Operation Typhoon- SpyCraft2 (Inactive)

Game Master Shadow Bloodmoon

CIA SAD operations in 1980's Afghanistan during the Soviet occupation

Warehouse Map


CIA SAD team that did some work during the Russo-Afghan war during the 80's, during Operation Typhoon. If you've ever heard of the movie Charlie Wilson's War, you'll know what I'm talking about. As most SAD teams are made up of ex-special forces soldiers and usually at least one Field Agent, that is the background of the team.

Campaign Traits in Play:

Bleak (+75xp)- This is not television, you are good or you are dead. Each player begins the session with 2 fewer action dice which never explode.

Clandestine (+0xp)- You're a spy, act like it. Any time you gain a non-Covert feat, you may instead gain a Covert Feat.

Elite Ops (+0xp)- Best of the Best and all that. Any time you gain a non-Skill feat, you may choose a Basic Skill feat instead.

Faction: CIA (+0xp)- All your Reputation will be with the Company.

Gritty (+100xp)- War is hell and you're in a war. The cost to activate a critical injury decreases by one action die to a minimum of zero. The range for a Fortitude save to avoid critical injury is now 16-25 and the threshold to avoid dropping to -9 hit points is now 26+ DC of all medical checks are +5 and the error range increases by 2.

Historical: 80s(+0xp, 0.6 price mod)- Punk rock, slammin' clothes and the best cartoons on the planet. Only you'll be experiencing none of it in the desert...

Team TL (Levels/5)= 2

Agency, Special Activities Division, CIA:

Goals: 6 (Counter, Credibility, Megalomania, Protection, Secrecy, Stability)
History: 1 (Allies)
Image: 4(Secret Goals, Secret Methods, Recorded Leaders, Secret Members, Secret Sites)
Sites: 10 (Airstrip, Armory, Classroom, COMSEC Center, Firing Range, Military Depot, Motor Pool, Prison, Records Office, Training Ground)
Tools: 10 (E-V, G-V, R-IV, S-V, T-V, V-V, W-V)
Rating:31

Completed Missions:

Case of the Missing Scientists
+2709xp, +6 Rep, Contact- Natalie Burns, CIA Liaison Officer, Acquaintance Grade with Networking Specialist Lv3 (Behind the Scenes), Acquaintance Grade
Operation Milk Run
+2242xp, +1 Rep
Tying Loose Ends...Into Knots
+ 1683xp, +2 Rep

Current Mission Info, GC Only:

Operation Foot In The Door (TL2, Caliber II, GC Action Dice: 7)

Plot:Team Has Joined the Enemy, but do they really know what they are getting into?

Motivation:Subplot- Mystery, Curiosity, Duty, Loyalty

Objectives:

Scene 1-"Meet the Team, Find the Base"
- Infiltrate the City Undetected (Infiltrate 3, +75xp)-?
- Travel to the Airbase Undetected, 30 miles (Evade 3, +75xp)- ?
- NPCs (Remaining XP: 244): Soviet Soldier (50xp), KGB Operative (56xp)

Complications:
Exposure- Adhere to Honor, Avoid Incidents (+25xp), Avoid Noise (+50 xp), Cooperate, Maintain Anonymity (+25xp)

Rewards:
Mission XP: 275 -160 (bundle)
Subplots: Mac (Mystery) +50xp
NPC XP: 106
Reputation: +5
TLx2=

NPCs, GC Only:

Jeff Majors (Special 59 XP): TL: 2
Init VI(+2) Atk II(+0) Def V(+1) Res IV(+1) v/wp 8/15 Comp VIII(+3) Wlth I Str: 10/+0; Dex: 10/+0; Con: 8/-1; Int: 10/+0; Wis: 12/+1; Cha: 10/+0; SZ M; Spd 30 ft; Skills: Investigation VI (Wis/Cha) 6/5 = 5+1/+0; Networking V (Wis/Cha) 5/4 = 4+1/+0; Notice VII (Wis) +6 = 5+1 Qualities: feat (Charmer), foil 3, specialty (Journalist), talented (Shrewd ~ Con -2, Wis +2 ~ 2x Acquaintance Contacts, Threat with Sense Motive +1). Vehicle, caliber I: Compact Car; Gear, caliber I: Cover Identity

*Journalist- Bonus Feat: Observer. You gain 2 acquaintance-grade contacts. These contacts each improve 1 grade at Career Levels 6, 12, and 18. You gain a +1 insight bonus with Investigation and Sense Motive checks. This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.

