Outback Interlude
Outback Interlude
Outback Interlude
Outback Outback
Interlude Interlude
by Megan C. Robertson by Megan C. Robertson
TM TM
Requires the use of the Spycraft™ Espionage Handbook, Requires the use of the Spycraft™ Espionage Handbook,
published by Alderac Entertainment Group, Inc., and the published by Alderac Entertainment Group, Inc., and the
Dungeons & Dragons® Player’s Handbook, Dungeons & Dragons® Player’s Handbook,
Third Edition, published by Wizards of the Coast.® Third Edition, published by Wizards of the Coast.®
1800-09
© 2003 Alderac Entertainment Group, Inc. All rights reserved.
1 2
Scene One — G’Day at the Races: In Brisbane, a man in a “We’ve received word that an unscrupulous arms dealer by the
loud shirt — Higgenson — greets the team, providing their name of Terrance Adams has… ahem, acquired a rather large
gear and taking them to Doomben Race Course. Adams’ box shipment of surface-to-air missiles. Moreover, a considerable
is high in the Members’ Grandstand overlooking Winning number of these weapons have been sold to Lothario Lex, a
Post Lawn, where proper introductions are made. man you may know as an equipment and information broker
Unfortunately, Higgenson is not as well connected with to several diverse terrorist groups. We believe that the missiles
Adams as he led the Agency to believe, and the team must are currently secreted somewhere on Adams’ Australian prop-
convince Adams of their identity and aims quickly, or risk erty, outside Brisbane, and that Lex will shortly take delivery.
being seen to the door.
“Your mission is to intercept this delivery, preferably before
Scene Two — Lighting up the Barbie: Assuming the agents’ the missiles leave Adams’ estate. You’re also to apprehend
attempt to convince Adams of their sincerity is successful, Terrance Adams and discover where he’s hidden the remain-
they are invited to his property and offered transportation in ing missiles.
the dealer’s private plane. Guests are served a fine barbeque
lunch and left to their own devices for the rest of the day. Lex “We’ve hired a specialist who claims that he can arrange an
arrives in the evening, and the demonstration is scheduled introduction with Adams — one Loren Higgenson — who will
for the following day. Adams obligingly points out the test meet you at the airport. We suggest that you pose as prospec-
site on the map, should anyone care to go and inspect it tive customers, though you have full discretion concerning
beforehand. your cover identities and approach.
If the team arrives independently, they find the grounds to “That’s all, agents. Good luck."
be a flat landscape broken only by one towering rock out-
cropping. This is not only the most obvious location for mas-
termind’s lair in the area, but also the planned missile test The briefing officer supplies dossiers for both Adams and
site and the ancestral grounds for a tribe of native aborigines. Lex (see pages 17–18 for handout versions), as well as
The aborigines want Adams to stay off the outcropping, and tickets to Brisbane, Australia.
although previous appeals to the dealer have fallen on deaf
ears, the tribe is willing to try asking — one last time. If the
agents reveal that they want to stop Adams, the aborigines
Gearing Up
are likely to assist them — provided the tribe is treated with
The agents may gear up immediately after the briefing.
respect
This mission is Code: Yellow.
Scene Three — Stand Well Back: Two things happen during
The agents may requisition any standard-issue gear with-
the team’s first evening on site — Lex arrives and the aborig-
out restriction, but may only requisition gadgets and vehic-
ines present their demands. The aborigines are, of course,
ular gadgets of up to 2 GP in cost (each).
given short shrift. Lex is already aware that the Agency has
The agents are encouraged by Control to requisition a for-
learned of the deal, though he has no backup with him when
mal cover identity as well (see the Pan-Asian Collective
he arrives. Recognizing the agents for what they are, he sends
Chamber Book, page 60, for more information about cover
for additional personnel to thwart the team.
identities). If the Pan-Asian Collective Chamber Book is
Scene Four — Light Up the Sky: The following day, matters unavailable for any reason, the cost of a cover identity is as
come to a head. Lex’s backup arrives and, unless the team is follows.
evident, begins a search of the area. Should Adams be host-
Power Rating BP Cost
ing the team as guests, he insists that they be left unmolest-
1 10
ed unless they betray his courtesy (the team may overhear an
2 20
argument between the two men to this effect). Regardless of
3 30
their standing with Adams, the team remains under close
4 50
observation during this time. Meanwhile, the aborigines
5 80
come to the conclusion that polite requests are useless and
prepare an ambush at the test site. The agents may not requisition a cover identity with a
Amidst all this, it’s up to the team to complete their mission. power rating over 5 for this mission.
