For various reasons this Spycraft campaign never would/could get off the ground. The desire to run a long-standing Spycraft campaign however has refused to diminish, awakened generally with every blockbuster action movie I view or thriller/espionage book I read.
Thus one more attempt to finally give this thing a real meaningful go. As part of that process I recently have begun to get reacquainted with the Spycraft 2.0 rulebook. In response to that I tried my hand at building a 20th level character to, 1) showcase the incredible options/combinations that the rule set offers and 2) to keep my enthusiasm high.
The Fast and the Furious franchise is a guilty pleasure of mine, having from high school on loved fast cars and classic cars and while the earlier ones aren’t highly rated I still love to watch them all. With the newest installment fast approaching in theaters I’ve found myself watching the previous ones over again. So I thought, why not take a character from those and give them the full 20 level treatment. It took some time, as I’m not particularly used to higher level games and there had been a considerable gap from when I last had the Spycraft rulebook in use. Thus I give you …
Burly Hot Rodder Wheelman 10 / Tactician 10
STR 15 +2
DEX 14 +2
CON 13 +1
INT 13 +1
WIS 11 +0
CHA 13 +1
Action Dice: 6 (d10)
Base Speed: 30 ft.
BAB +22/ +22/ +22
Wealth 10 Lifestyle 3 Spending Cash 4 Possessions 3
Appearance Mod: +0
Net Worth: (As this is tied to mission reward it was hard to come up with a reasonable value; not to mention during one of their ‘missions’ they ripped off a drug kingpin of $100,000,000 of which Dominic received $10,000,000 as his cut)
Spending Cash: $1,600 (this value makes sense as though he may have $10,000,000, given it’s less than legal nature I doubt he can just make a withdrawal any time he pleases)
Unarmed Proficiency (forte)
Blunt Proficiency (forte)
Exotic Blunt Proficiency (forte)
Edged Proficiency (forte)
Handgun Proficiency (forte)
Shotgun Proficiency (forte)
Vehicle Weapon Proficiency
Athletics 15 Ranks
Cultures 8 Ranks (Focuses: North America, Central America, South America, Western Europe)
Drive 23 Ranks (Focuses: Personal Ground Vehicles, Standard Ground Vehicles, Heavy Ground Vehicles)(Fortes: Standard Ground Vehicles (sports cars, muscles cars, pickup trucks, race cars) )
Impress 12 Ranks
Intimidate 15 Ranks
Mechanics 23 Ranks
Notice 12 Ranks
Resolve 10 Ranks
Search 11 Ranks
Sense Motive 12 Ranks
Sleight of Hand
Streetwise 12 Ranks
Tactics 15 Ranks
Basic Combat Feats
- Surge of Speed: Once per round, you may take 1 additional non-attack half action as a free action. You may use this ability a number of times per session equal to your starting action dice.
- Tactical Advantage: You and each of your teammates count as if you were 2 characters when determining numerical advantage (see page 172). Further, the DC of any Joint Action in which you participate decreases by 10 (minimum 0). Finally, you may lead a Joint Action
as a half action.
Ranged Combat Feats
- This Is My Boomstick: When holding a readied shotgun, you may make a melee attack with it using the heavy club statistics. Further, you may use a shotgun with 1 hand, but suffer a –2 penalty with all attack checks when doing so. Also, the DCs of any Damage or Fortitude saves prompted by your shotgun attacks increase by 4. Finally, each time you hit with a shotgun, your opponent is pushed 5 ft. away from you (unless the square is occupied or blocked, in which case he suffers 1d4 subdual damage).
Unarmed Combat Feats
- Boxing Basics: You gain 2 additional wound points and the Closed
stance and Double Jab trick.
- Brawling Basics: You gain a +2 bonus with all Initiative checks. Further,
you gain the following Coiled stance and Head Butt grapple trick.
- Brawling Moves: You gain the Body Slam, Fake Out, and Haymaker tricks.
- Brawling Supremacy: When you hit an opponent with 2 or more non-final unarmed attacks during a single round, you may immediately make 1 final attack against that opponent. Further, you gain the One-Two and Sleeper Hold tricks.
- Daredevil: You may choose chase Strategies as if your vehicle’s (or your own, if you’re on foot) Acceleration and Turning Ratings were each 2 higher. Further, you may choose the Stunt Strategy (see page 367).
- Duct Tape and Bubblegum: While you’re piloting or inside a vehicle, the vehicle gains a bonus with Damage saves equal to 1/2 your ranks in the Mechanics skill (rounded up). Each vehicle may only benefit from 1 Duct Tape and Bubblegum feat ability at any time.
