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1  Community / License to Improvise / Re: Help with weapon proficiency fortes please on: May 31, 2008, 07:47:46 PM
I thought it meant that say you have the Handgun Forte, you could pick from one of the pistol types, like Holdout Pistol, Service Pistol, etc, and get a +1 bonus only to that pistol type.
2  Products / Spycraft 2.0 / Re: Dialing back the WoF... on: May 07, 2008, 01:55:43 AM
My WoF game will likely be more military focused.  Definately some espionage type missions, but i dare say they would prefer the bulk of the missions to involve combat in one form or another.

I was also contemplating letting them make up 2 characters.  One more combat focused, the other more espionage focused.  Then when i give them a mission, they can all pick one of their two characters as they see fit.
3  Products / Spycraft 2.0 / Re: Dialing back the WoF... on: May 03, 2008, 06:05:46 PM
I had an idea along similar lines.

The PC's were going to be working for Project: Pitfall, directly under Stephen Century.  Basically they would start off doing missions, which seem fairly logical and straight-forward, and good-guy like, but progressively they would find snippets of information indicating to them that Pitfall is actually evil (Basically in the same vein as Alias, in that Sydney thought she was working for the good guys when working for SD-6, but in actual fact isnt).

I was thinking the PC's could either find info liking General Cornelius to the Franchise somehow, and force them to run away from Pitfall, or i was just thinking that the PC's could progressively get more and more unmoral orders, and then throw a Rival Approach event at them and hopefully get them to switch sides.

I dont actually mind the entirety or World On Fire, as it makes for some interesting connections between all the factions.  The only thing that just sounds completely stupid (No offense here Crafty guys, as im aware it was AEG who requested it) is The Alliance Of Evil Geniuses....  i mean really.... who in their right mind would call themselves that.... even in a game Smiley  For my game, i will just be using "The Alliance".

The Bloodvine Syndicate seem a little out of their depth compared to the rest of factions.  And in my game i cant really see how i would use them.  If anything i may actually make them a Villainous faction and have them in cahoots with The Franchise.

Basically i want my players by the second season of the game to be carrying out missions for the actual good guys, but also constantly on the lookout for Project: Pitfall troops who are constantly hunting them due to thhe information they possess.
4  Community / License to Improvise / Re: What feats would u give these Specialties? on: April 19, 2008, 08:10:47 PM
fair call Pneumonica.  Im not American, so im not versed in the different departments of the CIA.

I plan at some stage of making a a whole host of Talents/Specialties all with a Military bent, for a likewise campaign i will be running in the future.

I think what i plan on doing however is making things like Navy Seal, Army Ranger, Green Beret, Delta Force, etc as Talents, with Specialties being things like Pointman (well another name to represent the same thing), Backstop, Shooter (as in Sniper), Operator, etc.

Basically i need a whole lot of positions within a special forces or other wise team to make as talents.

I might make a thread to get some suggestions people could recommend to be done.
5  Community / License to Improvise / What feats would u give these Specialties? on: April 01, 2008, 03:11:28 AM
What feat would you give to each of these Specialties, as im struggling with just 1 feat which is representative for each one.

Delta Force
Force Recon
Ranger
Navy Seal
CIA
FEMA
6  Products / Spycraft 2.0 / Re: Post Apocolypse type game on: March 20, 2008, 06:05:26 PM
Cash and carry - if there is no support structure to allow the protagonists to refresh gear things start to lean that way. Add in the notion of a finite amount of space for hauling your goodies around and it's leaning strongly that way. It means every litle thing that can be acquired is going to be carefully evaluated in terms of usefulness vs. difficulty to drag around.

Ive been thinking on this a little more.  Say for instance my players start out as vault dwellers that were in a cryogenic sleep and woke up 200-500 years after the nulcear war.  The would be naked with absolutely no belongings, etc.  All of the gear systems give them gear from the start.

