TEXT: Cold War Games
  Esponiage Genre Toolkit:
  LPJ9814
  
  Cold War Games
  page 2
  A conflict so deadly that it could never be fought openly, 
  a Cold War is the perfect environment for a campaign.  
  Spies, technological innovation, arms races, veiled 
  hostility and proxy warfare dominate the stage as the Great 
  Powers struggle for dominance – and the players must 
  keep their wits about them to survive.
  In this book, an enterprising GM will find suggestions, 
  mechanics, and tools to help them create their own cold 
  war, whether that be based upon the real-world event, or a 
  conflict of their own design.
  Core Design of the 
  Cold War Games
  Allegiance Option: Great 
  Powers
  All players in a Cold War Games campaign must either 
  choose to have an allegiance to a Great Power, or can 
  choose to be active freelancers.  A freelancer cannot 
  choose to take a Great Power Allegiance until they have 
  worked for that power consistently for 3 levels of experi-
  ence.
  A character who chooses an Allegiance to a Great Power 
  gains certain benefits and restrictions.  
  Benefit: All diplomacy checks made when dealing with 
  members of the same Great Power allegiance as the PC 
  gain a +3 situational bonus. 
  Restriction: All diplomacy checks made when dealing 
  with members of the Opposition Power suffer a -2 situ-
  ational penalty.
  Benefit: When within the Great Power’s Sphere of 
  Influence, a Player Character gains a +1 morale bonus to 
  all skill checks, attack rolls, and saving throws.  
  Restriction: When within the Opposition Power’s Sphere 
  of Influence, a Player Character suffers a -1 morale penalty 
  to all skill checks, attack rolls, and saving throws.
  Wealth Benefits from an 
  Allegiance
  The lifestyle of a Great Power agent is a lavish one.  
  Player characters who are sent on missions by Great 
  Powers can expect to have a lot of money thrown their 
  way to help pay for incidental charges which crop up over 
  the course of their assignment.
  Any characters retain their own, regular wealth, but 
  the party also gains access to a ‘buying pool’ which is 
  intended to cover costs as they go about the mission.  
  This buying pool is set at the outset of the mission, to be 
  determined by material necessities.  Generally, the buying 
  pool varies by the difficulty of the mission, and is shared 
  between all party members undertaking a mission.  The 
  bonus remains the same for larger or smaller parties, as 
  individual items that would be purchased with it (plane 
  tickets, etc) only occasionally impact the buying pool’s 
  wealth bonus.
  Buying Pool Guidelines
  Mission CR average 
  Buying pool wealth bonus
  1-4 
  15
  5-8 
  18
  9-12 
  21
  13-16 
  25
  17-20 
  30
  As a rule, vehicles, gear, and other large-cost necessities 
  that are needed for a given mission will be requisitioned 
  and not paid for from this pool.  Note that money in the 
  Buying Pool is considered separate from each character’s 
  own wealth bonus, and the two may not be combined in 
  any way (the bookkeeping is a nightmare, both real world 
  and in-game).  At the end of the mission, the characters 
  will likely have to hand over any items purchased with 
  their Buying Pool.
  Leaving a Power
  A player character who wishes to cancel his Allegiance 
  to a Great Power is not in the best shape.  He must make 
  a WILL save (DC equal to his character level +10) to 
  prevent being labeled as a criminal by the Great Power 
  he previously served.  However, leaving a Great Power 
  has a chance of attracting some positive attention from an 
  Opposition Power – the character may roll a D20, adding 
  his character level and charisma modifier.  If this result 
  exceeds 25, the PC can immediately switch his Allegiance 
  to the Opposition Power.
  Designing the Great 
  Powers
  In order for a Cold War to brew, you need at least two 
  powerful groups to act in opposition to one another.  They 
  will be central to the campaign.  But what are the natures 
  of these powers?
  
  Cold War Games
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  Roles
  A Cold War setting naturally takes on the aspects of the 
  Great Powers featured in the campaign, as they define the 
  setting.  Because of this, the details of the Great Powers 
  should be hammered out – geography, government, and 
  agenda.  Here, we provide a number of example basic 
  frameworks for states and political organizations to get 
  those creative juices flowing.
  Example Powers
  State Name: The Isolate
  Description: From a geographically isolated region, such 
  as a mountain pass or island.  The Isolate is highly tech-
  nologically advanced as a consequence of developing 
  methods of dealing with their difficult environment.  Their 
  physical isolation has fostered a somewhat xenophobic 
  culture.  The Isolate’s goals surround acquiring additional 
  resources, as their own are limited by geographical factors.
  Advantages: PCs hailing from the Isolate can access 
  mastercraft items for a purchase DC increase of only +1.
  State Name: The Bloc
  Description: A conglomerate of smaller states arranged 
  together in some form of political alliance or federa-
  tion.  The government has cracked down in order to exert 
  control over a highly diverse populace.  The Bloc will 
  have uneven technical development, but will have massive 
  amounts of resources at their disposal.  The Bloc is most 
  interested in regional stability and expansion. 
  Description: PCs hailing from the Bloc begin play with 
  2 additional languages, representing the diversity of their 
  homeland.
  State Name: The Old Empire
  Description: The Old Empire has its roots in an ancient 
  civilization which has been naturally dominant in a region 
  for a long time.  Tradition and technical development are 
  encouraged.  The Old Empire is in a state of decline, and 
  is attempting to hold onto satellite states which are its 
  main source of resources.  
  Description: PCs hailing from the Old Empire gain a +2 
  competence bonus to diplomacy, intimidate, sense motive, 
  and bluff checks in highly formal or legalistic situation.  
  This reflects their knowledge of tradition.
  State Name: The Ideologue 
  State
  Description: A nation founded on a selection of prin-
  ciples, the Ideologue is interested in spreading its way of 
  life, while at the same time naturally expanding its polit-
  ical influence and wealth.  The Ideologue State actively 
  interacts on many fields, and encourages others to adopt its 
  model, as such it has the most politically skilled populace.
  Advantages: PCs hailing from the Ideologue State gain 
  a +1 situational bonus to all hit and damage rolls when 
  fighting to defend or advance their national cause.
  The Conflict
  There are several different options as to how to structure 
  the Great Powers, but the most important aspect of a Cold 
  War game is the nature of the conflict between them.  In 
  essence, there are two different types of struggle which 
  are most effective for a Cold War setting – a Black and 
  White conflict, and a Shades of Grey one.  These differing 
  methods have alternate rules particular to them.
  Black and White
  Having clearly defined roles such as a good/evil 
  dichotomy will likely push the campaign more towards 
  action.  Why would this happen?  Simply put, if the 
  players interpret their opposition as being basically evil, 
  then that opposition is a force to be fought as opposed 
  to an organization to parlay with.  Dealing  with such an 
  opponent through violence is more acceptable.  This is 
  great for high-octane, battling spies and cinematic type 
  campaigns.
  Game Elements for a 
  Black and White Campaign
  In a campaign run in the black and white style, taking 
  action against the Opposition Power should be more 
  greatly rewarded than otherwise.  High action should be 
  encouraged, which has the effect of allowing the PCs to 
  survive some spectacular events, and cause some them-
  selves.
  Character action or event: Critical hit scored against a 
  member of the opposition power 
  Effect/Modification: Character gains 1 action point
  Character action or event: Player Character struck by a 
  potential critical hit 
  
