TEXT: 
  The Big Score
  
  spycraft 2.0 | introduction
  
  The Big Score
  Writing
  Scott Gearin and Alex Flagg
  AdditionAl MAteriAl
  Marcos Bolton, Patrick Kapera
  Cover Art
  Octographics
  interior Art
  A4H Studios
  editing
  Patrick Kapera
  grAphiC design
  Patrick Kapera
  spyCrAft CreAted by  
  pAtriCk kAperA And kevin Wilson
  plAytesters
  Walter Christensen, Nathan Devonshyre, Charles Etheridge-Nunn, 
  Robert Harris, Lisa Murray, Jason Olsan, Andrew M. Popowich, Unit 13 
  (Alex Flagg, Kevin Ripka, Jimmy Taylor, and Tyler Johnson).
  introdUCtion  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  What’s Different About The Big Score? . . . . . . . . . . . . . . . . . 3
  MAking the big sCore .  .  .  .  .  .  .  .  .  .  .  .3
  the stoCkpile systeM  .  .  .  .  .  .  .  .  .  .  .3
  overview  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Using the Stockpile System  .  .  .  . 4
  At Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  During Each Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  At the End of Each Mission . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  the CAsh n’ CArry systeM  .  .  .  .  .  . 6
  overview  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Using the Stockpile System  .  .  .  . 7
  At Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  During Each Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  At the End of Each Mission . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  the loot systeM  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Prizes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Using Prizes and Channels. . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Sharing the Wealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Claiming Prizes and Channels . . . . . . . . . . . . . . . . . . . . . . . 13
  Closing Pandora’s Box. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  events  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Interrupted Channel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Hardship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Windfall. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
  More CAMpAign QUAlities  .  .  .  .  .  .15
  sidebArs
  Stockpile System: Altered Character Options. . . . . . . . . . . . . 4
  Cash n’ Carry System: The Lifestyle Loophole . . . . . . . . . . . . 9
  Loot System: “Can I Keep It?”. . . . . . . . . . . . . . . . . . . . . . . 12
  Behind the Curtain: 
  “Why Can’t I Keep Everything I Find?” . . . . . . . . . . . . . . . . 13
  tAbles
  Table 1: Stockpile Possessions. . . . . . . . . . . . . . . . . . . . . . . . 5
  Table 2: Cash n’ Carry Lifestyle . . . . . . . . . . . . . . . . . . . . . . . 6
  Table 3: Special Training . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Table 4: Modern Common Items . . . . . . . . . . . . . . . . . . . . . 16
  sheets
  Stockpile Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Storage Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Loot Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  open gAMe liCense/
  open gAMe Content .  .  .  .  .  .  .  .  .  .  .  . 23
  Spycraft and all related marks are ™ and © 2008 Alderac Entertainment Group, Inc. 
  and used under license. All rights reserved.
  All characters, names, places, and text herein is copyrighted by Crafty Games. 
  Reproduction without Crafty Games’ express permission is expressly forbidden,  
  except for the purpose of reviews and when permission to photocopy is clearly stated.
  The mention of or reference to any company or product in this release is not a  
  challenge to the trademark or copyright concerned.
  This release may use governments, intelligence agencies, and political figures  
  as settings, characters, and themes. All such uses are intended for  
  entertainment purposes only.
  WWW .CrAfty-gAMes .CoM
  
  spycraft 2.0 | introduction
  3
  The Big Score
  introdUCtion
  Welcome to The Big Score, which upgrades and expands the 
  Spycraft 2.0 gear system for those wanting something a little more 
  traditional. Now you can not only gain rare and powerful items but 
  also keep them from mission to mission! Amass personal fortunes 
  and stockpile your winnings! Command every aspect of your gear! 
  Play Spycraft uninterrupted by mission gear or even an Intel Phase! 
  This product contains everything you need to accurately simulate 
  settings and stories in which finding and keeping gear is a constant 
  part of the process, and your growing inventories play a vital role in 
  your success! 
  The Big Score presents three new mini-systems that interlock 
  seamlessly with the existing gear rules. The Stockpile system retains 
  the simplicity of the core game’s cinematic approach but converts 
  all gear to Possessions, allowing characters to track a balanced  
  personal cache of equipment from mission to mission. The Cash n’ 
  Carry system converts the gear system to a cash economy, letting each 
  character directly monitor, manage, and spend his personal savings at 
  every stage of his career. Finally, the Loot system lets the GC identify 
  new or existing gear as special, rare, or powerful, making them prizes 
  for the characters to seek out as mission objectives. All three systems 
  continue to abstract certain elements of the characters’ “off screen” 
  lives, keeping the details from overwhelming the excitement of play.
  These gear upgrades support any genre, time period, or style of 
  play, including those seen in many upcoming Crafty Games releases, 
  such as Fantasy Craft and Ten Thousand Bullets. Simply toggle one or 
  two campaign qualities and away you go!
  WhAt’s different AboUt  
  the big sCore?
  The Big Score introduces several key changes to the core Spycraft 
  2.0 gear system.
  Keep Gear from Mission to Mission: Both the Stockpile and Cash 
  n’ Carry systems let characters keep the same gear from mission to 
  mission, and Cash n’ Carry builds personal inventories with what the 
  characters find along the way. The Loot system introduces prizes and 
  sources of key gear that likewise remain in play. 
  Gearing Up Not Linked to the Intel Phase: Characters are required 
  to ‘go shopping’ only once — during character creation. After that the 
  action is non-stop with characters gathering or purchasing gear as part 
  of the story. If the group prefers, the Intel Phase can even be eliminated 
  entirely, allowing for a completely uninterrupted Spycraft experience. 
  No Exposure for Keeping or Selling Gear: Since The Big Score 
  assumes that everyone is building gear stockpiles and/or personal 
  fortunes, with no one asking for the team’s gear back at the end of 
  each mission, exposure is not generated for keeping or selling gear.
  Unprecedented Control Over the Gear System: With many new 
  campaign qualities and events at his disposal, the Game Control can 
  now reassign Restricted gear, take high-risk gear out of play or make 
  it rare and costly to manage, and make other fundamental changes to 
  customize the gear system like never before. 
  Simplified Reputation (Cash n’ Carry Only): The Cash n’ Carry 
  system replaces the standard Spycraft gear system with a cash econ-
  omy, leaving Net Worth cumbersome and confusing. Thus, Reputation 
  becomes the sole currency a character may use to leverage his status 
  when using this system. 
  MAking  
  the big sCore
  Incorporating Big Score gear systems into your game is simple 
  — just apply one or two of the following campaign qualities.
  Stockpile (Seasons Only: +0 XP): The standard Spycraft 2.0 gear 
  rules are replaced with the Stockpile system (see below). All of each 
  player character’s gear picks become Possessions, which lets him 
  maintain a potentially large cache of items from mission to mission. 
  He does not gain mission gear picks, instead receiving a bonus to his 
  Possessions score (see page 4). Common Items are still gained and 
  refresh as normal. The cash n’ carry quality may not simultaneously 
  be in play with stockpile. 
  Cash n’ Carry (Seasons Only: +0 XP): The standard Spycraft 
  2.0 gear rules are replaced with the Cash n’ Carry system (see page 
  6). Each player character’s Possessions statistic is replaced with 
  “Prudence,” which reflects his ability to hang on to money. He retains 
  both gear and money from mission to mission, but neither his mission 
  gear nor his Common Items refresh; he must purchase everything he 
  wants to own (or acquire it through other means). The character does 
  not gain mission gear picks, instead receiving a bonus to his Spending 
  Cash score (see page 7). The stockpile quality may not simultaneously 
  be in play with cash n’ carry. 
  Loot (Seasons Only: +0 XP): As determined by the Game Control, 
  characters may find and keep prizes (single or unique items of particular 
  rarity, power, or value), and channels (recurring sources of highly 
  sought items). The loot quality may be simultaneously applied with any 
  gear system (core Spycraft, Stockpile, or Cash n’ Carry). 
  the stoCkpile systeM
  Choosing gear in response to every mission doesn’t work in some 
  games, such as mercenary campaigns in which characters operate 
  entirely without a sanctioning organization, or cyberpunk sagas where 
  characters travel from place to place, living from hand to mouth.  
  The standard Spycraft gear system’s casual cinematic approach 
  can also become strained when no time passes between missions.  
  The Stockpile system solves these issues by allowing players to keep 
  items indefinitely. Stockpiling is in many ways less involved than the 
  standard gear system, with a single “Stockpile sheet” detailing all the 
  stuff in each character’s inventory (see page 20).
  overvieW
  When using the Stockpile system, characters do not choose mission 
  gear; rather, non-Possession gear picks are converted to a bonus to 
  each character’s Possessions score. Rules that apply to Possessions 
  when using the core Spycraft gear system apply to all gear picks when 
  using the Stockpile system. 
  Characters may only choose non-Restricted items as Possessions 
  and the GC is encouraged to go through the gear lists before play to 
  define Restricted gear according to the needs of his setting and story 
  (see page 15). He may also wish to utilize the Loot system to rein-
  troduce some Restricted gear as prizes and channels (see page 11). 
  Unless the GC redefines Restricted gear, introduces the Loot system, 
  or makes other changes, the gear tables in the Spycraft 2.0 Rulebook 
  and other Spycraft products remain unchanged. 
  
