Shadowforce Archer Campaign Setting

What if James Bond quit the service, M couldn’t be trusted, and Q worked for the bad guys?
This is not your father’s spy game.

Welcome to the world of Shadowforce Archer , where the fragile peace you’ve enjoyed since the end of the Cold War is just the latest sortie in a fifty-year campaign of psionic espionage and political misdirection. For half a century, shadows have moved among us, silent whispers upon the lips of world leaders and conspiracy theorists, forging our perceptions and keeping the world safe. . . from itself. But now, at the dawn of a new millennium, the world’s protectors face their greatest challenge – a threat from within their own organization. With the world’s foremost technical wizards gone rogue and Control de-stabilized, there’s just as much danger at home as in the field. No one can be trusted and no place is safe. But that’s never stopped Archer’s finest before. . . Can you – shadow operatives of the legendary Archer Foundation – turn back the greatest threat the world has ever known?
 

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Shadowforce Archer

Spycraft is AEG's d20 system based espionage roleplaying game. As presented, the Spycraft Espionage Handbook contains primarily rules vice setting material. Shadowforce Archer is AEG's setting book for the Spycraft game.

A First Look

Shadowforce Archer is a 256 page hardcover book priced at $34.95. This is still a fairly good value, though not as good as the Spycraft Espionage Handbook which packs an additional 32 pages for the same price.

The cover of the book is black. The front depicts an ink line-art drawing of a woman in combat gear in a style similar to the man on the front of the Spycraft Espionage Handbook.

The interior is mostly black and white, though there are some color plates. Like the Spycraft Espionage Handbook, a silver ink is used for some headers, sidebars, as well as the page numbers. The interior art is about average quality, with few pieces that stand out as being especially good or poor.

A Deeper Look

The centerpiece of the Shadowforce Archer setting is the Archer Conspiracy. The Archer conspiracy is a covert organization that has its hand in multiple intelligence agencies throughout the world. And it is also the PCs patron and employer.

The Archer Conspiracy exists to counter the threats posed by any of a number of other villainous conspiracies in the world. The conspiracy was set in motion by a man by the name of Raymond Archer, who formed a sort of pact with prominent members of the world's intelligence agencies. This occurred at the close of World War II, but has a history dating back much further.

The world of Shadowforce Archer is, on the surface, the Earth that we live in. However, befitting the covert nature of the genre, what is going on behind the scenes is entirely different. In truth, the secret history is somewhat complex, but here is the upshot:
- A secret city from an ancient civilization contains the seed for a set of formulae that are the basis for psionic soldiers.
- An old British intelligence cell called Room 39 has control of this formulae. They provided the serum on a limited basis to a number of countries to provide for a secret bargaining chip to help preserve peace after World War I.
- A woman by the name of Evelyn Shillingfield is possessed by some ancient eldritch creature. She is responsible for a number of plots that she hope will culminate in returning the Earth to the ice age that she is familiar with. She is resposbible for the rise of Third Reich and making of Hitler into a mind-dominating psionic. She has several run ins with Room 39 over the years.
- After World War II, a man named Conrad Archer, who was associated with Room 39, began the Archer conspiracy in an effort to counter the threat posed by a number of world shaking conspiracies and evils.

Of course, this is just the tip of the iceberg. There are a number of villainous organizations that the Archer Conspiracy is poised to stop.

The Archer Conspiracy operates by infiltrating and using resources of dozens of intelligence agencies throughout the world. The conspiracy is divided into chambers, each chamber operating in a different region of the world. Within the game each chamber has its own competencies. From a metagame standpoint, each chamber is made to emulate a certain style of play.

