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Fixer/Pointman Class Guide
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<blockquote data-quote="Messageboard Golem" data-source="post: 2010407" data-attributes="member: 18387"><p><strong>By Steven Creech, Exec. Chairman d20 Magazine Rack</strong></p><p></p><p><strong>Sizing Up the Target</strong></p><p>The Fixer/Pointman Class Guide is the latest supplement for the Spycraft campaign setting. It is written by Scott Gearin with contributions by Alexander Flagg, Cameron Haigh, Patrick Kapera, and Clayton A. Oliver. Interior art is by Paul H. Way and cover art by Veronica V. Jones. The book is 128 pages in length, carries a retail price of $24.95 and is published by Alderac Entertainment Group (AEG).</p><p></p><p><strong>First Blood</strong></p><p>The book is divided into four distinct focus points: prestige classes, new rules, “tradecraft” and an official mission guide. The prestige classes include the Cleaner (who handles worst case scenarios), Courier (specializes in transporting packages), Forward (a covert scout who works far behind enemy lines), Goodfella (respected member of an organized crime syndicate), Grifter (specialist thief), Inventor (tinkerer who can make almost anything), Ninja, Officer, Provocateur (specialist in indirect warfare), Ranger (wilderness expert), Saboteur and Smuggler.</p><p>The new rules include new backgrounds and how fixers and pointmen fit into existing departments (along with four new departments). There are new skill uses and new feats of several types. There are new rules for remotely operated vehicles that include chases and combat. Wrapping up the chapter are new vehicle-related rules including gadgets.</p><p>Tradecraft is the subject of chapter three. Here are topics and rules suitable for fixers and pointmen. Such topics include ambushes, brainwashing, harassment, interrogation, police actions, and using the streets to gather information, make contact and set up deals. Twenty generic sample NPC packages are included to make it easier to flesh out those contacts.</p><p>The final chapter expands upon the foundation for designing threats that is presented in the core Spycraft book, which is called the Mastermind System. Tips for developing a landmark serial, which not only brings a mastermind villain but also raises the danger level to agents, is described in detail. Threat resources allow evil organizations access to areas and things they normally would not have, such as favor checks, special minion types or even nuclear weapons. Instructions on how to use the Mastermind System to create multiple threats (instead of the single linear ones that are most common) at the same serial are included through the use of threat agendas. The biggest addition to the rules, however, is action sites. These are locations that support threat resources and simultaneously provide the GC/GM with a dedicated clue chain for his agents. Agents visiting these sites will encounter both challenges and rewards, along with the clues that will eventually lead them to the evil organization’s headquarters.</p><p></p><p><strong>Critical Hits</strong></p><p>The biggest asset of this book lies in the expansions of the core rules. The broader abilities of the Mastermind system coupled with the development of action sites really help in breaking away from the linear “one bad guy at a time” plot. The new rules are presented in a fashion that not only makes sense, but is also easy to comprehend and adjudicate. This is a book useable by both player and GC/GM.</p><p></p><p><strong>Critical Misses</strong></p><p>Many of the prestige classes are better suited for NPCs rather than players, although some would be suitable for heavy role-play groups. This has been a bit of an ongoing issue with the Spycraft/Shadowforce Archer line in that in trying to develop more player options, some classes aren’t really a good fit.</p><p></p><p><strong>Coup de Grace</strong></p><p>Once again, AEG has succeeded in broadening the world of Spycraft. The Fixer/Pointman Class Guide opens the rules up to another dimension by letting the Game Control craft more complex and realistic scenarios that mirror both real world events and headlines, but yet maintain that “hot and fast” feel of a Hollywood movie. Living Spycraft players can expect to see this book added to the list of useable sources in the near future. The flavor is good and the writing top notch as usual. For Spycraft fans, it’s a must.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=350" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010407, member: 18387"] [b]By Steven Creech, Exec. Chairman d20 Magazine Rack[/b] [b]Sizing Up the Target[/b] The Fixer/Pointman Class Guide is the latest supplement for the Spycraft campaign setting. It is written by Scott Gearin with contributions by Alexander Flagg, Cameron Haigh, Patrick Kapera, and Clayton A. Oliver. Interior art is by Paul H. Way and cover art by Veronica V. Jones. The book is 128 pages in length, carries a retail price of $24.95 and is published by Alderac Entertainment Group (AEG). [b]First Blood[/b] The book is divided into four distinct focus points: prestige classes, new rules, “tradecraft” and an official mission guide. The prestige classes include the Cleaner (who handles worst case scenarios), Courier (specializes in transporting packages), Forward (a covert scout who works far behind enemy lines), Goodfella (respected member of an organized crime syndicate), Grifter (specialist thief), Inventor (tinkerer who can make almost anything), Ninja, Officer, Provocateur (specialist in indirect warfare), Ranger (wilderness expert), Saboteur and Smuggler. The new rules include new backgrounds and how fixers and pointmen fit into existing departments (along with four new departments). There are new skill uses and new feats of several types. There are new rules for remotely operated vehicles that include chases and combat. Wrapping up the chapter are new vehicle-related rules including gadgets. Tradecraft is the subject of chapter three. Here are topics and rules suitable for fixers and pointmen. Such topics include ambushes, brainwashing, harassment, interrogation, police actions, and using the streets to gather information, make contact and set up deals. Twenty generic sample NPC packages are included to make it easier to flesh out those contacts. The final chapter expands upon the foundation for designing threats that is presented in the core Spycraft book, which is called the Mastermind System. Tips for developing a landmark serial, which not only brings a mastermind villain but also raises the danger level to agents, is described in detail. Threat resources allow evil organizations access to areas and things they normally would not have, such as favor checks, special minion types or even nuclear weapons. Instructions on how to use the Mastermind System to create multiple threats (instead of the single linear ones that are most common) at the same serial are included through the use of threat agendas. The biggest addition to the rules, however, is action sites. These are locations that support threat resources and simultaneously provide the GC/GM with a dedicated clue chain for his agents. Agents visiting these sites will encounter both challenges and rewards, along with the clues that will eventually lead them to the evil organization’s headquarters. [b]Critical Hits[/b] The biggest asset of this book lies in the expansions of the core rules. The broader abilities of the Mastermind system coupled with the development of action sites really help in breaking away from the linear “one bad guy at a time” plot. The new rules are presented in a fashion that not only makes sense, but is also easy to comprehend and adjudicate. This is a book useable by both player and GC/GM. [b]Critical Misses[/b] Many of the prestige classes are better suited for NPCs rather than players, although some would be suitable for heavy role-play groups. This has been a bit of an ongoing issue with the Spycraft/Shadowforce Archer line in that in trying to develop more player options, some classes aren’t really a good fit. [b]Coup de Grace[/b] Once again, AEG has succeeded in broadening the world of Spycraft. The Fixer/Pointman Class Guide opens the rules up to another dimension by letting the Game Control craft more complex and realistic scenarios that mirror both real world events and headlines, but yet maintain that “hot and fast” feel of a Hollywood movie. Living Spycraft players can expect to see this book added to the list of useable sources in the near future. The flavor is good and the writing top notch as usual. For Spycraft fans, it’s a must. [color=green][b]To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com/html/modules.php?op=modload&name=News&file=article&sid=350]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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