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in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() WorldWorksGames • View topic - Spycraft 2.0
Well, I have been asked to start a thread for Spycraft 2.0, starting with a description of the game. I am going to spread this out over several posts, so as to encourage discussion of the points, and prevent having a huge, easily ignored, block of text.
The first thing that you will notice, even before cracking open the covers/clicking the PDF is that the book is honkin' HUGE! - almost 500 pages, all in full color. The PDF is 91 megs, zipped, 160 megs when unzipped. I have not yet purchased the PDF, but I will.
The book starts with the differences between fist and second editions, and with D20 in general. This is followed by character generation, and the main point of this post.
The chapters on character generation are well laid out, explaining things in a better manner than the Dungeons & Dragons 3.0 book did, at least to my eyes. (It took using the sample character generator included with the D&D Player's Handbook for me to quite grasp what they meant. Not so with Spycraft, which admitedly benefited from my previous experiences.) A color coded sample character sheet goes through the steps in order, something that I found useful when guiding a new player through the process.
A blank character sheet can be downloaded
Spycraft uses a point based generation system rather than dice, with points costs similar to those in the alternate character generation method in the Dungeon Master's Guide, though they are rather more generous with your starting points, giving you 36 points to play with rather than 25. Ability scores start at 8, with scores below 13 costing one point for each point above 8. After 13 it gets a bit more expensive, with better stats costing proportionally more.
Spycraft assumes that all PCs are human, so rather than giving the standard 'no trait modifier, but you get some extra skill points and a free feat' approach of D20 they have Origins, Talents, things that your character is naturally good at - typically (but not universally) balanced ability score modifiers (a +2 in one stat balanced by a -2 in another) and a general bonus in some type of tasks. Some of these bonuses will increase over your character's career.
And Specialties, the training that your character has received, typically (but not universally) a bonus feat, and a couple of minor bonuses, of widely varying sorts. Each character picks one of each to round out the character concept. Again, these may increase over your character's career.
I have found Origins handy, making it easy to flesh out the basic background of the character.
The classes are very cinematic in feel, one of the temptations that I recommend not fighting is trying your hand at statting out characters from movies. The first character I created for the game was Marv from Sin City, just because I ran across the 'Too Ugly to Die' feat. Indiana Jones was identifiable in two levels, and ready for the movies around eight. Each class has a 'Core Ability', which only a character who started play as that class gains. Otherwise there is no penalty for multiclassing.
Wounds/Vitality are determined by your class, using the system from Star Wars D20 by permission.
Skills are very different than the normal run of D20, many cover a much broader base than the standard. For example, rather than having separate Hide and Move Silently skills there is a general purpose Sneak skill. Which ability score is used to determine a bonus or penalty varies depending on the task being attempted. The Skills chapter breaks each skill down by what checks you will likely be making with it, and gives a list of skills providing Synergy Bonuses. You are only allowed one Synergy bonus at a time, but the bonus is increased by one for every 5 ranks you have in the second skill..
Knowledges are handled in a very different way, no longer being tied to specific skills, the assumtion being that modern characters have access to a wider education - Knowledge checks are instead based on character level and Intelligence modifier, with a synergy bonus for certain skills. So, if you wanted to find out what your character knows about alarm systems he/she would roll a D20, add his level, add his Int modifier, and - if he/she has 5 ranks or more in the Security then he/she gains a bonus of +1 for every 5 ranks in the skill.)
Feats are fairly similar to those in standard D20, though geared towards a modern action game. In this section there are little dashes of humor, ones that I enjoyed. (Whip Basics, a feat that gives you a bonus when using whips is described as 'You do a fine job of keeping up with the Jonses' (cue theme music from Raiders of the Lost Ark'...).
One more new feature that is not standard to D20 is Interests, things that your character knows just a little bit more about than most, simply because they interest him/her. Interests give a bonus to skill rolls, and to Action Dice spent to boost those checks.
