TEXT: 
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  
  spycraft 2.0 | introduction
  
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Writing
  Scott Gearin
  AdditionAl MAteriAl
  Cameron Haigh, George Mitchell
  Cover Art
  Dave K. Wong (inks) and Scott Gearin (coloring)
  interior Art
  Dave K. Wong (inks) and Scott Gearin (coloring)
  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
  introdUCtion  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  WAit . . . yoU’re A WhAt?  .  .  .  .  .  .  .  .  .  .3
  origins .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Nature  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Type  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Greek species Talents  .  .  .  .  .  .  .  . 5
  specialties  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  MAster ClAsses .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  legendary Centaur .  .  .  .  .  .  .  .  .  .  . 8
  legendary Faun  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  legendary Gorgon  .  .  .  .  .  .  .  .  .  .  . 9
  legendary Triton  .  .  .  .  .  .  .  .  .  .  . 0
  speCies feAts  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  CoMbAt ACtions  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Conditions .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .15
  npC QUAlities  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .15
  sAMple npCs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  ChArACter seeds  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  sidebArs
  Creature Types  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  species Cultures and medicine  .  . 7
  Behind the Curtain:
  Racial Epitomes  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Triton Wheelchairs .  .  .  .  .  .  .  .  .  . 7
  tAbles
  table : origins  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Table : Height, Weight,  
  and Age Categories  .  .  .  .  .  .  .  .  .  . 7
  Table 3: legendary Centaur  .  .  .  . 9
  Table 4: legendary Faun .  .  .  .  .  .  . 9
  Table 5: legendary Gorgon  .  .  . 0
  Table 6: legendary Triton  .  .  .  . 0
  Table 7: Feats by species  .  .  .  .  . 
  Table 8: Gaze Attacks  .  .  .  .  .  .  . 4
  Spycraft and all related marks are ™ and © 2007 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
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  introdUCtion
  Welcome to Origins of the Species, your destination for non-human 
  races in Spycraft. Each installment in this series of toolkit products 
  contains everything you need to incorporate a collection of fantasy or 
  futuristic, mutant, or mythological species into your Spycraft games. 
  These character options are timeless and setting-free, allowing you to 
  drop them into any location, time period, or backdrop. All that’s required 
  is GC approval that they fit within the cosmology of the world.
  To make it easy to fold races into any setting, they intentionally lack 
  the lavish histories and detailed proclivities seen in similar products for 
  other games. Each race featured in an Origin of the Species product 
  is equally suitable for player characters and NPCs and may become a 
  dominant species within the world, part of a diverse network of species, 
  a type of “monster” to be hunted and killed, or something more elusive 
  or bizarre. Where rules and character options establish personality, 
  alternate options are presented to allow the GC and players to tailor 
  the species to their specific tastes.
  No special campaign qualities or other rules are required to incor-
  porate Spycraft races. Further, these races are intentionally modular. 
  For the most part, basic physical characteristics are discreetly handled 
  with Origin options and abilities that might clash with campaign 
  premises are usually tucked into feats that are clearly marked as 
  requiring GC approval. 
  WAit…  
  yoU’re A WhAt?
  Adding additional species to a setting is a momentous decision and 
  requires a bit of planning before you start making characters. The GC 
  should give some thought to how nonhuman races fit into the setting. 
  For instance, in a Bronze Age fantasy setting, Greek races like those 
  seen in this release seem obvious, but they could alternately be held 
  off as big storyline reveals. Wise, fierce centaur guides and deadly, 
  alluring sirens can be introduced into seemingly normal modern or 
  low-fantasy games from distant and fantastic realms. They might 
  even be borne of nightmare itself. 
  Centaurs, gorgons, and other species are simple to include in a 
  feudal fantasy or historical setting. Reclusive centaur hunters might 
  dominate the wilds. Deadly gorgons can oversee vast underground 
  labyrinths and other locations throughout the adventuring landscape. 
  The utility doesn’t end with fantasy campaigns, though; nonhuman 
  species can add an interesting twist to any setting that typically 
  includes men alone, such as Victorian England or the Wild West. Jack 
  the Ripper could become a killer of mermaids, perhaps driven to 
  madness after a beloved brother was lost to their supernatural wiles. 
  A small-town sheriff and his deputies might track down a group of 
  bandits, only to find them slaves of a vicious and greedy faun who’s 
  lost his way through “the fantasy of time.” 
  Modern settings featuring nonhumans generally fall into two 
  camps. The first is contemporary fantasy, where the nonhumans have 
  always existed alongside mankind. This is a logical modernization of 
  many historical settings, and makes for an amazing world-building 
  exercise. The visuals are cool, too, if a bit surreal: wealthy fauns in 
  tailored business suits, reading the morning paper on their ride into 
  the office; centaur police running down pickpockets and thieves; 
  triton oceanic explorers, researching the untapped depths of the 
  Earth’s seas; and more. Another option shifts nonhumans out of 
  everyday sight, perhaps for the duration of the campaign, or only as 
  long as the plot demands. Chance or predestined encounters with the 
  fantastic are an exciting change to an otherwise plausible backdrop, 
  instilling a sense of mystery or horror in the festivities. As a bigger, 
  more explosive option, a lone scout could simply explode into the 
  world, maybe to be captured as a freak, only to deliver a message 
  from his long-hidden kin: “We are not amused.” What comes next? 
  Invasion and war? Tense negotiations with an alien culture? Perhaps 
  a pre-emptive strike into the heart of the nonhumans’ homeland can 
  yield the answers before it’s too late.
  The other contemporary camp introduces nonhumans as creations 
  of human science. The options here are myriad. Secret agents might 
  be ordered to track down (or perhaps train) a gorgon cloned from 
  an unknown tissue sample found at an archeological dig. A colony 
  of gene-spliced merfolk could be released into the wild by a wealthy 
  eccentric bent on making the fairytales of his youth into reality. 
  Centaurs and other nonhumans could be byproducts of super-science 
  experiments gone wrong, merging or altering human test subjects in 
  horrific and unforeseen ways.
  Near-future settings can go either of these ways, or might bring 
  nonhumans into play as mutations in a post-apocalyptic world. 
  Inheritors of myth might walk the Earth as demigods, or flood 
  through multi-dimensional rifts merging worlds across space and 
  time. Likewise, science fiction settings might permit such radical 
  transformations by choice: in some games, self-editing technology 
  could allow for complete body or even psyche rebuilds. And what are 
  most aliens if not variations on many original fantasy concepts? Some 
  of these otherworlders might even have come to Earth long ago to 
  plant seeds of their kin amongst humanity…
  Any of these options can be used to introduce nonhuman oppo-
  nents as NPC threats, but allowing players to become things of myth 
  has even greater potential. In any setting, nonhuman player charac-
  ters can be outcasts and exiles working with human heroes to make 
  new homes for themselves. They could become “heroes” of reverse-
  fantasy realms, rebuffing the genocidal encroachment of humans and 
  other conventional species. At the height of their societies, mythic 
  nonhuman characters might control the strength of entire city-states, 
  becoming major political players rather than mere beasts. 
  We hope you find these new species as exciting and inspirational 
  as we do. Whether you use one species at a time or many, these tools 
  can offer distinctive flair to settings and take them in fresh directions. 
  They can incite dreaming wonder or freakish horror, but they always 
  entertain. Ultimately, they’re another powerful tool in the kit, waiting 
  to find a home in your latest creation. 
  origins
  A player may create a nonhuman character simply by choosing  
  a species Talent. For more information about these Talents, consult 
  Table 1: Origins (see page 7) and Table 2: Height, Weight, and Age 
  Categories (see page 8). Most of the characteristics and rules for 
  each species are covered by two parts of its Talent: Nature and 
  Type. Either or both of these may be required for character options  
  specifically available to members of certain species, and may also 
  expose them to a variety of abilities and effects. 
  
  spycraft 2.0 | introduction
  4
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  nAtUre
  Each Spycraft species is defined in terms of its similarity to humans: 
  how well members of the species fit into human society and the 
  extent to which they benefit from human medicine. There are four 
  racial natures. 
  Near-Human: A near-human character appears to be almost 
  entirely human, perhaps with modest cosmetic differences (feathers, 
  fur, pointed ears, ridges, scales, unusual pigmentation), slight chang-
  es in the placement of internal organs, or quirks of body chemistry 
  (minor allergies, high or low body temperature, peculiar odor). While 
  some of the character’s limbs may be strangely shaped, he possesses 
  2 arms and 2 legs in the usual places. Taken as a whole, these differ-
  ences are easily masked by clothing and unlikely to cause catastrophic 
  medical errors when a person versed in human medical procedures 
  attempts to aid the character. The error range of each Medicine 
  check targeting a near-human character increases by 1. Further, a 
  near-human character suffers a –2 penalty with all skill checks made 
  to disguise himself as a human or blend in with humans.
  Semi-Human: A semi-human character has at least some human 
  features, allowing him to physically pass as a human with a little 
  effort. His body shape is similar to that of a human, probably in the 
  placement of his arms and head, though he may not possess exactly 
  2 of each primary limb. Aspects of the character’s health likely prove 
  baffling to human doctors, with unknown organs and unpredictable 
  chemical tolerances making major surgery risky. The error range of 
  each Medicine check targeting a semi-human character increases 
  by 2. Further, a semi-human character suffers a –6 penalty with all 
  skill checks made to disguise himself as a human or blend in with 
  humans.
  Quasi-Human: A quasi-human character is unlikely to pass as a 
  human being, but may be able to briefly keep up such a charade 
  with a carefully constructed disguise or by strictly controlling his 
  exposure (by keeping to the shadows, remaining at odd angles from 
  nearby cameras, and taking similar precautions). The character’s 
  senses, internal organs, and/or biochemistry noticeably vary from 
  that of humans and are likely non-mammalian in nature, though their 
  function is still analogous to that of various other animals found on 
  Earth (such as fish or insects). The error range of each Medicine check 
  targeting a quasi-human character increases by 4. Further, a quasi-
  human character suffers a –10 penalty with all skill checks made to 
  disguise himself as a human or blend in with humans.
  Non-Human: A non-human character is entirely alien, with nothing 
  to physically suggest its relation to the human race. The character 
  may use tools to emulate human actions (a voice synthesizer, for 
  instance, or human-like puppets or robots), but no human would 
  ever mistake it for kin in person. The arrangement of a non-human 
  character’s internal organs and chemistry seem unfamiliar to even the 
  best-versed veterinarian or doctor, and human medical procedures 
  become little more than guesswork when applied (“It’s leaking... 
  That’s probably bad.”). The error range of each Medicine check tar-
  geting a non-human character increases by 8. Further, a non-human 
  character may not disguise itself as a human or blend in with humans; 
  the fact that he is different is always obvious. 
  These modifiers are symmetrical — humans suffer the same  
  penalties when treated with another species’ medicine and when 
  trying to disguise themselves as members of the species or blend into 
  a population made up primarily of that species. When two different 
  species interact outside of humans (i.e. a centaur travels amongst 
  gorgons), the largest penalty from either of the species’ natures is 
  applied to all interactions between them (in the previous example, 
  both centaurs and gorgons would suffer a –10 penalty with skill 
  checks made to disguise as or blend in with the other race, and their 
  error ranges with relevant Medicine checks increases by 4).
  Finally, in some cases, a character’s racial nature may promote 
  certain professional or life paths, granting the typical Origin bonus 
  feat only when the character chooses one of several pre-defined 
  Specialties (for an example, see the Centaur on page 5). These 
  Specialties reflect conventional notions about the race that may 
  not apply in all settings. The Game Control can easily substitute  
  different Specialties that generate the bonus feat, though the number 
  of Specialties offered should always remain the same in order to keep 
  the Talent balanced.
  The Spycraft 2.0 Rulebook focuses on humans and animals 
  as primary NPC types, but many settings feature fantastic 
  creatures that don’t fit neatly into those two categories. In 
  most d20 products, these beasts and monsters are grouped 
  into a fixed set of “creature types.” Each creature type is 
  represented in Spycraft with an NPC quality that quickly denotes 
  common characteristics and identifies which are particularly 
  susceptible or resistant to certain effects. In Spycraft products, 
  these qualities are often used when describing a character, so 
  any character with the undead NPC quality may be referred to 
  as an “undead character.” Though only a couple creature types 
  are included in this product, we offer the following reference 
  guide for those times other creature types come up.
  d20 SyStem 
  Spycraft Npc Quality
  Aberration 
  Horror
  Animal 
  Animal NPC
  Construct 
  Construct or elemental
  Dragon 
  Beast
  Elemental 
  Elemental
  Fey 
  Fey
  Giant 
  No special qualities required
  Humanoid 
  No special qualities required
  Magical Beast 
  Beast
  Monstrous Humanoid 
  No special qualities required or beast
  Ooze 
  Ooze
  Outsider 
  Outsider
  Plant 
  Plant
  Undead 
  Spirit or undead
  Vermin  
  Animal NPC or beast
  These NPC qualities will appear in various Spycraft fantasy 
  products and additional types may appear in non-fantasy prod-
  ucts. Standard and special NPCs without any of these NPC quali-
  ties are considered to be “humanoids.” Animal NPCs without 
  any of these qualities are considered to be “natural animals.”
  CREATuRE TyPEs
  
