Where strange fact and stranger fiction collide
Today we are going over the occupations for 7th edition Call of Cthulhu, that are inspired by 1st ed Spycraft. What?!? David you said that you were going to go over World War Two occupations. and I will but as I went over the concepts and what is already been published in Achtung Cthulhu and World War Cthulhu. I decided O needed more time to do that one. So, as I think on it I thought I would share this with you.
If I like anything more than the Cthulhu Mythos, it’s vintage 1960’s and 1970’s spies. There are several settings that already cover this genre and that these are sure fits for these occupations. Delta Green, World War Cuthlhu: Cold War and The Laundry. These occupations can be used in them or any other setting where the generic spy occupation form investigators Handbook or Pulp Cthulhu, are appropriate. Pulp is a great setting for someone who wants to capture the super spy aesthetic of the Euro-Spy blockbuster movies.
1.0 Spycraft was published in 2002 and was based on the D20 Open License rules. As a level-based game, it had classes and started off with six. Faceman, Fixer, Pointman, Snoop, Wheelman and Solider. Since solider is already a occupation in CoC, since I do these new occupations in sets of six, I replaced older with High Roller form the SC 1.0 Shadowforce Archer supplement, African Alliance. These are occupations based on the basic classics form Spycraft, not instructions on how to translate characters form one rule set to another.
Faceman: The great paradox of spycraft is that a spy’s life can depend on his ability to blend in to a crowd and also be charismatic enough to encourage an ally or enemy to do what he wants them too. A faceman excels at both of these. He uses his disguise and stealth skills to blend in and fast talk and other interpersonal skill to get others to do his bidding. Though these characters are not just talkers they are capable fighters to. What makes them so deadly is their ability to get so close to a target.
Skills: Disguise, Fast talk, Any one other interpersonal skill (Charm, Intimidate or Persuade), Either one of Fighting (Any) or Firearms (Any) Other Language (any), Psychology, Stealth, Anyone personal skill.
Credit rating: 20%-60%
Occupational skill points: Education X2 and Appearance x2 or Intelligence x2.
Examples: Sidney Bristow in Alias.
Other settings: Can easily be used as a conman or grifter in any sitting.
Fixer: The fixer is the man who gets things done in the field. Agents might be cut off hundreds or thousands of miles from their home office, and when they need something, they can’t just have it Fed Ex’d in. That where the fixer comes in getting what the team needs on the ground, by legal, semi-legal or even illegal means. They often act as back up enforcers and have contacts with the local criminals or black-markets, that is why they are often confused with members of criminal organizations,
Skills: Drive (Automobile), Fighting (Brawl), Firearms (Handguns), Intimidate, Anyone other interpersonal skill (Charm, fast talk, or Charm) Lockpick, Stealth, Any one personal skill.
Credit rating: 20% – 50%.
Occupational skill points; Education x2 and Dexterity x2 or Strength x2.
Examples: Jean Reno’s character in Ronin.
Other settings: In Cthulhu Gaslight campaign change Drive (Automobile) to Drive (Carnage). Can be switched to in a non-espionage game to a specialized form of mobster in any other setting. A fixer might be a freelance operative in a modern of cyberpunk setting.
High roller: As late as the mid 1950’s England was still recovering economically from World war Two. So, spy novels from there at that time has the protagonist living a first-class lifestyle, drinking Champaign eating caviar and cavorting with upper-class women, when the average citizen was still experience food rationing. What started out as escapist fantasy has now become a classic espionage trope. This cold war relic may have little to do with the gritty and realistic spy of the twenty first century, but they are still secret agent icon.
Skills: Charm, Any one interpersonal (Fast talk, Intimidate, or Persuasion). Fight (any) or Firearms (any), Gamble, Other language, Either Drive (any) or Pilot (any), Spycraft, Any personal skills.
Credit rating: 40% to 80%.
Occupational skill points: education x2, and Apperance x2 or Dexterity x2.
Example: Bond, James Bond.
Other settings: Trade the Spycraft skill out with any one personal interest skill, can be a playboy gambler in any campaign.
Piontman: These are highly trained and versatile leaders of an intelligence team. These agents are the jack of all trades. Because they have so much choice in their skills pointmen leadership styles very quiet a bit. This allows them to be a bit of a ‘utility player” to bring in skills the team is missing, where they can fill in for a wounded, dead, or insane teammate,
Skills: One of the fallowing Arts/craft (any) or Science (any), any pone skill of Fighting (any) or Firearms (One), Any one interpersonal skill (Charm, Fast talk, Intimidate or Persuade) , Other languages (any), Spycraft, Any three personal interest skills.
Credit rating: 30%-60%.
Education: X2 and dexterity x2, Intelligence x2 or Strength x2
Example: Ethan Hunt.
Other sittings: Could be a jack of all trades in any non-espionage setting, by changing Spycraft to a fourth interpersonal skill.
Snoop: This is the classic intelligence operative Their job is to gather information on a potential enemy. They rely more on guile and stealth than brute force and firearms. That doesn’t mean they cannot be combat trained it just reserved for plan B. Plan A is to gather the intel and get out with out anyone noticing.
Skill: Arts/craft (Photography) Computer use, Cryptology, Persuade, Any one interpersonal skill (Charm, fast talk, or Intimidate) Spycraft, Stealth, Any personal interest skill.
Credit rating: 20%-40%.
Occupational skill points: Education x2 plus Intelligence x2.
Example: Tom Quinn on the TV show MI 5 (Spooks in England)
Other settings: Prior to the 1980’s replace Computer Use, with Arts’ and craft (any)
Wheelman: This is the person who makes sure that the other agents get to where they need be safely and in style. He’s also the one who pulls them out of the fire when things go south. Many come form a military background that explains why they are so often skilled in weapons, not that they need them in the right hands a vehicle could be just as deadly as a rocket launcher. They are also knowledgeable in mechanic, the same way a good agent knows about first aid. In ways their ride is just like one of the team and if it goes down everybody is walking.
Skills: Arts/craft (any) Drive (Automobile) Either Drive (any) or Pilot (any), Firearms (Vehicle weapons), Firearms (any) Mechanical repair, Navigate,
Credit rating: 20% – 10%
Occupational skill points: education x2 and Dexterity x2.
Example H.M. Murdock from the A Team.
Other settings: This occupation can work as any kind of transportation specialist after 1920.