH, 132 Reinforced Collar +1 60s, 171 Seismic Detection Unit +2 60s, 170 Sound Damping +2 AA, 66 Submachinegun +1 SEH, 132 Static Repulsion Generator +1 AA, 66 Surveillance +1 SEH, 133 Thermal Dam +3 Fix/Pnt, 58 Backpacks Tie Camera 1 SEH, 136 “Balloon-in-a-box” 2 SEH, 133 Trauma Unit +8 SEH, 136 Collapsible glider wings 2 SEH, 133 “Void” Pocket +2 SFA, 205 Jetpack 4 SEH, 133 Cosmetics and Jewelry White Noise Generator 3 SEH, 133 Corrosive Spray 2 EC, 77 Belt, Standard 1 SEH, 133 Endless Prism Earrings 1/pair SEH, 136 Lockpick Set +1 SEH, 134 Explosive Pen 1 each SEH, 138 Razor’s Edge +1 SEH, 134 Follicle Stimulator 1 EC, 77 Sword +1 Sol/Whl, 47 Foundation Rings 5 each SFA, 210 Bug Detectors Garrote Ring, Standard 1 60s, 172 External Unit 1 each SEH, 134 Grooming Kit Spycraft Website Acoustic Unit 4 each SEH, 134 After-shave Tracking Dye 1 each Spycraft Website Card Gadgets Bonding Toothpaste 1 each Spycraft Website Access card 2 Shop, 66 Concussive Shampoo and Conditioner 1 each Spycraft Website Backdoor Business Card 2 Shop, 66 Deodorant Acid 2 each Spycraft Website Bicycle Doom 3 60s, 172 Hidden Lockpicks 1 Spycraft Website Call the Bluff Deck 3 60s, 172 Invisible Hair Spray 1 each Spycraft Website Calling Card 3 per 2 Shop, 66 Hologram Projector 1 each SFA, 210 Cash Card 2 Shop, 66 Hypodermic Pen 1 Shop, 68 Contact Poison 1 per 2 SEH, 134 ‘irif Rings 2 each SFA, 210 Dead Man's Hand 1 per 3 poisoned 60s, 172 Lockpick Pen 2 60s, 171 Dealer's Choice 2 60s, 172 Magnetic Flask 2 each SEH, 138 Diner's Club Card 1 Shop, 66 Micro-grenade earrings 1 each SEH, 137 Frame-job cards 1 per 5 SEH, 134 Poison Lipstick 2 per 3 uses SEH, 137 Insurance Card 1 per 2 Shop, 67 Sonic Shadowcaster +2 Fix/Pnt, 58 Memory Card 2; 3 with Receiver Shop, 67 Taser Cufflinks +1/pair SEH, 137 Razor’s edge 1 per 6 SEH, 134 White Lotus Jewelry 2 plus poison AA, 67 Royal Flush Code 2 EC, 78 Woman’s Compact 3/compact SEH, 137 Stacked Deck 5 or more Shop, 67 Currency Gadgets Tracking Device 1 each SEH, 135 Adaptive Money 2 per 10 sheets EC, 76 Cigarettes Adhesive Money 1 per 5 bills EC, 76 Aphrodisiac 1 per 3 Fac/Snp, 64 Anti-Toxin Bills 1 EC, 76 Dartgun 1 per 2 SEH, 135 Blacklight Bills 1 per 5 bills 60s, 171 Dog-leg 1 per 3 Fac/Snp, 64 Disintegrating Money 1/bill EC, 76 Flamethrower 3 each SEH, 135 Diving Equipment Fugue 1 per 2 Fac/Snp, 64 Chameleon Suit +8 SFA, 205 Grenade 2 each SEH, 135 Standard Suit 1 each SFA, 205 Lethe 1 per 2 Fac/Snp, 65 Fluid breathing system 4 AF, 65 Nerve Gas 3 each Fac/Snp, 65 Fluid Breath Tanks +1 SFA, 206 Spray 1 per 2 SEH, 135 Oxygenated Chewing Gum 1 SFA, 206 Welder 1 each SEH, 135 Propellers +1 SFA, 206 Clothing Rebreather pen 2 AF, 65 Standard, Basic Blacks 3 AA, 64 Document Gadgets Standard, Cold suit 5 each SEH, 135 Camera-safe Documents 1 per 10 pages AF, 67 Standard, Funeral Gown 6 AA, 65 Document Scanner 1 each SEH, 137 Standard, Liner 1 each SEH, 135 “ENIGMA Plus” 4 each SEH, 137 Standard, Multi-environment Suit 6 each SEH, 136 Erasure Camera 2 AF, 67 Standard, Noir Coat 3 AA, 65 Memory Paper 1 per 2 pages SEH, 137 Standard, Remote Restraint 2 AA, 66 Memscan Device 1 (2 for transmission) EC, 76 49 Name GP Cost Source Name GP Cost Source Microfiche reader 2 SEH, 137 Protective Gear Options Pocket Counterfeiter 4 each Shop, 67 Armor, Lamprey 3 HOG, 65 Ear Implants, Standard 4 SFA, 206 Armor, Plate Shop, 70 Blindman Unit +5 SFA, 207 Base 5 Shop, 72 Danger Unit +4 SFA, 207 Full 6 Shop, 72 Polygraph/Voice Stress Analyzer +4 SFA, 207 Ghost 7 Shop, 72 Translator Ear +1 EC, 77 Hard 7 Shop, 72 Whisper Ear +2 EC, 77 War 8 Shop, 72 Electronic Lockpicks 2 Shop, 68 Arm Modules Evidence Analysis Additional Mount +2 Shop, 73 Sniffers, Dedicated Unit 1 each SFA, 206 Integrated Tools +1 Shop, 73 External Unit 3 each SFA, 206 Integrated Weapons As weapon Shop, 73 Nasal Implant 6 each SFA, 206 Onboard Computer As desktop PR Shop, 73 DNA Analyzer 3 SEH, 138 Spoilsport - Shop, 73 Fingerprint Camera 1 each SEH, 138 Standard Gear As gear Shop, 73 Fingerprint Film 1/sheet SEH, 138 Back Modules Toiletry Kit Portable Chem Lab 2 SEH, 138 Ammo Drum - Shop, 73 Eyewear and Eye Drops Braces - Shop, 74 Cold Eye Drops 1 per 4 uses Fac/Snp, 65 Jet Pack +4 Shop, 74 Electro-Thermal Overlay Lenses 1 Fac/Snp, 65 Jump Pack - Shop, 74 Faceprint Lenses 3 SEH, 139 Bio-Reactor +4 Shop, 74 H.U.D. Lenses 1 Sol/Whl, 48 Standard Gear As gear Shop, 74 Hypnosis Lenses 2 SEH, 139 Ordnance As ordnance Shop, 74 Iris Lenses 2 SEH, 139 Shell Modules LCD Lenses 1 SEH, 139 Extended Battery +1 Shop, 72 Magnet-eyes 2 SEH, 139 Extended Life Support +5 BP Shop, 73 Otherman Drops 1 per 3 uses SEH, 139 Grips - Shop, 73 Other-directional Glasses 1 SEH, 140 Medical Suite - Shop, 73 Over-head Tactical Display Lenses 2 Sol/Whl, 48 Onboard Computer As laptop PR Shop, 73 Penetrator Lenses 3 Sol/Whl, 48 Optimized +2 Shop, 73 Photographic Lenses 1 Shop, 68 Silenced +1 Shop, 73 Retinal Mask 2 Shop, 68 Standard Gear As gear Shop, 73 Sealed Lenses 2 SEH, 140 Strength Enhancement +1 Shop, 73 Starlight Lenses 1 SEH, 140 Armor, Shocktrooper 4 HOG, 66 Target Analysis 2 Sol/Whl, 48 Exo-Skeleton 8 HOG, 68 Telescopic Lenses 2 SEH, 140 Fibermesh Armor +2 Sol/Whl, 48 Thermographic Lenses 2 SEH, 140 “Gold” Suit 4 GA, 87 Threat Lenses 1 Sol/Whl, 48 HALO Rig 1 each Sol/Whl, 48 Trace Residue Mapper 3 Fix/Pnt, 58 Hardened Joints 8 Sol/Whl, 48 Tracer Glasses 2 Shop, 68 Reflexive Joints 8 Sol/Whl, 48 Tracer Glasses Memory Stick +1 Shop, 68 Reinforced Joints 8 Sol/Whl, 49 Translator Lenses 3 SEH, 140 Space suit 1 SEH, 123 Transmitter Lenses 2 SEH, 140 Seeker Talismans 2 each HOG, 70 Underwater lenses 1 AF, 66 SNI (ShadowNet Interface) Unit 3 EC, 88 X-Ray Lenses 5 SEH, 140 Shoes, Standard 1/pair SEH, 141 Fingerprint Mask 2 Shop, 68 Auto-Balance +2 60s, 172 Fringeviewer 3 AF, 67 Blade +1 SEH, 141 Gouge Beetles 7/swarm HOG, 69 Gun +1 SEH, 141 Holographic Loop Lens 1 Fix/Pnt, 58 Homing Beacon +1 SEH, 141 Icon ProStar 7 4 each SFA, 207 "It's Gotta Be The Shoes!" +1 60s, 172 Icon ProStar 8 4 EC, 77 Phone +1 SEH, 141 Instant Door 4 for 5 doorways SF7, 18 Roller/Ice Blades +1/type SEH, 141 Jumper Dome 2 HOG, 69 Shock-tip shoes +2 SEH, 141 Lung Shroud 2 GA, 88 Suction Shoes +1 SEH, 141 OmnID Cards, Standard 1 each SFA, 207 Treads +1 SEH, 141 Backup ID +1 each SFA, 207 Underwater jet shoes +1 AF, 66 Duplication +2 SFA, 207 Silicon Solvent 1/vial SFA Website Electronic Lockpick +1 SFA, 207 Sonic Devices Warning Signal +1 SFA, 208 Distracting Bug 2/bug Shop, 69 Patches Husher Implant 3 each Shop, 69 Adrenaline Patches 1 each SFA, 208 Resonance Synchronizer 2 Fix/Pnt, 58 Brainscanner Patch 1 per 3 SFA, 209 Sonic Sensor 2 each SEH, 142 Caffeine Boost Patch 1 per 2 SFA, 209 Danger Sensor 2 each SEH, 142 Calm Emitter Patch 1 per 2 SFA, 209 White Cone Generator 4 each SEH, 142 Coagulant Patch 1 per 2 SFA, 209 Special Effects Unit 4 EC, 78 Deepsleep Patch 2 each SFA, 209 Surveillance Gadgets Endorphin Patch 1 per 2 SFA, 209 Blueprint Recorder/Projector 2 HOG, 66 Psitector Patch 1 each SFA, 209 Houseflies, Standard 1 each SFA, 210 Panic Emitter Patch 1 per 2 SFA, 209 Mosquitoes +1 SFA, 211 Telestatic Emitter Patch 1 per 2 SFA, 209 Roaches +2 SFA, 211 SUPERLUMINAL Patches Per GC SFA, 209 Nonsinusoidal Transmission 2/bug SEH, 142 Prosthetics, Standard 4 each SFA, 209 Piezo-bug 2/bug SEH, 142 Strongman Limb +4 SFA, 209 Tri-ference Photography 1/camera SEH, 142 Weapons Limbs +5 SFA, 209 Tri-ference Analysis 1/camera SEH, 143 50 Name GP Cost Source Name GP Cost Source Video Gyro-pack 1 each SEH, 143 Food Poisoning Explosive 4 per 2 uses Shop, 67 Voice Trigger 1/item SEH, 143 Lava Cannon 8 HOG, 69 Synthetic Skin Magnet Knuckles 2 AF, 67 Ballistic Flesh 15 SFA, 211 Micro-burst Gel 4 per 5uses SEH, 138 Grafters 1 each SFA, 211 Microwave Cannon 6 Sol/Whl, 49 Memory Flesh 2 each SFA, 211 Neutron Grenade 3 each HOG, 70 Smart Skin 2 each SFA, 211 Quick Mine 2 each SEH, 145 Telephones Rocket Launcher Cast 5 each AF, 67 Cell phone Bomb 2 Shop, 67 Sonic Grenade 3 each Sol/Whl, 50 Cell phone Dart Gun 2 each Shop, 70 Transmog Gun 6 HOG, 71 Cell phone, Standard 1 SFA, 204 Umbrella Gun 2 each + weapon SEH, 145 Remote control +1 SFA, 205 Weapon Enhancements Slip-away unit +2 SFA, 205 All-in-one Revolver 2 SEH, 145 Last Call 2 Fac/Snp, 65 Breakdown Gun 3 each SEH, 145 Phone Unit +2 Shop, 69 Breakdown Rifle 3 each Sol/Whl, 50 Universal Receiver 3 Fac/Snp, 65 Breakdown SMG 4 each Sol/Whl, 50 Terror Prints 4/set HOG, 70 CQB modification 1 SEH, 145 Tooth Implants Cloaking Device 2 each SEH, 145 Air tooth 2 each AF, 65 Dummy Line 1 each SEH, 145 Hollow Tooth 2 each SEH, 143 Friendly Fire Chip 1 SF7, 17 Radio Tooth 2 each SEH, 143 Gun Camera 1 Fac/Snp, 66 Suicide Pill 1 each SEH, 143 Hush Puppy CQB Modification +1 SEH, 146 Touched by Genius +2 Shop, 66 I.F.F (Identify Friend or Foe) System +2/weapon HOG, 69 Tracers I-Spy Scope 2 SF7, 17 Bullet Tracers 1/package SEH, 143 Knife Launcher 3 each SEH, 146 Digger-Tracers 2 each HOG, 67 Linked Targeting System 2/weapon Sol/Whl, 50 Echo Tracers 1/package SEH, 143 Machine Pistol Modification +1 SEH, 146 Virtual Interaction Hardware (VIH) 3 SFA Website Match Grade Weapon +2 SEH, 146 Voice Modulators Mercy Edge +1 60s, 173 External Unit 1 each SEH, 142 Palmprint Identifiers, Standard 1 each SFA, 208 Larynx Implant 4 each SEH, 142 “Backfire” Edition +2 SFA, 208 Watch, Standard 1 each SEH, 144 “Blowback” Edition +1 SFA, 208 Explosive +1 SEH, 144 Tracking Modification +1 SFA, 208 Garrote +1 SEH, 144 Personalized Fighting Knife 1 SEH, 146 Geiger Counter Watch +1 Shop, 70 Refrigerated Clip +2 Shop, 70 GPS Watch +1 SEH, 144 Remote-operated Gun Mount 3 SEH, 146 Magnetic Pocket Watch and Extending Chain 2 EC, 79 Silenced Revolver 1 SEH, 146 Memory Cache Watch +4 SEH, 144 Spring-loaded Weapon Holsters 1 SEH, 146 Poison Spike Watch +3 SEH, 144 Taggant Ammunition 1 per 10 shots Fac/Snp, 66 Rotary Saw +1 SEH, 145 Transponder Ammunition 1 per 4 shots Fac/Snp, 66 Weapons Underwater Weapon Conversion 2 AF, 66 AF Hush Puppy 3 each SEH, 145 Weapon Accurizing 2 SEH, 146 Blood Prong 3 each HOG, 66 Wrist Launcher 2 each Shop, 70 Cane Rifle 3 Sol/Whl, 49 Welcome Mat, Standard 1 per 5' square 60s, 173 Crossbow Bracer 2 60s, 173 Explosive +2 per 5' square 60s, 173 Diggers 4 each HOG, 66 Poison +1 per 5' square 60s, 174 Directional Mine 1 each AF, 67 Shoe Scanner +2 60s, 174 Disintegrating Bullets 2 per 50 bullets EC, 79 Spray Trigger 1 Shop, 28 EMP Grenade 2 each Sol/Whl, 49 Sticky +1 per 5' square 60s, 174 Flute Gun 2 each AF, 67

INTELLIGENCE/MISSION RESOURCES

Name GP Cost Source Name GP Cost Source Advance Team Reports Fac/Snp, 113 Drone/Antitank Missile 5 Fac/Snp, 115 No Presence 8 Fac/Snp, 114 Cruise Missile (Standard Television-Guided Missile) 5 Fac/Snp, 115 Minimal Presence 7 Fac/Snp, 114 Light Bomber with... Fac/Snp, 115 Occasional Presence 6 Fac/Snp, 114 ...1 500 pound Precision Bomb 7 Fac/Snp, 115 Frequent Presence 5 Fac/Snp, 114 ...1 Cluster Bomb 8 Fac/Snp, 115 Constant Presence 4 Fac/Snp, 114 Ground Attack Fighter delivering a... Fac/Snp, 115 Slight Threat to Team +1 Fac/Snp, 114 ...1 Gun Pass 4 Fac/Snp, 115 Moderate Threat to Team +2 Fac/Snp, 114 ...1 Anti-Tank Missile 7 Fac/Snp, 115 Serious Threat to Team +3 Fac/Snp, 114 ...2 Cluster Bombs 10 Fac/Snp, 115 Open Warfare +4 Fac/Snp, 114 Supersonic Bomber/2,000 pound Precision Bomb 10 Fac/Snp, 115 Aerial Reconnaissance Fac/Snp, 114 Stealth Fighter/1,000 pound Precision Bomb 10 Fac/Snp, 115 Charter Aircraft/Handheld Camera 3 Fac/Snp, 114 Stealth Bomber/2,000 pound Precision Bomb 12 Fac/Snp, 115 Fighter with Camera Pad (RF-4C)/High-Speed Still Camera 5 Fac/Snp, 114 Heavy Bomber/8,000 pounds of Iron Bombs 15 Fac/Snp, 115 Photo-Recon Drone (Predator UAV)/Digital Video 5 Fac/Snp, 114 Cruise Missile/20kt Nuclear Warhead 36 Fac/Snp, 115 High-Altitude Recon Plane (U-2)/Digital Video 6 Fac/Snp, 114 Target is a place... Fac/Snp, 115 Ground Imagining Radar (E-8 JSTARS)/Radar 6 Fac/Snp, 114 ...the Agency wants destroyed -50% Fac/Snp, 115 High-Speed Recon Plane (SR-71)/High-Speed Still Camera 8 Fac/Snp, 114 ...the Agency wouldn’t cry over -25% Fac/Snp, 115 Air Strikes Fac/Snp, 115 ...the Agency would rather preserve +50% Fac/Snp, 115 51 Name GP Cost Source Name GP Cost Source ...considered a priceless historical site +100% Fac/Snp, 115 15,000,000 people 75 Agency, 116 ...full of innocent victims +200% Fac/Snp, 115 25,000,000 people 100 Agency, 116 Artillery Fire Support (Time on Target cost/Contact Fire cost) Quarantine Agency, 117 60mm mortar 7/3 USM, 102 10,000 people 5 Agency, 117 81mm mortar 9/4 USM, 102 100,000 people 10 Agency, 117 120mm mortar 14/7 USM, 102 1,000,000 people 20 Agency, 117 105mm howitzer 12/6 USM, 102 5,000,000 people 30 Agency, 117 155mm howitzer 16/8 USM, 102 10,000,000 people 50 Agency, 117 5-in, (130mm) naval gun 5/3 USM, 102 15,000,000 people 75 Agency, 117 16-in. (420mm) naval gun 30/30 USM, 102 25,000,000 people 100 Agency, 117 MLRS 36/5 USM, 102 Combat Air Patrol 9+1 per 2 USM, 104 Backup Agency, 42 hours Agent Team’s Average Agent Level: Agency, 42 Cryptologic Supercomputers Fac/Snp, 117 1 2 Agency, 42 Power Rating +10 6 Fac/Snp, 117 2-3 3 Agency, 42 Power Rating +11 8 Fac/Snp, 117 4-6 4 Agency, 42 Power Rating +12 10 Fac/Snp, 117 7-10 6 Agency, 42 Diplomatic Station Support 5 Fac/Snp, 117 11-15 8 Agency, 42 Disguise Crew Agency, 69 16-20 16 Agency, 42 Disguise Skill Bonus Carrier Strike Group Intimidation +2 1 Agency, 69 American military interest in the region is… +4 2 Agency, 69 …critical (the region contains a direct threat to the 12 USM, 103 +6 3 Agency, 69 continental U.S.) +8 4 Agency, 69 …immediate (U.S. troops are already in combat in the 15 USM, 103 +10 5 Agency, 69 region) +12 6 Agency, 69 …serious (the region hosts a major war involving U.S. 18 USM, 103 +16 8 Agency, 69 allies or threatening U.S. citizens) +20 10 Agency, 69 …moderate (the region presents the possibility of war 22 USM, 103 Diversions Agency, 15 endangering U.S. allies or citizens) Minor (e.g. knock out security guard, trigger a fire alarm) 2 Agency, 16 …minimal (the region is engaged in a cold war involving 26 USM, 103 Simple (e.g. knock out multiple guards, stage car crash) 4 Agency, 16 U.S. allies Medium (e.g. knock out site’s video surveillance, fake a 6 Agency, 16 …marginal (the region is of no significant interest to the 30 USM, 103 murder) U.S. or its military) Large (e.g. knock out local telecommunications, start a riot) 8 Agency, 16 Target nation is… Huge (e.g. knock out local power grid, blow up a building) 10 Agency, 16 …coastal -- USM, 103 Embassy Security Detail 6 (4 if team USM, 104 …coastal but hazardous (e.g. shallow waters, pack ice, +1 USM, 103 contains 1 reefs) Marine …landlocked +3 USM, 103 officer O-3+) …landlocked and more than 150 miles from nearest ocean +5 USM, 103 Fallback Caches 8 Fac/Snp, 117 Team making the request… Gun Grab Bag 1 GP/ Agency, 44 …contains a U.S. Navy flag officer (O-7 or higher) -50% (round USM, 103 weapon up) Law Enforcement Authority Agency, 69 …contains no U.S. Navy officers +50% (round USM, 103 Agency Leverage up) Home 4 Agency, 69 …contains no U.S. military officers +100% USM, 103 Friendly 8 Agency, 69 Civil Control Neutral 12 Agency, 69 Blackout Agency, 116 Hostile 16 Agency, 69 Blackout Area Agency, 116 Martial Law Varies WM, 109 Private Home 1 Agency, 116 Media Control Agency, 118 Residential Complex 2 Agency, 116 Bury/Delay Story Agency, 118 City Block 3 Agency, 116 Story’s Impact Square Mile 4 Agency, 116 Local Interest (e.g. burglary, obituary, police raid) 1 Agency, 118 City/county of 10,000 or less people 5 Agency, 116 National Interest (e.g. assassination, election scandal, 4 Agency, 118 City of 10,001 to 100,000 people 6 Agency, 116 terrorist threat) City of 100,001 to 1,000,000 people 7 Agency, 116 Global Interest (e.g. Agency’s existence, destruction of 10 Agency, 118 City of 1,000,000 to 5,000,000 people 8 Agency, 116 city or open warfare in Third World region) City of 5,000,000 to 10,000,000 people 10 Agency, 116 Delay City of 10,000,000 to 15,000,000 people 12 Agency, 116 24 hours x1 Agency, 118 City of 15,000,000 to 25,000,000 people 16 Agency, 116 1 week x2 Agency, 118 City of more than 25,000,000 people 20 Agency, 116 1 month x4 Agency, 118 Blackout Duration Indefinitely x8 Agency, 118 2d6+6 minutes x1 Agency, 116 Plant Story Agency, 119 4d6+12 minutes x1.5* Agency, 116 Believability 6d6+24 minutes x2 Agency, 116 Easily overlooked (e.g. misquote, false obituary of 1 Agency, 119 1d6 hours x2.5* Agency, 116 average person, doctored photo with Spot DC of 25 or 1d6+6 hours x3 Agency, 116 higher) 2d6+12 hours x4 Agency, 116 Believable (e.g. fabricated “in-character” quote, false 2 Agency, 119 * Rounded up obituary of noted person, doctored photo with Spot DC Evacuation Agency, 116 of 20-25) 10,000 people 5 Agency, 116 Questionable (e.g. fabricated “out-of-character” quote, 3 Agency, 119 100,000 people 10 Agency, 116 obituary of minor celebrity, doctored photo with Spot DC 1,000,000 people 20 Agency, 116 of 15-20) 5,000,000 people 30 Agency, 116 10,000,000 people 50 Agency, 116 52 Name GP Cost Source Name GP Cost Source Shocking (e.g. fabricated “against character” quote, 4 Agency, 119 ...from 1 IP address 1 Fac/Snp, 119 obituary of major celebrity, doctored photo with Spot DC ...at 1 site 2 Fac/Snp, 119 of 10-15) Email to/from 1... Fac/Snp, 119 Outrageous(e.g. fabricated “quote of the year”, obituary 5 Agency, 119 ...address 2 Fac/Snp, 119 of world renowned character, doctored photo with Spot ...server 4 Fac/Snp, 119 DCof9 orless) ...domain 7 Fac/Snp, 119 Destination ...ISP 15 Fac/Snp, 119 College newspaper or radio/TV station -1 Agency, 119 Chat Sessions involving 1... Fac/Snp, 119 City newspaper or radio/TV station +0 Agency, 119 ...screen name or IP address 1 Fac/Snp, 119 State newspaper or radio/TV station +1 Agency, 119 ...server 3 Fac/Snp, 119 National newspaper or radio/TV station +3 Agency, 119 Communication is encrypted +Encryption Fac/Snp, 119 Global newspaper or radio/TV station +5 Agency, 119 PR/2 (round Medical Services Agency, 94 up) Air Ambulance 6 Agency, 94 Smuggling Agency, 16 Ambulance Crew 3 Agency, 94 Smuggler Friendly Doctor 3 Agency, 94 Civilian Mule 2 Agency, 16 Surgical Team 6 Agency, 94 Local black marketer 4 Agency, 16 Militia Support Varies WM, 111 Licensed trading outfit 6 Agency, 16 Satellite Reconnaissance Fac/Snp, 118 International smuggler 8 Agency, 16 Satellite/Data Type Diplomatic attaché 10 Agency, 16 Weather 2 Fac/Snp, 118 Transportation 3-meter (Commercial) Photo 5 Fac/Snp, 118 Plane +0 Agency, 16 3-meter (Commercial) Video 7 Fac/Snp, 118 Automobile/Train -1 (min. 1) Agency, 16 SAR 8 Fac/Snp, 118 Water Vehicle -2 (min. 1) Agency, 16 1-meter Photo 10 Fac/Snp, 118 On Foot -3 (min. 1) Agency, 16 1-mter Video 12 Fac/Snp, 118 Largest Item Is... 10-cm Photo 16 Fac/Snp, 118 Tiny (less than 1 lb.) -2 (min. 1) Agency, 16 10-cm Video 18 Fac/Snp, 118 Small (1-5 lbs.) -1 (min 1) Agency, 16 Agency Interest in Area Medium (5-20 lbs.) +0 Agency, 16 None Outside Current Mission +2 Fac/Snp, 118 Large (21-100 lbs.) +1 Agency, 16 Minimal +1 Fac/Snp, 118 Huge (101-500 lbs.) +2 Agency, 16 Average +0 Fac/Snp, 118 Illegal (e.g. automatic weapon, forged documents) +2 Agency, 16 Strong -1 Fac/Snp, 118 Highly Illegal (e.g. weapon of mass destruction) +4 Agency, 16 Continuous and Critical -2 Fac/Snp, 118 Destination Signal Intercepts Fac/Snp, 119 Open Borders (e.g. state border, inside country) +0 Agency, 16 Intercept Type/Situation Average border presence (e.g. across national border) +2 Agency, 16 Phone Calls to/from 1... Controlled Borders (e.g. country at war, demilitarized zone) +4 Agency, 16 ...Phone 2 Fac/Snp, 119 Team Projects 4 Agency, 95 ...Building 3 Fac/Snp, 119 Team Research Agency, 71 ...Block or Compound (airport, factory, etc) 5 Fac/Snp, 119 Character Profile 2/profile Agency, 72 ...small town 10 Fac/Snp, 119 Character Relationship 2 or 1 Agency, 72 Radio Traffic on 1 Frequency in a... Identify City/Region Leaders 1/area Agency, 72 ...small town 3 Fac/Snp, 119 Site Blueprints 2 +1 per 4 Agency, 72 ...large city 8 Fac/Snp, 119 stories ...region 15 Fac/Snp, 119 Site Electromagnetic Analysis 2 + 1 per 4 Agency, 72 ...country 30 Fac/Snp, 119 stories Radio Traffic on a Specific Range of Frequencies 3x Single Fac/Snp, 119 Site Photos, Exterior 2 Agency, 72 Frequency Site Photos, Interior 4 Agency, 73 Web Hits... Fac/Snp, 119