  Cold War Games
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  Effect/Modification: Confirming the critical must hit an 
  AC 2 higher than normal
  Character action or event:  Player Character takes 
  massive damage 
  Effect/Modification: Check to avoid death by massive 
  damage gains a +4 bonus
  Character action or event: Face off versus weaker oppo-
  nents (ie ‘mooks’) 
  Effect/Modification:Mooks gain only 2 hps per die as 
  opposed to regular hit point advancement
  Character action or event: Player Character scores a 
  critical hit 
  Effect/Modification: The regular damage multiplier for 
  the critical is increased by 1.
  Shades of Grey
  Here we have the polar opposite of the Black and White 
  campaign.  In Shades of Grey, the Great Powers have more 
  blurry distinctions - each is a massive entity, but neither is 
  wholly right nor wrong.  Blurring the roles and allowing 
  nuance in a Cold War games setting will allow for more 
  political maneuvering and exploration of motives.  As the 
  Powers in Shades of Grey are more complicated and often 
  motivated by multiple purposes, the goals and desires of 
  the individual players and NPCs become more prominent 
  in determining a plot, so pick this option if you’re into 
  complex political machinations.
  Game Elements for a 
  Shades of Grey Campaign
  Diplomacy and consensus building are to be rewarded in a 
  Shades of Grey campaign.  In this environment, the resolu-
  tion of tension and conflict is essential.
  Character action or Event: A Character is dealing with a 
  member of an opposed power in a diplomatic capacity 
  Effect/Modification: For each time dealing with that 
  particular NPC past the first, the PC gains a +1 cumula-
  tive situational bonus to all diplomacy and sense motive 
  checks.  This reflects an understanding being reached with 
  that NPC.  The maximum bonus is +6.
  Character action or Event: A Character makes a knowl-
  edge check pertaining to history, politics, or local informa-
  tion 
  Effect/Modification: All such checks gain a +2 compe-
  tence bonus.  All characters in a Shades of Grey Campaign 
  are assumed to be trained and briefed for any situations 
  they may find themselves in.
  Character action or Event: A Character resolves a major 
  tension or smoothes over a hostility
  Effect/Modification: That character gains 2 action points.
  Character action or Event: Character needs to speak a 
  different language 
  Effect/Modification: All PCs in a Shades of Grey 
  Campaign are assumed to be fluent in the primary 
  languages of all great powers unless otherwise noted by 
  the GM.
  Elements of the 
  Cold War Struggle
  Spies and Espionage
  As the stakes of a cold war are very high (utter destruc-
  tion), open conflict is limited and tightly controlled.  
  Instead of conventional warfare, key battles are fought 
  through access to information and proxies, with each side 
  attempting to outmaneuver the other while at the same 
  time protecting themselves.  Under these conditions, the 
  rules for Gather Information checks are greatly expanded 
  and vary by circumstance.
  Note: All character in a Cold War Campaign should auto-
  matically have Gather Information as a class skill.  If they 
  would regularly have gather information as a class skill, 
  they gain a +2 profession bonus to all checks when using 
  the skill.  When making gather info checks. characters 
  may also opt to substitute a different ability score over 
  charisma in certain situations.
  The Doomsday Device
  What Cold War would be complete without it?  A key 
  feature of the development of a Cold War is that all the 
  Great Powers must have access to some type of weapon 
  or device which largely ensures the destruction of their 
  opposition, if they dare to use it.  All of the powers must 
  possess these arms – they are essential for keeping the 
  struggle from boiling up into a “Hot” war.  Plots centered 
  around Doomsday Devices are especially suited for a high-
  action, high stakes Black and White Campaign, where the 
  Opposition Power is just evil enough to use them.
  