The chambers of the Archer Conspiracy are as follows:
- The Archer Foundation: The Archer Foundation operates in Australia, New Zealand, and the surrounding regions and is focused on information collection and analysis. The genre "feel" of the Archer Foundation is said to be that of the classic Cold-war spy thriller.
- The African Alliance: The African Alliance operates primarily in Africa. The chamber is specialized in research and development. The genre feel of the African Alliance is said to be the over the top superspy action books and movies, such as those of the James Bond franchise.
- The Company: The Company operates in the Americas and primarily draws upon US intelligence assets. The Company is somewhat militaristic in nature and relies on commando and similar military tactics. The Company genre is that of the high octane military and spy movies such as True Lies, Predator, and Rambo.
- The European Commonwealth: The European Commonwealth operates in all of Europe excepting the UK, Ireland, and Russia. The European Commonwealth focuses on industrial and economic espionage. The genre of the European Commonwealth seems to be centered around paranoid thrillers such as the first Mission Impossible movie, the Pelican Brief, and the Usual Suspects.
- The Guardians of the Whispering Knife: This Archer chamber operates primarily in the middle east, and has mysticism and assassination as their chief methods. The Guardians are pretty well inspired by the medjai of the Mummy movies. The genre feel likewise is inspired by the mystical action genre, including such movies as the Mummy movies, the Indiana Jones movies, and shows like Buffy and Relic Hunter.
- The Pan Asian Collective: The Pan Asian Collective operates primarily in East Asia and India. The genre is built around the over the top martial arts thrillers such as exemplified by various Jackie Chan and Bruce Li movies, as well as other Asian action sources such as Akira and Bubblegum Crisis.
- Room 39: Room 39 operates primarily in the British isles and operates in large part by computer hacking and other technical means. The Room 39 genre in inspired by various technothrillers, and movies in the genre like Hackers and Sneakers.
- The Russian Confederacy: The Russian Confederacy operates in the former republics of the USSR. The chamber operates by illicit research in psionic, chemical, and biological methods, as well as black marketeering. The genre feel seems to be pervaded by dirty dealing and psychological manipulation. Recommended references include Crimson Tide, the Godfather Movies, and the Maltese Falcon.

In truth, though the book tries to carve out a different genre for each chamber, this only goes so far. Really, the entire setting is a bit fantastical and over-the-top, and thus all chambers likewise. But a few of the chambers to seem rather distinctive, such as the Pan Asian Collective and the Guardians of the Whispering Knife.

Each chamber has an introductory page in the beginning (along with a full color plate). Each also has a considerable detailed section in the second chapter detailing the way that the chamber operates, its relationships and problems, as well as villainous groups they have to face, typical mission types, same plotlines, and a few NPCs. Each NPC is portrayed at three different levels to accommodate different level PCs.

Of course, ever altruistic spy organization needs villainous organizations to oppose. The ones detailed herein include:
- The Eyes of Argus: Inasmuch as the Archer Conspiracy is a conspiracy, the Eyes of Argus are conspiracy theorists that hope to expose them. Though some of its members may be well meaning, it is lead by a former Archer member out for revenge.
- The Hand of Glory: The hand of glory is an arcane organization led by Evelyn Shillingsfield, a woman possessed by an ancient entity out to return the world to the ice age. Oddly, the mastermind writeup of Evelyn Shillingsfield doesn't seem to jive with the mystical rules presented later in the book. The stat blocks for her list an arcane attack, but she isn't listed as having any of the feats required to utilize it.
- The Shop: The Shop is a renegade unit that was once part of the company. The shop was specialized is PsiTech devices, and is known for its brilliant mentalists. They are also a thorn in the side of the Company, and the very real possibility exists that the Company in infiltrated by Shop moles.

A few villainous organizations are covered in lesser detail in other segments of the book. One of these is P.E.R.I.L. (the Project for Expansion, Retribution, Iniquity, and Lies.) P.E.R.I.L. is a deeply entrenched criminal organization in Russia with its roots in Stalist times. The self-deprecating name does seem a little silly to me, but is something of a homage to the villainous organization SPECTRE is James Bond films. However, even if the title doesn't throw you, the fact that a Russian organization operates under an English name seems even more difficult to beleive.

In addition to the setting material, Shadowforce Archer presents new character options that can be used as part of the setting, or which you may pull out to use in your own Spycraft game.

There are four new prestige classes which are in no way unique to the Shadowforce Archer setting: cat-burglar, counter-terrorist, hacker, and sniper.

A relatively new mechanic is introduced called chemical monsters. Chemical monsters are characters who receive chem treatments which grant certain benefits, primarily physical. However, the chem treatments must continue for the rest of the agent's life, or the agent receives some fairly severe drawbacks. For exaple, the endure chemical treatment give the character damage reduction 2/- and causes rapid recovery of vitality and wound points. However, the character loses 2 constitution points permanently and can no longer use action dice if a treatment is ever missed.

The book introduces three new "psion" base classes for the Spycraft game. A character with a psion class can select Psion feats corresponding to the class. Much as with the basic force feats in the Star Wars RPG, these feats allow the character access to psion skills which are the basis of the psion character's powers. Other psion feats enhance the characters capabilities in certain ways instead granting access to skills.

