TEXT:  
   
   
   
   
   
   
   
   
   
   
  AGENT X:  
  ONE-MAN ARMY 
   
   
   
   
   
   
   
   
  Crafty Games Product Number: CFT-20209 
   
   
  Spycraft and all related marks are ® ™ © 2008 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
  
  Agent X: One-Man Army 
   
  INTRODUCTION 
  Welcome to Agent X, the newest series of standalone PDF products for use with Spycraft 2.0! In 
  each Agent X volume we offer a new class, usually appropriate for any genre or setting. Some, like this 
  volume’s One-Man Army, come with additional character options and other supporting material. For 
  more information on this and many other great products, visit the Crafty Games website at www.crafty-
  games.com, your home for all things Spycraft! 
   
   
  ONE-MAN ARMY 
  Some people are natural-born badasses, blessed with insurmountable martial skill, fierce tenacity, 
  and the strength to take down all enemies, no matter the odds. Atop this impressive heap is the One-
  Man Army, a non-stop killing machine in the finest tradition of Hollywood’s most rugged heroes.  
  Party Role: Combatant. The One-Man Army thrives in the heat of battle, inflicting heavy damage in 
  short order and absorbing tremendous punishment before falling. 
  Abilities: The One-Man Army must withstand the slings and arrows (and bullets!) of outrageous 
  opposition, making Constitution his most important attribute. Charisma gives him the tools to wreck 
  such havoc and good Dexterity or Strength scores increase his lethality (depending on his chosen method 
  of mayhem).  
  Vitality: 1d12 + Con modifier per level.  
   
  REQUIREMENTS 
  Constitution: 15+.  
  Intimidate: 4+ ranks.  
  Feats: Guts. 
   
  CLASS SKILLS 
  The One-Man Army’s class skills are Acrobatics, Athletics, Drive, Intimidate, Resolve, Sneak, 
  Streetwise, Survival, and Tactics.  
  Skill Points at Each Additional Level: 4 + Int modifier.  
   
  CORE ABILITY 
  Just a Flesh Wound: You’re incredibly tough to take out. Your maximum wound points increase by 
  your Class Level. Further, when you suffer a critical hit and damage is rolled, you may spend and roll a 
  single action die to reduce the damage suffered by an amount equal to the result (minimum 0). 
   
  CLASS ABILITIES 
  Contempt: At Level 1, you gain the Contempt feat (see the Spycraft 2.0 Rulebook, page 174). 
  I Stand Alone: At Level 2, when you and all conscious teammates are outnumbered by opponents, 
  you gain a +1 morale bonus to your Defense and with all attack checks equal to the factor by which 
  you’re outnumbered (rounded down, maximum +5). Thus, if your team is outnumbered by less than 2-
  to-1 you gain a +1 bonus, at 2-to-1 but less than 3-to-1 you gain a +2 bonus, at 3-to-1 but less than 4-
  to-1 you gain a +3 bonus, and so on. Note that this bonus is likely to change over the course of a scene 
  as the number of opponents and teammates shifts.  
  At Level 7, this morale bonus also applies to your damage rolls and saving throws. 
  Machismo: At Levels 3, 5, 7, and 9, you may choose 1 of the following abilities. Each of these 
  abilities may be chosen only once. 
   
  • 
  One Bad Mutha…: You may take the Threaten action against characters you have not injured during 
  this scene. Further, when you take a Threaten action, you may target a number of characters equal 
  to 1 + your Constitution modifier (minimum 1). 
   
  2
  
  Agent X: One-Man Army 
   
  • 
  Provoke: You gain a +4 synergy bonus with any skill check made as part of a Taunt or Tire action. 
  • 
  Still Standing: You gain a +8 bonus with Fortitude saves made to remain standing after being hit by 
  an attack with the takedown quality. Additionally, you gain a +4 bonus with skill checks made to 
  resist Bull Rush and Trip actions. 
  • 
  Take It: You gain 2 points of subdual resistance against all melee, hurled, and unarmed attacks. This 
  resistance is applied after Damage Reduction and can reduce the effects of bruising. 
  • 
  The Gun Show: After scoring a critical hit against a standard character, you may spend your next 
  half action posturing to gain 1 bonus d6 action die. This die is discarded if not used by the end of 
  the current combat. 
  • 
  Yippee-Ki-Yay: Once per session when you score a critical success with any attack or skill check 
  targeting an opponent, you may utter your catch phrase, gaining a bonus to Defense and all ‘Resist’ 
  checks equal to your Charisma modifier until the end of the current scene (minimum +1). 
   
  Bonus Feat: At Levels 4 and 8, you gain 1 additional Melee Combat or Ranged Combat feat. 
  Ripped: At Levels 4 and 8, the lower of your Strength or Constitution scores increases by 1 (your 
  choice in the case of a tie). 
  Bring It!: You welcome impossible odds with open arms. At Level 6, you and each of your 
  teammates who can see and hear you may not become flanked, nor may any of you be targeted with 
  abilities or feats that require opponents to outnumber you. 
  War Machine: You’re an engine of destruction. At Level 10, once per mission, you may ignore the 
  effects of any conditions you wish except for destroyed (this includes unconscious and dying). Further, 
  you automatically succeed with all Resolve checks and Fortitude saves. This ability lasts until the end of 
  the current scene. 
   
