Spycraft_2.0_FP_Errata-v3 by BlaqueSaber

VIEWS: 158 PAGES: 31

									SPYCRAFT 2.0 ERRATA DOCUMENT
PLAYER RELEASE – v3
The following errata covers the Spycraft 2.0 Rulebook: First Printing. It is in effect as of August 1, 2007. Special Note: This is a fluid document and is subject to change. Please visit the Crafty Games website for updated versions as they become available.

Spycraft, Living Spycraft, and all related marks are ® ™ © 2006 and used with permission from
Alderac Entertainment Group, Inc. All rights reserved. All characters, names, places, and text herein is copyrighted by Crafty Games, LLC. Reproduction without Crafty Games’ written permission is expressly forbidden.

www.crafty-games.com

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

SPYCRAFT 2.0 RULEBOOK (FIRST PRINTING)
All errata is presented in the order the original text appeared in the book, with diagram, table, sheet, and game aid errors at the end. Page numbers are included throughout for easy reference. Any note without a page number applies universally within the section in question.

CHAPTER 1: CHARACTER CREATION
ORIGIN
Bonus Contacts: When a Talent, such as Shrewd, or a Specialty, such as Contract Professional, grants the character 1 or more acquaintance-grade contacts, the character may combine them with each other or his other starting contacts, as appropriate (e.g. a Shrewd character may gain 2 acquaintancegrade contacts or 1 associate-grade contact, and if the character factors in his standard Level 1 contact, he may increase that 1 associate-grade contact to confederate-grade, etc.). Free Gear Picks: When a Talent, such as Privileged, or a Specialty, such as Rescuer, allows the character to request a gear pick without spending an action die or making a Request check, the character need not sacrifice one of his gear picks to use the ability, either. Focuses, Proficiencies, and Fortes: Origin options that grant “1 additional focus or forte” may only be used to gain 1 skill focus the character doesn’t already possess or 1 skill forte for a focus the character already possesses. Likewise, Origin options that grant “1 additional weapon proficiency” may only be used to gain 1 weapon proficiency the character doesn’t already possess or 1 weapon forte for a proficiency the character already possesses. Mercenary (page 24): This Specialty has been renamed “Soldier of Fortune.” All references to the Mercenary Specialty now apply to the Soldier of Fortune Specialty. Playboy (page 24): This Specialty’s free civilians Resource consists of 1 gaggle of civilians (see the Spycraft 2.0 Rulebook, page 304). Recruit (page 24): This Specialty has been renamed “Serviceman.” All references to the Recruit Specialty now apply to the Serviceman Specialty. Test Subject (page 25): This Specialty may not increase an attribute score above 20 at character creation. Further, the alternate form NPC quality is no longer available to player characters, though the alternate identity NPC quality may still be chosen. (Different ways to achieve alternate forms are in the works and will be included in future Crafty Games releases.)

BASE CLASSES
Advocate (page 31): The following errata applies to this class. • • The behind the scenes I ability allows a Request check with a DC of up to 20, the behind the scenes II ability allows a Request check with a DC of up to 30, and the behind the scenes III ability allows a Request check with a DC of up to 40. The effects of the Advocate’s small steps/favor for a favor ability apply to all Bribe checks, including those made with the Streetwise skill. Explorer (page 33): The text for uncanny dodge V is replaced with the following: “Uncanny Dodge V: At Level 20, you never become flat-footed and may not be targeted with Coup de Grace actions unless you are held, paralyzed, or unconscious (in addition to the action’s normal requirements). This does not prevent you from making skill checks possessing the Concentration tag (see page 101).”

2

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Faceman (page 33): The following errata applies to this class. • • • The second effect of the Faceman’s1,000 faces ability requires a successful Falsify/Disguise check. The effects of the Faceman’s cold read ability may only be applied when the Faceman encounters the target character for the first time during each mission. The effects of the Faceman’s masks/favor for a favor ability apply to all Bribe checks, including those made with the Streetwise skill. Hacker (page 35): The following errata applies to this class. • The computer targeted by the Hacker’s custom ‘ware ability is also considered to be running security software with a Power Rating equal to the computer’s Power Rating. This software does not count against the maximum total software that may run on the system (see the Spycraft 2.0 Rulebook, page 221). The Hacker’s master key abilities affect the Science skill as a whole. All mention of the Mathematics focus is stricken from these abilities. Further, these abilities apply when creating or requesting software as well. Finally, the maximum rank modifier for the master key I and master key II abilities is now +6 and +7, respectively. The Hacker’s trap door ability should read as follows: “You’re constantly compiling a dizzying array of secret loopholes in security programs that you might one day want to compromise. At Level 3, once per mission as a free action, you may gain 1 dossier or 1 cover identity with a Power Rating up to 1/2 your Class Level (rounded up).” The Hacker’s synchronized ability should read as follows: “Your multi-tasking strength allows you to constantly support your teammates’ actions. At Level 10, at the start of any round, you may declare that you’re supporting 1 teammate who can hear or see you. Until the end of the current round, the target teammate’s threat range with all skill checks increases by 2, and his Initiative Count rises by 5. You may not perform any non-free actions during a round in which you support a teammate, and each character may only benefit from 1 synchronized ability at any time.” Intruder (page 37): The following errata applies to this class. • The Intruder’s gear prep ability should read as follows: “You always seem to have the best tools for the job at hand. At Level 1, you may choose 1 mission gear pick as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain a number of additional upgrades up to your starting action dice that may be applied to any of your mission gear picks.” The Intruder’s criminal mind/booby trap ability should read as follows: “You can make rapid adjustments to complex devices. The time required for you to perform any Electronics or Mechanics check to sabotage an item, or any Security check to set a trap, decreases to 1/2 standard (rounded down, minimum 1 half action).” The Intruder’s criminal mind/tricky ability should read as follows: “You’re slippery in combat, often tripping opponents up with their own attacks. Once per round, when an adjacent opponent’s attack misses you by 5 or more, you may immediately take a Tire action against the opponent as a free action. Further, you may substitute your Acrobatics (Dex) skill bonus in place of your Resolve (Con) skill bonus when taking this action.” The text for uncanny dodge V is replaced with the following:

•

•

•

•

•

•

“Uncanny Dodge V: At Level 20, you never become flat-footed and may not be targeted with Coup de Grace actions unless you are held, paralyzed, or unconscious (in addition to the action’s normal requirements). This does not prevent you from making skill checks possessing the Concentration tag (see page 101).”

3

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Scientist (page 41): The following errata applies to this class. • • • The last sentence of the Scientist’s intense study ability should read as follows: “You must satisfy all of each feat’s prerequisites before choosing it, but your career level is considered to be up to 2 higher when doing so.” The Scientist’s faculty ability should possess the “city” location tag. The second paragraph of the Scientist’s know it all ability should read as follows: “At Level 20, you may use this ability 1 additional time per mission.” Sleuth (page 44): The following errata applies to this class. • • • • The Sleuth’s Initiative bonus should be identical to that of the Scout (see the Spycraft Espionage Rulebook, page 44). The Sleuth may use his sources ability to make Request checks to gain skill training Resource picks even outside the Intel Phase (see the Spycraft 2.0 Rulebook, page 226). The Sleuth’s little details ability allows a Tire action as a free action, not a Trick action. The Sleuth’s friends on the force ability should possess the “city” location tag. Snoop (page 47): The following errata applies to this class. • • • The intercept communication ability may only be used to target a location of which the Snoop is already aware; it may not be used to target people. The word “profile” in the Snoop’s current dossier ability should read “dossier.” The Snoop’s spy vs. spy ability should read as follows: “You may choose 1 Tradecraft gear pick as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain a number of additional upgrades equal to your starting action dice that may be applied to any of your Tradecraft mission gear picks.” The last paragraph of the Snoop’s big brother ability should read as follows: “At Level 20, you may use this ability up to 2 times per mission, and the feed’s bonus increases to +4.”

•

Soldier (page 49): The Soldier’s big stick ability should read as follows: “You may choose 1 Weapon gear pick covered by your chosen proficiencies as if the current mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain a number of additional upgrades equal to your starting action dice that may be applied to any of your Weapon mission gear picks.” Wheelman (page 50): The following errata applies to this class. • The Wheelman’s custom ride ability should read as follows: “Your garage is always stocked with the best toys. At Level 1, you may choose 1 Vehicle gear pick as if the current mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain a number of additional upgrades equal to your starting action dice that may be applied to any of your Vehicle mission gear picks.” The Wheelman’s pit crew ability should possess the “city” location tag.

•

INTERESTS
Abandoning Interests (page 53): A character may choose to give up an Interest at any time, loosing that ‘slot’ permanently. The interest is not replaced, but may be chosen again at a later time when the character gains a new Interest.

4

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

SUBPLOTS
Subplot “Activation” (page 53): A Subplot is considered “active” only when the GC decides to introduce it in the current mission (i.e. “activate” it); otherwise, it is considered “inactive.” A Subplot’s rules only come into play when it is active (e.g. a character only gains action dice for a Subplot when it’s active, a Subplot may only be completed when it’s active, etc.). This is the case even with Subplots that are always logically lingering in the background, like Discredited. Though a character possessing the Discredited Subplot is always dealing with his shame and fighting for the respect of others, the storyline involving his struggle – and the mechanics supporting that storyline – only come into play when the GC decides they do. At all other times, the Subplot is a footnote in the character’s lingering background with no effect on the current mission.

DERIVED VALUES
Defense (page 60): This is the character’s base Defense bonus.

ACTION DICE
Bonuses to Action Die Results (page 61): Abilities that grant a bonus to action die results apply to each action die rolled, regardless of the number of action dice spent to prompt the rolls. Activate an Opponent’s Error (page 62): When an opponent suffers an error and the result is currently a failure, the choice as to whether the error is activated as a critical failure must be made before the acting character may spend action dice to boost the result. If the error is activated as a critical failure, the acting character may not spend action dice to boost the result. Pray for a “Hail Mary” (page 63): In all cases, these dice must be spent before making the roll.

THE MULTI-CLASS CHARACTER
Skills (page 64): The last sentence of this paragraph should read: “These points are spent 1:1 on class skills and 2:1 on cross-classed skills as determined by the class granting the skill points.”