Subplots - does your character have some baggage? At the player's option the character can start off with some storylines all of his/her own. This option was the source of one of the few game arguments that I have had with Spycraft 2.0 - one player felt like I was 'painting a big red target on his chest' any time I tried to do anything with his subplot. When I asked him why he had taken it then he answered 'everyone else was taking them'.
I told him that it was completely optional, and if he didn't want it to kick in then he should remove it from his sheet. All the other players love them, and now he is feeling left out... (again).
Last, but by no means least is possibly the most portable feature of the game - Action Dice, similar in function to the Action Points in D20 Modern Action dice are both more plentiful and more versatile. For most rolls (aside from damage) you can spend more than one die, and you can do so after seeing the result of your main die roll, even rolling one Action Die at a time to boost the roll until it seems 'high enough'. You get some to spend at the start of every session, and the GM is encouraged to give more out when a character attempts (not only when he/she succeeds, just making the attempt is enough) something 'cool'. I have found that this encourages players to try risky, cinematic stunts than anything else that I have seen outside of 7th Sea. (Which came from the same publisher, go figure...)
And I see that I am approaching 'Huge, Easily Ignored Block of Text' status already.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
I like the sounds of the Origin thing. Similar to the class system of WHFRP? Also, I'm not familiar with SWD20, care to elaborate on the damage system?
I think the biggest point of Origins is that they tend to give you one bonus Feat or some other bonus to something like Resources or skills. It's a two-part process: you pick your Talent, then you pick your Specialty. It's like a two-word descriptor of your character.
For example, the Soldier character in my IRC Spycraft game is an Agile Warrior. The Agile part gives you +2 Dex, -2 Str, spd +5 ft, Acrobatics is class skill, and a +1 bonus insight to all Reflex saves, gaining +1 per every four levels (don't have the book, I'm going by my memory here). The Warrior half gives you bonus unarmed, hurled and unarmed weapon proficiencies, +1 to attack w/ pummel, increasing every ... fifth level? Something like that.
This allows you tailor your character a little better. The idea of Spycraft is that level 1 characters are not newbies - they are talented individuals with skill who have began the campaign at the bottom of their organization, for example. A level 20 character is just one that's survived so long that he/she has a ton of Feats, skills and bonuses, and is trusted enough to get more Gear and information before the missions actually start.
Then there's the proficiency vs known categories for languages, vehicles and weapons. Known means you can use it with a minor or no penalty - proficient means you use it with no penalty or a bonus. You just check one off when you get a proficiency in it. That way, as the Game Control, I just use my notes to see if known or proficiency helps them any (or if they are hindered by not having any proficiency).
The last thing I really like (other than the combat that Gump has covered) is the challenge system. For chases and hacking attempts, each side picks strategies when resisting the other. Some strategies have better resistances/bonuses against others, so you have to choose your strategy wisely. Sometimes you have to guess what the other party is going to do (is he going to bootleg reverse on that turn, or is he going to ride it out?) If you have decent skills, you can get the GC to tell you what strategy the other will employ, or cut off their options. When you win stages of the chase/hack, you also start limiting the other parties choices, therefore gaining more and more access/ground on them. Very cool. You can even use cards or invent strategies for your characters to use during the game.
My friends and I figured out what James Bond would be. He's a level 15 character. You can space his levels over Wheelman, Infiltrator, Faceman and Soldier. He gets great Gear, has nice Feats and a lot of proficiencies across the spectrum. Level 20 would be like James Bond at the peak of his career, probably retired.
Right now, I'm playing an IRC game on our forum channel every Friday night. I have one Infiltrator, one Soldier, one Scout, one Facewoman, and one Explorer. They finally had their first mission and are working on the second. The name of the campaign is GAMBIT (it's a CIA term for the synthetic skin you use to make masks and pretend to be someone else).
He was the same level as James Bond - 15, only his first class is eight levels in Faceman. His next class is four levels in Infiltrator. And 3 levels in Snoop (or Hacker, depending on how you look at it).