MASTERMIND OPTIONS

Name MP cost Source Name MP cost Source Foil 1 MP/level SEH, 247 Medium 5x CR/animal; 10x CR/squad MM, 23 Foil Loyalty 1 MP/level SEH, 248 Large 6x CR/animal; 12x CR/squad MM, 23 Foil Hooks N/A MM, 41 Huge 7x CR/animal; 14x CR/squad MM, 23 Foil Quirks N/A MM, 42 Gargantuan 8x CR/animal; 16x CR/squad MM, 23 Legacy Points 2 points/1 MP DI, 166 Colossal 10x CR/animal; 20x CR/squad MM, 23 Henchman 2 MP/level SEH, 246 Animal Augmentations Henchman Hooks N/A MM, 46 Alternate Food Source 1 MP/minion; 2 MP/squad MM, 22 Henchman Quirks N/A MM, 46 Boosted Natural Armor 3 MP/minion; 4 MP/squad MM, 22 Legacy Points 2 points/1 MP DI, 166 Camouflage 4 MP/minion; 8 MP/squad MM, 22 Mastermind 5 MP/level SEH, 244 Dominated 1 MP/minion; 2 MP/squad MM, 23 Legacy Points 2 points/1 MP DI, 166 Monstrous 4 MP/minion; 8 MP/squad MM, 23 Mastermind Hooks N/A MM, 50 Standard Weapon System 3 MP/minion; 6 MP/squad MM, 23 Mastermind Quirks N/A MM, 51 Exotic Weapon System Minions Diminutive Metal Claws/Teeth 1 MP/minion; 2 MP/squad MM, 24 Animals AA, 80; MM, 21 Tiny Metal Claws/Teeth 2 MP/minion; 4 MP/squad MM, 24 Fine 1x CR/animal; 2x CR/squad MM, 23 Small Metal Claws/Teeth 3 MP/minion; 6 MP/squad MM, 24 Diminutive 2x CR/animal; 4x CR/squad MM, 23 Medium Metal Claws/Teeth 4 MP/minion; 8 MP/squad MM, 24 Tiny 3x CR/animal; 6x CR/squad MM, 23 Large Metal Claws/Teeth 5 MP/minion; 10 MP/squad MM, 24 Small 4x CR/animal; 8x CR/squad MM, 23 Huge Metal Claws/Teeth 6 MP/minion; 12 MP/squad MM, 24 53 Name MP cost Source Name MP cost Source Tiny Dartgun (Small animal) 1 MP/minion; 2 MP/squad MM, 24 Scope Varies Fix/Pnt, 97 Small Dartgun (Medium animal) 3 MP/minion; 6 MP/squad MM, 24 Threat Concept N/A MM, 80 Medium Dartgun (Large animal) 5 MP/minion; 10 MP/squad MM, 24 Threat Front N/A MM, 82 Large Dartgun (Huge animal) 7 MP/minion; 14 MP/ squad MM, 24 Threat Grand Scheme N/A MM, 84 Tiny Laser (Small animal) 3 MP/minion; 6 MP/squad MM, 24 Threat Source of Power N/A MM, 86 Small Laser (Medium animal) 6 MP/minion; 12 MP/ squad MM, 24 Threat Achilles’ Heel N/A MM, 88 Medium Laser (Large animal) 12 MP/minion; 24 MP/ squad MM, 24 Threat Agendas Large Laser (Huge animal) 24 MP/minion; 48 MP/ squad MM, 24 Agitation N/A MM, 68 Tiny Spike Driver (Small animal)1 MP/minion; 2 MP/squad MM, 24 Anarchist N/A MM, 68 Small Laser (Medium animal) 2 MP/minion; 4 MP/squad MM, 24 Assassination N/A 60s, 189 Medium Laser (Large animal) 4 MP/minion; 8 MP/squad MM, 24 Conquest N/A Fix/Pnt, 106 Large Laser (Huge animal) 8 MP/minion; 16 MP/ squad MM, 24 Control N/A Fix/Pnt, 106 Animal Tricks 2 MP/trick MM, 21 Counter N/A MM, 68 Minion Squads 1 MP/level SEH, 244 Credibility N/A MM, 68 Standard Minion Types N/A MM, 14 Destruction N/A Fix/Pnt, 106 Ability Scores 4 MP/level SEH, 245 Enlightenment N/A MM, 68 Feats 3 MP/feat SEH, 245 Entertainment N/A MM, 68 Vitality Dice 5 MP/level SEH, 245 Evolution N/A Shop, 87; MM 66 Minion Tags N/A MM, 10 Expansion N/A Fix/Pnt, 106 Mixed Minion Gear 5 MP MM, 29 Extinction N/A Shop, 88; MM, 66 Snitches Genocide N/A 60s, 189 Ignorant Knowledge Level 2 MP MM, 13 Grail N/A Fix/Pnt, 106 Low Knowledge Level 1 MP MM, 13 Greed N/A Fix/Pnt, 106 Average Knowledge Level 0 MP MM, 13 Luddite N/A MM, 68 High Knowledge Level -1 MP MM, 13 Meddler N/A 60s, 189 Lose Lips Knowledge Level -2 MP MM, 13 Megalomania N/A Fix/Pnt, 106 Options Peace N/A 60s, 189 Exotic Organization 5 MP Fix/Pnt, 99 Political Machination N/A 60s, 189 Leadership Options Power N/A 60s, 190 Multiple Henchmen 2 MP/level Fix/Pnt, 102 Proletarian N/A MM, 68 Recurring Villain 2 MP/level Fix/Pnt, 102 Propaganda N/A MM, 69 Villain Core Abilities N/A Fix/Pnt, 102; MM, Reconstruction N/A MW, 9 54 Redemption N/A MW, 9 Legacy Points 2 points/1 MP DI, 166 Revelation N/A MM, 69 Multiple Villains Varies SEH, 247 Revenge N/A Fix/Pnt, 106 Raising the Bar N/A Fix/Pnt, 94 Secrecy N/A MW, 9 Secrecy 3 MP/level Fix/Pnt, 112 Subversion N/A MW, 9 Villain Motivations N/A MM, 52 Takeover N/A 60s, 190 Villain Flaws N/A MM, 53 Terrorist N/A MM, 69 Servant Options Transformation N/A 60s, 190 Glass Jaw Minions (“Faceless N/A Fix/Pnt, 103 Visionary MM, 69 Hordes”) Threat Resources Multiple Minions Types As Minions Fix/Pnt, 103 Advanced Cloning 3 MP Shop, 86 NPC Classes Per NPC Class Fix/Pnt, 103 Armory 3 MP Fix/Pnt, 100 Specialized Training 1 MP/class skill Fix/Pnt, 103 Basic Cloning 3 MP Shop, 86; MM, 78 Organization Benevolent 3 MP MM, 78 Central Headquarters Bundle Dispensary 3 MP MM, 78 Personnel 2 MP/level SEH, 246; Fix/Pnt, Cloning Quick Learning 3 MP Shop, 86 115 Combat Cloning 3 MP Shop, 86 Security 3 MP/level SEH, 246; Fix/Pnt, Company Access 3 MP Shop, 86 115 Daemonhost Patron 3 MP DI, 229 Chems 5 MP SFA, 174 Daemonic Potency 3 MP DI, 230 Treatment for Mastermind or 1 MP/Mastermind/Henchmen SFA, 174 Daemonic Whispers 3 MP DI, 230 Henchmen Daemonic Zeal 3 MP DI, 230 Treatment for Minion or Foil 2 MP/Minion/Foil SFA, 174 Death Camps 3 MP MM, 78 Fixed Ordnance with Automated ½ GP cost of weapon, ammo, Sol/Whl, 44 Deathtraps 3 MP MW, 10 Ordnance System and System MP Departmental Access 3 MP Fix/Pnt, 100 Fringe 5 MP AF, 71 Departmental Training 3 MP Fix/Pnt, 100 Lingering Spirit Template for 6 MP/Mastermind AF, 71 Dungeons 3 MP MM, 78 Mastermind Elite Guard 3 MP MM, 78 Lingering Spirit Template for 4 MP/Henchmen/Minion AF, 71 Escape Routes 3 MP MW, 10 Henchmen or Minion Exotic Poisons 3 MP Fix/Pnt, 100 Gadgets/Technology 4 MP/level SEH, 246; Fix/Pnt, Faceless Legions 3 MP MM, 78 96 Fall Guy 3 MP Fix/Pnt, 100 Golem 3 MP/Golem HOG, 56 Fanatics 3 MP Fix/Pnt, 100 Hierarchy N/A Fix/Pnt, 111 Fearsome Reputation 3 MP MM, 79 Influence 8 MP/level Fix/Pnt, 96 Filthy Sticking Rich 3 MP Fix/Pnt, 101 Loyalty 4 MP/level SEH, 246 Fleet Support 3 MP Fix/Pnt, 101 Mysticism 5 MP SFA, 224 Fluid Assets 3 MP MM, 79 Rites 1 MP/rite/villain SFA, 224 Foolproof Plan 3 MP MM, 79 Rituals 3 MP/ritual/villain SFA, 224 Fringe Cloning 3 MP Shop, 86 Relics 3 MP/relic SFA, 231 Gemeinschafft Access 3 MP Shop, 86 Resources 15 MP/level SEH, 245 Government Affiliation 3 MP MW, 10 Wealth (replaces Resources) 8 MP/level Fix/Pnt, 95 Hardened Killers 3 MP Fix/Pnt, 101 54 Name MP cost Source Name MP cost Source Hunting Grounds 3 MP Fix/Pnt, 101 Propaganda 3 MP Fix/Pnt, 102 Independent Energy Source 3 MP Fix/Pnt, 101 Public Support 3 MP MM, 80 Integrated Agendas 3 MP MM, 79 Public Sympathy 3 MP MM, 80 Legitimate Front 3 MP MW, 10 R&D Division 3 MP MW, 11 Manipulators 3 MP Fix/Pnt, 101 Rapid Transit Link 3 MP Fix/Pnt, 103 Martyrs 3 MP Fix/Pnt, 101 Raw Recruits 3 MP MW, 11 Master Plan 3 MP Shop, 87; MM, 79 Satellite Networks 3 MP Fix/Pnt, 103 Masterful Cloning 3 MP Shop, 87 Secret Identification Method 3 MP Fix/Pnt, 103 Media Blackout 3 MP Fix/Pnt, 101 Secure Communications 3 MP Fix/Pnt, 104 Moles 3 MP Fix/Pnt, 102 Self-Destruct Mechanism 3 MP MM, 80 Motor Pool 3 MP MM, 79 Slaying The Dragon 3 MP Shop, 87 Mystic Knowledge 3 MP Shop, 87 Sleepers 3 MP MW, 11 Nerve Center 3 MP MM, 79 Torture Chambers 3 MP MM, 80 Orbital Bombardment 3 MP Fix/Pnt, 102 Training Facility 3 MP MW, 11 Private Collection 3 MP Fix/Pnt, 102 Weapons of Mass Destruction 3 MP Fix/Pnt, 104 Worse Than Death 3 MP Fix/Pnt, 104

MASTERWORK MODIFICATIONS

BODY ARMOR Name BP/GP Cost $ Cost Source MELEE,HURLED, OR EXOTIC Ballistic Rated +8 BP +$750 MAGX1 Name BP/GP Cost $ Cost Source Flame Retardant +5 BP +$500 MAGX1 Composite Body +12 BP +$1,500 MAG, 20 HAZMAT Rated +3 BP +$1,000 MAGX1 Custom Handle +6 BP +$300 MAG, 20 Lightweight +6 BP +$600 MAGX1 Disassembly Option +6 BP +$600 MAG, 20 Load Bearing +1 BP +$25 MAGX1 Ergonomic Form +6 BP +$300 MAG, 20 Non-Restrictive +4 BP +$300 MAGX1 Expert Craftsmanship +12 BP +$1,000 MAG, 20 Personally Tailored +10 BP +$1,000 MAGX1 Increased Durability +3 BP +$300 MAG, 20 Lethal Tuning +12 BP +$1,200 MAG, 20 FIREARM,ACTION Perfect Balance +10 BP +$800 MAG, 20 Reduced Weight +3 BP +$300 MAG, 20 Name BP/GP Cost $ Cost Source Shock Resistance +10 BP +$600 MAG, 20 Automatic Action +16 BP +$1,200 MAG, 17 Hair Trigger +4 BP +$500 MAG, 17 Improved Safety +8 BP +$800 MAG, 17 OTHER GEAR Locking Slide +12 BP +$800 MAG, 17 Name BP/GP Cost $ Cost Source Magnum Chamber +6 BP +$600 MAG, 17 Composite Body +12 BP +$1,500 MAG, 21 Rebuilt Action +12 BP +$1,500 MAG, 17 Cracked Software +12 BP +$1,000 MAG, 21 Smoothened Action +14 BP +$800 MAG, 17 Custom Grip +6 BP +$300 MAG, 21 Trigger Job +10 BP +$800 MAG, 18 Disassembly Option +6 BP +$600 MAG, 21 Increased Durability +3 BP +$300 MAG, 21 FIREARM,BARREL Reduced Weight +3 BP +$300 MAG, 21 Shock Resistance +10 BP +$600 MAG, 21 Name BP/GP Cost $ Cost Source Superior Tools +12 BP +$1,000 MAG, 21 Bull Barrel +8 BP +$800 MAG, 18 Cryogenic Treatment +10 BP +$1,200 MAG, 18 Floating Barrel +10 BP +$600 MAG, 18 VEHICULAR,BASE MODEL Heavy Barrel +8 BP +$1,000 MAG, 18 Name BP/GP Cost $ Cost Source Long Barrel +10 BP +$600 MAG, 18 Brushcutter +1 GP +$600 MAGX1 Ported Barrel +8 BP +$600 MAG, 18 Brakes, Racing +3 GP +$20,000 Sol/Whl, 80 Short Barrel +6 BP +$400 MAG, 19 Brakes, Sports +2 GP +$6,000 Sol/Whl, 80 Smoothbore Barrel +6 BP +$400 MAG, 19 Custom Look +1 GP +$2,000 Sol/Whl, 80 Suppressor +14 BP +$700 MAG, 19 Field-Expedient Armor +1 GP +$500 MAGX1 Fire Suppression System +1 GP +$2,500 MAGX1 FIREARM,MISCELLANEOUS Increased Handling +2 GP/+2 GP per +$5,000 /+$10,000 per Sol/Whl, 80 Size above Medium Size above Medium Name BP/GP Cost $ Cost Source Increased Speed +4 GP +$50,000 Ground/ Water Sol/Whl, 80 Accessory Mount +4 BP +$100 MAG, 19 +$100,000 for Air Composite Body +14 BP +$2,000 MAG, 19 Lightened Body +2 GP +$12,000 Sol/Whl, 80 De-Burred Frame +8 BP +$300 MAG, 19 Off-Road Suspension +1 GP +$6,000 MAGX1 Disassembly Option +8 BP +$1,000 MAG, 19 Onboard Intelligence +1 GP/ +1 GP per +1 +$5,000/ +$5,000 per +1 Fix/Pnt, 54 Double Trigger +8 BP +$600 MAG, 19 bonus bonus Double Weapon +16 BP +$2,000 MAG, 19 Performance Chip +1 GP +$3,000 Sol/Whl, 80 Shock Resistance +10 BP +$600 MAG, 19 Racing Seats +1 GP +$800 MAGX1 Remote Operation +3 GP +$10,000 Fix/Pnt, 54 FIREARM,STOCK/GRIP Retractable Waldos +3 GP +$6,000 Fix/Pnt, 54 Name BP/GP Cost $ Cost Source Skid Plates +1 GP +$800 MAGX1 Custom Grip +6 BP +$300 MAG, 19 Tires, Slicks +4 GP/+1 GP per +$30,000/ +$8,000 per Sol/Whl, 80 Custom Stock +10 BP +$800 MAG, 19 additional set additional set Folding Stock +6 BP +$300 MAG, 19 Tires, Solids +1 GP +$15,000 Sol/Whl, 81 Inertial Recoil Compensator +8 BP +$800 MAG, 19 Turbo Kit +3 GP +$35,000 Sol/Whl, 81 Print-less Stock +8 BP +$1,000 MAG, 19 Winch +1 GP +$500 Errata Smoothened Well +10 BP +$800 MAG, 19 55 VEHICULAR,SECURITY VEHICULAR,WEAPON ACCESSORY Name BP/GP Cost $ Cost Source Name BP/GP Cost $ Cost Source Camouflage +1 GP +$1,000 Sol/Whl, 81 Field-Expedient Hardpoint +1 GP +$200 MAGX1 IR Strobe, Vehicular 1 BP $20 WM, 114 Gyro Stabilized +1 GP/+1 GP per +$15,000/ +$10,000 per Sol/Whl, 82 Jamming Technology +3 GP +$15,000 Sol/Whl, 81 weapon weapon Tracer Security +2 GP +$12,000 Sol/Whl, 81 Paint Laser +3 GP +$30,000 (Restricted) Sol/Whl, 81 Whisper Mode +4 GP for Personal/ +$30,000 for Personal/ Sol/Whl, 81 Thermal Sights +3 GP +$30,000 (Restricted) Sol/Whl, 81 Ground/Water Ground/Water Turret +3 GP/+2 GP per +$40,000/ +$15,000 per Sol/Whl, 82 +6 GP for Air/Armor +$45,000 for Air/Armor additional turret additional turret and Heavy and Heavy Weapon Cradle +2 GP/+1 if +$2,000/ +$1,000 Fix/Pnt, 54 detachable detachable

MYSTIC INVOCATIONS

Invocation Type Source Invocation Type Source Bestow Ritual HOG, 55 Light Step Rite CM #7; MotE; DI, 242 Bolt Rite SFA, 222; DI, 240 Mass Slumber Ritual SFA, 226; DI, 244 Bond Follower Rite SFA, 222; DI, 240 Mass Suggestion Ritual SFA, 227; DI, 244 Borrow Power Rite SFA, 224; DI, 240 Minor Wards Rite HOG, 54 Celebration Ritual HOG, 55 Move Earth Ritual SFA, 227 Control Animals Rite SFA, 224; DI, 241 Plague Ritual SFA, 227; DI, 245 Control Weather Ritual SFA, 225; DI, 243 Purge Your Doubts Rite CM #7; MotE; DI, 242 Create Anchor Node Ritual SFA, 226 Resurrection Ritual SFA, 228 Create Golem Ritual HOG, 55 Reunion Ritual HOG, 56 Curb Violence Rite SFA, 224 Revealing Mists Rite CM #7; MotE; DI, 242 Curse Rite SFA, 224; DI, 241 Scry Ritual SFA, 228; DI, 245 Destroy Technology Ritual SFA, 226 Shadowblade Rite CM #7; MotE Envenom Rite CM #7; MotE; DI, 241 Shield Rite SFA, 225; DI, 242 Exorcism Rite HOG, 53 Shroud Rite CM #7; MotE; DI, 242 Firelight Rite HOG, 53 Speak with Spirit Rite HOG, 55 Healing Rite SFA, 225 Spirit Blade Rite HOG, 55 Invest Rite HOG, 53 Steal Soul Rite SFA, 225; DI, 243 Invisibility Rite SFA, 225; DI, 242 Teleport Ritual SFA, 229 Killing Touch Ritual SFA, 226; DI, 244 Timeless Beauty Ritual HOG, 57 Lay to Rest Rite HOG, 54 Weight of the World Rite DI, 243

ORDNANCE

Name GP Cost Minimum Option Tow- Man- Source Name GP Cost Minimum Option Tow- Man- Source Vehicle Slots able? Portable? Vehicle Slots able? Portable? Size Used Size Used Cannons (Any Vehicle) Heavy 2 Gargantuan 1 Yes No Sol/Whl, 102 20mm 3 Large 1 Yes Yes Sol/Whl, 102 Mine-Layers (Any Vehicle) 30mm 4 Large 2 Yes No Sol/Whl, 102 Light 3 Large 1 No No Sol/Whl, 102 40mm 4 Large 2 Yes No Sol/Whl, 102 Standard 4 Large 2 No No Sol/Whl, 102 60mm 5 Huge 3 Yes No Sol/Whl, 102 Heavy 5 Large 2 No No Sol/Whl, 102 75mm 5 Huge 3 Yes No Sol/Whl, 102 Super 7 Huge 2 No No Sol/Whl, 102 85mm 6 Huge 3 Yes No Sol/Whl, 102 Rocket Launchers (Any Vehicle) 105mm 6 Huge 4 Yes No Sol/Whl, 102 70mm 2 Large 1 Yes Yes Sol/Whl, 102 120mm 7 Huge 4 Yes No Sol/Whl, 102 107mm 3 Large 1 Yes Yes Sol/Whl, 102 130mm 7 Huge 5 Yes No Sol/Whl, 102 122mm 4 Huge 1 Yes No Sol/Whl, 102 155mm 8 Gargantuan 5 Yes No Sol/Whl, 102 155mm 4 Huge 1 Yes No Sol/Whl, 102 210mm 7 Huge 4 Yes No Sol/Whl, 102 220mm 6 Huge 2 Yes No Sol/Whl, 102 300mm 8 Gargantuan5 Yes No Sol/Whl, 102 240mm 8 Huge 2 Yes No Sol/Whl, 102 420mm 10 Gargantuan 6 No No Sol/Whl, 102 Vehicular Machine Guns (Any Guided Missile Launchers (Any Vehicle) Vehicle) 7.62mm 1 Large 1 Yes Yes Sol/Whl, 102 IR, Light 3 Medium 1 Yes Yes Sol/Whl, 102 12.7mm 2 Large 1 Yes Yes Sol/Whl, 102 IR, Standard 4 Large 2 Yes No Sol/Whl, 102 14.5mm 3 Large 1 Yes Yes Sol/Whl, 102 IR, Heavy 6 Huge 3 Yes No Sol/Whl, 102 23mm 3 Huge 2 Yes No Sol/Whl, 102 Radar, Light 3 Medium 1 Yes Yes Sol/Whl, 102 30mm 4 Huge 3 Yes No Sol/Whl, 102 Radar, Standard 4 Large 2 Yes No Sol/Whl, 102 40mm 5 Huge 3 No No Sol/Whl, 102 Radar, Heavy 6 Huge 3 Yes No Sol/Whl, 102 Cluster Bombs (Air Vehicles Television, Light 4 Medium 1 Yes Yes Sol/Whl, 102 Only) Television, Standard 5 Large 2 Yes No Sol/Whl, 102 Localized 6 Large 3 No No Sol/Whl, 103 Television, Heavy 7 Huge 3 Yes No Sol/Whl, 102 Standard 8 Huge 3 No No Sol/Whl, 103 Wire, Light 3 Medium 1 Yes Yes Sol/Whl, 102 Tactical 10 Huge 3 No No Sol/Whl, 103 Wire, Standard 4 Large 1 Yes Yes Sol/Whl, 102 Fuel-Air Bombs (Air Vehicles Wire, Heavy 5 Huge 1 Yes No Sol/Whl, 102 Only) Harpoon Guns (Any Vehicle) Localized 8 Large 3 No No Sol/Whl, 103 Light 1 Huge 1 Yes No Sol/Whl, 102 Standard 10 Huge 3 No No Sol/Whl, 103 56 Name GP Cost Minimum Option Tow- Man- Source Name GP Cost Minimum Option Tow- Man- Source Vehicle Slots able? Portable? Vehicle Slots able? Portable? Size Used Size Used Tactical 12 Huge 3 No No Sol/Whl, 103 HEAT (High-Explosive 4/Missile------Sol/Whl, 88 Iron Bombs (Air Vehicles Only) Anti-Tank) 500 lb. 3 Huge 1 No No Sol/Whl, 103 Kinetic (Base Ammunition) 3/Missile------Sol/Whl, 88 700 lb. 3 Huge 1 No No Sol/Whl, 103 Mine-Layer Ammunition 1,000 lb. 4 Huge 1 No No Sol/Whl, 103 Anti-Vehicle Mines 3/Field ------Sol/Whl, 89 2,000 lb. 4 Huge 1 No No Sol/Whl, 103 (Base Ammunition) Mine-Dropping Bombs (Air Floating Mines (Base 3/Field ------Sol/Whl, 89 Vehicles Only) Ammunition) Localized 3 Huge 2 No No Sol/Whl, 103 Rocket Launcher Standard 4 Huge 2 No No Sol/Whl, 103 Ammunition Tactical 5 Huge 2 No No Sol/Whl, 103 Fragmentation (Base 2/Rocket------Sol/Whl, 89 Precision Bombs (Air Vehicles Ammunition) Only) High-Explosive (Base 2/Rocket------Sol/Whl, 89 500 lb. 5 Huge 1 No No Sol/Whl, 103 Ammunition) 700 lb. 5 Huge 1 No No Sol/Whl, 103 HEAT (High Explosive 3/Rocket------Sol/Whl, 89 1,000 lb. 6 Huge 1 No No Sol/Whl, 103 Anti-Tank) 2,000 lb. 6 Huge 1 No No Sol/Whl, 103 Kinetic (Base Ammunition) 2/Rocket------Sol/Whl, 89 Flamethrowers (Ground Vehicular Machine Gun Vehicles Only) Ammunition Light 4 Large 2 Yes Yes Sol/Whl, 103 Rifle Ammunition (Base 1/Load ------Sol/Whl, 90 Heavy 5 Huge 2 Yes No Sol/Whl, 103 Ammunition) Grenade Launchers (Ground Depleted Uranium 3/Load ------Sol/Whl, 90 Vehicles Only) Air Vehicle Ordnance 20mm 4 Large 1 Yes Yes Sol/Whl, 103 Cluster Bomb Ammunition 40mm 5 Large 1 Yes Yes Sol/Whl, 103 Fragmentation +3 to ------Sol/Whl, 90 66mm 6 Huge 2 Yes No Sol/Whl, 103 Base 82mm 7 Huge 2 Yes No Sol/Whl, 103 High-Explosive +0 to ------Sol/Whl, 90 Depth Charges (Water Vehicles Base Only) HEAT (High-Explosive +3 to ------Sol/Whl, 90 Standard 4 Huge 2 No No Sol/Whl, 103 Anti-Tank) Base Torpedoes (Water Vehicles Incendiary +3 to ------Sol/Whl, 90 Only) Base Mini, Short Range 3 Large 1 Yes Yes Sol/Whl, 103 Iron Bomb Ammunition Mini, Long Range 4 Large 1 Yes Yes Sol/Whl, 103 Fragmentation 4/Bomb ------Sol/Whl, 91 Light, Short Range 4 Huge 2 Yes Yes Sol/Whl, 103 High-Explosive (Base 3/Bomb ------Sol/Whl, 91 Light, Long Range 5 Huge 2 Yes No Sol/Whl, 103 Ammunition) Heavy, Short Range 5 Gargantuan 3 No No Sol/Whl, 103 Incendiary (Base 3/Bomb ------Sol/Whl, 91 Heavy, Long Range 6 Gargantuan 3 No No Sol/Whl, 103 Ammunition) Options Mine-Dropping Bomb Automated Attack System 2 ------Sol/Whl, 84 Ammunition +1 to Initiative and Attack +1 ------Sol/Whl, 84 Anti-Personnel 3/Field ------Sol/Whl, 92 roll Anti-Vehicle (Base 3/Field ------Sol/Whl, 92 Man-Portable Personal +3 ------Sol/Whl, 44 Ammunition) Ordnance Fragmentation 4/Field ------Sol/Whl, 92 Towed Personal Ordnance +1 ------Sol/Whl, 46 Precision Bomb Ammunition Turret, Top- or Belly Mounted +1 ------Sol/Whl, 84 Fragmentation 4/Bomb ------Sol/Whl, 92 Ammunition (Ordnance comes High-Explosive (Base 3/Bomb ------Sol/Whl, 92 with 1 full Base Ammunition Ammunition) load) Incendiary (Base 3/Bomb ------Sol/Whl, 92 Shared Ordnance Ammunition) Cannon Ammunition Ground Vehicle Ordnance Armor-Piercing (Base 2/Load ------Sol/Whl, 87 Flamethrower Ammunition Ammunition) Base Ammunition 1/Load ------Sol/Whl, 92 Beehive 2/Load ------Sol/Whl, 87 Grenade Launcher Discarding Sabot 2/Load ------Sol/Whl, 87 Ammunition Fin-Stabilized 2/Load ------Sol/Whl, 87 Concussion (Base 2/ ------Sol/Whl, 93 High-Explosive (Base 1/Load ------Sol/Whl, 87 Ammunition) Grenade Ammunition) Fragmentation 3/ ------Sol/Whl, 93 HEAT (High-Explosive 2/Load ------Sol/Whl, 87 Grenade Anti-Tank) Incendiary (Base 2/ ------Sol/Whl, 93 Plastic Explosive Filler 2/Load ------Sol/Whl, 87 Ammunition) Grenade White Phosphorous 3/Load ------Sol/Whl, 87 White Phosphorus 3/ ------Sol/Whl, 93 Guided Missile Launcher Grenade Ammunition Water Vehicle Ordnance Fragmentation (Base 3/Missile ------Sol/Whl, 88 Depth Charge Ammunition Ammunition) Base Ammunition 1/Load ------Sol/Whl, 93 High-Explosive (Base 3/Missile ------Sol/Whl, 88 Torpedo Ammunition Ammunition) Base Ammunition 2/Load ------Sol/Whl, 93

