Spycraft, which books?

blackshirt5

First Post
OK, since they're pretty expensive, what books should I pick up first for Spycraft? I'm looking to run a Pulp game and maybe some Resident Evil style stuff afterwards, or a GI Joe game.
 

log in or register to remove this ad

Also, do any of them have dm tips? I'm new to the espionage genre but I really really like 007, I'd love to run a game like that but with a team of superspies; that's actually probably gonna be what my Pulp game is, a Pulp Superspy game.
 

Spycraft Books

blackshirt5 said:
I'm looking to run a Pulp game and maybe some Resident Evil style stuff afterwards, or a GI Joe game.

Hi all!

Is the baseline Spycraft system not "pulp" enough? :)

After the core book, I'd recommend the Modern Arms Guide. It's basic utility is good for all types of games. Then the splats would come next in utility: Fix/Point, Face/Snoop, and Soldier/Wheel, in that order.

For psionics and mysticism, I'd recommend the Shadowforce Archer setting book, but this is of marginal value, since the book comprises of mainly setting material, with just a few "crunch" chapters.

All the other books will be of even less value for your expressed purposes, although when the "Company" book for SFA comes out, it might be of some help for a G.I. Joe game.

Thanks for reading.

---Merova
 
Last edited:

Ah; thank you.

I've never had a chance to read Spycraft but I've heard such good things about it that I can't resist. I wanna see what kind of spies and heroes my players will create with this monstrosity; is there a way though to represent Gadgets and stuff like that? I've gotta stat out Swift(an enemy Agent that I've wanted to run for so long; he's basically a very young Q crossed with Tom Swift, tons of gadgets, hides em under his coat, that sort of thing), and he needs gadgets, dammit!
 

The core rulebook gives loads of tips on running different types of espionage campaign. As for gadgets, there's a whole chapter dedicated to them :D

For a pulp game, I'd buy the following books:

Spycraft Espionage Handbook (aka SEH) (obviously ;) )
Shadowforce Archer (aka SFA) Worldbook (chem monsters and psions)

After you've got them, if you've got spare cash:

The Hand of Glory (Indiana Jones-type ideas - even without using the SFA world details)

As for the rest, yes they are all good books, but the type of pulp campaign I'd imagine doesn't require the class splatbooks or the Modern Arms Guide (the generic weapons found in SEH should be good enough).

Hope that helps.
 

Ah; well, I'm gonna post up the details of my world soon, but it involves a secret spy agency that is dedicated to dealing with the supernatural, by any means necessary.
 

Definitely pick up SFA. You will want psionics and mysticism. And don't disregard the setting. There are lots of cool ideas in there on how to set up an Agency, and a Threat.

Spycraft handles everything spy-related you can think of. Gadgets, martial arts, tradecraft, etc. The SEH (the basic book) has an entire chapter devoted to tradecraft in a non-game-mechanics way. To expand on that, the Faceman/Snoop has an excellent chapter on how to conduct investigations.

As for other books, you will eventually want them all. It's like a sickness. Basically, none of the books suck. But, for starters you will want:

SEH, the basic book.
SFA, the ShadowForce Archer campaign setting.
HoG, the Hand of Glory threat book. You will want the explorer, the mystic prestige classes, and the really sick gadgets they field.

Additionally, you may want:
AF, the Archer Foundation book. This contains an explanation of the Fringe, an important element of the mystic flavor in the SFA setting. It's a really cool way to add a Twilight Zone element to your game.
MAG, the Modern Arms Guide. This has detailed stats on a LOT of weapons. I mean, a LOT. As a side note, most of the later books assume that you have the MAG when writing up threats, minions, etc. But, you can get away without it.


As for your Swift character, there are two options you will want to look at very closely. The first is the mentalist psion class. This is a psion who has tapped into the awesome powers of their conscious mind. Among other things, it allows them to create technology decades ahead of what other scientific minds can even understand, let alone build.

The second is the inventor prestige class, featured in the Fixer/Pointman book (see, I told you you'd eventually want them all!). The class is based heavily on MacGuyver, but would work just as well for Tom Swift.

Oh, yeah, and the Shop book is going to have some great goodies for this character. But we're not ready to tease about that quite yet.....
 


I'd recommend just the Core book and the "Modern Arms Guide".

I love Spycraft, but I was gravely dissapointed in Shadowforce Archer.
 
Last edited:

Teflon Billy said:
I'd recommend just the Core book and the "Modern Arms Guide".

I love Spycraft, but I was gravely dissapointed in Shadowforce Archer.
Yes, but then again you're Canadian and have silly things written on your forehead.



Ha ha, naaaaaaaah, just playin'--luuuuh ya, Billy! :p
 

Remove ads

Top