EXPERT CLASSES
Brawler (page 65): The brawler gains the backhand and quake strike ploys as follows. Further, the text for the stare down ability is replaced with the following.

Backhand: You may choose to inflict subdual damage with an unarmed attack to gain a +4 morale bonus with all Intimidate checks targeting the same opponent for 1 minute. Quake Strike: As a full action, you may take 1 Trip action targeting all adjacent opponents. You roll once for this action, while each opponent rolls to resist separately. If you suffer a critical failure or any opponent scores a critical success, you automatically become sprawled. Stare Down: When you render an opponent unconscious or dead, you may take a Threaten action against another opponent within CQB Range as a free action, even if you have not yet injured that character.
Cleaner (page 66): The Cleaner’s “fatal attack” is a Standard Attack modified as described in the text (see the Spycraft 2.0 Rulebook, page 354, for details). Con Artist (page 67): The word “unopposed” is removed from all versions of the short con ability. Counter-Terrorist (page 69): The following errata applies to this class. • The Counter-Terrorist’s safe attack ability should read as follows: “At Level 4, your opponent must spend 2 additional action dice to cause one of your attacks to strike any character other than your intended target. Further, when you attack a character benefiting from cover provided by a human shield, the Defense bonus granted by the human shield decreases to 1/2 standard (rounded down).”

5

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 • The first sentence of the Counter-Terrorist’s first strike ability should read as follows: “At Level 10, once per combat at the beginning of any combat round in which you would typically be able to act, you may take your standard 1 full action or 2 half actions before any other characters act and before any event occurs during the round.”

Field Analyst (page 70): The sum up ability allows you to exchange gear picks, not choose additional picks beyond your standard Intel Phase allowance. Grunt (page 71): The following errata applies to this class. • • All instances of “heavy weapons” in the Grunt’s dead to rights ability should read “tactical weapons.” The Grunt’s heavily armed ability should read as follows: “At Level 5, you may choose 1 Weapon gear pick as if the current mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain a number of additional upgrades equal to your starting action dice that may be applied to any of your Weapon mission gear picks.” Politico (page 76): The following errata applies to this class. • • The second sentence of the Politico’s behind closed doors ability should read as follows: “At Level 4, each time you make an opposed Charisma-based skill check, you may increase your error range by 3 to increase your threat range by 3.” The Politico’s executive decision ability should read as follows:

“You possess enough clout to use government assets without supervision. At Level 10, you may choose 1 Resource gear pick as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain a number of additional upgrades equal to your starting action dice that may be applied to any of your Resource mission gear picks. Further, once per mission, you may make an ‘executive decision’, allowing you to automatically succeed with any 1 Request check that can be fulfilled by your Faction or Freelance network (see Tools, page 394). This check has no action die cost and can be performed regardless of mission Caliber.” Raptor (page 77): The following errata applies to this class. • The Raptor’s cutting edge ability should read as follows: “At Level 3, you may choose 1 Gadget gear pick as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain a number of additional upgrades equal to your starting action dice that may be applied to any of your Gadget mission gear picks.” The Raptor’s armor grace ability should read as follows: “At Level 6, while wearing partial armor, the armor’s Defense modifier increases by your starting action dice.”

•

Schemer (page 78): The second sentence of the schemer’s core ability is replaced with the following: "After rolling 1 or more action dice to boost a check result, saving throw result, or damage roll, you may replace the value shown on the single lowest action die with your Intelligence modifier (before any other modifiers are applied to the action die's result)." Sniper (page 79): All instances of “2-handed weapon” in this class should read “2-handed firearm or hurled weapon.” Tactician (page 81): The tactician’s core ability should indicate Regroup actions instead of Refresh actions.

6

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Transporter (page 82): The following errata applies to this class. • The protect the package ability should read as follows: “At Level 1, once per session, you may designate any 1 other character, animal, or Medium or smaller item as your “cargo.” Whenever a human or animal cargo is within 15 ft. of you and its Initiative Count and/or Reflex save is lower than yours (before cover and other effects are applied), whichever of these statistics is lower than yours become equal to yours. At Level 5, whenever you receive a cover identity, your cargo gains a cover identity — or false shipping papers — with an identical game effect. This benefit is lost if your cover identity is blown or you designate a new cargo. At Level 9, whenever your cargo is within 15 ft. of you and its Defense is lower than yours (before cover and other effects are applied), its Defense becomes equal to yours.” The first sentence of the Transporter’s you better think again ability should read as follows: “At Level 3, when your cargo is within 15 ft. of you, you gain a bonus with Resolve checks made during a Stand Off equal to 1/2 your class level (rounded up).” Triggerman (page 83): The eye of the storm ability should read as follows: “You’re at your best in the thick of the fray, surrounded by opponents and weaving between obstacles. At Level 4, you gain a +3 dodge bonus against attacks made by adjacent opponents. At Level 8, you gain a +6 dodge bonus against attacks made by adjacent opponents, as well as a +3 dodge bonus against all other attackers.”

•

fixated, not fascinated.

Virtuoso (page 84): When the bamboozle ability is activated, listeners failing a Will save become

CHAPTER 2: SKILLS
SKILL CHECKS
Special Results (page 96): Some of the text in the “Threats and Critical Successes” and “Errors and Critical Failures” sections is confusing but necessary to support certain feats such as All or Nothing (see the Spycraft 2.0 Rulebook, page 189). Unless otherwise specified, a critical success may only be activated if the skill check result is both a success and falls within the skill check’s threat range. Likewise, a critical failure may only be activated if the skill check result is both a failure and falls within the skill check’s error range. Triumphs (page 97): A character may only score a Triumph as part of a successful check. During an opposed check when both participants score results of 75 or greater, only the highest (winning) result may generate a Triumph.

SKILL DESCRIPTIONS
Grasp (page 101): The character must make a successful unarmed attack, not a melee attack, before making the opposed Athletics (Str) check. Project Investment (page 101): When the check involves building a Large or bigger item, the skill check DC, time required, and money required are each multiplied as shown on Table 1: Project Investments by Size (see next).

7

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

Table 1: Project Investments by Size Item Size Multiplier Large ×2 Huge ×4 Gargantuan ×8 Colossal ×16 Enormous ×32 Vast ×64

SKILL DESCRIPTIONS
Acrobatics/Skydiving (page 108): With a successful Acrobatics/Skydiving check, the character suffers 1 stress damage per 1,000 ft. fallen instead of the standard 1 stress damage per 100 ft. fallen (see the Spycraft 2.0 Rulebook, page 336, and the Injury and Death section of this document). Cultures/Communication (page 123): Per the GC’s discretion, Communication checks are not required when the characters speaking share a language, even if they’re from different regions (e.g. an American, a UK national, and an Australian are speaking English). Intimidate/Coercion (page 134): This check’s description doesn’t list the Gear (weapon) tag, which is accurately included on Table 2.9: Using Skills (see the Spycraft 2.0 Rulebook, page 104). Investigation/Canvass Area (page 136): The following errata applies to this skill description. • • This check is now secret, not active. The final cost for this check is divided by 5 (rounded up). Resolve/Resist Impress (page 149): The following errata applies to this skill check. • • This skill check’s Error entry should read as follows: “You’re swept up in the excitement of the moment. This result operates as if your opponent scored a threat. He may activate this threat as a critical success per the standard rules.” This skill check’s Critical Failure entry should read as follows: “You’ve a puddle of shivering adoration. You suffer a –4 penalty with all “Resist” checks and your error range with each of these skill checks increases by 1 until the end of the current scene, or until you succeed with one of these checks (whichever comes first).” Resolve/Resist Intimidate (page 149): The following errata applies to this skill check. • • This skill check’s Error entry should read as follows: “Something breaks inside you. This result operates as if your opponent scored a threat. He may activate this threat as a critical success per the standard rules.” This skill check’s Critical Failure entry should read as follows: “You’re a puddle of quivering angst. You suffer a –4 penalty with all “Resist” checks and your error range with each of these skill checks increases by 1 until the end of the current scene, or until you succeed with one of these checks (whichever comes first).”

Science/Mathematics (page 152): A completed code’s Power Rating is equal to the number of Challenges set up when creating it. Science/Pharmacology (page 154): When a poison created by a team member is gained with a gear pick, the character choosing it acquires 3 uses of the poison. Science/Super-Science (page 155): The number of Challenges involved in constructing each gadget is equal to twice the item’s Caliber (e.g. a Caliber I item involves 2 Challenges, a Caliber II item involves 4 Challenges, etc.).

8

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Sense Motive/Resist Manipulate (page 159): The following errata applies to this skill check. • • This skill check’s Error entry should read as follows: “Something dark is growing within you, and one eye has started to twitch. This result operates as if your opponent scored a threat. He may activate this threat as a critical success per the standard rules.” This skill check’s Critical Failure entry should read as follows: “You’re a tower of rage. You suffer a –4 penalty with all “Resist” checks and your error range with each of these skill checks increases by 1 until the end of the current scene, or until you succeed with one of these checks (whichever comes first).”

Sleight of Hand/Stash Item (page 159): Once an item is stashed, a character must spend 1 full action to retrieve it. Sneak/Stash Item (page 161): Once an item is stashed, a character must spend 1 full action to retrieve it. Tactics/Ambush Check (page 168): With a critical success, you and each helper may take 2 free or half actions during the surprise round.

CHAPTER 3: FEATS
BASIC COMBAT FEATS
Combat Expertise (page 172): This feat’s Benefit entry should read as follows: “During your Initiative Count, as a free action, you may accept a penalty with all your attack and skill checks up to your base Defense bonus to gain an equal dodge bonus to your Defense for 1 full round (maximum +6).” Quick Draw (page 175): This feat also allows a character to take the Reload action as a free action. Tactical Advantage (page 175): Each of a character's teammates counts as exactly 2 characters when determining numerical advantage. This is the case even when multiple characters in a team possess this feat (i.e. each teammate counts as exactly 2 characters, no matter how many characters possessing this feat are involved). If a character already counts as 2 or more characters due to another feat or ability, this feat has no further effect on them. Weapon Focus (page 176): This feat’s Benefit entry should read as follows: “Choose 1 weapon proficiency you possess other than Unarmed. You gain the forte for that weapon proficiency and the DCs for all Build, Modify, and Repair checks made targeting weapons covered by the proficiency decrease by 10 (minimum 5).”