  spycraft 2.0 | introduction
  5
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  type
  A race’s type, also referred to as its creature type, defines the 
  average Size and other physical characteristics of a member of the 
  species, as well as other rules that apply to him. In all cases except 
  “humanoid,” type also corresponds with an NPC quality that intro-
  duces other rules and modifiers for the species. These types roughly 
  correspond to those used in other d20 system™ products, though 
  they conform to the particulars of the Spycraft system. This release 
  includes humanoids and fey, though other creature types will be seen 
  in future Origin of the Species volumes and other products. For a quick 
  overview, see the sidebar on page 4.
  In every case when a playable character’s type isn’t defined, it is 
  considered to be “humanoid.” This is also the case with all characters 
  generated exclusively with the Origins in the Spycraft 2.0 Rulebook. 
  greek speCies tAlents
  This first volume of Origin of the Species focuses on common 
  figures of Greek mythology.
  Centaur (quasi-human): You are a centaur, a classical half-man, 
  half-horse and probably the best known of the races of Greek myth. 
  You have a human head, arms, and torso, blending into the forward 
  shoulders of a horse at the waist. As a centaur, you’re a study in 
  contrasts, sometimes the savage and sometimes the sage. You have 
  a wide range of feats available to you that may further identify your 
  features or tribe you come from.
  Type:  Large (1×2) quadruped humanoid with a Reach of 1. You 
  use melee and hurled weapons as a Medium character (you do not 
  use large-scale weapons). Your encumbrance loads increase by 50% 
  (above and beyond the increase for being Large-sized) and when you 
  take a Run action, your move multiplier increases by 1 (typically to 
  ×5). When you make a running jump, your jump distance increases by 
  25% (rounded up). Further, you may carry up to 1 Medium-sized rider 
  who is considered mounted, but you do not gain any benefits that a 
  character might normally provide to his mount. Finally, you gain the 
  standard bonus feat from your Specialty only if it is Archer, Doctor, 
  Hunter, Instructor, Outdoorsman, Philosopher, Reveler, Spiritualist, 
  Survivor, Tribesman, Warrior, or Wanderer. 
  • +4 to Strength, Dexterity, or Wisdom, –2 to next highest 
  attribute.
  • Your base Speed is 60 ft.
  • You gain the natural attack (kick III) and natural attack  
  (trample III) NPC qualities. If you already possess a kick or trample 
  attack, its Caliber increases by 1 (e.g. kick III becomes kick IV,  
  maximum kick V).
  • You gain the banned checks NPC quality: You may not make 
  Acrobatics/Falling or Athletics/Climb checks.
  • You gain the fatal falls NPC quality: You suffer 1 additional point 
  of lethal damage per die from falling damage and the damage gains 
  the keen (20) quality.
  • Favored Classes: If you possess a higher level in any base class 
  than your highest level in either the Scientist or Scout classes, your 
  starting action dice decrease by 2.
  Faun (near-human): With legs resembling a deer or goat and small 
  horns erupting from your brow, you are a faun. You possess a wild 
  spirit and a dashing, adventurous soul, enjoying life to the fullest.  
  If a male, you may also be called a satyr.
  Type: Medium biped fey. You ignore all penalties from aging 
  beyond the adult category, remaining vigorous until death. Further, 
  each time you may choose an additional permanent feat, you may 
  instead gain 1 feat from the Terrain tree. Natural animals will not 
  attack or flee from you unless they are diseased, poisoned, trained to 
  do so, or attacked by you or your teammates. Finally, you do not gain 
  the standard bonus feat from your chosen Specialty.
  • +4 to lowest of Dexterity or Charisma, –2 Wisdom.
  • Your base Speed is 40 ft.
  • Acrobatics, Impress, and Networking are always class skills for you. 
  Further, your result caps with these skills increase by 5 (maximum 60).
  • Your base Defense increases by 2.
  • You gain a +2 insight bonus with saves made against disease 
  and poisons. This bonus increases by an additional +1 at Career 
  Levels 6, 12, and 18.
  • You gain the natural attack (gore I) NPC quality. If you already 
  possess a gore attack, its grade increases by 1 (e.g. gore I becomes 
  gore II, maximum gore V).
  • Favored Classes: If you possess a higher level in any base class 
  than your highest level in either the Advocate or Intruder classes, your 
  starting action dice decrease by 2.
  Gorgon (near-human): Crowned with serpents instead of hair, 
  you are a gorgon. Your species combines aspects of man and snake, 
  possessing a cunning hypnotic allure that is only enhanced by your 
  inherent might. You do not initially possess the ability to turn people 
  to stone, but your gaze may still become quite fatal over time.
  Type: Medium biped humanoid. You do not gain the standard 
  bonus feat from your chosen Specialty.
  • +3 Constitution, +3 Charisma, –2 Wisdom.
  • Your base Speed is 30 ft.
  • You gain the dread I NPC quality: Each time an opponent attacks 
  you and misses, he suffers 1 point of stress damage.
  • You gain the improved scent NPC quality: Your base scent range is 
  equal to your Wisdom score × 10 ft. Further, you gain a +6 bonus with 
  Survival/Tracking checks made primarily with your sense of smell.
  • You gain the natural attack (gore III) NPC quality: If you already possess 
  a gore attack, its Caliber increases by 1 (e.g. gore III becomes gore IV, maxi-
  mum gore V). Further, each of your gore attacks gains the injector quality.
  • You gain the venomous II NPC quality: You produce 3 doses of 
  improved neurotoxin or improved psychotropic poison at the start of 
  each scene. These doses cannot be saved or stockpiled from scene to 
  scene, but may be used with your gore attack or applied to items or 
  weapons during each scene. Further, you again a +4 bonus with all 
  saves made to resist your own poison.
  • The disposition of each character who does not share your native 
  culture and is aware of your Talent decreases by 1 grade.
  
  spycraft 2.0 | introduction
  6
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Triton (semi-human): You’re the classical Greek merman or mer-
  maid with a fishlike tail replacing your legs and hips. Your unearthly 
  presence can be overwhelming for most, as you grow to embody the 
  ancient pull and terrifying might of the untamed sea. If a female, 
  you’re often called a siren.
  Type: Large (1×2) serpentine fey with a Reach of 1. You use melee 
  and hurled weapons as a Medium character (you do not use large-
  scale weapons). Further, you ignore all penalties from aging beyond 
  the adult category, remaining vigorous until death. Also, each time 
  you may choose an additional permanent feat, you may instead 
  select 1 feat from the Terrain tree. Natural animals will not attack or 
  flee from you unless they are diseased, poisoned, trained to do so, 
  or attacked by you or your teammates. Finally, you do not gain the 
  standard bonus feat from your chosen Specialty.
  • +2 Strength, +2 Charisma.
  • Your base swimming Speed is 40 ft. and you suffer no penalties 
  for being submerged. However, your base walking Speed is 5 ft. and 
  while on foot you are always considered prone (or sprawled when 
  already knocked prone or sprawled).
  • You may breathe freely in air or water.
  • Once per session, you may make a Bribe check at the minimum 
  Bribe value without paying the standard cost (see the Spycraft 2.0 
  Rulebook, pages 121 and 163).
  • You gain the beguiling NPC quality: When you succeed with a 
  Taunt action, you may cause the opponent to become fixated on you 
  for a number of rounds equal to your Charisma modifier (minimum 
  1). This replaces the action’s standard result. Further, if you score a 
  critical success with your Taunt skill check, or your opponent suffers 
  a critical error when opposing your Taunt skill check, you may also 
  inflict damage on that opponent a single time (using a different 
  action) without interrupting his fixation. You may use this ability a 
  number of times per scene equal to your starting action dice.
  • You gain the banned checks NPC quality: You may not make Kick 
  attacks, Acrobatics/Balance, or Athletics/Climb checks.
  speCiAlties
  The following Specialties are suitable for natives of the modern era, 
  but may also prove particularly useful when creating characters in a 
  bronze-age campaign setting.
  For more about Specialties, see page 17 of the Spycraft 2.0 
  Rulebook.
  Archer: You’ve made a living with your skill using the bow, either 
  as hunter or a warrior.
  • Bonus Feat: Bullseye.
  • You gain the Exotic (Hurled) weapon proficiency and corre-
  sponding forte.
  • You gain the camouflaged NPC quality for 1 terrain type. You 
  may re-choose this terrain type each time you gain a Career Level 
  (though you still only gain this benefit in 1 terrain type).
  • Your Possessions include 1 additional Caliber I or II bow of your 
  choice. Further, you gain 2 free upgrades for this weapon.
  • Each time you make a successful hurled attack that inflicts lethal 
  damage on a standard character or standard animal, you may inflict 
  1 additional point of lethal damage. This bonus damage increases by 
  an additional 1 at Career Levels 5, 10, 15, and 20.
  Philosopher: You like to pick apart assumptions to find deep truths 
  and deeper questions.
  • Bonus Feat: Depth of Study.
  • Once per session, you may apply a verbal Cheap Shot trick to 
  an attack targeting a character’s Intelligence without suffering the 
  standard –4 penalty or increased error range.
  • You gain “Former Students” as an acquaintance-grade scholas-
  tic contact. This contact improves by 1 grade at Career Levels 5, 10, 
  and 15.
  • You gain 4 additional skill points at Career Level 1, and 1 addi-
  tional skill point for each Career Level gained thereafter.
  Talents 
  Attribute Modifiers 
  Benefits
  Centaur 
  +4 Str, Dex, or Wis, –2 next highest 
   Large, base Speed (60 ft.), kick III, trample III, fatal falls, banned checks (Climb, Falling),
   
   
  favored class (Scientist, Scout)
  Faun 
  +4 Dex or +4 Cha, –2 Wis 
  Fey, Base speed (40 ft.), class skill (Acrobatics, Impress and Networking), Defense +2,
   
   
  resist disease/poison, gore I, favored class (Advocate, Intruder)
  Gorgon 
  +3 Con, +3 Cha, –2 Wis 
   Dread, improved scent, gore III, venomous II (improved neurotoxin/improved psychotropic)
  Triton 
  +2 Str, +2 Cha 
  Fey, Large, base Speed (5 ft.), swim Speed (40 ft.), water-breathing, free Bribe check, 
   
   
  beguiling, banned checks (kick, Balance, Climb) 
   
  Specialties 
  Bonus Feat 
  Benefits
  Archer 
  Bullseye 
  Extra proficiency and forte (Hurled, Exotic), camouflage, 
   
   
  extra Possession (bow + 2 upgrades), hurled damage bonus
  Philosopher 
  Depth of Study 
  Improved Cheap Shot (Int), “Former Students” contact, extra skill points
  Reveler 
  Wild Revelry 
  Charm, extra Possessions (2 invitations), second chance with Fort save, Networking bonus
  Seducer 
  Fan Service 
  Improved wardrobe/appearance, seduction bonus, paired Culture and Impress skills
  TABlE : oRIGINs
  
  spycraft 2.0 | introduction
  7
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Reveler: You’re the original party animal, whose joy in life some-
  times exceeds good sense.
  • Bonus Feat: Wild Revelry (see page 14).
  • Once per session, you may improve the disposition of any 1 non-
  villain NPC by 1 grade without a skill check.
  • Your Possessions include 2 additional invitations (local 
  gathering).
  • Once per scene, you may make a Fortitude save twice, keeping 
  the result you prefer. You may use this ability one additional time per 
  scene at Levels 7 and 14.
  • You gain a +1 insight bonus with Networking checks. This bonus 
  increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
  Seducer: Your practiced charm and honed wiles are almost irresistible. 
  If female, you’re often called a seductress.
  • Bonus Feat: Fan Service.
  • Your wardrobe and Appearance modifier are determined as if 
  your Lifestyle were 2 higher (maximum 10).
  • You gain a +2 insight bonus with opposed skill checks made 
  as part of a seduction Dramatic Conflict. This bonus increases by an 
  additional +1 at Career Levels 6, 12, and 18.
  • Each time you gain 1 or more ranks in the Cultures skill, you 
  also gain an equal number of ranks in the Impress skill. This may not 
  increase your Impress skill beyond its maximum rank.
  Race/Gender 
  Base Height 
  Roll 
  Base Weight 
  Multiplier* 
  Infant 
  Child 
  Young Adult 
  Adult 
  Middle Age 
  Old 
  Venerable**
  Human, male 
  56 in. 
  +(2d10 + Str mod) in. 
  130 lbs. 
  ×2d4 lbs. 
  0–4 
  5–11 
  12–16 
  17–40 
  41–59 
  60–79 
  80+
  Human, female 
  54 in. 
  +(2d8 + Str mod) in. 
  100 lbs. 
  ×2d4 lbs. 
  0–4 
  5–11 
  12–16 
  17–40 
  41–59 
  60–79 
  80+
  Centaur, male 
  64 in. 
  +(2d12 + Str mod) in. 
  1,275 lbs. 
  ×2d10 lbs. 
  0–3 
  4–10 
  11–16 
  17–45 
  46–69 
  70–98 
  99+
  Centaur, female 
  60 in. 
  +(3d8 + Str mod) in. 
  1,200 lbs. 
  ×2d10 lbs. 
  0–3 
  4–10 
  11–16 
  17–45 
  46–69 
  70–98 
  99+
   Blood of Ixion† 
  –6 in. 
  — 
  –250 lbs. 
  — 
  — 
  — 
  ×3 
  ×3 
  ×3 
  ×3 
  ×3
   Blood of Nessus† 
  +8 in. 
  — 
  +300 lbs. 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  —
  Faun, male 
  54 in. 
  +(2d6 + Str mod) in. 
  120 lbs. 
  ×2d4 lbs. 
  0–3 
  4–10 
  11–14 
  15–36 
  37–50 
  51–64 
  65+
  Faun, female 
  51 in. 
  +(3d4 + Str mod) in. 
  105 lbs. 
  ×2d4 lbs. 
  0–3 
  4–10 
  11–14 
  15–36 
  37–50 
  51–64 
  65+
  Gorgon, male 
  58 in. 
  +(2d10 + Str mod) in. 
  135 lbs. 
  ×2d6 lbs. 
  0–4 
  5–13 
  14–24 
  25–60 
  61–80 
  81–115 
  116+
  Gorgon, female 
  58 in. 
  +(2d10 + Str mod) in. 
  140 lbs. 
  ×2d6 lbs. 
  0–4 
  5–13 
  14–24 
  25–60 
  61–80 
  81–115 
  116+
   Dragon-Tailed† 
  +20 in. 
  — 
  +120 lbs. 
  — 
  — 
  — 
  ×2 
  ×2 
  ×2 
  ×2 
  ×2
  Triton, male 
  96 in. 
  +(4d6 + Str mod) in. 
  350 lbs. 
  ×2d8 lbs. 
  0–4 
  5–11 
  12–16 
  17–40 
  41–59 
  60–79 
  80+
  Triton, female 
  84 in. 
  +(6d6 + Str mod) in. 
  310 lbs. 
  ×2d8 lbs. 
  0–4 
  5–11 
  12–16 
  17–40 
  41–59 
  60–79 
  80+
  * To generate the character’s weight, roll the dice listed and multiply the result by the height roll (including Strength modifier) before adding to the base weight.
  ** A venerable character’s maximum age is equal to his species’ starting age in the venerable category + 3d10. Should the point at which the character naturally dies 
  of old age become relevant, the GC secretly makes this roll.
  † When a character possesses this feat, the indicated modifiers are applied to his height, weight, and age categories.
  TABlE : HEIGHT, WEIGHT, ANd AGE CATEGoRIEs
  When introducing additional species to a setting, the GC may 
  wish to add additional focuses to the Cultures skill to represent 
  familiarity with their customs. This is particularly appropriate 
  if the new species controls a vast civilization, lives in relative 
  isolation from surrounding communities, or has a unique 
  language. Some species, such as humans on modern Earth, are 
  diverse enough to warrant several Cultures focuses. 
  Also, in any world featuring multiple species with different 
  biology, the Game Control should consider adding the following 
  quality.
  Species medicine (+0 Xp, Seasons Only): Medicine becomes 
  a focus skill (see the Spycraft 2.0 Rulebook, page 98). The char-
  acter’s first (free) focus in this skill always corresponds to his 
  species, though additional focuses are available for each other 
  species as well. When a character possesses the appropriate 
  Medicine focus, he ignores penalties inflicted for working on a 
  species of a different nature (see page 3). A character may also 
  acquire a Medicine forte in one or more species for which he 
  already possesses the appropriate focus, gaining the benefits 
  of a standard skill forte (see the Spycraft 2.0 Rulebook, page 98). 
  In a campaign featuring this quality, medical kits also 
  become species-specific, though they remain marginally effec-
  tive with other species as well. When a species-specific medical 
  kit is used to treat another species, it is considered to be 1 
  grade lower (e.g. a Triton medical kit II still serves as a medical 
  kit I when treating a human or gorgon). A grade I kit offers no 
  benefit when treating another species. 
  sPECIEs CulTuREs ANd mEdICINE
  