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  The nature of a doomsday device can vary, following is a 
  basic selection of devices to use in your own campaign, 
  and a few hooks to get a GM thinking. 
  Example Doomsday Devices
   • Nuclear weapons (a classic!)
   • Bio-engineered viruses
   • Legions of indestructible super soldiers
   • A Brutally efficient artificial intelligence
   • A weapon which creates horrific natural disasters
   • Weapons which destroy the air or atmosphere
   • Weapons which permanently destroy the food supply
  Doomsday Device Hooks
   •  The PCs must find and board a commuter train that is 
  secretly carrying the device to an Opposition facility 
  located within a proxy state.  The government of the 
  proxy state is in turmoil over hosting the device in the 
  first place, with some factions favoring the Opposition, 
  and some favoring the PCs and their patrons.  The PCs 
  will face resistance from unexpected places and ex-
  officials who no longer want any part of the goings-
  on, and must prepare for a wild rumble on a crowded 
  train.
   •  The PCs’ patron has developed a newer, deadlier 
  weapon, and the more hawkish members of the orga-
  nization want to use it.  However, there is significant 
  debate as to whether it is ethical and what the conse-
  quences will be.  The situation is accelerated by the 
  discovery of an Opposition spy who had been passing 
  information on the device.  But in the middle of the 
  night, the PCs are approached by informants who 
  reveal that the spy was a plant by the hawkish faction 
  – will they be able to avert open war?
   •  A proxy state is in danger of developing a doomsday 
  device of their own, and has broken from its alliance 
  to the Opposition.  Everything spirals out of control 
  when the device goes haywire.  Now is the PCs’ 
  chance to establish friendly relations, nip the project 
  in the bud or bring it under control – and deal with the 
  planned takeover or sabotage by opposition spies.
  Conflict types and 
  Warfare
  Warfare, and warfare by proxy, is an important part of any 
  Cold War campaign.  In essence, a proxy war uses smaller 
  powers under the influence of the Great Powers to fight 
  regional battles with one another.  Proxy Warfare takes 
  several different forms, often focusing on the destabiliza-
  tion of smaller nations.  A few example types of warfare 
  one may see in a Cold War are supplied below, with a scat-
  tering of plot hooks provided.
   
  Alternately, Gather  
   
  Information Check can use
  Circumstance 
  (at the PC’s discretion): 
  Modifiers
  In enemy territory 
  Charisma 
  -4 to all checks
  In friendly territory 
  Charisma 
  +4 to all checks
  Contacting a known enemy  
  Wisdom 
  All requests are  
  operative for the info 
   
  considered protected
  Contacting a known friendly  
  Wisdom 
  Beating the DC by 5 or more provides 
  operative for the info 
   
  additional information
  Gathering Information and  
  Intelligence 
  Both checks gain a +2 synergy bonus  
  Researching simultaneously 
   
   when used in tandem
  Operating as a mole or plant 
  Charisma 
   +2 to all checks, but a failure requires a 
  bluff check at the same DC or your cover 
  is blown
  At a formal social function 
  Intelligence 
   The character may substitute a 
  Knowledge: Current Events check as 
  opposed to a regular gather information 
  check (making small talk)
  When Captive 
  Charisma 
   -2 to checks, stacks with ‘in enemy terri-
  tory’
  
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  Insurgency
  Insurgencies are often sponsored by outside forces which 
  have a vested interest in destabilizing a government in a 
  region.  In an Insurgency, the local populace is attempting 
  to overthrow their government and is opposed (at least 
  somewhat) by the military.  See below for mechanical 
  details.
  Insurgents and allies: Gain a +2 morale bonus on hit rolls 
  in urban combat due to a sense of popular support
  Government and allies: Suffer a -2 penalty on hit rolls in 
  urban combat due to sensing a lack of popular support
  Insurgents and allies: Suffer from reduced access to 
  supplies, all purchase DCs for items increase by 1. 
  Government and allies: Are well supplied, purchase DCs 
  for items decrease by 1.
  Insurgency Hooks
   •  The Great Power whom the PCs have an allegiance to 
  are supporting a local insurgency in a small tropical 
  nation.  This nation is known to build and supply 
  tanks to the Opposition Power, and maintains several 
  factories on the outskirts of the capitol city.  The PCs 
  must infiltrate and seize a production factory for use in 
  an assault against the military – before an air strike is 
  called in to destroy the factory.
   •  The PCs have been assigned to support a junta which 
  was recently installed in a large, wooded nation.  
  The junta exerts little authority in any of the smaller 
  communities, only operating with any effect in the 
  larger cities where military bases are present.  A 
  popular insurgency has been using small towns as 
  bases of operations.  The PCs must travel to these 
  towns undercover and sniff out the insurgency leaders 
  for arrest – but they also find the influence of an 
  Opposition Power in the process.
   •  The PCs are acting as mediators between a popular 
  insurgency and the somewhat corrupt leader of a small 
  nation.  This leader, however, is friendly towards the 
  Great Power to whom the PCs have an allegiance.  
  The PCs are charged with stopping the violence and 
  fixing the next ‘fair and free’ election in the leader’s 
  favor.  The Opposition power is working to uncover 
  the PCs at every turn.
  Military Coup
  In this instance, the Military or a faction thereof has 
  decided to take over the government of a nation by force.  
  In such cases, a government under siege can often only 
  hold power by appealing to outside forces.  Oftentimes, a 
  Great Power will support one side or the other in a bid for 
  regional influence.
  Military and Allies: Gain a +4 bonus to all intimidate 
  checks due to a display of military might 
  Besieged Government and allies: Have immunity to 
  prosecution within their former ‘territory’, as they control 
  the justice system (this situation will likely be reversed if 
  the coup succeeds, mind you!)
  Military and Allies: Suffer a -4 penalty to all diplomacy 
  checks as their use of force has alienated many factions 
  Besieged Government and allies: Are considered to 
  be in hostile territory at all times, as they are effectively 
  surrounded in their own nation
  Military Coup Hooks
   •  tactical information to the military of a small nation 
  which seeks to overthrow the existing government.  
  They have cited human rights abuses as their reason 
  for doing so, although evidence is sparse.  The PCs 
  must gather additional evidence.  The country’s 
  government, with the aid of Opposition forces, has 
  been destroying old prison facilities and secret holding 
  cells – and the PCs reach one just as this is happening.
   •  An Opposition Power has provided a devastating 
  weapon to the Military of an island nation, who have 
  used the weapon to blackmail the existing government 
  into surrendering.  The PCs are expected to capture 
  this weapon from a facility in an exotic location and 
  seize it for the Great Power they serve (under the 
  auspices of it being an ‘illegal armament’).  However, 
  a deadly group of Guerillas stand in their way.  The 
  PCs, outnumbered, must mobilize friendly tribal 
  factions to storm the facility.
   •  A Military Coup has completely isolated and cut off 
  the capitol city of a desert nation, in an attempt to 
  tighten the noose around the government and force 
  their surrender.  It hasn’t worked yet, and the people 
  in the city are dying from a lack of clean water and 
  outbreaks of disease.  The PCs are required to break 
  the barricade and head into the city to document the 
  terrible conditions, passing the documentation on to 
  journalists in secret.  This is part of a PR blitz to push 
  international opinion against the coup.
  Economic Warfare
  War is almost always about money, and one of the chief 
  methods for destroying the opposition in a Cold War is 
  to bankrupt your opponent.  This can take many forms 
  