- Eat My Dust: The Acceleration Rating of any vehicle you are currently operating increases by 1. Further, during a chase, when you inflict stress damage on an opponent, you may choose to instead inflict an equal amount of lethal damage. Finally, at the beginning of each chase, if your vehicle’s Acceleration exceeds that of all opposing vehicles, you gain 1 bonus action die. If not used by the end of the current chase, this action die is lost.
- Lane Dancer: While operating a ground or personal ground vehicle, you may treat tight maneuvering room as close, or close maneuvering room as open. Further, while operating a ground vehicle in a chase, you gain a +2 synergy bonus with skill checks and saves made due to a Crisis Advantage.
- Need For Speed: You suffer no penalty with Maneuver checks for traveling faster than 1/2 your vehicle or mount’s maximum MPH.
- One Hand on the Wheel: You suffer no Maneuver check penalty when operating a vehicle with only one hand. Further, you may make a Maneuver check as a free action a number of times per scene equal to the number of Chase feats you possess.
- Attributes: +2 Strength, -2 Dexterity
- Your base Defense increases by 1
- You gain the Unarmed Weapon Proficiency
- You gain 1 additional wound point at Career Level 1, and 1 additional wound point at Career Levels 4, 8, 12, 16, and 20.
- Bonus Feat: Lane Dancer.
- You gain the Drive (Standard Ground Vehicles) skill focus and 1 forte relating to this focus.
- You gain a +1 insight bonus with Drive and Streetwise checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
Wheelman Class Abilities
- Driven: Your nerves must be refined to exact standards to survive at top speed. Each time you spend 1 action die to boost a Maneuver or Mechanics/Repair check, you roll and add the results of 2 dice (e.g. a Level 1 Wheelman’s bonus of 1d4 becomes 2d4). Additionally, when you suffer an error with a Maneuver or Mechanics/Repair check, the GC must spend 1 additional action die to activate it as a critical failure.
- Custom Ride: Your garage is always stocked with the best toys. At Level 1, you may choose Vehicle gear picks as if the current mission’s Caliber were 1 higher. If the mission is Caliber V, you instead gain the same number of additional Caliber I Vehicle gear picks.
- Manual Adjustment: You’re so adept at mechanical repairs, grease flows through your veins. At Level 2, when you fail a Mechanics check that may be re-tried, you may spend 1 half action to give the target device a whack in frustration. As long as the check DC is equal to or less than your class level + 20, the whack reverses the failure. If several grades of success are possible, you achieve only the lowest possible positive result. You may use this ability a number of times per session equal to your starting action dice. You may use this ability even if your initial check results in an error, but you must declare its use before action dice are spent to activate a critical failure.
- Vehicle Familiarity II: At the start of each mission, you may choose 1 specific vehicle or mount to be considered familiar. If the vehicle or mount is part of your mission gear, you must have previously operated it for a minimum number of hours equal to 1/2 twice the highest Caliber of the vehicle or mount, or any vehicle weapon or gadget installed. If the vehicle or mount is part of your Lifestyle or chosen with the Favored Gear feat, this time requirement is waived. You may only be familiar with 1 specific vehicle or mount at a time. The chosen conveyance gains a +2 bonus to Defense and Damage saves, and you gain the same bonus with Initiative and Maneuver checks made using it, and Electronics, Mechanics, and Medicine checks made to repair or heal it, as appropriate.
- Rough Riding: Your experience with off-road travel is such that any mount or ground vehicle you control is considered to have the off-road quality (see page 294).
- Skill Mastery (Drive): The error range with Drive decreases by 2 (minimum 1). Further, when you take 10 with this skill, the amount of time required is not doubled.
- “That’s Impossible!”: You can force a vehicle or mount to utterly defy physics. Once per session when operating any vehicle or mount, you may make a Maneuver check with a DC up to your class level + 20 without making a skill check. Alternately, during a chase Conflict, you may choose the “That’s Impossible!” Strategy (see page 367).
Tactician Class Abilities
- Wily: Once per round, you may spend 1 action die to take a Joint Action or Refresh action as a free action.
- Tempo: At Level 1, you may use your Surge of Speed feat ability an additional number of times per session equal to your class level. At Level 5, each time you gain an additional action from your Surge of Speed feat, one teammate of your choice who can see or hear you also gains 1 additional non-attack half action as a free action. This additional action takes place during your Initiative Count, not the teammate’s, immediately after your additional action. At Level 9, you may use the additional actions from your Surge of Speed feat to take final attack actions (see page 329).
- Stratagem: At Level 2, at the start of each round, your Initiative Count, and that of each of your teammates who can hear or see you, increases by +1. At Level 7, at the start of each round, your Initiative Count, and that of each of your teammates who can hear or see you, increases by an additional +1 (for a total increase of +2).
- Art of War: Once per mission during the Intel Phase, you gain 2 temporary Basic Combat Feats until the end of the current mission.