Personal gear to be transported to Australia must be
placed in designated secure containers within the next hour,
Mission Briefing and all gear requisition requests are due within the same time
The agents are summoned to their home office for a brief- frame.
ing, where they are met by a briefing officer of the GC’s
choice (visit the Living Spycraft website for examples pre-
sented by region). The briefing officer provides the following
mission introduction.
5 6
Recommended Gadgets After the agents are prepared (or at a point determined by
the GC), Higgenson takes them to the Doomben Racetrack. En
If time is short or the GC wishes to get straight to the
route, he explains what they can expect at their destination.
action, it’s encouraged that he assign gadgets from the fol-
lowing list, or allow the agents to normally requisition gad-
gets from these options. “Adams will be sitting in his usual box at the top of the
Members’ Stand overlooking Winning Post Lawn. He sorta
• Standard attaché case (1 GP) with booby-trapped (+1 GP), safe passage holds court up there, with people coming and going all the
unit (+1 GP), or submachinegun (+1 GP) options. time. I’ll take ya up, ‘n give ‘im the spiel about who youse are,
• Grenade cigarettes (2 GP each). but the res’ s’up to you."
Aborigine Terms
For those who are interested, the names chosen for this serial
have the following meanings.
Katandrarong: “Place of the sound of many birds".
Goonagulla: “Sky".
Merinda: “Beautiful woman".
Mereki: “Peacemaker".
The aborigines are brave, but not foolhardy. Once the B. Circumventing the surveillance taps on the phones and internet lines:
shooting starts, they take cover. This likely does not protect 50/100/200/500 XP per agent.*
them from the onslaught of a direct missile hit; each missile
* These may not be combined with identical XP rewards from other scenes
inflicts 50% casualties among their number, and destroys
in this serial.
another chunk of Mount Worsnop. (The missiles require two
full actions each to launch — one for prep and one for tar- Scene 3
geting and triggering the firing sequence.)
Sure of his own victory, Lex takes command of his troops A. Overhearing Adams and Lex speak privately: 25/50/100/125 XP per agent.
when they arrive, directing them to slaughter the agents.
A. Defending the aborigines against Adams: 50/100/200/500 XP per agent.
Rewards A. Noticing the surveillance taps on the phones and internet lines:
Keep track of the agents’ accomplishments throughout this 25/50/100/125 XP per agent.*
serial and reward them with the following XP at its end. In
B. Circumventing the surveillance taps on the phones and internet lines:
this serial, the GC should give out the first-tier reward if this
50/100/200/500 XP per agent.*
serial if played at 3rd-level, the second-tier reward if the ser-
ial is played at 8th-level, the third-tier reward if the serial is * These may not be combined with identical XP rewards from other scenes
played at 13th-level, and the fourth-tier reward if the serial in this serial.
is played at 18th-level.
All XP rewards have an associate letter (“A", “B", “C", etc.), Scene 4
indicating their difficulty and benefit within a ‘mini-tree’ of
A. Killing Terrance Adams: 50/100/200/500 XP per agent.
XP rewards. Though the agents might complete multiple
objectives within a tree, they only ever earn the XP for the B. Capturing Terrance Adams: 100/200/400/500 XP per agent.
highest letter of any tree for which they qualify.
A. Killing Lothario Lex: 50/100/200/500 XP per agent.
Example: When an agent completes a “C"-class objective,
he earns the “C"-class reward only. He may not also gain the B. Capturing Lothario Lex: 100/200/400/500 XP per agent.
XP reward for any other lettered objective in the same mini-
A. Killing one or more of Adams’ security guards: 25/50/100/125 XP per
tree (in this case, he may not also earn the rewards for either
agent.
the “A"-class objective or the “B"-class objective.
Note: Living Spycraft experience is never earned until the B. Capturing one or more of Adams’ security guards: 50/100/200/500 XP per
end of a serial, and agents may never gain levels during the agent.
course of a Living Spycraft serial.
A. Killing one or more of Lex’s strike team operatives: 25/50/100/125 XP per
Scene 1 agent.
B. Circumventing the surveillance taps on the phones and internet lines: A. Saving Mount Worsnop from another test firing: 150/300/600/750 XP
50/100/200/250 XP per agent.* per agent.