57 PSION SKILLS

MENTALIST Enhance Senses Sensory WIS SFA, 196 Extended Visual Spectrum Sensory WIS SFA, 196 Skill Type Attribute Source Flesh Armor Adrenal CON Shop, 65 Biokinesis Psychokinetic CON Shop, 63 Friction Control Adrenal CON AF, 61 Cryokinesis Psychokinetic CHA SFA, 185 Link Health Metabolic CON AF, 62 Focus The Mind Psychoinventive INT SFA, 184 Pain Transmission Metabolic INT SFA, 195 Gadgeteer Psychoinventive INT SFA, 184 Perfect Calm Metabolic CON PAC, 57 Gravity Control Telekinetic WIS AA, 61; Errata Psionic Sensing Sensory WIS AF, 62 Kinetic Shield Telekinetic CON SFA, 187 Speed Control Adrenal DEX SFA, 193 Levitation Telekinetic WIS SFA, 188 Structural Awareness Sensory INT PAC, 57 Machine Link Psychoinventive CHA AA, 62; Errata Photokinesis Psychokinetic WIS SFA, 186 Poltergeist Telekinetic DEX SFA, 188 TELEPATH Pyrokinesis Psychokinetic CHA SFA, 187 Skill Type Attribute Source Radiance Psychokinetic WIS AA, 62 Aegis Intuition CON EC, 73 Radiokinesis Psychokinetic WIS AF, 60 Catalyst Intuition CON SFA, 203 Spatial Comprehension Psychoinventive INT AF, 60 Clairsentience ESP WIS SFA, 200 Static Charge Psychoinventive DEX SFA, 184 Dark Corners ESP INT EC, 73 Target Psychoinventive DEX Shop, 62 Dominion Imprint CHA SFA, 202 Vibrokinesis Telekinetic DEX AF, 60 Empathy ESP CHA SFA, 201 Wire-Fu Telekinetic DEX Shop, 63 Manifest Intuition CHA Shop, 65 Memory Flash Imprint INT AF, 63 PHYSICAL Natural Order ESP WIS Shop, 65 Pandemonium Imprint WIS EC, 73 Skill Type Attribute Source Precognition Intuition WIS SFA, 203 Bodysculpting Adrenal DEX SFA, 193 Profile Intuition INT AF, 63 Body Sense Sensory CON Shop, 64 Project Thought Imprint INT SFA, 202 Combat Sense Sensory INT SFA, 195 Psychometry ESP WIS SFA, 201 Control Metabolism Metabolic WIS SFA, 194 Scramble Imprint CON Shop, 65 Control Pheromones Metabolic CHA SFA, 194 Sensory Tap ESP WIS AF, 64 Deadly Hands Adrenal STR PAC, 57 Synthesis Intuition INT SFA, 203 Energy Adaptation Metabolic CON Shop, 64 Telempathy Imprint WIS SFA, 202 Energy Burst Adrenal STR SFA, 193

RULES &SIDEBARS

Name Source Name Source Action Dice SEH, 99 The Environment SEH, 228 Adapting existing d20 spells to Dark Inheritance DI, 132 Extremely Deadly Situations (EDS) SEH, 179; MM, 119 Agency Issued Clothing Fix/Pnt, 47 Fencing Gear Fix/Pnt, 49 Allegiance 60s, 137; DI, 92 Field NBC Procedures and MOPP WM, 114 Ambushes Fix/Pnt, 60 Fringe AF, 71 Animals (and Monsters) AA, 72; MM, 16; DI, 215 Gadget Design SEH, 240; Shop, 74 Area Pursuits Fac/Snp, 95 Gadget Index Table Shop, 120 Backgrounds SEH, 96; Agency, 17 Gambling SEH, 241; Sol/Whl, 57; 60s, 196 Birthrights DI, 172 Gear Abuse and Maintenance BG, 108 Blackmail & Coercion Fix/Pnt, 77 Gear Rules SEH, 103; MAG, 14 Blackmarket MAG, 25 Handoffs Fac/Snp, 94 Brainwashing Fix/Pnt, 61 Hard and Soft Targets MAG, 138; Sol/Whl, 91 Bug Building Fac/Snp, 59 Human Shields SEH, 170; MW, 9 Casting a Spell DI, 123 Identity Theft Fac/Snp, 106 Chases SEH, 184; Sol/Whl, 52 Innocent Bystanders MW, 7 Chems SFA, 172 Inspiration Checks SEH, 219 Chimera Birthright Templates DI, 223 Intelligence Resources Fac/Snp, 113 Cloning Shop, 84 Interrogation Fix/Pnt, 66; Fac/Snp, 74 Combat Conditions SEH, 177 Initiative SEH, 159; MAG, 9 Combat Options SEH, 155; MAG, 9; PAC, 43 Investigation Fac/Snp, 68 Communication & Electronic Warfare Fac/Snp, 110 Isolation Fac/Snp, 108 Complex Skill Use SFA, 223; Fix/Pnt, 67 Jury-rig & Elbow Grease Fac/Snp, 40 Cover IDs SEH, 208; PAC, 60; Fac/Snp, 105 Long-Term Contacts 60s, 186 Crowds MW, 7 Long-Term Gearing Up BG, 104 Cryptography Fac/Snp, 120 Mass Combat BG, 124 The Daemonhost DI, 247 Mastermind SEH, 242; Fix/Pnt, 94; 60s, 189; MW, Deadly Enviroments BG, 119 9; MM, 80 Deathtraps AA, 80 Masterwork Modifications, Vehicle Sol/Whl, 79; Fix/Pnt, 54 Disciplinary Actions in Criminal Organizations MM, 113 Masterwork Modifications, Weapon MAG, 17 Disposition SEH, 269; EC, 86 Medical Treatment BG, 105 Division Disposition Agency, 73 Military Agent Budget USM, 109 Driving Modifiers Sol/Whl, 52 Military Decorations USM, 82 Drones Fix/Pnt, 50 Minions MM, 14 Education Checks SEH, 219 Mixed Minion Gear MM, 29 58 Name Source Name Source Morale MAG, 12 Security Clearances Agency, 45 Multitasking Fac/Snp, 43 Seduction SEH, 271; 60s, 183 Mystic SFA, 214; DI, 235 Skill Check Caps Fac/Snp, 56 Negative Levels Fix/Pnt, 66 Snitches MM, 13 Notoriety MW, 6 Standard Favor Check Times Agency, 113 NPCs Shop, 92 Streamlined Assault Fix/Pnt, 119 NPC Backgrounds MM, 114 Streamlined Face-to-Face Infiltration Fac/Snp, 124 Otherworldly Conditions DI, 214 Streamlined Physical Infiltration Fix/Pnt, 125 Particle Beam Weapons SF7, 15 Street Deals Fix/Pnt, 71 Persuasion Fac/Snp, 102 Stress 60s, 187 Police Action Fix/Pnt, 68 Threat Organization MM, 80 Power Ratings Fac/Snp, 58; MAG9, 4 Training Programs Agency, 13 Presence EC, 82 U.S. Military Weapon “Choices” USM, 111 Psionic SFA, 176 Vehicle Positions USM, 112 Psion Plague Shop, 81 Villain Core Abilities MM, 54 Rank and Promotion USM, 78 Volcanoes GA, 82 Real-world Mission Statements Agency, 49 VTOL SF7, 19 Recoil MAG, 56 What’s Different? DI, 92 Reputation AA, 67 Weapons of Mass Destruction Shop, 88; BG 113 Ricochets BG, 17 Zero Gravity Shop, 109 Scavenging BG, 110

TRAINING PROGRAMS

Name Qualifications GP Cost Source Agency Orientation 1 Agency, 41 Air Assault Training CON 13+, INT 11+, Profession (Military) 2+ 4 USM, 98 Basic Airborne Training Program STR 11+, CON 13+, profession (Military) 2+ 3 USM, 98 Basic Disguise 3 Agency, 67 Basic Firearms 3 Agency, 13 Basic Interrogation (Gather Information 4+, Stone Cold or Undermine feat) 3 Agency, 113 Basic Self Defense 3 Agency, 14 Coercion Resistance (Concentration 4+, Iron Will) 3 Agency, 114 Covert Operations 3 Agency, 15 Cultural Immersion (Must Speak Language) 3 Agency, 41 Dive Certification (STR 11+, CON 11+, Swim 2+) 1 WM, 107 Escape & Evasion Doctrine 4 WM, 1077 First Aid 1 Agency, 42 “Fumigation” (INT 13+, Open Locks 1+, Electronics 1+) 3 Agency, 67 Guerrilla Warfare (INT 13+, Hide 4+, Survival 4+) 4 MM, 126 Impersonation (Disguise 4+, Mark) 2 Agency, 68 Military Operations in Urban Terrain (MOUT) (Move Silently 2+, Surveillance 2+) 2 Agency, 114 Political Indoctrination 2 WM, 108 Prisoner Handling Instruction 3 WM, 108 Psycho-Linguistics (CHA 15+, Bluff 1+, Diplomacy 1+, Innuendo 1+, Perform 2+) 2 Agency, 114 Recon and Retrofit (Move Silently 2+, Surveillance 2+) 4 Agency, 92 Short Term Traitor 3 Agency, 93 Tactical Disruption 3 MM, 127 Tactical Medicine (First Aid 4+) 2 Agency, 93 Technical Maintenance (INT 13+, Electronics 1+, Mechanics 1+) 3 Agency, 93 Top-Down Entry 4 Agency, 68 U.S. Air Force Basic Training STR 9+, CON 9+, INT 13+ 5 USM, 98 U.S. Army Basic Training STR 11+, CON 11+, INT 9+, WIS 9+ 6 USM, 99 U.S. Coast Guard Basic Training STR 11+, DEX 11+, INT 9+, WIS 9+, CHA 11+ 5 USM, 99 U.S. Marine Corps Boot Camp STR 11+, DEX 11+, CON 13+, INT 9+, WIS 9+ 8 USM, 99 U.S. Navy Basic Training STR 11+, DEX 9+, CON 11+, INT 9+, WIS 9+ 5 USM, 100 Weapon Retention 1 Agency, 42 Wilderness Survival (Survival 1+) 3 Agency, 15

SAMPLE SKILL FOCUSES

CRAFT Dressing Well Fix/Pnt, 87 Excavation HOG, 84 Name Source Gardening AF, 124 Architecture SFA, 245 Gun Cleaning SEH, 249 Carpentry SEH, 47 Gunsmithing SFA, 241 Combat Engineer WM, 102 Filmmaking EC, 66 Computer Networking AA, 109 Machining Sol/Whl, 34 Computer Systems Fix/Pnt, 83 Model Buildings SFA, 71 Computers Agency, 7 Origami PAC, 18 Construction Fix/Pnt, 60 Painting SEH, 258 59 Photography AF, 131 Advertising Fix/Pnt, 88 Poison Fix/Pnt, 38 African History SFA, 71 Propaganda HOG, 33 African Shadow Community HOG, 82 Recording 60s, 158 Aircraft Sol/Whl, 6 Songwriting SFA, 94 The Ancients SFA, 157 Speech Writing Fix/Pnt, 88 Antiquities HOG, 90 Trapmaking Fix/Pnt, 60 Archaeology SFA, 83 Weaponsmithing MAG, 7 Archer Conspiracy EC, 119 Welding SEH, 47 Archer Foundation AF, 123 Woodworking SEH, 255 Archer Secrets SFA, 59 Writing Fix/Pnt, 85 Architecture GA, 90 Area Fix/Pnt, 40 HOBBY Asian History SFA, 240 Astrophysics Back to Basics, 21 Name Source Australian Underground Outback Interlude, 28 Activism Fix/Pnt, 81 Baseball SEH, 57 Art Collecting HOG, 84 Big Business SEH, 249 Art Collection SEH, 258 Biochemistry SFA, 243 Auto Racing AA, 105 Biology SEH, 254 Automobiles 60s, 159 Black Market Outback Interlude, 23 Boat Repair SEH, 255 Black-ops SF7, 8 Bonsai Trees SEH, 254 Blake’s Base Back to Basics, 21 Breaking Hearts 60s, 208 Brisbane Area Outback Interlude, 28 Chess SFA, 60 Bushido 60s, 235 Chinese Finger Painting SEH, 257 Business AF, 25 Cinema 60s, 159 Business Administration AF, 115 Classic Literature 60s, 159 Cars AA, 85 Clubbing SEH, 55 Chemistry SEH, 254 Conversation 60s, 159 Chinese Politics SFA, 240 Creative Writing SEH, 55 Cold War SFA, 60 Doubling 60s, 209 Collective Secrets SFA, 123 Fashion PAC, 18 Commonwealth Secrets EC, 74 Fencing SEH, 252 Combat Engineering SF7, 8 Filmmaking EC, 66 Company Secrets SFA, 85 Fishing 60s, 159 Cosmetics 60s, 209 Gambling SEH, 55 Criminal Activities Agent Down, 15 Gaming SEH, 55 Criminal Behavior SEH, 57 Gardening SEH, 55 Criminology The Condemned, 20 Gourmand 60s, 159 Computer Games Fix/Pnt, 83 Hiking Fix/Pnt, 87 Computer Systems Fix/Pnt, 83 Humor EC, 69 Conspiracy Theory SEH, 57 Hypnosis Fix/Pnt, 40 DNA Analysis The Condemned, 22 Hypnotism MM, 39 Demographic EC, 67 Internet Surfing SEH, 55 Ecology AA, 112 Jogging SEH, 55 English AF, 116 Melting Things HOG, 94 Espionage Fix/Pnt, 33 News Monitoring 60s, 205 Etiquette AF, 119 Online Gaming Fix/Pnt, 83 European Commonwealth EC, 26 Painting 60s, 235 European Secrets SFA, 99 Photography AF, 151 Fashion Industry AA, 107 Pranks AF, 131 Feng Shui AF, 125 Puzzle Solving SEH, 55 Finance SEH, 255 Puzzles SFA, 245 Fine Arts AA, 103 Racing HOG, 33 Firearms MAG, 8 Reading SEH, 55 First Editions AF, 120 Rock Gardening 60s, 235 Football SEH, 57 Sailing AF, 120 Forensics SEH, 57 Sculpting SEH, 252 Fringe AF, 119 Shopping SEH, 55 Gadgets SFA, 245 Socializing SEH, 55 Gemeinschafft Secrets SFA, 96 Speech Writing EC, 66 Genetics AF, 120 Stamp Collecting SEH, 62 Geophysics GA, 80 Stock Trading 60s, 295 Greece EC, 40 Tinkering SEH, 55 Guardians SFA, 111 Tourist AF, 124 Hacker Subculture EC, 113 Travel AA, 107 Hand of Glory HOG, 31 Traveling SEH, 55 Helix Shop, 58 Trivia 60s, 159 History SFA, 135 Video Games Fix/Pnt, 51 Idle Gossip SEH, 252 Web Surfing SFA, 132 Ilse’s Likes HOG, 92 Wines and Spirits 60s, 159 Intelligence Community GA, 92 Working on Cars SEH, 55 International Terrorism Outback Interlude, 26 Internet SFA, 132 KNOWLEDGE Law SEH, 57 Name Source Local Area PAC, 64 60 Logistics SF7, 8 PROFESSION Martial Arts PAC, 43 Name Source Media AA, 28 Accountant PAC, 84 Military SEH, 57 Architect SFA, 245 Military Community GA, 92 Aristocrat EC, 90 Military History Sol/Whl, 23; SF7, 8 Arms Dealer AF, 118 Mission Histories EC, 26 Assassin SEH, 252 Munitions SEH, 57 Aviator 60s, 226 Museum Circuit HOG, 90 Bodyguard SEH, 258 Mystic Relics HOG, 64 Bouncer The Condemned, 26 Molecular Biology The Condemned, 22 Business AF, 131 Navigation Fix/Pnt, 61 Business Manager Fix/Pnt, 86 New Delhi PAC, 85 Businessman HOG, 33 Occult SEH, 254 CEO SEH, 257 Occult Science SEH, 57 Celebrity SFA, 94 Occult World SFA, 111 Comedian EC, 69 Occult and Mystic Artifacts SFA, 157 Computer Programmer Fix/Pnt, 83 Orator EC, 64 Computer Technician SEH, 61 P.E.R.I.L. SFA, 242 Con Artist Fix/Pnt, 82 Philosophy 60s, 213 Crusader SFA, 99 Physics SFA, 245 Curator HOG, 90 Political Science SEH, 57 Dentist SEH, 62 Politics SEH, 57 Digger SFA, 83 Power Armor PAC, 59 Dilettante HOG, 91 Pharmacology AA, 110 Diplomat SEH, 61 Psionics SFA, 243 Doctor SEH, 53 Psions SFA, 244 Electronics Expert Fix/Pnt, 83 Psychiatry SFA, 247 Engineer PAC, 28 Psychology SFA, 247 Entrepreneur SEH, 249 Racing PAC, 69 Espionage Fac/Snp, 46 Religion HOG, 53 Fence SEH, 250 Rio de Janeiro 60s, 209 Film Production AF, 131 Rome AA, 107 Gambler HOG, 84 Room 39 Secrets SFA, 135 Go-Getter HOG, 92 Rugby SEH, 57 Guide Fix/Pnt,, 87 Russian 60s, 226 House Servant AF, 119 Russian Politics SFA, 242 Housewife 60s, 224 Security Programs Fix/Pnt,, 83 Hunter SEH, 61 Satellite Systems AA, 105 Instructor AF, 87 Satellites AF, 131 Journalist AF, 33 Science MAG9, 17 Lawyer SEH, 61 The Shop Shop, 58 Mechanic SEH, 61 Ski Resorts 60s, 211 Mercenary Sol/Whl, 23 Skorpion SF7, 8 Middleman AF, 124 Special Forces Tactics Back to Basics, 22 Military SEH, 259; WM, 103 Spy Agencies SEH, 257 Military Officer SEH, 61 Statistics SEH, 57 Model Fix/Pnt, 87 Strategy SF7, 8 News Reporter SEH, 253 Streetwise GA, 89 Photographer Fix/Pnt, 85 Stock Car Racing SEH, 57 Police SEH, 252 Tactics MM, 54; SF7, 8 Police Officer 60s, 226 Target Area EC, 66 Political Theorist SEH, 254 Target Character 60s, 195 Politician AA, 84 Target Group PAC, 65 Politics SFA, 85 Targeting Systems SF7, 8 Prison Guard The Condemned, 19 Technology PAC, 28 Professional Athlete Fix/Pnt, 82 Theology SFA, 214 Professor Fix/Pnt, 90 Tokyo Shortcuts SFA, 214 Psychiatrist SFA, 247 Underworld SEH, 250 Psychologist SFA, 247 Urban Tactics SFA, 134 Public Speaker HOG, 33 Vehicles SFA. 57 Racer Sol/Whl, 36 Vehicle Category Sol/Whl, 34 Researcher SFA, 244 Sailor HOG, 87 PERFORM Sales Fix/Pnt, 88 Name Source Scientist HOG, 31 Acting SEH, 61 Secretary 60s, 238 Dancing SEH, 61 Security Tengu Conspiracy, 16 Fast Talk GA, 89 Sensei PAC, 82 Hostess HOG, 91 Soldier AA, 109 Modeling SEH, 61 Smuggler Fix/Pnt, 26 Public Speaking SEH, 61 Spy SEH, 61 Singing SEH, 61 Spy Trainer SFA, 59 Stock Broker AF, 124 Supermodel AA, 107 61 Surgeon Fix/Pnt, 83 Drag Racing SEH, 64 TV News Producer SEH, 253 Field Hockey SEH, 64 Teacher SEH, 61 Football SEH, 64 Terrorist SEH, 61 Golf HOG, 33 Trapping Shallow Grave, 24 Hockey AA, 111 Treasure Hunter HOG, 90 Horse Racing SEH, 64 Veterinarian AA, 53 Hunting HOG, 88 Warden The Condemned, 20 Ice Hockey SEH, 64 Web Programmer SEH, 61 Jai-alai SEH, 64 Website Designer Agency, 7 Plane Racing SEH, 64 Writing AF, 115 Rugby SEH, 64 Scuba Diving SEH, 64 SPORT Skeet Shooting HOG, 94 Skiing SEH, 64 Name Source Skydiving Sol/Whl, 37 Acrobatics GA, 90 Soccer SEH, 64 Baseball SEH, 64 Stock Car Racing SEH, 64 Basketball SEH, 64 “Street Jousting” 60s, 207 Boarding Sol/Whl, 36 Swimming SEH, 64 Boat Racing SEH, 64 Tai-chi AF, 126 Boxing 60s, 232 Tennis SEH, 64 Cricket AA, 101 Track and Field SEH, 64 Dance HOG, 33

SKILL BONUSES &OPPOSITIONS

Skill Name Bonus To Bonus From Opposed By Appraise Working with Lost Age objects (DI, 116) 5+ ranks Knowledge (Psychology) to analyze handwriting (Fac/Snp, 24) N/A Balance Move Silently if balance an issue (SEH, 60) 5+ ranks Tumble to move across precarious surface (SEH, 41) Concentration for Trick 5+ ranks Tumble to bypass motion sensor (SEH, 236) action (Fix/Pnt, 42) 5+ ranks Knowledge (Area) when controlling personal vehicle using Balance (Sol/Whl, 33) 5+ ranks Sport (Boarding) to remain on skateboard, snow board, boogie board, sail board or surf board during combat (Sol/Whl, 38) 5+ ranks Surveillance to access action site (via vehicle) for streamlined assault or physical infiltration (Fix/Pnt, 113) Bluff Diplomacy checks (SEH, 49) 5+ ranks Intimidate to attempt to persuade another to surrender vehicle bySense Motive to bluff Spot check DC to detect a disguise (SEH, 42,50) posing as law enforcement (Fix/Pnt, 38) (SEH, 41) Innuendo checks to communicate messages (SEH, 56) 5+ ranks in Diplomacy to gain access to an action site for a streamlinedSense Motive for Feint Intimidate checks (SEH, 42,56) assault or physical infiltration (Fix/Pnt, 113) action (SEH, 167) Sleight of Hand checks (SEH, 42,63) Boating Knowledge (Water craft) checks (SEH, 42) 5+ ranks Computers or Hobby (Video Games) gives various bonuses toN/A Mechanics checks relating to watercraft (SEH, 42) control drones that have aquatic-based movement (Fix/Pnt, 51) Sport (Any boating related) checks (SEH, 42) 5+ ranks Surveillance to gain access to an action site (via vehicle) for a streamlined assault or physical infiltration (Fix/Pnt, 113) Bureaucracy N/A 5+ ranks Forgery to acquire licenses/permits/papers that you don’t have aBureaucracy of someone legal right or reason to posses (EC, 61) else if they are aware of 5+ ranks Knowledge (Law) to utilize several bureaucratic processes to keep what you are trying to do files and records out of the hands of others (EC, 62) (EC, 62-63) 5+ ranks Knowledge (Financial Markets) to hide funds by transferring it through several banks and dummy company transactions (EC, 62) 5+ ranks Knowledge (Law) to utilize several bureaucratic processes to free those accused or convicted of a crime (EC, 63) Climb Move Silently if scaling a wall or slope (SEH, 60) N/A N/A Computers +2 bonus to Demolitions checks that involve devices with 5+ ranks Cryptography to break into a secured computer system, reviewN/A computerized components. (SEH, 49) system or trace users (SEH, 44) Various bonuses to the operation and use of drones. (Fix/Pnt, 51) 5+ ranks Cryptography to interpret raw data or write encryption/decryption program (60s, 157) 5+ ranks Electronics to repair computer (60s, 157) 5+ ranks Gather Information to search for information on a computer system (SEH, 54) 5+ ranks Gather Information to search records for electronics data (60s, 157)

Concentration Saving throw to recover from Stress condition (60s, 189) 5+ ranks Craft, Hobby, Knowledge, or Profession (related to informationN/A memorizing) to memorize information (60s, 158) Craft Concentration checks to memorize related information (60s, 158) 5+ ranks Knowledge (Chemistry) to checks in which knowledge comes toN/A bear (Shop, 60) 5+ ranks Knowledge (Physics) to checks in which knowledge comes to bear (Shop, 60) Craft Surveillance checks to analyze photographs, film, or video (may use 5+ ranks Mechanics to modify, repair, or add accessory to camera (60s, 158) N/A (Photography) Surveillance untrained) (60s, 158) 5+ ranks Surveillance to take photographs, shoot film, or shoot video (60s, 158) Craft (Poison) N/A 1 use Improvisation grants +10 bonus (Fix/Pnt, 38) N/A 62 Skill Name Bonus To Bonus From Opposed By Craft (Recording) 8+ ranks: Listen checks (60s, 158) 5+ ranks Electronics to modify, repair, or add accessory to audio recordingN/A and playback equipment (60s, 158) 5+ ranks Surveillance to make or analyze audio recording (60s, 158) Craft Search or Survival to prepare an ambush (Fix/Pnt, 60) N/A N/A (Trapmaking) Cryptography Breaking into computers systems (SEH, 46) Read or write language message written in to create or crack encryption codeN/A Computer checks to interpret raw data or write (with or without computer) (SEH, 47) encryption/decryption program (60s, 157) 10+ ranks Hobby (Gambling) to checks to break mathematical codes (60s, Dechipering occult and Craft texts (DI, 116) 159) Cultures Diplomacy checks (SEH, 49) 5+ ranks Hide to blend into crowds (Fix/Pnt, 39) N/A Gather Information checks (SEH, 54) Sense Motive (SEH, 63) 8+ ranks to Disposition checks (SEH, 48/269) Demolitions N/A 5+ ranks Concentration to access action site for streamlined assault orN/A physical infiltration (Fix/Pnt, 113) 5+ ranks Computers to checks that involve devices with computerized components (SEH, 49) 5+ ranks Electronics to checks that involve devices with electronic components (SEH, 49) 5+ ranks Mechanics to checks that involve devices with mechanical components (SEH, 49) Diplomacy N/A 5+ ranks Bluff to haggle with someone or argue with others before anN/A unbiased third party (SEH, 49) 5+ ranks Cultures to haggle with someone or argue with others before an unbiased third party (SEH, 49) 5+ ranks Sense Motive to haggle with someone or argue with others before an unbiased third party (SEH, 49) 5+ ranks Profession (Mercenary) for the purchaser to negotiate availability and price in the black market (Sol/Whl, 33) 5+ ranks Knowledge (Orator) to change opinions of others, either towards yourself or another group/person (EC, 64) 5+ ranks Knowledge (related to the parties or topic) to mediate a dispute between two groups (EC, 64) 5+ ranks Gather Information to arrange a deal with a street contact related to information (Fix/Pnt, 75) 5+ ranks Knowledge (Area) to call upon street contacts (Fix/Pnt, 40) Disguise N/A 5+ ranks Bluff increases DC of opposed Spot checks when using Disguise kit Spot if opposing (SEH, 50) character has reason to 5+ ranks Forgery to access action site for streamlined assault or physicalbe watchful or suspicious infiltration (Fix/Pnt, 113) (SEH, 50) Driver Knowledge (Ground vehicle) checks (SEH, 51) 5+ ranks Computers or Hobby (Video Games) gives various bonuses toN/A Mechanics checks relating to ground vehicles (SEH, 51) control drones that have ground-based movement (Fix/Pnt, 51) Sport (Any driving related) checks (SEH, 51) 5+ ranks Surveillance to gain access to an action site (via vehicle) for a streamlined assault or physical infiltration (Fix/Pnt, 113) Electronics Demolitions checks that involve devices with electronic components Specific schematics of the device grant +5 bonus to skill checks to Repair orN/A (SEH, 49) Disarm/Disable an electronic device (SEH, 51) Craft (Recording) checks to modify, repair, and add accessories to 5+ ranks Knowledge (Physics) to checks in which knowledge comes to bear audio recording and playback equipment (60s, 158) (Shop, 60) Computers checks to repair computers (60s, 157) Escape Artist N/A N/A Spot by anyone watching to avoid notice (SEH, 52) First Aid N/A 5+ ranks Profession (Doctor) to most checks (SEH, 52) N/A Forgery Bureaucracy checks to acquire licenses/permits/papers (EC, 61) 5+ ranks Skill relating to item being forged (SEH, 53) N/A Gather Computer checks when searching for information computer system5+ ranks in Cultures to pickup valuable information or get questions toN/A Information (SEH, 54) important answers through various means (SEH, 53) Diplomacy checks to arrange deal with street contact related to information (Fix/Pnt, 75) Computers checks to search records for electronic data (60s, 157) Handle Animal Knowledge checks relating to animals (SEH, 54) 5+ ranks Profession (Veterinarian) to domesticate wild animals (AA, 57; MM,N/A First Aid checks concerning animals (SEH, 54) 121) Sport checks to professionally compete with animals (SEH, 54)