  spycraft 2.0 | introduction
  8
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  MAster ClAsses
  The pinnacle of specialization for Spycraft characters, master 
  classes have steep entry requirements but offer unique class abilities 
  fitting extremely focused themes. Many master classes are associ-
  ated with a specific group or other highly selective form of training. 
  Likewise, master classes let nonhuman characters refine their natural 
  abilities or overcome their natural weaknesses. Their requirements 
  often include Species feats, as a character must be truly committed to 
  exploring his heritage before training with the most formidable of his 
  kin. A character may take levels in only one master class, however, so 
  the choice to pursue the limits of one’s species may come at the cost 
  of other specialized expertise.
  legendAry CentAUr
  The Legendary Centaur encompasses a wide range of myths and 
  legends, becoming a primal force of the wild but also embracing the 
  secret wisdom of the wood. While the centaur is not quick to anger or 
  driven to fight, once he’s drawn into battle he becomes a holy terror 
  to smaller creatures.
  Attributes: As a dedicated hunter and melee warrior, the Legendary 
  Centaur gains the greatest advantage from high Wisdom and Strength 
  scores.
  Vitality: 1d12 + Con modifier per level.
  reQUireMents
  Origin: Centaur
  Base Attack Bonus: +6 or higher
  Survival: 10+ ranks
  Feats: Tracking Basics, any 1 unarmed combat feat
  ClAss skills
  The Legendary Centaur’s class skills are Analysis, Athletics, Impress, 
  Investigation, Medicine, Notice, Profession, Resolve, and Survival.
  Skill Points at Each Additional Level: 4 + Int modifier.
  ClAss Abilities
  Thunderhoof: At Level 1, all adjacent opponents of Medium or 
  smaller size are considered entangled. Further, each of your trample 
  attacks inflicts an amount of stress damage equal to your starting 
  action dice. This damage is applied in addition to the attack’s stan-
  dard damage.
  Centaur Epitome: You display many of the most renowned traits of 
  your kind. At Levels 1 and 4, you gain 1 additional Species feat. With 
  GC permission, this feat may possess the “Level 1 only” prerequisite 
  (see Behind the Curtain: Racial Epitomes, right). If you do not qualify 
  for any Species feats when you gain this ability, you instead gain 1 
  additional Terrain feat.
  Intuition I: Your keen awareness and hunter’s instincts provide 
  you with the same benefits that many modern technologies provide 
  others. At Level 2, as a 1-minute action, you may request a hint for 
  which the GC gains no action dice (see the Spycraft 2.0 Rulebook, 
  page 398). If the GC refuses, you gain 1 bonus action die. You may 
  use this ability a number of times per mission equal to your starting 
  action dice.
  Glory of the Hunt: At Level 3, once per mission when you’re the 
  Predator in a Dramatic Conflict and the Lead is 3 or less, you auto-
  matically win the Conflict.
  Living Legend: At Level 4, your starting action dice increase by 1.
  Stonehoof: Your enemies fall under your hooves like blades of 
  grass. At Level 5, once per round, you may perform a Coup de Grace 
  action targeting 1 opponent with your natural trample attack, even 
  if the target isn’t helpless. The target must still be at least 1 Size 
  category smaller than you in order for you to trample him. Further, 
  each opponent may be targeted with this ability only once per scene.
  legendAry fAUn
  The children of Pan are primal forces of revelry, living fires who flit 
  from interest to interest and seemingly master all of them. They skip 
  merrily through life without a care in the world, their social grace 
  and devilish charm ensuring that they blithely avoid most immediate 
  consequences of their actions.
  Attributes: The Legendary Faun’s grace demands a high Dexterity 
  score and his powerful social reputation likewise requires a com-
  manding Charisma.
  Vitality: 1d10 + Con modifier per level.
  reQUireMents
  Origin: Faun
  Dexterity: 13+
  Networking: 10+ Ranks
  Feats: Charmer, any 1 Species feat
  Many legendary master classes grant bonus Species feats 
  through the epitome class ability and some of these feats 
  involve radical physical transformations (e.g. the Dragon-Tailed 
  feat replaces a gorgon’s legs with a serpentine tail). With GC 
  approval, the epitome ability may also allow a character to 
  ignore the “Level 1 only” prerequisite when taking a Species 
  feat, which can result in physical transformation after a 
  character’s been in play for a while. In these cases, the player 
  and Game Control should work together to come up with a 
  plausible in-setting reason for the transformation. This might 
  involve divine intervention, genetic manipulation, exposure to 
  magic rituals and sites, or something unique to the world. 
  Fortunately, levels and class abilities are generally gained “off 
  screen,” which places major body adjustments outside missions 
  and therefore most regular play. In settings where such events 
  are exceedingly rare, the GC may also require the character 
  to undertake some task or incorporate some additional back-
  ground to explain the change. Ideally, players are encouraged 
  to bring their plans and questions to the GC prior to choosing 
  a transforming Species feat. This helps insure a preservation of 
  the setting and a smooth progression of the story.
  BEHINd THE CuRTAIN: RACIAl EPITomEs
  
  spycraft 2.0 | introduction
  9
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  ClAss skills
  The Legendary Faun’s class skills are Acrobatics, Athletics, Cultures, 
  Impress, Networking, Notice, Security, Sense Motive, Sleight of Hand, 
  Sneak, Streetwise, and Survival.
  Skill Points at Each Additional Level: 6 + Int modifier.
  ClAss Abilities
  Beguiling: At Level 1, you gain the beguiling NPC quality: When 
  you succeed with a Taunt action, you may cause the opponent to 
  become fixated on you for a number of rounds equal to your Charisma 
  modifier (minimum 1). This replaces the action’s standard result. 
  Further, if you score a critical success with your Taunt skill check, or 
  your opponent suffers a critical error when opposing your Taunt skill 
  check, you may also inflict damage on that opponent a single time 
  (using a different action) without interrupting his fixation. You may 
  use this ability a number of times per scene equal to your starting 
  action dice.
  Life of the Party: At Levels 1 and 4, you may choose the Acrobatics, 
  Impress, or Networking skill. Your maximum rank in the chosen skill 
  increases to your Career Level + 8. This new maximum skill rank 
  may not be further increased by feats or other abilities (though it 
  continues to rise naturally with your Career Level).
  Fun Loving: You make casual friends very easily, but you never 
  let them get very close. At Level 2, you gain an additional number 
  of acquaintance-grade contacts equal to your starting action dice. 
  The grade of these contacts cannot improve by any means. If the 
  number of starting action dice you receive decreases, you lose access 
  to an equal number of these contacts until you regain your standard 
  number of starting action dice (i.e. if you permanently lose the dice, 
  you also permanently lose the contacts). You may regain these lost 
  contacts in any order, but new contacts may only be gained from this 
  ability after all lost contacts are recovered.
  Faun Epitome: You display many of the most renowned traits of 
  your kind. At Level 3, you gain 1 additional Species feat. With GC 
  permission, this feat may possess the “Level 1 only” prerequisite  
  (see Behind the Curtain: Racial Epitomes, below). If you do not qualify 
  for any Species feats when you gain this ability, you instead gain 1 
  additional Advanced Skill feat.
  Living Legend: At Level 4, your starting action dice increase by 1.
  Master of Revels: Your zest for life is an unquenchable thirst! At 
  Level 5, you recover 1 vitality point at the end of each round when 
  your current vitality points are less than 1/2 your standard maximum 
  (rounded up). Further, you and each of your allies and teammates 
  within 60 ft. suffer no penalties to Dexterity- or Wisdom-based 
  checks when drunk. Finally, while any character who is not an ally 
  or teammate within 60 ft. of you is drunk, his disposition toward 
  you improves by 3 grades. This disposition modifier supersedes and 
  does not stack with any other ability that automatically affects the 
  character’s disposition.
  legendAry gorgon
  The Legendary Gorgon is a deadly, venomous creature able to kill 
  or terrify with a glance. Ancient gorgons were said to be immortal and 
  their descendants often prove unreasonably difficult to dispatch.
  Attributes: A Legendary Gorgon’s poisons are supported by 
  Constitution and his gaze attacks are powered by Charisma, making 
  these splendid candidates for his attention.
  Vitality: 1d12 + Con modifier per level.
  reQUireMents
  Origin: Gorgon
  Constitution: 15+
  Blend: 4+ Ranks
  Feats: Eyes of Fear, any 1 other Species feat
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Class Abilities
  1 
  +0 
  +2 
  +0 
  +2 
  +1 
  +0 
  1 
  1R 
  Centaur epitome, thunderhoof
  2 
  +1 
  +3 
  +0 
  +3 
  +1 
  +0 
  2 
  1R 
  Intuition I
  3 
  +2 
  +3 
  +1 
  +3 
  +2 
  +1 
  2 
  1R, 1W 
  Glory of the Hunt
  4 
  +3 
  +4 
  +1 
  +4 
  +2 
  +1 
  2 
  1R, 1W 
  Centaur epitome, living legend
  5 
  +3 
  +4 
  +1 
  +4 
  +3 
  +1 
  3 
  2R, 1W 
  Stonehoof
  TABlE 3: THE lEGENdARy CENTAuR
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Class Abilities
  1 
  +0 
  +2 
  +2 
  +1 
  +2 
  +0 
  0 
  — 
  Beguiling, life of the party
  2 
  +1 
  +3 
  +3 
  +2 
  +3 
  +0 
  0 
  1T 
  Fun loving
  3 
  +2 
  +3 
  +3 
  +2 
  +3 
  +1 
  1 
  1T 
  Faun epitome
  4 
  +3 
  +4 
  +4 
  +2 
  +4 
  +1 
  1 
  1T, 1R 
  Life of the party, living legend
  5 
  +3 
  +4 
  +4 
  +3 
  +5 
  +1 
  1 
  1T, 1R 
  Master of revels
  TABlE 4: THE lEGENdARy FAuN
  
  spycraft 2.0 | introduction
  0
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  ClAss skills
  The Legendary Gorgon’s class skills are Blend, Bluff, Drive, Falsify, 
  Intimidate, Manipulate, Medicine, Notice, and Streetwise.
  Skill Points at Each Additional Level: 4 + Int modifier.
  ClAss Abilities
  Coils within Coils: At Level 1, you may ignore Blend/Stealth and 
  Falsify/Disguise penalties imposed by your Talent when you share at 
  least 1 Cultures focus with the observer. Further, once per scene, you 
  may spend and roll 1 action die to increase the number of poison 
  doses you produce during the scene by the die’s result. Finally, each 
  time you spend and roll 1 action die to increase an attack check when 
  making a gaze attack, the DC of each save required by the attack also 
  increases by the die’s result.
  Gorgon Epitome: You display many of the most renowned traits of 
  your kind. At Levels 1 and 4, you gain 1 additional Species feat. With 
  GC permission, this feat may possess the “Level 1 only” prerequisite 
  (see Behind the Curtain: Racial Epitomes, page 8). If you do not 
  qualify for any Species feats when you gain this ability, you instead 
  gain 1 additional Tradecraft feat.
  Trim: At Level 2, your Constitution and Charisma scores each 
  increase by 1.
  Sisters of Stone: At Level 3, you become immune to all gorgons’ 
  poison and gaze attacks (including your own).
  Living Legend: At Level 4, your starting action dice increase by 1.
  If Looks Could Kill: At Level 5, the damage of each of your 
  gaze attacks is doubled against standard characters, as well as  
  special characters with a lower Career Level than the current mission’s 
  Threat Level.
  legendAry triton
  Countless tales speak of sly and beautiful sea creatures that lure 
  sailors to their doom and which, on occasion, are forced to wed those 
  same sailors. Legendary Tritons are the source of many such stories 
  — stories that are not at all exaggerated!
  Attributes: Given his influence over others, the Legendary Triton’s 
  strongest attribute is undoubtedly Charisma.
  Vitality: 1d10 + Con modifier per level.
  reQUireMents
  Origin: Triton
  Impress: 10+ ranks
  Feats: Call of the Waters, Kiss of the Sea
  ClAss skills
  The Legendary Triton’s class skills are Athletics, Blend, Bluff, 
  Cultures, Impress, Investigation, Manipulate, Networking, Notice, 
  Science, Search, and Survival.
  Skill Points at Each Additional Level: 6 + Int modifier.
  ClAss Abilities
  Allure: At Levels 1 and 4, your Charisma score increases by 1.
  Between Land and Sea: You’ve learned a great deal about life 
  on land and masking your nature. At Level 1, you may ignore Blend/
  Stealth and Falsify/Disguise penalties imposed by your Talent when 
  you share at least 1 Cultures focus with the observer. Further, once 
  per scene, you may spend 1 action die to increase your base walking 
  Speed to 10 ft. until the end of the current scene. Finally, each time 
  you spend and roll 1 action die to increase a skill check made as part 
  of a Taunt action, you may also add the die’s result to the number of 
  rounds the Taunt action lasts.
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Class Abilities
  1 
  +0 
  +2 
  +1 
  +1 
  +1 
  +0 
  2 
  — 
  Coils within coils, gorgon epitome
  2 
  +1 
  +3 
  +2 
  +2 
  +1 
  +0 
  3 
  1W 
  Trim +1
  3 
  +2 
  +3 
  +2 
  +2 
  +2 
  +1 
  3 
  1W 
  Sisters of stone
  4 
  +3 
  +4 
  +2 
  +2 
  +2 
  +1 
  4 
  1W, 1G 
  Gorgon epitome, living legend
  5 
  +3 
  +4 
  +3 
  +3 
  +3 
  +1 
  4 
  1W, 1G 
  If looks could kill
  TABlE 5: THE lEGENdARy GoRGoN
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Wealth 
  Gear 
  Class Abilities
  1 
  +1 
  +1 
  +1 
  +0 
  +0 
  +1 
  2 
  1R 
  Allure +1, between land and sea
  2 
  +2 
  +2 
  +2 
  +0 
  +1 
  +1 
  3 
  1R 
  Temptress
  3 
  +3 
  +2 
  +2 
  +1 
  +1 
  +2 
  3 
  1R, 1G 
  Smooth operator 1/mission
  4 
  +4 
  +2 
  +2 
  +1 
  +2 
  +2 
  4 
  1R, 1G 
  Allure +2, living legend
  5 
  +5 
  +3 
  +3 
  +1 
  +2 
  +3 
  4 
  2R, 1G 
  Song of the sirens
  TABlE 6: THE lEGENdARy TRIToN
  