  spycraft 2.0 | introduction
  4
  The Big Score
  Since the Stockpile system excludes mission gear, some 
  character options change. 
  Organization Tools Ratings: Members of an organization faces 
  additional gear limitations (see the Spycraft 2.0 Rulebook, page 
  394), and each item that isn’t covered by their organization’s 
  Tools Rating is considered Restricted for them. 
  Increasing Mission Caliber: Each time a rule or character option 
  alters the mission’s Caliber when choosing an item (e.g. the 
  Grunt’s heavily armed, the Intruder’s gear prep, etc.), the Caliber 
  of one of the character’s Possession slots is modified instead. 
  If any gear category restrictions apply to the Caliber increase, 
  they also apply to the targeted Possession slot. Further, when 
  a Caliber-adjusting rule or option may only be used during 
  the Intel Phase, it may instead be used only between missions 
  (when gear refreshes). 
  Example: As a Level 5 Grunt, Kevin’s character has the heavily 
  armed ability. When deciding which gear to keep from mission 
  to mission, the Caliber of any 1 of his Possession slots increases 
  by 1. So long as Kevin targets this slot with his heavily armed 
  ability, the slot may only contain Weapon picks. 
  Extra Gear (Feat): Instead of granting the character an 
  additional mission gear pick, this feat increases the character’s 
  Possessions score by 1. 
  AlTered chArAcTer opTionS
  Gear refreshes between missions but there’s no break in the action 
  once a mission starts. By default the Intel Phase remains a component 
  of play, establishing each mission’s known objectives, Reputation/Net 
  Worth reward, known exposure penalties, and other factors, but it’s 
  entirely divorced from gear acquisition. If the GC and players prefer, 
  the Intel Phase can be eliminated altogether, allowing the GC to intro-
  duce objectives, rewards, and penalties as they come into play. When 
  this is done, character options that grant benefits or gear during the 
  Intel Phase instead provide them at the start of each mission.
  Wealth remains largely unchanged, except that the Possessions 
  statistic may rise much higher and sees modifiers from far more 
  sources (see right).
  Mission Caliber still sets Reputation/Net Worth gain and toggles 
  various mission settings and other rules, but has no bearing on a 
  character’s gear. Each Possession slot may be used to store an item 
  from any gear category, so long as the slot’s Caliber is high enough. 
  Common Items operate the same as in the core Spycraft gear 
  system, except that they’re all chosen or held at the same time as 
  Possessions. Common Items remain GC/player-defined and Gear 
  checks may still be used to acquire them, as described in the Spycraft 
  2.0 Rulebook. Likewise, kits operate as normal and may be held with 
  Caliber I, II, or III Possession slots, respectively.
  Request checks only come into play when prompted by a character 
  option (e.g. a class or feat ability). Reserve picks are not part of the 
  Stockpile system and are unnecessary when making or automati-
  cally succeeding with a Request check, though all standard rolls and 
  restrictions remain. 
  Example: As a Level 2 Sleuth, Kevin’s character possesses the 
  sources I ability. By spending 1 hour consulting with his informants, 
  he can make a Request check to gain a dossier. He need not use 
  a Reserve pick to activate this ability, but he must still make the 
  required roll.
  Finally, mission bundles may be included at the GC’s discretion with 
  the appropriate story justification. If the Intel Phase is eliminated, 
  mission bundles become available to the team at the beginning of the 
  mission instead.
  Using the stoCkpile systeM
  When using the Stockpile system, your gear is determined at 
  character creation and refreshes between missions. You may re-
  choose gear between missions, always honoring the limits of your 
  Possessions score (see below).
  At ChArACter CreAtion
  At character creation, perform the following steps to choose your gear.
  Step 1: Distribute Wealth (Lifestyle, Spending Cash, and Possessions)
  Step 2: Convert Gear Picks
  Step 3: Choose Initial Possessions (personal gear)
  Step 4: Choose Common Items
  Step 5: Check Carrying Capacity
  Step 6: Reputation/Net Worth
  Step 7: Fill Out Character and/or Stockpile Sheets
  Step 1: Distribute Wealth
  This step operates like Steps 1–2 and 4 of the “At Character 
  Creation” gear section of the Spycraft 2.0 Rulebook (see pages 
  215–217), except that you have access to your Lifestyle vehicle(s) 
  whenever they’re logically available, even during missions. Also, your 
  Possessions score may increase to a maximum of 25.
  Step 2: Convert Gear Picks
  When using the Stockpile system, all your gear picks become part of 
  your Possessions (personal gear). To determine your total Possessions 
  score, simply add together the amount of Wealth distributed to 
  Possessions in Step 1 and 1/2 the total number of mission gear picks 
  you gain from any source, rounded up (ignoring the listed gear cat-
  egories for this purpose). Your Possessions score may not exceed 25 
  and any excess is lost. Your total Possessions score determines your 
  available Possession slots as shown on Table 1: Stockpile Possessions 
  (see page 5).
  Possession slots may be filled with gear of any category, so long as 
  the slot’s Caliber is high enough to contain the item. 
  Any character option or rule that grants you additional gear as part 
  of your Possessions instead has one of the following effects.
  • If the option or rule grants a specific gear item, you gain the item 
  at character creation and the start of each mission. The item has its 
  own unique Possession slot (in addition to your standard slots), and 
  refreshes at the start of each mission if lost or destroyed. 
  • Otherwise, your Possessions score increases by 1 per additional pick 
  granted by the option or rule. No additional gear refreshes in this case.
  All gear picks are gained and converted at the same time, even 
  when a rule indicates that one or more gear picks are gained at a 
  specific point, such as the Intel Phase. 
  
  spycraft 2.0 | introduction
  
  The Big Score
  Example 1: Kevin is a Level 1 Wheelman who distributes 3 Wealth 
  points into Possessions. The Wheelman’s Level 1 gear entry is 
  1V, which adds 1, so the total result is 4. He gains the following 
  Possession slots: 3/I, 2/II. 
  Example 2: Kevin is a Level 8 Wheelman who distributes 7 Wealth 
  points into Possessions. The Wheelman’s Level 8 gear entry is 2V, 
  2W, 1E, which adds 3, so the total result is 10. He gains the following 
  Possession slots: 5/I, 5/II, 3/III.
  Step 3: Choose Initial Possessions (Personal Gear)
  This step operates like Step 3 of the “At Character Creation” gear 
  section of the Spycraft 2.0 Rulebook (see page 216). You may initially 
  fill your Possession slots with any non-Restricted items, as defined by 
  the Game Control (see page 15).
  Step 4: Choose Common Items
  This step operates like Step 5 of the “At Character Creation” gear 
  section of the Spycraft 2.0 Rulebook (see page 217), except that all 
  Common Items are chosen or held together, with none chosen during 
  missions (i.e. you may choose or hold a number of Common Items 
  during this step equal to your Wisdom score + 1/3 your Wisdom score, 
  rounded up (minimum 1). You may choose any Common Items that are 
  plausible for the setting and story, as defined by the Game Control. 
  Step 5: Check Carrying Capacity
  This step operates like Step 6 of the “At Character Creation” gear 
  section of the Spycraft 2.0 Rulebook (see page 217). 
  Step 6: Reputation/Net Worth
  This step operates like Step 7 of the “At Character Creation” gear 
  section of the Spycraft 2.0 Rulebook (see page 217).
  Result 
  Available Possession Slots
  1 
  1/I, 1/II
  2 
  2/I, 1/II
  3 
  2/I, 2/II
  4 
  3/I, 2/II
  5 
  3/I, 2/II, 1/III
  6 
  3/I, 3/II, 1/III
  7 
  3/I, 3/II, 2/III
  8 
  4/I, 4/II, 2/III
  9 
  4/I, 4/II, 3/III
  10 
  5/I, 5/II, 3/III
  11 
  5/I, 5/II, 3/III, 1/IV
  12 
  5/I, 5/II, 4/III, 1/IV
  13 
  6/I, 6/II, 4/III, 1/IV
  14 
  6/I, 6/II, 4/III, 2/IV
  15 
  7/I, 6/II, 5/III, 2/IV
  16 
  7/I, 6/II, 5/III, 3/IV
  17 
  8/I, 6/II, 6/III, 3/IV
  18 
  8/I, 6/II, 6/III, 3/IV, 1/V
  19 
  8/I, 6/II, 6/III, 4/IV, 1/V
  20 
  8/I, 7/II, 7/III, 4/IV, 1/V
  21 
  9/I, 7/II, 7/III, 5/IV, 1/V
  22 
  9/I, 7/II, 7/III, 5/IV, 2/V
  23 
  10/I, 7/II, 7/III, 6/IV, 2/V
  24 
  10/I, 8/II, 8/III, 6/IV, 2/V
  25 
  10/I, 8/II, 8/III, 6/IV, 3/V
  TABle : STockpile poSSeSSionS
  
  spycraft 2.0 | introduction
  6
  The Big Score
  Step 7: Fill Out Character and Stockpile Sheets
  Finally, record your personal gear and Wealth statistics — including 
  your total Possessions score and slots — on your character and/or 
  Stockpile sheet, as you prefer (see page 20 for a photocopy-ready 
  Stockpile sheet). Both sheets also contain spaces for other Common 
  Items and carrying capacity. 
  Your Reputation or Net Worth is recorded on your character sheet, 
  as normal. 
  dUring eACh Mission
  At the start of your first mission, you may carry any of your 
  Possessions and Common Items so long as your encumbrance load 
  remains extreme or lighter. Since your mission gear picks have already 
  been converted into Possession slots and your Common Items are 
  already determined, you can jump right into the action!
  During a mission, you may acquire and use any gear as you encoun-
  ter it, as normal. You can also liquidate Wealth, Reputation/Net Worth, 
  and items, spend Reputation or Net Worth, or make Gear checks, as 
  described on pages 220 and 221 of the Spycraft 2.0 Rulebook. 
  At the end of eACh Mission
  At the end of each mission, all your Possessions refresh and 
  you may re-choose Possessions from any non-Restricted items, so 
  long as the total number and Calibers of items you keep can fit in 
  your Possession slots (see Table 1: Stockpile Possessions, page 5). 
  Fortunately, your Possessions score is also updated at the end of 
  each mission, factoring in new gear picks converted from class levels 
  and various character options, and this may increase the number of 
  Possession slots you have available. 
  Common Items and Spending Cash also refresh between missions, 
  per the core Spycraft gear rules. 
  Your Reputation is adjusted at the end of each mission, reflecting 
  any rewards and penalties applied during the mission, and you may 
  also update and redistribute Wealth at this time, per the rules on page 
  222 of the Spycraft 2.0 Rulebook. 
  You may only update your Possessions and Common Items between 
  missions. In the event that no game time passes between missions 
  — for instance, one mission ends in a cliffhanger and the next picks 
  up right away — you simply continue to carry the same gear, includ-
  ing any items you’ve acquired, and these “End of Mission” steps 
  are taken at the end of the first mission featuring at least a little 
  downtime. 
  the CAsh n’ CArry 
  systeM
  Many famous protagonists are restless adventurers roaming the land 
  in search of fame and fortune, or canny thieves on the lookout for the 
  next big score, or mercenaries fighting for cold hard cash. Their motiva-
  tion is universal and timeless. Conan’s adventures across Hyboria gained 
  and lost him many fortunes and eventually earned him an empire. 
  Cowboys and other western heroes forged and fought over new territory 
  during the Gold Rush. Modern soldiers of fortune take dangerous jobs in 
  the most hostile countries on Earth, hoping to live long enough to retire 
  young. Even in the digital frontier of the future, money remains king, as 
  Case of William Gibson’s Neuromancer so aptly illustrates.
  Spycraft 2.0’s default gear system and its Stockpile variant eschew 
  detailed accounting, but for those more particular about tracking 
  their characters’ personal fortunes, as well as those wanting to run 
  games in which cash plays a prominent role, we offer the Cash n’ 
  Carry system. This is a significant departure from the core Spycraft 2.0 
  gear rules, requiring monetary payment for many basic game options 
  that are taken for granted in the cashless core system. However, 
  at the GC’s discretion, this system allows for incredible character 
  customization and with enough cash, a character may even exceed 
  the limits of his core system counterparts (see page 10).
  overvieW
  When using the Cash n’ Carry system, gear isn’t chosen but 
  rather bought, as seen in many “traditional” RPGs. Gear picks from 
  all sources are converted to cash during character creation and 
  thereafter transform into a regular income. Wealth remains largely 
  unchanged, except that the Possessions statistic is replaced with 
  “Prudence,” which determines a character’s ability to save (or rather, 
  avoid squandering) his nest egg (see page 9). Outside the effects of 
  Prudence, characters have constant access to their savings and can 
  use it to purchase things as they wish. 
  The Intel Phase remains, though its link to gearing up is severed, 
  leaving it to manage objectives, Reputation reward, and exposure 
  penalties. This allows the GC to eliminate it entirely if desired, 
  introducing objectives, rewards, and penalties as they come into play. 
  When this is done, character options that grant benefits or gear during 
  the Intel Phase instead provide them at the start of each mission.
  Lifestyle 
  Cost 
  Maximum Storage Slots 
  Maximum Item Size
  1 
  $0 per mission 
  10 
  Medium
  2 
  $500 per mission 
  5 
  Large
  3 
  $1,000 per mission 
  10 
  Large
  4 
  $2,000 per mission 
  5 
  Huge
  5 
  $3,000 per mission 
  10 
  Huge
  6 
  $6,000 per mission 
  5 
  Gargantuan
  7 
  $10,000 per mission 
  10 
  Gargantuan
  8 
  $25,000 per mission 
  5 
  Colossal
  9 
  $40,000 per mission 
  10 
  Colossal
  10 
  $50,000 per mission 
  5 
  Enormous
  TABle : cASh n’ cArry lifeSTyle
  