63 Skill Name Bonus To Bonus From Opposed By Hide Cultures checks to blend into crowd (Fix/Pnt, 39) 5+ ranks Surveillance to bypass an electric eye sensor or camera withoutSpot check of anyone being detected (SEH, 55) who might notice attempt 5+ ranks Tumble to bypass an electric eye sensor or camera without beingto hide from sight detected (SEH, 55) somewhere that grants concealment (in shadows, behind objects, etc) (SEH, 55) Spot check of target or anyone else monitoring if target has a tail (SEH, 55) Search check of person trying to frisk for concealed items on person/in belongings (SEH, 62) Hobby Knowledge checks relating to hobby (SEH, 56)5+ ranks Knowledge (related to hobby) to checks (60s, 159) N/A All skill checks during positive social interactions if NPC has 1+ rank in same hobby (Fix/Pnt, 44) 10+ ranks: all skill checks during positive social interactions if NPC has 1+ rank in closely related Craft, Profession, or Sport skill (Fix/Pnt, 44) Concentration checks to memorize related information (60s, 158) Hobby (Fashion) Disguise checks to conceal someone in an arena where clothing8+ ranks Cultures to put together outfit to turn heads in an expected socialN/A fashion is important (Fix/Pnt, 44) situation (Fix/Pnt, 44) Hobby Gain Wisdom bonus as Synergy to checks to play house games N/A N/A (Gambling) (60s, 159) 10+ ranks: Cryptography checks to break mathematical codes (60s, 159) Hobby (Hypnosis) N/A 5+ ranks Sleight of Hand to place willing or unwilling subject into trace orN/A implant a suggestion (Fix/Pnt, 40) Hobby (Video Operation and use of drones (Fix/Pnt, 51) N/A N/A Games) Innuendo N/A 5+ ranks Bluff to communicate a secret message when the conversation isN/A disguised as something else (SEH, 56) 5+ ranks Sense Motive to receive or intercept a secret message when the conversation is disguised as something else (SEH, 56) 5+ ranks Hobby, Knowledge or Profession (appropriate to artistic medium being used) to covertly communicate messages through art (EC, 65) 5+ ranks Bureaucracy, Knowledge (Target Area) or appropriate Hobby or Craft skill to use propaganda and cunning suggestions to change population’s view of an idea/person/group (EC, 66) +5 ranks Sleight of Hand to communicate up to ten words per Half action through gestures, facial expressions & eye movements (EC, 66) 5+ ranks Knowledge (Politics) to checks to influence public opinion (60s, 160) Intimidate Bluff checks to convince another to surrender his vehicle (Fix/Pnt,5+ ranks Bluff to most checks (SEH, 56) Intimidate check for 38) Threaten action (Fix/Pnt, 42) Jump N/A 5+ ranks Tumble to jump (horizontal or vertical, running or standing) Concentration for Trick action (Fix/Pnt, 42) Knowledge Education checks on related subject (SEH, 58, 219) N/A N/A Hobby checks on related subject (60s, 159) Concentration checks to memorize related information (60s, 158) Knowledge (Area)To call upon street contacts and hire assistants in the area (Fix/Pnt,N/A N/A 40) 10+ ranks: to maneuver checks made within the city (Fix/Pnt, 40) Balance checks used to control personal vehicles in the area (Sol/Whl, 33) Innuendo checks to use propaganda to change population’s view (EC, 66) Search or Survival checks to prepare an ambush (Fix/Pnt, 61) Knowledge N/A 5+ ranks Appraise when working with Lost Age objects (DI, 116) N/A (Ancient Lore) Knowledge Craft checks in which knowledge comes to bear (Shop, 60) N/A N/A (Chemistry) Knowledge Profession (Espionage) checks (Fac/Snp, 45) N/A N/A (Espionage) Disposition checks to influence intelligence/counter-intelligence operatives (even if retired) (Fac/Snp, 45) Knowledge Bureaucracy to hide funds (EC, 62) N/A N/A (Financial Markets) Knowledge Search or Spot checks to notice concealed firearm N/A N/A (Firearms) 64 Skill Name Bonus To Bonus From Opposed By Knowledge First Aid to analyze corpse (Fac/Snp, 46) N/A N/A (Forensics) Search checks to collect evidence from scene (Fac/Snp, 46) Knowledge +1 to all contested skill rolls (Shop, 60) N/A N/A (Game Theory) Knowledge (Law) Bureaucracy to keep files and records out of hands of others. (EC, N/A N/A 62) Bureaucracy to free those accused or convicted of a crime (EC, 63) Knowledge N/A 5+ ranks Sense Motive to analyze opponent’s fighting style (PAC, 43) N/A (Martial Arts) Knowledge +1 to Initiative (Sol/Whl, 34)N/A N/A (Military Reposition 1 Half action movement action before combat begins History) (Sol/Whl, 34) Knowledge N/A 5+ ranks Cryptography when dechipering occult and Craft texts (DI, 116) N/A (Occult) Knowledge Diplomacy to change other’s opinions (EC, 64) N/A N/A (Orator) Knowledge Craft, Electronics, or Mechanics checks in which knowledge comes N/A N/A (Physics) to bear (Shop, 60) Knowledge Innuendo checks to influence public opinion, Intervention FavorN/A N/A (Politics) checks, Disposition checks to influence politicians (60s, 160) 10+ ranks: Gain +1 use/Session Political Favors (if possess) (60s, 16) Knowledge Mechanics checks to repair power armor (Shop, 61) N/A N/A (Power Armor) 10+ ranks: +1 to Defense when operating power armor (Shop, 61) Knowledge Sense Motive to develop a profile or detect brainwashing / mind5+ ranks Sense Motive (Fac/Snp, 46) N/A (Psychology) control attempts (Fac/Snp, 46) Appraise checks to analyze handwriting (Fac/Snp, 46) Saving throw to recover from Stress condition (60s, 189) Knowledge Spot or Listen checks to identify vehicle of chosen type (Sol/Whl 34) N/A N/A (Vehicle Mechanics checks to modify or repair vehicle of chosen type Category) (Sol/Whl, 34) Languages N/A 5+ ranks Cultures to guess target’s accent (Fac/Snp, 47) N/A Listen N/A 5+ ranks Knowledge (Vehicle Category) to identify vehicle’s make, model,N/A and manufacturer by sound (Sol/Whl, 34) 8+ ranks Craft (Recording) to checks (60s, 158) Mechanics Demolitions involving devices with mechanical components (SEH,5+ ranks Knowledge (Physics) to checks in which knowledge comes to bearN/A 49) (Shop, 60) Craft (Photography) to modify, repair, or add accessory to camera (60s, 158) Move Silently N/A 5+ ranks Balance when moving across precarious surface (SEH, 60) Listen when making 5+ ranks Climb when ascending/descending a wall or slope (SEH, 60) attempts (SEH, 60) 5+ ranks use Rope when rappelling or climbing with correct gear (SEH, 60) 5+ ranks Hide to access action site for streamlined assault or physical infiltration (Fix/Pnt, 113) Open Lock N/A 5+ ranks Forgery to access action site for streamlined assault or physicalN/A infiltration (Fix/Pnt, 113) Pilot Knowledge (Flying Vehicles) checks (SEH, 61) 5+ ranks Computers or Hobby (Video Games) gives various bonuses toN/A Mechanics checks relating to flying vehicles (SEH, 61) control drones that have airborne movement (Fix/Pnt, 51) Sport (Any flying related) checks (SEH, 61) 5+ ranks Surveillance to gain access to an action site (via vehicle) for a streamlined assault or physical infiltration (Fix/Pnt, 113) Profession Concentration checks to memorize related information (60s, 158) N/A N/A Profession First Aid checks (SEH, 53) N/A N/A (Doctor/Medical Specialist) Profession 1 free Inspiration check/Serial about tradecraft or intelligenceN/A N/A (Espionage) procedure (Fac/Snp, 47) Profession Information Search Favor checks (60s, 161) N/A N/A (Journalism) Profession Influence Disposition of other mercenaries (Sol/Whl, 35) N/A N/A (Mercenary) Find and negotiate black market arms dealers (Sol/Whl, 35) Profession Influence Disposition of other career military (including professionalN/A N/A (Military) mercenaries) (Sol/Whl, 35) Security Clearance Favor checks (Sol/Whl, 35) Profession Maneuver checks during a race (Sol/Whl, 53) N/A N/A (Racer) Profession Influence Disposition of other professional scientists and N/A N/A (Scientist) researchers (and their benefactors) (Shop, 61) Specialist Favor checks (for scientists) (Shop, 61) Profession Handle Animal checks to domesticate wild animals (AA, 57; MM, N/A N/A (Veterinarian) 121)

65 Skill Name Bonus To Bonus From Opposed By Search N/A 5+ ranks Knowledge (Firearms) to notice concealed firearms Hide or Sleight of Hand 5+ ranks Craft (Trap making), Knowledge (Area) or Use Rope to prepare ancheck of the person ambush (Fix/Pnt, 60-61) trying to conceal items on person/in belongings (SEH, 62) Sense Motive Diplomacy checks (SEH, 49) 5+ ranks Profession (Psychologist) when investigating subject’s mind toN/A Innuendo checks to receive or intercept messages (SEH, 56) determine if they have been brainwashed (Fix/Pnt, 63) 5+ ranks Knowledge (Psychology) to build psychological profile on one person (Fix/Pnt, 48/75) 5+ ranks Cultures to most checks (SEH, 63) 5+ ranks Handle Animal or Profession (Veterinarian) to determine if animal has domestic and/or trained quality, and what tricks it knows (AA, 57) Sleight of Hand Hobby (Hypnotism) checks (Fix/Pnt, 39) 5+ ranks Bluff to most checks (SEH, 63) Spot by anyone watching Innuendo to communicate with gestures (EC, 66) to avoid notice (SEH, 62) Spot for Feint action (PAC, 43) Search for concealing items (SEH, 62) Sport Knowledge checks related to sport (SEH, 64) N/A N/A Sport (Boarding) Remain on board in combat (Sol/Whl, 36) 5+ ranks Balance to compete with personal vehicles (Sol/Whl, 33) N/A Sport (Personal N/A 5+ ranks Balance to compete with personal vehicles (Sol/Whl, 33) N/A Vehicle) Sport (Scuba Swim checks when using scuba gear (Sol/Whl, 36) N/A N/A Diving) Sport (Skiing) Survival checks in mountainous or arctic terrain (Sol/Whl, 36) N/A N/A Sport (Skydiving) Tumble checks when attempting to maneuver while skydiving N/A N/A (Sol/Whl, 37) Spot N/A 5+ ranks Knowledge (Firearms) to notice concealed firearms N/A 5+ ranks Knowledge (Vehicle Category) to identify vehicle’s make, model and manufacturer (Sol/Whl, 34) Surveillance Hide checks to bypass video security equipment (SEH, 55) 5+ ranks Craft (Photography) to analyze photographs, film, and video (60s, Opposed by other party’s Craft (Photography) checks to take photographs, shoot film, and 158) Surveillance to hide or shoot video (60s, 158) 10+ ranks Craft (Photography), make untrained Surveillance checks tofind a surveillance bug analyze photographs, film, and video (60s, 158) (SEH, 65) Survival N/A 5+ ranks Craft (Trapmaking), Knowledge (Area) or Use Rope to prepare anN/A ambush (Fix/Pnt, 60-61) Swim N/A 5+ ranks Sport (Scuba Diving) when using scuba gear (Sol/Whl, 36) N/A Tumble Balance checks (SEH, 41) 5+ ranks Sport (Skydiving) to steer for precision landing during skydivingConcentration for Feint Balance checks to bypass security motion sensors (SEH, 55) (Sol/Whl, 37) action (PAC, 43) Hide checks to bypass an electric eye sensor or camera (SEH, 55) 5+ ranks Jump to most checks (SEH, 66) Jump checks (SEH, 57) +1 Dodge bonus to Defense when Fighting Defensively (SEH, 66) +2 Dodge bonus to Defense when taking Total Defense action (SEH, 66) Use Rope Move Silently checks to rappel or climb (stacks with Climb synergy)5+ ranks Escape Artist when tying someone up (SEH, 66) Escape Artist to escape (SEH, 60) from being tied up (SEH, Search and Survival checks to prepare an ambush with rope 66) (Fix/Pnt, 60)

SKILL USE LIST

Skill Attribute Notes * Source Skill Attribute Notes * Source Appraise WIS Fac/Snp, 42 Driver DEX Balance DEX ACP Sol/Whl, 33; PAC, 42 Electronics INT T Fix/Pnt, 40; Sol/Whl, 88 Bluff CHA Fix/Pnt, 38 Escape Artist DEX ACP Boating DEX First Aid WIS Bureaucracy CHA EC, 61 Forgery INT PAC, 43; Fac/Snp, 43; MAG9, 6 Climb STR ACP PAC, 42; MAG9, 11 Gather Information CHA Computers INT PAC, 43; MAG9, 3; 60s, 156 Handle Animal CHA T AA, 57; MM, 121 Concentration WIS PAC, 43; 60s, 157; DI, 142 Handle Foci INT T, Novice DI, 143 Craft (Combat Engineer) INT WM, 102 feat req. Craft (Gunsmithing) INT MAG, 6; MAG9, 14 Hide DEX ACP Sol/Whl, 84 Craft (Machining) INT Sol/Whl, 34 Hobby WIS Fac/Snp, 44; 60s, 159 Craft (Photography) INT 60s, 158 Hobby (Fashion) WIS Fac/Snp, 44 Craft (Poison) INT Fix/Pnt, 38 Hobby (Gambling) WIS 60s, 159 Craft (Recording) INT 60s, 158 Hobby (Hypnosis) WIS Fix/Pnt, 40 Craft (Weaponsmithing) INT MAG, 7 Incantation INT or WIS T, Novice DI, 144 Cryptography INT or Cultures WIS T Fix/Pnt, 39; Fac/Snp, 42 Postulant Demolitions INT T Sol/Whl, 87 feat req. Diplomacy CHA EC, 64 Innuendo WIS EC, 65; WM, 102 Disguise CHA Intimidate STR or CHA Fac/Snp, 45 66 Skill Attribute Notes * Source Skill Attribute Notes * Source Jump STR ACP Sol/Whl, 34 Profession (Journalism) WIS T 60s, 160 Knowledge (Ancient Lore) INT T DI, 116 Profession (Mercenary) WIS T Sol/Whl, 35 Knowledge (Area) INT T Fix/Pnt, 40 Profession (Military) WIS T Sol/Whl, 35; WM, 103 Knowledge (Chemistry) INT T Shop, 60 Profession (Racer) WIS T Sol/Whl, 35 Knowledge (Espionage) INT T Fac/Snp, 45 Profession (Scientist) WIS T Shop, 61 Knowledge (Firearms) INT T MAG, 8; MAG9, 14 Profession (Smuggler) WIS T Fix/Pnt, 41 Knowledge (Forensics) INT T Fac/Snp, 46 Profession (Veterinarian) WIS T AA, 57; MM, 121 Knowledge (Game Theory) INT T Shop, 60 Read Lips INT T Knowledge (Martial Arts) INT T PAC, 43 Search INT Fix/Pnt, 41; Fac/Snp, 48 Knowledge (Military History) INT T Sol/Whl, 34 Sense Motive WIS PAC, 44; Fac/Snp, 48; AA, 57 Knowledge (Occult) INT T DI, 116 Sleight of Hand DEX T, ACP PAC, 44 Knowledge (Physics) INT T Shop, 60 Spellcraft INT T DI, 145 Knowledge (Politics) INT T 60s, 159 Sport (Boarding) STR or DEX ACP Sol/Whl, 36 Knowledge (Power Armor) INT T Shop, 60 Sport (Scuba Diving) STR or DEX ACP Sol/Whl, 36 Knowledge (Psychology) INT T Fac/Snp, 56 Sport (Skiing) STR or DEX ACP Sol/Whl, 36 Knowledge (Vehicle Category) INT T Sol/Whl, 34 Sport (Skydiving) STR or DEX ACP Sol/Whl, 37 Languages WIS Fac/Snp, 47 Spot WIS Listen WIS Surveillance WIS T Fac/Snp, 48 Mechanics DEX T Sol/Whl, 35; Fix/Pnt, 41 Survival WIS T Move Silently DEX ACP Swim STR Open Lock DEX T Tumble DEX T, ACP Sol/Whl, 37 Perform CHA EC, 66 Use Rope DEX ACP Pilot DEX T * (T) Trained use only; (ACP) Armor Check Penalty Profession (Espionage) WIS T Fac/Snp, 47