MELEE COMBAT FEATS
Tricks (page 176): You may only apply 1 trick granted by a Melee Combat or Unarmed Combat feat to each action. This includes the Full Defense Action. Finesse Basics (page 178): This first sentence of this feat’s Benefits entry read a follows: “Any 1-handed melee weapon you use may gain the finesse quality.” Garrote Basics (page 178): When a character falls victim to this ability’s tighten the noose ability, he must immediately begin making Fortitude saves as if he’d already held his breath for a number of rounds equal to twice his Constitution score (see the Spycraft 2.0 Rulebook, page 349). Staff Basics (page 179): All instances of “Athletics/Jump” checks should be “Acrobatics/Jump” checks. Sword Basics (page 180): This feat’s benefits may not be applied to any weapon that possesses the finesse quality. If they apply to a weapon that gains the finesse quality, the feat’s benefits are immediately lost. Whip Basics (page 180): All instances of “Athletics/Jump” checks should be “Acrobatics/Jump” checks.

9

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

RANGED COMBAT FEATS
CQB Basics (page 180): When a character possessing this feat makes a ranged attack out of melee, he does not suffer the standard error range increase (see the Spycraft 2.0 Rulebook, page 328). CQB Mastery (page 180): When a character possessing this feat makes a ranged attack into melee, he does not suffer the standard error range increase (see the Spycraft 2.0 Rulebook, page 328). Flamethrower Basics (page 181): This feat’s Benefits entry should read as follows: “Each of your attacks with a flamethrower ignores the imprecise quality and consumes only 1/2 the standard number of shots (rounded up). Further, you may apply the Bounce trick when attacking with a flamethrower.” Steel Rain (page 182): The following errata applies to this feat. • • This feat’s abilities may not be applied to weapons possessing a blast increment. The final sentence of this feat’s Benefits entry should read as follows: “Finally, you gain a +4 gear bonus with Stash Item checks targeting hurled weapons.”

Style Over Caliber (page 183): This feat’s ability replaces only the weapon's standard damage. All other damage, qualities, and special effects, such as sneak attack damage and the takedown quality, are retained. Trick Shot (page 183): When a character successfully uses this feat’s first ability against the same target multiple times during the same round, the target must make only 1 Athletics (Str) check to resist the effect. This check’s base DC is determined by the total damage inflicted by all successful attacks made using this feat ability during the same round.

UNARMED COMBAT FEATS
Tricks (page 183): You may only apply 1 trick provided by a Melee Combat or Unarmed Combat feat to each action. This includes the Full Defense Action. Martial Arts (page 186): This feat now increases a character’s unarmed damage to 1d6, rather than by +1d6. Master’s Art (page 187): The text “(for a total increase of +2d6)” is removed from this feat’s Benefits entry. Rolling Basics (page 187): All instances of “Athletics/Jump” checks should be “Acrobatics/Jump” checks. Spirit Basics (page 187): The benefits of this feat are not lost when the character is forced to move (e.g. when he’s the target of a successful Bull Rush action).

CHANCE FEATS
Black Cat (page 189): No single character may be affected by more than 1 Black Cat feat at any time. Fortune Favors the Bold (page 189): This feat’s Benefits entry should read as follows: “Each time you gain action dice from any source — including those you receive at the start of each session — the action die type improves by 1 (i.e. you gain 1d6 for every d4, 1d10 for every d8, etc.). If this increases your action die type above d12, you instead gain 2 separate 1d6 action dice.”

CHASE FEATS
Defensive Driving (page 192): The first sentence of this feat’s Benefit description should read as follows: “Each Maneuver check penalty you suffer due to a Prey chase Strategy decreases by 1/2 standard (rounded down).” Duct Tape and Bubblegum (page 192): This feat’s Benefits entry should read as follows: “While you’re piloting or inside a vehicle, the vehicle gains a bonus with Damage saves equal to 1/2 your ranks in the Mechanics skill (rounded up). Each vehicle may only benefit from 1 Duct Tape and Bubblegum feat ability at any time.”

10

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

COVERT FEATS
Ghost Basics (page 195): The following sentence is added to this feat: “You may move a number of feet up to double your Speed as part of Hide/Sneak checks.”

ADVANCED SKILL FEATS
Attention to Detail (page 200): The first sentence of this feat’s Benefits entry should read as follows: “You may take 20 with any skill check possessing an error range of up to 1–2 (typically, you may only take 20 with skill checks possessing an error range of 1).” I Can Swim (page 200): The first sentence of this feat’s Benefits entry should read as follows: “Beginning with the level at which you gain this feat, you need not spend skill points when you gain them.”

STYLE FEATS
Animal Partner (page 201): The following errata applies to this feat. • The first sentence of this feat’s Benefit entry is replaced with the following: “You gain 1 animal with an XP reward no greater than 35 + 5 × the combined number of Style and Terrain feats you possess, chosen from the Sample Animals section (see page 456). Alternately, with your GC’s approval, you can design a custom sanimal for yourself using the standard NPC creation rules.” Should an animal partner die, the character controlling him loses a number of Reputation equal to his career level, or an amount of Net Worth equal to this number × $50,000, as appropriate. The deceased partner is replaced at the start of the following mission by a new animal of the player’s creation, following the rules in the Animal Partner feat description.

•

Gorgeous (page 203): In addition, a character’s Charisma score rises by 1 when he gains this feat. The Look (page 203): In addition, a character’s Appearance modifier rises by 1 when he gains this feat (see Lifestyle, page 211). Personal Lieutenant (page 204): The following errata applies to this feat. • • • Personal lieutenants do not possess Wealth or contacts except as flavor defined by the Game Control. Further, they don’t possess and can’t use core abilities. A personal lieutenant’s starting number of action dice is always 1. Further, the personal lieutenant may never gain additional action dice. Should a personal lieutenant die, the character controlling him loses a number of Reputation equal to his career level, or an amount of Net Worth equal to this number × $50,000, as appropriate. The deceased lieutenant is replaced at the start of the following mission by a new NPC of the player’s creation, following the rules in the Personal Lieutenant feat description.

Political Clout (page 204): This feat’s Benefit entry should read as follows: “Once per mission, you may request 1 invitation Security pick without making a Request check or spending action dice. This pick is immediately available.” Simply Irresistible (page 205): In addition, a character’s Charisma score rises by 1 when he gains this feat.

TERRAIN FEATS
Night Training (page 206): Darkness is not a terrain type.

TRADECRAFT FEATS
Cryptographer (page 208): The benefit text is misleading and should read as follows: “You may break, write, or request any code as if its Power Rating were 2 lower.”

11

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Disease Basics (page 208): The disease sample gained as a Possession may be chosen from the options shown on Table 2: Disease Basics Options (see next). Further, as you cannot request diseases, this feat has no effect upon the number of samples gained when doing so. Table 2: Disease Basics Options Career Level* Disease Options 1+ Chicken pox, cold, E coli, minor infection 4+ Influenza (flu) 7+ Pneumonia 10+ Dengue fever, moderate infection 13+ Measles 16+ Hanta virus, typhus fever 19+ Marburg hemorrhagic fever * Disease options in any Career Level range may be chosen at a higher Career Level. Old School (page 209): This feat’s benefit entry is replaced with the following: “Benefit: You gain a +4 bonus with all Charisma-based checks targeting characters that share at least 1 class ability or 3 feats with you if their Career/Threat level is less than or equal to the mission’s Threat Level.”

CHAPTER 4: GEAR
GEAR PDF FILE
This errata document was originally zipped with a PDF file entitled, “Spycraft 2.0 FP Errata — Gear.” This file contains the first several pages of the Spycraft 2.0 Rulebook’s Second Printing, as well as several additional pages throughout the same release’s Gear chapter. The pages included contain substantial revisions that are considered errata for the book’s First Printing. Additionally, the following errata applies to the First Printing’s Gear chapter.

ELECTRONIC GEAR
New Electronic Gear Picks (page 300): The following new Electronic gear pick is added to the tables on pages 300–301.

Goggles (Caliber I): This Tiny, 1-handed item may be used with no hands when worn and comes with 1 goggle upgrade. Available goggle upgrades include night vision (goggles operate like a standalone night vision sight – see the Spycraft 2.0 Rulebook, page 264), telescopic vision (goggles operate like a standalone telescopic sight – see the Spycraft 2.0 Rulebook, page 265), and thermal imaging (goggles
goggles, though the second and third upgrades must each be gained separately.

operate like a standalone thermal sight – see the Spycraft 2.0 Rulebook, page 265 and the Chapter 4: Weapons section of this document). All three of these upgrades may be applied to the same set of
Further, these goggle upgrades may be applied to any camera, fiberscope, or field glasses.

GADGETS
Battery Life (page 302): Unless otherwise specified, when a gadget mechanism’s battery life is listed in uses, each use lasts only for 1 applicable skill check or action. Housing (page 222): Gadget Housings may not be miniaturized or installed into larger gadget Housings. Thus, you may not miniaturize any item or pick more than once.

12

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Using Gadgets (page 222): When wielding a Gadget housed by or containing 2 or more items or picks, the character may only access 1 of them during each action (the items and/or picks are not merged in any way other than the fact that they share a common Housing).

