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