The three psion classes are:
- Mentalist: Mentalists are psions who capabilities enhance their own minds. The three types of mentalist psion skills are psychoinventive (which primarily boosts the psion's mental faculties and makes them into extremely intelligent inventors), psychokinetic (allows the psion to manipulate heat and light), and telekinetic (which allows the psion to control matter and motion.)
- Physical Adept: Where physical adept enhance their own mind, mental adepts enhance their physical capabilities. Physical adept psion skills are divided into categories of adrenal (allows the psion to alter the body or perform amazing feats), metabolic (controls pain and healing), and sensory.
- Telepath: The telepath is a psion with the ability to peer into the minds of others. Telepath psion skils are split into categories of ESP (allows clairsentience, empathy, and psychometry), imprint (allows the character to project thoughts and dominate others), and intuitive (allows the character to aid other psions, see the links between events, and to see into the future.)

Also much like force skills in Star Wars, many psion skills take vitality points to use. However, the psion skill system is less dependant upon different tables for every power. Some psion skills still have their own tables, but for general purposes, there is on "master table" that most psion skills use.

In addition to the classes, a variety of new gadgets called PsiTech gadgets are introduced, many of which were originally designed by mentalists in the Shop. This makes the use of some of the gadgets somewhat suspect, as the Shop has been know to leave "booby trapped" devices for the Archer conspiracy members when they seceded.

In addition to psionic powers, Shadowforce Archer introduces mystic powers, primarily for use with the Guardians of the Whispering Knife and the Hand of Glory.

The mysticism rules are primarily feat based, but also relies on the knowledge (occult) skill and the presence of followers. If you have the appropriate feats, you may attempt a number of ceremonies called rites or rituals. Each ceremony has a knowledge (occult) DC to learn it and has a requirement in terms of bonded followers. If you meet the requirements and perform the ceremony, the ceremony brings forth a spell like effect such as a bolt of mystical energy or controlling an animal.

The most powerful ceremonies are called rituals, and tend to corrupt the person using it. Every time a ritual is performed, a will save must be made or the character receives a level of "thirst". Each level brings some benefits and drawbacks as the character becomes drawn into the mystic world. After eight level of thirst, the character goes mad. It is possible to reduce one's level of thirst, however.

In addition to the mysticism rules, there is a mystical prestige class for the Guardians of the Whispering knife called the Shadespeaker. Shadespeakers gain abilities to speak with dead as well as gaining mystical and melee combat abilities as they raise levels.

The mysticism chapter also contains a number of mystic relics that can be used as objects of adventures.

The final chapter contains a number of "threats", pre-made villains with plot hooks and backgrounds. Some of the listed threats are related to villainous organizations described earlier in the book such as the hand of glory. Others are fresh and apparently designed to be used as temporary foes. As with the threats in the Spycraft rulebook, the villains are sorted into a number of "serials" or adventures, and each is designed for a specific level of PCs.

Conclusion

Shadowforce Archer takes an interesting approach to crafting a espionage setting by trying to subdivide the genre and divide it into different pieces. However, no matter which way you slice it, it still comes off as a pretty fantastical setting. It's like a strange mix of James Bond, the Mummy, and the X-files.

The only real problem I had with the setting itself is that in some places, I just didn't buy the explanations that were set up to explain the conspiracy and how it operates. For example, it mentions the possibility that some characters might be trained in a different chamber than they operate in. In some cases that seems like it would work. In other cases, I have difficulty seeing very sensitive government agencies that are supposedly part of the conspiracy (like the CIA and NSA) overlooking the influx of foreigners in their departments. Sharp GMs may be able to make explanations for some less believable aspects of the conspiracy, but I would have been more comfortable if as written I could believe that the conspiracy really could happen as described (of course, making allowances for psionic and mystical powers.)

The new rules material should be a boon for any Spycraft GM who wants to add more fantastic elements to their game. Parts of the setting could even be borrowed and used for other campaigns as well.

-Alan D. Kohler
 

Shadowforce Archer is the first full-fledged campaign setting for AEG's Spycraft espionage d20 roleplaying game.

Shadowforce Archer Campaign Setting
By Patrick Kapera and Kevin Wilson
Cover art: Veronica V. Jones
$34.95 256-page campaign setting
ISBN: 1-887953-50-7

Introduction: It certainly looks like AEG got a sneak peek at the d20 modern rules when over a month ago they released their hardcover spy d20 roleplaying hardcover. The game was touted by reviewers as complete, solid, and well designed. Shadowforce Archer offers an alternate current day setting for high-end espionage games. While the core rules were left somewhat vague on background to allow creation freedom for players, Shadowforce Archer is a pre-made setting with god guys, bad guys, history and lots of new Spycraft rules for players and GM's alike.

