Spycraft RPG Control Screen

The Spycraft Control Screen includes a 3-panel screen with vital charts and tables on the back and a gorgeous piece of art on the front. Also included are customized agent sheets and worksheets to help the GC easily create campaigns.

Charts featured on this screen include:

Combat Sequence
Combat Actions
Attack Modifiers
Cover and Concealment
Sample Critical Miss Effects
Face and Reach
Difficulty Class Examples
Base Breaking DCs
Sample Objects
Substance Hardness and Wound Points
Chase Maneuvers
Spotting Distance
Spotting Difficulty
Disposition Effects
Influencing Disposition

Sheets featured in the 32-page insert book include:

Standard Spycraft Agent Record Sheet
Faceman Agent Record Sheet
Fixer Agent Record Sheet
Pointman Agent Record Sheet
Snoop Agent Record Sheet
Soldier Agent Record Sheet
Wheelman Agent Record Sheet
Standard Shadowforce Archer Agent Record Sheet
Mentalist Agent Record Sheet
Physical Adept Agent Record Sheet
Telepath Agent Record Sheet
Mystic Agent Record Sheet
Mastermind Record Sheet
Minion Record Sheet
Season Design Worksheet
 

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Spycraft Game Control Screen and Agent Record Sheets

The Spycraft Game Control Screen and Agent Record Sheets come packaged for $19.95. The screen is a three panel screen that is somewhat lightweight compared to the D&D 3e Dungeon Master's screen. The included record sheets are in a 32 page booklet.

The outside of the screen has a pattern on it resembling a printed circuit board diagram, with the word Spycaft emblazoned upon the outside of the center panel. The side panels feature the same man and woman depicted on the cover of the Spycraft book and the Shadowforce Archer book respectively.

GM screens are something I rarely review. In fact, this will be the first. As such, I have little to go on other than existing screens. The D&D 3e DM's screen is both heavier and has one additional panel. Further, the text on the Spycraft screen is somewhat less compact.

Now there is the perfect possibility that there may have been less things that a GM needs in a Spycraft game. So let's take a look at what is on the Spycraft screen:
- Combat sequence (I consider this so simple and superfluous as to be unnecessary.)
- A table of combat actions (including type of action: free, full, or half.)
- Attack modifiers
- Cover and concealment
- Sample critical miss effects
- Face and reach for different size opponents
- Base breakng DCs
- Sample object hardness, wound points, and break DCs
- Example DCs for various skills (listed in one short table)
- Substance hardness and wound points
- Chase maneuvers listing
- Spotting difficulty. This table is somewhat wasteful in that it takes the whole width of the panel, but the text is only takes up half the width of the panel; half of the table is empty space.
- Spotting difficulty, with verbose explanatory notes
- Disposition modifiers to interpersonal skill checks
- Influencing disposition table

Now, the first question to ask is if the screen could have benefitted by using smaller text or an additional panel as the D&D 3e DM screen did. I definitely think so. This are other things I would have like to have seen on the screen:
- More skill tables. Spycraft seems like if anything, it would be more skill-reliant than D&D. However, it lacks the many skill result/sample DC tables that pepper the D&D screen.
- Chase sequence, which is a bit more involved than the included combat sequence.
- There is a chase/distance chart in the record sheets that might have been convenient to glance at during the game.
- Vehicle critical hit table
- Crash check modifiers
- Favor check DCs
- Hampered movement and terrain tables
- In the Shadowforce Archer campaign setting book, the psion bonus table is of such central utility, I think including it here would be warranted.

Now perhaps you might not be able to fit all of those, but I do think that many of those would be worth including, sufficiently so to call the size and layout of the screen into question.

Turning our attention from the screen to the sheet booklet, the booklet contains a variety of record sheets. The booklet is primarily comprised of sheets for player characters. Each sheet is unique and the booklet is not perforated, so the book is obviously intended for photocopying.

All of the PC "agent" record sheets are double sided, with a matched front and back. The first sheet in the booklet is generic, intended for general use by Spycraft PCs. The following sheets are specific to one of the Spycraft classes, with the class name box filled in and the class skill check boxes on the front and some special ability blanks on the back already filled out.

There are also sheets intended for use with characters in the Shadowforce Archer campaign setting, bearing the Shadowforce Archer logo instead of the Spycraft logo. The first sheet is essentially identical to the generic Spycraft character sheet, except one of the blanks is renamed from "nationality" to "chamber".

Three sheets are dedicated to the psion classes from Shadowforce Archer. As with the earlier class-specific sheets, these sheets have class skill check-boxes and special ability blanks already filled in. There is also a second skill list on the back of the sheet listing psionic skills that are available to a character of that class.