  spycraft 2.0 | introduction
  7
  The Big Score
  Net Worth is removed from play to avoid confusion (in the Cash n’ 
  Carry system, every dollar on the character sheet is actually a full dollar 
  in hand). All characters gain, lose, and track Reputation whether they’re 
  Faction or Freelance and all rules for Reputation still apply, except that 
  a character may never liquidate Reputation for cash. Mission Caliber 
  still sets Reputation gain and toggles various mission settings and other 
  rules, but has no bearing on a character’s gear. 
  Gear categories remain, though only for organizational purposes. 
  Cash on the counter is required for anything except Reputation-only 
  gear, which is outside the realm of any common purchase. (At the 
  Game Control’s discretion, these options may still be brokered, 
  though the price is likely to be too steep for any single character, or 
  even any full team of characters, to manage on their own.) 
  Kits remain unchanged and Common Items remain GC/player-defined. 
  Both use the rules presented in the Spycraft 2.0 Rulebook, except that 
  they must now be purchased with money. New tables presented on 
  pages 16–19 offer street values for all kits, as well as a wide sampling of 
  Common Items from which further prices can be extrapolated.
  Request checks, Gear checks, and mission bundles are not part of the 
  Cash n’ Carry system and may not be introduced when using these rules.
  Using the CAsh n’ CArry systeM
  When using the Cash n’ Carry system, your gear is determined once 
  at character creation and is kept forever, assuming you have the space 
  to store your accumulated holdings (see pages 8 and 9). However, 
  the introduction of a cash economy also brings many expenses that 
  Spycraft typically keeps out of sight. These are conveniently handled 
  at the end of each mission (see page 9).
  At ChArACter CreAtion
  At character creation, perform the following steps to choose your gear.
  Step 1: Distribute Wealth (Lifestyle, Spending Cash, and Prudence)
  Step 2: Convert Gear Picks
  Step 3: Purchase Initial Gear
  Step 4: Establish Savings
  Step 5: Check Carrying Capacity and Storage Space
  Step 6: Reputation
  Step 7: Fill Out Character and/or Storage Sheets
  You must complete these steps before sitting down to play; other-
  wise, you lose access to any cash or gear provided by steps you skip. 
  You do not regain this cash and gear — it is lost forever.
  Step 1: Distribute Wealth
  This step operates like Steps 1–2 and 4 of the “At Character 
  Creation” gear section of the Spycraft 2.0 Rulebook (see pages 
  215–217), except that you have a Prudence score instead of a 
  Possessions score and your Lifestyle no longer provides a free vehicle 
  (you may, of course, purchase or acquire a vehicle separately). Any 
  character option that grants a bonus to your Possessions score (such 
  as the Motorhead or Operative Specialty) instead provides the same 
  bonus to your Prudence score. Your Prudence and Spending Cash 
  scores may each increase to a maximum of 15.
  At any time, your Lifestyle score represents the maximum wardrobe 
  and housing standards you can achieve, but you do not automatically 
  enjoy these benefits. This luxury requires a constant influx of cash as 
  described on page 9. 
  Step 2: Convert Gear Picks
  When using the Cash n’ Carry system, all of your gear picks become 
  part of your Spending Cash (representing your in-game income). To 
  determine your total Spending Cash, simply add together the amount 
  of Wealth distributed to Spending Cash in Step 1 and 1/2 the total 
  number of mission gear picks you gain from any source, rounded up 
  (ignoring the listed gear categories for this purpose). Your Spending 
  Cash score may not exceed 15 and any excess is lost. Your total 
  Spending Cash score determines your beginning money and per-mis-
  sion income as described on page 217 of the Spycraft 2.0 Rulebook. 
  Any character option or rule that grants the character additional 
  Possession gear picks instead has one of the following effects. 
  • If the option or rule grants a specific gear item, you gain the item at 
  character creation and the start of each mission. Unlike most Cash n’ Carry 
  items, this pick refreshes at the start of each mission if lost or destroyed. 
  • Otherwise, your Spending Cash score increases by 1 per addi-
  tional pick granted by the option or rule. No additional gear refreshes 
  in this case.
  All gear picks are gained and converted at the same time, even 
  when a rule indicates that one or more gear picks are gained at a 
  specific point, such as the Intel Phase. 
  
  spycraft 2.0 | introduction
  
  The Big Score
  Example 1: Kevin is a Level 1 Wheelman who distributes 3 Wealth points 
  into Spending Cash. The Wheelman’s Level 1 gear entry is 1V, which adds 
  1, so the total result is 4. He gains $1,600 at the start of each mission. 
  Example 2: Kevin is a Level 8 Wheelman who distributes 7 Wealth 
  points into Spending Cash. The Wheelman’s Level 8 gear entry is 2V, 
  2W, 1E, which adds 3, so the total result is 10. He gains $10,000 at 
  the start of each mission.
  Step 3: Purchase Initial Gear
  As mentioned previously, your Lifestyle score does not automati-
  cally provide the listed wardrobe and home(s) (see page 216 of the 
  Spycraft 2.0 Rulebook); rather, they’re determined by the amount of 
  money you spend to maintain these standards, as shown on Table 
  2: Cash n’ Carry Lifestyle (see page 6). The maximum lifestyle you 
  can purchase is equal to your Lifestyle score, which is why investing 
  Wealth points in the Lifestyle statistic is important. 
  Outside clothes and a place to live, you must purchase everything 
  you own, including everything you carry or store in your house. Once 
  play begins, you may of course acquire anything you can get your 
  hands on, though there’s a limit to what you can store between mis-
  sions (see right and page 9).
  You may spend any or all of your Spending Cash to purchase gear. 
  The cost of each item is equal to its listed street value. Additional 
  ammunition, upgrades, and other accessories not gained as part of 
  a gear pick must be purchased separately. Items whose street values 
  begin with “R” are Restricted and may not be purchased as part 
  of your initial gear, though they may be acquired during play via 
  Streetwise/Black Market checks or looting, as normal.
  The street values of many modern Common Items, along with their 
  Damage saves, weights, and miscellaneous mechanics (if any) are 
  listed on Table 4: Modern Common Items (see page 16).
  Step 4: Establish Savings
  Your Savings is the money you squirrel away for a rainy day; this 
  money is somewhat protected from the effects of Prudence but isn’t as 
  easy to get hold of in a bind (see page 9). During character creation, 
  you may place any money left over after purchasing initial gear into 
  your Savings. Once play begins, money may only be placed in Savings 
  between missions, after Prudence is applied (see page 9).
  Step 5: Check Carrying Capacity and Storage Space
  This step operates like Step 6 of the “At Character Creation” gear 
  section of the Spycraft 2.0 Rulebook (see page 217), except that you 
  should also double check that your initial gear fits within your Storage 
  Space, as determined by your purchased Lifestyle (see Table 2: Cash 
  n’ Carry Lifestyle).
  Step 6: Reputation
  This step operates like Step 7 of the “At Character Creation” gear 
  section of the Spycraft 2.0 Rulebook (see page 217), except that you 
  may only gain Reputation, even if you’re Freelance.
  Step 7: Fill Out Character and Storage Sheets
  Finally, record your Wealth statistics, initial gear, and Savings on 
  your character and/or Storage sheets, as you prefer (see page 21 for a 
  photocopy-ready Storage sheet). Both sheets also contain spaces for 
  other Wealth-related information and carrying capacity.
  Your Reputation is recorded on your character sheet, as normal. 
  dUring eACh Mission
  At the start of your first mission, and at the start of each subsequent 
  mission, you gain an additional amount of money (income) equal to 
  $100 × your Spending Cash × your Spending Cash (your Spending Cash 
  score is factored in twice). The justification for this income is left up to 
  you and the Game Control; it may represent a salary, trust fund, interest 
  or dividends on greater funds that for some reason can’t be withdrawn, 
  or any other regular influx of cash. Regardless, you must have at least 
  1 week of downtime between missions to qualify for it. With between 
  3 and 7 days, you only gain 1/2 this amount (rounded up), and with 
  less than 3 days you gain no additional money, but may also keep your 
  current Lifestyle without paying to maintain it (see page 9).
  You may carry any of your stored belongings into each mission, so 
  long as your encumbrance load remains extreme or lighter. Since your 
  mission gear picks have already been converted into Spending Cash 
  and mission bundles are not part of the Cash n’ Carry system, you can 
  jump right into the action! 
  During a mission, you may gain and spend money, acquire and use 
  gear, as you encounter it. You can also liquidate Wealth, Reputation, 
  and items, or spend Reputation, as described on pages 220 and 221 
  of the Spycraft 2.0 Rulebook. 
  
  spycraft 2.0 | introduction
  
  The Big Score
  Should you get into a bind, you can also tap into your Savings, 
  though this requires you to be located in one of your residences or a 
  city (10,000 or more people and a method of easy, rapid communica-
  tion). The process takes 2d20 minutes. In any single mission, you may 
  only access up to 1/2 your Savings (rounded down). 
  At the end of eACh Mission
  At the end of your first mission, and at the end of each subsequent 
  mission, perform the following five steps. 
  Step 1: Update Reputation
  Step 2: Fund Lifestyle
  Step 3: Store Belongings
  Step 4: Fence Excess
  Step 5: Apply Prudence and Increase Savings
  Step 6: Purchase Equipment and Training
  Step 1: Update Reputation
  Per the standard Spycraft rules, your Reputation is adjusted to 
  reflect any rewards and penalties applied during the mission.
  Step 2: Fund Lifestyle
  At the end of each mission, you must pay to maintain your chosen 
  Lifestyle, which determines where and how you live (see page 216 of the 
  Spycraft 2.0 Rulebook). For the per-mission cost associated with each 
  Lifestyle level, consult Table 2: Cash and Carry Lifestyle (see page 6). 
  When you cannot afford your current Lifestyle, or choose not to pay 
  the required upkeep, your current Lifestyle decreases, as follows. 
  • If you pay at least 1/2 of its cost (rounded up), your current 
  Lifestyle decreases by 1 (minimum 1). 
  • If you pay nothing, your current Lifestyle decreases by 2 (mini-
  mum 1). 
  Alternately, if your current Lifestyle is lower than your Lifestyle score, 
  you may pay double the listed amount to increase your current Lifestyle by 
  1. Your current Lifestyle may not increase by greater than 1 per mission.
  None of these changes affect your Lifestyle score; only Wealth 
  modifications may adjust that number. 
  Example: Kevin’s Lifestyle score is 5, but to date he’s only been 
  able to afford Lifestyle 3. Continuing to maintain this current Lifestyle 
  requires $1,000 per mission. If he were to pay $500, his current Lifestyle 
  would drop to 2, while paying nothing would yield a current Lifestyle of 
  1. In order to increase his Lifestyle to 4 he would have to pay $2,000. 
  None of these options would adjust his Lifestyle score of 5.
  In addition to the standard benefits and modifiers, your current 
  Lifestyle determines the maximum amount of stuff you can store 
  between missions (i.e. your “Storage Space”), as shown on Table 
  2: Cash n’ Carry Lifestyle (see page 6). This is not the same as the 
  maximum amount of stuff you can carry — indeed, anything you carry 
  into a mission must be included in this total.
  The precise volume of actual Storage Space available in any living 
  arrangement is not calculated. Rather, you may store up to the listed 
  number of items, each of which must be of the listed Size or smaller. 
  When your largest stored item is smaller than this listed maximum 
  Size, the listed maximum number of items you can store doubles for 
  each Size category of difference.
  Example: Kevin has a current Lifestyle of 3 and the largest item he’s 
  storing is Small. There’s enough room in his loft for up to 48 items of 
  up to Small Size. 
  Step 3: Store Belongings
  At the end of each mission, you may only keep what you can store 
  (see Distribute Wealth, page 7). Ammunition and other upgrades take 
  up no additional space, fitting in a single storage slot with the base 
  item. You may discard any number of items already on your Storage 
  sheet to make space for new ones, though you’ll likely want to fence 
  them instead (see the next step). 
  Characters may trade and gift stored items to each other by 
  transferring them from one Storage sheet to another. Under no 
  circumstances does transferring an item produce duplicates; each 
  individual entry represents a discrete object that may only be owned 
  by a single player character at any time.
  Example: Kevin’s character acquires a Bag Full of Guns Resource 
  pick. Though this resource grants a number of weapons picks, the 
  individual weapons may not be stored separately. Kevin may, how-
  ever, transfer the entire Bag Full of Guns pick to another character. 
  Step 4: Fence Excess
  After all characters’ Storage sheets are updated, the team’s 
  remaining items are automatically fenced. This occurs off screen and 
  yields an amount of money equal to 50% of the total street value of 
  the combined items + an additional 5% per 10 ranks in the Streetwise 
  skill possessed between all the team’s characters (maximum 75%). 
  No skill checks are made — only the raw skill ranks are applied. 
  Note also that if a pick includes multiple items, only the pick can be 
  liquidated, not the individual items.
  The resulting cash is split equally between members of the team, 
  with any uneven amount going to the character with the highest 
  Streetwise skill (characters roll 1d20 to break a tie). 
  Example: After storing their gear, the team has $10,000 in excess 
  items. Kevin has 9 ranks in Streetwise, Jon has 10, and Ken has 12. 
  They earn 65% of the items’ street value, or $6,500. Kevin and Jon 
  each gain $2,166, and Ken gains $2,168.
  Step 5: Apply Prudence and Fill Savings
  As in real life, every character fritters money away, even when 
  he shouldn’t. Rather than pinch every penny, characters indulge in 
  various personal extras — vacations, meals, and hobbies, evenings 
  out on the town, amusements, and all manner of entertainment. 
  Astute players may notice that it’s possible to maintain a 
  current Lifestyle indefinitely at no cost if missions constantly 
  string together without break. Of course, this also means that 
  characters won’t be earning any income, but it still may not 
  sit well with some. In this case the GC is within his rights to 
  charge for current Lifestyle at the end of every game month. 
  The default system doesn’t include this rule because it requires 
  additional tracking outside the mission structure and may 
  sometimes interrupt the action as the players try to figure out 
  when they’re supposed to pay, but it closes the loophole and 
  may satisfy those seeking a more ‘realistic’ approach. 
  The lifeSTyle loophole
  
