Ah, kewl idea, I'll post it here

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=== PLAYER ===
1. Have you ever played in an espionage roleplaying game campaign? If so, describe it - what you thought about it that worked and what you thought didn't work. Your response is especially important if you have participated in the previous Section 9 play-by-post.
Right now I'm playing a freestyle mercenary campaign, its on hold though because the GM isn't feeling quite well and he may be ill for a while yet. It seems to be a good game though we have only had it going for a little while.
2. How familiar are you with the D20 system?
Very. I'm currently playing over ten d20 games on the Enworld boards.
3. What's your favorite spy movie or book?
Movie: Ronin, without a doubt (dunno whether it'd be considered a spy movie, its close enough for me).
Book: Gorky Park, Polar Star, that series (forgot the exact details, trying to find the third book in the series).
4. What sort of character would you likely play in a Spycraft game if you had no limitations? Is there an established character in the genre that appeals to you that you might use as a basis?
Hmm, a Fixer, but the character would be ex-special forces. Nothing really fancy, a smart/agile guy with a bunch of useful skills, enjoys working with a team. Very loyal to his comrades, friends first, self second. Strong sense of honour, does what he believes is right, but wouldn't let personal opinion get in the way of his job unless it was extreme circumstances.
=== TONE ===
Morality: 1/2/3/4/5
5: Morality is always in shade of gray
Realism: 1/2/3/4/5
2: Cinematic
Outlook: 1/2/3/4/5
4: Successes are rare
Seriousness: 1/2/3/4/5
5: Almost entirely serious
Continuity: 1/2/3/4/5
3: Some long stories and some episodic ones
=== SETTING ===
* Modern Day: The world outside our window with some minor alterations for the sake of the game.
=== CHARACTERS ===
Importance: 1/2/3/4/5
3: Agents occasionally have an effect on world affairs
Starting Level 1/2/3/4/5
4: Beginning Agents: 2nd - 4th Level
Points For Abilities: 1/2/3/4/5
3: Average Campaign: Average Ability Score of 13
Character Training: 1/2/3/4/5
3: Agents come from both Agency training and outside organizations
Character Connections: 1/2/3/4/5
3: Some of the Agents know one another
Character Origin: 1/2/3/4/5
4: Agent backgrounds are mostly rooted in the mundane
=== AGENCY ===
Agency Types: 1/2/3/4/5
2: Mercenary Company: The organization is a respected affiliation of soldiers-of-fortune who work for the highest bidder. They often end up entangled in brush fire wars and doing work that no government agency can (or wants to) do.
Offices and Distribution: 1/2/3/4/5
3: National: The Agency has offices and Agents in only one country. Officers are in every major city of that country, with Agents in every medium-sized community.
Sponsorship: 1/2/3/4/5
2: Military: The Agency is run by a unit of the military that is specifically concerned with military goals. Spying on enemy armies, stealing military secrets, and national security are always top priorities.
Administrative Control: 1/2/3/4/5
2: Loose Laws: Agents can get away with minor violations but must avoid committing any serious offenses.
Agency Credentials: 1/2/3/4/5
3: Faceless: The group is regarded as just another bunch of government employees sponging off the taxpayers. Cooperation from authorities, particular police, will be slow and reluctant.