- Orders II: Your commands carry incredible weight in the field. Two times per session as a free action, you may advise a number of allies up to your Charisma modifier + 1 (minimum 1). Theses instructions must be specific, such as “Cover Molly while she gets the door open!” as opposed to “Help Molly!” While carrying out this order, each teammate and ally who can see or hear you gains a +2 synergy bonus with all skill checks made in support of the order (per the GC’s discretion). You also gain this bonus when making a skill check that supports your own order. If you’re the only character to benefit, you need not speak to use this ability.
- Blood of Heroes: At the beginning of each combat, you and all of your teammates who can see or hear you gain a number of temporary vitality points equal to your class level (see page 28).
- Ten Against Ten Thousand: You and each of your teammates who can see or hear you may never be flanked or outnumbered.
- Seize the Moment: Once per combat at the beginning of any round, you may declare this round to be your “critical moment.” If the current scene is dramatic, it is considered standard during this round (and vice-versa). Further, you and each of your teammates who can see or hear you gain 2 bonus d6 action dice. If these dice are not spent by the end of the current scene, they are lost.
- Double Jab (Trick): As a half action, you may make 2 unarmed Standard Attacks, suffering a –2 penalty with each attack check and inflicting 2 fewer points of damage per die rolled (minimum 1 point of damage per die).
- Head Butt (Grapple Trick): When you inflict unarmed damage upon an opponent currently held or pinned by you, you may also inflict twice the same amount of flash damage. Further, when pinned, you may take 1 full action to inflict an amount of flash damage upon your grappler equal to double your standard unarmed damage.
- Body Slam (Trick): With a successful Trip action, you may become sprawled to inflict an additional amount of subdual damage upon the target equal to double your standard unarmed damage.
- Fake Out (Trick): When you make a successful Feint action, your Defense against the target’s attacks increases by 2 for 1 full round.
- Haymaker (Trick): When you make a successful unarmed Standard Attack, your target must make a Fortitude save (DC 10 + the damage inflicted) or become nauseated for 1 round.
- One-Two (Trick): When you make a successful unarmed Standard Attack with a result exceeding the target’s Defense by 4 or more, you inflict double damage.
- Sleeper Hold (Grapple Trick): As a free action, you may force 1 opponent currently held or pinned by you to make a Fortitude save (DC 15 + 1 per consecutive round you’ve used this ability). With failure, the target begins sleeping for a number of minutes equal to your Strength modifier + 1d6.
- Closed Stance (Stance): While in this stance, you may end your movement in an opponent’s square. While you and your opponent remain in the same square, you are considered adjacent to each other. Further, while you remain in the same square as your opponent, you gain DR 2/— against the opponent’s attacks, as well as a +2 bonus with your unarmed damage against the opponent. Finally, the opponent may not take bonus 5-ft. steps.
- Coiled Stance (Stance): While in this stance, you gain a +2 bonus with unarmed attack checks against opponents with lower Reflex save bonuses. Further, you may take a second bonus 5-ft. step during each round.
Auto Racing Circuit
While maybe not everyone’s take on the main protagonist of the Fast and Furious franchise I think this version works well for what I was going for. An extremely gifted driver that was also good leader. In the source material, Dom shows a lot of strength as well as fortitude. With only a Constitution of 13, he’s not quite as hardy as I would’ve liked but in order to have the necessary Dexterity to be (in)famously known as one of the best drivers in the world and Strength to go toe to toe with some very big dudes I had to make some concessions. Though the option is there to swap out one of the unarmed combat feats for Great Fortitude. I would’ve also preferred his Intelligence and Charisma stats to be a little higher as the source material also shows a keen intellect and ability to lead, but fortunately on of the abilities granted by the Tactician provided a boost.
It seemed very easy to give all 20 levels in Wheelman, but I chose the full 10 levels of Tactician as the team boosts provided seemed to fit what is shown in the movies very well. The 10 levels in Wheelman got him up to the ’That’s Impossible’ ability and a nice mix of other abilities that makes him quite formidable behind the wheel. The (2) Basic Combat Feats provided by the Tactician’s ‘Art of War’ ability provides a lot of nice options depending on the mission requirements as there are numerous feats that provide team boosts that work well in conjunction with many of the Tacticians class abilities. Or if things seem like they may get bloody there are numerous personal boosts available.
While the Wheelman class primarily grants Chase feats and the Tactician offered no bonus feats (or other feats of any kind) and in fact required the Tactical Advantage and Surge of Speed feats as prerequisites, I wanted to experiment with the Unarmed Combat Feats to see if I could come of with a martial arts style that felt true to the source material. I think the mix of Boxing and Brawling turned out well, leaving my final feat to be used on the This Is My Boomstick … allowing Dom to use the shotgun one handed and as a club without stiff penalties both of which occur frequently in the movies.