Example: Kevin uses the Miniature Gear Pick Mechanism to install a miniaturized short sword inside a stiletto (so he can carry the larger weapon’s statistics in the smaller weapon’s package). For each attack, Kevin may use either the stiletto or the short sword, but not both.
Gear Pick, Miniature (page 223): This mechanism cannot be used to miniaturize a vehicle. Hidden Compartment (page 223): Locating a Gadget’s hidden compartment requires a successful Notice/Awareness or Search/Perception check (DC 25). This check possesses the Vision tag. Miniature Common Item Mechanism (page 223): This Gadget Mechanism’s description now reads as follows: “This Mechanism installs any 1 Common Item of up to the Mechanism’s Caliber into the Gadget’s Housing (the chosen Common Item is gained as part of the same Gadget pick with which the character chose this Mechanism). The chosen Common Item must be no larger than 1 Size category bigger than the gadget’s Housing. Per the GC’s discretion, the Common Item’s function and statistics are retained and all standard rules apply to its use, though its complexity increases by 15/+2 and its weight and battery life each decrease to 1/2 standard (rounded up). Concealing or readying the Gadget’s Common Item requires 1 full action. While the Common Item is readied, the Gadget’s housing may not be used and the Gadget’s Knowledge check DC decreases to 1/2 standard (rounded up).” Miniature Gear Pick Mechanism (page 223): This Gadget Mechanism’s description now reads as follows: “This Mechanism installs any 1 gear pick from any category of up to the Mechanism’s Caliber into the Gadget’s Housing (the chosen gear pick is gained as part of the same Gadget pick with which the character chose this Mechanism). The chosen gear pick must be no larger than 1 Size category bigger than the gadget’s Housing. Per the GC’s discretion, the gear pick’s function and statistics are retained and all standard rules apply to its use, though its complexity increases by 15/+2 and its weight and battery life each decrease to 1/2 standard (rounded up). Concealing or readying the Gadget’s Common Item requires a number of full actions equal to the chosen gear pick’s Caliber. While the Common Item is readied, the Gadget’s housing may not be used and the Gadget’s Knowledge check DC decreases to 1/2 standard (rounded up). Further, the chosen gear pick’s recoil value, if any, increases by 5 per Size category the Gadget’s Housing is smaller than the Gadget’s gear pick. If the chosen gear pick represents multiple items (e.g. 1 weapon pick granting 10 shuriken), the character may choose to place each of the miniaturized items in a separate Housing. Finally, several exclusive Mechanisms become available once a miniature gear pick is installed in a Gadget Housing, as shown on page 223 of the Spycraft 2.0 Rulebook (First Printing).” Proteus Modification Mechanism (page 224): This Gadget pick includes 1 Housing of appropriate Size (i.e. the character gains the second Housing when he picks this Mechanism). Sensor Mask Mechanism (page 225): Metal detectors were accidentally left off the list of devices from which this Mechanism may be set to obscure the character. Skill Check Mechanism (page 225): The check loses the gear (GER) and gear only (GRO) skill tags.

13

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

RESOURCES
Guided/Indirect Strike (page 226): Vehicle weapons don’t possess Calibers. The weapons available for use with this Resource are listed on Table 3: Guided/Indirect Strike Options (see next). Table 3: Guided/Indirect Strike Options Resource Caliber* Available Weapons I Light HE torpedo Light HE IR-guided anti-air missile Light HE laser-guided anti-surface missile Milan HEAT missile SA-7 HE or Stinger HE missile II GPS-guided 250-lb. vehicle bomb Medium HE IR-guided anti-air missile Medium HEAT wire-guided anti-surface missile Javelin HEAT missile Any 122mm rocket except chemical, HE, or WP III Medium HE torpedo GPS- or laser-guided 500-lb. vehicle bomb Light HE radar-guided anti-surface missile Light HEAT laser-guided anti-surface missile Medium HE radar-guided anti-air missile Medium HEAT IR-guided anti-surface missile Medium HEAT television-guided anti-surface missile Heavy HE television-guided anti-surface missile Chemical, HE, or WP 122mm rocket Any 200mm rocket except chemical, HE, or WP IV GPS- or laser-guided 1,000-lb. vehicle bomb Medium HE radar-guided anti-surface missile Medium HEAT laser-guided anti-surface missile Heavy HE GPS-guided anti-surface missile Heavy HE radar-guided anti-surface missile Chemical, HE, or WP 200mm rocket Any 300mm rocket except chemical, HE, or WP V Heavy HE torpedo GPS-, laser-, or television-guided 2,000-lb. vehicle bomb Heavy HE radar-guided anti-air missile Super-heavy HE radar-guided anti-surface missile HE cruise missile Chemical, HE, or WP 300mm rocket * Weapons in any Caliber may be chosen with a higher-Caliber Resource. Reconnaissance (page 226): Broad reconnaissance focuses on an area up to 4 square blocks and allows the character to make Search/Perception checks as if present at the target location, though he suffers a –6 penalty with them. Narrow reconnaissance focuses on an area up to 1 square block and allows the character to make Search/Perception checks as if present at the location, though he suffers a –3 penalty with them. Keyhole reconnaissance focuses on a single building and allows the character to make Search/Perception checks as if present at the location, with no penalty.

SECURITY GEAR
Armor and Protective Gear (page 227): The damage reduction and damage resistance values provided by a character’s armor, helmet, and shield stack together. Partial Armor Descriptions (page 230): The tactical vest can hold up to 2 Diminutive items and 8 Fine items.

14

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Helmets (page 230): A helmet only provides damage reduction to a character who’s also wearing partial, moderate, or full armor. Shields (page 230): A character may only benefit from 1 shield at a time. Moderate Armor Descriptions (page 230): The tactical jacket can hold up to 2 Diminutive items. Armor Upgrades (page 230): The “guards” that may be applied to a suit of modular tactical armor are considered an upgrade and may therefore be gained with 1 armor upgrade. Further, the following upgrade is added to this section.

Camouflage Pattern: This upgrade covers a piece of armor or other protective gear item in camouflage paint, granting it the camouflage (CMF) vehicle quality.

TRADECRAFT GEAR
Cover Identity (page 233): The Lifestyle offered by a cover identity does not grant the character gear, Spending Cash, or a separate appearance modifier. It only grants him a different home and wardrobe in the chosen community. Legal Help, Immunity and Pardons (pages 233 and 307–308): Legal immunity and pardon Power Ratings represent immunity or pardons from the following crimes. Table 4: Legal Immunity Power Ratings Power Rating Crime 1 Minor infraction 2 Infraction 3 Misdemeanor 4 Multiple misdemeanors 5 Minor felony 6 Non-murder felony 7 Multiple non-murder felonies 8 Murder 9 Multiple murders 10 Treason

VEHICLES
Vehicle Qualities (page 237): A vehicle may not possess two mutually exclusive qualities (i.e. comfortable and uncomfortable, dependable and unreliable, forgiving and unforgiving, or highobservable and low-observable). If it possesses one of these qualities and gains the other, both qualities are lost (though one of them may be added later without incident). Vehicle Quality — Drone (page 237): The radio-controlled drone vehicles listed in the Spycraft 2.0 Rulebook are missing Signal Power Ratings and the all drone vehicles are missing maximum ranges at which they can operate. These statistics may be found on Table 5: Missing Drone Statistics (see next). Table 5: Missing Drone Statistics Drone Vehicle Category Close-range UAV Service Aircraft EOD drone Personal Ground High-endurance UAV Service Aircraft Mid-range UAV Service Aircraft Recon drone Personal Ground ROV drone Submarines Tilt-rotor UAV Rotary-Wing Aircraft

Signal Rating 3 — 5 4 4 — 3

Maximum Range 15 miles (radio) 500 ft. (cable) 100 miles (radio) 40 miles (radio) 3 miles (radio) 2,500 ft. (cable) 7 miles (radio)

Vehicle Quality — Firmpoints (page 237): Installing a weapon into a firmpoint requires 1 full action. This action must be taken in addition to readying the weapon, when applicable.

15

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Vehicle Upgrade — ”Technical” Conversion (page 241): The “technical” conversion may be applied to any non-personal ground or water vehicle, not any non-personal ground or personal ground vehicle as described in the printed text. Vehicle Descriptions (page 241): The light multi-role fighter described in this section isn’t found on either Table 4.27: Performance Aircraft or Table 4.76: Air Vehicle Picks. Its statistics are Size Huge (2×10, wingspan 7), Occ 1, A/T 6/8, MPH 650/1,500, Def/Save 8/+11, Comp 36/+2, Cargo 25 lbs., Rng/Fuel 4/jet fuel, Qualities CHF, CMF (sky), EJS, HDP (7), SEN (heat, radar), WPN (20mm Gatling), Year 1970s, Street Value R$27,000,000. This vehicle is a Caliber V pick and comes with 1 upgrade. Vehicle Weapons (page 243): This section should read as follows. ”After the Intel Phase, vehicle weapons may be installed using the appropriate Modify check and the information on Table 4.29. Any Medium or larger vehicle may accept up to 1 vehicular weapon of any type (if Medium), 3 vehicular weapons of any type (if Large), and an additional 3 vehicular weapons of any type per Size category thereafter (i.e. 6 at Huge, 9 at Gargantuan, etc.). Some vehicles also feature firmpoints, which allow characters to quickly attach and remove certain non-vehicular weapons (see page 237). Finally, some vehicles also feature hardpoints, which allow characters to install weapons with the hardpoint-mounted quality. Only weapons with this quality may be installed in hardpoints, though these weapons may also be installed in standard weapon spots as desired. Special Note: Vehicle weapons cannot receive any of the weapon upgrades in this book. ”

WEAPONS
Weapon Basics (page 256): Unless a rule specifically allows a character to apply a non-standard proficiency and forte when making an attack, the only proficiency/forte that may be used is listed on Table 4.35: Weapon Basics (see the Spycraft 2.0 Rulebook, page 257). This is the case even when an attack’s type is changed (e.g. the knuckles weapon quality states that attacks with a weapon possessing it are considered unarmed, but this does not confer that the Unarmed proficiency may be used with these attacks). Weapon Quality — Composite (page 258): The character trying to slip a weapon with this quality past a detector opposes the security device’s skill check with a Sleight of Hand/Stash Item check. Weapon Quality — Discreet (page 258): The bonus applied by this quality now follows it in parentheses (e.g. “DST (+2)”). All printed instances of the discreet quality without a number in parentheses grant a +2 bonus – except for backup pistols (which grant a +4 bonus) and holdout pistols (which grant a +6 bonus). Weapon Quality — Keen (page 258): The bonus applied by this quality is added to the damage for two purposes: to determine whether a Fortitude save is required to avoid critical injury and to determine the critical injury’s severity. Close Range Weapon Upgrades — Razor Sharp (page 259): This upgrade’s description should read as follows: “The weapon gains the keen (5) quality, or its existing keen quality increases by 5. When this upgrade is gained with a Caliber III–IV weapon pick, the weapon gains the keen (6) quality, or its existing keen quality increases by 6. When this upgrade is gained with a Caliber V weapon pick, the weapon gains the keen (7) quality, or its existing keen quality increases by 7.” General Close Range Weapon Rules (page 260): A Close Range weapon scaled for a Small character is requested at the standard cost and is subject to the following rules. • • • The weapon’s Size decreases by 1 category. If the weapon’s threat range is 19–20 or better, it decreases by 1 (e.g. a threat range of 18–20 becomes 19–20). If the weapon’s damage includes a flat bonus (e.g. 1d4+1, 1d6+2, etc.), the bonus decreases by 1. If the weapon has no flat bonus (e.g. 1d4, 1d6), its damage decreases to the next lower die type (e.g. 1d6 damage becomes 1d4). If the weapon’s damage is 2d6, it becomes 1d12.