Review: Shadowforce Archer is a 256-page hardcover campaign setting for the Spycraft espionage game. It is to that RPG as Greyhawk is to D&D; it's Alderac's flagship setting to base their interactive adventures off of (more on that later). Text density is excellent, border size very good. Layout is crisp and clean, identical to the Spycraft game with glossy pages, B&W artwork, nine full-color pages, silver headers and bars, and a very polished, slick overall feel. The hardcover itself feels very durable. Artwork ranges from Good to very good.

An interesting note mentioned above, this campaign setting will be an interactive one, meaning that as well as playing your own version of the story hooks within, you can embellish your game with official lore in the form of fiction and updates from the Shadowforce Archer Website (http://www.shadowforcearcher.com/). Apparently you'll also be able to participate by sending in mission reports and the like helping to shape the setting in the future. This isn't the major draw of the game, however, and GMs who wish to create their own stories from the material presented shouldn't feel restricted or obligated to consult this stuff.

The book has a big setup. The basis for the setting is the Archer Foundation, a private group whose self-imposed mission is to protect the world from itself, even if it doesn't know or want it. This Australian-based organization has different Chambers, divisions that each take a section of the world as their "domain", and so each one represents not only a slightly different style of spies, but a different style of play. Conveniently, members from various chambers frequently work together to better combat the forces of evil, thus PCs from different chambers have immediate game help in banding together.

Each on of these Chambers has a different feel and background, the Archer foundation, the African Alliance, The Company (North & South Americas, Canada, etc.), European Commonwealth, Guardians of the Whispering Knife (Middle East), Pan-Asian Collective, Room 39 (England, Ireland, Scotland), and the Russian Confederacy. Each is given an overview section so players can get basic information on them all before selecting a Chamber for their agent.

For ease of use, Shadowforce Archer uses our own earth and history as a basis, and then quickly but carefully embellishes it and changes key points to explain off some important points in history with it's own conspiracy theory and villainous organizations. This helps give GMs stuff to work with.

One of the largest portions of the book takes each of the Chambers or "Shadow Communities" mentioned above and delves into them in great detail. Once a PC decides on which to belong to, they should get into the real meant and drink descriptions of the various factions. Not only is the book simply filled with text, here's a nod to the editors and writers: it's USEFUL text, the type of stuff that either inspired PCs and GMs or gives useful details and information, not fluff or dwelling paragraphs on irrelevant stuff. Each section tells you who's in charge, what their modes of operation are, lots of plot hooks and complications, NPCs (who get stat blocks in low, medium and high-level so you can introduce them at nearly any point in your game for balance). So you really get a feel for the differences in the Chambers, they eventually boil down the basic idea into a single paragraph for each, provide archetypes from fact and fiction to give you an idea of the style, offer Inspirations in the form of comics, books, and movies to set the mood for that Chamber, and even appropriate soundtrack music! Very good work.

Players also get treated to a bunch of new rules options and crunchy bits. You are brought step-by-step through the PC creation rules with notes on making a Spycraft PC a Shadowforce Archer PC, Introduce new prestige classes (the Cat burglar, Counter-Terrorist, Hacker and Sniper. Each one offers a very unique (i.e. not borrowed abilities from elsewhere, but TRULY unique) powers and abilities as they progress, well tuned to the themes they sport. There are also rules for Chemical Monsters (special scientific modifications you can make to agents to boost their abilities to superhuman capacity. This has lots of great storytelling hooks built in…once an agent start treatment he forever requires boosters to keep it up. Overdosing is possible and each one also has a side effect.

In its own section, psionics are now part of the Spycraft game with full, complete d20
"modern psion" classes, powers, and rules. The Mentalist, Physical Adept and Telepath are offered as new core classes each with their own range of feats, powers, and skills, largely mirroring and embellishing the base d20 psionics rules (so most concepts will be immediately familiar). A whole bunch of psionic gadgets make the rules complete. There is a lot of work put into these, which is perfect as The Archer Foundations newest enemy is known as The Shop, the division that concentrated on psi-experimentation and development which has gone rogue.

Psionics not enough? The push the boundaries with "The Mystic World" full rules for playing characters that can focus the power within them to such potent level to create nearly supernatural effects. These are called Mystic Agents.There's a new prestige class to highlight their use (called the Shadespeaker) and a new set of feats and mystic rites are detailed in game mechanics. These are not spells, but mirror some of their flashier effects through new rules for complex skill checks (simple DC checks tailored to the flavor the system is trying to evoke). This helps you add all those bizarre "Indiana Jones"-like relics and 'magic' items.