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  – forcing an opponent into costly struggles, damaging 
  their capacity for export, setting tariffs, and punishing 
  those who are involved with the opposition in an economic 
  exchange.  There are no specific mechanical adjustments 
  to handle Economic Warfare.
  Economic Warfare Hooks
   •  The PCs are sent to investigate a weapons smuggling 
  ring operating along a highly inhospitable border.  
  Regional factions hold more power than the official 
  government, and those factions are dominated by 
  arms company money which ultimately flows from 
  the Opposition.  The PCs must find a way to deal with 
  the crooked companies behind the smuggling ring, 
  and enforce the restrictions on trafficking, thereby 
  damaging the guerillas and the Opposition in one 
  blow.
   •  The PCs’ patron has maintained a radio station which 
  operates within the Opposition’s sphere of influence.  
  However, they recently found it had been seized by 
  an Opposition-dominated company under an obscure 
  law.  In response to this, the PC’s patron has passed 
  another law which bans advertisers operating under the 
  patron’s sphere of influence from advertising on the 
  station, hopefully forcing its shutdown.  But not all are 
  compliant.  The PCs have to convince the advertisers 
  to follow suit, or intimidate the Opposition-dominated 
  company badly enough that they sell the station.
   •  The Opposition has closed down a major shipping 
  line as they ‘undertake oceanic surveys’.  When the 
  surveys continue with no end in sight, the PCs’ patron 
  becomes suspicious, and sends them to investigate.  As 
  it turns out, the Opposition is constructing an artificial 
  island to lay claim to the area as coastal waters and 
  thus control the strait.  The PCs must stop this from 
  happening.
  Cold War Games Feats
  Every Spy needs his specialty, and these feats are designed 
  to give your Cold War Games campaign a cinematic or 
  political feel.
  Asylum
  Prerequisites: Allegiance to one of the Great Powers
  Benefits: A character with this feat will not be prosecuted 
  for crimes against the power he is working against, so long 
  as he remains within the sphere of influence of his own 
  allegiance.
  Exotic Manner
  Prerequisites: Charisma 13+
  Benefits: The character with Exotic Manner has a unique 
  way about him which appeals to people whom he deals 
  with.  This can be an accent, a way of speaking, a distinct 
  appearance or feature, even a way of moving.  With this 
  feat, reputation checks to recognize the character gain 
  a +3 bonus in beneficial instances only.  In other cases, 
  the character’s high charisma is assumed to allow him to 
  conceal his idiom.
  Innocuous
  Prerequisites: None
  Benefits: The character is very good at either remaining 
  unnoticed, or looking like he should be in an area.  With 
  the innocuous feat, a character gains a +1 bonus on all 
  hide, move silently, disguise, gather information, and bluff 
  checks.  This is an unnamed bonus which stacks with any 
  other bonuses present.
  Sex Appeal
  Prerequisites: Charisma 13+
  Benefits: A character with the Sex Appeal feat is particu-
  larly amazing at dealing with members of the opposite sex.  
  Any charisma-based skill checks made in dealing with a 
  member of the opposite sex gain a +2 competence bonus.  
  This bonus increases to +4 if the target is also a member 
  of the Opposition.  If spy movies have taught us anything, 
  opposites attract.
  Defy the Countdown
  Prerequisites: Character level 3rd
  Benefits: How do the super spies of lore manage to 
  always get away or get that last shot in before a count-
  down finishes them?  They have this feat!  A character 
  with Defy the Countdown may take 1 additional full-round 
  of time at the end of any countdown sequence to act as he 
  wishes – this round is treated exactly as a normal combat 
  round and may include movement, attacks, etc, but it only 
  applies to him.  Since a character in this situation tends to 
  make the proper choice (as is dramatically appropriate) 
  all skill checks and attack rolls made during this time are 
  boosted by the character’s charisma modifier, as a situ-
  ational bonus.  Additionally, a character with this feat who 
  must rush to use a skill (such as defusing a bomb, opening 
  a door as water fills a room, etc) gains a +2 bonus to that 
  skill check.
  