* These may not be combined with identical XP rewards from other scenes Debriefing
in this serial.
At the successful completion of this mission (i.e. by elim-
Scene 2 inating the threat posed by Adams and Lex, and confiscating
their illicit arms), each agent receives an additional
A. Setting up the weapons deal: 50/100/200/500 XP per agent. 150/300/600/750 XP.
The Agency regrets any loss of life at Mount Worsnop —
A. Encountering Goonagulla (without bloodshed): 25/50/100/125 XP per
even that of Terrance Adams and Lothario Lex — and makes
agent.*
anonymous reparations to sustain aborigine territories across
* No XP is rewarded for this chain if the agents are somehow responsible Australia if the agents fail to save Goonagulla’s tribe.
for Goonagulla’s death. If there is extra time, feel free to role-play the debriefing
and have Control assess the group’s performance. Then have
A. Noticing the surveillance taps on the phones and internet lines:
the players fill out their RPGA forms and wrap up the ses-
25/50/100/125 XP per agent.*
sion.
Name: Terrance Adams Name: Lothario Lex
DOB: July 27, 1947 DOB: April 16, 1944
Occupation: Arms Dealer Occupation: Arms Dealer
Resident: Mount Worsnop, Australia Resident: Unknown
Adams was born 27 July 1947 in Sydney, Australia. He Lex’s origins are uncertain. It’s believed that he was born
saw service in Vietnam, where he spent more time dealing Charles Abraham Fangarn, the son of a lecturer at the
with the Saigon underworld than fighting the war, leading to American University in Beirut, Lebanon, sometime in the
a dishonorable discharge and a jail term. Upon his release in 1960s (though no supporting documentary proof existing to
1973, he teamed up with old military contacts and members support this). Professor Fangarn was killed in 1977 during a
of the Australian underworld and began trading in missile attack in Beirut, his wife having already left him. Her
surplus weaponry. His organizational skills and nose for a location is as yet unknown.
good deal guaranteed his success, and he soon generated suf- Lex has been connected with many varied international
ficient income to indulge his fondness for fine living and terrorist groups, including several Irish and Islamic groups.
gambling. He runs a legitimate ‘military surplus’ business as Ideology does not appear to play a part in his schemes — he
well as the ‘no questions asked’ side of things in which the follows money and violence alone. It is not known if Lex has
real profits lie. conducted any terror operations himself, although he is
understood to have spearheaded several successful assassina-
tions, mostly of African and South American targets.
It is believed, however, that his main contribution is as a
‘consultant’ during mission planning and as a supplier of the
hardware and intelligence necessary for successful terrorist
operations.
Intelligence agencies the world over would like to see Lex
stopped. While he doubtless has information that would
prove vital to anti-terror measures, it’s imperative that he be
removed from the scene by any means necessary.
19 20
Gary Highway
Windy Corner
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Ro
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Eagle Bore
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Camp Warakuma
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Ga
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Carnegie Gun
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Mount Waterburton
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Cosmo Anne De
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Yamama
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Leonora
hway
Western Southern
Australia Australia
Sue Hig
Connie
Kalgoorlie
Coolgardie
Norseman
Indian Ocean
Ravensthorpe
Esperance
The Gunbarrel Highway is marked, the those teams who make an independent approach.
Finishing
Line Racetrack
Winning Post
Lawn
21
Para
de R
ing
Ground Level
Mem
bers
Gran Level 1
dsta
nd
Level 2
Gunsynd
Gardens Main Grandstand
Main Entrance
TM
23 24
Star Service, Jump Up, Personal Staff, Play The Odds, Point Blank
STATISTICS Shot. Gear: Weapons, fine clothing appropriate to the situation, cell
phone, tactical radio.
Terrance Adams Adams’ Security Guards
Terrance Adams is a superb host. He keeps in good condi-
Despite their paramilitary appearance and weapons,
tion, but more through time in the gym than dedicated train-
Adams’ guards are basically high-rent security men. They
ing and action. He’s something of a chameleon, easily slip-
follow orders, but don’t show much initiative — especially if
ping into his surroundings, though he prefers to mold the
confronted with determined armed opposition. However, they
environment to suit his own tastes for luxurious living and
are trained to look impressive and appear more competent
urbane courtesy — provided that he always gets his own way.
than they actually are.
If crossed, Adams’ rage proves spectacular.