STANDARD-ISSUE GEAR

Name BP Cost $ Cost Source Name BP Cost $ Cost Source Animal Resources Cell-phone -- $40 SEH, 125 Bomb Dog 11 -- AA, 80; MM, 21 Data Surveillance Receiver 4 $7,500 Fac/Snp, 58 Drug Dog 9 -- MM, 21 Police Scanner 3 $200 MAG9, 17 Hunting Dog 11 -- AA, 80; MM, 21 Radios Police Dog 18 -- AA, 80; MM, 21 Base 20 $10,000 Fac/Snp, 58 Police Horse 4 GP -- AA, 80; MM, 21 CB Radio Search/Rescue Dog 14 -- AA, 80; MM, 21 Base Station 20 $2,000 60s, 166 Arcane Object Focus (minimum 10 BP) Home 5 $325 60s, 166 PR 0 10 -- DI 130 Kit 2 $200 60s, 166 PR 1 15 -- DI 130 Vehicular 8 $400 60s, 166 PR 2 20 -- DI 130 Family-Channel 1 $40 Fac/Snp, 58 PR 3 30 -- DI 130 Headset (double cost/additional 2 $100 SEH, 125 PR 4 40 -- DI 130 mile of range) PR 5 60 -- DI 130 Encrypted +3 +$100 SEH, 125 Foci Size Military Field 12 $6,000 Fac/Snp, 58 Fine -10 -- DI 130 Signal Repeater 16 $20,000 Fac/Snp, 58 Diminutive -5 -- DI 130 SIGINT Terminal 12 $25,000 Fac/Snp, 58 Tiny -5 -- DI 130 Survival 5 $6,000 60s, 166 Small +0 -- DI 130 Tactical (double cost per additional 5 $75 SEH, 125 Medium +5 -- DI 130 mile of range) Large +15 -- DI 130 Encrypted +3 +$100 SEH, 125 Huge +25 -- DI 130 Satellite Communications Terminal 20/pair $5,000 SEH, 125 Gigantic +50 -- DI 130 (SATCOM) Colossal +100 -- DI 130 Satellite Phone 6 $3,000 Fac/Snp, 59 Imbued Spells (per spell) SIGINT Terminal 12 $25,000 Fac/Snp, 58 0-Level +1 -- DI 130 Video Surveillance Receiver 8 $9,000 Fac/Snp, 59 1st Level +2 -- DI 130 Voice Encryption Device 30 $250,000 60s, 166 2nd Level +3 -- DI 130 Computers 3rd Level +5 -- DI 130 Desktop 4th Level +8 -- DI 130 PR +1 5 $1,000 SEH, 125; Errata 5th Level +13 -- DI 130 PR +2 8 $1,500 SEH, 125; Errata Clothing and Accessories PR +3 12 $2,000 SEH, 125; Errata Average Clothing 1 $100 SEH, 128 PR +4 17 $2,500 SEH, 125; Errata Ceremonial Sword 3 $400 USM, 106 PR +5 23 $3,000 SEH, 125; Errata Cologne/Perfume, Designer 1 $100 MAGX1 Laptop Designer Clothing 10 $2,000 SEH, 128 PR +1 7 $2,000 SEH, 125; Errata Dress Uniform 10 $500 USM, 106 PR +2 11 $3,000 SEH, 125; Errata Fatigues (BDUs) 5 $100 SEH, 128; USM, 105 PR +3 16 $4,000 SEH, 125; Errata Grenadier’s Vest 2 $100 USM, 106 PR +4 22 $5,000 SEH, 125; Errata Poor Clothing -- $20 SEH, 128 PDA Service Uniform 5 $300 USM, 106 PR +1 3 $500 SEH, 125; Errata Trendy Clothing 5 $750 SEH, 128 PR +2 5 $750 SEH, 125; Errata Communication Gear Peripherals Audio Surveillance Receiver 5 $4,000 Fac/Snp, 58 Audio/Video Feed 1 $50 MAG9, 2 67 Name BP Cost $ Cost Source Name BP Cost $ Cost Source Black Box 2 $300 MAG9, 2 Power Rating 6 125 Restricted PAC, 61; Fac/Snp, 105 CD Burner 1 $100 MAG9, 2 Documents and Publications Dual Processors 2 $350 MAG9, 2 License, Hunting/Fishing 1 $25 MAGX1 DVD ROM Drive 1 $100 MAG9, 2 Manual Expanded Hard Drive 1 $200 MAG9, 2 Equipment 3 $50 MAG9, 14 Flat Panel Monitor 1 $350 MAG9, 2 Language 2 $30 MAG9, 14 Frag Switch 2 $150 MAG9, 3 Scientific 3 $30 MAG9, 14 High-Speed Modem 1 $150 MAG9, 3 Travel 3 $30 MAG9, 14 Integrated Computer System (PR +9 -- SF7, 12 Map, Architectural 2 $50 MAGX1 1) Map, Regional 2/region $20/region MAG9, 14 Upgrade +6 per +1-- SF7, 12 Permit, Travel 1 $60 MAGX1 PR Wildlife Guide 2 $30 MAGX1 Laser Printer 1 $100 MAG9, 3 Drugs and Poisons Network Hub 2 $500 MAG9, 3 Contact Poison 3/use $300/use SEH, 238 Portable FAX 1 $100 MAG9, 3 Dementia Poison, Basic 3/use Restricted Shop, 90 Projector 1 $250 MAG9, 3 Dementia Poison, Improved 8/use Restricted Shop, 90 Refrigerated Case 2 $250 MAG9, 3 Dementia Poison, Advanced 13/use Restricted Shop, 90 Scanner, Flatbed 1 $150 MAG9, 4 Knockout Drug 3/use $250/use SEH, 238 Scanner, Hand 1 $100 MAG9, 4 Knockout Poison, Basic 5/use Restricted Shop, 90 Signal Tapper 3 $150 MAG9, 4 Knockout Poison, Improved 10/use Restricted Shop, 90 Tape Library 1 $50 MAG9, 4 Knockout Poison, Advanced 15/use Restricted Shop, 90 Wireless Peripherals +1 +$100 MAG9, 5 Lethal Poison I 7/use $500/use SEH, 238 Services Lethal Poison II 10/use $1,000/use SEH, 238 Connection, DSL 3/serial $50/serial MAG9, 5 Lethal Poison, Basic 3/use Restricted Shop, 90 Connection, T1 4/serial $100/serial MAG9, 5 Lethal Poison, Improved 8/use Restricted Shop, 90 Subscription, MMORPG 2/serial $25/serial MAG9, 5 Lethal Poison, Advanced 13/use Restricted Shop, 90 Software Nerve Drug 5/use $400/use SEH, 238 Anti-Virus Special Special MAG9, 5 Nerve Poison, Basic 3/use Restricted Shop, 90 Auto-Dialer 1 $10 MAG9, 5 Nerve Poison, Improved 8/use Restricted Shop, 90 CAD/CAM 4 $300 MAG9, 5 Nerve Poison, Advanced 13/use Restricted Shop, 90 Code-Cracker 5 $200 MAG9, 6 Paralytic Poison 3/use $250/use SEH, 238 Engine Diagnostic and Control 6 $1,500 MAGX1 Paralytic Poison, Basic 5/use Restricted Shop, 90 Software (“Datalogger”) Paralytic Poison, Improved 10/use Restricted Shop, 90 Firewall 2 $150 MAG9, 6 Paralytic Poison, Advanced 15/use Restricted Shop, 90 Global Mapping 1 $50 MAG9, 6 Paranoia Poison, Basic 3/use Restricted Shop, 90 Hacker Mask 4 $250 MAG9, 6 Paranoia Poison, Improved 8/use Restricted Shop, 90 Image Processing 5 $500 MAG9, 7 Paranoia Poison, Advanced 13/use Restricted Shop, 90 Information Database (ID) 1 $100 MAG9, 7 Sodium Pentothal (Truth Serum) 3/use $250/use SEH, 238 Medical Data Tracker 2 $2,000 MAGX1 Weakening Poison 2/use $200/use SEH, 238 Viruses Weakening Poison, Basic 3/use Restricted Shop, 90 Cookie Sampler 2 $50 MAG9, 7 Weakening Poison, Improved 8/use Restricted Shop, 90 Infinite Loop 2 $50 MAG9, 7 Weakening Poison, Advanced 13/use Restricted Shop, 90 “Lethal” 4 $50 MAG9, 8 Electronic Warfare Gear “Lockout” 4 $50 MAG9, 8 Jammer Trojan Horse 4 $50 MAG9, 8 Automatic 20 $25,000 Fac/Snp, 57 Worm 2 $50 MAG9, 8 Expendable Tactical 5 $1,000 Fac/Snp, 57 Suites Field Tactical 14 $8,000 Fac/Snp, 57 Audio/Video 4 $600 MAG9, 9 Personal Radio Direction Finding 3 $1,200 Fac/Snp, 57 Entertainment 4 $300 MAG9, 9 (RDF) Gear Hacking 6 $750 MAG9, 9 Environmental Gear Programming 6 $750 MAG9, 9 Altimeter 1 $150 WM, 112 Courier Gear Altimeter, Wristwatch 1 $800 WM, 112 Cipher Machine Backpack 2 $40 WM, 112 Block 10 $400 MAG9, 9 Camelback 1 $50 USM, 110 Rotor 6 $200 MAG9, 9 Camouflage Netting 3 $50 MAG9, 10 Stream 8 $300 MAG9, 9 Climbing Gear Courier Pouch 2 $30 MAG9, 9 Ascenders 1 per 8 $10 each MAG9, 10 Dead Drop Spike 1 per 10 $50 per 10 MAG9, 9 Cam, Small 1 per 8 $10 each MAG9, 10 Hollow Object +1 +$20 MAG9, 9 Cam, Medium 1 per 8 $15 each MAG9, 10 Microfilm 1/roll $100/roll Errata Caving Ladder 2 $150 WM, 112 Microfilm Reader, Desktop 3 $500 MAG9, 10 Chalk Bag 0 $5 MAG9, 11 Microfilm Reader, Handheld 3 $100 MAG9, 10 Climbing Hammer 2 $30 MAG9, 11 Paper Climbing Harness 1 $25 MAG9, 11 Edible 1 per 10 $50 per 10 MAG9, 10 Cordette 1 per 2 $30 each MAG9, 11 Flash 1 per 10 $80 per 10 MAG9, 10 Ice Axe 4 $40 MAG9, 11 Invisible Ink 1 per 10 $100 per 10 MAG9, 10 Ice Boots 2 $80 MAG9, 11 Water-Soluble 1 per 10 $80 per 10 MAG9, 10 Pitons, Explosive 4 per 5 $20 each MAG9, 11 Ring, Telecipher 2 $100 MAG9, 9 Pitons, Snow Pickets 1 each $10 each MAG9, 11 Cover Identities Pitons, Titanium 1 per 5 $10 each MAG9, 12 Power Rating 1 10 Restricted PAC, 61; Fac/Snp, 105 Rock Shoes 3 $100 MAG9, 12 Power Rating 2 20 Restricted PAC, 61; Fac/Snp, 105 Rope, 50-ft coil 2 $120 MAG9, 12 Power Rating 3 30 Restricted PAC, 61; Fac/Snp, 105 Rope, military-grade nylon, 50 ft. 1 $100 USM, 111 Power Rating 4 50 Restricted PAC, 61; Fac/Snp, 105 Snow Shoes 2/pair $80/pair MAG9, 12 Power Rating 5 80 Restricted PAC, 61; Fac/Snp, 105 Compass, Inertial 6 $50 MAG9, 12 68 Name BP Cost $ Cost Source Name BP Cost $ Cost Source Compass, Magnetic 1 $20 SEH, 129; USM, 110 HAZMAT 3 $30 MAG9, 14 Digging/Entrenching Tool 1 $10 SEH, 129 Lockpicking 4 $250 SEH, 126 Escape Map, Modern 1 $100 WM, 112 Mechanics 4 $300 SEH, 126 Escape Map, Silk 2 $1,000 WM, 112 Narcotics Test 1 $150 Fac/Snp, 54 Facepaint 1 $10 MAG9, 12 Ordnance Kit 4 $5,000 WM, 111 GPS Receiver 5 $500 SEH, 125; Personal First Aid 1 $30 USM, 107 Hazardous Terrain Gear Photographic Development 3 $30 MAG9, 14 “Bomb Sniffer” 3 $500 SEH, 125 Science 4 $100 MAG9, 14 Chemical Analyzer 3 $250 SEH, 125 Skin Decontamination 1 $120 USM, 107 Fire Extinguisher 1 $15 MAG9, 12 Speed Grooming 4 $80 MAG9, 14 Geiger Counter 3 $250 SEH, 125 Surveying Kit 3 $800 WM, 112 HALO Oxygen Bottle 1 $750 WM, 113 Survival 3 $250 SEH, 126 IR Strobe 1 per 10 $3 each WM, 113 Sweeper 4 $250 SEH, 126 Metal Detector 3 $500 SEH, 125 Land Warrior Mine Detector 4 $1,500 WM, 113 Weapon Subsystem 8 Restricted MAGX1 Parachute 5 $500 SEH, 129 Integrated Helmet Assembly 15 Restricted MAGX1 Parachute, Reserve 3 $400 WM, 113 Subsystem (IHAS) Skyhook 7 $800 WM, 113 Computer/Radio Subsystem (CRS) 20 Restricted MAGX1 Seismometer 2 $200 GA, 86 Software Subsystem 8 Restricted MAGX1 Leatherman 3 $40 MAG9, 12 Individual Equipment Subsystem 3 Restricted MAGX1 Load Bearing Equipment 1 $25 MAG9, 12 (Load Bearing Gear) Portable Heat Source 1 $100 MAG9, 12 Complete Land Warrior package 35 Restricted MAGX1 Portable Power Source 2 $200 MAG9, 13 (Does not include Interceptor Body Portable Winch 2 $150 MAG9, 13 Armor or weapon) Sleeping Bag 1 $80 USM, 111 Light Sources Swiss Army Knife 2 $30 MAG9, 13 Flare Gun 5 $30 MAG9, 15 Trap, Cage 7 $400 MAG9, 13 Flares 1 per 5 $5 per 5 MAG9, 15 Trap, Jaw/Bear 5 $80 MAG9, 13 Flares, Underwater 1 per 3 $8 per 3 MAG9, 15 Trap, Lockjaw 6 $100 MAG9, 13 Flashlight 1 $10 SEH, 129 Underwater Gear Flashlight, UV 3 $80 Fac/Snp, 54 Camera +2 +$200 MAG9, 13 Floodlight 2 $180 SEH, 129 Dive Computer 3 $250 MAG9, 13 Floodlight, IR/UV 4 $300 MAG9, 15 Diving Light 1 $50 MAG9, 13 Glowstick 0 per 10 $10 per 10 SEH, 129 Fins 1 $25 MAG9, 13 Lantern 1 $40 SEH, 129 Glow Spray 1/use $15/use MAG9, 13 Medical Gear Ink Bomb 3 $20 MAG9, 13 Automatic Defibrillator 4 $3,500 MAGX1 Radio 4 $90 MAG9, 13 Blanket, Sterile 1 per 2 $50 USM, 108 Waterproof Bag/Diving Bag 1 $25 MAG9, 13 Blood Expander 1 $80 USM, 108 Weight Belt 1 $30 MAG9, 14 Decontamination Scrubber, Portable 14 $2,500 WM, 112 Water Filtration Tablets 1 per 20 $20 per 20 MAG9, 14 Decontamination Sprayer, Handheld 4 $500 WM, 112 Food and Lodging Human Blood Sample Restricted MAGX1 Hotel room, 1 night SEH, 128 Liquid Skin Patch 5 each $500 each SEH, 126 One Star 0 $20 SEH, 128 Pills, Stimulant 1 per 20 $5 per 20 USM, 108 Two Star 1 $50 SEH, 128 Remote Medical Sensor $1,000 MAGX1 Three Star 2 $300 SEH, 128 Shot, Antibiotic 3 each $100 each USM, 108 Four Star 5 $800 SEH, 128 Shot, Antidote 3 each $100 each SEH, 126 Five Star 10 $2,000 SEH, 128 Shot, Antivenin 3 each $100 each USM, 108 Martini (shaken) 0 $5 SEH, 128 Shot, Atropine 4 each $100 each USM, 108 Meals, per meal SEH, 128 Shot, Stimulant 3 each $100 each SEH, 126 Fast Food 0 $5 SEH, 128 Stretcher, Collapsible 1 $250 USM, 108 MRE (Military Rations) 1/meal $10/meal SEH, 128; USM, 109 Optics Restaurant, Dive 1 $20 SEH, 128 Binoculars 1 $100 SEH, 126 Restaurant, Upscale 1 $50 SEH, 128 Binoculars, Light Amplification 2 $250 MAG9, 15 Restaurant, Gourmet 2 $200 SEH, 128 IR Goggles 4 $120 MAG9, 15 Kits Magnifying Glass 1 $20 MAG9, 17 Appraisal 4 $40 MAG9, 14 Mirrored Sunglasses 1 $50 SEH, 128 Artisan 2 $100 SEH, 126 Night Vision Goggles 5 $1,000 SEH, 126 Ballistics 3 $600 Fac/Snp, 54 Night-Vision Viewer 15 $15,000 60s, 166 Body Cavity Escape 4 $500 Fac/Snp, 54 Periscopic Arch 6 $500 Fix/Pnt, 57 Bomb Disposal 4 $60 MAG9, 14 Protective Goggles 1 $40 MAG9, 15 Casting 1 $50 Fac/Snp, 54 Sunglasses 1 $30 MAG9, 15 Chemical Weapon Detection 1 $30 USM, 106 Thermal Imager 15 $5,000 SEH, 126 Climbing 3 $150 SEH, 126 UV Goggles 4 $120 MAG9, 15 Computer 4 $50 MAG9, 14 Power Sources Craftsman’s 4 $80 MAG9, 14 Universal Power Supply 2 $200 MAG9, 14 Demolitions 10 per ¼ lb. $1,000 per 1 SEH, 126; Errata Rented Transportation (Actual cost: bomb lb. bomb Hour/Week/Day) Disguise 4 $200 SEH, 126 ATC (3-Wheeler) -- $20/$100/$500 Errata Electronics 5 $400 SEH, 126 ATV (Quad, 4-Wheeler) -- $30/$150/$750 Errata Evidence 2 $200 SEH, 126 Bicycle, Off-Road -- $5/$25/$125 Errata Fingerprinting 1 $60 Fac/Snp, 54 Bicycle, Racing -- $8/$40/$200 Errata First Aid 3 $150 SEH, 126 Bicycle, Touring -- $5/$25/$125 Errata Forgery 4 $60 MAG9, 14 Board, Boogie -- $4/$20/$100 Errata Gun Cleaning 3 $40 MAG9, 14 Board, Surf -- $6/$30/$150 Errata 69 Name BP Cost $ Cost Source Name BP Cost $ Cost Source Boat, Catamaran -- $30/$150/$750 Errata SUV, Off-Road -- $--/$75/ $375 Errata Boat, Fishing, Private -- $30/$150/$750 Errata Truck, Commuter -- $--/$50/ $250 Errata Boat, House, Single -- $60/$300/ Errata Truck, Flatbed -- $--/$75/ $375 Errata $1500 Truck, Off-Road -- $--/$75/ $375 Errata Boat, House, Family -- $150/$750/ Errata Truck, Pick-Up -- $--/$50/ $250 Errata $3500 Truck, Racing -- $--/$100/ $500 Errata Boat, Racing -- $40/$200/ Errata Van, Full -- $--/$75/ $375 Errata $1000 Van, Mini-Van -- $--/$50/ $250 Errata Boat, Sail (Large) -- $30/$150/$750 Errata Water Skis -- $10/$50/ $250 Errata Boat, Sail (Huge) -- $40/$200/ Errata Security and Penetration $1000 Acoustic Foam 4 $80 Fix/Pnt, 57 Boat, Speed -- $30/$150/$750 Errata Black Bar 3 $60 Fix/Pnt, 57 Boat, Swamp -- $30/$150/$750 Errata Digital Counter 3 $150 Fix/Pnt, 57 Car, Classic -- $30/$150/$750 Errata Dial Wedge 3 $120 Fix/Pnt, 57 Car, Commuter (Compact) -- $--/$75/$375 Errata Crowbar 1 $25 MAG, 33 Car, Commuter (Mid-Size) -- $--/$75/$375 Errata Echo Grip 6 $250 Fix/Pnt, 57 Car, Commuter (Sedan) -- $--/$75/$375 Errata Electric Lockpick 8 $300 MAG9, 15 Car, Commuter (Station Wagon) -- $--/$50/$250 Errata Electronic Lockpick 5 $300 MAG9, 15 Car, Commuter (Sub-Compact) -- $--/$50/$250 Errata Glass Cutter 3 $40 MAG9, 16 Car, Economy -- $--/$50/$250 Errata Handcuffs 1/pair $50/pair SEH, 126 Car, Electric -- $--/$100/$500 Errata Incendiary Safe 10 $1,200 MAG9, 16 Car, Electric-Gas Conversion -- $--/$100/$500 Errata Iron Wedge 3 $150 Fix/Pnt, 57 Car, High-Performance -- $--/$200/$1000 Errata Kinetic Ram (+1 BP per 10 blanks) 3 $600 SF7, 18 Car, Luxury -- $--/$200/$1000 Errata Leach Probe 3 $80 Fix/Pnt, 57 Car, Off-Road -- $--/$150/ $750 Errata Lock Car, Sports (Classic) -- $--/$300/$1500 Errata Deadbolt 1 $15 MAG9, 15 Car, Sports (Modern) -- $--/$300/$1500 Errata Electronic Dog Sled -- $--/$150/$750 Errata Keypad 4 $40 MAG9, 15 Hang Glider -- $30/$150/$750 Errata Keycard 6 $100 MAG9, 15 Helicopter, Commercial -- $200/$1000/ Errata Scan 8 $250 MAG9, 15 $5000 Lockpick Gun 4 $150 MAG9, 16 Helicopter, Light -- $150/$750/ Errata Motion Sensor Hood 4 $100 Fix/Pnt, 57 $3750 Portable Ram 2 $75 MAGX1 Helicopter, Service -- $200/$1000/ Errata Portable Safe 6 $600 MAG9, 16 $5000 Skin Mask 2 $50 Fix/Pnt, 58 Horse, Domesticated (Riding) -- $20/$100/$500 Errata Slim Jim 4 $75 Fix/Pnt, 58 Jeep, Civilian -- $--/$100/$500 Errata Spiral Rig 8 $200 Fix/Pnt, 58 Jeep, Humvee -- $--/$300/$1500 Errata Surveillance Gear Jet-Ski, One-Man -- $40/$200/ Errata Audio Recorders $1000 Micro-Tape 2 $50 SEH, 130 Jet-Ski, Two-Man -- $60/$300/ Errata Personal Tape 1 $25 SEH, 131 $1500 Reel-to-Reel Tape 4 $600 60s, 166 Limousine, Cadillac -- $50/$250/ Errata Studio-Quality Tape 5 $1,200 Fac/Snp, 57 $1250 Bomb Sweep Detonator 8 $600 MAG9, 16 Limousine, Humvee -- $150/$750/ Errata Borescope/Fiberscope 10 ft 5 $150 MAG9, 16 $3750 Bug Building Options Motorcycle, Chopper -- $--/$20/ $100 Errata Core Motorcycle, Commuter -- $--/$30/ $150 Errata Dedicated Line (Fiber Optic) 1.5 $250 Fac/Snp, 60 Motorcycle, Off-Road -- $--/$50/ $250 Errata Dedicated Line (Wire) 0.5 $25 Fac/Snp, 60 Motorcycle, Racing -- $--/$50/ $250 Errata Data Line (Burst, Digital) 5.5 $300 Fac/Snp, 60 Motorcycle, Scooter/Moped -- $--/$20/ $100 Errata Data Line (Constant) 3.5 $100 Fac/Snp, 60 Motorcycle, Street -- $--/$30/ $150 Errata Electrical Line 1 $50 Fac/Snp, 60 Motorcycle, Touring -- $--/$30/ $150 Errata IR (Burst, Digital) 4.5 $300 Fac/Snp, 60 Prop Plane, 1-Seater -- $75/$375/ Errata IR (Burst, Tape) 3.5 $180 Fac/Snp, 60 $2250 IR (Constant) 1.5 $60 Fac/Snp, 60 Prop Plane, 2-Seater -- $100/$500/ Errata Radio (Burst, Digital) 5 $250 Fac/Snp, 60 $2500 Radio (Burst, Tape) 4 $150 Fac/Snp, 60 Prop Plane, 4-Seater -- $150/$750/ Errata Radio (Constant) 2 $50 Fac/Snp, 60 $3750 Option Recreational Vehicle -- $100/$500/ Errata Camouflage 0.3/level $20/level Fac/Snp, 62 $2500 Detonator 1 $200 Fac/Snp, 62 Ship, Yacht (Huge) -- $100/$500/ Errata Frequency Masking 0.5/level $200/level Fac/Snp, 62 $2500 High-Capacity 0.2/level $50/level Fac/Snp, 62 Ship, Yacht (Gargantuan) -- $150/$750/ Errata High-Endurance 0.1/level $10/level Fac/Snp, 62 $3750 High-Resolution 0.2/level $100/level (x2) Fac/Snp, 62 Skates, In-Line -- $2/$10/$50 Errata (x2) Skates, Quads -- $2/$10/$50 Errata Low-Light 6 $2,000 Fac/Snp, 62 Skis -- $5/$20/$100 Errata Self-Destruct 2 $1,000 Fac/Snp, 63 Snowboard -- $5/$20/$100 Errata Shielding 0.4/level $200/level Fac/Snp, 63 Snowmobile, One-Man -- $40/$200/ Errata Signal Boost 0.5/level $100/level Fac/Snp, 63 $1000 Thermal imaging 9 $4,000 Fac/Snp, 63 Snowmobile, Two-Man -- $60/$300/ Errata Ultra-Miniturization 0.5/level $1,000/level Fac/Snp, 63 $1500 (x2) (x2) SUV, Commuter -- $--/$50/ $250 Errata Ultrasonic 0.2 $100 Fac/Snp, 63 70 Name BP Cost $ Cost Source Name BP Cost $ Cost Source Zoom 0.3/level $100/level Fac/Snp, 63 Digital, Standard 6 $600 SEH, 127; Errata Sensor Digital, Professional 15 $1,400 Errata Audio (Mono) 1 $50 Fac/Snp, 62 Disguised Surveillance +2 +$250 Fac/Snp, 56 Audio (Stereo) 1.5 $100 Fac/Snp, 62 Disposable 1 $15 SEH, 127 Chemical 2 $500 Fac/Snp, 62 Document 5 $750 Fac/Snp, 56 Data Tap 0.5 $100 Fac/Snp, 62 Miniature 4 $400 SEH, 127 GPS 4 $400 Fac/Snp, 62 Point-of-View 10 $2,000 Fac/Snp, 59 Inertia 1 $400 Fac/Snp, 62 Professional 8 $800 SEH, 127 IR 0.2 $50 Fac/Snp, 62 Standard 2 $200 SEH, 127 Light 0.1 $30 Fac/Snp, 62 Video, Standard 10 $1,000 SEH, 130 Photo (Fiber Optic) 0.9 $400 Fac/Snp, 62 Video, Professional 40 $4,000 SEH, 130 Photo (Lens) 0.8 $80 Fac/Snp, 62 Film/Tape Pressure 0.1 $80 Fac/Snp, 62 Commercial Grade 1 each $5 each SEH, 130 Radiation 2 $150 Fac/Snp, 62 Professional Grade 2 each $50 each SEH, 130 Radio 2 $100 Fac/Snp, 62 Intelligence Grade 5 each $500 each SEH, 130 Temperature 0.1 $25 Fac/Snp, 62 Infrared +2/roll/tape X3/roll/tape Fac/Snp, 56 Video (Fiber Optic) 1.2 $500 Fac/Snp, 62 Lie Detector, Hand-Held 4 $200 MAG9, 16 Video (Lens) 1 $100 Fac/Snp, 62 Lie Detector, Polygraph 8 $700 MAG9, 16 Bugs Microscope, Pocket 1 $30 MAG9, 17 Audio Bug, Basic 3 each $100 each SEH, 126 Parabolic Microphone 5 $500 SEH, 131 Body Wire Transmitter 3 each $100 each MAG9, 16 Portable Radar Unit 10 $500 MAG9, 17 Burst Transmission Bug 6 each $300 each MAG9, 16 Portable Sonar Unit 8 $350 MAG9, 17 Data Bug 4 each $120 each MAG9, 16 Remote Chemical Sensor 12 $20,000 60s, 166 Video Bug, Basic 3 each $100 each SEH, 127 Snoop Spray 1 $150 SEH, 131 Digital Memory +3 +$100 SEH, 127 Telephone Equipment Voice Activated +3 +$100 SEH, 127 Call Router 2 $200 MAG9, 17 Cameras Caller ID Block 1 $30 MAG9, 17 Accessories Cell Signal Interceptor 15 $2,000 MAG9, 17 Extreme Close-Up Lens 2 $700 Fac/Snp, 56 Line-Tap 4 $80 MAG9, 17 High-Intensity Flash 2 $200 Fac/Snp, 56 Line Tracer 2 $80 MAG9, 17 IR Filter Lens 3 $300 SEH, 130 Signal Scrambler 4 $150 MAG9, 17 Quick-Change Lens Adapter 2 $400 Fac/Snp, 56 Tap Detector 4 $90 MAG9, 17 Super-Telephoto Lens 5 $200 SEH, 130 Thermal Neutron Activation 8 $400 MAG9, 17 Tripod, Camera 2 $50 SEH, 130 TITAN BIRTHRIGHTS

CRIMSON LORD LEGACIES Birthright Level Attribute Prerequisites Source Emotion Birthrights Babel’s Cure 1 INT DI, 176 Dionysus’ Kiss 3 CON DI, 177 Hathor’s Eyes 5 WIS DI, 177 Light of Joy 1 CHA DI, 177 Mirror of Narcissus 2 CHA DI, 177 Sorrow of the Past 4 CHA DI, 178 Words of Hera 5 CHA Dionysus’ Kiss DI, 178 Passion Play 3 CHA DI, 177 Face of Kali 4 CHA DI, 177 Grip of Fear 5 CHA DI, 177 Graces Birthrights Dancer’s Poise 1 DEX DI, 179 Façade of Conflict 3 DEX DI, 179 Guardian’s Flourish 4 CHA DI, 179 Language of Aphrodite 4 INT Gracious Eloquence DI, 179 Gracious Eloquence 1 CHA DI, 179 Height of Fashion 2 CHA DI, 179 Just a Face in the Crowd 3 CHA DI, 179 Verbal Recovery 3 CHA DI, 180 Courtly Stare 4 WIS DI, 179 Leading Questions 5 WIS DI, 180 Vitality Birthrights Draught of Aesculapius 1 CON DI, 180 Gush 2 STR DI, 180 Hero’s Blood 3 CON DI, 181 Swift Recovery 4 CON DI, 181 Immotep’s Cleansing 3 CON DI, 181 Marvelous Immunity 4 CON DI, 181 Endowment of Tammuz 1 CHA DI, 180 Feed the Body 2 CON DI, 180 Invigorate the Mind 3 INT DI, 181 71 Knit the Broken Flesh 4 CON DI, 181 Surge of Life 6 CON Hero’s Blood DI, 181

HIDDEN SUN LEGACIES Birthright Level Attribute Prerequisites Source Secrets Birthrights A Private Eye 1 WIS DI, 182 Darkness of the Soul 3 WIS DI, 182 Pathways in the Sand 4 WIS Paper Whispers DI, 182 Riddle of Defeat 7 INT DI, 183 Finder’s Keepers 3 DEX DI, 182 Veil the Prized Scroll 4 DEX DI, 184 Paper Whispers 1 INT DI, 182 Rosetta Tongue 2 INT DI, 184 Eater of Knowledge 4 INT Finder’s Keepers DI, 182 Waters of the Lethe 6 CHA DI, 184 Shadows Birthrights Air and Shadows 1 DEX DI, 184 Bonds of Gloom 4 INT DI, 184 Eyes Within Shadows 3 WIS DI, 185 Registry of the Departed 4 WIS Eclipse the Soul DI, 185 Shadow Evasion 5 DEX DI, 186 Calculus of Mortality 1 INT DI, 185 Defeat the Will 2 INT DI, 185 Eclipse the Soul 3 CHA DI, 185 Fear of the Grave 4 CHA Defeat the Will DI, 185 Life of the Dead 6 CHA Air and Shadows DI, 185 Umbra 4 CHA DI, 186 Sun Birthrights Air and Light 1 INT DI, 186 Apollo’s Imbuement 2 INT DI, 186 Blessings of Ra 3 CHA DI, 186 Fist of Solar Fire 3 INT DI, 187 Vulcan’s Craft 5 INT Blessing of Ra DI, 188 Face of the Sun 2 CHA DI, 187 Radiance of the Noon Day Sun 6 INT DI, 187 Rest of the Blessed 1 CHA DI, 187 Resilience of Tezcatlipoca 2 INT DI, 187 Sun’s Grace 4 CHA DI, 185

STORM CROW LEGACIES Birthright Level Attribute Prerequisites Source Second Sight Birthrights Augury 1 WIS DI, 186 Defensive Foresight 2 WIS DI, 186 Fate’s Blessing 3 CHA DI, 186 Forcing Fate’s Hand 5 CHA DI, 187 Oracle 7 WIS Seeing Beyond the Horizon DI, 188 Whispers of the Past 1 WIS DI, 187 The Eye that Burns 3 INT DI, 187 Seeing Beyond the Horizon 4 WIS DI, 187 Perfect Sight 2 WIS DI, 187 See the Unseen 5 WIS DI, 185 Thunder Birthrights Scent of Storms 1 WIS DI, 193 Ehecatl’s Mists 2 CON DI, 191 Freezing/Scorching Cloud 3 CON DI, 192 In the Eye of the Storm 4 CON DI, 192 Kaze-No-Kami’s Wish 5 WIS Clap of Thunder DI, 192 Tempest of Baal 7 WIS Zeus’s Javelin DI, 193 Aura of Ewiniar 1 STR DI, 191 Clap of Thunder 2 STR DI, 191 Hammer of Thor 3 STR DI, 192 Zeus’s Javelin 5 STR DI, 193 War Birthrights Child of Mars 1 STR DI, 193 Fleet as Skanda 2 DEX DI, 194 Freedom of Atlas 3 STR DI, 194 Justice of the 4 Heavenly Kings 4 STR DI, 194 Resistance of Indra 4 CON Glacial Skin DI, 194 Marduk’s Recovery 4 DEX Sacrificial Strike DI, 194 Glacial Skin 2 CON DI, 194 72 Sacrificial Strike 2 STR DI, 194 Smite the Mighty 4 STR DI, 195 Maru’s Fearsome Presence 1 CHA DI, 194 Rallying Cry 3 CHA DI, 194 Terrible Visage 5 CHA DI, 195

VOID PHOENIX LEGACIES Birthright Level Attribute Prerequisites Source Ashes Birthrights Corrosion 1 INT DI, 195 Entropic Burden 2 INT DI, 195 Void Infection 4 CON DI, 197 Warp Release 6 CON DI, 197 Wave of Chaos 7 INT DI, 197 Decay of the Will 1 WIS DI, 195 Mental Schism 2 INT DI, 196 Mind Rot 3 WIS DI, 196 Null Set 5 INT DI, 196 Primal Redaction 7 WIS Warp Release DI, 196 Genesis Birthrights Augmenting Pulse 1 STR DI, 198 Elemental Fuel 2 WIS DI, 198 Fundamental Infusion 4 WIS DI, 198 Well of Chaos 6 INT DI, 200 Veil of Firmament 4 CON DI, 199 Wall of Firmament 5 CON DI, 200 Chance Wisdom 1 WIS DI, 198 Echo of the Mind 2 INT DI, 198 Flowering of the Mind 3 WIS DI, 198 Genesis Burst 6 WIS Fundamental Infusion DI, 198 Incarnation of Chaos 7 INT Veil of Firmament DI, 199 Renewal Birthrights Arise from Ashes 1 CON DI, 200 Provenance of the Egg 2 STR DI, 201 Tiamat Ascendant 4 STR DI, 201 Arise From Flame 1 STR DI, 200 Balance of the Senses 2 WIS DI, 200 Harmony of the Spirit 3 CHA DI, 200 Osiris’s Oath 6 WIS Provenance of the Egg DI, 201 The Promise Eternal 8 CON Dawn and Dusk DI, 201 Dawn and Dusk 2 INT Arise from Ashes DI, 200 Karmic Wheel 4 WIS DI, 201 Yin/Yang 5 WIS DI, 201

WILD BLOOD LEGACIES Birthright Level Attribute Prerequisites Source Chimera Birthrights ADream Most Curious 1 WIS DI, 202 Blood of the Unicorn 2 CON DI, 202 Breath of the Wyrm 2 WIS DI, 202 Coils of the Leviathan 2 STR DI, 202 Feathers of the Roc 2 DEX DI, 202 Likeness of Forgotten Memory 3 DEX At least one level 2 Chimera Birthright DI, 203 The Reflection of Man 4 DEX DI, 203 The Green Man 7 WIS DI, 202 Skin of Myth 5 DEX DI, 204 Primordial Flesh 9 STR DI, 203 Urges Birthrights Anat’s Calling 1 CHA Beast Tongue 2 INT DI, 205 Ravola’s Wisdom 3 WIS DI, 205 Stealth of Azeban 5 WIS DI, 207 Cusith’s Urge 1 CHA DI, 205 Growl of the Gwyllgi 3 CHA DI, 205 Re’em’s Hunger 4 CON DI, 206 Domination of the Safat 5 CHA DI, 205 Torment of Ananku 7 CHA DI, 207 Maze of the Minotaur 2 CHA DI, 205 Satyr’s Lust 4 CHA DI, 206 Wild Flesh Birthrights Animal’s Senses 1 WIS DI, 207 Beast’s Shape 3 STR DI, 207 73 Bones of Ursa 2 CON DI, 207 Gui Xian’s Skin 3 CON DI, 208 Hibernation of Qumu 4 CON DI, 208 Claws of the Beast 1 DEX DI, 208 Fangs of Fenris 2 STR DI, 208 Hybrid Shape 5 STR Beast’s Shape DI, 208 VEHICULAR GADGETS

Gadget GP Cost Slots Source Gadget GP Cost Slots Source Advanced Jamming Technology 3 1 Sol/Whl, 94 Laser Mount 3/shot 1 SEH, 152 Autopilot 1 1 SEH, 151 Launching Bay Suite +3 4 HOG, 71 Auto-tint 1 1 SEH, 151 Lava Coat 2 0 GA, 88 Battle Bay (Standard) +4 4 SFA, 212 Linked Ordnance 2 1 Sol/Whl, 95 Black Headlights 1 1 SEH, 151 Maneuver Simulator 1 1 Sol/Whl, 96 Bootlegger Plus 1 1 SF7, 21 Medical Suite +3 4 SFA, 212 Bulletproof Windows 1 1 Sol/Whl, 94 Molten Skin 1 ? GA, 88 C3I Suite 3, 6, or 9 2, 4, or 7 Fac/Snp, 64 Nitrous Oxide System 2 1 SEH, 153 Chameleon Skin 1 ? Spycraft Website Oil Slick 1 1 SEH, 153 Combat Computer 2 1 Sol/Whl, 94 Optical Cloaking Device 3-8 3-8 Fix/Pnt, 57 Command Center Suite +4 4 HOG, 70 Overdriver 2 1 SF7, 21 Computer Suite +1-4 4 EC, 82 Pop-up Shield 1 1 SEH, 153 Concealed Machinegun 3 1 SEH, 152 Powered Extraction Gear 1 ? PAC, 60 Concealed Weapon Port 2 1 Sol/Whl, 94 Props Suite +3 4 SFA, 212 Drive By Wire System 1 1 Sol/Whl, 94 Proteus Package 4 4 SEH, 153 ECM Suite 4, 6, or 8 2, 3, or 4 Fac/Snp, 64 Rail Wheels 1 1 60s, 174 Ejection Seats 1 1 SEH, 152 RDF System 3 1 Fac/Snp, 64 Electrified Frame 1 1 SEH, 152 Reinforced Tires 1 1 SEH, 153 EM Burst 1 1 SF7, 21 Remote Control 1 1 SEH, 153 Enclosed Engine Block 1 1 Sol/Whl, 94 Remote Guidance 2 1 SF7, 22 Extra Armor 1 1 SEH, 152 Revolving License Plate 1 1 SEH, 154 Garage Suite +3 4 SFA, 212 Rocket Launcher 4 1 SEH, 154 Gear Workshop Suite +1-4 4 EC, 82 SATCOM Terminal 2 1 Fac/Snp, 64 Ghost 3 1 SF7, 21 Sealed Environment 1 1 SF7, 22 GPS Pursuit Unit 1 1 Sol/Whl, 94 Self-Destruct Mechanism 6 3 Sol/Whl, 95 Heads Up Display (H.U.D.) 1 1 SEH, 152 Self-Sealing Hull 1 ? Spycraft Website Prophet Targeting System 3 1 SF7, 22 Signal-Absorbing Paint 2 0 Sol/Whl, 95 Targeting Computer 2 1 SF7, 22 Skyhook Retrieval System 2 1 WM, 114 Hidden Cargo Compartment 1 1 Fix/Pnt, 55 Smoke Screen 1 1 SEH, 154 Hidden Compartment 1 1 SEH, 152 Spike Dropper 1 1 SEH, 154 Armored Compartment +1 +1 Fix/Pnt, 55 Surveillance Suite +3 4 SFA, 212 Ditch Switch +1 +1 Fix/Pnt, 55 Tempest Counter-Measures 2, 4, 6, or 8 1, 2, 3, or 4 Sol/Whl, 95 Enlarged Compartment +2 +3 Fix/Pnt, 55 Tempest Surveillance Technology 2, 4, 6, or 8 1, 2, 3, or 4 Sol/Whl, 95 Hidden Controls +2 +1 Fix/Pnt, 55 Tire Slasher 1 1 SEH, 154 Life Support +1 +1 Fix/Pnt, 56 Traffic Signal Changer 2 1 Sol/Whl, 96 Null Space +2 +2 Fix/Pnt, 56 Trauma Mitigators 1 ? PAC, 60 Pop-Up Compartment +2 +1 Fix/Pnt, 56 Tubular Space Frame 4 1 SEH, 154 Spoil Sport Switch +2 +1 Fix/Pnt, 56 'Urban Camouflage' 2 ? 60s, 174 Hidden Gun Tray 1 1 Sol/Whl, 94 Vehicular Parachute System High Performance Suite 4 1 Shop, 70 Low Altitude 4 0 WM, 115 Hostile Intrusion and Seizure System 1 2 Sol/Whl, 94 Heavy 3 0 WM, 115 Impellers 1 ? PAC, 59 Standard 2 0 WM, 114 Improved Handling 1 1 SEH, 152 Voice Activated Command System (VACS) 2 1 SEH, 154 Integrated Identity Scan 1 ? Spycraft Website Wake Baffler 1 ? 60s, 174 Intercept Suite 5, 7, or 10 2, 4, or 6 Fac/Snp, 64 Weapon Workshop Suite +1-4 4 EC, 82 Jump Assist 3 ? PAC, 59 Wind Resistance Reduction 2 1 SEH, 154