*Observer- Benefits: You gain a +2 insight bonus with all skill and Knowledge checks made with Notice and Search. Further, your base threat range with these skills becomes 19–20.

Soviet Soldier (Standard 50 XP): TL: 2
Init V(+1) Atk VII(+2) Def V(+1) Res VI(+2) DS VI(+8) Comp VI(+2) Wlth V
Str: 10/+0; Dex: 10/+0; Con: 10/+0; Int: 10/+0; Wis: 10/+0; Cha: 10/+0; SZ M; Spd 30 ft; Qualities: commander, damage reduction 2, feat (Autofire Basics), minion.

Commander TL: 4 Init V(+2) Atk VII(+4) Def V(+2) Res VI(+3) DS VI(+9) Comp VI(+3) Wlth V

Weapon, caliber I: Survival Knife 1d6+1 1/19–20 — — — D/1h AP (1), BLD 1 lbs. — 17/+0 — $30

Weapon, caliber III: AK-47 7.62x39mm Russian 3d6 1–2/20 30M5 or 75D2 11 125 ft. S/2h DEP, RGD 9.5 lbs. — 22/+1 1949 R$550

Gear, caliber II: Flak Jacket M 3/5 — –5 –2 — 14 2 9 lbs. 17/+0 1940s $100

*Autofire Basics- You may use a “Two-Shot Burst” trick when firing a weapon in Single-Shot or Burst modes. This trick is identical to the standard Burst trick, except that it increases the shots used by only 1, and you don’t hit a third time if your attack result exceeds your target’s Defense by 10 or more. Further, once per round, you may take the Cover Fire action as a half action.

Moujihadeen (Standard 42 XP): TL: 2
Init IV(+1) Atk V(+1) Def IV(+1) Res VI(+2) DS VII(+9) Comp VI(+2) Wlth VI Str: 10/+0; Dex: 10/+0; Con: 10/+0; Int: 10/+0; Wis: 10/+0; Cha: 10/+0; SZ M; Spd 30 ft; Skills: Survival VI (Wis/Cha) 5/5 = 5+0/+0
Qualities: fearless (+12).
Weapon, caliber I: Machete 1d8+1 1/19–20 — — — T/1h AP (3) 4 lbs. — 17/+0 — $60
Weapon, caliber III: Mosin-Nagant M1891 7.62×54mm Russian 2d10+1 1/19–20 5S50 23 175 ft. S/2h MAC (–2) 8.4 lbs. 1 15/+0 1891 $500

KGB Operative (Standard 56 XP): TL: 2
Init VI(+2) Atk VI(+1) Def V(+1) Res V(+2) DS VI(+8) Comp VIII(+3) Wlth III Str: 10/+0; Dex: 10/+0; Con: 10/+0; Int: 10/+0; Wis: 10/+0; Cha: 10/+0; SZ M; Spd 30 ft; Skills: Blend VII (Dex/Cha) 5/5 = 5+0/+0; Notice VI (Wis) +5 = 5+0 Qualities: specialty (Operative).
Weapon, caliber II: SiG-Sauer P220 .45 ACP 1d12 1–2/19–20 7M7 17 25 ft. D/1h DEP, TKD 1.6 lbs. 1 20/+1 1975 $790
Vehicle, caliber I: Car, full-size sedan L(2×3) 1+4 4/3 65/110 9/+8 1 20/+1 250 lbs. 7/G — 1960s $28,000
Gear, caliber I:
*Operative: Bonus Feat: Any Tradecraft feat(Career Agent). You gain 2 additional Cultures skill focuses. You gain a +1 bonus to Possessions (see pages 211 and 215). This bonus increases by an additional +1 at Career Levels 4, 8, 12, 16, and 20.
*Career Agent: Benefits: You gain a +1 insight bonus with all Fortitude, Reflex, and Will saves. Additionally, you gain an additional +1 Reputation or +$50,000 Net Worth at the end of each mission.