Adams’ Guards (first-tier — target average agent level 3), 1st-
Terrance Adams (first-tier — target average agent level 3),
level minions (minions, squads of 6): CR 1/2. SZ M; v/wp 6/11;
2nd-level soldier/3rd-level fixer: CR 5. SZ M; v/wp 39/12; Init +5
Init +2 (+1 class, +1 Dex); Spd 30 ft.; Def 11 (+0 class, +1 Dex);
(+3 class, +2 Dex); Spd 30 ft.; Def +6 (+4 class, +2 Dex); Attacks:
Atk: baton +1 (1d6), Glock 17 +2 (1d10 +1), H&K MP5A3 +1
Glock 17 +6 (1d10+1) with 1 extra magazine; Face 1 square; Reach
(1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV
1 square; SA per classes; SQ per classes; SV Fort +6, Ref +7, Will
Fort +2, Ref +1, Will +0; Str 10, Dex 13, Con 11, Int 11, Wis 11, Cha
+1; Str 14, Dex 15, Con 12, Int 15, Wis 10, Cha 12; Skills: Appraise
10; Skills: Balance +2, Climb +1, Driver +2, First Aid +1, Intimidate
+7, Bluff +8, Driver +5, Forgery +10, Innuendo +7, Intimidate
+3/+3, Jump +2, Profession (Security) +2, Spot +2, Swim +1. Feats:
+11/+10, Listen +8, Move Silently +9. Feats: Card Shark, Charmer,
None. Gear: Weapons, uniforms, tactical radios.
Point Blank Shot. Gear: Weapons, fine clothing appropriate to the
situation, cell phone, tactical radio. Adams’ Guards (second-tier — target average agent level 8),
5th-level minions (minions, squads of 6): CR 4. SZ M; v/wp
Terrance Adams (second-tier — target average agent level 8),
12/11; Init +4 (+3 class, +1 Dex); Spd 30 ft.; Def 13 (+2 class, +1
2nd-level soldier/8th-level fixer: CR 10. SZ M; v/wp 66/13; Init
Dex); Atk: baton +5 (1d6), Glock 17 +6 (1d10+1), H&K MP5A3 +5
+7 (+5 class, +2 Dex); Spd 30 ft; Def +9 (+7 class, +2 Dex);
(1d10+1); Face 1 square; Reach 1 square; SA None; SQ None; SV
Attacks: Glock 17 +9 (1d10+1) with 1 extra magazine; Face 1
Fort +2, Ref +1, Will +0; Str 10, Dex 13, Con 11, Int 11, Wis 11, Cha
square; Reach 1 square; SA per classes; SQ per classes; SV Fort +8,
10; Skills: Balance +7, Climb +6, Driver +5, First Aid +6, Intimidate
Ref +10, Will +3; Str 14, Dex 15, Con 13, Int 15, Wis 10, Cha 12;
+7/+7, Jump +6, Profession (Security) +4, Search +3, Spot +7,
Skills: Appraise +10, Bluff +11, Driver +8, Forgery +14, Innuendo
Swim +3. Feats: Point Blank Shot. Gear: Weapons, uniforms,
+10, Intimidate +12/+11, Knowledge (Black Market) +5, Listen +10,
tactical radios.
Move Silently +11, Search +6, Spot +6. Feats: Alertness, Card Shark,
Charmer, Jump Up, Point Blank Shot. Gear: Weapons, fine clothing Adams’ Guards (third-tier — target average agent level 13),
appropriate to the situation, cell phone, tactical radio. 10th-level minions (minions, squads of 6): CR 9. SZ M; v/wp
18/11; Init +7 (+6 class, +1 Dex); Spd 30 ft.; Def 15 (+4 class, +1
Terrance Adams (third-tier — target average agent level 13),
Dex); Atk: baton +11 (1d6), Glock 17 +11 (1d10 +1), H&K MP5A3
3rd-level soldier/10th-level fixer/2nd-level snoop: CR 15. SZ M;
+10 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None;
v/wp 98/13; Init +10 (+8 class, +2 Dex) Spd 30 ft; Def +13 (+11
SV Fort +4, Ref +2, Will +1; Str 10, Dex 13, Con 11, Int 11, Wis 11,
class, +2 Dex); Attacks: Glock 17 +12 (1d10+1) with 1 extra maga-
Cha 10; Skills: Balance +10, Climb +9, Driver +8, First Aid +9,
zine; Face 1 square; Reach 1 square; SA per classes; SQ per classes;
Intimidate +10/+10, Jump +9, Listen +5, Profession (Security) +7,
SV Fort +9, Ref +13, Will +7; Str 14, Dex 15, Con 13, Int 15, Wis 11,
Search +6, Spot +10, Swim +5. Feats: Alertness, Point Blank Shot.