  spycraft 2.0 | introduction
  
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Temptress:  At Level 2, you may improve the disposition of a non-
  villain NPC by 1 grade without a skill check. You may use this ability a 
  number to times per session equal to your starting action dice.
  Smooth Operator: You’re tremendously versatile, able to effec-
  tively blend into any social situation. At Level 3, once per mission 
  during the Intel Phase, you may gain 1 temporary Style feat of your 
  choice until the end of the current mission.
  Living Legend: At Level 4, your starting action dice increase by 1.
  Song of the Sirens: At Level 5, you may target characters with 
  up to 3 different checks or abilities that shift their disposition during 
  each mission (though each ability may still be used only once per 
  character). Further, you may improve a character’s disposition toward 
  you by up to 5 grades during each mission.
  speCies feAts
  This feat tree allows characters to take advantage of their race’s 
  unique physiology or mindset. Many Species feats have a “Level 1 
  only” prerequisite, particularly if they grant the character significant 
  physical differences from standard members of his species or indicate 
  that he comes from a particular ethnic subgroup of the race.
  Favored Classes: Some Species Feats expand a nonhuman  
  character’s list of favored classes. Because this benefit can have  
  tremendous impact on character creation, any additional favored 
  classes a Species Feat provides are listed in the quick reference  
  summary (see page 12). Some of these additional classes may be 
  unfamiliar. The Fixer and Martial Artist are introduced in the World 
  on Fire campaign guide and the Fixer also appears in Ten Thousand 
  Bullets, along with the Lawman, Thief, and Thug. Previews including 
  the first five complete levels of each of these classes can be down-
  loaded at our website: www.crafty-games.com.
  Supernatural Benefits: Some feats have a Special entry indicating 
  that the feat provides a supernatural benefit requiring GC approval. 
  These feats may not be appropriate in some settings.
  Expanded Character Options: As new Spycraft species are 
  introduced, existing feats will often be made available to them. Thus, 
  when a Species feat appears in multiple products, all species listed as 
  prerequisites of each version of the feat may choose it. For example, 
  the Many-Armed feat is only available to Gorgons in this product but 
  might be printed with a prerequisite of “Djinn” or “Clockwork” in 
  another, making the feat available to all three species.
  Test Subjects: GCs may wish to expand Test Subject options by 
  allowing players to choose a single Species feat with a prerequisite 
  of “Career Level 1 only” in place of the Specialty’s standard Great 
  Fortitude feat (see the Spycraft 2.0 Rulebook, page 98). In this case, 
  the character ignores the chosen feat’s Species prerequisites and any 
  favored classes it may provide. Not every feat’s mechanical benefits 
  will be compatible with human physiology and abilities, so this option 
  should be considered carefully to determine if the resulting character 
  is actually workable in play.
  NPC Design: NPCs with the feat quality may only choose Species 
  feats if they meet each chosen feat’s racial prerequisites.
  blood of Chiron
  You’re wise beyond your years, embracing the gentler nature of the 
  great sage Chiron.
  Prerequisites: Career Level 1 only, Centaur, Wis 15+.
  Benefit: Your Wisdom score rises by 1. Further, you may use your 
  Wisdom modifier instead of your Intelligence modifier to determine 
  the number of skill points you receive at Career Level 1 only (you use 
  your Intelligence modifier at all later levels). Finally, Sleuth becomes 
  a favored class for you (see left).
  
  spycraft 2.0 | introduction
  
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  blood of ixion
  You come from the least common of woodlands centaur stock, 
  possessing elfin features, cloven hooves, and a leonine tail.
  Prerequisites: Career Level 1 only, Centaur, Cha 13+.
  Benefit: When saving against the effects of a poison, you may roll 
  three times, keeping the result you prefer. Further, your Lifestyle’s 
  Appearance modifier increases by +1 (maximum +8). Also, you gain 
  the fey NPC quality (see page 15). Finally, Snoop becomes a favored 
  class for you (see page 11).
  blood of nessUs
  You embody the savage warrior spirit of the barbarian centaurs, 
  becoming a terror in personal combat.
  Prerequisites: Career Level 1 only, Centaur, Str 15+.
  Benefit: Your Strength score rises by 1. Further, the Caliber of your 
  kick and trample natural attacks increases by 1. Finally, Thug becomes 
  a favored class for you (see page 11).
  blood of orneUs
  You’re kin to the great centaur huntsman, excelling at the chase.
  Prerequisites: Career Level 1 only, Centaur, Dex 15+.
  Benefit: Your Dexterity score rises by 1. Further, you gain a bonus 
  equal to your starting action dice with Survival/Tracking checks and 
  skill checks made as part of a manhunt Dramatic Conflict. Finally, 
  Explorer becomes a favored class for you (see page 11).
  CAll of the WAters
  Your musical skills drive others to distraction.
  Prerequisites: Faun or Triton.
  Benefit: When taking a Taunt or Threaten action, you may substi-
  tute your Impress (Cha) skill and bonuses so long as your target is not 
  deafened and you are not mute. Further, you gain a +2 insight bonus 
  with all skill and Knowledge checks made using Impress and your base 
  threat range with Impress becomes 19–20.
  Special: This feat may be used to meet the prerequisites of Advanced 
  Skill feats that have “any 1 basic skill feat” as a prerequisite.
  dAnCe of the flAMes
  Your quick footwork makes you an unpredictable opponent.
  Prerequisites: Faun.
  Benefit: When taking an Anticipate or Tire action, you may sub-
  stitute your Acrobatics (Dex) skill and bonuses so long as neither you 
  nor your target are blinded. Further, you gain a +2 insight bonus with 
  all skill and Knowledge checks made using Acrobatics and your base 
  threat range with Acrobatics becomes 19–20.
  Special: This feat may be used to meet the prerequisites of Advanced 
  Skill feats that have “any 1 basic skill feat” as a prerequisite.
  drAgon-tAiled
  Your lower body is a massive wyrm’s tail.
  Prerequisites: Career Level 1 only, Gorgon. 
  Benefit: You possess a massive serpentine tail instead of legs. 
  Your Size increases to Large (1×2) with a Reach of 1. Further, you use 
  melee and hurled weapons as a Medium character (you do not use 
  large-scale weapons). Finally, you gain the natural attack (tail slap 
  III) NPC quality, as well as a +2 bonus with Acrobatics/Balance and 
  Athletics/Climb checks and a +1 bonus to Defense. Your nature and 
  type changes to Large semi-human serpentine humanoid and your 
  Speed decreases by 10 ft. Finally, you may not take Kick actions.
  Special: When you choose this feat, you may permanently decrease 
  any one of your attributes by 2 to also gain the Many-Armed feat  
  (see page 13).
  eyes of feAr
  One look from you and most people realize they have urgent  
  business elsewhere.
  Prerequisites: Career Level 3+, Gorgon.
  Benefit: You gain the paralyzing gaze NPC quality (see page 15).
  Species/Feat 
  Prerequisite 
  Favored Class
  Centaur 
  — 
  Scientist or Scout
  Blood of Chiron 
  Career Level 1 only, Wis 15+ 
  Sleuth
  Blood of Ixion 
  Career Level 1 only, Cha 13+ 
  Snoop
  Blood of Nessus 
  Career Level 1 only, Str 15+ 
  Thug
  Blood of Oreus 
  Career Level 1 only, Dex 15+ 
  Explorer
  Larger than Life 
  Large or bigger Size 
  —
  Paragon of the Species 
  — 
  —
  Slightly Immortal* 
  Career Level 6+ 
  —
  Unearthly Splendor 
  Fey, Cha 15+ 
  —
  Wild Revelry 
  Career Level 3+ 
  —
  Faun 
  — 
  Advocate or Intruder
  Call of the Waters 
  — 
  —
  Dance of the Flames 
  — 
  —
  Faun’s Cunning 
  Career Level 1 only 
  Martial Artist
  Faun’s Hedonism 
  Career Level 1 only, Cha 15+ 
  Fixer
  Faun’s Logic 
  Career Level 1 only, Int 13+ 
  Scientist
  Faun’s Mischief 
  Career Level 1 only 
  Explorer
  Faun’s Pursuit 
  Career Level 1 only 
  Scout
  Paragon of the Species 
  — 
  —
  Unearthly Splendor 
  Fey, Cha 15+ 
  —
  Wild Revelry 
  Career Level 3+ 
  —
  Gorgon 
  — 
  —
  Dragon-Tailed 
  Career Level 1 only 
  —
  Eyes of Fear 
  Career Level 3+ 
  —
   Eyes of Stone* 
  Career Level 6+, Eyes of Fear 
  —
  Larger than Life 
  Large or bigger Size 
  —
  Many-Armed 
  Career Level 1 only 
  —
  Mighty Serpents* 
  Career Level 6+ 
  —
  Poisoned Cup 
  Career Level 3+ 
  —
  Paragon of the Species 
  — 
  —
  Slightly Immortal* 
  Career Level 6+ 
  —
  Triton 
  — 
  —
  Call of the Waters 
  — 
  —
  Kiss of the Sea 
  Career Level 3+ 
  —
   Slave of the Tides* 
  Career Level 6+, Kiss of the Sea 
  —
  Larger than Life 
  Large or bigger Size 
  —
  Paragon of the Species 
  — 
  —
  Slightly Immortal* 
  Career Level 6+ 
  —
  Unearthly Splendor 
  Fey, Cha 15+ 
  —
  * This feat grants supernatural benefits and requires GC permission.
  TABlE 7: FEATs By sPECIEs
  
  spycraft 2.0 | introduction
  3
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  eyes of stone
  The statuary around your home seems so incredibly lifelike… 
  Prerequisites: Career Level 6+, Gorgon, Eyes of Fear.
  Benefit: You gain the petrifying gaze NPC quality (see page 15).
  Special: This feat is blatantly supernatural and should only be 
  included with GC permission.
  fAUn’s CUnning
  Your foes better learn to step lively if they want to keep up with you!
  Prerequisites: Career Level 1 only, Faun.
  Benefit: Your Charisma score rises by 1. Further, once per round 
  when an opponent successfully hits you, you may give up the ability 
  to call upon one of your consultants or specialists during the current  
  mission to increase your Defense by triple the consultant or specialist’s 
  grade until the end of the current round (i.e. +3 for an acquaintance, 
  +6 for an associate, etc.). If your increased Defense equals or exceeds 
  the successful attack check result, the attack misses. Finally, Martial 
  Artist becomes a favored class for you (see page 11).
  fAUn’s hedonisM
  You count the attendants of Pan and Baucus as kin and share their 
  delight in revelry.
  Prerequisites: Career Level 1 only, Faun, Cha 15+
  Benefit: Your Constitution score rises by 2, while your Intelligence 
  score decreases by 2. Further, you gain a bonus with Impress/Influence 
  and Impress/Performance checks equal to your starting action dice. 
  Finally, Fixer becomes a favored class for you (see page 11). 
  fAUn’s logiC
  You can trace your linage to Astraeus, one of the smartest of the 
  Satyrs (when he wasn’t chasing nymphs).
  Prerequisites: Career Level 1 only, Faun, Int 13+.
  Benefit: Once per session, you may request a hint for which the GC 
  gains no action dice (see the Spycraft 2.0 Rulebook, page 398). If the 
  GC refuses, you gain 1 bonus action die. Further, you may substitute 
  your Intelligence modifier for your Wisdom modifier when making skill 
  checks a number of times per scene equal to your starting action dice. 
  Finally, Scientist becomes a favored class for you (see page 11). 
  fAUn’s MisChief
  You favor style over simplicity. 
  Prerequisites: Career Level 1 only, Faun.
  Benefit: Your Dexterity score rises by 1. Further, once per round when 
  an opponent makes a successful skill check targeting you, you may give 
  up the ability to call upon one of your consultants or specialists during the 
  current mission to increase the skill check’s DC by triple the consultant or 
  specialist’s grade (i.e. +3 for an acquaintance, +6 for an associate, etc.). 
  If the increased DC exceeds the skill check result, the check fails. Finally, 
  Explorer becomes a favored class for you (see page 11).
  fAUn’s pUrsUit
  Partying isn’t for the faint of heart. Debauchery takes real effort and 
  constant practice. Fortunately, you’re willing to sacrifice for your art. 
  Prerequisites: Career Level 1 only, Faun.
  Benefit: Your Strength score rises by 2, while your Intelligence 
  score decreases by 2. Further, you gain a bonus with Athletics/Climb 
  and Athletics/Maneuver checks equal to your starting action dice. 
  Finally, Scout becomes a favored class for you (see page 11). 
  kiss of the seA
  Your influence over people is both subtle and profound.
  Prerequisites: Career Level 3+, Triton.
  Benefit: When an adjacent character is fixated on you, you may 
  release him to improve his disposition toward you by 3 grades until 
  the end of the current scene and by 1 grade for the remainder of the 
  current mission. Further, you may grant a character you’ve released 
  the ability to breathe underwater until the end of the current scene, 
  so long as he remains within CQB Range of you while underwater.
  Once released, a character may not again become fixated upon you 
  during the current scene. 
  lArger thAn life
  In a scuffle, right of way is commonly extended to the largest 
  combatant. That would be you.
  Prerequisites: Large or bigger Size.
  Benefit: You gain DR 2/— against all attacks made by characters 
  whose Size category is smaller than your own. Further, you suffer no 
  Size penalties to your Defense or attack checks. If you’re normally 
  restricted from using melee and hurled weapons scaled for Large 
  characters, you may now do so. Finally, you gain a +3 synergy bonus 
  with Profession/Accomplishment checks.
  MAny-ArMed
  You have six arms and the coordination to use all of them well.
  Prerequisites: Career Level 1 only, Gorgon.
  Benefit: You may simultaneously hold and ready up to six  
  1-handed, four 1-handed and one 2-handed, or two 1-handed and 
  two 2-handed weapons or objects. Further, during each round that 
  you hold no more than the listed weapons or objects readied, you gain 
  1 additional half action that may only be used to perform skill checks 
  with the Hands-On (HDO) tag or actions with the Incidental (IDL) 
  tag. Finally, you gain a +1 bonus with skill checks made as part of a 
  Grapple action for every two of your hands that are free (maximum 
  +3). However, your nature changes to semi-human.
  Mighty serpents
  Your serpents are enormous and capable of crushing the very life 
  from your foes.
  Prerequisites: Career Level 6+, Gorgon.
  Benefit: Your Size increases to Large (2×2) with a Reach of 1 and 
  you gain the natural attack (squeeze III) NPC quality. Further, your 
  gore and grapple attacks have a Reach of 2 squares. Finally, you gain 
  a +4 gear bonus with Athletics/Climb checks.
  Special: This feat is blatantly supernatural and should only be 
  included with GC permission.
  pArAgon of the speCies
  You embody all of the classic features of your species and are 
  driven to be an example for all of your kin.
  Prerequisites: Centaur, Faun, Gorgon, or Triton.
  Benefit: The disposition towards you of any NPC who shares your 
  Talent improves by 1 grade. Further, you may enter a master class 
  featuring your Talent as a requirement at Career Level 7, ignoring all 
  requirements except for Talent and feats. Finally, you may gain levels 
  in up to 2 master classes if at least one of them features your Talent 
  as a requirement.
  
