Cool! I got name dropped by Psion! Now I'll have to say, "Spycraft can still do low level movie superspy action, no matter what Alan Kohler thinks!"
RE: The issue of flexibility of d20M vs. Spycraft 2.0
From my desktop:
Charismatic Hero
Charismatic Heroes survive not by the strength of their arm or the force of their will, but by their appearance, vast resources, and ability to get along with (or manipulate) others. Common archetypes of the Charismatic Hero include celebrities, con men, femme fatales, kingpins, politicians, salesmen, and smugglers.
Vitality: 1d10 + Con modifier per level.
Starting Weapon Proficiencies: 3
Class Skills
The Charismatic Hero’s class skills are Blend, Bluff, Bureaucracy, Cultures, Drive, Falsify, Impress, Manipulate, Networking, Profession, Sense Motive, and Streetwise.
Skill points at 1st level: (6 + Int modifier) x 4.
Skill points at each additional level: 6 + Int modifier.
Core Ability
Charismatic: When you roll an action die to add to the result of a Charisma-based check, you roll 2 dice instead of one. Further, once per round at your initiative count, you may spend 1 action die and target a special NPC or standard NPC type. You may immediately make an Impress/Influence, Impress/Persuasion, Intimidate/Domination, Manipulate/Slander, or Networking/Endorsement check against this target as a free action. The effects of this check and any disposition changes that may result last until the end of the scene.
Class Abilities
Knack: At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain one Charismatic Knack of your choice.
Bonus Feat: At Levels 2, 6, 10, 14, and 18, you gain a bonus feat from the Chance or Style trees.
+1 Charisma: At Levels 4, 8, 12, 16, and 20, your Charisma score is increased by 1.
and a Knack Tree:
Charm (Charismatic)
You have an undeniably magnetic personality.
Charm I: Impress is always a class skill for you. Further, you gain an insight bonus to Impress checks equal to your Charm Tier.
Charm II: When you are the Prey in a seduction, the Lead is increased by 1. When you are the Predator in a seduction, the Lead is reduced by 1 (see Spycraft 2.0, page XX).
Charm III: You gain the captivating NPC quality.
Charm IV: Before Strategies are chosen during each Conflict round of a seduction, you may force your opponent to choose a different Strategy than he chose during the last round. This ability may not be used if he has no other option available to him. When you use this ability, you must also choose a different Strategy than you chose during the last round.
Charm V: Once per session when you tell 1 lie to any NPC, the NPC believes it as truth for a number of minutes equal to your Charismatic level. After this time, the target may begin to question the lie, depending upon the current circumstances (and per the GC’s discretion). This ability may not support any statement the target absolutely knows to be a lie (e.g. “the sky is green” when it’s a clear day and you’re both outdoors).
If you use this ability on a special character of equal or higher career level, the special character may make a Will save (DC 10 + your Charismatic level). With success, he sees through your deception when it’s presented.
While it may not be for everybody, this project certainly will offer those looking for looser class structure (and, I like to think, some cool new takes on the Modern SRD's concepts) the ability to use Spycraft all they like