Cha 12; Skills: Appraise +14, Bluff +14, Diplomacy +6, Driver +8,
Gear: Weapons, uniforms, tactical radios.
Forgery +16, Innuendo +10, Intimidate +16/+15, Knowledge (Black
Market) +10, Listen +10, Move Silently +11, Search +9, Spot +10. Adams’ Guards (fourth-tier — target average agent level 18),
Feats: Alertness, Card Shark, Charmer, Filthy Rich, Five Star Service, 15th-level minions (minions, squads of 6): CR 14. SZ M; v/wp
Jump Up, Play The Odds, Point Blank Shot. Gear: Weapons, fine 24/11; Init +10 (+9 class, +1 Dex); Spd 30 ft.; Def 19 (+8 class, +1
clothing appropriate to the situation, cell phone, tactical radio. Dex); Atk: baton +15 (1d6), Glock 17 +16 (1d10 +1), H&K MP5A3
+15 (1d10+1); Face 1 square; Reach 1 square; SA None; SQ None;
Terrance Adams (fourth-tier — target average agent level 18),
SV Fort +6, Ref +4, Will +2; Str 10, Dex 13, Con 11, Int 11, Wis 11,
3rd-level soldier/15th-level fixer/2nd-level snoop: CR 20. SZ M;
Cha 10; Skills: Balance +13, Climb +12, Driver +11, First Aid +12,
v/wp 119/13; Init +13 (+10 class, +3 Dex); Spd 30 ft; Def +18 (+15
Intimidate +13/+13, Jump +12, Listen +8, Profession (Security) +10,
class, +3 Dex); Attacks: Glock 17 +17 (1d10+1) with 1 extra maga-
Search +10, Spot +13, Swim +8. Feats: Alertness, Lay Down Fire,
zine; Face 1 square; Reach 1 square; SA per classes; SQ per classes;
Point Blank Shot. Gear: Weapons, uniforms, tactical radios.
SV Fort +11, Ref +15, Will +9; Str 14, Dex 16, Con 13, Int 15, Wis
11, Cha 12; Skills: Appraise +14, Bluff +17, Diplomacy +14, Driver
+9, Forgery +16, Innuendo +10, Intimidate +17/+16, Knowledge
(Black Market) +15, Listen +10, Move Silently +12, Search +9,
Spot +10. Feats: Alertness, Card Shark, Charmer, Filthy Rich, Five
25 26
Lex Lothario (fourth-tier — target average agent level 18), Punching Basics. Gear: Weapons, SWAT-style paramilitary uniforms
12th-level soldier/5th-level faceman/2nd-level pointman/1st- (black), tactical radios.
level snoop: CR 20. SZ M; v/wp 130/14; Init +19 (+16 class, +3
Lex Troopers (fourth-tier — target average agent level 18),
Dex); Spd 30 ft; Def +13 (+10 class, +3 Dex); Attacks: knife +18
18th-level soldiers (minions, squads of 4): CR 18. SZ M; v/wp
(1d4+2), Sig Saur P-220 in .45 ACP +19 (1d12), Steyr AUG assault
101/13; Init +16 (+14 class, +2 Dex); Spd 30 ft; Def 19 (+7 class,
rifle +19 (4d4); Face 1 square; Reach 1 square; SA per classes; SQ
+2 Dex); Attacks: Sig Saur P-220 in .45 ACP +20 (1d12), Steyr AUG
per classes; SV Fort +15, Ref +13, Will +12; Str 15, Dex 17, Con 14,
assault rifle +20 (4d4); Face 1 square; Reach 1 square; SA None; SQ
Int 13, Wis 11, Cha 13; Skills: Balance +19, Bluff +16, Computers
None; SV Fort +12, Ref +8, Will +7; Str 15, Dex 15, Con 13, Int 12,
+19, Demolitions +17, Disguise +16, Driver +15, Electronics +13,
Wis 12, Cha 10; Skills: Balance +12, Climb +15, Demolitions +15,
Hide +20, Jump +10, Knowledge (International Terrorism) +13,
Driver +12, First Aid +12, Intimidate +15/+13, Jump +13, Profession
Listen +14, Move Silently +18, Open Lock +13, Sense Motive +16,
(Mercenary) +15, Spot +14, Tumble +14. Feats: Alertness, Point
Tumble +13; Feats: Assassin, Combat Instincts, Darting Weapon,
Blank Shot, Punching Basics. Gear: Weapons, SWAT-style paramili-
Expertise, Marksman, Master Assassin, Point Blank Shot, Political
tary uniforms (black), tactical radios.