  spycraft 2.0 | introduction
  4
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  poisoned CUp
  You’re especially venomous.
  Prerequisites: Career Level 3+, Gorgon.
  Benefit: In addition to the poisons you can already make, you may 
  produce improved fear, lethal, and weakening poisons. Further, you 
  may produce an additional number of poison doses in each scene 
  equal to the number of Species feats you possess. Finally, once 
  per combat when an opponent successfully damages you with an 
  unarmed attack, you may immediately expose him to a dose of any  
  1 poison you produce.
  slAve of the tides
  Your ethereal beauty compels the unwary to do your bidding.
  Prerequisites: Career Level 6+, Triton, Kiss of the Sea.
  Benefit: As a free action, you may verbally instruct a character 
  who is fixated upon you and is able to hear and understand your  
  commands to perform 1 half action of your choice during each round. 
  This half action replaces the target’s opportunity to move toward 
  you. As the character is only semi-conscious in this condition, your 
  commands cannot cause the target to speak other than to repeat 
  your words. Further, if a command would cause the target to become 
  injured, he immediately loses the fixated condition instead of taking 
  the action.
  Special: This feat is blatantly supernatural and should only be 
  included with GC permission.
  slightly iMMortAl
  A hint of immortal blood, or perhaps sheer force of will, keeps you 
  vital long after others your age have withered and died.
  Prerequisites: Career Level 6+, Centaur, Gorgon, or Triton.
  Benefits: You gain DR 2/special characters (i.e. this damage 
  reduction does not apply to damage inflicted by player and special 
  characters).
  Special: This feat is blatantly supernatural and should only be 
  included with GC permission.
  UneArthly splendor
  You possess the breathtaking beauty and poise of the fey.
  Prerequisites: Fey, Charisma 15+.
  Benefit: When you gain this feat, the lower of your Dexterity or 
  Charisma scores rises by 1 (your choice in case of a tie). Further, your 
  Lifestyle’s Appearance modifier increases by +1 (maximum +8).
  Special: You may choose this feat up to 3 times.
  Wild revelry
  One hint of a party and you’re back on your feet! 
  Prerequisites: Career Level 3+, Centaur or Faun.
  Benefit: Once per session when you’re free to travel, you may 
  spend 4 hours and give up the ability to call upon one of your 
  consultants or specialists during the current mission to recover all 
  your vitality and a number of wound points equal to the consultant 
  or specialist’s grade (i.e. 1 wound for an acquaintance, 2 wounds for 
  an associate, 3 wounds for a confederate, or 4 wounds for a partner). 
  Teammates who accompany you during this period also gain these 
  benefits. Further, you recover 1 additional critical injury increment 
  between missions.
  CoMbAt ACtions
  The following new combat action supports special attacks launched 
  by gorgons and other species.
  gAze AttACk (AttACk ACtion)
  Free Action • Error Range +0
  Gaze attacks are gained from character options and this attack 
  action is only available to characters possessing one or more gaze 
  attacks. A character may only make 1 gaze attack at a time; when he 
  possesses more than one gaze attack, he must choose which he uses 
  each time he uses this action. 
  A gaze attack is considered and operates like a ranged attack, 
  except that it requires no proficiency or gear and Size modifiers to the 
  target’s Defense are ignored. A gaze attack may only be made within 
  the first range increment, a distance equal to 1/2 the character’s base 
  visual range increment. Further, a gaze attack automatically misses 
  any target who is blinded, hidden, or invisible. Also, sneak attack 
  damage applies to any gaze attack that inflicts lethal damage. 
  Finally, a special critical failure is possible with any gaze attack: 
  when a mirrored surface is located within the attacker’s line of sight 
  when he suffers an error, an opponent may spend 4 action dice to 
  cause the attacker to view his reflection, suffering the gaze attack’s 
  effects himself. When a gaze attack’s target carries a readied mirror 
  or other smooth reflective surface at least 1 ft. in diameter, the 
  attack’s error range increases by 1 and the action die cost to activate 
  its error as a critical failure decreases to 1.
  Name 
  Accuracy 
  Damage 
  Error 
  Threat 
  Range 
  Qualities
  Paralyzing Gaze 
  +2 
  2d8 + Cha mod 
  1 
  20 
  1/2 vision increment × 1 
  AP (all)
  Petrifying Gaze 
  +0 
  3d6 + Cha mod 
  1 
  20 
  1/2 vision increment × 1 
  AP (all)
  TABlE 8: GAzE ATTACks
  
  spycraft 2.0 | introduction
  5
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Conditions
  Petrified: A petrified character has been turned to stone. He is 
  effectively dead but retains his current wound points and ceases to 
  age, becoming a stone statue with a +18 Damage save bonus. Some 
  petrifying effects specify the target is instead turned to salt, in which 
  case the statue is composed of salt crystal and possesses a Damage 
  save bonus of +10. 
  Certain powerful magic or supernatural effects may be able to 
  remove this condition, restoring the character to life. If a character 
  is restored after the statue has been defaced or damaged, the GC 
  may apply one or more critical injuries accordingly. Should the statue 
  be destroyed, the character is destroyed as well and may only be 
  revived using magic or another ability that specifically reverses this 
  condition.
  npC QUAlities
  Special Note: NPCs with the feat quality may only choose Species 
  feats if they meet all of each feat’s racial prerequisites.
  Banned Checks (–1 XP per 2 attacks or checks): The NPC is 
  incapable of making specific attack or skill checks (e.g. Kick actions, 
  Acrobatics/Jump checks, etc.). This may be due to psychological or 
  physical limitations, or supported by another reason of the GC’s 
  device. This quality may be applied a maximum of 3 times, affecting a 
  total of 6 different checks.
  Beguiling (+2 XP): When the NPC succeeds with a Taunt action, 
  he may cause his target to become fixated on him for a number of 
  rounds equal to his Charisma modifier (minimum 1). This replaces 
  the skill check’s standard result. Further, if the NPC scores a critical 
  success with this skill check or the target suffers a critical error with 
  his opposed skill check, the NPC may also damage the target a single 
  time without interrupting his fixation. The NPC may use this ability a 
  number of times per scene equal to his starting action dice.
  Dread (+2 XP per grade): Each time an opponent attacks the NPC 
  and misses, the opponent suffers 1 point of stress damage per grade 
  of this quality (maximum 4).
  Fatal Falls (–1 XP): The NPC is particularly vulnerable to grave 
  injury from falls. He suffers 1 additional point of lethal damage per 
  die from collision and falling damage and the damage also gains the 
  keen (20) quality.
  Fey (+3 XP): The character has a deep supernatural connection to 
  the wilds and is as much a spiritual embodiment of a natural force or 
  location as a creature of flesh and blood. Fey creatures often display 
  skin and/or fur coloration that complements their native surroundings. 
  The NPC ignores all aging penalties, remaining vigorous until death. 
  Natural animals will not attack or flee from the character unless they 
  are diseased, poisoned, trained to do so, or attacked by the NPC or 
  his teammates. Also, if the NPC is a special character, each time he 
  may choose an additional permanent feat, he may instead select a 
  feat from the Terrain tree. Finally, a fey character eats, sleeps, and 
  breathes unless otherwise indicated.
  Ostracized (–1 XP; requirements: talented NPC quality): The 
  NPC finds prejudice and anger everywhere he goes outside his own 
  community. The disposition of each character who does not share his 
  native culture and is aware of his Talent decreases by 1 grade.
  Paralyzing Gaze (+10 XP): When the NPC makes eye contact with 
  another character, he sometimes causes them to become frozen with 
  fear. The NPC gains a gaze attack (see page 14) with statistics as 
  shown on Table 8: Gaze Attacks (see page 14).
  When a standard character is hit with a paralyzing gaze and fails 
  his Damage save, he becomes paralyzed until the attacker leaves his 
  line of sight. 
  When a player or special character is hit with a paralyzing gaze and 
  loses 1 or more wound points due to the attack, he instead suffers no 
  damage from the attack and must make a Will save with a DC equal 
  to the damage inflicted. With success, he becomes frightened for 2d6 
  rounds. With failure, he becomes paralyzed for 1d4 minutes or until 
  the attacker leaves his line of sight, whichever comes first. 
  Finally, when an incorporeal character is hit with a paralyzing gaze 
  attack, he suffers only 1/2 the standard damage (rounded down).
  Petrifying Gaze (+15 XP): When the NPC makes eye contact with 
  another character, he sometimes turns them to stone. The NPC gains 
  a gaze attack (see page 14) with statistics as shown on Table 8: Gaze 
  Attacks (see page 14).
  When a standard character is hit with a petrifying gaze and fails his 
  Damage save, he and his gear become petrified (see left).
  When a player or special character is hit with a petrifying gaze and 
  loses 1 or more wound points due to the attack, he instead suffers no 
  damage from the attack and must make a Fortitude save with a DC 
  equal to the damage inflicted. With success, he is stunned for 1 round. 
  With failure, he and his gear become petrified (see left).
  Finally, when an incorporeal character is hit with a petrifying gaze 
  attack, he suffers only 1/2 the standard damage (rounded down). 
  Should an incorporeal character die due to a petrifying gaze attack, 
  he is rendered corporeal.
  Reviled (–2 XP; requirements: Talented feat): The NPC finds 
  extreme prejudice and naked anger everywhere he goes outside his 
  own community. The disposition of each character who does not share 
  his native culture and is aware of his Talent decreases by 2 grades.
  Venomous I (+1 XP; +1 per additional toxin type): The NPC 
  naturally produces dangerous toxins. This quality is applied to one of 
  the NPC’s natural attacks, which gains the injector weapon quality. 
  The NPC produces 3 doses of one basic toxin per scene, which are 
  delivered via this attack and its injector quality. If the character can 
  produce a range of toxins, each dose of any type counts against this 
  limit. These doses cannot be saved or stockpiled from scene to scene, 
  but may be applied to items or weapons during each scene. Further, 
  the NPC gains a +4 bonus with all saves made to resist his own 
  poison. This quality may be taken multiple times, each time increasing 
  the number of doses that can be produced per scene by 3.
  Venomous II (+2 XP; +1 per additional toxin type): The NPC 
  naturally produces dangerous toxins. This quality is applied to one of 
  the NPC’s natural attacks, which gains the injector weapon quality. 
  The NPC produces 3 doses of one improved toxin per scene, which are 
  delivered via this attack and its injector quality. If the character can 
  produce a range of toxins, each dose of any type counts against this 
  limit. These doses cannot be saved or stockpiled from scene to scene, 
  but may be applied to items or weapons during each scene. Further, 
  the NPC gains a +4 bonus with all saves made to resist his own 
  poison. This quality may be taken multiple times, each time increasing 
  the number of doses that can be produced per scene by 3.
  
  spycraft 2.0 | introduction
  6
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Venomous III (+4 XP; +1 per additional toxin type): The NPC 
  naturally produces dangerous toxins. This quality is applied to one of 
  the NPC’s natural attacks, which gains the injector weapon quality. 
  The NPC produces 3 doses of one advanced toxin per scene, which are 
  delivered via this attack and its injector quality. If the character can 
  produce a range of toxins, each dose of any type counts against this 
  limit. These doses cannot be saved or stockpiled from scene to scene, 
  but may be applied to items or weapons during each scene. Further, 
  the NPC gains a +4 bonus with all saves made to resist his own 
  poison. This quality may be taken multiple times, each time increasing 
  the number of doses that can be produced per scene by 3.
  sAMple npCs
  This section includes a selection of pregenerated NPCs using 
  the material in this release, allowing GCs to quickly populate their 
  settings and campaigns. Some of these NPCs intentionally feature 
  feats, gear, and other options appropriate to non-fantasy genres 
  to illustrate the flexibility of the Spycraft rules and the Origin of the 
  Species line.
  stAndArd npCs
  Centaur Archer (Standard NPC — 110 XP): Init IV; Atk VII; Def 
  VI; Resilience VI; Damage Save: VI; Competence: V; Skills: Athletics 
  VI, Sneak V, Survival VI; SZ L; Spd 60 ft.; Wealth: III; Weapons:  
  1 × Caliber II (long knife), compound bow (from Specialty); Gear:  
  1 × Caliber I (motorcycle jacket); Vehicle: None; Qualities: Class ability 
  (ranged sneak attack I, stalker, surprise shot I), feat (Forest Training, 
  Marksmanship Basics, Sharpshooting Basics, Steel Rain, Tracking 
  Basics), low-light vision, Specialty (Archer), superior attribute (Str 14, 
  Dex 14, Con 15, Wis 14), Talented (Centaur).
  Centaur Elder (Standard NPC — 101 XP): Init II; Atk III; Def V; 
  Resilience VI; Damage Save: IV; Competence: VIII; Skills: Cultures VI, 
  Impress VI, Sense Motive VI; SZ L; Spd 60 ft.; Wealth: VI; Weapons: 
  1 × Caliber III (long staff); Gear: 1 × Caliber III (Gadget Mechanism 
  × healing); Vehicle: None; Qualities: Class ability (lead 1/session, 
  small steps (charm)), feat (Diplomat, Fan Service, Mark), Specialty 
  (Philosopher), superior attribute (Str 12, Dex 14, Con 15, Wis 14, Cha 
  13), Talented (Centaur).
  Centaur Farmer (Standard NPC — 65 XP): Init II; Atk V; Def 
  V; Resilience VI; Damage Save: IV; Competence: III; Skills: Athletics 
  VI, Profession (Farmer) VI, Survival V; SZ L; Spd 60 ft.; Wealth: 
  None; Weapons: 1 × Caliber I (scythe); Gear: None; Vehicle: None; 
  Qualities: Superior attribute (Str 14, Dex 14, Con 15, Wis 14), Talented 
  (Centaur).
  Faun Ranger (Standard NPC — 107 XP): Init V; Atk VII; Def VI; 
  Resilience VI; Damage Save: VI; Competence: VI; Skills: Athletics 
  V, Sneak VI, Tactics IV; SZ M; Spd 30 ft.; Wealth: III; Weapons:  
  1 × Caliber III (Steyr AUG assault rifle); Gear: 1 × Caliber II (modular 
  tactical armor); Vehicle: None; Qualities: Camouflaged (forest), class 
  ability (evasion I, stalker, uncanny dodge I), feat (Containment Basics, 
  CQB Basics, Fire-Team Basics, Tac-Squad Basics, Tactical Advantage), 
  Specialty (Hunter), superior attribute (Dex 12, Con 12, Wis 13, Cha 
  14), synchronized, Talented (Faun).
  Faun Storyteller (Standard NPC — 94 XP): Init IV; Atk V; Def 
  VII; Resilience V; Damage Save: IV; Competence: V; Skills: Impress V, 
  Manipulate VI, Streetwise IV; SZ M; Spd 30 ft.; Wealth: VI; Weapons: 
  None; Gear: Common item (musical instrument); Vehicle: None; 
  Qualities: Class ability (masks (follow my lead), small steps (charm)), 
  feat (Brawling Basics, Charmer, Improvised Weapons Basics, Silver 
  Tongue, Undermine), Specialty (Reveler), superior attribute (Dex 14, 
  Int 12, Wis 15, Cha 12), Talented (Faun).
  