  spycraft 2.0 | introduction
  0
  The Big Score
  Characters also squander their hard-earned cash on bad investments, 
  loans that will never be repaid, charity, and other activities. All this 
  is represented with Prudence. Conan the Barbarian is an excellent 
  example of a character with very low Prudence. No matter how often 
  he robs temples, defeats and claims the holdings of wealthy villains, 
  or stumbles onto valuable objects in the dens of fierce monsters, he 
  never seems to get ahead. The start of the next adventure finds him 
  penniless once more. In his heart, Conan has a great love of life — an 
  exuberant passion that outstrips his desire for coin.
  During this step, your Prudence is applied to your total money on 
  hand (i.e. all money not in Savings, including all money gained during 
  the mission + all money gained during Step 4). For each point of 
  Prudence you possess, you keep 5% of this amount (to a maximum of 
  75%). You may place any or all of this remainder in Savings or hang 
  on to it for the next mission. 
  Money lost during this step is spent in various undefined off-
  screen exchanges. In a fantasy game, it might be spent on drinking, 
  wenching, cavorting, gambling, paying off debts, and other fleeing 
  distractions. In a modern game, it might be lost to… much the same, 
  except perhaps wenching (and even that’s possible, depending on 
  the game).
  Example: After paying to maintain his Lifestyle and fencing excess 
  gear, Kevin is left with $3,000. His Prudence score is an exceptional 
  15, so he keeps 75% of the proceeds, or $2,250. Expecting the next 
  mission won’t involve much more than his income (i.e. his Spending 
  Cash), Kevin keeps $250 on hand and adds the other $2,000 to his 
  Savings (in his case, a Swiss bank account). 
  Steve, Kevin’s teammate, also ends the mission with $3,000, but 
  his Prudence is only 6, meaning he may keep only 30%, or $900. He 
  fritters the rest away on loose slots, fast cars, and faster women. 
  After yet another legendary outing, Steve decides to add $500 of his 
  remaining funds to Savings (in his case, a trunk buried in the desert 
  — Steve’s a little paranoid about financial institutions). He keeps 
  $400 going into the next mission.
  Characters may loan or gift each other with money at any time, 
  during or between missions, but each transfer of cash for any reason 
  is immediately subject to the receiving character’s Prudence. Money 
  passed back and forth between characters is subject to each receiving 
  character’s Prudence in turn.
  Example: During the mission following the previous example, Kevin 
  loans Steve $1,000, but Steve is notoriously bad with money and 
  wastes all but $300 (30% of $1,000). Later, when Steve works up 
  enough money to pay Kevin back, only $750 winds up returning to 
  Kevin’s bank account. The rest vanishes to pay debts that have been 
  stacking up.
  After deciding how much money to keep on hand and how much to 
  put in Savings, you’re ready for the next mission! That is, unless you 
  want to get in some hard-earned shopping and training...
  Step 6: Purchase Equipment and Training
  Provided there’s some down time between missions, the GC may let 
  characters “go shopping” to buy new or replacement gear. Characters 
  may pay for these purchases with money on hand or their Savings, or 
  a combination of the two. The cost of each item is equal to its listed 
  street value. Additional ammunition, upgrades, and other accessories 
  not gained as part of a gear pick must be purchased separately. 
  Again, items whose street values begin with “R” are Restricted and 
  may not be purchased. Also, additional items may be Restricted for 
  members of an organization (see the sidebar on page 4).
  Additionally, the GC may authorize special training, as shown on 
  Table 3: Special Training (see below). Each of these options requires a 
  minimum time investment, wherein the character must train for at least 
  8 hours per day, 5 days per week. If the character is interrupted for any 
  reason, including missions or other training, he must dedicate half again 
  as much money and time to complete his training at a later date. 
  Example: Kevin saves the quarter million dollars he needs for 
  an extra Interest and sets aside two weeks between missions to 
  devote to his long-harbored fascination with aerospace conspiracy. 
  Unfortunately, 10 days into his sojourn, his infiltration of Area 52.7 is 
  ruined by a distress call from the home office. When he returns from 
  saving Control’s bacon, he’ll have to spend another $125,000 and one 
  week to pick up where he left off and finally earn that crackpot merit 
  badge (and, of course, the accompanying Interest). 
  A character may gain no more than 1 special training benefit in 
  each break between missions. 
  Benefit	
  Cost	
  Time	Required	
  Minimum	Career	Level	*	
  Maximum	Training	**
  +1 attribute point 
  $2,000,000 
  6 weeks 
  6 
  1 per 5 Career Levels
  +1 feat 
  $1,000,000 
  5 weeks 
  5 
  1 per 4 Career Levels
  +1 weapon proficiency 
  $500,000 
  4 weeks 
  4 
  1 per 3 Career Levels
  +1 skill rank 
  $400,000 
  3 weeks 
  3 
  2 per Career Level Ψ
  +1 Interest 
  $250,000 
  2 weeks 
  2 
  1 per Career Level
  * A character’s Career Level must be at least this high before he may purchase each training option. 
  ** A character may purchase each training option up to the number of times listed in this column. 
  Ψ Special training may not raise a character’s skill ranks beyond his maximum rank with any skill. 
  TABle 3: SpeciAl TrAining
  
  spycraft 2.0 | introduction
  
  The Big Score
  the loot systeM
  The core Spycraft 2.0 and Stockpile gear systems refresh a char-
  acter’s equipment for each mission, resetting it to a stable baseline 
  according to the character’s level, class, and other factors. The Cash 
  n’ Carry system balances a cash economy with Lifestyle cost, storage 
  space, and Prudence. Perhaps most importantly, all three of these 
  systems encourage the GC to liberally employ the Restricted street 
  value tag, identifying gear that simply isn’t available from stores or 
  through mundane channels, and which can’t be kept from mission to 
  mission. This avoids the periodically game-breaking effects of these 
  items, but it also undermines the investment of players who crave the 
  excitement of finding (and keeping) a rare tool or unique treasure.
  This is where prizes and channels come in. Prizes represent unique 
  or single items of particular value or power, while channels represent 
  steady if limited streams of specific elusive items. Both rewards might 
  be gained in play as the characters get their hands on rare treasures, 
  but they could also become available from social arrangements, such 
  as deals and promises with contacts, fences, and other characters.  
  The Loot system can be used with all three gear systems. It intro-
  duces prizes and channels as mission objectives, linking them to par-
  ticular achievements in play. This lets Game Controls fluidly integrate 
  them with the setting and story, ensuring that their discovery carries 
  the proper import and their presence in the game is truly memorable. 
  Players always have a reason to seek them out, even when they’re not 
  interested in a particular prize or channel, as the corresponding objec-
  tive yields XP for everyone who doesn’t claim the physical reward. 
  Prizes and channels are tracked separately from picks, stockpile items, 
  and stored items, but characters may still only carry a limited number of 
  them, which keeps the game from focusing on massive hoards of unused 
  treasure, and since individual Loot rewards are GC-defined, they’re 
  always special and hopefully tailored just for the game at hand. 
  prizes
  Prizes are particularly scarce, difficult to acquire, highly valuable, 
  or otherwise passionately sought items. They’re often unique within a 
  setting and may provide benefits unseen elsewhere in the campaign. 
  Examples of prizes are lost alien technologies in a science fiction 
  setting, potent magic items in a fantasy setting, favors owed by city 
  officials in a historical setting, or tactical weapons (such as rocket 
  launchers) in a realistic street setting. Prizes can include items or 
  services, meaning that gear from any category, including Resources 
  and Tradecraft picks, are valid options. The GC may also create his 
  own unique prizes to fit the needs of his setting and story. 
  Each prize is linked to exactly 1 unique or specific object or service 
  — typically one that’s unavailable through any normal means. 
  While a prize may be found any number of times, only 1 character 
  may claim it each time one is found or acquired. The GC may make any 
  number of each prize available over the course of a campaign, and 
  each is treated as a separate objective during the mission in which it 
  appears (see page 12). 
  Once a character claims a prize (see page 13), it is recorded on his 
  Loot sheet (see page 22). Each character may maintain a number of 
  prizes equal to his Lifestyle score, and a separate number of chan-
  nels equal to his Lifestyle score. When a character already at one of 
  these maximums gains access to new loot of the same type, he must 
  abandon a previous loot item of the same type before he can claim 
  the new one.
  The character may begin any mission thereafter with the prize on 
  his person or in one of his personal vehicles, or access it from any 
  of his residences. It remains available during each mission until it’s 
  abandoned, expended, lost, or destroyed. 
  A character may possess any number of the same prize, but each 
  copy must be found and claimed separately and takes up its own 
  Loot slot.
  Prizes never refresh — once lost or abandoned, a prize is used up 
  and removed from the character’s inventory. If the character wishes 
  to bring the prize along on a future mission, he must once again find 
  and claim it. 
  Prizes may be transferred between characters so long as the 
  maximum number of prizes for each character is observed at the end 
  of each mission (see page 13).
  ChAnnels
  Channels represent a character’s ability to consistently acquire 
  items that are hard to find, pricey, or otherwise rare. Examples of 
  channels might include superior production lines in a science fic-
  tion setting, alchemists who can create minor magic items (or even 
  low-tech firearms) in a fantasy setting, inventors who can generate 
  wild prototypes in a historical setting, or black market sources able 
  to procure automatic weapons in a realistic street setting. Like 
  prizes, channels can grant access to gear from any category, including 
  Resources and Tradecraft picks.  
  
