Or was it the Illuminati?
Adding to its numerous difficulties is its reliance on such time-specific technologies as early QuickTime (later versions don't register as such) and its relatively huge size: 3 CD's, which must be switched on a regular basis. On the plus side, the thrills are more psychological than say, Quake: often, you must make a moral decision such as "Should I torture the Korean mercenary, or abide by the Geneva Convention, considering the Agency is about to be investigated by Congress?" (You'll get input on both sides on this question.) Dying during a training excercise in "The Farm" is a real possibility...and unlike Quake, people will drop when you shoot them...in the right place. (I found myself humming the Rolling Stones "One Hit"...when I wasn't too petrified to move...)
Some of the data seems horribly outdated, for instance, there's way too much exposition about the Russian Mafia, and cypherpunks will find the crypto section laughably ordinary. Still, it would be valuable if Activision were somehow ...persuaded...to reissue.
As the name suggests, Spycraft is set in a modern world (or perhaps the very near future, no more than 20 years ahead). The players are part of this certain "Agency" which dispatches spy teams to take care of those sort of modernist spy jobs you'd imagine this game would deal with.
The players come from eight Departments of the Agency (these are equivalent to the D&D races, as there are only humans in Spycraft). The Departments are:
printable version chaos
Everything2 Help