  spycraft 2.0 | introduction
  7
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Faun Woodsman (Standard NPC — 58 XP): Init II; Atk III; Def VI; 
  Resilience V; Damage Save: IV; Competence: III; Skills: Athletics V, 
  Profession (Woodsman) V, Survival V; SZ M; Spd 30 ft.; Wealth: None; 
  Weapons: 1 × Caliber I (hatchet); Gear: 1 × Caliber I (motorcycle 
  jacket); Vehicle: None; Qualities: Superior attribute (Con 12, Int 12, 
  Wis 15, Cha 14), Talented (Faun).
  Gorgon Assassin (Standard NPC — 119 XP): Init V; Atk V; Def 
  VI; Resilience VI; Damage Save: V; Competence: VI; Skills: Acrobatics 
  V, Athletics V, Sneak VI; SZ M; Spd 30 ft.; Wealth: IV; Weapons:  
  1 × Caliber III (9mm P H&K UMP heavy SMG), 1 × Caliber III (satchel 
  charge); Gear: 1 × Caliber II (low-profile armor); Vehicle: None; 
  Qualities: Class ability (evasion I, uncanny dodge I, wuxia I), feat 
  (Ambush Basics, Eyes of Fear, Ghost Basics, Wolf Pack Basics, Wolf 
  Pack Mastery), Specialty (Special Ops), steadfast, superior attribute 
  (Dex 15, Int 12, Wis 15, Cha 13), Talented (Gorgon), treacherous, 
  unnerving (1d4).
  Gorgon Concubine (Standard NPC — 95 XP): Init IV; Atk III; Def 
  V; Resilience IV; Damage Save: IV; Competence: IV; Skills: Bluff VI, 
  Impress VI, Sense Motive V; SZ M; Spd 30 ft.; Wealth: VI; Weapons: 
  None; Gear: 1 × Caliber I (tuxedo liner); Vehicle: None; Qualities: 
  Class ability (evasion I, intercept communication 1/session, no hard 
  feelings I), feat (Charmer, Eyes of Fear, Eyes of Stone, “Not the Face,” 
  Poisoned Cup), Specialty (Seductress), superior attribute (Dex 15,  
  Int 12, Wis 13, Cha 15), Talented (Gorgon).
  Gorgon Monster (Standard NPC — 74 XP): Init IV; Atk VII; Def IV; 
  Resilience VI; Damage Save: VI; Competence: III; Skills: Athletics VI, 
  Notice V, Survival IV; SZ L; Spd 20 ft.; Wealth: None; Weapons: None; 
  Gear: None; Vehicle: None; Qualities: Fearsome, feat (Dragon-Tailed, 
  Eyes of Fear, Eyes of Stone, Larger Than Life, Submission Basics), 
  feral, inferior attribute (Int 6), low-light vision, superior attribute (Str 
  14, Con 12, Cha 13), Talented (Gorgon).
  Triton Fisherman (Standard NPC — 51 XP): Init II; Atk III; Def III; 
  Resilience IV; Damage Save: VI; Competence: III; Skills: Athletics IV, 
  Profession (Fisherman) VI, Survival V; SZ L; Spd 5 ft. walking, 40 ft. 
  swimming; Wealth: None; Weapons: 1 × Caliber II (net); Gear: None; 
  Vehicle: None; Qualities: Superior attribute (Str 11, Dex 13, Con 14), 
  Talented (Triton).
  Triton Warrior (Standard NPC — 102 XP): Init V; Atk VII; Def V; 
  Resilience VI; Damage Save: VII; Competence: VI; Skills: Athletics VI, 
  Notice IV, Tactics V; SZ L; Spd 5 ft. walking, 40 ft. swimming; Wealth: 
  III; Weapons: 1 × Caliber III (trident); Gear: 1 × Caliber II (modular 
  tactical armor); Vehicle: None; Qualities: Class ability (weapon 
  specialist (trident — killer instinct)), feat (All-Out Attack, Combat 
  Mobility, Darting Weapon, Spear Basics, Wolf Pack Basics), low-light 
  vision, Specialty (Tribesman), superior attribute (Str 13, Dex 15, Con 
  14), synchronized, Talented (Triton).
  Triton Medic (Standard NPC — 100 XP): Init VI; Atk V; Def V; 
  Resilience VI; Damage Save: VI; Competence: VI; Skills: Athletics 
  VI, Medicine VI, Resolve VI; SZ L; Spd 5 ft. walking, 40 ft. swim-
  ming; Wealth: III; Weapons: None; Gear: 1 × Caliber II (first aid kit 
  II); Vehicle: None; Qualities: Class ability (orders I, take the hit I), 
  feat (Bandage, Combat Expertise, Combat Mobility, Guts, Mobile 
  Defense), prodigy, Specialty (Rescuer), superior attribute (Str 11, Dex 
  15, Con 12), Talented (Triton).
  speCiAl npCs
  Centaur Schemer (Special NPC — 158 XP): Init VI; Atk V; Def V; 
  Resilience IV; v/wp: IV; Competence: VI; Skills: Analysis V, Bluff V, Notice 
  VI, Sense Motive VII, Tactics VIII; SZ L; Spd 60 ft.; Wealth: VI; Weapons: 1 × 
  Caliber III (H&K G36 assault rifle); Gear: 1 × Caliber III (encrypted headset 
  radio); Vehicle: None; Qualities: Class ability (orders II 2/session, stalker, 
  stratagem I, tempo I), feat (Advanced Skill Mastery (Officer), Ambush 
  Basics, Ambush Mastery, Ambush Supremacy, Black Cat, Containment 
  Basics, Containment Mastery, Containment Supremacy, CQB Basics, CQB 
  Mastery, Jinx, Officer, Surge of Speed, Tactical Advantage, Tough Luck), 
  mastermind, superior attribute (Str 14, Dex 14, Con 15, Wis 15), Talented 
  (Centaur).
  Faun Gang Leader (Special NPC — 144 XP): Init V; Atk VII; Def VI; 
  Resilience V; v/wp: VI; Competence: IV; Skills: Athletics VI, Acrobatics 
  VI, Blend VI, Intimidate V, Streetwise VI; SZ M; Spd 30 ft.; Wealth: VI; 
  Weapons: 1 × Caliber I (CZ Skorpion light SMG); Gear: 1 × Caliber II 
  (motorcycle suit); Vehicle: 1 × Caliber I (racing motorcycle); Qualities: Class 
  ability (cheap shot I, evasion I, terminally harmless, uncanny dodge I–II), 
  feat (Brawling Basics, Combat Mobility, Dirty Fighting Basics, Horde Basics, 
  Horde Mastery, Horde Supremacy, Mobile Defense, Tactical Advantage, 
  Urban Training), henchman, seductive, superior attribute (Str 13, Con 12, 
  Wis 15, Cha 14), Talented (Faun).
  Gorgon Crime Lord (Special NPC — 179 XP): Init III; Atk V; Def VII; 
  Resilience VI; v/wp: IV; Competence: VI; Skills: Bureaucracy VII, Intimidate 
  V, Manipulate VII, Networking VI, Streetwise V; SZ M; Spd 30 ft.; Wealth: 
  VII; Weapons: 1 × Caliber I (Beretta 92 service pistol); Gear: 1 × Caliber 
  IV (dossier (PR 4)); Vehicle: 1 × Caliber II (limousine + designer clothes 
  and bottle of champagne); Qualities: Captivating, class ability (little 
  details 1/session, orders II 2/session, status quo 1/session, red herrings), 
  feat (Bloodstain Resistant, Breaking Points, Combat Instincts, Eyes of 
  Fear, Eyes of Stone, Opportunist, Political Clout, Political Favors, Political 
  Immunity, Quick Draw, Silver Tongue, Snake Strike, Stone Cold, Undermine, 
  Venomous Dialogue), mastermind, seductive, superior attribute (Dex 15, 
  Int 12, Wis 15, Cha 15), Talented (Gorgon), unnerving (2d4).
  Triton Pirate (Special NPC — 145 XP): Init V; Atk VII; Def V; Resilience 
  VI; v/wp: VII; Competence: IV; Skills: Athletics VII, Intimidate VI, Search 
  V, Sneak VII, Tactics V; SZ L; Spd 5 ft. walking, 40 ft. swimming; Wealth: 
  IV; Weapons: 1 × Caliber I (cutlass); Gear: 1 × Caliber II (modular tactical 
  armor); Vehicle: None; Qualities: Class ability (cyclone I, no fear I, portable 
  cover I, stalker, weapon specialist (cutlass — killer instinct)), feat (Armor 
  Basics, Armor Mastery, Combat Mobility, Darting Weapon, Dueling Basics, 
  Dueling Mastery, Dueling Supremacy, Fencing Basics, Flashing Weapon, 
  Mobile Offence), henchman, low-light vision, superior attribute (Str 13, 
  Dex 15, Con 14), Talented (Triton).
  Tritons sometimes find wheelchairs a useful aid when mov-
  ing on land (and have a face of only 1×1 while seated in one). 
  A character in a wheelchair possesses a Speed equal to his 
  Strength modifier × 5 ft. (minimum 5 ft.). A wheelchair is a 
  Common Item with the following statistics: Personal ground 
  vehicle; Size M; Occ 1; A/T per driver/2; Def/Save 10/+5; Comp 
  10/+0; Cargo per driver; Qualities MUS, OPN (no cover); street 
  value $150.
  TRIToN WHEElCHAIRs
  
  spycraft 2.0 | introduction
  8
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  ChArACter seeds
  So now what? Spycraft 2.0 can offer a daunting variety of options 
  during character creation. Even at Level 1, you have thousands of 
  Origins to choose from, a dozen or more classes, weapon proficiencies, 
  skill focuses, Interests, and even Subplots to shape your creation. With 
  so much flexibility, you can create any character you want, but you 
  could also jump into a game with a hodgepodge of benefits that fails to 
  live up to your expectations. This is especially true for beginning players 
  and those who haven’t had a chance to feel out their Game Control’s 
  play style. Estimating the actual value of some of these choices can be 
  tricky, especially since Spycraft features a lot of ways to create combos 
  that are more effective than just the sum of their parts.
  To help get you off to a solid start, we offer character seeds: a 
  skeleton of low-level character choices sure to make a difference at your 
  gaming table. We also include designer hints and tips for getting the most 
  out of your character options and even offer some strong alternatives you 
  might want to consider. These blueprints should help you build a great 
  character at Level 1 and offer ideas all the way through Level 4. By then 
  you’ll have a pretty good feel for the game and your character’s capabili-
  ties, allowing you to venture down your own path with confidence!
  There are just three steps when using a character seed.
  • Skim the seeds looking at the Origins and Classes. Pick a com-
  bination that sounds interesting to you. Most of the time your Origin 
  and Class will tell you almost everything you need to know about your 
  character’s strengths and weaknesses. Highly specialized characters 
  have Origins that enhance their class choice. Generalists often use an 
  origin that cuts against the grain to create a set of bonuses with no 
  major weaknesses instead of a single optimized shtick. Both kinds of 
  characters can be a lot of fun to play.
  • Look for any places where it says “Choose:” and pick one of the 
  packages listed. Each one offers a different route to achieving the 
  basic goals of the seed.
  • Copy the details from the seed over to a standard character sheet.
  Using a seed, you can quickly put together a new character and know 
  you’ll be able to pull your weight in casual and competitive games.
  AnAtoMy of A seed
  Each seed includes the following information.
  Origin: This is one of your most important choices during character 
  creation, establishing most of the things your character learned 
  before entering play. Don’t worry too much about your Origin’s 
  mechanics – the names and the bonuses match up pretty well and 
  you’ll be good at anything you’d expect to be doing based on the 
  name. Experienced players will start to tweak these choices, but keep 
  in mind the attribute bonuses have been figured into the characters’ 
  attributes if you start making substitutions.
  Class: Your character’s base class is another big factor in his low-
  level performance. Beyond the many other things that a base class 
  offers, as your character’s first class, this choice also sets your char-
  acter’s core ability, one of the strongest benefits you’ll ever receive. 
  As you gain levels, you’ll get more class abilities and sometimes a 
  character seed will include ways to multi-class to get the most out 
  of combining abilities from different classes. In all cases, the default 
  class at each level is listed in a short table at the end of the seed.
  Comments: Here you’ll find a few words on why the seed’s 
  origin/class combo is a good choice and what the seed is striving to 
  accomplish.
  Attributes: Your character’s default scores in each of the six  
  attributes are pre-chosen using the standard point-buy system 
  with 36 points. These scores already include modifiers from your 
  character’s Origin and any feats the seed offers at Level 1. A lot of 
  strategies focus on having great scores in just one or two attributes, 
  and these are presented in italics so you have them in mind when you 
  gain your first bonus attribute point at Level 4.
  Proficiencies/Tactics: Odds are you’ll get into combat at some 
  point. This section lists your weapon proficiencies and some tips on 
  how to use them and what else your character might be able to do 
  in a fight.
  Skills: Skill selection is crucial to being able to do your part. When a 
  seed includes a focus skill, its focuses/fortes are also listed. You won’t 
  see any cross-class skills in seeds, though — while they’re a modestly 
  useful option for experienced players, giving up that many skill points 
  to bull your way through isn’t worth it for the new player. Also, there 
  are a couple ways in the Spycraft system to make pretty much any 
  skill you want a class skill for you, so it’s better to save your precious 
  skill points! Finally, when a character seed calls for multi-classing,  
  a separate skill list is included for each class. 
  Each seed’s skills are listed as either full skills or half skills. 
  • Full skills are central to the seed’s concept and allow your  
  character to take charge in situations where he should shine. Always 
  keep these skills at the maximum rank you can. Like attributes, if one 
  of them is critical, it’s marked in italics. Look for ways to improve 
  these skills with gear and watch for chances to get additional bonuses 
  from your teammates.
  • Half skills are less important, but still tend to come up often 
  enough to make it worthwhile to put some points in them. When you 
  gain levels you won’t have enough skill points to improve every one 
  of your half skills, so you should choose up to half of them that your 
  character tends to use a lot. You can improve the others later.
  Feats: These are your most powerful tools when customizing your 
  character. They’re also the place where it’s easiest to go wrong. 
  Spycraft has so many feats no character will ever obtain more than a 
  fraction of them, so it’s important to focus them on what you want 
  to do well. Feats are listed again in a short table at the end of each 
  seed.
  Wealth/Key Gear: This part of each seed shows how to distribute 
  your Wealth points and lists a few critical items you should always 
  try to lay your hands on, either as mission gear or part of your 
  Possessions. They’re either essential to using your character’s skills 
  or strongly enhance one of his themes.
  Interests: This entry lists a few things in which your character 
  might be interested. Interests marked in italics are requirements for 
  other abilities, but you can switch the others around for anything 
  you’d like.
  Subplot: A Subplot is an excellent way to deepen your character’s 
  background, offering ways that his past can figure into his future. 
  Subplots are easy to switch around, but this part of the seed lists a 
  few that we think are fun when you’re getting started.
  Advancement: Closing out each seed is a mini-table outlining a 
  plan for your character’s first 4 Career Levels, including classes to 
  take and level-based benefits to expect.
  