Got villains? What's a good spy without great villains? And so using the exceptional design principals from Spycraft, AEG offers a host of new criminal organizations set for specific types of campaigns (by length and style) and PC suggested levels. Each gets the breakdown of rules from Spycraft as well as a bunch of specific villains (complete with detailed backgrounds to firmly set them in the game world), plot hooks, and specific missions. The Circle of Hate, Dr. Fu and the Lung Triad, P.E.R.I.L, The Shop, and The Hand of Glory are all offered up thus and not only have cool names but provide all sorts of variety and inspiration for the GM.

In the rear of the bopok we get a full glossary of terms (very useful and friendly design), and a gigantic INDEX referencing very carefully everything in the book.

Conclusion: After their base rules set, Alderac has taken the next step in creating a cohesive campaign setting for commonality in storytelling, convention games and online support. Shadowforce Archer takes many familiar themes and blends them into a setting that can be played out with different genres under a common setting. Gamemasters who are looking for great help in creating a world for their Spycraft games can't do better than this.

-Jeff Ibach
 

By Steve Creech, Exec. Chairman, d20 Magazine Rack

This review is for Shadowforce Archer by Patrick Kapera and Kevin Wilson. Shadowforce Archer is the official campaign setting for Spycraft. Published by Alderac Entertainment Group (AEG), this 256-page hardcover retials for $34.95. You will need the Spycraft Espionage Handbook to utilize most of this book.

After a short fiction story that kicks things off, readers get an introduction to the setting. The Archer Foundation is a super secret agency operating outside the bounds of any government agency. In a way, it represents the final defense in the perpetual use of espionage, terrorism, and the game of world domination by evil forces. Agents of the Archer Foundation exist beyond the grasp and corruption that normal government agencies are plagues with. The compartments that make up this worldwide organization are each detailed immediately after the introduction of the Archer Foundation.

Following the introduction of the “players”, the reader gets a history lesson in shadow warfare dating back to the 1900’s. The tour jumps decade by decade highlighting significant events of that period as they relate to the Archer Foundation. Real world events are masterfully interwoven giving a “legitimate” feel about the existence of such a shadowy operation. Immediately after this, comes a chapter providing GMs with the players, movers and shakers along with plotlines to use in their campaign. NPCs are presented at three different levels so they can be used in any campaign with little modification. This is a full chapter in terms of the sheer amount of information given. There are enough ideas to keep GMs busy for some time.

Chapter three moves beyond the covert organizations and its cast of colorful characters to the outside world and the organizations that oppose the Foundation. The Middle East and South America represent two of the largest and hottest spots of espionage activity in the world. Organized groups bent on global domination include The Eyes of Argus (the enemy of the Foundation) and The Hand of Glory (a well-funded terrorist organization).

Shadowforce Archer also includes new options such as variant agent creation rules, prestige classes, and chemical monsters – humans augmented beyond the limits of the flesh (think Bane from Batman) gaining near superhuman physical abilities. The prestige classes include: cat burglar, counter-terrorist, hacker, and sniper. All of the classes add good flavor to the setting with the sniper being my favorite (I enjoy long distance target shooting).

Chapter five is all about psionics in the Shadowforce setting. Rules for creating a psion agent are given along with an explanation of the new core class that uses psionics, the mentalist. A cornucopia of new feats and slills are covered, most of which are balanced and appropriate. The psychic warrior version of Spycraft/Shadowforce, the physical adept, is addressed next and includes even more skills and feats. Rounding out the chapter is the telepath class and all manner of equipment and gadgets to use in the setting.

Mystic agents is the topic of the next chapter. Here are your spellcasters (well, kinda). A mystic agent uses rituals to generate a very limited number of spells. The shadespeaker PrC may speak with the dead and do other things that taps into the spirit realm. The feats for this class are specific and laid out in the same manner as other feats in this book (feat tree). The descriptions of mystic rites and rituals follow. The number of choices is small compared to your fantasy spell list, but they fit the concepts of this game genre and system quite well.

The final chapter is filled with “threats” or short encounter situations that are appropriate for a wide range of character levels. They are mostly designed to be run an average of 4-6 serials. There are some great ideas here, but all will require a GM to have done some strong prep work ahead of time.

In conclusion, Shadowforce Archer is an invaluable resource for the Spycraft game. All of the tools a GM needs to make his world come alive are here. If you like Spycraft or play in that setting, then this is a good book to have. If Spycraft could be considered to be Core Rules I of that series, then Shadowforce Archer is Core Rules II. It’s a good buy for the genre.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

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