  spycraft 2.0 | introduction
  
  The Big Score
  As the names suggests, a channel often takes the form a long-
  standing deal with a group or NPC able to provide a given item, or an 
  ongoing debt of gratitude that encourages a group or NPC to perform 
  a given service for the character on a regular basis. It might otherwise 
  represent a cache or supply of the item, though in this case the GC 
  and players must either hand-wave or determine why the character 
  cannot take more of the item than he has channels (e.g. the items are 
  slow to produce or come from a guarded location).
  Each channel is linked to exactly 1 gear pick — typically an item 
  that’s Restricted or unavailable on the setting’s standard gear tables. 
  While a channel may be found any number of times, only 1 
  character may claim it each time one is found or discovered. The GC 
  may make any number of each channel available over the course of 
  a campaign, and each is treated as a separate objective during the 
  mission in which it appears (see below).
  Once a character claims a channel (see page 13), he may spend 1d6 
  hours and 1 Reputation or $50,000 Net Worth before or during any 
  mission to activate it. (Remember that the Net Worth option is only 
  available if using the core Spycraft or Stockpile systems, as Net Worth 
  is excluded from Cash n’ Carry.) Once activated, the GC determines 
  the location where the character may pick up his channel item, which 
  may be any of the character’s residences or anywhere within any city 
  of 10,000 or more people. A character may only activate a combined 
  number of channels per mission equal to his starting action dice. 
  Unlike prizes, channel items do refresh — at the source. A channel 
  may be activated even after an item previously provided by the same 
  channel is lost or destroyed. Replacing a lost or abandoned channel, 
  however, is more difficult; should a character lose access to a chan-
  nel, and therefore the source of the channel’s pick, he must once 
  again find and claim the channel to request more of that item. 
  In the event that a unique channel is abandoned, lost, or destroyed, 
  the GC may determine that it can no longer be accessed, that it’s gone 
  forever. Whether this is the case depends on the nature of the chan-
  nel; a supply route might simply acquire a new broker after the cur-
  rent front man quits or is killed, but a factory for unique gear would 
  be more difficult to replace if it’s destroyed. Since the justification for 
  channels is left to the GC and the characters only see as much of it as 
  the GC shows them, it’s possible to play fast and loose with channels 
  to suit the needs of the campaign at any time. It entirely depends on 
  the GC’s style and how invested he wants the characters to become 
  in the channel’s backstory.
  Channels may not be transferred between characters as they 
  represent relationships specific to the character. 
  Using prizes And ChAnnels
  The GC may add prizes and channels to any mission at his discre-
  tion. This lets him control the style of gearing up in his campaign 
  and include items that are worthy rewards within the context of the 
  setting and story without throwing off the balance of either. 
  When a prize or channel is introduced it becomes a mission 
  objective with a grade equal to the item’s Caliber. For this purpose, 
  Reputation/Net Worth-only items are suitable as grade 3–5 objectives 
  at the GC’s discretion. The method of successfully completing this 
  objective is left entirely up to the GC but should complement the 
  mission as well as the item’s scale and power. As a good baseline, 
  the GC can choose any existing objective of the same grade and use 
  it as inspiration for the obstacles and challenges between a team and 
  the prize or channel. 
  Example: The GC wants to introduce a high-end piece of software: 
  a PR 8 trace program, which is Reputation/Net Worth-only. He expects 
  this item to prove extremely useful over the course of the season, so 
  he assigns it a grade of 5. Being a little pressed for time, he scans the 
  objectives list in the Spycraft Rulebook and chooses “Aid/Advise 5: 
  ensure a character clears his name (multiple felony charges).” With 
  only a few moments’ brainstorming, the GC has a programmer on the 
  run from a secretive government organization after his trace program 
  uncovers one of their operations. All the characters have to do is find 
  the runner and save him from the spooky men in black helicopters 
  and they can help him uncover the dark cabal, gaining the use of his 
  software in the process. 
  Prizes and channels don’t have to be solely predetermined 
  — sometimes they can crop up in play as well. Say for instance 
  you’re running a fantasy game in which the characters are 
  visiting a local apothecary. While most of the group is chasing 
  the plot, one character picks up a strange vial and asks after 
  its contents, to which the toothless shop keep answers, “Eagle 
  Potion, make man fly!” The GC is just trying to add a little flavor 
  to the encounter but the player immediately perks up, knowing 
  how useful flight would be in the current game, and asks if he 
  could maybe get a channel for the potions. 
  The GC does a little quick thinking on his feet and asks 
  himself first and foremost whether a flight potion channel 
  would undermine anything he’s got planned. This is a great 
  example of a potentially explosive gear item, as it kills many 
  challenges before they even get going.  Hedge mazes, sieges, 
  melee combats, any obstacle involving climbing, and countless 
  other scene types — all of them could be neutered by even a 
  few rounds of flight. 
  Fortunately, the GC in this example can’t see any such 
  conflicts and moves on to the next step: identifying the precise 
  reward. In this case he improvises with a modified flight Gadget 
  Mechanism, which operates just like the Caliber IV version 
  except that it only lasts 10 minutes per use (i.e. per potion). He 
  drops the Caliber to II as a result, which means he needs a grade 
  2 mission objective. 
  He settles on Contain, which he interprets as several secret 
  deals the shop keep’s struck with locals to supply magical 
  trinkets against the wishes of the city’s draconian rulers. The 
  shop keep brings this up in roleplayed conversation and asks 
  the character to help distract the city guard from the truth, 
  promising a flight potion every so often in return. Suddenly the 
  character’s got the chance to score a new channel, the party 
  has the chance to gain a little more XP by completing a new 
  mission objective, and the campaign has a little more depth. 
  Everyone wins. 
  One final note about impromptu prizes and channels: the 
  character asking for one should always have the first chance to 
  claim it. Should he refuse for some reason, then the standard 
  rules for distributing a prize or channel should apply thereafter 
  (see page 13).
  “cAn i keep iT?”
  
  spycraft 2.0 | introduction
  3
  The Big Score
  At the end of each mission in which a team successfully completes 
  a prize or channel objective, any one character may claim the prize 
  or channel (see below), but doing so denies that character the 
  objective’s XP reward. 
  Example: Kevin’s team completes a mission to infiltrate Dr. Kholera’s 
  mountaintop base and steal his prototype Storm Engine (a Weather 
  Control Gadget Mechanism). Acquiring this prototype is prize objective 
  with a grade of 5 (it’s a Reputation/Net Worth-only item). The team 
  decides that Kevin will keep the Storm Engine, so he claims the prize while 
  each of his teammates gains the objective’s base reward of 125 XP.
  shAring the WeAlth
  Consisting of rare and often powerful rewards, loot can easily become 
  a point of contention between players, particularly when the number 
  of available prizes or channels is limited. In the interest of promoting 
  roleplay and to offer each team the chance to command its own win-
  nings, the choice of which character gains each prize or channel is left 
  to the team’s discretion. If no consensus can be reached, however, each 
  individual character may claim 1 available prize or channel, beginning 
  with the character possessing the fewest prizes or channels (in the event 
  of a tie, candidates each roll 1d20 and choose from available loot in order 
  from highest to lowest roll). As usual, each character denied a prize or 
  channel in this process instead gains the objective’s base XP reward. 
  Example: In an alternate universe version of the previous example, 
  Kevin’s team also convinces one of Kholera’s lab techs to switch 
  sides, securing a channel for PR 4 cover identities (a Caliber III item). 
  The team consists of three characters, with Kevin having 1 prize and 
  1 channel from previous missions, Jon having 2 prizes from previous 
  missions, and Ken having none. The players bicker a bit and can’t 
  decide who gets what, so Ken chooses first, claiming the channel. 
  Kevin and Jon each roll 1d20 and Jon wins, claiming the Storm Engine. 
  Kevin gains the objective’s base XP reward. 
  ClAiMing prizes And ChAnnels
  When a character claims a prize or channel, it is recorded on his 
  Loot sheet (see page 22). If using the Cash n’ Carry system, the 
  character’s Lifestyle must be high enough to store an object of the 
  Loot item’s Size (see page 6). 
  Again, each character may maintain a number of prizes equal to 
  his Lifestyle score, and a separate number of channels equal to his 
  Lifestyle score. When a character already at one of these maximums 
  gains access to new loot of the same type, he must abandon a previ-
  ous loot item of the same type before he can claim the new one. 
  A claimed loot item retains its Caliber and gear category, if any, 
  for all purposes. 
  For a photocopy-ready Loot sheet, see page 22.
  Closing pAndorA’s box
  The Game Control may sometimes find certain prizes or channels 
  disruptive. The automatic weapons allowed into a street game when 
  a corrupt military moves in to quarantine the area following a riot may 
  overwhelm the new opposition when the coup is over, or they might 
  just not mesh well with the campaign’s new direction. The cloning 
  device used to replace the evil overlord of a peaceful nation might 
  become the universal solution to all the characters’ problems after his 
  misdeeds are revealed to the world. 
  One option, obviously, is just to exclude problematic gear from the 
  outset, but that isn’t always as easy as it sounds. Even something as 
  innocuous as a vaccine or improved invisible ink can render impossible 
  any number of otherwise enjoyable missions. The mere accumulation 
  and escalation of gear can push the characters out of the realm of 
  many experiences. Despite all the forethought and preparation in the 
  world, gear can unexpectedly throw off game balance, kill plotlines, 
  and ruin everyone’s fun. 
  As a character-centric game, Spycraft intentionally shifts the 
  focus of play away from gear, and as a cinematic game, it only 
  tracks the items that are important right now. The core Spycraft 
  gear system makes all this happen by restricting the amount 
  of gear available to characters and refreshing gear during the 
  Intel Phase of each mission. This eliminates the ‘power creep’ 
  of accumulated gear and tailors gear choices to the mission at 
  hand, but it doesn’t satisfy certain styles of play, which is why 
  The Big Score was developed. 
  The Stockpile system allows characters to hold on to gear 
  from mission to mission, while Cash n’ Carry also lets them pay 
  for things with cold hard cash. Some may ask, then, why charac-
  ters can still only keep a limited amount of gear. Ultimately, the 
  reasons are game balance and bookkeeping. We feel that the 
  game plays best with more of the first and less of the second. 
  This doesn’t really address the core issue, though, which is how 
  to justify the limit within the setting.
  The rub, of course, is that Spycraft is far from just one setting. 
  It’s a toolkit for games in practically any genre and time period, 
  and you might need to explain gear limits in a modern thriller, 
  an epic low-fantasy crusade, a desperate wartime scenario in 
  a far-flung future, or beyond. Fortunately, all three Big Score 
  systems focus the limits on one statistic: Lifestyle. A character’s 
  home defines the total volume of gear he can own. There’s a 
  logical, physical space where the character can safely store his 
  stuff.
  ‘Safely’ is the key word there. Outside these areas, the 
  system assumes the world is hostile. Storage units are robbed, 
  hiding places are found and looted, vehicles are stolen, and so 
  on. Again, in the interest of simplifying the bookkeeping, and 
  because the conditions change for each setting and campaign, 
  the details are left up to the GC and players. The basic assump-
  tions remain the same, however: there’s always a limit to what 
  you can keep and if you spread your possessions too thin, 
  they’ll start to slip through your fingers.
  So what about all those characters in the movies and books 
  who gather vast collections of artifacts, priceless weapons, 
  and other oddities? They’re not possible with this system, are 
  they? Of course they are, but those characters work to keep 
  their collections safe, and that translates to them taking levels 
  in classes with high Wealth progressions and feats that boost 
  Lifestyle. That’s the sacrifice they make to keep their fortunes, 
  and any Spycraft character can do the same, especially when the 
  Monty Haul campaign quality is in play (see page 15).
  Behind The cUrTAin: 
  “Why cAn’T i keep everyThing i find?”
  