VEHICLES,SPECIFIC

Name Type GP Source Name Type GP Source Cost Cost A-10 Thunderbolt II Fighter 32 Sol/Whl, 75 Multi-Role Optional Ordnance -- +10 USM, 116 AAVP7A1 (Amphibious Assault Vehicle, AAV 19 USM, 121 AMX 10RC ARV Recon Vehicle 20 WM, 118 Personal) AS 565 Panther Transport Helicopter Military Helicopter 12 Informant 2, 26 AC-130U Spooky Gunship Light Transport 32 USM, 113 Ground Attack Ordnance -- +3 Informant 2, 27 AH-1W Super Cobra Attack Helicopter Attack Helicopter 19 USM, 113 Transport Ordnance -- +1 Informant 2,27 Anti-Air Optional Ordnance -- +4 USM, 116 AV-8B Harrier Jump Jet VTOL Fighter 23 USM, 114 Anti-Tank Optional Ordnance -- +8 USM, 116 Intercept Optional Ordnance -- +5 USM, 116 Close Air Support Optional Ordnance -- +5 USM, 116 Strike Optional Ordnance -- +4 USM, 116 AH-64D Apache Longbow Attack Helicopter Attack Helicopter 30 USM, 113 B-1B Lancer Bomber 37 Sol/Whl, 75 Anti-Tank Optional Ordnance -- +9 USM, 116 Battle Bus Truck 10 SFA, 211 Close Air Support Optional Ordnance -- +4 USM, 116 BMP-3 IFV 28 WM, 118 74 Name Type GP Source Name Type GP Source Cost Cost BTR-80 APC 17 WM, 119 Anti-Tank Optional Ordnance -- +5 USM, 119 C-130J Hercules Transport Plane Light Transport 11 USM, 115 M109A6 Paladin Self-propelled 17 Informant 2, 27 C-130H Compass Call EW Platform Light Transport 21 USM, 115 Artillery CH-47D Chinook Transport Chopper Cargo Helicopter 10 USM, 113 M1126 Stryker IAV (Interim Armored Vehicle)APC 12 USM, 122 CH-53E Super Stallion Cargo Chopper Cargo Helicopter 13 USM, 113 M1A2 Abrams Main Battle Tank Tank 22 Sol/Whl, 72 Chauffeur (Crystal Edition) Car 7 EC, 79 M270 MLRS (Multiple Launch Rocket Pocket Tank 15 USM, 122 “Clown Car” Car 6 Shop, 70 System) Rocket Platform Commando Insertion Vehicle -- 20 SF7, 18 M2A3 Bradley Fighting Vehicle IFV 13 Sol/Whl, 72 EC-130E ABCCC (Airborne Battlefield Light Transport 17 USM, 115 M60A3 Patton Main Battle Tank 22 WM, 119 Command and Control Center) M88A2 HERCULES (Heavy Equipment Main Battle Tank 14 USM, 122 F-15C Eagle Fighter Plane Air-Superiority 30 USM, 113 Recovery Combat Utility Lift and Fighter Evacuation System) F-15E Strike Eagle Fighter Plane Air-Superiority 28 USM, 120 M966 Ambulance Humvee Jeep 7 USM, 121 Fighter M998 HMMWV (High Mobility Multipurpose Humvee Jeep 6 USM, 121 Anti-Tank Optional Ordnance -- +5 USM, 117 Wheeled Vehicle) Troop/Cargo Carrier Area Attack Optional Ordnance -- +15 USM, 117 M998 HMMWV Avenger Humvee Jeep 14 USM, 121 Precision Bombing Optional Ordnance -- +5 USM, 117 Marine Protector Class Coastal Patrol Boat Military Patrol- 14 USM, 123 F-16C Fighting Falcon Stirke Fighter 24 Informant 2, 26 Torpedo Boat Air Superiority Ordnance -- +4 Informant 2, 27 Mark V SOC (Special Operations Craft) Racing Boat 12 USM, 123 Bombing Ordnance -- +4 Informant 2, 27 Matador Fighter 30 EC, 81 Close Air Support -- +6 Informant 2, 27 MAZ 543 P TEL Flatbed Truck 7 WM, 120 F-18C/D Hornet Strike Fighter Strike Fighter 24 USM, 120 Merkava Mk.IV Main Battle Tank 28 WM, 120 Air Superiority Optional Ordnance -- +5 USM, 118 MH-47G SOA (Special Operations Aircraft) Cargo Helicopter 20 USM, 113 Bombing Optional Ordnance -- +4 USM, 118 MH-53M Pave Low IV Cargo Helicopter Cargo Helicopter 20 USM, 120 Strike Optional Ordnance -- +6 USM, 118 Mi-17 Transport Helicopter 12 WM, 116 F-18 E/F Super Hornet Strike Fighter Strike Fighter 28 USM, 120 Mi-24 Hind Helicopter 22 Sol/Whl, 75 Air Superiority Optional Ordnance -- +1 USM, 118 MiG-21 Fighter 15 WM, 117 Bombing Optional Ordnance -- +4 USM, 118 Project 062-Type Patrol Boat 39 WM, 121 Strike Optional Ordnance -- +6 USM, 118 R-12 Tactical Jet Helicopter -- 22 SF7, 19 Fuchs (“Fox”) NBC Recon Vehicle 13 Informant 2, 27 Renegade Troop Transport -- 12 SF7, 20 FV 510 Warrior IFV 21 WM, 119 Sabra/M60 2000 Main Battle Tank 23 WM, 119 The Gemini Motorcycle 6 EC, 80 Scarab Remote Dome -- -- SF7, 20 Glory Cruisers Boat 13 HOG, 67 The Sagittarius Car 7 SFA, 212 Glory Half-Tracks Truck 13 HOG, 67 Skjold Class Missile Patrol Boat 34 WM, 121 Glory Jeeps Car 6 HOG, 67 Spahpanzer Luchs Tank 20 WM, 120 Glory Submarines Submarine 15 HOG, 68 SPHINX (Single Person Heavy Interceptor -- 12 SF7, 20 Glory Zeppelins Lighter-than-air 16 HOG, 68 Number 10) "The Gondola" Lighter-than-air * EC, 80 Su-27 Fighter 23 WM, 117 Gondola Floats Lighter-than-air 8 EC, 80 T-72 Main Battle Tank 29 WM, 121 GravSkiff -- 14 SF7, 18 T80 SMT (Soviet Medium Tank) Tank 24 Sol/Whl, 72 HC-130H King SAR Aircraft Light Transport 15 USM, 115 Tornado Fighter 22 WM, 117 Helios Jet -- 23 SF7, 19 Type 89 IFV 8 WM, 121 Hercules SUV 10 EC, 79 UH-1 Huey Civilian Helicopter 7 WM, 118 Iron Warrior Power Armor PAC, 58 UH-1 Huey Transport Helicopter 8 WM, 118 Dragon Power Armor 20 PAC, 60 UH-1 Huey Gunship Helicopter 8 WM, 118 Raven Power Armor 16 PAC, 60 UH-60 Blackhawk Attack Helicopter Military Helicopter 13 USM, 120 Tiger Power Armor 16 PAC, 60 US1-A Kai Light Transport Flying Boat 13 WM, 118 KC-130F Tanker Light Transport 11 USM, 115 Valet Full Van 4 EC, 80 LAV-25 (Light Armored Vehicle) APC 15 USM, 121 Vector '03 Car 6 EC, 80 LAV-C2 Headquarters Vehicle APC 12 USM, 122 WC-130J Light Transport 14 USM, 113 LCAC (Landing Craft, Air Cushion) Hovercraft 10 Sol/Whl, 74 WHEC (High Endurance Cutter) Destroyer 27 Sol/Whl, 74 Leviathan Submarine * Shop, 111 WZ-9 “Attack” Helicopter Military Helicopter 16 Informant 2, 26 Trident Submersible Fighter ? Shop, 111 Air-to-Air Ordnance -- +3 Informant 2, 27 Lifeboat, 47-ft Motor Speed Boat 6 USM, 123 Anti-Tank Ordnance -- +4 Informant 2, 27 Los Angles Class Submarine Submarine 33 Sol/Whl, 74 Ground Attack Ordnance -- +3 Informant 2, 27 M1025 HMMWV Armament Carrier Humvee Jeep 7 USM, 121 Yaz-Class River Monitor Patrol Boat 55 WM, 124 Light Optional Ordnance -- +1 USM, 119 Yugo-Class Submarine 11 WM, 121 Medium Optional Ordnance -- +2 USM, 119 Zephyr Motorcycle 3 EC, 80 Heavy Optional Ordnance -- +4 USM, 119