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  Master of Disguise
  Prerequisites: Charisma 11+
  Benefits: Any Disguise skill checks concerned with imper-
  sonating a member of a particular group gain a +6 situ-
  ational bonus.  When Master of Disguise is selected as a 
  feat, it only applies to impersonating members of a chosen 
  group.  The breadth of this group should be discussed 
  with the GM beforehand.  This feat may be taken multiple 
  times – its effects do not stack, rather each time it is taken 
  it applies to an additional group.
  Advanced Class: Playboy 
  Spy
  None have more skill in the arts of subterfuge and diplo-
  macy than the Playboy Spy.  A keen intellect, dry wit, and 
  skill with a pistol combine to form this suave and deadly 
  operative.  When entering this Advanced Class, a player 
  character gains a number of unique and useful abilities 
  which will aid him in dealings with the shadier side of 
  politics.
  All Playboy Spies are associated with one of the Great 
  Powers within the Cold War campaign, and are generally 
  selected for their exceptional skill and ability.
  Entrance Requirements
  The Playboy Spy requires not only a degree of combat 
  skill, but also a natural intellect and charisma, tied in with 
  dedication to his cause.
  Allegiance: Any Great Power
  Ability Scores: Intelligence 13+, Charisma 11+
  BAB: +2
  Talents: Charm
  Feats: Asylum
  Hit Die: 1D6
  Advanced Class Ability
  Playboy Spies are more centered around their force of 
  personality and intelligence than their physical abilities 
  – deep in enemy territory, fighting it out is often out of the 
  question.  Therefore a Playboy Spy’s key ability scores are 
  Intelligence and Charisma.
  Action Points
  Playboy Spies often rely upon luck and talent.  They 
  receive action points equal to 8+1/2 character level 
  (rounded down) at first level, and each time they gain a 
  level in this class.
  Class Skills
  The Playboy Spy’s class skills, and the key abilities associ-
  ated with each skill, are: 
  Balance (Dex), Bluff (Cha), Climb (Str), Computer Use 
  (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), 
  Escape Artist (Dex), Gather Information (Cha), Hide 
  (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), 
  Knowledge (art, behavioral sciences, civics, current 
  events, earth and life sciences, history, popular culture, 
  streetwise, tactics, technology) (Int), Pilot (Dex), 
  Profession (Wis), Read/write Language (None), Research 
  (Int), Search (Int), Sense motive (Wis), Sleight of Hand 
  (Dex), Speak Language (None).
  Skill points at each additional level: 7 + intelligence modi-
  fier.  Any Playboy Spy worth his salt can be expected to 
  spend a great deal of time in training, especially given his 
  large class skill list.
  Class Features
  Mask Reputation: It stands to reason that a spy is not 
  interested in being recognized.  At least, not unless it 
  serves his purpose.  This is where the Mask Reputation 
  class feature comes into play: with this, the Playboy Spy 
  may opt, as a free action at any time, to negate the effects 
  of his reputation, effectively remaining under cover.
  Under Cover: This is the second feature that a Playboy 
  Spy gains access to, and likely his most essential.  With 
  the Under Cover class feature, a Playboy Spy can assume 
  an identity with comparative ease, complete with a back-
  story, and alibis.  Under Cover is actually a distinct set of 
  talents, one of which may be chosen each time the Playboy 
  Spy gains a level and acquires the Under cover feature.  
  Consult the following list.
  Alibi: The Playboy Spy takes great pains to craft a 
  coherent cover if he is facing legal issues.  The character, 
  if suspected of wrongdoing, may craft a story and make a 
  Bluff check.  The DC varies by situation and GM discre-
  tion, consult the table below for guidelines.  Note that 
  local regions will place different emphasis on different 
  crimes.
  Situation 
  Bluff DC
  Mild Wrongdoing (petty theft, speeding,  
  getting in a fistfight) 
  12
  Minor Wrongdoing (theft, small white  
  collar crimes) 
  17
  
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  Moderate Wrongdoing (smuggling,  
  serious assault, arson) 
  24
  Severe Wrongdoing (murder,  
  conspiracy, treason) 
  33
  If this check is successful, the Agent has constructed a 
  credible alibi and is off the hook – for now.  However, 
  each time in a given month that the alibi feature is used, 
  subsequent DCs for the bluff check increase by 2.  This is 
  cumulative.
  Concealed Carry: This class feature allows the Playboy 
  Spy to hold small items on his person without anyone 
  else noticing.  This ability can even hold up to close scru-
  tiny.  When a character with Concealed Carry uses sleight 
  of hand to conceal an object on his person, that object 
  is considered to be 1 size category smaller.  In addition, 
  search checks used to frisk him are at a -2 penalty.
  Perfect Disguise: Any time a Playboy Spy’s disguise fails, 
  he becomes aware of it.  Following this, he may spend 1 
  action point to reverse the failure of his disguise.
  Prowler: Sneaking around has become natural to the 
  Playboy Spy: he gains Move Silently as a class skill, as 
  well as a +2 competence bonus to all hide checks.
  Suave Appeal: There is more to being a spy than just 
  skulking around and shooting people in the dark.  A 
  Playboy Spy typifies the charismatic and likeable 
  diplomat, oozing charm and personal magnetism.  The 
  Suave Appeal class feature allows a Playboy Spy to spend 
  1 action point to take 20 on any diplomacy, intimidation, 
  or gather information check.
  Action Path: Sometimes, a spy just has to kick some ass, 
  and this is where the action path comes in.  If a Playboy 
  Spy needs some killing done, runs afoul of a gunfight, or 
  is facing off against a villain with eyes set on world domi-
  nation, the action path is his choice… for action.  (note: 
  the Action path is best suited for cinematic style combats, 
  and will change the nature of combat for the player 
  beyond believability in a serious campaign.  A GM who 
  is not in favor of this style of play is within his rights to 
  disallow the Action path, instead providing minor bonus 
  feats).
  Banter: Ever wanted to toss witty barbs at the evil villain 
  while you casually dispatch his henchmen?  There is a fine 
  art to in-combat banter, and the action oriented Playboy 
  Spy has it down pat.  Aside from the fact that a character 
  who can do this is obviously awesome, it causes apoplexy 
  in the opposition.  Once a round as a free action, a Playboy 
  Spy with the Banter skill can spend an action point to 
  target a single opponent with Banter, which causes that 
  opponent to take a penalty to all rolls for one round.  This 
  penalty is equal to the Playboy Spy’s charisma modifier.
  Confront: So you’ve reached the evil villain deep in his 
  volcano lair- he sees you, and just starts shooting?  Not if 
  you have the Confront class feature!  With this, a Playboy 
  Spy can make an intimidate check (at a situational bonus 
  equal to his Playboy Spy class level) to force the evil 
  villain to painstakingly reveal his plot before the battle 
  takes place.  Although an attack against the villain will end 
  this effect, this ability does allow the Playboy Spy time 
  to assess his surroundings, therefore providing himself 
  and his allies with a +2 situational bonus on all attack and 
  damage rolls for the upcoming battle.  If the intimidate 
  check succeeds by 10 or better, the villain reveals a fatal 
  flaw in his plan, such as the weak point on his Godzilla 
  machine, etc.  This effect is subject to GM discretion.
  playboy spy 
   