16

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 A Close Range weapon scaled for a Large character costs 1 additional upgrade (though the GC may choose to waive this increase if the setting includes many Large characters). Further, the weapon is subject to the following rules. • • The weapon’s Size increases by 1 category. The weapon’s damage die type increases by 1 (e.g. 1d4 becomes 2d4, 1d6+1 becomes 1d8+1, etc.). If the weapon’s damage is 1d12, it becomes 2d6+1.

Firearms Upgrade — Hot Load (page 264): This upgrade’s effect applies to 1 full stockpile of ammunition (i.e. 1 clip in a weapon featuring magazines, 2 shells in a double-barrel shotgun, etc.). Firearms Upgrade — Subsonic Upgrade (page 265): This upgrade’s effect applies to 1 full stockpile of ammunition (i.e. 1 clip in a weapon featuring magazines, 2 shells in a double-barrel shotgun, etc.). Further, the final sentence of this upgrade’s description is replaced with the following: “For the purposes of detection, the sound generated by a weapon firing sub-sonic ammo is equivalent to a character screaming (see Table 2.25: Character Detection, page 119).” Firearms Upgrade — Suppressor (page 265): This item’s benefit is replaced with the following. “For the purposes of detection, the sound generated by a suppressed weapon is equivalent to a character speaking in a regular voice (see Table 2.25: Character Detection, page 119). This decreases to the sound of a character speaking in a whisper if the weapon fires sub-sonic ammunition. While the suppressor is attached, the DCs of Notice and Search checks made to find the weapon decreases by 4.” Firearms Upgrade — Thermal Sight (page 265): This device can differentiate heat intensity within the character’s visual range but only between 60 and 120° (outside this range, everything appears cold blue or white hot). Further, it cannot register warmth through heat-shielded scenery or through any scenery over 2 inches thick. Firearm Ammunition — Shot (page 268): The entry for this ammunition should read as follows. “This ammunition consists of multiple lead balls fired simultaneously from a single shell. When a character makes an attack with shot ammunition, he gains a +1 bonus with his attack check and Sharpshooting Basics as a temporary feat for that attack only. However, the attack’s damage decreases by 1d4 per range increment after the second (e.g. 12-gauge shot inflicts 5d4 damage in the first and second range increments, 4d4 in the third, 3d4 in the fourth, and 2d4 in the fifth). Finally, if multiple characters occupy the same square and one of them is successfully attacked with shot ammunition, all others in the square suffer damage equal to 1/2 that inflicted on the primary target (rounded down).” Specific Firearm Rules (page 268): When the KAC Masterkey is attached to a weapon’s underbarrel upgrade location, the weapon’s recoil decreases by 6. Flamethrower Special Rules (page 276): The first paragraph of this section should read as follows: “A flamethrower may be used to attack a character or square (see Defense, page 329). Hitting a target with a flamethrower inflicts the weapon’s damage upon every character and object in the same square. Further, any miss with a flamethrower is subject to deviation (see page 346).” Grenade Launcher Descriptions and Rules (page 281): The Colt M203 and M203PI underbarrel grenade launchers may be mounted on any assault rifle in the Colt M16 family.

17

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

CHAPTER 5: COMBAT
THE ORDER OF COMBAT
Step 4: Surprise Round (page 323): When a character may act during a surprise round, he may perform 1 free action, 1 half action, or 1 full action of his choice. He may not split this full action into 2 half actions, nor may he perform more than 1 free action during the surprise round. Step 5: Combat Round (page 323): Unless otherwise specified, a character may divide 1 full action skill check into 2 half actions, taking one as his last action during a round and the other as his first action during the following round. All skill check and associated rolls are made when the check is resolved. This option is not available with attack checks, which must be completed during the round they begin. Likewise, unless otherwise specified, a character may combine 2 half actions gained from different sources to take 1 full action. All restrictions placed on either or both half actions apply to the resulting full action (e.g. if Surge of Speed is combined with another half action to take a full action, that full action may not be an attack).

ATTACKS
“Ready” Weapons: The term “ready” or “readied” is used throughout Spycraft 2.0 to refer to a weapon that a character holds and may use to attack without delay (e.g. a knife in hand, a strung bow, a loaded and held pistol, etc.). This term has nothing to do with the Ready action. The Damage Roll (page 329): Without a weapon, a character possessing the Unarmed proficiency inflicts a base 1d4 lethal damage, not 1d6. Special Attack Results (page 329): Some of the text in the Threats and Critical Hits and Errors and Critical Misses sections is confusing but necessary to support certain feats and other abilities. Unless otherwise specified, a critical hit may only be activated if the attack check result is both a hit and falls within the attack check’s threat range. Likewise, a critical miss may only be activated if the attack check result is both a miss and falls within the attack check’s error range.

INJURY AND DEATH
NPC Damage Saves PDF File: This errata document was originally zipped with a PDF file entitled, “Spycraft 2.0 FP Errata — NPC Damage Saves.” This file contains two pages from the Spycraft 2.0 Rulebook’s Second Printing. The pages included contain substantial revisions that are considered errata for the book’s First Printing. Collision Damage (page 334): When a moving object or character collides with an “immovable” object as defined by the GC (e.g. a large tree, brick wall, concrete-reinforced mailbox, etc.), the moving object suffers collision damage as if the Size of the immovable object were equal to that of the moving object. Contagion Damage (page 335): When a character is exposed to 2 or more doses of the same contagion, he suffers a –1 penalty with saves made against the contagion for each dose to which he’s exposed beyond the first (maximum penalty –10). Falling Damage (page 336): Each character who falls 30 ft. or more suffers 2 points of stress damage per die of lethal damage suffered.

CONDITIONS
Stacking Conditions (page 340): When a character suffers a condition that already applies to him a second time, one of three things happens, as follows. • If the condition indicates that it worsens or is replaced with another condition, the listed rules or new condition applies. For example, when a fatigued character becomes fatigued, he loses the fatigued condition and becomes exhausted.

18

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 • If the GC determines that the character is still susceptible to the condition, the higher of the two conditions’ durations applies. For example, a character who is drunk for 1 hour becomes drunk for 4 hours. Unless a drunk condition with a longer duration applies, the character remains drunk for 4 hours. Otherwise, the second condition is ignored. For example, a blinded character may not be blinded again or for a longer period, even by a more powerful blinding effect. Pinned (page 342): A pinned character is also considered to be held. Prone (page 354): This condition should read as follows: “A prone character is intentionally lying on the ground. He may not take Standard Move, Bull Rush, Run, or Withdraw actions. He also suffers a –2 penalty with melee attacks, but may still take standard 5ft. bonus steps to crawl along the ground and may Brace as a free action (see page 354). Finally, nonadjacent attackers suffer a –2 penalty with all ranged attacks made against prone characters.” Sprawled (page 354): This condition should read as follows: “A sprawled character has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up (see pages 356 and 360). Finally, he suffers a –2 penalty with all attack checks.”

•

SPECIAL COMBAT RULES
One- and Two-Handed Weapons (page 346): The last paragraph of this section should read as follows: “Conversely, a character may hold a 1-handed weapon with both hands. His Initiative Count decreases by 2 for each attack made with the weapon, but he gains a +4 bonus to his Strength for the purposes of determining damage or the effects of recoil.” Suffocation (page 349): The first paragraph of this section should read as follows: “A character may hold his breath for a number of rounds equal to twice his Constitution score. At the start of each round thereafter, he must make a Fortitude save (DC 10 + 1 per previous save). With failure, his vitality points drop to 0 (if he’s a player or special character), or he falls unconscious (otherwise). At the start of his Initiative Count during the following round, the character must start breathing if he’s able. If not, his wound points drop to 0 (if he’s a player or special character) and the character begins to die regardless of his type (see page 341). “ Vision and Hearing (page 350): All references to a character’s “base visual range,” “base hearing range,” and “base scent range” refer to the character’s range increments with these senses. These range increments operate as described on page 347 of the Spycraft 2.0 Rulebook.

ACTIONS
Autofire (page 354): When taking an Autofire action, recoil penalties are not doubled. Bull Rush (page 354): A mounted character or a character operating a vehicle may perform a Bull Rush action using the appropriate skill required to make a Maneuver check with the mount or vehicle. Further, unless the GC rules otherwise on a case-by-case basis, this action may only be used to target characters, animals, and other living beings. Finally, the first sentence of the second paragraph should read as follows: “If the acting character loses this opposed check, he moves back 1 square and becomes sprawled; otherwise, his opponent is pushed directly back 1 square + 1 additional square per 4 points of difference between the results.” Burst (page 355): When taking a Burst action, recoil penalties are not doubled. Disarm (page 356): When a ranged weapon is used to take a Disarm action, no modifier results from compared weapon Size.

19

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Grapple (page 357): The following new grapple benefit is added: “Mute: The participant cups one of his hands over his opponent’s mouth as a free action. This renders the opponent mute, but also inflicts a –2 penalty upon all the participant’s subsequent Athletics checks during the same Grapple action, or until the opponent wins an Athletics check as part of the grapple (at which time the opponent loses the mute condition as well).” Kick (page 358): This action is an unarmed attack but not a Standard Attack. Class, feat, and other abilities which affect Standard Attacks do not apply to Kick actions. Suppressive Fire (page 361): This action may not be used to target an occupied square. Withdraw (page 361): This action should read as follows: “The character may break away from any number of adjacent opponents, so long as his first 5-ft. move does not leave him adjacent to 1 or more opponents (if the character is located between two opponents, he may take this action so long as his first 10 ft. move does not leave him adjacent to 1 or more opponents). When taking a Withdraw action, the character may move up to twice his Speed in any direction.”