WEAPONS &PROTECTIVE GEAR

MELEE WEAPONS S m a l l Name BP Cost $ Cost Source Bayonet 4 $40 SEH, 109; MAG 35 Training Melee Weapon (Standard) 1 $40 MAGX1 Club, Small 2 $10 MAG, 33 U n a r m e d Flashlight, Police 2 $20 MAG, 33 Garrote 2 -- SEH, 110; MAG 35 Brass Knuckles (double cost to gain 1 $20 SEH, 109; MAG 35 Hammer, Ball-Peen 3 $15 MAG, 33 Composite quality) Hammer, Claw 3 $15 MAG, 33 Punch Gloves 2 $30 MAG, 33 Hatchet 4 $50 MAG, 33 Roll of Coins -- $2 MAG, 34 Hook 3 $20 SEH, 110; MAG 35 75 Hypodermic Needle 2 $1 MAG, 33 CS Gas 12 each $50 SEH, 121; MAG, 42 Knife 3 $20 SEH, 110; MAG 35 Flash 12 each $30 SEH, 121; MAG, 42 Knife, Ballistic 7 $400 MAGX1 Flash/Bang 15 each $50 SEH, 121; MAG, 42 Knife, Escape 3 $20 MAG, 33 Fragmentation 15 each $60 SEH, 121; MAG, 42 Knife, Survival 4 $60 SEH, 110; MAG 35 Impact Fragmentation 15 each $75 MAG, 40 Knife, Swiss Army 2 $40 MAG, 33 Incendiary 15 each $100 SEH, 121; MAG, 40 Punch Dagger 4 $20 SEH, 110; MAG 35 Smoke 6 each $20 SEH, 121; MAG, 42 Sap 2 $10 SEH, 110; MAG 35 Web Grenade 20 each $100 SF7, 17 Scalpel 1 $5 MAG, 34 White Phosphorous 16 each $150 MAG, 40 Stiletto 3 $40 SEH, 110; MAG 35 Other Hurled Weapons Straight Razor 3 $5 MAG, 34 Arrow, Throwing 1 per 2 $10 MAG, 40 Stun Gun, Contact 9 $70 MAGX1 Axe, Throwing 1 each $80 SEH, 120; MAG, 40 Switchblade 5 $60 SEH, 110; MAG 35 Ball Bearings 1 per 3 $10 MAG, 40 Sword, Short 7 $60 MAG, 34 Bola 4 $20 SEH, 120; MAG, 42 Taser 12 $100 SEH, 110; MAG 35 Caltrops 1 per 2 $20 MAG, 40 M e d i u m Dart, Throwing 1 per 3 $5 SEH, 120; MAG, 42 Axe, Fire 7 $40 MAG, 32 Disc, Throwing 1 each $10 MAG, 40 Axe, Medium 5 $40 SEH, 110; MAG 35 Hammer, Throwing 1 per 2 $10 MAG, 41 Baton, Retractable 4 $80 MAG, 32 Javelin 2 each $60 MAG, 41 Baton/Club 4 $20 SEH, 110; MAG 33 Knife, Throwing 2 per 3 $40 SEH, 120; MAG, 42 Cane 4 $30 MAG, 32 Lariat 3 $30 MAG, 41 Cane, Sword 7 $250 SEH, 110; MAG 36 Molotov Cocktail 1 each $10 SEH, 121; MAG, 42 Cane, Weighted 5 $60 MAG, 32 Molotov Cocktail, Napalm 2 each $20 MAG, 41 Cattle Prod 8/5 $300 SEH, 109; MAG 36; Nailgun 5 $20 MAG, 41 MAGX1 Nas Ruh (Guardians of the Whispering 1 each -- SFA, 102 Chain 4 $10 SEH, 110; MAG 36 Knife only, max 1/Agent Level) Crowbar 6 $20 MAG, 33 Net, Thrown 3 each $30 MAG, 41 Fencing Foil 7 $200 SEH, 110; MAG 36 Netgun 7 $75 SEH, 121; MAG, 42 Lead Pipe 4 -- SEH, 110; MAG 36 Pepper Spray Machete 4 $150 SEH, 110; MAG 36 Bear Sprayer 13 $45 MAGX1 Nightstick 4 $50 MAG, 33 Disguised Sprayer 6 $30 MAGX1 Riding Crop 1 $20 MAG, 33 Keychain Sprayer 7 $15 MAGX1 Saber 7 $200 MAG, 34 Standard Sprayer 10 $20 MAGX1 Sword, Medium 8 $200 MAG, 36 Pepperball Carbine 11 Restricted MAGX1 Tire Iron 4 $20 MAG, 34 Pepperball Pistol 5 Restricted MAGX1 L a r g e Shotput 1 each $20 MAG, 41 Acetylene Torch 6 $150 MAG, 32 Spear 2 each $80 MAG, 41 Axe, Large 7 $200 SEH, 110; MAG 36 Speargun 9 $300 SEH, 120; MAG, 42 Axe, Lumber 8 $100 MAG, 32 Spike Ball (Piau) 1 each $10 MAG, 41 Baseball Bat 6 $20 SEH, 110; MAG 36 Spikethrower (+1 BP per 10-round clip) 10 $600 SF7, 16 Baseball Bat, Aluminum 8 $30 MAG, 32 Taser, Civilian 12 $400 MAGX1 Chainsaw 11 $120 SEH, 109; MAG 36 Taser, Law Enforcement 15 Restricted MAGX1 Club, Large 4 $10 MAG, 33 Hammer, Sledge 6 $30 MAG, 33 EXOTIC WEAPONS Pick 5 $35 MAG, 33 Name BP Cost $ Cost Source Quarterstaff 4 $20 MAG, 33 E x o t i c - Archaic Weapons Scythe 8 $30 MAG, 34 Training Melee Weapon (Exotic) 2 $60 MAGX1 Spear 6 $20 SEH, 110; MAG 36 Sword, Large 6 $300 SEH, 110; MAG 36 Small Hand-to-Hand Weapons Main-Gauche 7 $40 MAG, 45 Sickle 3 $25 MAG, 46 HURLED WEAPONS Whip 3 $10 SEH, 121; MAG 46 Name BP Cost $ Cost Source Medium Hand-to-Hand Weapons B o w s Axe, Broad 6 $40 MAG, 44 Arrows MAG, 42 Flail 4 $30 MAG, 44 Standard 1 per 50 $10 per 50 SEH, 112; MAG, 42 Harpoon 8 $60 MAG, 44 Grenade 1 $30 MAG, 39 Lance, Light 8 $20 MAG, 45 Shedding Head 1 per 50 $1 MAG, 39 Mace 5 $50 MAG, 45 Signal 1 per 50 $10 per 50 MAG, 39 Rapier 7 $100 MAG, 46 Bolts MAG, 42 Scourge 6 $60 MAG, 46 Standard 1 per 50 $10 per 50 SEH, 112; MAG, 42 Sword, Bastard 7 $200 MAG, 46 Grenade 1 $1 MAG, 39 Sword, Broad 6 $150 MAG, 46 Shedding Head 1 per 20 $10 per 20 MAG, 39 Warhammer 6 $80 MAG, 46 Composite 10 $500 SEH, 120; MAG, 42 Large Hand-to-Hand Weapons Compound 14 $600 MAG, 38 Anubis Battle Pike -- -- SF7, 14 Crossbow 8 $400 SEH, 120; MAG, 42 Lance, Heavy 8 $50 MAG, 45 Crossbow, Hand 6 $300 MAG, 38 Maul 5 $100 MAG, 45 Crossbow, Heavy 17 $550 MAG, 38 Pick, Heavy 6 $60 MAG, 45 Long 9 $250 MAG, 38 Polearm, Awl Pike 9 $150 MAG, 45 Short 6 $200 MAG, 38 Polearm, Bardiche 10 $150 MAG, 45 G r e n a d e s Polearm, Bec de Corbin 10 $150 MAG, 45 Aerodynamic 13 $50 MAG, 39 Polearm, Bill-Guisarme 10 $150 MAG, 45 Chemical 10 + chem $40 + chem MAG, 39 Polearm, Glaive 11 $150 MAG, 45 Concussion 15 each $60 SEH, 121; MAG, 42 Polearm, Guisarme 8 $150 MAG, 45 76 Polearm, Halberd 10 $150 MAG, 45 Gold Coin Spade (Jin Qian Chan) 4 $100 MAG, 48 Polearm, Lucern Hammer 8 $150 MAG, 45 Half-Staff Sword (Pu Dao) 8 $200 MAG, 48 Polearm, Mancatcher 6 $150 MAG, 45 Monk Spade (Chan) 6 $150 MAG, 49 Polearm, Military Fork 9 $150 MAG, 45 Pole Weapon Polearm, Partisan 11 $150 MAG, 45 Buddha Hand (Fo Shou) 8 $120 MAG, 49 Polearm, Ranseur 9 $150 MAG, 46 Dagger Axe (Ge) 9 $150 MAG, 49 Polearm, Spetum 9 $150 MAG, 46 Eastern Spear (Yari) 8 $100 MAG, 49 Polearm, Talon (Zhau) 9 $150 MAG, 46 Halberd (Ji) 12 $150 MAG, 49 Polearm, Voulge 12 $175 MAG, 46 Heaven Lotus Phoenix Tail (Tian He 10 $180 MAG, 49 Scimitar 8 $500 SEH, 122; MAG 52 Feng Wei Tang) Trident 8 $100 MAG, 52 Hooked Single Spear (Lian Dao Qiang) 11 $150 MAG, 49 Small Thrown Weapons Long Stick Axe (Yue) 10 $150 MAG, 49 Atlatl (Dart Thrower) 4 $60 MAG, 44 Pole Sword (Kwan Dao) 11 $200 MAG, 49 Boomerang 4 $10 SEH, 121; MAG 52 Snake Spear (She Quiang) 11 $120 MAG, 49 Chakram 5 $100 MAG, 44 Sword Staff (Naginata) 12 $150 MAG, 49 Sling 2 $5 SEH, 121; MAG 46 Three Point Double Blade Sword (San 11 $150 MAG, 49 Slingshot 5 $15 MAG, 46 Jian Lian Ren Dao) Medium Thrown Weapons Rake 4 $70 MAG, 49 Blowgun 10 $10 SEH, 121; MAG 52 Rope Weapon, Double Flying Claw 9 $120 MAG, 49 Boomerang, Hunting 7 $20 MAG, 44 (Shuang Fei Zhua) E x o t i c - Martial Arts Weapon Rope Weapon, 10 $120 MAG, 49 Three Section Staff 8 $80 MAG, 50 Training Melee Weapon (Exotic) 2 $60 MAGX1 Two-Handed Sword (Shuang Shou Doa) 9 $250 MAG, 50 Small Hand-to-Hand Weapons Wolf Spear (Lan Quiang) 10 $175 MAG, 50 Curved Dagger (Kukri) 5 $40 MAG, 47 Wolf Teeth Club (Lan Ya Ban) 9 $250 MAG, 50 Dagger (Tanto) 4 $30 MAG, 47 Small Thrown Weapons Fan (Tessen) 5 $25 MAG, 47 Shuriken 1 per 9 $10 each SEH, 123; MAG 54 Fan, War (Tie Shan) 6 $30 MAG, 47 Dart (Bo-Shuiken) 1 per 9 $10 each MAG, 50 Fly Whisk 1 $25 MAG, 48 Hollow (Semban-Shakan) 1 per 9 $10 each MAG, 50 Foot Spikes (Ashiko) 3 $60/pair MAG, 48 Mouth (Fukumi-Bari) 1 per 9 $5 each MAG, 50 Iron Comb (Tie Su Zi) 4 $20 MAG, 48 Iron Fingernails (Nego-Te) 3 $30 per 5 MAG, 48 Iron Ring (Shuo Huan) 2 $20 MAG, 48 FIREARMS Jitte 6 $50 MAG, 48 *HCM: High Capacity Magazine* 5 $20 SEH, 122; MAG 52 Name BP Cost $ Cost Source Mandarin Duck Blade (Yuen Yang Yue) 7 $40 MAG, 48 H a n d g u n s 5 $20 SEH, 123; MAG 52 Backup Pistols Punch Rod 4 $20 MAG, 49 Standard .360 ACP 8 $250 SEH, 111 Sai 4 $150 SEH, 123; MAG 52 Standard 7.65mm 7 $300 SEH, 111 Tiger Claws 1 $60/pair SEH, 123; MAG 52 Standard 9x19mm 11 $300 SEH, 111 Tonfa 6 $50 MAG, 50 Standard .40 S&W 13 $325 SEH, 111 Wakizashi 7 $150 MAG, 50 Standard .45 ACP 18 $350 SEH, 111 Medium Hand-to-Hand Weapons Beretta 8000 Cougar 9mm P 13 $450 MAG, 58 Baton (Hanbo) 3 $15 MAG, 47 Beretta 8000 Cougar .40 S&W (+1 BP/ 16 $450 MAG, 58 Battle Axe (Ono) 6 $80 MAG, 47 +$25 for HCM) Broadsword, Eastern (Dao) 7 $150 MAG, 47 Beretta 8000 Cougar .45 ACP 19 $450 MAG, 58 Butterfly Sword 6 $100 MAG, 47 Beretta 9000S 9mm P (+1 BP/$25 for 14 $500 MAG, 58 Emei Piercers (Emei Ci) 6 $50 MAG, 47 HCM) Flute (Shakuhachi) 3 $40 MAG, 47 Beretta 9000S .40 S&W 17 $500 MAG, 58 Ghost Head Broadsword (Gui Tao Dao) 7 $200 MAG, 48 Beretta Cheetah 11 $600 MAG, 58 Katana 10 $500 SEH, 123; MAG 53 Colt Defender 20 $775 MAG, 58 Monk Cudgel (Chan Zhang) 5 $100 MAG, 48 Makarov 9mm 10 $200 MAG, 58 Nine Ring Broadsword (Jin Huan Dao) 7 $150 MAG, 49 Nambu Type 14 7 $250 60s, 166 Nine Teeth Hook (Jin Zi Gou) 7 $75 MAG, 49 SIG-Sauer P-230 12 $450 MAG, 58 Seven Piece Sword (Ninja-to) 7 $250 MAG, 49 SIG-Sauer P-232 .32 ACP 11 $450 MAG, 59 Staff, Short (Jo) 4 $50 MAG, 50 SIG-Sauer P-232 .380 ACP 12 $450 MAG, 59 Straight Sword Piercer (Jian Ci) 7 $200 MAG, 50 Taurus Millennium PT-111 10 $425 MAGX1 Sword, Scholar’s (Jian) 8 $100 MAG, 50 Taurus Millennium PT-132 7 $425 MAGX1 Tiger Fork 6 $150 MAG, 50 Taurus Millennium PT-138 8 $425 MAGX1 Tiger Hook (Gou) 6 $80 MAG, 50 Taurus Millennium PT-140 12 $455 MAGX1 Unicorn Horn Sword (Lin Jiao Dao) 6 $75 MAG, 50 Taurus Millennium PT-145 15 $490 MAGX1 Whip Chain 11 $150 MAG, 50 Walther PP 11 $550 MAG, 59 Wooden Sword (Boken) 3 $60 MAG, 50 Pocket Pistols Large Hand-to-Hand Weapons Standard .22 LR 6 $60 SEH, 111 Bo Stick 7 $10 SEH, 122; MAG 53 ACCU-TEK AT-32 9 $200 MAG, 59 Chain Weapon ACCU-TEK HC-380 (+1BP/$25 for HCM) 8 $250 MAG, 59 Chain and Sickle (Kusari-Gama) 8 $210 MAG, 47 American Derringer LM4 Simmerling 18 $2,700 MAGX1 Chan and Spear (Chigiriki) 9 $150 MAG, 47 American Derringer Model 1 .22 LR 11 $345 MAGX1 Mother and Son Hammer 9 $150 MAG, 47 American Derringer Model 1 .380 ACP 7 $340 MAGX1 Spearhead (Opera) 8 $80 MAG, 47 American Derringer Model 1 .38 Special 8 $345 MAGX1 Weighted Cane (Manriki-Gusari) 7 $80 MAG, 47 American Derringer Model 1 .357 10 $360 MAGX1 Cicada Wing (Chan Zi Dao) 7 $250 MAG, 47 Magnum Double Headed Spear (Shuan Tou 6 $120 MAG, 47 American Derringer Model 1 9mm P 9 $345 MAGX1 Quiang) American Derringer Model 1 .40 S&W 8 $360 MAGX1 Flying Fork 7 $150 MAG, 48 77 American Derringer Model 1 .410 Shot 15 $423 MAGX1 SIG-Sauer P-220 9mm P 13 $650 MAG, 63 American Derringer Model 1 .410 Slug 15 $423 MAGX1 SIG-Sauer P-220 .45 ACP 19 $650 MAG, 63 American Derringer Model 1 .45 ACP 12 $360 MAGX1 SIG-Sauer P-255 9mm P 14 $750 MAG, 63 American Derringer Model 1 .45LongColt 8 $410 MAGX1 SIG-Sauer P-225 .45 ACP 20 $750 MAG, 63 American Derringer Model 1 .44 Magnum 14 $495 MAGX1 SIG-Sauer P-226 9mm P 16 $800 MAG, 63 American Derringer Model 1 10 $515 MAGX1 SIG-Sauer P-226 .40 S&W 19 $800 MAG, 63 5.56x45mm NATO SIG-Sauer P-226 .45 ACP 22 $800 MAG, 63 Walther PPK 12 $750 MAG, 59 SIG-Sauer P-228/P-229 14 $750 MAG, 63 Service Pistols SIG-Sauer P-245 20 $750 MAG, 63 Standard 9x19mm (+1 BP/+$50 for HCM) 13 $400 SEH, 111 Smith & Wesson SW99 20 $645 MAGX1 Standard .40 S&W (+1 BP/+$50 for15 $425 SEH, 111 Stechkin APS 10 Restricted 60s, 167 HCM) Steyr SPP (+2BP/+$50 for HCM) 12 $600 MAG, 63 Standard .45 ACP (+1 BP/+$50 for HCM) 22 $450 SEH, 111 Tzniitochmash PSS Silent 11 $1,000 MAG, 63 Standard .50 Magnum (+1 BP/+$50 for 27 $1,000 SEH, 111 Tzniitochmash SPP-1 Underwater Pistol 12 $800 MAG, 63 HCM) Walther P5 14 $500 MAG, 63 Beretta 1951R 16 Restricted 60s, 167 Walther P99 18 $645 MAGX1 Beretta Model 1951 7.62mm P 10 $500 MAG, 59 Target Pistols Beretta Model 1951 9mm P 13 $500 MAG, 59 Standard 9x19mm 18 $500 SEH, 111 Beretta Model 92/92FS 12 $500 MAG, 59 Standard .45 ACP 25 $600 SEH, 111 Browning High-Power 17 $600 MAG, 59 Benelli MP90S 20 $800 MAG, 63 Calico 950 (+5 BP/+$125 for HCM) 14 $1,000 MAG, 59 Browning Buck Mark 14 $400 MAG, 64 Colt M1911A1 22 $1,000 MAG, 60 Magnum Research Lone Eagle .22/250 11 $1,400 MAG, 64 CZ 100/101 9mm P 14 $600 MAG, 60 Rem (Barrel: 2 BP/$300) CZ 100/101 .40 S&W 17 $600 MAG, 60 Magnum Research Lone Eagle.22LR 12 $1,400 MAG, 64 CZ 75 9mm P 15 $500 MAG, 60 (Barrel: 2 BP/$300) CZ 75 .40 S&W 18 $500 MAG, 60 Magnum Research Lone Eagle 5.56mmx 13 $1,400 MAG, 64 CZ 74, Automatic 9mm P 15 $750 MAG, 60 45mm NATO (Barrel: 2 BP/$300) CZ G2000 9mm P (+1 BP/+$25 for12 $500 MAG, 60 Magnum Research Lone Eagle.357 Mag 24 $1,400 MAG, 64 HCM) (Barrel: 5 BP/$300) CZ G2000 .40 S&W (+1BP/$25 for HCM) 12 $500 MAG, 60 Magnum Research Lone Eagle.243 Win 26 $1,400 MAG, 64 Daewoo DP 40 15 $450 MAG, 60 (Barrel: 6 BP/$300) Daewoo DP 45 18 $500 MAG, 60 Magnum Research Lone Eagle.30-30 26 $1,400 MAG, 64 Daewoo DP 51 12 $500 MAG, 60 Win (Barrel: 6 BP/$300) Dornhaus and Dixon Bren Ten 18 Restricted MAGX1 Magnum Research Lone Eagle.44 28 $1,400 MAG, 64 (Rare) Magnum (Barrel: 5 BP/$300) FN Five-seveN 16 $800 MAG, 60 Magnum Research Lone Eagle 7.62x 31 $1,400 MAG, 64 FN Forty-Nine 17 $700 MAG, 61 39mm Soviet (Barrel: 6 BP/$300) Glock 17 (+1 BP/+$25 for HCM) 18 $650 MAG, 61 Magnum Research Lone Eagle.30-06 32 $1,400 MAG, 64 Glock 18 (+1 BP/$25 or +2 BP/$50 for 21 $650 MAG, 61 (Barrel: 7 BP/$300) HCM) Magnum Research Lone Eagle.444 35 $1,400 MAG, 64 Glock 20(+1 BP/+$25 for HCM) 21 $700 MAG, 61 Marlin (Barrel: 7 BP/$300) Glock 21 (+1 BP/+$25 for HCM) 23 $700 MAG, 61 Magnum Research Lone Eagle 7mm-08 35 $1,400 MAG, 64 Glock 22 (+1BP/$25 or +2BP/$50 for 20 $650 MAG, 61 Rem (Barrel: 6 BP/$300) HCM) Magnum Research Lone Eagle 7.62x 35 $1,400 MAG, 64 Glock 23 (+1 BP/$25 or +2 BP/$50 for 21 $715 MAG, 61 51mm NATO (Barrel: 6 BP/$300) HCM) Springfield Armory Trophy Match.40S&W20 $1,200 MAG, 64 Glock 28 (+1 BP/+$25 for HCM) 14 $700 MAG, 61 Springfield Armory Trophy Match.45 ACP23 $1,200 MAG, 64 Glock 31 (+1 BP/$25 or +2 BP/$50 for 18 $650 MAG, 61 Thompson Center Contender .22 LR 12 $1,200 MAG, 64 HCM) Thompson Center Contender 13 $1,200 MAG, 64 H&K P9 7.65mm P 12 $750 MAG, 61 5.56mmx45mm NATO H&K P9 9mm P 15 $750 MAG, 61 Thompson Center Contender.45LongColt19 $1,200 MAG, 64 H&K SOCOM 24 $2,300 MAG, 61 Thompson Center Contender .357 24 $1,200 MAG, 64 H&K SOCOM, Silenced 24 $2,400 MAG, 61 Magnum H&K USP 9mm P 15 $800 MAG, 61 Thompson Center Contender.44Magnum 28 $1,200 MAG, 64 H&K USP .40 S&W 18 $800 MAG, 61 Backup H&K USP.45 ACP 21 $800 MAG, 61 Standard .22 LR Saturday Night Special 8 $50 SEH, 111 H&K VP70 15 Restricted 60s, 167 Colt Cobra 11 $325 60s, 168 IMI Jericho 941 12 $450 MAG, 62 Colt Cobra USAL Model 14 $1,625 60s, 168 IMI Uzi Pistol (+1BP/$25 or +2BP/$50 for 8 $400 MAG, 62 Colt Detective Special 11 $300 60s, 168 HCM) S&W Model 19 Combat Magnum 18 $750 60s, 168 Magnum Research Desert Eagle 20 $1,200 MAG, 62 S&W Model 38 “Bodyguard” 12 $375 60s, 168 .357 Magnum Hunting Revolvers MagnumResearch Desert Eagle 24 $1,200 MAG, 62 Standard .44 Magnum 21 $500 SEH, 111 .44 Magnum Colt Anaconda .45 Long Colt 18 $800 MAG, 64 Magnum Research Desert Eagle.50 A.E. 29 $1,200 MAG, 62 Colt Anaconda .357 Magnum 23 $800 MAG, 64 Para-Ordnance 18•9 LDA 17 $860 MAGX1 Colt Anaconda .44 Magnum 26 $800 MAG, 64 Para-Ordnance 16•40 LDA 19 $940 MAGX1 Ruger Super-Redhawk .45 Long Colt 19 $550 MAG, 64 Para-Ordnance 14•45 LDA 23 $940 MAGX1 Ruger Super-Redhawk .44 Magnum 27 $550 MAG, 64 RH-ALAN HS95 18 Restricted MAG, 62 Ruger Super-Redhawk .480 Ruger 30 $550 MAG, 64 Ruger P89 13 $450 MAG, 62 Ruger Super-Redhawk .454 Casull 33 $550 MAG, 64 Ruger P90 19 $500 MAG, 62 S&W Model 29 27 $400 MAG, 64 Ruger P94 14 $500 MAG, 62 S&W Model 500 33 $990 MAGX1 Ruger P97 19 $500 MAG, 62 Taurus Model 22H “Raging Hornet” 27 $900 MAGX1 SIG P-210 15 $525 60s, 167 Taurus Model 608 26 $525 MAGX1 78 Service Revolvers IMI Galil MAR 28 Restricted MAG, 68 Standard .38 Special 11 $300 SEH, 111 IMI Galil SAR 23 Restricted MAG, 68 Standard .357 Magnum 14 $400 SEH, 111 IMI Galil SARM 33 Restricted MAG, 68 Standard .44 Magnum 21 $450 SEH, 111 IMI TAVOR CTAR-21 (+1 BP/ +$25 for 27 Restricted MAG, 68 Colt Single Action Army .45 Long Colt 23 $1,380 MAGX1 HCM) Colt Single Action Army .44-40 27 $1,380 MAGX1 IMI TAVOR MTAR-21 (+1 BP/ +$25 for 27 Restricted MAG, 68 Le Mat Grapeshot Revolver 31 Restricted MAGX1 HCM) (Rare) IMI TAVOR STAR-21 (+1 BP/ +$25 for 28 Restricted MAG, 68 Manurhin MR-73 9mm P 15 $400 MAG, 64 HCM) Manurhin MR-73 .357 Magnum 23 $400 MAG, 64 IMI TAVOR TAR-21 (+1 BP/ +$25 for 26 Restricted MAG, 68 Mateba Model 6 Unica 18 $800 MAG, 65 HCM) Phillips & Rodgers Medusa Model 47 24 $1,100 MAG, 65 Kalashnikov AK-102 22 Restricted MAG, 68 .38 Special Kalashnikov AK-104 27 Restricted MAG, 69 Phillips & Rodgers Medusa Model 47 24 $1,100 MAG, 65 Kalashnikov AK-105 31 Restricted MAG, 69 .357 Magnum Kalashnikov AK-107 34 Restricted MAG, 69 Phillips & Rodgers Medusa Model 47 24 $1,100 MAG, 65 Kalashnikov AK-108 29 Restricted MAG, 69 9mm P Kalashnikov AK-47 35 Restricted MAG, 68 Ruger SP-101 .22 LR 12 $400 MAG, 65 Kalashnikov AK-74 33 Restricted MAG, 68 Ruger SP-101 .38 Special 16 $400 MAG, 65 Kalashnikov AKM 35 Restricted 60s, 168 Ruger SP-101 .357 Magnum 21 $400 MAG, 65 Kalashnikov AKS-47 35 Restricted MAG, 68 S&W Model 10 15 $350 MAG, 65 Kalashnikov AN-94 31 Restricted MAG, 69 Thunder 5 24 $595 MAGX1 NORINCO QBZ-95 34 Restricted MAG, 69 Other Handgun-like Weapons NORINCO QBZ-97 26 Restricted MAG, 69 Dart Gun 7+ toxin $200 SEH, 111 OICW (Objective Individual Combat 28 Restricted SF7, 15 Mace Spray 7 each $25 SEH, 111 Weapon) R i f l e s Royal Small Arms Factories L85A1 27 Restricted MAG, 69 Royal Small Arms Factories SA80 26 Restricted MAG, 69 Assault SIGArms SG 551 SP 32 Restricted MAG, 69 Standard 5.56x45mm (+4BP/+$100 for 31 $1,500 SEH, 112 ST Kinetics SAR-21 26 Restricted MAG, 69 HCM) Springfield Armory M14 32 Restricted 60s, 168 Standard 7.62x39mm (+4BP/+$100 for 25 $1,000 SEH, 112 Springfield Armory M14A1 36 Restricted 60s, 168 HCM) Steyr ACR 19 Restricted MAG, 69 Standard 7.62x51mm (+4BP/+$100 for 32 $2,000 SEH, 112 Steyr AUG (+1 BP/$25 for HCM) 28/10 Restricted MAG, 70; SF7, 16 HCM) Steyr AUG Carbine (+1 BP/$25 for HCM) 27/8 Restricted MAG, 70; SF7, 16 Armalite AR-10 31 Restricted 60s, 168 Tzniitochmash AS Silent Assault Rifle 21 Restricted MAG, 70 Beretta AR-70/90 25 Restricted MAG, 66 (+1BP/$25 for HCM) Beretta SC 70-90 26 Restricted MAG, 66 Bolt-Action Rifles Bofors AK5 25 Restricted MAG, 66 Standard .22 LR Single Shot 7 $50 SEH, 115 Bofors AK5B 27 Restricted MAG, 66 Standard .22 LR 9 $200 SEH, 112 Bofors AK5C 50 Restricted MAG, 66 Standard .30-06 27 $400 SEH, 112 Bofors AK5D 27 Restricted MAG, 66 Standard .30-30 Lever-Action 27 $400 SEH, 112 Colt CAR-15 (+1 BP/+$25 for HCM) 27 Restricted MAG, 66 De Lisle Silent Carbine 21 Restricted MAG, 70 Colt M16A1 23 Restricted MAG, 66 Remington 597 LR 11 $250 MAG, 70 Colt M16A2 23 Restricted MAG, 66 Royal Small Arms Factories Cadet Rifle 24 $400 MAG, 70 Colt M16A3 24 Restricted MAG, 66 L86A1 (+2 BP/ $50 for HCM) Colt M4 28 Restricted MAGX1 Savage Arms Company 116SE Safari 39 $925 MAG, 70 Colt M4A1 29 Restricted MAGX1 Express.300 Win Mag Colt M4A1 SOPMOD 42 Restricted MAGX1 Savage Arms Company 116SE Safari 39 $925 MAG, 70 CZ 2000 27 Restricted MAG, 66 Express .338 Win Mag CZ 2000 Carbine 28 Restricted MAG, 66 Savage Arms Company 116SE Safari 39 $925 MAG, 70 Daewoo DR-200 23 Restricted MAG, 66 Express .375 H&H Daewoo DR-300 28 Restricted MAG, 66 Savage Arms Company 116SE Safari 39 $925 MAG, 70 Daewoo K1 29 Restricted MAG, 66 Express .458 Win Mag Daewoo K2 27 Restricted MAG, 66 SIGArms Mauser M98 Magnum.416 38 $9,500 MAG, 70 Enfield EM-2 39 Restricted 60s, 168 Rigby FAMAS F1 26 Restricted MAG, 66 SIGArms Mauser M98 Magnum.485 Lott 39 $9,500 MAG, 70 FAMAS G2 26 Restricted MAG, 66 Springfield Armory M6 Scout .22 LR 22 $220 MAG, 71 FN F2000 28 Restricted MAG, 67 Springfield Armory M6 Scout .410 Gauge 22 $220 MAG, 71 FN FAL 39 Restricted MAG, 67 US Rifle, Caliber .30, Model 1903 30 $250 MAG, 71 H&K 33A2 (+1 BP/$25 or +2BP/ +$50 for 32 Restricted MAG, 67 HCM) Semi-Automatic Rifles H&K 33A3 (+1 BP/$25 or +2BP/ +$50 for 33 Restricted MAG, 67 Standard .22 LR 9 $200 SEH, 115 HCM) Standard 5.56x45mm 26 $500 SEH, 115 H&K G11 Caseless Rifle 34 Restricted MAG, 67 Standard 7.62x39mm 22 $400 SEH, 115 H&K G3 38 Restricted MAG, 67 Standard 7.62x51mm 26 $800 SEH, 115 H&K G36 34 Restricted MAG, 67 Standard .30-06 30 $1,000 SEH, 115 H&K G36K 30 Restricted MAG, 67 Armalite AR-15 21 $1,225 60s, 169 Ruger 10/22 11 $350 60s, 170 H&K G36 Compact 34 Restricted MAG, 67 Simonov SKS 34 $1,000 60s, 170 HOWA Rifle Type 89 (+1BP/$25 for 30 Restricted MAG, 67 Springfield Armory M1 Garand 37 $500 MAGX1 HCM) IMI Galil AR 5.56x45mm NATO (+2BP/ 26 Restricted MAG, 68 Sniper Rifles +$50 for HCM) Standard 5.56x45mm 29 $1,000 SEH, 115 IMI Galil AR 7.62x51mm NATO (+2BP/ 37 Restricted MAG, 68 Standard 7.62x51mm 31 $1,200 SEH, 115 +$50 for HCM) Standard 7.62x54mm 33 $800 SEH, 115 IMI Galil ARM 36 Restricted MAG, 68 Standard .50 BMG 45 $2,000 SEH, 115 79 Accuracy International L96 5.56x45mm 28 Restricted MAG, 71 Break Action NATO Standard 10 Gauge Single Shot (+2 BP/ 25 $200 SEH, 115 Accuracy International L96 7.62x51mm 37 Restricted MAG, 71 x2 cost for Double Barrel) NATO Standard 12 Gauge Single Shot (+2 BP/ 21 $125 SEH, 115 Accuracy International AW/L96A1 31 Restricted MAG, 71 x2 cost for Double Barrel) 5.56x45mm NATO Standard 20 Gauge Single Shot (+2 BP/ 16 $100 SEH, 115 Accuracy International AW/L96A1 37 Restricted MAG, 71 x2 cost for Double Barrel) 7.62x51mm NATO Sporting Arms Manufacturing Snake 20 $160 MAG, 77 Accuracy International L96AW50 58 Restricted MAG, 71 Charmer Accuracy International L96AWF 38 Restricted MAG, 71 Stoeger/IGA Uplander .410 Gauge 15 $450 MAG, 77 Accuracy International L96AWM 41 Restricted MAG, 71 Stoeger/IGA Uplander 20 Gauge 21 $450 MAG, 77 Accuracy International L96AWP 2.43 Win 15 Restricted MAG, 71 Stoeger/IGA Uplander 12 Gauge 28 $450 MAG, 77 (Subsonic) Winchester Supreme Field 33 $1,380 MAG, 77 Accuracy International L96AWP 18 Restricted MAG, 71 Winchester Supreme Sport 33 $1,380 MAG, 77 7.62x51mm NATO (Subsonic) Combat Shotguns Accuracy International L96AWS 17 Restricted MAG, 71 Standard 12 Gauge C.A.W.S. 29 $1,000 SEH, 115 AMP DSR-1 7.62x51mm NATO 36 Restricted MAG, 71 Armsel Striker 12 31 Restricted MAG, 77 AMP DSR-1 .300 Win Mag 39 Restricted MAG, 71 Benelli M1 Super 90 20 Gauge (+1 BP/ 28 $970 MAG, 77 AMP DSR-1 .338 Lapua Mag 40 Restricted MAG, 71 $25 for HCM) Armalite AR-50 58 Restricted MAG, 71 Benelli M1 Super 90 12 Gauge (+1BP/ 32 $970 MAG, 77 Barrett M82A1 ‘Light Fifty’ 56 Restricted MAG, 71 $25 for HCM) Barrett Model 95 59 $5,100 MAGX1 Benelli M3 S90 20 Gauge (+1BP/$25 for 28 $1,060 MAG, 77 Barrett M99 56 Restricted MAG, 72 HCM) Cheyenne Tactical Intervention 57 $7,100 MAGX1 Benelli M3 S90 12 Gauge (+1BP/$25 for 31 $1,060 MAG, 77 CZ M76 7.62x51mm NATO 35 Restricted MAG, 72 HCM) CZ M76 7.92x57mm Mauser 35 Restricted MAG, 72 Benelli M3T S90 20 Gauge 28 $1,120 MAG, 77 CZ M76 7.62x54 Soviet 36 Restricted MAG, 72 Benelli M3T S90 12 Gauge 30 $1,120 MAG, 77 Dragunov SVD 39 Restricted MAG, 72 Benelli M4 Super 31 Restricted MAG, 77 Dragunov SVU 22 Restricted MAG, 72 Beretta Model 1201FP 29 $860 MAG, 78 Dragunov SVU-A 25 Restricted MAG, 72 Daewoo USAS-12 28 Restricted MAG, 78 FN Model 30-11 36 Restricted MAG, 72 Franchi SPAS-12 33 $1,000 MAGX1 FN Nemesis 60 Restricted MAG, 72 Franchi SPAS-15 33 Restricted MAG, 78 Fusil FR-F2 34 Restricted MAG, 72 H&K/Olin CAWS 33 Restricted MAG, 78 Gepard M1(+1 BP/$25 for HCM) 58 Restricted MAG, 72 Ithica MAG-10 Roadblocker 33 Restricted MAG, 78 Gepard M2(+1 BP/$25 for HCM) 55 Restricted MAG, 73 Kalashnikov Saiga 12K .410 Gauge (+1 16 Restricted MAG, 78 Gepard M2A1 (+1 BP/$25 for HCM) 56 Restricted MAG, 73 BP/$25 or +2 BP/$50 for HCM) Gepard M3(+1 BP/$25 for HCM) 69 Restricted MAG, 73 Kalashnikov Saiga 12K 12 Gauge (+1BP/28 Restricted MAG, 78 Heckler & Koch G3 SG/1 50 Restricted MAGX1 $25 or +2 BP/ $50 for HCM) H&K MSG-90 Sniping Rifle (+2BP/$50 41 Restricted MAG, 73 Kalashnikov Saiga 12K 20 Gauge (+1BP/25 Restricted MAG, 78 for HCM) $25 or +2 BP/$50 for HCM) H&K PSG-1 (+2 BP/$50 for HCM) 40 Restricted MAG, 73 Mark Three Pancor Jackhammer 32 Restricted MAG, 78 IMI GALATZ 18 Restricted MAG, 73 Noestead Pump Action 29 Restricted MAG, 78 Knights Armaments Corporation SR25 40 Restricted MAGX1 Pump Action Shotguns KBP V-94 54 Restricted MAG, 73 Standard 10 Gauge 27 $400 SEH, 115 Mauser Model 86 Sniping Rifle 36 Restricted MAG, 73 Standard 12 Gauge 22 $300 SEH, 115 Mechem NTW-20 56 Restricted MAG, 73 Standard 20 Gauge 17 $300 SEH, 115 Parker-Hale Model 82 40 Restricted MAG, 74 Gurza KS-23 44 Restricted MAG, 79 Parker-Hale Model 85 46 Restricted MAG, 74 Ithaca English Stock Model 37 16 Gauge 35 $2,300 MAG, 79 PGM Hecate II 53 Restricted MAG, 74 Ithaca English Stock Model 37 20 Gauge 35 $2,300 MAG, 79 Remington M24 Sniper Weapon System 41 Restricted MAGX1 Ithaca English Stock Model 37 12 Gauge 39 $2,300 MAG, 79 7.62x51mm NATO Knight Armaments Corp. Masterkey 19 $1,900 MAGX1 Remington M24 Sniper Weapon System 44 Restricted MAGX1 Mossberg Model 500 “Cruiser”.410 18 $440 MAG, 79 .300 Win Mag Gauge Remington Model 700 5.56x45mm NATO 25 Restricted MAG, 74 Mossberg Model 500 “Cruiser” 20 Gauge 27 $440 MAG, 79 Remington Model 700 7.62x51mm NATO34 Restricted MAG, 74 Mossberg Model 500 “Cruiser” 12 Gauge 31 $440 MAG, 79 RH-ALAN RH-20 74 Restricted MAG, 74 Mossberg Model 500 .410 Gauge 19 $370 MAG, 79 Robar RC-50 58 Restricted MAGX1 Mossberg Model 500 20 Gauge 28 $370 MAG, 79 Robar RC-50F 59 Restricted MAGX1 Mossberg Model 500 12 Gauge 31 $370 MAG, 79 Sako TRG-22 Sniper’s Rifle 41 Restricted MAG, 74 Mossberg Model 500A “Police Special” 19 $490 MAG, 79 Sako TRG-42 Sniper’s Rifle .300WinMag 44 Restricted MAG, 74 .410 Gauge Sako TRG-42 Sniper’s Rifle .338 Lapua 45 Restricted MAG, 74 Mossberg Model 500A “Police Special” 28 $490 MAG, 79 Magnum 20 Gauge Sig-Sauer SSG 3000 40 Restricted MAG, 75 Mossberg Model 500A “Police Special” 31 $490 MAG, 79 Sig-Sauer SSG 550 Sniper (+1BP/+$25 27 Restricted MAG, 75 12 Gauge for HCM) Mossberg Model 590 (+1 BP/+$25 for 32 $490 MAG, 79 Steyr IWS2000 72 Restricted MAG, 75 HCM) Steyr SSG-69 Sniping Rifle 41 Restricted MAG, 75 Remington Model 870 Wingmaster 31 $625 MAG, 79 Technika Magnum 96 Destroyer 72 Restricted MAG, 75 Winchester 1300 (+1 BP/$25 for HCM) 33 Restricted MAG, 80 Tzniitomash VSS Silent Sniping Rifle (+1 22 Restricted MAG, 75 Winchester 1300 Coastal Marine 30 $520 MAG, 80 BP/$25 for HCM) Winchester 1300 Defender 30 $325 MAG, 80 US Carbine M21 (+1 BP/ +$25 for HCM) 36 Restricted MAG, 75 Submachineguns Walther WA 2000 7.62x51mm NATO 43 Restricted MAG, 76 Standard .380 ACP (+2BP/$50 for HCM) 14 $800 SEH, 115 Walther WA 2000 .300 Win Mag 46 Restricted MAG, 76 Standard 9x19mm (+2BP/$50 for HCM) 18 $1,000 SEH, 115 Standard .45 ACP (+2BP/$50 for HCM) 21 $1,200 SEH, 115 80 Beretta Model 12 (+1BP/$25 or +2BP/ 16 Restricted 60s, 170 Armor Piercing Discarding Sabot (APDS) 3 per 20 $50 per 50 MAG, 86 $50 for HCM) Armor Piercing Fin Stabilized Discarding 5 per 20 $75 per 50 MAG, 86 Colt Commando (+1 BP/$25 for HCM) 20 Restricted MAG, 80 Sabot (APFSDS) Colt Model 635 (+2 BP/$50 for HCM) 24 Restricted MAG, 80 Blank 1 per 30 $10 per 50 MAG, 86 CZ Scorpion 9mm Makarov (+2BP/$50 or10 Restricted MAG, 80 Blitz-Action-Trauma (BAT) 2 per 20 $20 per 50 MAG, 86 +3BP/$75 for HCM) Boat Tail 3 per 20 $30 per 50 MAG, 86 CZ Scorpion .380 ACP (+2BP/$50 or +3 9 Restricted MAG, 80 Compacted Powder 1 per 20 $25 per 50 MAG, 86 BP/$75 for HCM) Dum-Dum 3 per 20 $50 per 50 MAG, 86 CZ Scorpion .32 ACP (+2 BP/$50 or +3 9 Restricted MAG, 80 Full Metal Jacket/Military Ball 1 per 50 $15 per 50 SEH, 115; MAG, 103 BP/$75 for HCM) Hollow Point 2 per 20 $25 per 50 MAG, 86 Daewoo K1A (+1 BP/$25 for HCM) 22 Restricted MAG, 81 Hydrashock 2 per 20 $25 per 50 MAG, 86 FAMAE Mini-S.A.F. (+1 BP/$25 for 25 Restricted MAG, 81 Jacketed Hollow Point (JHP) 1 per 50 $20 per 50 SEH, 115; MAG, 103 HCM) Nozzler 4 per 20 $30 per 50 MAG, 87 FAMAE S.A.F. Standard (+1 BP/$25 for 24 Restricted MAG, 81 Safety Slugs (SS) 1 per 20 $15 per 50 SEH, 116; MAG, 104 HCM) Semi-Jacket Exposed Steel Core 2 per 20 $20 per 50 MAG, 87 FN P90 Personal Defense Weapon 31 Restricted MAG, 81 Soft Point (SP) 4 per 20 $15 per 50 SEH, 116; MAG, 104 German State Arsenal MP-40 21 Restricted MAG, 81 Talon 3 per 20 $25 per 50 MAG, 87 H&K 53A2 (+1 BP/$50 or +2 BP/$50 16 Restricted MAG, 81 Teflon-Tipped (TEF) 2 per 20 $40 per 20 SEH, 116; MAG, 104 for HCM) Tracer (T) (Rifles and Machineguns only) 2 per 20 $60 per 50 SEH, 116; MAG, 104 H&K 53A3 (+1 BP/$50 or +2 BP/$50 17 Restricted MAG, 81 Tracker Rounds +2 per clip -- SF7, 13 for HCM) Wad Cutter (WC) 2 per 20 $30 per 50 MAG, 88 H&K MP5A2 (+1 BP/$25 or +2 BP/$50 26 Restricted MAG, 82 Wax, Pistol 1 per 50 $25 per 50 MAGX1 for HCM) Wax, Rifle 1 per 20 $20 per 20 MAGX1 H&K MP5A3 (+1 BP/$25 or +2 BP/$50 27 Restricted MAG, 82 S h e l l s for HCM) Armor Piercing Discarding Sabot (APDS) 3 per 20 $100 per 20 MAG, 86 H&K MP5k (+2 BP/$50 for HCM) 21 Restricted MAG, 82 Armor Piercing Fin Stabilized Discarding 5 per 20 $100 per 10 MAG, 86 H&K MP5k-PDW 27 Restricted MAG, 82 Sabot (APFSDS) H&K MP5-N (+1 BP/$25 or +2 BP/$50 for 28 Restricted MAG, 82 Beanbag 1 per 20 $40 per 20 SEH, 116; MAG, 104 HCM) Blank 1 per 30 $40 per 30 MAG, 88 H&K MP5SD (+2 BP/$50 for HCM) 15 Restricted MAG, 82 Flechette 2 per 20 $75 per 20 SEH, 112; MAG, 104 H&K MP5SF (+1 BP/$25 or +2 BP/$50 16 Restricted MAG, 82 Gas 2 per 20 $75 per 20 SEH, 116; MAG, 104 for HCM) Grenade Launching 1 per 20 $40 per 20 MAG, 88 H&K MP7(+1 BP/$ 25 for HCM) 18 Restricted MAGX1 Lock Knocker Rounds 3 per 10 $40 per 5 SF7, 14 H&K UMP-40A2 21 Restricted MAG, 82 Non-Lethal 1 per 20 $40 per 20 MAG, 88 H&K UMP-45A2 24 Restricted MAG, 82 Rock Salt 1 per 30 $40 per 30 MAG, 88 IMI Micro-Uzi 8 Restricted MAG, 83 Shot 2 per 20 $75 per 20 SEH, 116; MAG, 104 IMI Mini-Uzi (+1 BP/$25 or +2 BP/$50 for 8 Restricted MAG, 83 Slug 1 per 20 $40 per 20 SEH, 116; MAG, 104 HCM) Wax 1 per 10 $20 per 10 MAGX1 IMI Uzi (+1BP/$25 or +2BP/$50 for HCM) 10 Restricted MAG, 82 Pepperball Ammunition Indep Lusa A2 15 Restricted MAG, 83 12g CO2 1 per 3 -- MAGX1 Ingram MAC-10 9mm P 10 Restricted MAG, 83 13ci air bottle 2 per 1 -- MAGX1 Ingram MAC-10 .45 ACP 15 Restricted MAG, 83 .68 pepperball 1 per 30 Restricted MAGX1 Ingram MAC-11 (+2 BP/$50 for HCM) 5 Restricted MAG, 83 Taser Ammunition Kalashnikov AKS-74U 21 Restricted MAGX1 Taser Wire/Dart Package 1 each $30 each MAGX1 MAT MAT-49 17 Restricted 60s, 170 Milikor BXP (+1BP/$25 for HCM) 10 Restricted MAG, 83 Oy Golden Gun Ltd. GG-95 PDW (+2BP/ 12 Restricted MAG, 83 TACTICAL WEAPONS $50 for HCM) Name BP Cost $ Cost Source Pistola Ametralladora Star Model Z84 (+1 13 Restricted MAG, 83 E x p l o s i v e s BP/$25 for HCM) Binary Explosive 18 Restricted MAG, 119 RSA Bizon-2 20 Restricted MAGX1 Blast Mine 17 $100 MAG, 119 Ruger MP-9 13 Restricted MAG, 84 Breaching Charge 12 $60 MAG, 119 Sima-Cefar MGP-84 (+1BP/$25 for HCM)14 Restricted MAG, 84 C4 20 per ¼ $100 per ¼ SEH, 117; MAG 132; Sima-Cefar MGP-87 (+1BP/$25 for HCM) 13 Restricted MAG, 84 lb. lb. SITES SpA Spectre M-4 (+2BP/$50 for 16 Restricted MAG, 84 Cherry Bomb 3 $5 MAG, 119 HCM) Claymore 28 Restricted MAG, 119 Sterling L2A3 16 Restricted MAG, 84 Detonating Cord 5 $25 MAG, 119 Steyr AUG 9mm Para (+1BP/$25 for 15 Restricted MAG, 84 Dynamite 10/stick $20/stick SEH, 117; MAG, 132 HCM) Fragmentation Mine 17 $100 MAG, 119 Steyr TMP (+2 BP/$50 for HCM) 9 Restricted MAG, 84 Fragmentation Mine, Bounding 20 Restricted MAG, 119 Thompson M1/M1A1 (+1BP/$25 for 20 Restricted MAG, 85 Satchel Charge 15 $75 MAG, 119 HCM) Self-Neutralizing Explosive 20 Restricted MAG, 120 Thompson M1928 (+1BP/$25 or +3BP/ 20 Restricted MAG, 84 Thermite 12 $80 MAG, 120 $75 or +7BP/$175 for HCM) Toe Popper 10 $25 MAG, 120 Thompson M3 9mm P 15 Restricted MAG, 85 Flamethrowers Thompson M3 .45 ACP 18 Restricted MAG, 85 Standard Flamethrower 20 $1,250 SEH, 117 Thompson M3A1 18 Restricted MAG, 85 Chinese Arsenal Type 67 20 Restricted MAG, 120 Walther MPK 9 Restricted 60s, 170 Hydroar LC T1 M1 20 Restricted MAG, 121 Russian Arsenal LPO-50 24 Restricted MAG, 121 FIREARM AMMUNITION US Arsenal M9A1 22 Restricted MAG, 121 Name BP Cost $ Cost Source Grenade Launchers B u l l e t s Repeating Grenade Launchers Apep’s Blood 6 per 20 -- SF7, 13 Arsenal Avalanche 20 Restricted MAG, 121 Armor Piercing (AP) 3 per 20 $40 per 50 SEH, 116; MAG, 103 GDAS CG-40 Striker 20 Restricted MAG, 122 81 Hawk MM-1 18 Restricted MAG, 122 RFAS RPG-26 Algen 30 Restricted MAG, 128 H&K GMG 25 Restricted MAG, 122 RFAS RPG-27 Tavolga 32 Restricted MAG, 128 Milkor MGL 26 Restricted MAG, 122 RFAS RPG-29 Vampir 32 Restricted MAG, 128 ROMARM AGA-40 25 Restricted MAG, 122 Shmel RPO-A Incendiary Rocket Launcher 32 Restricted MAG, 128 Saco MK19 Mod 3 (+5 BP/$125 for HCM)24 Restricted MAG, 122 Talley M72 LAW 31 Restricted MAG, 128 Stand-Alone Grenade Launchers Talley SMAW 30 Restricted MAG, 129 Standard Grenade Launcher 20 $1,500 SEH, 117 Talley SMAW-D 30 Restricted MAG, 129 AA1 M79 28 Restricted MAG, 122 Talley SMAW-CS 30 Restricted MAG, 129 Buck HAFLA-35L 16 Restricted MAG, 122 US Arsenal M20 30 Restricted MAG, 129 H&K HK69A1 24 Restricted MAG, 122 Tactical Ammunition Tula KBP GM-94 (+1 BP/$25 for HCM) 25 Restricted MAG, 123 Flamethrower Ammunition Under-Barrel Grenade Launchers Fuel Canister (10 attacks) 2 $40 SEH 117; MAG 129 Colt M203 +20 Restricted MAG, 123 Grenades Colt M203A1 +20 Restricted MAG, 123 Air-Burst Round, 20mm 7 per 6 -- SF7, 15 Colt M203PI +20 Restricted MAG, 123 Baton, 40mm 8 each $50 SEH, 117; MAG 135 H&K HK79 +22 Restricted MAG, 123 Chemical, 40mm 8 + chem $30 + chem MAG, 130 KBP GP-95 +20 Restricted MAG, 123 CS Gas, 40mm 10 each $50 SEH, 117; MAG 135 Milkor MK40 +22 Restricted MAG, 123 Flash, 40mm 8 each $30 SEH, 117; MAG 135 Machineguns Flash/Bang, 40mm 10 each $50 SEH, 117; MAG 135 Special: Machinegun Suppressive Fire +4 MAGX1 Flechette, 40mm 10 each $60 SEH, 117; MAG 135 Rules Fragmentation, 40mm 12 each $60 SEH, 118; MAG 135 Standard 5.56x45mm SAW 31 $2,000 SEH, 120 HVCC (Rifle Only) 10 each $60 MAG, 130 Standard 7.62x39mm SAW 27 $1,500 SEH, 120 Illumination, 40mm 5 each $30 SEH, 117; MAG 135 Standard 7.62x51mm GPMG 40 $3,000 SEH, 120 Incendiary, 40mm 10 each $60 MAG, 130 Standard 7.62x54mm GPMG 39 $2,500 SEH, 120 Smoke, 40mm 5 each $20 SEH, 117; MAG 135 Standard .30-06 GPMG 39 $2,500 SEH, 118 White Phosphorous, 40mm 14 each Restricted MAG, 130 Standard .50 BMG HMG 43 $10,000 SEH, 120 Machinegun Ammunition Standard 14.5mm HMG (uses Special 44 $9,000 SEH, 119 (As standard Rifle ammunition) Machinegun Ammunition) Full-Metal Jacketed-Tracer (FMJ-T) (For 4 per 50 $100 per 50 SEH, 119 Browning M1918A1 BAR 32 Restricted MAGX1 use with Standard 14.5mm HMG) Browning M1918A2 BAR 38 Restricted MAGX1 Armor-Piercing-Tracer (AP-T) (For use 6 per 50 $150 per 50 SEH, 119 Browning M2HB “Ma Deuce” (includes 55 Restricted MAGX1 with Standard 14.5mm HMG) Tripod) Mortar Shells Daewoo K3 (+9 BP/$225 for HCM) 24 Restricted MAG, 124 HE, 52mm 10 each $150 SEH, 119; MAG 135 FN M240B/G (+1BP/$25 or +7BP/$175 or 43 Restricted MAG, 124 HE, 60mm 12 each $175 MAG 135 +9BP/$225 for HCM) HE, 81mm 16 each $200 MAG 135 FN M249 SAW (+1BP/$25 or +7BP/$175 29 Restricted MAG, 124 Heat Seeking, 52mm 14 each Restricted MAG 130 or +9BP/$225 for HCM) Heat Seeking, 60mm 16 each Restricted MAG 130 General Electric XM214 Minigun 31 Restricted MAG, 124 Heat Seeking, 81mm 18 each Restricted MAG 130 IMI Negev (+8 BP/$200 for HCM) 26 Restricted MAG, 124 Illumination (any size) 5 each $100 SEH, 119; MAG 135 Kalashnikov PK 36 Restricted MAG, 124 Napalm, 52mm 12 each $100 MAG 130 Kalashnikov PKM 35 Restricted MAG, 124 Napalm, 60mm 14 each $125 MAG 130 Kalashnikov PKS (+5 BP/$125 for HCM) 34 Restricted MAG, 124 Napalm, 81mm 18 each $175 MAG 130 Kalashnikov RPD 29 Restricted MAG, 125 Smart Bomb, 52mm 15 each Restricted MAG 130 Maremont M60E4 LMG 32 Restricted MAG, 125 Smart Bomb, 60mm 18 each Restricted MAG 130 Rheinmetall MG3 (+9 BP/$225 for HCM) 33 Restricted MAG, 125 Smart Bomb, 81mm 20 each Restricted MAG 130 Steyr AUG LSW 26 Restricted MAG, 125 Smoke (Any size) 5 each $100 SEH, 119; MAG 135 STK/CIS Ultimax Mk.3 LMG (+6BP/$150 25 Restricted MAG, 125 Rockets for HCM) A/A 15 each $1,000 SEH, 119 Vektor SS-77 GPMG 7.62x51mmNATO 36 Restricted MAG, 125 A/T 15 each $500 SEH, 119 Vektor SS-77 GPMG 5.56x45mmNATO 27 Restricted MAG, 125 ATGM, 70mm 18 each Restricted SEH, 119; MAG 136 M o r t a r s ATGM, Javelin 25 each Restricted MAGX1 Standard Mortar 40 $1,500 SEH, 119 HE 15 each $100 SEH, 119 FLY-K TN 8111 Silent Individual Grenade 27 Restricted MAG, 126 HE, 84mm Carl Gustav 20 each Restricted MAGX1 Launcher 52mm HEAT, 40mm 12 each Restricted MAG 131 M-224 Light Mortar 60mm 30 Restricted MAG, 126 HEAT, 58.3mm 13 each Restricted MAG 131 M-252 Medium Mortar 81mm 35 Restricted MAG, 126 HEAT, 66mm 15 each Restricted MAG 131 Soltam Commando Mortar 60mm 32 Restricted MAG, 126 HEAT, 72.5mm 16 each Restricted MAG 131 Rocket Launchers HEAT, 83mm 17 each Restricted MAG 131 Standard Rocket Launcher 30 $3,000 SEH, 119 HEAT, 84mm 18 each Restricted MAG 131 Bofors Carl Gustav 20 Restricted MAGX1 HEAT, 89mm 20 each Restricted MAG 131 Diehl Bunkerfaust 30 Restricted MAG, 127 HEAT, 105mm 22 each Restricted MAG 131 FFV Ordnance/Alliance Techsystems 22 Restricted MAG, 127 HEAT, 120mm 25 each Restricted MAG 131 M136 AT4 HEAT, 84mm Carl Gustav 18 each Restricted MAGX1 FFV Ordnance/Alliance Techsystems 20 Restricted MAG, 127 HEDP, 60mm 12 each Restricted MAG 131 M136 AT-4 CS HP HEDP, 83mm 13 each Restricted MAG 131 Raytheon FIM-92 “Stinger” Anti-Aircraft 20 Restricted MAG, 127 HEDP, 93mm 15 each Restricted MAG 131 Missile Launcher HEDP, 84mm Carl Gustav 13 each Restricted MAGX1 Raytheon Javelin 30 Restricted MAGX1 Illumination, 84mm Carl Gustav Restricted MAGX1 Lockheed Martin MPIM/SRAW 30 Restricted MAG, 127 Smoke, 84mm Carl Gustav Restricted MAGX1 RFAS RPG-7 30 Restricted MAG, 127 RFAS RPG-Temp 10 30 Restricted MAG, 128 ACCESSORIES RFAS RPG-16D 30 Restricted MAG, 128 Name BP Cost $ Cost Source RFAS RPG-16 Udar 30 Restricted MAG, 128 82 Bow Accessories Tactical Accessories Dynamic Shock Absorber 2 $80 MAG, 107 M70 Commando Mortar Control System 4 $400 MAG, 113 Silencer 1 $40 MAG, 107 Mortar Ballistic Computer 1 $250 MAG, 113 Speed Quiver 2 $40 MAG, 107 Pintel Mount 1 $150 MAG, 113 Tactical Sling 2 $50 MAG, 107 Suppressor, Tactical 1 $50 MAG, 113 Bracing Gear Tripod, Recoil-Resistant 3 $100 MAG, 113 Bipod, Prone/Bench Rest 1 $50 SEH, 131; MAG 107 Bipod, Leg Notch Adjustable Rest 1 $60 MAG, 108 PROTECTIVE GEAR Tail Rest 1 $75 MAG, 108 Name BP Cost $ Cost Source Masterkey Stand-Alone Assembly 10 $600 MAGX1 L i g h t A r m o r Removable Stock 2 $100 MAG, 108 Animal Armor, Light 20 $1,000 MM, 22 Tripod 1 $100 SEH, 131 Armored Float Vest 18 $500 MAG, 139 Tripod, Fixed 2 $80 MAG, 108 Ballistic Nylon Vest 20 $350 60s, 166 Chokes and Suppressors Ballistic Vest 30 $600 MAG, 139 Flash Suppressor 1 $20 SEH, 131 Contour Vest 27 $800 MAG, 139 Muzzle Break (Pistol/SMG) 2 $80 MAG, 108 Fragmentation Vest 24 $175 60s, 166 Muzzle Break (Rifle/MG) 2 $200 MAG, 108 Hot Weather Vest 22 $400 MAG, 140 Silencer 2 $100 SEH, 131 Kevlar Vest 30 $600 SEH, 123; MAG, 142 Suppressor, Standard 1 $50 MAG, 108 Insert +10 +$200 SEH, 123; MAG, 142 Suppressor, Cover 1 $60 MAG, 108 Nomex Coveralls 12 $1,200 WM, 111 Suppressor, Permanent 1 $25 MAG, 109 Plate Carrier Vest 14 $100 MAG, 140 Suppressor, Removable 2 $100 MAG, 109 Racing Jacket 10 $300 MAGX1 Suppressor, Short 2 $80 MAG, 109 Racing Jumpsuit 12 $1,200 MAGX1 Shotgun Choke 1 $50 MAG, 109 Rectangle Vest 20 $250 MAG, 140 Cosmetic Options Stab Vest 30 $800 MAG, 140 Custom Grip +2 +$150 MAG, 109 Stake-Out Vest 12 $500 MAG, 140 Engraving +0 +$100 MAG, 109 Standard Insert +10 $200 MAG, 142 Finish +1 +$50 MAG, 109 Tactical Deployment Vest 22 $400 MAG, 140 Illuminating Paint +1 +$50 MAG, 109 Tuxedo Liner 20 $500 SEH, 125; MAG, 142 Holsters and Cases Undercover Vest 18 $600 MAG, 140 Standard Holster 0 $50 SEH, 130; MAG, 109 Medium Armor Book Case 1 $60 MAG, 109 Animal Armor, Medium 40 $2,000 MM, 22 Concealable Holster, Mark I 2 $100 MAG, 110 Anubis Battle Armor -- $250,000 SF7, 12 Concealable Holster, Mark II 3 $150 MAG, 110 Chain Shirt 20 $250 SEH, 124; MAG, 142 Discreet Holster 2 $75 MAG, 110 Interceptor Body Armor 24 $1,700 MAGX1 Pistol Purse 1 $75 MAG, 110 Trauma Plates +12 -- MAGX1 Shoulder Holster 3 $100 MAG, 110 Kevlar BDU 35 $1,000 SEH, 123; MAG, 142 Stealth Holster 4 $200 MAG, 110 Kinetex Body Suit 25 $3,000 SF7, 13 Tactical Briefcase 2 $150 MAG, 110 Military Aviator Flight Suit 24 $2,500 MAG, 140 Tactical Holster 1 $60 MAG, 110 Motorcycle Leathers 16 $900 MAGX1 Optical Weapon Accessories Quilted Ballistic Jacket 35 $1,000 MAG, 140 Advanced Combat Optical Gunsight 5 $800 MAG, 111 Red Man Suit 10 $1,300 MAGX1 (ACOG) Steelweave Vest 25 $750 SEH, 124; MAG, 142 ACOG Gunsight, Compact 6 $950 MAG, 112 H e a v y A r m o r Day/Night Scope, 2x 3 $300 MAG, 110 Animal Armor, Heavy 60 $3,000 MM, 22 Day/Night Scope, 6x 4 $400 MAG, 110 Assault Vest 40 $1,500 SEH, 123; MAG, 142 Day/Night Scope, 12x 5 $600 MAG, 110 Insert +10 +$500 SEH, 123; MAG, 142 Day/Night Scope, 24x 6 $1,000 MAG, 110 Bomb Squad Suit 35 $2,000 SEH, 123; MAG, 142 Laser Sight, Standard 2 $200 SEH, 131; MAG 111 Door-Gunner Vest 50 $3,000 SEH, 124; MAG, 142 Laser Sight, Laser Grip 1 $200 MAG, 111 Flak Vest 36 $1,500 MAG, 139 Laser Sight, Red Dot Aiming Device 1 $200 MAG, 111 O t h e r A r m o r Night Vision Sight, 1st Generation 2 $200 MAG, 111 Helmet Night Vision Sight, 2nd Generation 3 $300 MAG, 111 Aviator 6 $300 MAG, 139 Night Vision Sight, 3rd Generation 4 $450 MAG, 111 Ballistic 7 $50 MAG, 139 Power Grip 3 $300 MAG, 112 Climbing 2 $60 MAG, 139 Starlight Scope 2 $150 MAG, 111 Football 12 $25 MAG, 140 Tactical Flashlight 1 $100 MAG, 112 Military 7 $30 SEH, 124; MAG, 142 Telescopic Sight, 2x 1 $50 MAG, 111 Motorcycle 5 $100 SEH, 124; MAG, 142 Telescopic Sight, 6x 2 $100 SEH, 131; MAG 111 Riot 13 $250 MAG, 140 Telescopic Sight, 12x 3 $200 MAG, 111 Sealed 10 $500 SEH, 123; MAG, 142 Telescopic Sight, 24x 4 $400 MAG, 111 Tanker 8 $950 WM, 111 Reloading Aids Face Cage (For Helmet) +1 $25 MAG, 139 Redi-Mag 1 $5 MAG, 112 Face Shield (For Helmet) +2 $40 MAG, 139 Shotgun Side Saddle 1 $25 MAG, 112 Riot Shield 5 $100 SEH, 124; MAG, 142 Speedloader 1 $25 MAG, 112 Protective Gear Slings and Ammunition Carriers Armored Blanket 25 $300 MAG, 140 Bandoleer 0 $30 MAG, 112 Ballistic Goggles 3 $150 MAG, 140 Magazine Holder, Rifle Stock 0 $10 MAG, 112 Bomb Blanket 15 $200 MAG, 140 Sling, Assault 3 $50 MAG, 112 Bomb Cover 12/level $175/level MAG, 141 Sling, Bungee 1 $20 MAG, 113 Camouflaged Clothing +1 +$40 MAG, 141 Sling, Standard 1 $20 SEH, 130; MAG, 113 Combat Boots 1 $40 MAG, 141 Ear Plugs 1/pair $1/pair MAG, 141 Flash Goggles 5 $300 SEH, 123; MAG, 143 83 Gas Mask 5 $100 SEH, 123; MAG, 143 Radiation Monitor 1 $10 MAG, 142 Gloves Sparring Pads 2 $100 MAGX1 Standard -- $30 MAG, 141 Suit, Asbestos 7 $400 SEH, 123; MAG, 143 Insulated 0/pair $35/pair MAG, 141 Suit, Dry 14 $600 MAG, 141 Rubber 0/pair $1/pair MAG, 141 Suit, Gore-Tex 7 $400 SEH, 123; MAG, 143 Surgical 0/pair $5/pair MAG, 141 Suit, Ghillie 5 $100 SEH, 123; MAG, 143 Work 0/pair $25/pair MAG, 141 Suit, NBC 8 $500 SEH, 123; MAG, 143 JSLIST 7 $300 WM, 111 Suit, Nomex Undersuit 7 $2,000 MAGX1 Jump Boots 1 $120 WM, 111 Suit, SCUBA 6 $400 SEH, 123; MAG, 143 Knee and Elbow Pads 2 $80 MAGX1 Suit, Silver 10 $2,000 GA, 87 Quarantine Tent 10 $500 MAG, 142 Suit, Space 1 GP Restricted SEH, 123; MAG, 143