  spycraft 2.0 | introduction
  4
  The Big Score
  Fortunately, when the goal is to bring things back down to basics, 
  the GC has options. In the short term, he can call upon the Interrupted 
  Channel event (see right). Prizes can be made less useful or even 
  completely eliminated with the Shoddy/Worthless item event or they 
  can be targeted by a Thief (see the Spycraft 2.0 Rulebook, page 405). 
  Missions can start in media res, though this only solves the issue for 
  one mission, and only when the problem gear isn’t carried with the 
  team at all times. 
  The GC is, of course, fully 
  within his rights to reveal new 
  details about the gear, making 
  it undesirable. The characters 
  might lean, for example, that 
  a sci-fi wonder-weapon emits 
  toxic radiation, or that a pro-
  totype vehicle only runs on 
  isotope fuels costing a small 
  fortune per tank (this option 
  is especially useful in Cash n’ 
  Carry games). New plotlines 
  might also reduce the utility of 
  over-utilized gear: radio equip-
  ment that transmits presumably 
  unbreakable signals might wind 
  up broken by an autistic nine 
  year old with a ham radio, or a 
  grossly powerful weapon might 
  spark a brutal arms race that 
  quickly outdistances the offend-
  ing design. 
  Whatever the justification, 
  the GC can withdraw prizes or 
  channel at any time. When a 
  prize or channel becomes tem-
  porarily unavailable, even for a 
  few missions in a row, the char-
  acter gains nothing; he must 
  simply make do. A character 
  whose prize or channel is per-
  manently removed from play, 
  however, earns its original base 
  XP reward at the next available 
  opportunity (usually the end of 
  the current or next mission).
  The GC should not remove 
  prizes or channels without care-
  ful consideration, and should 
  avoid doing so on a regular 
  basis. It disrupts story continuity 
  and worse, can disenfranchise 
  the players, many of whom value 
  gear as a facet of their character growth (the 
  Spycraft system actively discourages this, but many games don’t and 
  old habits die hard). When in doubt, the GC should probably spend a 
  couple missions trying to build with the offending prize or channel in 
  mind; perceived problems often aren’t in the long run, and this can 
  sometimes only evident in play. 
  events
  The following events are particularly appropriate when using a 
  Big Score gear system but may be applied in any Spycraft game. The 
  Shoddy/Worthless Item and Thief events might also be helpful when 
  managing a team’s growing stockpile, store, or loot. Finally, when 
  using any Big Score system, the Thief event gains a new trigger: 
  During the current mission, the character’s Lifestyle score is 4 or 
  lower. 
  interrUpted 
  ChAnnel
  One of the character’s chan-
  nels dries up, perhaps because 
  the character demanded too 
  much of it or took a channel 
  NPC’s goodwill for granted. 
  Maybe the channel item’s in 
  high demand or its delivery 
  routes are unavailable. It could 
  be the character’s just run out 
  of luck. For whatever reason, the 
  character cannot call upon one 
  of his channels for a number of 
  scenes equal to the number of 
  action dice spent to activate 
  this event (maximum 4). This 
  event does not carry over into 
  later missions if more dice are 
  spent than scenes remain, even 
  if the mission ends prematurely. 
  Event Triggers: During the 
  previous or current mission, the 
  character called upon the chan-
  nel more than once per scene, or 
  more than three times per mis-
  sion; during the same period, 
  the channel NPC’s disposition 
  toward the character worsened 
  by 1 or more grades for any 
  reason. 
  hArdship
  One 
  of 
  the 
  characters 
  stumbles into rough times 
  financially, which impacts his 
  liquid assets. The character’s 
  Spending Cash score decreases 
  by 1 per action die spent to acti-
  vate this event (maximum 4 dice 
  spent, to a minimum score of 0). 
  This event must be activated at the start 
  of the mission, and the character regains his normal Spending Cash 
  score at the start of the following mission. 
  Event Triggers: During the previous mission, the character scored 
  an error or critical failure with a Profession/Accomplishment check, or 
  rolled two or more natural “1s.”
  
  spycraft 2.0 | introduction
  
  The Big Score
  WindfAll
  One of the characters gains unexpected cash, perhaps in the form 
  of a work bonus, an inheritance, or an off screen gambling win. The 
  character’s Spending Cash increases by 1 per action die spent to 
  activate this event (maximum 4 dice spent, to a maximum score of 10 
  if using the core Spycraft or Stockpile systems, or a maximum score 
  of 15 if using Cash n’ Carry). This event must be activated at the start 
  of the mission, and the character regains his normal Spending Cash 
  score at the start of the following mission. 
  Event Triggers: During the previous mission, the character scored a 
  threat or critical success with a Profession/Accomplishment check, or 
  two or more of the character’s action dice exploded (i.e. a natural roll 
  of “4” with a d4, a natural roll of “6” with a d6, etc.).
  More 
  CAMpAign QUAlities
  The GC may apply any number of the following campaign qualities 
  to tailor the system to the setting and his preferred style of play.
  Always Prepared (–25 XP): In true cinematic fashion, characters 
  routinely have just what they need within easy reach. Common Items are 
  not defined before play begins; rather, each player simply defines each 
  Common Item as he uses it, without making a Gear check. Once defined, 
  an Item keeps its definition for the duration of the current mission.
  Iconic Gear (Seasons Only: +25 XP): Characters carry only the 
  most critical objects, traveling light and hitting hard. The number 
  of Possession slots or Storage slots available to each character 
  decreases to 1/2 standard (rounded up). 
  Less Common Items (Special): Certain gear is less easily acquired 
  or particularly expensive. Any number of Common Items may be 
  converted to gear pick items. For every group of up to 15 specific 
  Common Items converted to Caliber I items within any categories, 
  each mission’s base XP reward increases by 2.
  Monty Haul (Seasons Only: –25 XP): Characters are well known to 
  loot everything that moves, often including the corpses of everything 
  that moves. The number of Possession slots or Storage slots available 
  to each character is doubled. 
  More Common Items (Special): Certain gear is more easily 
  acquired or particularly inexpensive. Any number of gear pick items 
  may be converted to Common Items. For every full Caliber of gear 
  within a single category converted to Common Items, and for every 
  group of up to 15 specific items from any gear categories converted to 
  Common Items, each mission’s base XP reward decreases by 2.
  Quality of Life (Seasons Only: +0 XP): Each character’s general 
  health and well-being is directly impacted by his choice of lifestyle. 
  As his quality of life improves, his anxiety decreases and general 
  physical ability improves. When this quality is in play, each character’s 
  Appearance modifier is also applied to his saving throws.
  Party Animals (Seasons Only, Cash n’ Carry Only: +0 XP): Money 
  tends to slip through the characters’ fingers at an alarming rate. The 
  maximum Prudence score becomes 10. 
  Restricted Gear (Special): Certain additional gear is prohibited by 
  law. Any number of Common Items or non-Restricted gear pick items 
  may become Restricted (gaining “R” before their street value). For 
  every group of up to 10 specific items or 1 Caliber of a single gear type 
  Restricted, each mission’s base XP reward increases by 2.
  Uneven Calibers (+0 XP): Due to an abundance of certain types 
  of gear, a shortage of others, or both, the mission features uneven 
  Calibers between gear categories (e.g. Caliber II Electronics, Caliber 
  IV Gadgets, Caliber I Tradecraft, and so on). The GC may choose any 
  Caliber for each gear category, per the needs of the setting and/or 
  story. When the mission’s Caliber is required for the purposes of a rule 
  or character option, it is equal to the average of the chosen Calibers 
  (rounded up). 
  Example: A mission features the following Calibers: Electronics II, 
  Gadget I, Resource II, Security IV, Tradecraft II, Vehicle III, Weapon IV. 
  When the mission’s Caliber is required, it is III (18 divided by 7). 
  Unrestricted Gear (Special): The law is lax with regard to certain 
  potentially dangerous or taboo items. Any number of normally 
  Restricted gear pick items may become non-Restricted (losing the 
  “R” before their street value). For every group of up to 10 Restricted 
  items that become non-Restricted, each mission’s base XP reward 
  decreases by 5. 
  
  spycraft 2.0 | introduction
  6
  The Big Score
  Name 
  SZ/Hand 
  Save 
  Weight 
  Comp 
  Year 
  SV
  Bindings Ψ
  Handcuffs 
  F/2h 
  +15 
  1 lb. 
  5/+0 
  1860s 
  $25
  Duct tape (1 roll, 60 ft.) 
  D/1h 
  +1 
  1 lb. 
  6/+0 
  1940s 
  $10
  Zip ties (100) 
  N/2h 
  +2 
  — 
  5/+0 
  1960s 
  $5 
  Clothing and Accessories ΨΨ
  Contact lenses 
  N/0h or 1h 
  +0 
  — 
  15/+1 
  1970s 
  $100
  Glasses (clear or sun) 
  F/0h or 1h 
  +1 
  — 
  15/+1 
  — 
  $50
  Fatigues/ghillie suit * 
  per character 
  +0/+1 Ω 
  — 
  5/+0 
  1940s 
  $75
  Watch 
  F/0h or 1h 
  +3 
  — 
  14/+1 
  1600s 
  $20– $150
  Communication Gear
  Camera, still (disposable) * 
  T/2h 
  +2 
  — 
  15/+0 
  1980s 
  $5
  Cell phone * 
  D/1h 
  +2 
  0.2 lb. 
  16/+1 
  1990s 
  $100
  Cell phone service (per month) 
  — 
  — 
  — 
  — 
  1990s 
  $50
  Flash drive (USB) 
  N/1h 
  +1 
  — 
  16/+1 
  1990s 
  $25
  Internet service (per month) 
  — 
  — 
  — 
  — 
  1990s 
  $50
  PDA 
  D/1h 
  +2 
  0.2 lb. 
  16/+1 
  1990s 
  $200
  PDA/cell phone 
  D/1h 
  +2 
  0.2 lb. 
  16/+1 
  2000s 
  $300
  Printer/FAX machine 
  T/2h 
  +8 
  10 lbs. 
  18/+1 
  1990s 
  $75
  Radio, basic tactical/headset * 
  T/1h 
  +6 
  1 lb. 
  18/+1 
  1930s 
  $50
  Entertainment Gear and Services
  Beer/wine (1 serving) * 
  T/1h 
  +0 
  0.5 lb. 
  20/+0 
  — 
  $2 ΩΩ
  Cable TV service (per month) 
  — 
  — 
  — 
  — 
  1980s 
  $50
  DVD player (standard) 
  — 
  +2 
  8 lbs. 
  14/+1 
  1990s 
  $100
  DVD player (high-definition) 
  — 
  +2 
  8 lbs. 
  15/+1 
  2000s 
  $1,000
  MP3 player (4gb) 
  F/1h 
  +1 
  — 
  16/+1 
  2000s 
  $200
  Radio (terrestrial) 
  — 
  +2 
  3 lbs. 
  14/+1 
  1920s 
  $25
  Radio (satellite) 
  — 
  +1 
  — 
  14/+1 
  2000s 
  $50
  Radio (satellite service, per month) 
  — 
  — 
  — 
  — 
  2000s 
  $25
  Stereo system (personal) 
  — 
  +2 
  20 lbs. 
  14/+1 
  1970s 
  $100
  Stereo system (surround) 
  — 
  +2 
  35 lbs. 
  15/+1 
  1990s 
  $500
  Stereo system (home theatre) 
  — 
  +2 
  70 lbs. 
  16/+1 
  1990s 
  $2,000
  Stereo system (car) 
  — 
  +2 
  — 
  14/+1 
  1970s 
  $500
  Ticket (concert) 
  — 
  — 
  — 
  — 
  1950s 
  $50
  Ticket (movie) 
  — 
  — 
  — 
  — 
  1920s 
  $10
  Ticket (sports game) 
  — 
  — 
  — 
  — 
  1800s 
  $40
  TV (personal) 
  — 
  +3 
  75 lbs. 
  14/+1 
  1930s 
  $200
  TV (high-definition) 
  — 
  +3 
  40 lbs. 
  15/+1 
  2000s 
  $1,500
  TV (home theatre) 
  — 
  +3 
  100 lbs. 
  16/+1 
  1990s 
  $2,500
  Video game system 
  — 
  +2 
  8 lbs. 
  15/+1 
  1980s 
  $350
  Kits
  Appraisal kit I 
  S/2h 
  +7 
  5 lbs. 
  25/+1 ∇ 
  1990s 
  $375
  Appraisal kit II 
  M/2h 
  +12 
  20 lbs. 
  30/+2 ∇ 
  1990s 
  $625
  Appraisal kit III 
  L/2h 
  +15 
  Non-portable 
  40/+3 Δ ∇ 
  1990s 
  $9,600
  Architect’s kit I 
  S/2h 
  +6 
  6 lbs. 
  20/+1 
  1950s 
  $300
  Architect’s kit II 
  M/2h 
  +13 
  60 lbs. 
  25/+1 
  1970s 
  $525
  Architect’s kit III 
  L/2h 
  +16 
  100 lbs. 
  35/+2 Δ ∇ 
  1990s 
  $1,500
  Authentication kit I 
  S/2h 
  +10 
  10 lbs. 
  30/+2 ∇ 
  1990s 
  $325
  Authentication kit II 
  M/2h 
  +13 
  75 lbs. 
  40/+3 Δ ∇ 
  1990s 
  $1,600
  Authentication kit III 
  L/2h 
  +14 
  Non-portable 
  50/+4 Δ ∇ 
  2000s 
  $21,500
  Continued on page 17
  TABle 4: Modern coMMon iTeMS
  