CHAPTER 6: DRAMATIC CONFLICTS
RUNNING A DRAMATIC CONFLICT
Concession: If a participant concedes a Dramatic Conflict at any time, his opponent may apply his choice of the Predator or Prey Victory result (but not both). Step 2: Opposed Skill Check (page 363): During a Dramatic Conflict, critical successes and critical failures only affect Lead and modify Conflict conditions as noted in each Conflict description; the standard (Chapter 2) effects of these skill check results are ignored. Further, errors and threats have no effect during a Dramatic Conflict outside any modifications noted in each Conflict description. Step 3: Resolution (page 363): When two or more characters or groups of characters work together on one side of a Dramatic Conflict, the skill checks become cooperative (see the Spycraft 2.0 Rulebook, page 91, for details). This cooperative skill check gains a synergy bonus from Tactics.

CHASES
Chase Timing (page 365): Most vehicle weapons require 1 full round to fire, seemingly making it impossible for a pilot to use one during a chase, as he is limited to 1 half action per round. This is not the case, however. A character piloting a vehicle and using its weapons in the same round simply applies the multi-tasking rules (see the Spycraft 2.0 Rulebook, page 98). Crashes (page 365): During a crash, each occupant must make a Reflex save (DC equal to 1/2 the damage inflicted upon the vehicle, rounded down). Each character who fails this save suffers 1/2 the damage inflicted upon the vehicle (rounded down).

HACKING
Core Commands (page 374): The character must know the name and location of a file to use the View File core command. Further, the following new core command is added.

Search System (Varies): A character may only search a system for a specific item (e.g. a known application) or using specific parameters (e.g. a fragment of a known file name). Digging through an entire system for “items of interest” is handled with the View File command (this process is likely to take hours, if not days, depending on the size of the system). Another important distinction is that while the Search System command operates like an Investigation/Research check, the computer is doing the heavily lifting for the character and is understandably drone-like and meticulous in its approach. Each use of the Search System command requires 1 full action to begin and the process takes the amount of time listed on Table 2.33: Research Checks (see page 137 of the Spycraft 2.0 Rulebook). No skill check is required for this command — if the information is located in the target system and falls within the command parameters, it is automatically found at the conclusion of the search.

20

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 The Search System command may only be used to look through a single computer system; even when a computer is connected to a larger network or the Internet, this command must be used separately for each individual system that the character wishes to search for information.

INTERROGATION
Interrogation Modifiers (page 381): In order to qualify for the “act of violence” modifier, a character must inflict a minimum of 5 points lethal damage or 1/4 the target’s total wound points (rounded up), whichever is lower. In order to quality for the “act of torture” modifier, a character must inflict a critical injury. Alternately, he can inflict a minimum of 10 points lethal damage or 1/3 the target’s total wound points (rounded up), whichever is lower. In both cases, the interrogating character chooses how to inflict this damage and whether to inflict further damage. Depending on the method of violence or torture used, the GC may further adjust the damage inflicted.

CHAPTER 7: GAME CONTROL
MISSION BASICS
Threat Level (page 423): A mission’s Threat Level (TL) may not increase past 20 at this time, whether voluntarily or otherwise.

MISSION DESIGN
The Mission Bundle (page 429): Common Items may also be added to a mission bundle. For each Common Item added, the mission’s base XP reward decreases by 1. Critical Objectives (page 435): The mission’s XP reward increases by 25 per critical objective beyond the first, and decreases by 50 if the mission features no critical objective. Security (page 437): The Defense of any security system that may be targeted is equal to its Detect DC.

NPC DESIGN
NPC Starting Action Dice: Each time an NPC benefits from a character option that refers to his ‘starting action dice,’ that number is determined as if the NPC were a special character with a Career Level equal to his Threat Level: 3 dice for levels 1–5, 4 dice for levels 6–10, 5 dice for levels 11–15, and 6 dice for levels 16–20. NPC Skills: An NPC’s ranks in a skill are considered to be equal to his skill bonus or Competence, whichever is higher. NPC Reputation and Net Worth: NPCs do not gain or lose Reputation or Net Worth. The Game Control may, however, have an NPC use an ability or call upon a resource that normally costs Reputation or Net Worth by increasing the NPC or NPC group’s XP reward for the current mission only by an amount equal to 1/4 the ability or resource’s Reputation cost (rounded up). For the duration of the current mission, the NPC and each member of his group, if any, is considered to have suffered exposure of any 1 type of the GC’s choice, as if the affected NPC(s) were penalized an amount of Reputation equal to 1/4 the chosen ability or resource’s Reputation cost (rounded up). NPC Wealth (page 443): The following errata applies to NPC Wealth. • • An NPC’s Charisma score has no effect upon his Wealth. An NPC never gains gear from Wealth. NPC Wealth only affects the NPC’s home, Appearance, and Spending Cash.

21

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 • An NPC with a Wealth of “None” is completely unaffected by Wealth modifiers, including those for Appearance. An NPC with no Wealth is not necessarily destitute; instead, his affluence is insignificant (as is the case with minions and bit players whose money plays no role in the current mission or season). Such an NPC’s circumstances can change, of course (e.g. the NPC gains levels in a class), though the GC is encouraged to introduce storyline reasons for such an adjustment.

NPC Class and Feat Abilities (pages 446–447): NPCs of all types gain no benefit from class and feat abilities affecting statistics they don’t possess and rules they ignore (e.g. Reputation or Net Worth, Subplots, etc.). NPC Quality — Captivating (page 446): In addition to this condition’s listed effect, the NPC may, as a full action, target an opponent within CQB Range who is able to hear or see him. The targeted character must make the listed save or suffer the listed effect. This ability may be used once per opponent per scene. NPC Quality — Class Ability (page 446): An NPC may not gain a class ability that grants an NPC quality. Further, this quality may be applied up to 5 times to a standard NPC. Finally, the last sentence of this quality description should read as follows: “Adding this quality to an NPC increases the NPC’s base XP reward by a number equal to the lowest level at which the target class gains the target ability.” NPC Quality — Construct (page 447): The following errata applies to this NPC quality. • • NPCs with this quality may also gain qualities possessing the “animal only” trait. When a construct makes a Damage save, it is subject to the rules for damaging items (see the Gear Tables section of the Gear PDF that came with this document).

NPC Quality — Feat (page 447): An NPC may not receive a feat that grants an NPC quality. NPC Quality — Horde (page 448): Members of a horde consider each other to be teammates. NPC Quality — Minion (page 448): Members of a minion squad consider each other to be teammates. NPC Quality — Natural Attack (page 448): The bite, claw, gore, slam, and tentacle slap attacks are considered unarmed Standard Attacks. The squeeze and swallow attacks are unarmed Standard Attacks that may only be used as part of a Grapple action. The kick, sting, tail slap, talon, and trample attacks are unarmed Kick actions. The poison attack must be linked to another of the character or animal’s natural attacks, or to one of his other unarmed Standard Attacks, Kick attacks, or Grapple attacks. The chosen attack gains the injector weapon quality (see the Spycraft 2.0 Rulebook, page 258), which is used to deliver the chosen toxin. ‘Full’ Special Classes (page 452): Full special NPCs ignore all class requirements and feat prerequisites that they cannot obtain as NPCs (e.g. Reputation or Net Worth, Subplots, etc.). NPC Skills (page 452): An NPC’s class skills are those targeted by the skilled NPC quality. All other skills are cross-class skills for the NPC. NPC XP Rewards (page 452): Each NPC antagonist’s XP reward is applied only once, no matter how many times the NPC is encountered during the mission or how the encounter was resolved (e.g. whether the NPC, or members of an NPC group, were captured, killed, or met other fates). NPC Tiers (page 452): NPC Tiers should not be adjusted when building a mission; unless otherwise specified by the Spycraft 2.0 rules, all NPCs are Tier III.

SAMPLE STANDARD NPCS
Bystander (page 453): This NPC’s meek quality should read –16, not –17. Clerk (page 453): This NPC’s meek quality should read –16, not –17. Terrorist (page 453): This NPC’s “Click…” and Heave feats are replaced with the Explosive Basics and Grenade Basics feats. Tool-Pusher (page 454): This NPC’s meek quality should read –16, not –17.

22

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

DISPOSITION
Player Character and Villain Disposition: As noted in this section, player characters and villains never possess dispositions. This is for ease of bookkeeping and to avoid abuse or taking control of characters away from the players. Still, many skill checks, abilities, and rules in Spycraft 2.0 modify dispositions and to ensure these remain useful against player characters and villains, we offer these additional rules. • When a player character or villain is successfully targeted with a skill check, ability, or rule that positively shifts his disposition toward a character, that character gains a +2 bonus with all Intimacy and Fondness skill checks made against the player character or villain (see the Spycraft 2.0 Rulebook, page 457). Further, the time required to make these checks when targeting the PC or villain decrease to 1/2 standard (rounded up). If the PC or villain is successfully targeted with a second skill check, ability, or rule that positively shifts his disposition toward the same character, this bonus increases to +4, the character’s threat ranges with these checks increases by 1, and the time required to make these checks when targeting the PC or villain decrease to 1/4 standard (rounded up). When a player character or villain is successfully targeted with a skill check, ability, or rule that negatively shifts his disposition toward a character, that character suffers a –2 penalty with all Intimacy and Fondness skill checks made against the player character or villain (see the Spycraft 2.0 Rulebook, page 457). Further, the time required to make these checks when targeting the PC or villain increase to 2 x standard. If the PC or villain is successfully targeted with a second skill check, ability, or rule that negatively shifts his disposition toward the same character, this penalty increases to –4, the character’s error ranges with these checks increases by 1, and the time required to make these checks when targeting the PC or villain increase to 4 x standard. Positive and negative effects cancel each other out by degrees. For example, a character’s bonus with the listed skill checks targeting a PC or villain is +4 and his threat range with the checks has increased by 1. If he applies a rule that positively shifts the PC or villain’s disposition toward him, nothing happens. If, however, the same character with the same bonus and threat range increase suffers an effect that negatively shifts the PC or villain’s disposition toward him, his bonus decreases to +2 and he loses his threat range increase. Player characters and villains never suffer Loyalty or Combat disposition effects. All of these modified disposition effects are lost at the end of the current scene or when the skill check, ability, or rule indicates that the disposition shift fades, whichever comes first. Priority (page 458): When applying Priority effects to a skill check, all results are rounded up.