He's more specialized because he's a thief who plays the Thousand Masks.
We went all night going over several big spy/agent type personalities. Ethan Hawke from MI only ranks level 11, the Avengers were like 12 and 12 respectively, etc.
You have to get the expansion for the old Spycraft - the one that helps you design the ultimate evil genius/opposition organizations. Classy stuff and very helpful when it comes to designing bases, hierarchy, etc.
We had the hierarchy figured out once. Main guy -> Henchman -> Scientists -> Goons/Mercenaries.
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Hmm, I seem to abandoned this thread during the Festival this year.
I am now getting ready to put a wrap to my first Steampunk Spycraft campaign, the characters are now up to the mid teens in level, and can pull of some fairly impressive stuff.
When I first set up this campaign I had three possible Masterminds ('big bad guys') for the ending, none now seem quite right. Wilhelm II* has taken power, and is looking at his late grandmother's empire with covetous eyes. The Tsars are looking to sieze much of the Middle East, and the first hints of 'There is something else out there' have begun to trickle in. Without interference the WII plot will be left daangling, and will culminate in the Great War (a possible second campaign), the Tsar plot will wrap all of its own at the same time - the Russian Revolution is coming, and there is not much that can stop it. That that leaves There is Something ElseOut There as the plotline for the wrap.
The ancient gates are preparing to open, and the ancient races are about to return. Actually, several of the gates have already opened, one in the depths of London - Goblins have been among the humans now for almost eight years.
The gate in Switzerland has been open for even longer, and the much reduced Ogres have been moving in and living quite nicely with the humans of the area. Though some of the members of the Vatican Guard are quite large these days... Does it count as an invasion if they move in peacefully and adopt your culture as their own? (This is actually a non-plotline, the players can't prevent it, and it does not matter, nothing bad is about to happen.)
The Hag Queen of the Goblins is the number one choice for an ultimate Mastermind, but there are also the Sidhe, who's doors have not yet opened. For all their bad reputation the Ogres are no more interested in opening their gates to worse things than their neighbors are, being Monsters is a curse to them, not a blessing. They are being reduced as the magic from their gates fade, and are glad of it. Both have a reason to hate and fear the Sidhe. (Both races are cursed, and the Sidhe are the ones who did the cursing.)
Ideas, anyone?
The Auld Grump, preparing to start The End tonight.....
Nullum magnum ingenium sine mixtura dementiae fuit.
The game has been ended, or more accurately it has stopped, many issues still remaining open.
The next theater of the game opens (with new characters) in Sarajevo, 28 June 1914, 12 years having passed since the end of the first campaign. When an assassin's bullet is the first shot in the conflict that shall become known as the Great War.
England has institutionalized its thaumaturgical explorations - the most significant (at least in regards to the game) being the military colleges of magic, the Ministry of Wizardry, and the nascent Bureau of Magical Defense and Intelligence. Espionage has gone, in the main, from being a game of amateurs to that of trained professionals.
Nor have Britain's preternatural enemies and rivals been idle. The Goblins have broken through, secretly swarming in the depths below London, while the Sidhe have begun to bargain in secret with self styled Druids in the Dartmouth, and near Avesbury. As yet the Bureau has little contact with these machinations, but that will change....
Germany has put its reliance in things of metal, steam and fire, France has begun exploring the capabilities of creatures no longer human, nor wholly alien, but other....
And in India the Black Earth Mother stirs.
The Auld Grump
Nullum magnum ingenium sine mixtura dementiae fuit.
I swear to the gods I have the attention span of a mayfly these days.
I have not even run game one of my proposed pirates game and I got distracted by the samples for World on Fire for Spycraft 2.0.
Not so much the setting as the short section on cryptography. Suddenly I want to run a pulp era game where the players and the PCs have secret decoder rings....
Sad, very very sad.
The Auld Grump, who went so far as to price out the darned rings.... (Two for six dollars.)
Nullum magnum ingenium sine mixtura dementiae fuit.
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