  spycraft 2.0 | introduction
  9
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  The centaur Chiron is one of the great figures of Greek myth. This character build  
  can surprise a lot of opponents who assume your character is merely a dumb brute. Also, 
  taking Scientist levels lets you create a highly effective doctor and secures a welcome 
  place for you on any team, where your speed lets you quickly reach wounded allies.
  stArting options
  Str: 12 
  dex: 10 
  con: 14
  int: 13 
  Wis: 18 
  cha: 11
  proficiencies/tactics: Edged Weapons + forte, Unarmed. Medicine/Stabilize checks let 
  you save allies when things get rough.
  full Skills: Analysis, Computers, Medicine, Notice, Science (Pharmacology), Search
  Half Skills: Bureaucracy, Cultures, Profession (Doctor), Resolve
  feats: Blood of Chiron, Examiner, False Start (Examiner)
  lifestyle: 3 
  possessions: 1 
  Starting cash: 2
  Key Gear: First aid kit II, surgery kit I
  interests: Animal classification, attending symposiums
  Subplot: Personal Mission. Somewhere there’s a place plagued with misery and  
  sickness and you mean to put an end to it.
  AdvAnCeMent
  Stick with the Scientist class for the first few levels. Nothing beats the PhD ability 
  for maximizing your Medicine skill. Scientist will remain a good choice for your entire 
  career but you could also mix in a few levels of Advocate (becoming a broadly recognized 
  scholar), Scout (as a wilderness healer) or even Snoop (as a medical investigator). Good 
  expert class choices include Field Analyst and Virtuoso.
  class 
  class abilities 
  feats 
  level Benefits
  Scientist 1 
  Intense study, professor 
  Blood of Chiron, Examiner, False Start (Examiner) 
  Starting Benefits
  Scientist 2 
  PhD (Medicine) 
  — 
  +1 Interest
  Scientist 3 
  Bright idea 2/session 
  Outdoorsman 
  +1 Proficiency
  Scientist 4 
  Intense study 
  Advanced Skill Mastery (Examiner) 
  +1 Intelligence
  CENTAuR doCToR/sCIENTIsT
  
  spycraft 2.0 | introduction
  0
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  The wild, barbarian centaur holds a place of distinction as one of ancient Greece’s 
  most dangerous combatants. Centaurs are a great platform for combat characters, 
  possessing high wound points due to their size. Tribesman is one of the few 
  Specialties from which centaurs fully benefit, allowing for some truly aggressive 
  builds. The Scout class, while not as deadly in open combat as a Soldier, is still a solid 
  combat choice, and also a favored class for centaurs. Finally, the All-Out Attack feat 
  lets you maximize the advantages of your high Strength, destroying most opponents 
  in a single round.
  stArting options
  Str: 19 
  dex: 11 
  con: 14
  int: 12 
  Wis: 12 
  cha: 10
  proficiencies/tactics: Blunt, Exotic (Edged) + forte, Exotic (Hurled), Unarmed + 
  forte. Bullrush, Grapple, and Threaten actions all benefit greatly from your Large 
  Size.
  full Skills (Scout): Athletics, Notice, Survival
  Half Skills (Scout): Resolve, Tactics
  full Skills (Soldier): Athletics, Intimidate, Survival
  Half Skills (Soldier): Notice, Profession
  feats: All-Out Attack, Tracking Basics
  lifestyle: 1 
  possessions: 1 
  Starting cash: 1
  Key Gear: Greatsword
  interests: Ornamental leatherworking, the Olympics.
  Subplot: Nemesis. You’re a mighty hunter, but one beast has eluded you time and 
  again. One day you’ll bring home the prize!
  AdvAnCeMent
  Higher Defense and damage reduction work very well together, so blending Scout 
  with Soldier levels offers incredible toughness. This seed also offers a high base 
  attack bonus and lots of combat feats. Taking a Grapple-oriented feat early lets 
  you manhandle smaller opponents (just about everybody from your perspective) 
  and helps you meet the entry requirements for the Legendary Centaur master class. 
  Paragon of the Species is a good choice for your Career Level 6 feat slot, and you 
  should consider the Brawler expert class for more favored class-friendly ways to 
  unleash savage beat-downs! 
  class 
  class abilities 
  feats 
  level Benefits
  Scout 1 
  Stalker, trailblazer 
  All-Out Attack, Tracking Basics 
  Starting Benefits
  Scout 2 
  Rough Living +2 
  — 
  +1 Interest
  Scout 2/Soldier 1 
  Fight on 
  Local Hero or Forest Training,  
  +1 Proficiency
   
   
  Improvised Weapon Basics or Wrestling Basics
  Scout 2/Soldier 2 
  Fortunes of war I 
  — 
  +1 Strength or Dexterity
  CENTAuR TRIBEsmAN/sCouT-soldIER
  
  spycraft 2.0 | introduction
  
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Fauns are the perfect foundation for a social master who’s dialed in with a buddy 
  or partner for every occasion. Instructors get a unique ability to assist other charac-
  ters, which you can use to milk your contacts and aid your teammates. The Advocate 
  class is often overlooked as a combat-worthy option, but it’ll let you hold your own 
  until your reinforcements arrive. Plus it gives you a top notch set of social skills so 
  you can dominate with your inhumanly high Charisma. This seed also starts you out 
  with a bonus to social skills from a high Lifestyle score.
  stArting options
  Str: 12 
  dex: 12 
  con: 10
  int: 12 
  Wis: 12 
  cha: 21
  proficiencies/tactics: Blunt, Handgun + forte, Unarmed. The Tire action is king for 
  you, allowing you to boost any opposed skill check action with your absolute certainly 
  ability. You’re also fairly good at Diversion and Taunt actions.
  full Skills (advocate): Bluff, Impress, Manipulate, Networking, Resolve
  Half Skills (advocate): Culture, Intimidate, Notice, Profession
  full Skills (martial artist): Bluff, Impress, Manipulate, Networking, Resolve
  Half Skills (martial artist): Culture, Intimidate, Notice, Profession
  feats: Faun’s Cunning
  lifestyle: 5 
  possessions: 2 
  Starting cash: 3
  Key Gear: Dossier, legal help (immunity)
  interests: Fine food and wine, hand-blown glassware
  Subplot: Debt. Nobody makes this many professional acquaintances without 
  greasing the wheels. Liberally. After all, a smile and a handshake fall a little short of 
  passing someone a $1,000 bill… You’ve got connections galore but also a few unpaid 
  bills that keep coming back to haunt you. Don’t worry though. You’re sure you’ll be 
  able to pay them all next week.
  AdvAnCeMent
  You’re primed for maximum hijinks with contacts, not to mention a straight shot 
  to the Legendary Faun master class (once you bump your Dexterity up to 13). One 
  level in the Martial Artist class will earn you the Martial Arts feat very early (the first 
  five levels of this class are available for download at the Crafty Games website), and 
  choosing Charisma as the feat’s key attribute will give you a tremendous boost in 
  your ability to protect yourself. Then it’s back to Advocate for more contacts. 
  If you frequently find yourself in combat, a second level in Martial Artist is a solid option, with discipline of the spirit giving you an attribute 
  boost and even more ways to assist your allies and contacts. If you gain access to the Fixer class (also available online), you might want to mix and 
  match a few of its levels to further enhance your contacts, though you should keep more levels in Advocate to avoid the favored classes penalty.  
  Take Paragon of the Species at Level 6 and slip into your legendary master class early and you’re set for a fruitful career!
  class 
  class abilities 
  feats 
  level Benefits
  Advocate 1 
  All over the world, connected 
  Faun’s Cunning 
  Starting Benefits
  Advocate 2 
  Behind the scenes I 
  — 
  +1 Interest
  Advocate 2/Martial Artist 1 
  Martial Arts 
  Martial Artist (Charisma), Charmer 
  +1 Proficiency
  Advocate 3/Martial Artist 1 
  Networks (take the contact) 
  — 
  +1 Dexterity
  FAuN INsTRuCToR/AdvoCATE-mARTIAl ARTIsT
  
  spycraft 2.0 | introduction
  
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  The Faun Talent makes you hard to hit, physical or socially depending on where 
  their attribute bonus goes. This seed builds on that basic theme in an attempt to 
  make you nigh unto untouchable! The Faun’s Mischief feat makes the Explorer 
  class favored, giving you easy access to one of the most survivable classes in the 
  game. Your bonus contacts from Wanderer and high ranks in Networking (again, 
  courtesy of your Talent) let you pick up contacts quickly, and provide extra ammo 
  for Satyr’s Mischief. Your high Speed (45 ft.) lets you avoid close range combat while 
  your exceptional Defense lets you escape from most ranged attacks. All this should 
  give you plenty of room for leisurely combat tactics and exploration of your wide  
  collection of social skills.
  stArting options
  Str: 10 
  dex: 18 
  con: 14
  int: 14 
  Wis: 10 
  cha: 14
  proficiencies/tactics: Blunt, Exotic (blunt), Handgun, Unarmed. The Trip action 
  is your best friend, letting you sprawl opponents when you need to shake them off. 
  Bullrush is a good back up plan (especially given your all over the world ability), but 
  you probably won’t want to hang around long enough to grapple.
  full Skills: Acrobatics, Athletics, Investigation, Networking, Notice, Streetwise
  Half Skills: Blend, Cultures, Impress, Security
  feats: Faun’s Mischief
  lifestyle: 3 
  possessions: 1 
  Starting cash: 3
  Key Gear: Lockpicking kit I
  interests: Ancient cultures, rock bands
  Subplot: Wanted. You knew she was the mayor’s wife, but the night was young 
  and you two had real chemistry. You embarrassed him, and now every once in a while 
  he sends out his bullyboys to rough you up. Sigh. Such is the life of a dashing satyr.
  AdvAnCeMent
  Stick with the Explorer class. In the long run, the Constitution bonuses and the 
  lifeline ability will let you shrug off nearly any hit that manages to land. Keep an eye 
  out for feats that increase your Dexterity or Defense bonus, as even a small boost 
  will dramatically improve the effectiveness of you massive vitality and wounds. 
  Uncanny dodge just gets better and better for you, which is another reason to stay 
  the Explorer course, though there’s an argument for some mix of Intruder levels as 
  well (especially if you find yourself doing much B&E work). Once you’re sure nothing 
  can kill you, there should be plenty of time to take a hard look at the rest of life’s 
  little challenges. 
  class 
  class abilities 
  feats 
  level Benefits
  Explorer 1 
  All over the world, connected 
  Faun’s Mischief 
  Starting Benefits
  Explorer 2 
  Bookworm (1/2 time) 
  — 
  +1 Interest
  Explorer 3 
  Bonus feat 
  Combat Mobility or Lucky Break, 
  +1 Proficiency
   
   
  Chamer or Dueling Basics
  Explorer 4 
  Uncanny dodge I 
  — 
  +1 Dexterity
  FAuN WANdERER/ExPloRER
  
  spycraft 2.0 | introduction
  3
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Sometimes it’s fun to just revel in the ‘otherness’ of a nonhuman race. This seed 
  blows the lid off the gorgon Talent, going out of its way to be different while serving 
  up a lethally functional combatant. The Archer Specialty makes you a nice, quiet 
  mid-range weapon and you’ll eventually gain a gaze attack to pin folks down for the 
  kill. Bows are actually better for you than firearms in most cases; they’re stealthy 
  and you can lace arrows with your natural poison. All this comes at a price, though.  
  It’s a safe bet you won’t be invited to many polite parties. 
  stArting options
  Str: 14 
  dex: 15 
  con: 14
  int: 10 
  Wis: 12 
  cha: 13
  proficiencies/tactics: Edged, Exotic (Hurled) + forte, Handgun, Unarmed + forte. 
  CQB Basics helps you mix it up with bow shots at Close Range while your Large 
  Size and extra limbs lets you dominate and control grapples. Whenever possible,  
  you should try to start fights from a prepared ambush.
  full Skills: Athletics, Intimidate, Tactics
  Half Skills: Notice, Survival
  feats: CQB Basics, Dragon-Tailed, Many Armed
  lifestyle: 2 
  possessions: 1 
  Starting cash: 1
  Key Gear: Bow
  interests: Almanacs, migratory animals
  Subplot: Nemesis. Gorgons aren’t well loved and somebody out there has been 
  killing your sisters like they’re common animals. Clearly that someone knows a thing 
  to two about hunting your kind. Now you’re going to show them a thing or two 
  you’ve learned about their kind…
  AdvAnCeMent
  You’re all about Species feats and optimizing your ranged combat abilities. Once 
  you gain your first gaze attack, your ability to control a battlefield will blossom. 
  Couple this with your natural poisons and you’ll never be less than deadly even when 
  relieved of all your gear. 
  Consider taking the Training feat to gain ranks in Bluff without having to multi-
  class or pay cross-class skill costs. A few ranks in this skill meets the last requirement 
  you need for the Legendary Gorgon class, which grants you even greater killing 
  power in keeping with your racial theme. 
  The Raptor and Sniper expert classes are both promising options for you, but the requirements may stretch you thin. Going the pure Soldier 
  route is probably the safest bet outside your species’ master class. Its one in a million ability in conjunction with your paralyzing gaze will simply 
  never get old.
  class 
  class abilities 
  feats 
  level Benefits
  Soldier 1 
  Accurate, fight on  
  CQB Basics, Dragon-Tailed, Many-Armed 
  Starting Benefits
  Soldier 2 
  Fortunes of war I 
  — 
  +1 Interest
  Soldier 3 
  Fight on 
  Eyes of Fear, Trick Shot 
  +1 Proficiency
  Soldier 4 
  Armor use I 
  — 
  +1 Constitution
  GoRGoN ARCHER/soldIER
  