  Base   
    
   
   
   
   
    
  Attack  
  Fort 
  Ref 
  Will 
   
  Defense  
  Reputation 
  Level  
  Bonus 
  Save 
  Save 
  Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +0 
  +1 
  +1 
  Mask Reputation 
  +0 
  +2
  2nd 
  +1 
  +0 
  +2 
  +2 
  Under Cover 
  +0 
  +2
  3rd 
  +2 
  +1 
  +2 
  +2 
  Suave Appeal 
  +1 
  +2
  4th 
  +3 
  +1 
  +2 
  +2 
  Action Path 
  +1 
  +3
  5th 
  +3 
  +1 
  +3 
  +3 
  Under Cover 
  +1 
  +3
  6th 
  +4 
  +2 
  +3 
  +3 
  Timely Escape 
  +2 
  +3
  7th 
  +5 
  +2 
  +4 
  +4 
  Action Path 
  +2 
  +4
  8th 
  +6/+1 
  +2 
  +4 
  +4 
  Under Cover 
  +2 
  +4
  9th 
  +6/+1 
  +3 
  +4 
  +4 
  Sensitive Info 
  +3 
  +4
  10th 
  +7/+2 
  +3 
  +5 
  +5 
  Action Path, Man with No name 
  +3 
  +5
  
  Cold War Games
  page 10
  Crowd Control: Sometimes, a Playboy Spy really does 
  have to cut his way through a horde of opponents.  These 
  poor Mooks have no idea what they’re in for, however – a 
  Playboy Spy never loses to them.  When fighting oppo-
  nents designated as Mooks, a Playboy Spy may spend an 
  action point as a move action to simply eliminate one.  The 
  Mook in question must be actively engaged in combat with 
  the Playboy Spy, but does not have to be within weapon 
  range – the player may choose exactly how the Mook dies 
  (examples include: shot by compatriots, gun explodes, falls 
  off catwalk, and so on.)
  Hang On!: Exactly how long can you hold your breath, 
  run, or cling to life, anyway?  The answer: for as long as 
  it is dramatically appropriate.  A Playboy Spy who would 
  otherwise take damage from blood loss (hps in the nega-
  tives), poisoning, gas, suffocation, drowning, or exhaustion 
  may spend an action point to put his fate off for another 
  minute, taking no hit point or ability score damage for this 
  time.  Past this point, effects accrue normally.  Hang On! 
  may only be used once for any single effect.
  Timely Escape: How often does a spy get caught in the 
  line of duty?  Too often for their liking, no doubt – so 
  thank goodness for Timely Escape!  Any time a Playboy 
  Spy is being held captive, he may attempt to get away, 
  and he has a much better chance than any others of being 
  successful.  The skill used varies by the circumstance, but 
  all gain a competence bonus equal to ½ the Playboy Spy’s 
  advanced class level (rounded up).
  Sensitive Information: Now that the Playboy Spy is 
  nearing the pinnacle of his field, he gains access to some 
  of the most sensitive information available.  This class 
  feature applies especially when dealing with Gather 
  Information skill checks.  When asking questions with 
  Gather Information, a character with the Sensitive 
  Information class skill reduces the type of information 
  by one category in the general to protected scale.  For 
  example, protected information becomes restricted, 
  restricted becomes specific.  The Playboy Spy also gains 
  access to a new category of information “Sensitive”, which 
  ranks 1 higher than Protected, and which other characters 
  cannot gain access to.  Examples of Sensitive information 
  include:  assassination plots, secret actors behind coup 
  attempts, knowledge of dangerous and highly illegal tech-
  nology, etc.
  Man with No Name: This is the ultimate achievement of 
  the Playboy Spy.  At his best, his ability to disappear into 
  the background is almost supernatural – he can literally 
  vanish overnight, without a paper trail or clue left behind.  
  Once per week, a Playboy Spy can activate the Man with 
  No Name class feature to return, unhindered, to the region 
  of influence of the Great Power which he serves, at no 
  cost in resources.  In order for this ability to function, 
  the Playboy Spy must make a reflex save with a DC that 
  varies according to the relative ease (as assigned by the 
  GM) of extrication.  Consult the table below.
  Situation 
  Reflex save DC
  Easy access to a method of escape,  
  8 
  such as a simple flight from a country  
  where he has no record
  Mild access problems, such as fleeing  
  12 
  a country that is suspicious of him
  Moderate access problems, such as  
  16 
  leaving hostile territory
  Serious access problem, such as  
  20 
  leaving house arrest or a regular prison
  No access, such as leaving a secret prison 
  24
  The Playboy Spy may take up to 1 additional party 
  member (PCs only) with him for every point in his 
  charisma modifier.  There will be no record of his passing. 
  Bonus Feats: These are the optional bonus feats available 
  to the Playboy Spy to replace the Action Path.  Any bonus 
  feat must be selected from this list, and the character must 
  meet all prerequisites.
  Timely Escape 
  Situation 
  Skill used 
  Advantage
  Escaping physical bonds 
  Escape artist 
   Gains automatic surprise round if he decides to attack 
  immediately after escaping
  Convincing someone to release him 
  Diplomacy 
   Gains a +2 morale bonus on all attack rolls and skill 
  checks in the next encounter
  Finding a secret exit 
  Search 
  Searching requires ½ regular time
  Just plain running 
  Hide 
   The Playboy Spy’s movement is considered to be 10 
  feet greater when escaping
  
  Cold War Games
  page 11
  Acrobatic, Alertness, Combat Martial Arts, Defensive 
  Martial Arts, Deceptive, Dodge, Far Shot, Great Fortitude, 
  Heroic Surge, Improved Damage Threshold, Improved 
  Disarm, Improved Trip, Iron Will, Nimble, Trustworthy, 
  Vehicle Expert, Weapon Focus, Windfall
  Written by Neal Bailey
  All text on all pages is Open Game Content as defined by 
  the Open Gaming License. See page 12 for more informa-
  tion.
  