•

•

• •

DIAGRAM ERRORS
Chance Feats (page 190): The prerequisite for Tough Luck should be “Level 9+,” not “Luck 9+.”

TABLE ERRORS
Table 1.2: Origin Benefits (page 19): The following errata applies to this table. • • • • The Attributes column for the Disciplined Talent should read as follows: “+2 to any, –2 to any.” The Feat column for the Entertainer Specialty should read as follows: “Silver Tongue.” The Feat column for the Hot Rodder Specialty should read as follows: “Lane Dancer.” The Feat column for the Soldier of Fortune Specialty should read as follows: “Any Ranged Combat Feat.”

23

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Table 1.3: Level-Dependent Benefits (page 27): The single asterisk entry incorrectly states that a Level 0 character may not benefit from Interests. As correctly stated on page 53, a Level 0 character possesses 2 Interests. Table 1.14: The Soldier (page 50): The Levels 14–16 entries in the Defense column should read “+6.” Table 2.1: Purchasing Skills ⎯ Base Classes (page 88): The following errata applies to this table. • • In the Explorer column, an “X” should be added for Streetwise and removed for Acrobatics. In the Scientist column, an “X” should be added for Drive and removed for Sense Motive. Table 2.5: Skill Synergies (page 94): The following errata applies to this table. • • • The Falsify/Cover Up and Sense Motive/Innuendo checks gain no synergy bonus from the Manipulate skill. The Intimidate/Harassment and Networking/Slander checks do not exist and should be dropped from this table. The Manipulate/Harassment and Manipulate/Slander checks gain no synergy bonus from the Manipulate skill. These changes also apply to the relevant check descriptions. Table 2.10: Balance Check (page 106): The following line is added to this table. “Flat, normal surface: Base DC 5, Error Range Increase: +0” Table 2.25: Character Detection (page 119): All modifiers for Distance are omitted from this table. For appropriate modifiers, consult Vision and Hearing on page 350 of the Spycraft 2.0 Rulebook. Table 2.35: Approaching a Contact (page 144): Under “Current Mission Conditions,” all references to the mission’s “level” refer to its Threat Level. Table 3.1: False Start Timing (page 200): Every instance of “but less than” on this table should read “up to” (e.g. “More than 10 minutes, up to 1 hour”). Table 4.12: Gadget Housings (page 212): The Damage Saves listed here are guidelines for Common Items and other non-defined objects. When a gadget’s Housing is a defined gear item, use the item’s listed Damage Save. Table 4.13: Bag Full of Guns (page 225): The Beretta M82A1 is a semi-automatic rifle, not boltaction. Table 4.14: Armor and Protective Gear (page 228): The information in the DR column of this table may seem confusing when considered alongside the “X/Y” format described on page 332 of the Spycraft 2.0 Rulebook. In both cases, a slash is being used to separate information. On this table, the slash is being used to separate DR applied to damage from different attacks, while the format on page 332 is a standard used to note any special circumstances that negate DR. Each number listed in the DR column of Table 4.14 is also the number before the slash using the format on page 332. Further, unless otherwise stated, DR granted by armor isn’t negated. As an example of how this works in play, a tactical jacket offers DR 4/— against hurled, melee, and unarmed attacks (except for grenades) and DR 9/— against damage from all other attacks. Further, the personal tailoring, briefcase shield, riot shield, and trauma plate upgrades now cost 2 upgrades each. Finally, the DR and Resistances columns of this table are modified as shown on Table 6: Armor and Protective Gear Revisions (see next).

24

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

Table 6: Armor and Protective Gear Revisions Armor New DR

New Resistances ― ― ― — CD4 ― ― — FA4 EX4 ― EX4 ― FA4 EX4 ― CD8, VC8 ― FA4 CD4, FA8 FA4 EX 4 AC4, EL4, FR8, HT8 AC15, CN (all), VC4 EL10, FR20, HT20 BN10, CD20, CN (all), EX10, VC (all) BN12, EX20, FA4 AC4 AC4, CD4, EL4 AC4, CD4, CN4, EL4 AC4, CD4, CN8, EL4 ― EL8, FL4 BN4, EX8, FA4 BN4, CD20, CN (all), EL10, HT20, VC (all) CD10, EX4 FA2, FR2 BN8 ―

Partial Armor

Corrections vest Duty vest, Class IIA Duty vest, Class II Duty vest, Class IIIA Flotation vest K-9 vest Low-profile armor (poor or average) Low-profile armor (trendy) Motorcycle jacket Plastron Raid jacket Tactical vest Tuxedo liner

4/2 1/3 1/4 2/5 2/1 3/2 2/5 1/4 2/0 2/0 2/4 2/4 1/2 8/3 2/5 4/1 1/0 2/4 4/5 4/1 5/0 3/7 5/1 1/0 — 8/8 8/10 ― ― — — 8/1 1/0 10/10 5/4 1/1 1/1 1/1 1/1

Moderate Armor

Corrections suit Flak jacket Hobbyist’s armor Military flight suit Modular tactical armor, vest only Modular tactical armor, vest + guards Motorcycle suit Red man suit Tactical jacket Turnout gear

Full Armor

Biohazard suit (sealed) Crash rescue suit (sealed) Diving hardsuit (sealed) EOD suit NBC gear, Level 1 NBC gear, Level 2 NBC gear, Level 3 NBC gear, Level 4 Hobbyist’s plate harness Radiation suit (sealed) Riot gear Space suit (sealed) Wetsuit

Helmets

Fire helmet Flight helmet Hobbyist’s helmet

25

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

Other Protective Gear
Gas mask Hobbyist’s shield Tactical shield Trauma plates ― 2/1 3/3 +1/+1

CN10 ― ― ―

Table 4.18: Standard Ground Vehicle Picks (page 237): Except in the Street Value column, the stat lines for the classic muscle car and modern muscle car should be swapped. Table 4.34: Vehicle Weapons (page 254): The light wire-guided anti-surface missile and cruise missiles should have the hardpoint-mounted (HDM) quality, not the hardpoint (HDP) quality. Table 4.35: Weapon Basics (page 257): The following errata applies to this table. • • Semi-automatic shotguns may only be fired in Single-Shot mode. When a grenade launcher is used to make a direct attack, the Tactical weapon proficiency applies. When a grenade launcher is used to make an indirect attack, the Indirect weapon proficiency applies.

Table 4.38: Firearm Upgrade Locations (page 265): The asterisk (“*”) footnote on this table should read as follows. “Underbarrel weapons benefit from the custom grip, ergonomic stock, recoil pad, sling, optics, rail, and underbarrel upgrades applied to the primary weapon. All other upgrades must be applied to the underbarrel weapon separately.” Table 4.44: Blunt Melee Weapons (page 282): The following errata applies to this table. • • Pepper spray uses the Blunt weapon proficiency with Dexterity as the key attribute, an untrained penalty of –2, a Damage Save bonus of +10, and a fire mode entry of “N/A.” A ranged stun gun uses the Handgun weapon proficiency with Dexterity as the key attribute, an untrained penalty of –4, a Damage Save bonus of +10, and a fire mode entry of “Single-Shot.” Further, it does not possess the finesse quality and its maximum range is 20 ft. Finally, it may be used as a melee stun gun without suffering the standard –4 penalty for firing into melee.

Table 4.47: Exotic Edged Melee Weapons (page 284): The long spear should be in the spear subcategory. Table 4.48: Hurled Weapons (page 284): Throwing axes, darts, and throwing knives now possess the injector weapon quality. Table 4.49: Exotic Hurled Weapons (page 285): Blowguns, bows, crossbows, and shuriken now possess the injector weapon quality. Table 4.50: Service Pistols (page 285): The second line of the Luger P08 — the one beginning with a damage of “1d12” — is a cut and paste error and should be ignored. Further, the Desert Eagle statistics were accidentally omitted but may be found on Table 7: Desert Eagle Statistics (see next).
Table 7: Desert Eagle Statistics Weapon Name Damage E/T Magnum Research Desert Eagle .357 Magnum 3d4+1 1–2/19–20 .41 Magnum 3d4 1–2/19–20 .44 Magnum 2d6+2 1–3/19–20 .50 Action Express 3d6+1 1–3/19–20 Ammo 9M5 8M6 8M5 7M4 Rcl 11 8 11 25 Rng 30 ft. 35 ft. 35 ft. 40 ft. SZ/Hnd D/1h D/1h D/1h D/1h Qualities BLK BLK, TKD BLK, TKD BLK, TKD Weight 4.5 lbs. 4.5 lbs. 4.5 lbs. 4.5 lbs. Comp 20+1 20+1 20+1 20+1 Year 1981 1987 1986 1991 Street Value $1,100 $1,100 $1,150 $1,200

Table 4.51: Backup Pistols (page 287): The threat ranges of the Glock 33 and Sig-Sauer P239 should be 20, not 19–20. Table 4.57: Heavy Submachine Guns (page 289): The FN P90 also possesses the threaded barrel (TBR) quality. This has no effect on the weapon’s Caliber.

26

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1 Table 4.58: Bolt-Action Rifles (page 290): Several weapons on this table are magazine-fed and need not be reloaded bullet by bullet (i.e. their Ammo column entries should read “#M#” instead of “#S#”). These include all versions of the AI AW, all versions of the AMP DSR-1 except when loaded with Dan-Inject 13mm darts, the FN Hecate II, the Mini-Hecate, the FN Ultra-Ratio Commando II, and all LeeEnfield rifles. Table 4.60: Assault Rifles (page 292): The following errata applies to this table. • • • • All instances of the ACS quality should read ACC. The Colt M16A2 and M4 qualities should read NFM, not NSM. The H&K G3 SG/1 qualities should read as follows: “ACC, SPA, UPG (6× telescopic sight, bipod), RGD.” All three H&K G36 models possess the collapsible stock (CLS) quality. Further, the RSA AK-74 models possess modified statistics, as shown on Table 8: AK-74 Statistics

(see next).