Favors, Precise Shot, Punching Basics, Sharp-shooting, Silver
Tongue, Surge of Speed. Gear: Weapons, designer clothing (black), Loren Higgenson
cell phone, tactical radio.
Loren Higgenson is almost a caricature of the perceived
Lex’s Strike Team “loud-mouth Australian". A con-man and swindler, well
plugged-in to the swirling depths of Brisbane’s seamier side,
Lex’s strike team consists of well-trained and competent
Loren lives and dresses the part of a gangster down under.
mercenaries recruited from elite military formations around
His attire tends to the loud, including colorful shirts, small
the world (Lex may deal with terrorists, but prefers trained
hats, baggy suits, and small cigars (though he appears to
soldiers over idealists at his back). These men are well-paid
carry no visible weapons). Loren talks a lot, and tends to
and loyal, and accept the realities of their profession; being
wave his hands around to emphasize points.
prepared to fight and win (or die) whenever the situation
requires. Loren Higgenson (first-tier — target average agent level 3),
2nd-level fixer: CR 2. SZ M; v/wp 6/10; Init +2 (+1 class, +1 Dex);
Lex Troopers (first-tier — target average agent level 3), 3rd-
Spd 30 ft; Def 13 (+2 class, +1 Dex); Attacks: fist/punch +1 (1d3+1
level soldiers (minions, squads of 4): CR 3. SZ M; v/wp 16/13; Init
subdual); Face 1 square; Reach 1 square; SA per class, SQ per class;
+5 (+3 class, +2 Dex); Spd 30 ft; Def 13 (+1 class, +2 Dex); Attacks:
SV Fort +2, Ref +4, Will +0; Str 13, Dex 12, Con 10, Int 13, Wis 10,
Sig Saur P-220 in .45 ACP +5 (1d12); Steyr AUG assault rifle +5
Cha 13; Skills: Appraise +2, Bluff +6, Boating +5, Bureaucracy +3,
(4d4); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort
Computers +2, Diplomacy +3, Driver +3, Forgery +6, Gather
+4, Ref +4, Will +2; Str 15, Dex 15, Con 13, Int 12, Wis 12, Cha 10;
Information +3, Innuendo +4, Intimidate +2/+2, Knowledge
Skills: Balance +3, Climb +7, Demolitions +7, Driver +3, First Aid
(Brisbane Area) +5, Knowledge (Australian Underworld) +5,
+3, Intimidate +6/4, Jump +4, Spot +5, Tumble +3. Feats: Alertness,
Languages +4, Listen +2, Read Lips +2, Sense Motive +4. Feats:
Point Blank Shot, Punching Basics. Gear: Weapons, SWAT-style
Blocking Basics. Gear and Vehicles: Battered van, marked deck of
paramilitary uniforms (black), tactical radios.
cards, loaded dice, bottle of whiskey, box of cigars, loud (average)
Lex Troopers (second-tier — target average agent level 8), 8th- clothing.
level soldiers (minions, squads of 4): CR 8. SZ M; v/wp 40/13; Init
Loren Higgenson (second-tier — target average agent level 8),
+8 (+6 class, +2 Dex); Spd 30 ft; Def 15 (+3 class, +2 Dex); Attacks:
5th-level fixer/2nd-level wheelman: CR 7. SZ M; v/wp 28/12; Init
Sig Saur P-220 in .45 ACP +10 (1d12), Steyr AUG assault rifle +10
+4 (+3 class, +1 Dex); Spd 30 ft; Def 16 (+5 class, +1 Dex); Attacks:
(4d4); Face 1 square; Reach 1 square; SA None; SQ None; SV Fort
fist/punch +5 (1d3+1 subdual); Face 1 square; Reach 1 square; SA
+7, Ref +4, Will +3; Str 15, Dex 15, Con 13, Int 12, Wis 12, Cha 10;
per class; SQ per class; SV Fort +4, Ref +8, Will +2; Str 13, Dex 12,
Skills: Balance +6, Climb +10, Demolitions +10, Driver +6, First Aid
Con 11, Int 13, Wis 10, Cha 13; Skills: Appraise +7, Bluff +11,
+6, Intimidate +9/+7, Jump +7, Profession (Mercenary) +5, Spot +8,
Boating +8, Bureaucracy +6, Computers +6, Diplomacy +6, Driver
Tumble +8. Feats: Alertness, Point Blank Shot, Punching Basics.