  Table 1: The One Man Army 
  Level  
  BAB 
  Fort  
  Ref  
  Will  
  Def  
  Init  
  Wealth  
  Gear  
  Class Abilities 
  1  
  +1 
  +2 
  +0 
  +0 
  +1 
  +2 
  0 
  1W 
  Contempt, just a flesh wound 
  2  
  +2 
  +3 
  +0 
  +0 
  +1 
  +3 
  0 
  1W 
  I stand alone (attack/defense) 
  3  
  +3 
  +3 
  +1 
  +1 
  +2 
  +4 
  1 
  1W, 1S 
  Machismo 
  4  
  +4 
  +4 
  +1 
  +1 
  +2 
  +5 
  1 
  1W, 1S 
  Bonus feat, ripped 
  5  
  +5 
  +4 
  +1 
  +1 
  +3 
  +5 
  1 
  2W. 1S 
  Machismo 
  6  
  +6 
  +5 
  +2 
  +2 
  +4 
  +6 
  2 
  2W, 1S, 1V 
  Bring it! 
  7  
  +7 
  +5 
  +2 
  +2 
  +4 
  +7 
  2 
  2W, 1S, 1V 
  I stand alone, machismo (damage/saves) 
  8  
  +8 
  +6 
  +2 
  +2 
  +5 
  +8 
  3 
  2W, 2S, 1V 
  Bonus feat, ripped 
  9  
  +9 
  +6 
  +3 
  +3 
  +5 
  +9 
  3 
  2W, 2S, 1V 
  Machismo 
  10  
  +10 
  +7 
  +3 
  +3 
  +6 
  +10 
  3 
  3W, 2S, 1V 
  War machine 1/mission 
   
   
  BUILDING THE ONE-MAN ARMY 
  The pedigree of the One-Man Army includes manly men like Schwarzenegger, Stallone, and Norris, 
  timeless action heroes who serve as an excellent touchstone when building a character with the class. 
  Here are a few Origins and base classes that make fine first steps toward this expert class. 
   
  Suggested Talents: Grizzled, Hardy (World on Fire), Ominous (World on Fire), Reliable. 
  Suggested Specialties: Bodyguard (World on Fire), Soldier of Fortune, Survivor (World on Fire), Test 
  Subject. 
  Suggested Entry Classes: Explorer, Martial Artist (World on Fire), Soldier, Wheelman. 
   
   
   
  3
  
  Agent X: One-Man Army 
   
  PLAYING THE ONE-MAN ARMY 
  The One-Man Army is the classic cinema combatant: one part lawnmower, one part tank, and all 
  man. Where the sniper commands the single-shot kill and the grunt is the premier abuser of heavy 
  firepower, the One-Man Army’s specialty is cleaning house against hordes of mooks. He enters the fight 
  hot and heavy thanks to I stand alone and can quickly turn the tide via Contempt feat and one bad 
  mutha…. He’s also is one of the most durable classes in the game thanks to just a flesh wound, ripped, 
  still standing, and war machine, abilities compounded by the Defense-boosting effects of I stand alone 
  and yippie-ki-yay. Even on defense the One-Man Army shines, as judicious use of the Taunt action can 
  draw heat from his teammates while they accomplish the mission objective.  
  Because the One-Man Army’s job is often… messy, he tends to pack reliable, high-yield weapons 
  and gear that extends his survivability, such as armor and medical gear.  
   
  Suggested Feats: Adrenaline Rush (World on Fire), Cleave Basics, Combat Instincts, CQB Basics, 
  Partner Basics (see below), Snap Shot, Stone Cold, Toughness.  
  Suggested Gear Picks (Caliber III mission): Average low-profile armor, machete, medical gear 
  (liquid skin patch) × 3, RSA AKS assault rifle or Remington 870P pump-action shotgun.  
   
   
  BASIC COMBAT FEATS 
  For more about Basic Combat feats, see page 172 of the Spycraft 2.0 Rulebook. 
   
  PARTNER BASICS 
  You back your partners up like no one else can. 
  Benefit: Choose one teammate at the start of each combat to be your “partner” until the end of 
  that combat. No character may be the designated as a partner by more than one teammate (with the 
  target choosing who to accept in the case of multiple nominations). While your partner is adjacent to 
  you, he may use any weapons you hold readied as if he also has the weapon readied.  
  Further, your partner gains a +1 bonus with all saves. This bonus increases to +2 if your partner 
  also possesses this feat and has selected you as his partner.  
  Finally, you and your partner count as a single character when taking joint actions. 
   
  PARTNER MASTERY 
  Your fighting choreography is nothing short of amazing! 
  Prerequisites: Partner Basics. 
  Benefit: If your partner is the only teammate adjacent to an opponent, you may make ranged 
  attacks against that opponent as if he is not in melee. Further, once per round when you miss with an 
  attack check, your partner immediately gains a final attack against the same opponent. However, your 
  partner’s attack suffers a –4 penalty to damage (minimum 1). This penalty decreases to –1 if your 
  partner also possesses this feat and has selected you as his partner. 
   
  PARTNER SUPREMACY 
  Superb timing and teamwork let you perform stunts others would consider impossible. 
  Prerequisites: Partner Mastery. 
  Benefit: Your attacks and damage can never be redirected to your partner. Further, when your 
  partner is adjacent to you at the beginning of a round, you may give up 1 of your half actions during the 
  round to grant your partner 1 addition half action during the same round. If your partner also has this 
  feat and has selected you as his partner, you may instead give up 2 of your half actions for this round to 
  grant your partner an additional full action or 2 half actions during the same round. 
   
   
  4
  
  Agent X: One-Man Army 
   
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  5
  
  Agent X: One-Man Army 
   
  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. World on Fire Toolkit Setting, Copyright 2007, 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 
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  6
  
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