Blueshirts (Standard 40 XP): TL: 2
Init IV(+1) Atk IV(+1) Def VI(+2) Res V(+2) DS VI(+8) Comp VI(+2) Wlth II
Str: 10/+0; Dex: 10/+0; Con: 10/+0; Int: 10/+0; Wis: 10/+0; Cha: 10/+0; SZ M; Spd 30 ft;
Qualities: clumsy, feat (Autofire Basics), horde, minion.
Weapon, caliber I: bayonet (dmg 1d6+1 lethal, error 1, threat 19–20, qualities: armor-piercing 1, bleed)
Weapon, caliber III: RSA AK-74 assault rifle (dmg 2d8+1 lethal, error 1–2, threat 20, ammo 30M5, range 125 ft., qualities: rugged
Gear, caliber III: Corrections vest with modern ballistic helmet (DR 5/4, DP –2, ACP –2, Notice/Search DC 12/obvious

Alley BANEs(at TL 2 (4) Standard NPCs — 73 XP): Init +2 (+3); Atk +2 (+4); Def +3 (+4); Res +3 (+4); Damage Save 9 (+10); Comp +3 (+4); Skills: Sneak +4 (+6), Tactics +4 (+6); Wealth III; Weapons: Survival knife (dmg 1d6+1 lethal, error 1, threat 19–20, qualities: armor-piercing 1, bleed), RSA AKS-74U UBN assault rifle (dmg 2d8+1 lethal, error 1–3, threat 20, ammo 30M5, range 125 ft., qualities: collapsible stock, threaded barrel, upgrades: removable suppressor, tactical sling, advanced combat sight), 3 flash/bang grenades (dmg 4d8 flash + 4d8 bang, error 1–4, range 15 ft. x 4, qualities: blast 10 ft.); Gear: Corrections vest with knee and elbow pads, modern ballistic helmet, and tactical shield (DR 8/7, Resist FA3, ACP –7, Speed –10 ft., Notice/Search DC obvious); Vehicle: None; Qualities: Commander, feat (Ambush Basics, Urban Training), minion, talented (N.M.E.)

White Lily (Special 174 XP): TL: 2
Init X(+4) Atk VII(+2) Def X(+5) Res VI(+2) v/wp 13/20 Comp IX(+4) Wlth III
Str: 12/+1; Dex: 19/+4; Con: 12/+1; Int: 10/+0; Wis: 14/+2; Cha: 10/+0; SZ M; Spd 30 ft;
Skills: Acrobatics IX (Str/Dex) 7/10 = 6+1/+4; Athletics VII (Str/Con) 6/6 = 5+1/+1; Security IX (Int) +6 = 6+0; Sleight of Hand VIII (Dex) +10 = 6+4; Sneak IX (Dex/Cha) 10/6 = 6+4/+0
Qualities: class ability (Edgemaster: Swordplay 1, Intruder (Evasion 1) 2, Ninja (Ambusher) 2, Ninja (Backstab) 1, Ninja (Sneak Attack I) 4, Raptor(Nimble) 1, Snoop (Flawless Search) 1), feat (Ambush Basics, Divided Loyalties, Equilibrium Basics, Fencing Basics, Fencing Moves, Fencing Supremacy, Ghost Basics, Ghost Mastery, Ghost Supremacy, Martial Arts (Dex)), mastermind, story-critical (+1 die type), superior attribute (Str 12, Dex 18, Con 12, Wis 14), talented (Shirobikuo ~ Dex +1 ~ Covert Expert, Exotic Edged Proficiency, Grueling Combatant, Sixth Sense, Skill Training (Resolve, Sneak)).
Weapon, caliber II: Throwing Knife (dmg 1d6 lethal, error 1, threat 19–20, ammo 10M2, range 15 ft. x 4, qualities: composite, bleed, injector, keen 5, upgrades: ceramic, deadly precision, razor sharp, wicked)
Weapon, caliber III: H&K MP7A1 light submachine gun (dmg 2d4+1 lethal, error 1–2, threat 20, ammo 20M6 (frangible), range 35 ft., qualities: collapsible stock, composite, threaded barrel, upgrades: foregrip, red dot sight, removable suppressor)
Weapon, caliber III: Razor Sword (dmg 1d10 lethal, error 1–2, threat 18–20, qualities: bleed, composite, finesse, keen 3, upgrades: ceramic, deadly precision, custom handle, retractable)
Gear, caliber I: White ninja suit
Gear, caliber I: night-vision goggles

Typical Soviet Captain (TL7, 328xp)- Init +6, Atk +6, Def +4, v/wp 32/17, Res +3, Intimidate +11, Tactics +12, Comp +5, Wlth L4, 1x Cal 4 Weapon, 1x Cal 4 Vehicle, Class Ability- Lead 1/session, mastermind, specialty(Serviceman), Talented(Veteran).