  spycraft 2.0 | introduction
  7
  The Big Score
  Name 
  SZ/Hand 
  Save 
  Weight 
  Comp 
  Year 
  SV
  Kits (Continued)
  Chemistry kit I 
  S/2h 
  +7 
  30 lbs. 
  30/+2 Δ 
  1980s 
  $4,300
  Chemistry kit II 
  M/2h 
  +10 
  75 lbs. 
  30/+2 Δ ∇ 
  1980s 
  $8,700
  Chemistry kit III 
  L/2h 
  +15 
  Non-portable 
  45/+3 Δ ∇ 
  1990s 
  R$16,600
  Cleaner kit I 
  S/2h 
  +5 
  10 lbs. 
  20/+1 Δ 
  1970s 
  $300
  Cleaner kit II 
  M/2h 
  +10 
  30 lbs. 
  30/+2 Δ 
  1990s 
  $850
  Cleaner kit III 
  L/2h 
  +13 
  75 lbs. 
  30/+2 Δ 
  1990s 
  R$1,700
  Climbing kit I 
  S/2h 
  +9 
  15 lbs. 
  20/+1 
  1990s 
  $375
  Climbing kit II 
  M/2h 
  +15 
  30 lbs. 
  30/+2 
  1990s 
  $925
  Climbing kit III 
  L/2h 
  +15 
  180 lbs. 
  30/+2 
  1990s 
  $5,600
  Construction kit I 
  S/2h 
  +15 
  50 lbs. 
  40/+2 
  1980s 
  $1,100
  Construction kit II 
  M/2h 
  +17 
  500 lbs. 
  45/+3 ∇ 
  1980s 
  $2,200
  Construction kit III 
  L/2h 
  +21 
  2,000 lbs. 
  50/+4 ∇ 
  1980s 
  $13,200
  Demolitions kit I 
  S/2h 
  +7 
  5 lbs. 
  25/+1 
  1980s 
  $500
  Demolitions kit II 
  M/2h 
  +10 
  40 lbs. 
  35/+2 
  1990s 
  $1,000
  Demolitions kit III 
  L/2h 
  +14 
  60 lbs. 
  50/+4 Δ ∇ 
  1990s 
  $11,500
  Disguise kit I 
  S/2h 
  +5 
  20 lbs. 
  20/+1 Δ 
  1960s 
  $600
  Disguise kit II 
  M/2h 
  +7 
  35 lbs. 
  30/+2 Δ 
  1960s 
  $1,500
  Disguise kit III 
  L/2h 
  +8 
  50 lbs. 
  30/+2 Δ 
  1990s 
  $3,000
  Electronics kit I 
  S/2h 
  +8 
  20 lbs. 
  40/+3 ∇ 
  1970s 
  $700
  Electronics kit II 
  M/2h 
  +12 
  200 lbs. 
  40/+3 ∇ 
  1970s 
  $1,600
  Electronics kit III 
  L/2h 
  +14 
  Non-portable 
  50/+4 ∇ 
  1970s 
  $5,200
  First Aid kit I 
  S/2h 
  +5 
  5 lbs. 
  20/+1 Δ 
  1960s 
  $300
  First Aid kit II 
  M/2h 
  +8 
  20 lbs. 
  30/+2 Δ 
  1980s 
  $900
  First Aid kit III 
  L/2h 
  +12 
  80 lbs. 
  50/+3 Δ 
  1990s 
  $3,900
  Forensics kit I 
  S/2h 
  +6 
  10 lbs. 
  25/+1 Δ ∇ 
  1990s 
  $1,000
  Forensics kit II 
  M/2h 
  +7 
  20 lbs. 
  30/+2 Δ ∇ 
  1990s 
  $1,800
  Forensics kit III 
  L/2h 
  +13 
  50 lbs. 
  40/+3 Δ ∇ 
  2000s 
  $3,600
  Forgery kit I 
  S/2h 
  +7 
  15 lbs. 
  25/+1 
  1980s 
  $475
  Forgery kit II 
  M/2h 
  +15 
  30 lbs. 
  45/+3 ∇ 
  1990s 
  $3,300
  Forgery kit III 
  L/2h 
  +18 
  400 lbs. 
  45/+3 ∇ 
  1990s 
  $5,500
  Lockpicking kit I 
  T/2h 
  +14 
  1 lb. 
  30/+2 
  1980s 
  $100
  Lockpicking kit II 
  S/2h 
  +16 
  25 lbs. 
  35/+2 
  1980s 
  $500
  Lockpicking kit III 
  M/2h 
  +16 
  150 lbs. 
  45/+3 ∇ 
  1990s 
  $1,300
  Mechanics kit I 
  S/2h 
  +10 
  30 lbs. 
  25/+1 Δ 
  1980s 
  $800
  Mechanics kit II 
  M/2h 
  +14 
  100 lbs. 
  35/+2 Δ ∇ 
  1980s 
  $1,500
  Mechanics kit III 
  L/2h 
  +21 
  4,000 lbs. 
  40/+3 Δ ∇ 
  1980s 
  $7,800
  Surgery kit I 
  S/2h 
  +8 
  15 lbs. 
  25/+2 
  1960s 
  $325
  Surgery kit II 
  M/2h 
  +10 
  25 lbs. 
  40/+3 Δ 
  1990s 
  $1,500
  Surgery kit III 
  L/2h 
  +15 
  200 lbs. 
  50/+4 Δ ∇ 
  1990s 
  $5,000
  Medical Gear and Services
  Ambulance pick-up * 
  — 
  — 
  — 
  — 
  1870s 
  $500
  Counseling * 
  — 
  — 
  — 
  — 
  — 
  $200
  Crash cart * 
  S/2h 
  +14 
  40 lbs. 
  25/+1 
  1960s 
  $1,500
  Health Insurance (1 month) * 
  — 
  — 
  — 
  — 
  — 
  Special
  Hospital visit (less than 1 day) * 
  — 
  — 
  — 
  — 
  — 
  Special
  Hospital stay (per night) * 
  — 
  — 
  — 
  — 
  — 
  Special
  Personal Vehicles Φ
  Rollerblades/skates/ice skates 
  D/— 
  +6 
  7 lbs. 
  8/+0 
  1760s 
  $75
  Skateboard 
  D/— 
  +4 
  8 lbs. 
  8/+0 
  1950s 
  $100
  Skis 
  M/— 
  +4 
  7 lbs. 
  8/+0 
  — 
  $500
  Continued on page 18
  TABle 4: Modern coMMon iTeMS (conTinUed)
  
  spycraft 2.0 | introduction
  
  The Big Score
  Name 
  SZ/Hand 
  Save 
  Weight 
  Comp 
  Year 
  SV
  Survival Gear
  Altimeter 
  N/1h 
  +2 
  — 
  13/+0 
  1920s 
  $25
  Battery 
  N–F/1h 
  +12 
  1/10 of item 
  12/+0 
  1960s 
  $(1/10 of item)
  Binoculars * 
  D/1h 
  +4 
  0.5 lb. 
  12/+1 
  1860s 
  $75
  Business cards (100) 
  N/1h 
  +0 
  — 
  5/+0 
  1800s 
  $10
  Chemical body warmer * 
  M/— 
  +1 
  5 lbs. 
  15/+1 
  1950s 
  $20
  Compass 
  N/1h 
  +3 
  — 
  14/+0 
  1300s 
  $25
  Depth gauge 
  N/1h 
  +2 
  — 
  13/+0 
  1850s 
  $40
  Fire extinguisher 
  D/2h 
  +12 
  8 lbs. 
  15/+1 
  1870s 
  $30
  Flare gun * 
  D/1h 
  +9 
  1.5 lbs. 
  11/+0 
  1870s 
  $40
  Flashlight * 
  T/1h 
  +6 
  0.5 lb. 
  12/+1 
  1890s 
  $10
  Geiger counter 
  D/1h 
  +4 
  0.3 lb. 
  16/+1 
  1940s 
  $175
  Glow stick/candle * 
  F/1h 
  +1 
  — 
  15/+1 
  1980s/— 
  $1
  Glue (standard) * 
  F/1h 
  +0 
  — 
  15/+1 
  1750s 
  $1.50 
  Glue (super) * 
  N/1h 
  +0 
  — 
  15/+1 
  1950s 
  $2.50
  Grappling hook * 
  T/1h 
  +18 
  10 lbs. 
  5/+0 
  — 
  $20
  Lantern * 
  T/1h 
  +3 
  0.7 lb. 
  10/+0 
  — 
  $25
  Lighter, zippo 
  N/1h 
  +10 
  — 
  8/+0 
  1930s 
  $20
  Matches, waterproof (100) 
  N/1h 
  +0 
  — 
  6/+0 
  1880s 
  $10
  Metal detector 
  S/1h 
  +6 
  1.3 lb. 
  16/+1 
  1930s 
  $200
  MRE (Meal Ready to Eat) 
  D/1h 
  +2 
  0.1 lb. 
  6/+0 
  1980s 
  $5
  Multi-tool * 
  N/1h 
  +10 
  0.5 lb. 
  10/+0 
  1970s 
  $70
  Rope, nylon (150 ft.) * 
  S/2h 
  +5 
  50 lbs. 
  15/+0 
  1950s 
  $150
  Rucksack/backpack * 
  S/1h 
  +3 
  3 lbs. 
  5/+0 
  — 
  $50
  Sleeping bag * 
  S/1h 
  +3 
  5 lbs. 
  5/+0 
  — 
  $80
  Tent (per man) * 
  Varies/2h 
  +1 
  2.5 lbs. 
  5/+0 
  — 
  $60
  Travel Gear and Services
  Airline ticket (commuter) 
  — 
  — 
  — 
  — 
  1960s 
  $100 Φ Φ
  Airline ticket (continental) 
  — 
  — 
  — 
  — 
  1940s 
  $500 Φ Φ
  Airline ticket (international) 
  — 
  — 
  — 
  — 
  1960s 
  $750-$3,000 Φ Φ
  Briefcase * 
  T/1h 
  +7 
  3 lbs. 
  6/+0 
  — 
  $100
  Bus ticket (commuter) 
  — 
  — 
  — 
  — 
  1900s 
  $2.50
  Bus ticket (per state/country) 
  — 
  — 
  — 
  — 
  1900s 
  $50 Φ Φ
  Car rental (subcompact) 
  — 
  — 
  — 
  — 
  — 
  $20 per day
  Car rental (compact passenger) 
  — 
  — 
  — 
  — 
  — 
  $25 per day
  Car rental (sedan passenger) 
  — 
  — 
  — 
  — 
  — 
  $30 per day
  Car rental (sports coupe) 
  — 
  — 
  — 
  — 
  — 
  $35 per day
  Car rental (station wagon) 
  — 
  — 
  — 
  — 
  — 
  $40 per day
  Car rental (light pickup truck) 
  — 
  — 
  — 
  — 
  — 
  $50 per day
  Car rental (mini-van) 
  — 
  — 
  — 
  — 
  — 
  $55 per day
  Car rental (full-size van) 
  — 
  — 
  — 
  — 
  — 
  $60 per day
  Car rental (compact sports) 
  — 
  — 
  — 
  — 
  — 
  $65 per day
  Car rental (full-size pickup truck) 
  — 
  — 
  — 
  — 
  — 
  $70 per day
  Car rental (sports) 
  — 
  — 
  — 
  — 
  — 
  $75 per day
  Car rental (light SUV) 
  — 
  — 
  — 
  — 
  — 
  $80 per day
  Car rental (luxury sports) 
  — 
  — 
  — 
  — 
  — 
  $85 per day
  Car rental (sport pickup truck) 
  — 
  — 
  — 
  — 
  — 
  $90 per day
  Car rental (heavy SUV) 
  — 
  — 
  — 
  — 
  — 
  $100 per day
  Dead drop spike * 
  F/1h 
  +9 
  1 lb. 
  7/+0 
  1940s 
  $25
  Hotel room (1-star) 
  — 
  — 
  — 
  — 
  — 
  $75 per night
  Hotel room (2-star) 
  — 
  — 
  — 
  — 
  — 
  $150 per night
  Hotel room (3-star) 
  — 
  — 
  — 
  — 
  — 
  $200 per night
  Hotel room (4-star) 
  — 
  — 
  — 
  — 
  — 
  $500 per night
  Hotel room (5-star) 
  — 
  — 
  — 
  — 
  — 
  $1,000 per night
  Continued on page 19
  TABle 4: Modern coMMon iTeMS (conTinUed)
  