+8, Forgery +11, Gather Information +11, Innuendo +9, Intimidate
Gear: Weapons, SWAT-style paramilitary uniforms (black), tactical
+5/+5, Knowledge (Brisbane Area) +10, Knowledge (Australian
radios.
Underworld) +10, Languages +10, Listen +7, Move Silently +10,
Lex Troopers (third-tier — target average agent level 13), 13th- Read Lips +5, Sense Motive +7, Sleight of Hand +4. Feats: Blocking
level soldiers (minions, squads of 4): CR 13. SZ M; v/wp 72/13; Basics, Lane Dancer, Undermine. Gear and Vehicles: Battered van,
Init +12 (+10 class, +2 Dex); Spd 30 ft; Def 17 (+5 class, +2 Dex); marked deck of cards, loaded dice, bottle of whiskey, box of cigars,
Attacks: Sig Saur P-220 in .45 ACP +15 (1d12), Steyr AUG assault loud (average) clothing.
rifle +15 (4d4); Face 1 square; Reach 1 square; SA None; SQ None;
SV Fort +9, Ref +6, Will +5; Str 15, Dex 15, Con 13, Int 12, Wis 12,
Cha 10; Skills: Balance +9, Climb +13, Demolitions +13, Driver +9,
First Aid +9, Intimidate +12/+10, Jump +10, Profession (Mercenary)
+10, Spot +11, Tumble +11. Feats: Alertness, Point Blank Shot,
29 30
square: SA per class; SQ per class; SV Fort +7, Ref +14, Will +6; 2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
Str 13, Dex 12, Con 10, Int 13, Wis 12, Cha 13; Skills: Appraise +18, License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License
Bluff +18, Boating +16, Bureaucracy +11, Computers +11, itself. No other terms or conditions may be applied to any Open Game Content distributed
Diplomacy +11, Disguise +8, Driver +20, Forgery +20, Gather using this License.
Information +10, Innuendo +14, Intimidate +16/+16, Knowledge 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
the terms of this License.
(Brisbane Area) +18, Knowledge (Australian Underworld) +18, 4. Grant and Consideration: In consideration for agreeing to use this License, the
Languages +21, Listen +16, Move Silently +20, Read Lips +16, Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.
Search +7, Sense Motive +12, Sleight of Hand +14, Swim +16.
5. Representation of Authority to Contribute: If You are contributing original material as Open
Feats: Blocking Basics, Card Shark, Defensive Driving, Firm Hand, Game Content, You represent that Your Contributions are Your original creation and/or You
have sufficient rights to grant the rights conveyed by this License.
Handler, Jackrabbit Start, Lane Dancer, Persuasive, Speed Demon,
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
Undermine. Gear and Vehicles: Battered van, marked deck of cards, License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
loaded dice, bottle of whiskey, box of cigars, loud (average) clothing. You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
Goonagulla 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Goonagulla is both a traditional aborigine and a modern Agreement with the owner of each element of that Product Identity. You agree not to
environmentalist and campaigner. He prefers cultural dress indicate compatibility or co-adaptability with any Trademark in conjunction with a work con-
taining Open Game Content except as expressly licensed in another, independent
and body paint, but isn’t above using a mobile phone. He is, Agreement with the owner of such Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity.
however, a pacifist and won’t engage in anything but debate The owner of any Product Identity used in Open Game Content shall retain all rights,
and passive resistance. The same goes for other aborigines title and interest in and to that Product Identity.
with him. 8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the Contributor
to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICES
Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc. System Rules
Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Star Wars roleplaying game, Copyright 2000, Wizards of the Coast and Lucasfilm Ltd.;
Authors Andy Collins, Bill Slavicsek, JD Wiker. Spycraft Espionage Handbook, Copyright
2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Shadowforce Archer Worldbook, Copyright 2002, Alderac Entertainment Group, Inc.;
Authors Patrick Kapera and Kevin Wilson.