DPRA Soldier (TL2, 41xp)Init +1, Atk +2, Def +1, Dmg Sv +8, Res +2, Comp +1, Wlth L5, 1x Cal 3 Wpn, 1x Cal 3 Gear, feat (Rock and Roll), Style Over Caliber

DPRA Leader (TL2, 312xp)Init +2, Atk +1, Def +1, v/wp 20/18, Res +1, Intimidate +5, Tactics +6, Comp +3, Wlth L4, 1x Cal 4 Weapon, 1x Cal 4 Vehicle, Class Ability- Lead 1/session, henchman, specialty(Serviceman), Talented(Veteran).

Spetsnaz (TL2 (4), 114xp)Init +2 (+3), Atk +2 (+4), Def +1 (+2), Dmg Sv +9 (+10), Res +2 (+3), Comp +1 (+4), Wlth L4, 3x Cal 4 Wpn, 3x Cal 4 Gear, 1x Cal 3 Vehicle, commander, damage reduction 2, extended training (hurled, rotorwing aircraft), feat (autofire basics, autofire mastery, marksmanship basics, marksmanship mastery, heave), lowlight vision, specialty (special ops), synchronized, tough (2 saves).

*Rock and Roll- When taking an Autofire or Strafe action, each of your volleys uses only 2 shots, and the maximum number of volleys you may fire is equal to 1/2 the ammunition remaining in your weapon (rounded down). Further, you may use a rifle or machine gun with 1 hand, but suffer a –2 penalty with all attack checks when doing so. Finally, each time you request a weapon that may be used in Autofire mode, or ammunition for such a weapon, the number of shots you gain is doubled.

*Style Over Caliber- When attacking with any pistol, you may choose to inflict 1d10+2 damage instead of the weapon’s standard damage. This effect replaces only the weapon’s standard damage; all other damage, qualities, and special effects, such as Sneak attack damage and the takedown quality, are retained. Further, when you use a Cheap Shot trick with a pistol, you suffer only a –2 penalty with your attack check as opposed to the standard –4, and if you miss, you do not become flat-footed. Finally, each time you request a pistol or pistol ammunition, the number of shots you gain is doubled.

*Autofire Mastery- Once per round per opponent, when you hit an opponent with a ranged attack, each of your teammates gains a +2 bonus with ranged attack checks against the same opponent for 1 full round. Further, your error range does not increase when you use a Burst or Two-Shot Burst trick.

*Marksmanship Basics- Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to Brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard –4.

*Marksmanship Mastery- Your attack check bonuses from the Aim action increases by +1. Further, your range increment with any firearm or heavy weapon increases by 50% (rounded up to the nearest 5 ft.). Finally, your range increment with any hurled weapon is doubled.

*Ambush Basics- You gain the ability to inflict 1 die of Sneak attack damage (see page 338). Further, when you’re the leader or a helper in a Tactics/Ambush check, the check gains the Cross-Check tag.

*Urban Training-In urban terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine suprise. Further, you gain a synergy bonus from your Streetwise skill when making a Survival check to track in a city of 10,000 or more people. Finally, when you plan an ambush in urban terrain, each of your opponents suffers a –2 penalty with checks made to determine surprise.

*Talent- N.M.E.: For agents of National Military Exports, the arts of business and war are one and the same. Requirements: N.M.E. Allegiance (see page 21) • +2 to the lower of Dexterity or Strength, –2 Wisdom • Backstab: You inflict 2 additional damage when you hit a flanked enemy. • Extra Contacts: You gain 2 acquaintance-grade contacts. These contacts each improve by 1 grade at Career Levels 6, 12, and 18. • Persuasive: Once per session, you may make a Bribe check at the minimum Bribe value without paying its cost. • Run For Your Life!: When you Run or Withdraw, your Speed increases by 10 ft.

-Makarov PM 9x18mm Makarov 2d4 1–2/20 8M7 10 20 ft. D/1h — 1.6 lbs. — 17/+0 1951 S180

-RSA AKS-74U-UBN 5.45x39mm Russian 2d8+1 1–3/20 30M5 12 125 ft. T/2h CLS, TBR,UPG (removable suppressor) 6 lbs. — 25/+1 1984 $2,100