Another snag i have found is that the lifestyle stat isnt really appropriate as far as i can see.  For instance they will wake up and wander around, and may stumble upon some abandoned building that they all adopt as their own base, and the lifestyle stat has no say.  Also they lifestyle stat wouldnt matter in terms of space, because it would be the size of whatever building/structure they make as their base, and not what their lifestyle allows.  And as for Prudence... in a post apocolyptic world such as Darwins World, where they start with 0 belongings to their name, and very little in the way of civilisation, what would they "squander" their money on, let along actually get payed on a per mission basis as per their Spending Cash.

Dont get me wrong, the new systems are good, im not having a go at them, just trying to figure out how to go about the whole gear thing for my game.

Any help/ideas would be appreciated, as i want to keep the game balanced.

It's a matter of perspective and presentation.

Lifestyle reflects the effort and expense put into maintaining a location as a 'secure' home. Have them set their Lifestyle and then let them discover appropriate lodging.

Spending Cash/Prudence. It's easy to describe them as income and fiscal responsibility in a game that actually has, you know, jobs and money. The world you're describing is a little different, so let's go up a level of abstraction. At a high level, all money is is a representation of resources. This may be currency, it may be gold and jewels, or it might be trade goods like food and water. Spending Cash income are resources your character doesn't have to exert (in a game sense) himself to acquire, and Prudence is your character's ability to manage and husband his resources.

So their Spending Cash is from the farming, distilling, repair work, trading, or whatever they do off screen. The losses form a low Prudence are essentially the same as a more developed economy. Eating wastefully, not properly managing your resources, not putting the cap back on the bottle of rectified spirits, whatever. A character with a low Prudence expends a far greater amount of his wealth (food, livestock, water, working batteries, whatever) living then one with a high Prudence.

Just explain that "cash" is not currency. It's a score keeping tool to represent resources (which is all currency really is). A character with $100 on his character sheet doesn't have a $100 bill in his wallet, he has some five ICs that didn't get fried by EMP, four liters of 197 proof ethanol, two kilos of early war military rations (will last for decades, abolutely free of germs, radioactives, toxins and with far higher nutritional value then what can be scratched out by the average survivor's farm, etc) or whatever.

Cheers for this explaination, makes alot more sense to me now.  I guess i was taking what was written literally instead of figuratively.

So basically their "mission income" would be in the form of ethanol being made and crops growing, etc whilst they are off doing their thing, for instance.

And basically all i need to do is go over the gear chapter and reassign values for things?  I was basically just going to find a few weapons in both Darwin's World and SC2.0 and see what their value difference is to find some sort of factor, which would allow easy conversion, and would allow me to slip other items in there like more futuristic weapons, batteries and all that guff.
7  Products / Spycraft 2.0 / Re: Post Apocolypse type game on: March 20, 2008, 06:01:27 AM
Cash and carry - if there is no support structure to allow the protagonists to refresh gear things start to lean that way. Add in the notion of a finite amount of space for hauling your goodies around and it's leaning strongly that way. It means every litle thing that can be acquired is going to be carefully evaluated in terms of usefulness vs. difficulty to drag around.

Ive been thinking on this a little more.  Say for instance my players start out as vault dwellers that were in a cryogenic sleep and woke up 200-500 years after the nulcear war.  The would be naked with absolutely no belongings, etc.  All of the gear systems give them gear from the start.

Another snag i have found is that the lifestyle stat isnt really appropriate as far as i can see.  For instance they will wake up and wander around, and may stumble upon some abandoned building that they all adopt as their own base, and the lifestyle stat has no say.  Also they lifestyle stat wouldnt matter in terms of space, because it would be the size of whatever building/structure they make as their base, and not what their lifestyle allows.  And as for Prudence... in a post apocolyptic world such as Darwins World, where they start with 0 belongings to their name, and very little in the way of civilisation, what would they "squander" their money on, let along actually get payed on a per mission basis as per their Spending Cash.

Dont get me wrong, the new systems are good, im not having a go at them, just trying to figure out how to go about the whole gear thing for my game.