Finally, there is a "mystic" sheet. The word "mystic" entered in the first "class" blank, which is technically incorrect (not to mention inconvenient) since there is no mystic class; the mystic rules in Shadowforce Archer is feat-and-skill centered. The back of the sheet has some of the mystic feats available to such characters, as well as a spot for rites and rituals that the character knows.

There is also a mastermind and minion record sheets. The mastermind sheet is similar to the generic spycraft sheet, but has space for criminal and organization profiles. The minion sheet fits two minions on a single page and contains basic information.

Finally, there are some other sheets in addition to the character sheets. There is a chase record sheet, with spots for vehicle details as well as convenient tables and charts for use during a chase. There is also a season design sheet, for use by the GM when using the Spycraft mastermind design system to create villainous organizations.

Conclusion

While I think this package provides some useful tools for Spycraft GMs and players, there is room for improvement in terms of both price and utility. As stated above, I think that the GM screen could have afforded an extra panel and smaller print to accommodate more information. Further, I find character sheet packets less useful in the internet age, where character sheets are usually obtained free from a publisher (or fan) website and printed on a computer. Perhaps something like a sample adventure or threat could have been included to round out the offerings.

Further, the screen itself isn't much thicker than the cover of most modern softcover RPG books, and 32 page adventures typically market for much less than 20 dollars. Considering that much less writing development and artwork was required for the Spycraft Game Control Screen and Agent Record Sheets than a typical d20 system adventure, I find the price of the a bit unjustifiable.

-Alan D. Kohler
 

The Spycraft Gamemaster's Screen helps organize the new rules in a slick easy shield for Gamemasters.

Spycraft Gamemaster's Screen
By Patrick Kapera & Kevin Wilson
Cover art by Veronics V. Jones
$19.95 32-page form booklet
ISBN: 1-887953-49-3

Introduction: AEG is really throwing themselves into the Spycraft line. I can tell you how impressive the core rulebook is. I went in with skepticism and had all my doubts eliminated one by one as I read through the tight, streamlined rules. Now we have a gamemaster's screen with all the new modern rules collected for easy reference and a slew of character sheets and design forms. Impressive, but the price tag seems a bit steep, $20 for a GM Screen set? Unheard of in the history of the hobby, if I'm not mistaken. Still, let's see what it's got.

Review: The Spycraft GM's screen contains three panels of interior charts and rules and three outside panels of slick graphics, the game's logo and a male and female agent (art from the hardcover rules). The Cardstock is typically strong and seems durable. With it is a stapled 32-page booklet loaded with every type of record sheet you'll need to play the game.

The rules panels are easy to read at a glance and are well laid out. While I have not used it in play yet, the charts immediately hit me as having all the obvious items you'd need handy while running a game, including a breakdown of the new chase maneuvers, sample critical miss effects, and the disposition modifiers. There are also a plenty of "classic" d20 tables like spotting, break and hardness ratings, and difficulty class examples updated to modern examples. There are no weapons data, but considering the amount of gear in the book that would be unwieldy anyway. The third panel had some charts that might have been condensed a tad to make room for another one, I suppose some of the particular firearms rules like burst and autofire penalties would have been nice. You still have to look things up, it's just this is a really slick way to keep many of the most-used rules at your table.

The record sheets are highly useful and help players ands GM's immensely. In D&D fashion each of the core classes introduced in Spycraft get their own custom-designed character sheet. Combat actions are boiled down with specific modifiers and rules next to each (why this wasn't on the GM screen too is beyond me) and special sections to fill out particular to each class. For when you advance, there are also Class record sheets from Shadowforce Archer, the Mentalist, Physical Adept, Telepath and Mystic. There's also a mastermind record sheet and minion record sheet to plot out the antagonists of an adventure or even campaign. There's also a very detailed (and well done) chase record sheet to speed up those action-packed scenes. There's also a season (campaign) design worksheet that guides the GM through all the stages of development as discussed in the Spycraft rules so you can plot a whole campaign.

Introductory Adventure and Poster: This item is not for sale, nor is it included in the GM screen, but this seems like a good place to review it. If your local store is lucky enough to have a packet of these, picking one up would be a good idea. On one side is a poster of the guy on the front cover of the RPG, and on the other is a laboratory laid out in 1-inch grid format for miniatures, and eight basic PC names and backgrounds as well as a cast of bad guys to fight with the new rules set. Your store might also have a few sets of the printed Spycraft introductory rules (identical as found on their website) which is a great way to teach the rules to a novice.

Conclusion: The Spycraft GM's screen is good. It does its job and you can't complain. Well, you can a little. I just have a very hard time justifying $20 for a screen and a few character sheets when the entire 288-page hardcover rules are just $14 more. So while the price is a little steep the screen itself and accompanying sheets are well done and highly useful to the game.

- Jeff Ibach
 

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