  STR
  CHA
  WIS
  INT
  CON
  DEX
  +6
  +4
  +2
  +4
  +2
  none
  TEMPORARY 
  SCORE
  ABILITY NAME
  ABILITY  
  SCORE
  ABILITY  
  MODIFIER
  TEMPORARY
  MODIFIER
  = 10 +
  CURRENT HP
  +
  CLASS 
  BONUS
  ARMOR
  PENALTY
  EQUIPMENT 
  BONUS
  DEX 
  BONUS
  SIZE 
  BONUS
  DEX 
  BONUS
  +
  +
  +
  HP
  DEFENSE
  TOTAL
  TOTAL
  CHARACTER NAME
  CLASS
  AGE
  PLAYER
  STARTING OCCUPATION
  GENDER
  HEIGHT
  WEIGHT
  EYES
  HAIR
  SKIN
  LEVEL
  INITIATIVE
  +
  =
  TOTAL
  MISC. 
  MODIFIER
  DEX. 
  MODIFIER
  REFLEX
  WILL
  +
  =
  +
  =
  BASE 
  SCORE
  SAVING THROWS
  TOTAL
  ABILITY  
  MODIFIER
  MISC 
  MODIFIER
  +
  +
  FORTITUDE
  +
  =
  +
  ACTION POINTS
  WEALTH BONUS
  REPUTATION
  SPEED
  BASE ATTACK
  RANGED
  MELEE
  TOTAL
  TOTAL
  BASE ATTACK BONUS
  DEX  
  MODIFIER
  SIZE 
  MODIFIER
  =
  =
  MISC 
  MODIFIER
  BASE ATTACK BONUS
  DEX  
  MODIFIER
  SIZE 
  MODIFIER
  MISC 
  MODIFIER
  +
  +
  +
  +
  +
  +
  ATTACKS
  AMMUNITION __________________________           
  WEAPON
  TOTAL ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  WEIGHT
  SPECIAL PROPERTIES
  TYPE
  SIZE
  AMMUNITION __________________________           
  WEAPON
  TOTAL ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  WEIGHT
  SPECIAL PROPERTIES
  TYPE
  SIZE
  AMMUNITION __________________________           
  WEAPON
  TOTAL ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  WEIGHT
  SPECIAL PROPERTIES
  TYPE
  SIZE
  AMMUNITION __________________________           
  WEAPON
  TOTAL ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  WEIGHT
  SPECIAL PROPERTIES
  TYPE
  SIZE
  © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  ARMOR/PROTECTIVE ITEM 
  TYPE
  EQUIPMENT BONUS
  PROFICIENT?
  RANGE
  WEIGHT
  SPECIAL PROPERTIES
  SPEED
  SIZE
  YES   NO   
  MAX DEX
  www.lpjdesign.com
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   BALANCE  
   DEX*
   BLUFF   
   CHA
   CLIMB   
   STR*
   COMPUTER USE    
   INT
   CONCENTRATION    
   CON
   CRAFT   ( _______________)  
  INT
   CRAFT   ( _______________) 
  INT
   CRAFT   ( _______________) 
   INT
   DECIPHER SCRIPT  
  INT
   DEMOLITIONS   
   INT
   DIPLOMACY   
   CHA
   DISABLE DEVICE  
   INT
   DISGUISE   
   CHA
   DRIVE   
   DEX
   ESCAPE ARTIST   
   DEX*
   FORGERY   
   INT
   GAMBLE   
   CHA
   GATHER INFORMATION   
   CHA
   HANDLE ANIMAL  
   CHA
   HIDE   
   DEX*
   INTIMIDATE   
   CHA
   INVESTIGATE   
   INT
   JUMP   
   STR*
   KNOWLEDGE ( ___________) 
   INT
   KNOWLEDGE ( ___________) 
   INT
   KNOWLEDGE ( ___________) 
   INT
   LISTEN   
   WIS
   MOVE SILENTLY   
   DEX*
   NAVIGATE   
   INT
   PERFORM (______________)          CHA
   PERFORM (______________)          CHA
   PERFORM (______________)          CHA
   PILOT   
   DEX
   PROFESSION  
  WIS
   READ/WRITE (______) 
  ___
   READ/WRITE (______) 
  ___
   READ/WRITE (______) 
  ___
   REPAIR   
   INT
   RESEARCH  
   INT
   RIDE   
   DEX
   SEARCH  
   INT
   SENSE MOTIVE   
   WIS
   SLEIGHT OF HAND  
   DEX*
   SPEAK LANG. (______) 
  ___
   SPEAK LANG. (______) 
  ___
   SPEAK LANG. (______) 
  ___
   SPOT   
   WIS
   SURVIVAL  
   WIS
   SWIM  
   STR*
   TREAT INJURY  
   WIS
   TUMBLE  
  DEX*
   ______________________ 
  ___
   ______________________ 
  ___
   ______________________ 
  ___
   Denotes a skill that can be used untrained.
   Mark this box with an X if the skill is a class skill for the character.
  * Armor check penalty, if any, applies. (Double penalty for Swim.)
  MISC 
  MODIFIER
  RANKS
  ABILITY 
  MODIFIER
  SKILL 
  MODIFIER
  KEY 
  ABILITY
  SKILL NAME
  SKILLS
  MAX RANKS
  /
  CLASS SKILL
  +
  =
  +
  CHARACTER  
  REACORD SHEET
  