  spycraft 2.0 | introduction
  4
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  The serpent-haired vamp hiding behind a gossamer veil is one of the gorgon’s 
  strongest contemporary fantasy archetypes. It’s the perfect tantalizing combination 
  of beauty and instant death. The Seducer Specialty is custom-built to maximize 
  your natural charms and the Faceman class lets you parlay it into a game-winning 
  strategy, concealing your deadly nature until your prey is powerless to resist you. 
  Possessing a strong Intelligence score lets you master a wide range of social skills 
  and your Specialty and Lifestyle combine to offer excellent Appearance bonuses. 
  With this seed, you’ll become a major player in seduction Conflicts, with the added 
  back-pocket option to terminate pushy suitors with your natural poison. Suddenly, 
  “no” doesn’t just mean “no,” it means “drop dead.”
  stArting options
  Str: 12 
  dex: 12 
  con: 12
  int: 14 
  Wis: 12 
  cha: 18
  proficiencies/tactics: Edged, Handguns + forte, Unarmed. Combat isn’t your 
  strongest suit, but a sharp knife hidden in the fold of your clothes — possibly laced 
  with your poison — should see you through most scuffles.
  full Skills: Blend, Bluff, Falsify, Impress, Manipulate, Sense Motive
  Half Skills: Culture, Notice, Profession, Search
  feats: Flawless Identity, Silver Tongue
  lifestyle: 4 
  possessions: 1 
  Starting cash: 4
  Key Gear: Disguise kit II, knife
  interests: Clubbing, sweeping romantic movies
  Subplot: Nemesis. You’ve broken a few hearts along the way. More than a few, 
  actually; you’ve got more entries crossed out in your little black book than most 
  people have pages in theirs. So it was probably inevitable that one of your conquests 
  would take offense. Too bad you’re still not sure which one it is. All you’ve got to 
  go on is your pursuer’s string of “advances:” a half-hearted attempt on your life, 
  the fumbling smear campaign, torching your house… That last one was the straw.  
  It’s payback time. 
  AdvAnCeMent
  If the master of disguise and part-time killer angle works for you, take the 
  Poisoned Cup feat at Level 3 and stick with the Faceman class for a few more levels. 
  Its higher-level abilities offer a play experience like no other. Alternatively, you 
  could take the Mark feat, which is great fun at parties (Amaze your friends! Astound 
  your enemies!), then slip into something more comfortable like the Con Artist expert 
  class, which you can use to concoct elaborate schemes with your teammates. 
  class 
  class abilities 
  feats 
  level Benefits
  Faceman 1 
  1,000 faces, doublespeak  
  Flawless Identity, Silver Tongue 
  Starting Benefits
  Faceman 2 
  Cold read 1/session 
  — 
  +1 Interest
  Faceman 3 
  Quick change 2/session 
  Mark or Poisoned Cup 
  +1 Proficiency
  Faceman 4 
  Masks (convincing) 
  — 
  +1 Wisdom
  GoRGoN sEduCER/FACEmAN
  
  spycraft 2.0 | introduction
  5
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Amazing treasure lies at the ocean floor, lost to the world of men. More for you! 
  You specialize in underwater salvage and even full-on tomb raiding. Your interests 
  take you to every coastline on Earth and to more than a few museums. The twist is 
  that you’re also a skilled businessman, your finely honed financial acumen keeping 
  you in only the nicest digs. You know exactly which palms to grease to get permits 
  when operating inside national waters and which donors to charm with trinkets you 
  unearth. Explorer is the archetypical treasure-hunter class and well suited to such 
  pursuits. Talented is an oft-overlooked feat that reshapes this sometimes-maverick 
  class into an efficient funding machine, offering a combination of high Resolve and 
  high Profession ranks.
  stArting options
  Str: 16 
  dex: 12 
  con: 12
  int: 14 
  Wis: 14 
  cha: 14
  proficiencies/tactics: Exotic (edged), Rifle, Unarmed + forte. With your Large size, 
  Strength, and superb Athletics bonuses, you can use the Grapple action to end most 
  fights quickly. Tire is also a strong option for you.
  full Skills: Athletics, Blend, Cultures, Investigation, Notice, Profession, Resolve, 
  Search, Security
  Half Skills: None
  feats: Talented (Advisor)
  lifestyle: 3 
  possessions: 2 
  Starting cash: 2
  Key Gear: Broad reconnaissance
  interests: Ancient naval battles, marine wildlife
  Subplot: Long Term Mission. It’s out there: The Big Score. You have a favorite tale 
  of a ship that floundered in heavy waters and a lost treasure that could set you up 
  for life. No one thinks you’ll find it, but then, no one thinks it’ll be found at all. What 
  do they know? You’ve got an edge, a clue you haven’t shared with anybody, and it’s 
  about time it paid off…
  AdvAnCeMent
  No reason to leave a class with everything you want; the Explorer’s class abilities 
  are good and with the Talented feat, you have all the class skills you need. You might 
  want to take the Larger than Life feat, though, as it grants you a bit of mystique 
  compared to your human counterparts. It also keeps the Reputation or Net Worth 
  rolling in, which you can use to fund your next outing! At Level 3, you can look 
  forward to loads more action dice, and by then you should be eyeing the Guide and 
  Virtuoso expert classes.
  class 
  class abilities 
  feats 
  level Benefits
  Explorer 1 
  All over the world, connected 
  Talented (Advisor) 
  Starting Benefits
  Explorer 2 
  Bookworm (1/2 time) 
  — 
  +1 Interest
  Explorer 3 
  Bonus feat 
  Fortunate, Larger than Life 
  +1 Proficiency
  Explorer 4 
  Uncanny dodge I 
  — 
  +1 Dexterity
  TRIToN suIT/ExPloRER
  
  spycraft 2.0 | introduction
  6
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  Most female Greek monsters tempted men and led them to grizzly deaths. This 
  seed focuses on the siren, letting you bring that promise of a watery grave to the 
  gaming table! The Hacker class is a unique modern twist that’s actually surpris-
  ingly effective. It offers very effective disguise skills and the game’s best ability to  
  operate at a distance when concealing your nature. The Call of the Waters feat lets 
  you beguile characters with your Impress skill (instead of Manipulate), and City 
  Dweller can make Impress a class skill for you. The net result also makes you potent 
  in seduction Conflicts. It’s an unusual build, but a powerful combination that will 
  keep your opponents guessing until it’s far too late. 
  stArting options
  Str: 12 
  dex: 10 
  con: 12
  int: 16 
  Wis: 12 
  cha: 15
  proficiencies/tactics: Edged, Unarmed. Taunt is your bread and butter, temporar-
  ily turning active opponents into harmless drones or even grudging servants. Feint is 
  also a handy option. Your Size and strength make grappling a real option, especially 
  when there’s water nearby around where you can drown your enemies.
  full Skills: Bureaucracy, Computers, Falsify, Impress, Notice, Profession, Science 
  (Mathematics and Programming), Sleight of Hand, Streetwise
  Half Skills: Drive, Cultures, Electronics, Mechanics
  feats: Call of the Waters
  lifestyle: 3 
  possessions: 1 
  Starting cash: 3
  Key Gear: Laptop
  interests: Internet dating, popular singers
  Subplot: Mistaken Identity. You cut your teeth on the Internet with so many 
  secondary handles and alternate mail accounts that you’ve kinda lost track. Now it 
  looks like somebody has cracked some of your old account passwords and is stirring 
  up trouble with a credit card scam that’s gonna find its way back to your door. You 
  probably know more about scams than the troublemaker, but you need to wrap this 
  up soon, before it damages your professional reputation and worse, your social life. 
  AdvAnCeMent
  Once you tweak the Hacker’s skill list, the class remains a solid option for your 
  entire career. You may want to enhance your fighting potential with 1 to 3 levels 
  of the Soldier class, which will let you pick up some ranks in Athletics and if you’re 
  finding it a little difficult to finish off opponents, some grapple-oriented feats.  
  The Home Sweet Home feat can up your Lifestyle, further enhancing your social 
  acumen, and you can choose Kiss of the Sea to take your mind-control tricks over 
  the top. You should be able to breeze into the Legendary Triton class for some nice 
  bonuses to your disguise abilities and Charisma score, not to mention total mental 
  domination of your prey. What’s not to like?
  class 
  class abilities 
  feats 
  level Benefits
  Hacker 1 
  Custom ‘ware, ‘L337 
  Call of the Waters 
  Starting Benefits
  Hacker 2 
  Master key I 
  — 
  +1 Interest
  Hacker 3 
  Trapdoor 1/mission 
  Kiss of the Sea 
  +1 Proficiency
  Hacker 4 
  Bonus feat 
  Home Sweet Home 
  +1 Charisma
  TRIToN CITy dWEllER/HACkER
  
  spycraft 2.0 | introduction
  7
  oRIGIN oF THE sPECIEs: 
  lIGHT oF olymPus
  open gAMe liCense
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modifica-
  tion, correction, addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) “Open Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including translations and deriva-
  tive works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License 
  to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark in conjunction with a work containing Open Game Content except 
  as expressly licensed in another, independent Agreement with the owner of such Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain 
  all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE: Open Game License v1.0a Copyright 2000, Wizards of the Coast, 
  Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Spycraft 
  2.0 Rulebook, Copyright 2005, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Scott 
  Gearin, and Patrick Kapera. Spycraft Espionage Handbook Copyright 2002, Alderac Entertainment 
  Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Spycraft 1960s Decade Book Copyright 
  2003, Alderac Entertainment Group, Inc.; Authors Robert J. Defendi, B.D. Flory, Scott Gearin, 
  Clayton A. Oliver. Spycraft Agency Copyright 2004, Alderac Entertainment Group, Inc.; Authors 
  Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. Oliver, Steven Peterson. Spycraft Battlegrounds 
  Copyright 2005, Alderac Entertainment Group, Inc.; Authors Andy C. Davis, Alexander Flagg, 
  Clayton A. Oliver, Jason Olsan, Patrick Parrish. Spycraft Mastermind Guide Copyright 2004, 
  Alderac Entertainment Group, Inc.; Authors Steve Crow, Alexander Flagg, B.D. Flory, Clayton A. 
  Oliver. Spycraft U.S. Militaries Guide Copyright 2004, Alderac Entertainment Group, Inc.; Authors 
  Dave McAlister, Clayton A. Oliver, Patrick Kapera. Spycraft World Militaries Guide Copyright 2004, 
  Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera. 
  Spycraft Modern Arms Guide Copyright 2002, Alderac Entertainment Group, Inc.; Authors Chad 
  Brunner, Tim D’Allaird, Rob Dake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, 
  Michael Petrovich, Jim Wardrip, Stephen Wilcoxon. Spycraft Faceman/Snoop Class Guide Copyright 
  2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver. Spycraft 
  Fixer/Pointman Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; Authors Scott 
  Gearin. Spycraft Soldier/Wheelman Class Guide Copyright 2003, Alderac Entertainment Group, Inc.; 
  Authors Chad Brunner, Shawn Carman, B.D. Flory, Scott Gearin, Patrick Kapera.
  open gAMe Content
  This release of Origin of the Species: Light of Olympus is done under version 1.0a of the Open 
  Game License and the draft version of the d20 System Trademark License, d20 System Trademark 
  Logo Guide and System Reference Document by permission of Wizards of the Coast. Subsequent 
  releases of this document will incorporate final versions of the license, guide and document.
  Crafty Games’ intention is to open up as much of Origin of the Species: Light of Olympus  as 
  possible to be used as Open Game Content (OGC), while maintaining Product Identity (PI) to all 
  aspects of the Spycraft intellectual property. Publishers who wish to use the OGC materials from 
  this release are encouraged to contact pat@crafty-games.com if they have any questions or 
  concerns about reproducing material from Origin of the Species: Light of Olympus in other OGL 
  works. Crafty Games would appreciate anyone using OGC material from Origin of the Species: Light 
  of Olympus in other OGL works to kindly reference Origin of the Species: Light of Olympus as the 
  source of that material within the text of their work. Open Game Content may only be used under 
  and in accordance with the terms of the OGL as fully set forth in the opposite column.
  DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product 
  Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all 
  Spycraft logos and identifying marks and trade dress, including all Spycraft product and product 
  line names including but not limited to The Spycraft 2.0 Rulebook, Bag Full of Guns, The Crucible, 
  Farthest Star, Flags, Origin of the Species, Shatterpunk, Ten Thousand Bullets, the Toolkit series, 
  World on Fire, The Spycraft Espionage Handbook, Control Screen, Agency Guide, Battlegrounds 
  Sourcebook, Mastermind Guide, Modern Arms Guide, Faceman/Snoop Class Guide, Fixer/Pointman 
  Class Guide, Soldier/Wheelman Class Guide, Season Book #1: Gentleman’s Agreement and all 
  subsequent Season Books, 1960s Decade Book and all subsequent Decade Books, The Shadowforce 
  Archer Worldbook, The African Alliance Chamber Book, The Archer Foundation Chamber Book, 
  The Company Chamber Book, The European Commonwealth Chamber Book, The Guardians of the 
  Whispering Knife Chamber Book, The Pan-Asian Collective Chamber Book, The Room 39 Chamber 
  Book, The Russian Confederacy Chamber Book, and all subsequent Chamber Books, The Hand of 
  Glory Threat Book, The P.E.R.I.L. Threat Book, The Shop Threat Book, and all subsequent Threat 
  Books, website support materials (including, but not limited to, all free game support items such 
  as Living Spycraft. Shadowforce Archer, and other setting missions and the Errata and Master 
  Rules Documents), and all Spycraft logos; any elements of any Spycraft setting, including but not 
  limited to capitalized names, organization names, Faction names, project names, code names, 
  characters, gadgets, historic events, and organizations; any and all stories, storylines, plots, 
  thematic elements, documents within the game world, quotes from characters or documents, and 
  dialogue; and all artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, 
  likenesses, and poses, except such elements that already appear in the d20 System Reference 
  Document and are already OGC by virtue of appearing there. The above Product Identity is not 
  Open Game Content.]
  DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above,  
  all portions of Origin of the Species: Light of Olympus are designated as Open Game Content.
  USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of Crafty 
  Games to add all classes, skills, feats, gear, and NPC statistics contained in this volume to the 
  canon of Open Game Content for free use pursuant to the Open Game License by future Open 
  Game publishers.
  Some of the portions of this release which are delineated OGC originate from the System 
  Reference Document and are © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC 
  portions of this book are hereby added to Open Game Content and if so used, should bear the 
  COPYRIGHT NOTICE: “Spycraft Copyright 2006, Crafty Games.”
  The mention of or reference to any company or product in these pages is not a challenge to the 
  trademark or copyright concerned.
  ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and 
  are used according to the terms of the d20 System License version 1.0a. A copy of this License can 
  be found at www.wizards.com.
  Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the 
  Coast, and are used with permission. 
  All contents of this release, regardless of designation, are copyrighted year 2006 by Crafty 
  Games. All rights reserved. Reproduction or use without the written permission of the publisher is 
  expressly forbidden, except for the purposes of review of use consistent with the limited license 
  above.
  
SOURCE: textdata/thevault/Spycraft/Spycraft 2e - Origin of the Species - Light of Olympus.pdf