  spycraft 2.0 | introduction
  
  The Big Score
  Name 
  SZ/Hand 
  Save 
  Weight 
  Comp 
  Year 
  SV
  Travel Gear and Services (Continued)
  Luggage (per piece) * 
  S/1h 
  +7 
  5 lbs. 
  6/+0 
  — 
  $50
  Train ticket (commuter) 
  — 
  — 
  — 
  — 
  1820s 
  $50 Φ Φ
  Train ticket (per state/country) 
  — 
  — 
  — 
  — 
  1820s 
  $150 Φ Φ
  * See below for this item’s special rules. 
  Ψ These items may be used when making an Athletics/Bind check (see the Spycraft 2.0 Rulebook, page 113).
  ΨΨ Per the GC’s discretion, some of these Common Items may be included in a character’s Lifestyle.
  Δ Skill checks made against this Complexity DC gain a synergy bonus from the Science skill.
  ∇ Skill checks made against this Complexity DC gain a synergy bonus from the Electronics skill.
  Ω The Damage save before the slash is used when this item is worn; the number after the slash is used otherwise.
  ΩΩ Per the GC’s discretion, this cost is doubled or tripled in a bar or lounge.
  Φ Though these items possess vehicle statistics, they’re considered Common Items. 
  Φ Φ The cost of a first class ticket is five times the listed street value.
  Ambulance Pick-Up: This option is only available in areas with ambulance services. When summoned (e.g. by calling 911), an ambulance arrives within 2d10 minutes. 
  Each ambulance is crewed by two EMTs, one of whom drives (both are standard NPCs — 14 XP: Init II; Atk I; Def II; Resilience: III; Damage Save II; Competence II; Skills: 
  Medicine IV; Wealth: II; Weapons: None; Gear: First aid kit III; Vehicle: Ambulance; Qualities: meek I, non-combatant). These NPCs make Medicine/First Aid and Stabilize 
  checks as needed while en route to the nearest hospital.
  Beer/Wine: A character suffers no effects for drinking a number of servings in any 12-hour period up to 1/4 his Constitution score (rounded down). When a character 
  exceeds this amount, he suffers a –1 penalty with all Dexterity- and Wisdom-based checks, but gains a +1 bonus with Morale checks. This effect lasts until the character 
  sleeps 4 or more hours, or until he consumes a number of servings in any 12-hour period exceeding 1/2 his Constitution score, at which point he is exposed to a basic alcohol 
  poison (see the Spycraft 2.0 Rulebook, page 287). Should the character fails his save, the poison’s effects replace the earlier beer/wine modifiers. 
  Binoculars: When a character uses a pair of binoculars, he ignores the penalties applied by his second and fourth visual range increments.
  Briefcase: This item may contain up to 2 Diminutive items, 8 Fine items, or 32 Nuisance items. It may be secured with a PR 2 combination lock.
  Camera, Disposable: Each Perception check made to create media with this item suffers a –2 penalty. 
  Chemical Body Warmer: Once per scene, a character who wears this item for 20 minutes or longer recovers from 1d3 cold damage. A character may only benefit from 
  this item once per injury. 
  Counseling: A recipient of counseling benefits from an automatically successful Medicine/Therapy check after each full week’s visits to a counselor (see the Spycraft 2.0 
  Rulebook, page 143). This check may not become a threat or critical success.
  Crash Cart: This item grants a +1 bonus with Medicine/Stabilize checks.
  Dead Drop Spike: This item may contain up to 1 Fine item or 4 Nuisance items. 
  Fatigues/Ghillie Suit: When wearing this outfit, the character benefits from a modified camouflaged (CMF) vehicle quality that grants only a +1 gear bonus with 
  applicable skill checks in 1 terrain type. Note that the use of face paint does not increase this bonus.
  Flare Gun: This weapon has a range increment of 10 ft. and illuminates 50 ft. radius with dim light and an additional 50 ft. radius with faint light.
  Flashlight: A flashlight negates up to 30 ft. in visual range penalties from ambient light and up to 20 ft. in visual range penalties due to weather. Further, with a 
  successful half-action ranged attack, a flashlight may inflict a –1 penalty with all actions involving the Vision tag.
  Glow Stick/Candle: A glow stick negates up to 15 ft. in visual range penalties from ambient light, and up to 10 ft. in visual range penalties due to weather and when 
  underwater. This illumination lasts 1d6+4 hours after triggered. 
  Glue, Standard: This adhesive dries in 10d6 minutes and holds with a Damage save bonus of +5.
  Glue, Super: This adhesive dries in 1d6 minutes and holds with a Damage save bonus of +10.
  Grappling Hook: This item operates like a standard grapple gun except that Strength is the key attribute instead of Dexterity (see the Spycraft 2.0 Rulebook, page 231).
  Health Insurance: This service pays for all ambulance pick-ups and hospital visits and stays, but costs $50 per month (if the character’s Constitution score is 11 or 
  higher). For every point the character’s Constitution is below 11, this fee increases by an additional $50.
  Hospital Visit: The character is treated by a special NPC doctor (see the Spycraft 2.0 Rulebook, page 454). Each hospital visit costs $1,000 if the character’s wounds are 0 
  or below, $500 if the character’s wounds are between 1 and his maximum, and $250 otherwise. Each Medicine/Surgery check costs an additional $5,000.
  Hospital Stay: The character benefits from an automatically successful Medicine/Treatment check after each full 24 hours he stays at the hospital (see the Spycraft 
  2.0 Rulebook, page 143). This check may not become a threat or critical success. Each night’s stay in a hospital costs $2,500 and each Medicine/Surgery check costs an 
  additional $5,000.
  Lantern: A lantern negates up to 20 ft. in visual range penalties from ambient light and up to 10 ft. in visual range penalties due to weather.
  Luggage: This item may contain up to 1 Small item, 2 Tiny Items, 4 Diminutive items, 16 Fine items, or 64 Nuisance items. It may be secured with a PR 2 combination lock.
  Multi-Tool: This item contains a set of needle nose pliers, regular pliers, wire cutters, small knives, files, bit drivers, screwdrivers, rulers, bottle/can openers, wire 
  strippers, scissors, and a saw. Accessing each tool requires 1 full action. In combat, a multi-tool may only be used as an improvised weapon (see the Spycraft 2.0 Rulebook, 
  page 347).
  Rollerblades/Skates/Ice Skates: These items possess the following vehicle statistics on an appropriate surface: SZ: M (1); Occ 1; A/T per character/5; MPH per character; 
  Def/Save 14/+6; Comp 8/+0; Cargo per character; Qualities: MUS, OPN (no cover); Year 1760s; Street Value $75.
  Rope, Nylon: This item may support up to 2,500 lbs. 
  Rucksack/Backpack: This item may contain up to 1 Tiny item, 2 Diminutive items, 8 Fine items, or 32 Nuisance items.
  Skateboard: This item possesses the following vehicle statistics on an appropriate surface: SZ: D (1); Occ 1; A/T per character/3; MPH per character; Def/Save 14/+4; 
  Comp 8/+0; Cargo per character; Qualities: MUS, OPN (no cover); Year 1950s; Street Value $100.
  Skis: This item possesses the following vehicle statistics on an appropriate surface: SZ: D (1); Occ 1; A/T per character/3; MPH per character; Def/Save 12/+4; Comp 8/+0; 
  Cargo per character; Qualities: MUS, OPN (no cover); Year —; Street Value $500.
  Sleeping Bag: This item offers the occupant 2 points of cold damage resistance.
  Tactical/Headset Radio, Basic: This item has a Signal Power Rating of 1, a range of 1/4 mile, a battery life of 4 hours. 
  Tent: This item protects the occupants from up to heavy rain or moderate wind and offers them 4 points of cold damage resistance.
  TABle 4: Modern coMMon iTeMS (conTinUed)
  
  STOCKPILE SHEET 
  a
  ORGANIZATION CONCEPT 
  ORGANIZATION  NAME 
  LIFESTYLE 
  _______________________________________
  SPENDING CASH 
  _________________________________
  POSSESSIONS 
  ____________________________________
  APPEARANCE MODIFIER 
  ___________________________
  INCOME
  _________________________________
  SLOTS 
  ____________________________________
  CARRYING CAPACITY 
  LIFT OVER HEAD 
  LIGHT LOAD 
  MEDIUM LOAD 
  HEAVY LOAD 
  EXTREME LOAD 
  OVERLOADED
  LIFT OFF GROUND 
  PUSH OR DRAG 
  Equals max heavy load 
  Equals 2x max heavy load 
  Equals 5x max heavy load 
  GOAL
  POSSESSION SLOTS 
  ITEM NAME
  SLOT
  CALIBER
  NOTES
  PRODUCT/PAGE NUMBER 
  TOTAL AVAILABLE COMMON ITEMS 
  COMMON ITEMS 
  RESERVE ITEMS 
  GEAR CHECK BONUS 
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  27
  28
  29
  30
  32
  31
  26
  33
  34
  35
  36
  REQUIRED
  CATEGORY
  
  CARRYING CAPACITY 
  LIFT OVER HEAD 
  LIGHT LOAD 
  MEDIUM LOAD 
  HEAVY LOAD 
  EXTREME LOAD 
  OVERLOADED
  LIFT OFF GROUND 
  PUSH OR DRAG 
  Equals max heavy load 
  Equals 2x max heavy load 
  Equals 5x max heavy load 
  STORAGE SHEET 
  a
  LIFESTYLE 
  _______________________________________
  SPENDING CASH 
  _________________________________
  PRUDENCE 
  ______________ 
  ( _______________%)
  APPEARANCE MODIFIER 
  ___________________________
  INCOME
  _________________________________
  SAVINGS 
  ___________________________________
  CURRENT LIFESTYLE SCORE 
  CURRENT LIFESTYLE 
  COST
  MAXIMUM STORAGE SLOTS 
  MAXIMUM ITEM SIZE 
  HOME #1 
  HOME #2 
  HOME #3 
  GOAL
  STORAGE SLOTS 
  ITEM NAME 
  SIZE
  NOTES
  PRODUCT/PAGE NUMBER 
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  27
  28
  29
  30
  32
  31
  26
  33
  34
  35
  36
  37
  38
  39
  40
  CATEGORY
  
  CARRYING CAPACITY
  LIFT OVER HEAD
  LIGHT LOAD
  MEDIUM LOAD
  HEAVY LOAD
  EXTREME LOAD
  OVERLOADED
  LIFT OFF GROUND
  PUSH OR DRAG
  Equals max heavy load
  Equals 2x max heavy load
  Equals 5x max heavy load
  LOOT SHEET
  �
  LIFESTYLE 
  _______________________________________
  SPENDING CASH 
  _________________________________
  POSSESSIONS 
  _________________________________
  APPEARANCE MODIFIER 
  ___________________________
  PER MISSION 
  _________________________________
  PERSONAL GEAR 
  _________________________________
  GOAL
  PRIZES
  ITEM NAME
  CALIBER
  CATEGORY
  PRODUCT/PAGE NUMBER
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  SIZE
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  GOAL
  CHANNELS
  ITEM NAME
  CALIBER
  CATEGORY
  PRODUCT/PAGE NUMBER
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  SIZE
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  DESCRIPTION
  
SOURCE: textdata/thevault/Spycraft/Spycraft 2e - The Big Score.pdf