Table 8: AK-74 Statistics Weapon Name Damage AK-74 2d8+1 AKS-74 2d8+1 AKS-74U 2d8+1 AKS-74U-UBN 2d8+1

E/T 1–2/20 1–2/20 1–3/20 1–3/20

Ammo Recoil Rng SZ/Hnd Qualities Weight 30M5 10 125 ft. S/2h RGD 7.3 lbs. 30M5 10 125 ft. S/2h CLS, RGD 7.1 lbs. 30M5 12 125 ft. T/2h CLS 6 lbs. 30M5 12 125 ft. T/2h CLS, TBR 6 lbs. UPG (removable suppressor)

Comp 22/+1 22/+1 25/+1 25/+1

Year 1974 1974 1984 1984

Street Value $500 $500 $850 $2,100

Table 4.68: Electronic Picks (page 300): The following errata applies to this table. • • Each “bug” pick grants 4 bugs of the chosen type. Each “tactical radio” or “headset radio” pick grants 1 radio to each team member.

Table 4.71: Armor and Protective Gear Picks (page 305): The following errata applies to this table. • • The tuxedo liner is now Caliber II, poor and average low-profile armor is now Caliber III, and trendy low-profile armor is now Caliber IV. The following entries are added to this table. Upgrades — — Sub-Category Full Armor Partial Armor

Picks by Caliber

Caliber I
Wetsuit

Caliber II
Plastron

Table 4.74: Tradecraft Picks (page 307): The following errata applies to this table. • • The consumer- and commercial-grade camera and tape recorder picks have a Size of F/1h and the professional-grade cameras and tape recorders have a Size of D/2h. The codes listed on this table are missing Complexity DCs (which also act as the DCs required to decipher them). For each code’s Complexity DC, consult Table 9: Missing Code Complexity DCs (see next).

27

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

Table 9: Missing Code Complexity DCs Code Caliber Complexity DC* I 13 + (2 x Threat Level) II 15 + (2 x Threat Level) III 18 + (2 x Threat Level) IV 20 + (2 x Threat Level) V 23 + (2 x Threat Level) * The Complexity error range modifier of each code on Table 4.74 is +0. Table 4.81: Handgun Picks (page 314): The following errata applies to this table. • • • The entry for the SiG-Sauer P239 should have a Caliber column entry of “Any.” The Glock 33 is gained with 2 upgrades, not 1. All Desert Eagle models are Caliber II with 1 upgrade except for the .50 AE, which is Caliber II with no upgrades.

Table 4.83: Rifle Picks (page 316): The Colt M4 SOPMOD is now Caliber IV. Table 5.2: Fluid Initiative Modifiers (page 324): Under Saving Throws, the condition “Character fails a saving throw to reduce blast damage” should read “Character fails a saving throw to reduce explosive damage.” Table 5.3: Special Surface Speeds (page 325): The effect listed for ice should be identical to that for knee-deep water. Table 5.15: Actions (page 352): The following errata applies to this table. • • The Cover Fire action’s Effect column entry should read as follows: “1 opponent within 1/2 max. range makes Will save (DC 10 + character’s ranged attack bonus) or suffers –4 penalty with attack/skill checks for 1 full round.” The Strafe Fire action’s rules on this table conflict with those in the action’s description. The action’s description is correct.

Table 6.12: Interrogation Strategies (page 381): The † note should read as follows: “For this purpose, the Predator’s base Will save bonus increases by 1 per clue he’s collected that indicates the Prey possesses vital information.” Table 6.21: Site Benefits (page 393): The Media Studio Site’s Gear/Request check column entry should read “Invitation requests.” Table 7.2: Hazards (page 400): When introducing a contagion hazard, the GC may choose from the options shown on Table 10: Contagion Hazard Calibers (see next). In all cases, the characters are exposed to 1 sample of the contagion, though the contagion may spread per the standard contagion rules (see the Spycraft 2.0 Rulebook, page 335). This selection includes poisons listed on Table 4.74: Tradecraft Picks, though not in the same Calibers. This allows GCs to introduce diseases and particularly lethal poisons that player characters cannot normally obtain. These Calibers may absolutely not be chosen as gear picks under any circumstances.
Table 10: Contagion Hazard Calibers Action Die Cost Contagion Options

Diseases
1 2 3 4 5* 6* 7* 8*

Any disease with a Complexity DC up to 50 Any disease with a Complexity DC of 55–60 Any disease with a Complexity DC of 65–70 Any disease with a Complexity DC of 75–80 Encephalitis/Meningitis; any disease with a Complexity DC of 85–90 Tuberculosis; any disease with a Complexity DC of 95–105 Bubonic plague; any disease with a Complexity DC of 110–125 Ebola; any disease with a Complexity DC of 130+

28

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

Poisons
1 2 3 4

Any basic poison Any improved poison Advanced dementia, fear, necrotizing, neurotoxin, psychotropic, truth serum, or weakening poison Advanced blister, hallucinogen, knockout, lethal, paralytic, or radiation poison

* Extremely dangerous diseases break the standard upper limit of 4 action dice per hazard and should only be introduced to directly support the current mission or season’s plot and when the GC is sure the characters are ready for such a dire challenge.

Table 7.7: Exposure (page 436): The mission’s XP reward increases by 25 per critical objective beyond the first, and decreases by 50 if the mission features no critical objective.

SHEETS AND GAME AIDS
Dramatic Conflict Cards (pages 484–485): The cards on these pages are duplicates of the cards on the previous 2 pages. The corrected cards are available in PDF form on the official Crafty Games downloads page.

29

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

OPEN GAMING LICENSE
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. 4. 5. 6. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. 9. 10. 11. 12. 13. 14. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

30

Spycraft 2.0 Rulebook (First Printing) Errata Document v2.1

15.

COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Spycraft 2.0 Rulebook, Copyright 2005, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Scott Gearin, and Patrick Kapera. Spycraft Espionage Handbook Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Spycraft 1960s Decade Book Copyright 2003, Alderac Entertainment Group, Inc.; Authors Robert J. Defendi, B.D. Flory, Scott Gearin, Clayton A. Oliver. Spycraft Agency Copyright 2004, Alderac Entertainment Group, Inc.; Authors Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver, Steven Peterson. Spycraft Battlegrounds Copyright 2005, Alderac Entertainment Group, Inc.; Authors Andy C. Davis, Alexander Flagg, Clayton A. Oliver, Jason Olsan, Patrick Parrish. Spycraft Mastermind Guide Copyright 2004, Alderac Entertainment Group, Inc.; Authors Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver. Spycraft U.S. Militaries Guide Copyright 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera. Spycraft World Militaries Guide Copyright 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera. Spycraft Modern Arms Guide Copyright 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim D’Allaird, Rob Dake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon. Spycraft Faceman/Snoop Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver. Spycraft Fixer/Pointman Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin. Spycraft Soldier/Wheelman Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B.D. Flory, Scott Gearin, Patrick Kapera.

OPEN GAME CONTENT
This release of the Spycraft 2.0 Rulebook (First Printing) Errata Document ™ is done under version 1.0a of the Open Game License and the draft version of the d20 System Trademark License, d20 System Trademark Logo Guide and System Reference Document by permission of Wizards of the Coast. Subsequent releases of this document will incorporate final versions of the license, guide and document. Crafty Games’ intention is to open up as much of this document as possible to be used as Open Game Content (OGC), while maintaining Product Identity (PI) to all aspects of the Spycraft intellectual property. Publishers who wish to use the OGC materials from this book are encouraged to contact pkapera@iinet.com if they have any questions or concerns about reproducing material from this document in other OGL works. Crafty Games would appreciate anyone using OGC material from this document in other OGL works to kindly reference the Spycraft 2.0 Rulebook (First Printing) Errata Document as the source of that material within the text of their work. Open Game Content may only be used under and in accordance with the terms of the OGL as fully set forth in the opposite column. DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Spycraft logos and identifying marks and trade dress, including all Spycraft product and product line names including but not limited to The Spycraft 2.0 Rulebook, Flags, Ten Thousand Bullets, the Toolkit series, World on Fire, The Spycraft Espionage Handbook, Control Screen, Agency Guide, Battlegrounds Sourcebook, Mastermind Guide, Modern Arms Guide, Faceman/Snoop Class Guide, Fixer/Pointman Class Guide, Soldier/Wheelman Class Guide, Season Book #1: Gentleman’s Agreement and all subsequent Season Books, 1960s Decade Book and all subsequent Decade Books, The Shadowforce Archer Worldbook, The African Alliance Chamber Book, The Archer Foundation Chamber Book, The Company Chamber Book, The European Commonwealth Chamber Book, The Guardians of the Whispering Knife Chamber Book, The Pan-Asian Collective Chamber Book, The Room 39 Chamber Book, The Russian Confederacy Chamber Book, and all subsequent Chamber Books, The Hand of Glory Threat Book, The P.E.R.I.L. Threat Book, The Shop Threat Book, and all subsequent Threat Books, website support materials (including, but not limited to, all free game support items such as Living Spycraft. Shadowforce Archer, and other setting missions and the Errata and Master Rules Documents), and all Spycraft logos; any elements of any Spycraft setting, including but not limited to capitalized names, organization names, Faction names, project names, code names, characters, gadgets, historic events, and organizations; any and all stories, storylines, plots, thematic elements, documents within the game world, quotes from characters or documents, and dialogue; and all artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and poses, except such elements that already appear in the d20 System Reference Document and are already OGC by virtue of appearing there. The above Product Identity is not Open Game Content. DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above, all portions of the Spycraft 2.0 Rulebook (First Printing) Errata Document are designated as Open Gaming Content. USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of Crafty Games to add all classes, skills, feats, gear, and NPC statistics contained in this volume to the canon of Open Game Content for free use pursuant to the Open Game License by future Open Game publishers. Some of the portions of this release which are delineated OGC originate from the System Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE: “Spycraft Copyright 2006, Crafty Games.” The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0a. A copy of this License can be found at www.wizards.com. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, and are used with permission. All contents of this release, regardless of designation, are copyrighted year 2006 by Crafty Games. All rights reserved. Reproduction or use without the written permission of the publisher is expressly forbidden, except for the purposes of review of use consistent with the limited license above.

31


								
To top