  CAMPAIGN
  EXPERIENCE POINTS
  GEAR
  ITEM
  ITEM
  WT.
  TOTAL WEIGHT CARRIED
  WT.
  TALENTS / SPECIAL ABILITIES
  ALLEGIANCES
   Acrobatic
   Aircraft Operation*
   Alertness
   Animal Afﬁnity
   Archaic Weapons Proﬁciency
   Armor Proﬁciency (light)
    Armor Proﬁciency (medium)
     Armor Proﬁciency (heavy)
   Athletic
   Attentive
   Blind-Fight
   Brawl
    Improved Brawl
    Knockout Punch
     Improved Knockout Punch
    Streetﬁghting
     Improved Feint
   Builder
   Cautious
   Combat Expertise
    Improved Disarm
    Improved Trip
    Whirlwind Attack
   Combat Martial Arts
    Improved Combat Martial Arts
     Advanced Combat Martial Arts
   Combat Reﬂexes
   Conﬁdent
   Creative
   Deceptive
   Defensive Martial Arts
    Combat Throw
     Improved Combat Throw
    Elusive Target
    Unbalance Opponent
   Dodge
    Agile Riposte
    Mobility
     Spring Attack
   Drive-By Attack
   Educated*
   Endurance
   Exotic Melee Weapon Proﬁciency*
   Far Shot
    Dead Aim
   Focused
   Frightful Presence
   Gearhead
   Great Fortitude
   Guide
   Heroic Surge
   Improved Damage Threshold**
   Improved Initiative
   Iron Will
   Lightning Reﬂexes
   Low Proﬁle
   Medical Expert
   Meticulous
   Nimble
   Personal Firearms Proﬁciency
    Advanced Firearms Proﬁciency
     Burst Fire
     Exotic Firearms Proﬁciency*
     Strafe
   Point Blank Shot
    Double Tap
    Precise Shot
    Shot on the Run
    Skip Shot
   Power Attack
    Cleave
     Great Cleave
    Improved Bull Rush
    Sunder
   Quick Draw
   Quick Reload
   Renown
   Run
   Simple Weapons Proﬁciency
   Stealthy
   Studious
   Surface Vehicle Operation*
   Surgery
   Toughness**
   Track
   Trustworthy
   Two-Weapon Fighting
    Improved Two-Weapon Fighting
     Advanced Two-Weapon Fighting
   Vehicle Expert
    Force Stop
    Vehicle Dodge
   Weapon Finesse*
   Weapon Focus*
   Windfall**
   ______________________________
   ______________________________
   ______________________________
  FEATS
  *You can gain this feat multiple times. Its effects do not stack. Each time you 
  take the feat, it applies to a different skill, type of equipment, or weapon type.
  **You can gain this feat multiple times. Its effects stack.
  LANGUAGES
  LANGUAGE
  READ/WRITE
  LANGUAGE
  READ/WRITE
  FX ABILITIES
  ARCANE SPELLS
  DIVINE SPELLS
  PSIONIC POWERS
  © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  
  LPJDESIGN D20 MODERN CHARACTER PLANNER
  Character Name: _______________________________ Alias: _______________________________ Location: ___________________
  Player Name: _____________________ Ht: _____ Wt: _______ Eyes: ________ Hair: ________ Age: ______ Gender: __________
  Char 
  Class  
   
   
   
  Attack 
  Init 
  Def 
  Character 
  Additional/ 
  Special Ability 
  Special Notes
  Level 
  Level* 
  Fort 
  Ref 
  Will 
  Bonus Bonus Bonus  
  Feats 
  Feats† 
  Increase‡ 
  & Additions
  1 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  2 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  3 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  4 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  5 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  6 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  7 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  8 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  9 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  10 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  11 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  12 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  13 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  14 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  15 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  16 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  17 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  18 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  19 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________ 
  20 
  ________ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  _____ 
  ____________________ 
  ____________________ 
  ____________________ ____________________
  
  Members of the organization
  HERO 
  PC/NPC 
  PLAYER
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  ______________________________ 
  � PC 
  � NPC _____________________________________
  House Rules for  
  skills and feats
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  House Rules  
  for combat
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  House Rules for  
  Miscellaneous
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  ________________________
  
  campaign rogues gallery
  VILLAIN NAME 
  HEAD VILLAIN 
  HEAD MINION 
  MINION
  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  ________________________________________ 
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  Supporting Cast List
  NAME 
  NOTE
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  ________________________________________ 
   _____________________________________
  
   Organizations in the Campaign
  NAME 
  LOCATION IMPORTANT NOTES 
  KNOWN MEMBERS
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  _____________ 
  __________ 
  _______________________________ 
  ____________________
  Rumors Fed to Players
  � TRUE � FALSE 
  RUMOR:______________________________________________________
  SOURCE: _____________________________________________________
  � TRUE � FALSE 
  RUMOR:______________________________________________________
  SOURCE: _____________________________________________________
  � TRUE � FALSE 
  RUMOR:______________________________________________________
  SOURCE: _____________________________________________________
  � TRUE � FALSE 
  RUMOR:______________________________________________________
  SOURCE: _____________________________________________________
  � TRUE � FALSE 
  RUMOR:______________________________________________________
  SOURCE: _____________________________________________________
  � TRUE � FALSE 
  RUMOR:______________________________________________________
  SOURCE: _____________________________________________________
  
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, 
  David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  
  based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  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. David, Alexander Flagg, Clayton A. Oliver, Jason Olsan,Patrick 
  Parish.
  Spycraft, Copyright 2002, Alderac Entertainment Group.Spycraft Espionage 
  Handbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick 
  Kapera and Kevin Wilson.
  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 Mastermind Guide, Copyright 2004, Alderac Entertainment Group, Inc.; 
  Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver.
  Spycraft Modern Arms Guide, Copyright 2002, Alderac Entertainment Group, 
  Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael Fish, Scott 
  Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen 
  Wilcoxon.
  Spycraft Soldier/Wheelman Class Guide, Copyright 2003, Alderac Entertainment 
  Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott Gearin, 
  Patrick Kapera.
  Spycraft U.S. Militaries Guide, Copyright 2004, Alderac Entertainment Group, 
  Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.
  Spycraft, Copyright 2005, Alderac Entertainment Group.
  Spycraft, Copyright 2002, Alderac Entertainment Group.
  Genre Toolkit: Esponiage Cold War Games, Copyright 2007, Louis Porter Jr. 
  Design, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Devil's Workshop/Cold War Games.pdf