THE OPEN GAME LICENSE

The following text is the property of , Inc. and is Copyright 2000 9. Updating the License: Wizards or its designated Agents may publish updated Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. versions of this License. You may use any authorized version of this License to copy, modify 1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who and distribute any Open Game Content originally distributed under any version of this have contributed Open Game Content; (b) "Derivative Material" means copyrighted material License. including derivative works and translations (including into other computer languages), 10. Copy of this License: You MUST include a copy of this License with every copy of potation, modification, correction, addition, extension, upgrade, improvement, compilation, the Open Game Content You Distribute. abridgment or other form in which an existing work may be recast, transformed or adapted; 11. Use of Contributor Credits: You may not market or advertise the Open Game (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, Content using the name of any Contributor unless You have written permission from the transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and Contributor to do so. includes the methods, procedures, processes and routines to the extent such content does 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this not embody the Product Identity and is an enhancement over the prior art and any additional License with respect to some or all of the Open Game Content due to statute, judicial order, content clearly identified as Open Game Content by the Contributor, and means any work or governmental regulation then You may not Use any Open Game Material so affected. covered by this License, including translations and derivative works under copyright law, but 13. Termination: This License will terminate automatically if You fail to comply with all specifically excludes Product Identity. (e) "Product Identity" means product and product line terms herein and fail to cure such breach within 30 days of becoming aware of the breach. names, logos and identifying marks including trade dress; artifacts; creatures, characters; All sublicenses shall survive the termination of this License. stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 14. Reformation: If any provision of this License is held to be unenforceable, such designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic provision shall be reformed only to the extent necessary to make it enforceable. and other visual or audio representations; names and descriptions of characters, spells, 15. COPYRIGHT NOTICE: enchantments, personalities, teams, personas, likenesses and special abilities; places, Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. locations, environments, creatures, equipment, magical or supernatural abilities or effects, System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors logos, symbols, or graphic designs; and any other trademark or registered trademark clearly , , , based on original material by E. Gary Gygax identified as Product identity by the owner of the Product Identity, and which specifically and Dave Arneson. excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, Star Wars Role Playing Game Copyright 2000, Wizards of the Coast and Lucasfilm motto, designs that are used by a Contributor to identify itself or its products or the Ltd.; Authors Andy Collins, Bill Slavicsek, JD Wiker. associated products contributed to the Open Game License by the Contributor (g) "Use", Spycraft Espionage Handbook Copyright 2002, Alderac Entertainment Group, Inc.; "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and Authors Patrick Kapera and Kevin Wilson. otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the Shadowforce Archer Worldbook Copyright 2002, Alderac Entertainment Group, Inc.; licensee in terms of this agreement. Authors Patrick Kapera and Kevin Wilson. 2. The License: This License applies to any Open Game Content that contains a notice Modern Arms Guide Copyright 2002, Alderac Entertainment Group, Inc.; Authors indicating that the Open Game Content may only be Used under and in terms of this Chad Brunner, Tim D'Allaird, Sean Michael Fish, B.D. Flory, Scott Gearin, Owen Hershey, License. You must affix such a notice to any Open Game Content that you Use. No terms Patrick Kapera, Michael Petrovich, Jim Wardrip, and Stephen Wilcoxon. may be added to or subtracted from this License except as described by the License itself. The Archer Foundation Copyright 2002, Alderac Entertainment Group, Inc.; Authors No other terms or conditions may be applied to any Open Game Content distributed using Scott Gearin and Patrick Kapera. this License. Soldier/Wheelman Class Guide Copyright 2002, Alderac Entertainment Group, Inc.; 3. Offer and Acceptance: By Using the Open Game Content You indicate Your Authors Chad Brunner, Shawn Carman, B.D. Flory, Scott Gearin, and Patrick Kapera. acceptance of the terms of this License. The Hand of Glory Copyright 2002, Alderac Entertainment Group, Inc.; Authors Sean 4. Grant and Consideration: In consideration for agreeing to use this License, the Michael Fish, B.D. Flory, Scott Gearin, Patrick Kapera and Joe Unger. Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the Gentlemen’s Agreement Copyright 2002, Alderac Entertainment Group, Inc.; Author exact terms of this License to Use, the Open Game Content. B.D. Flory 5. Representation of Authority to Contribute: If You are contributing original material as Pan-Asian Collective Copyright 2002, Alderac Entertainment Group, Inc.; Authors Open Game Content, You represent that Your Contributions are Your original creation and/or Steve Crow, Scott Gearin, and Clayton A. Oliver. You have sufficient rights to grant the rights conveyed by this License. Fixer/Pointman Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of Author Scott Gearin. this License to include the exact text of the COPYRIGHT NOTICE of any Open Game European Commonwealth Copyright 2003, Alderac Entertainment Group, Inc.; Content You are copying, modifying or distributing, and You must add the title, the copyright Authors Alexander Flagg, Lee Hammock, Lucien Soulban. date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Faceman/Snoop Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; Game Content you Distribute. Authors Alexander Flagg and Clayton A. Oliver. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an African Alliance Copyright 2003, Alderac Entertainment Group, Inc.; Authors Steve indication as to compatibility, except as expressly licensed in another, independent Crow, Alex Flagg, Patrick Kapera, Clayton A. Oliver, and James Maliszweski. Agreement with the owner of each element of that Product Identity. You agree not to indicate 1960s Decade Book Copyright 2003, Alderac Entertainment Group, Inc.; Authors compatibility or co-adaptability with any Trademark in conjunction with a work containing Robert J. Defendi, B.D. Flory, Scott Gearin, and Clayton A. Oliver. Open Game Content except as expressly licensed in another, independent Agreement with The Shop Copyright 2003, Alderac Entertainment Group, Inc.; Authors Robert J. the owner of such Trademark. The use of any Product Identity in Open Game Content does Defendi, Alex Flagg, Scott Gearin, James Maliszewski, Clayton A. Oliver, Michael Surber. not constitute a challenge to the ownership of that Product Identity. The owner of any Agency Copyright 2004, Alderac Entertainment Group, Inc.; Authors Steve Crow, Product Identity used in Open Game Content shall retain all rights, title and interest in and to Alexander Flagg, B.D. Flory, Clayton A. Oliver, Steven Peterson. that Product Identity. Mastermind Copyright 2004, Alderac Entertainment Group, Inc.; Authors Steve Crow, 8. Identification: If you distribute Open Game Content You must clearly indicate which Alexander Flagg, B.D. Flory, Clayton A. Oliver. portions of the work that you are distributing are Open Game Content. U.S. Militaries Copyright 2004, Alderac Entertainment Group, Inc.; Authors Brannon Boren, B.D. Flory, Clayton A. Oliver, Patrick Parrish, Jim Wardrip. 84 World Militaries Copyright 2004, Alderac Entertainment Group, Inc.; Authors Dave Dark Inheritance Copyright 2004, Mythic Dreams Studios LLC.; Authors Alex Flagg, McAlister, Clayton A. Oliver, Patrick Parrish. Scott Gearin, Chad Justice, and Jason Olsan. Battlegrounds Copyright 2005, Alderac Entertainment Group, Inc.; Authors Andy Most Wanted Copyright 2003, Paradigm Concepts, Inc.; Authors Alex Flagg and Mark Davis, Alexander Flagg, Clayton A. Oliver, Jason Olsan, Patrick Parrish. Christensen. Strike Force 7 Copyright 2005; Otherworld Creations; Author Caias Ward.

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