Any help/ideas would be appreciated, as i want to keep the game balanced.
8  Products / Spycraft 2.0 / Re: Post Apocolypse type game on: March 15, 2008, 07:12:31 PM
I just brought Darwin's World for some background info, however im not quite sure thats the angle i want to go.  I Am Legend keeps poking into mind, more in terms of still modern day, as opposed to future, as i dont really know if i want people running around with Lasers, Masers, Gauss guns, etc, however on the flip side it may be kinda cool with robots and mutants and all that.

I Am Legend i think has the best take on Zombies ive seen in a while.  However the zombie genre can get kind of old kind of fast in an rpg game imo...  But then on the flip side, zombies can be kinda cool too.  Resident Evil movies are pretty awesome.

Twilight 2000 aint a bad idea, more sticks to modern day as opposed to far future, same with Children Of Men.  Basically the world is going to crap because of the infertility, and there is infighting between everyone, and the government is always trying too keep some semblence of control.  I suppose i could see a meshing of Children Of Men and I Am Legend, in that scientists trying to cure infertility have created some drug which turns those people into the zombie type things in I Am Legend, yet the whole time, the Government is trying to stop the cure for the drug, as they intentionally created the infertility in an attempt to "save the planet"... i kinda like the idea of the PC's trying to avoid the zombie like things, as well as the government who are trying to thwart their efforts to help cure the infertility, as well as the constant struggle of trying to live in the world in general, with law and order going out the window and gangs and all the rest taking over cities, etc. 

I suppose the only other thing i can see is what is it that i really want them too be able to work towards....  At least with I Am Legend/Resident Evil they can work towards a cure, etc or something, but for Twilight 2000, im not so sure... there is only so many times they can be sent out to get food, etc.....  I have too many ideas sometimes, and its hard to bring it all back to one core theme...

9  Products / Spycraft 2.0 / Re: Post Apocolypse type game on: March 14, 2008, 07:24:45 PM
thanks!  i was struggling a little to get my head around the new gear systems, as ive only read through it once, but this helps alot.
10  Products / Spycraft 2.0 / Re: Post Apocolypse type game on: March 14, 2008, 05:29:15 PM
bump!

30 views and no thoughts/opinion?

which system mimics best the ability to scavenge what they can, but they can only take with them what they can carry/fit in their vehicles (if they have any) due to the nomadic lifestyle in a post-apoc campaign.
11  Products / Spycraft 2.0 / Post Apocolypse type game on: March 13, 2008, 09:24:02 PM
Im looking to run a post apocolypse type game for my players, basically something along the lines of Aftermath/Twilight 2000/Jericho theme.  Im probably gonna bring some of the Conspiracies PDF info into the fry as well.  Basically the operatives of FEMA make an attempt to cease control of the government by causing some sort of cataastrophe so that the government lets them take control to restore order.  Things go into lockdown all over and FEMA will use the privatised military to take control. and so on and so forth.

Either that or a Darwin World campaign.  Just need to find out which my PC's would prefer.

What campaign qualities would people use in either case?

i suppose im more looking at what gear system would best suit the scavenge style of play found in post-apoc games?  I do have the new Big Score PDF, but i cant really figure out whether the Stockpile or Cash & Carry system would be the best.
12  Products / Spycraft 2.0 / Re: So good to be bad! on: August 30, 2007, 02:27:41 AM
That's a point - if you get sniped at by a group of 4 enemies, then take them all out with an AoE spell, that's 4 bonus action die in one hit

Just remember - the dice go away at the end of the fight, so if you kill everybody on the first hit, there's no one around to use them on. It always pays to save at least one foe to toy with...

hehe that is utterly nasty.... heres a group of 10 orks plus chieftan... aoe spell kills the 10 orks, ala 10 action die to completely decimate the cheiftan... thats so cool. Smiley
13  Products / Spycraft 2.0 / Re: So good to be bad! on: August 29, 2007, 03:17:05 AM
If thats what an Orc is gonna be like, i get a sneaking suspicion the Dwarf is going to be even cooler/more badass
14  Products / Spycraft 2.0 / Re: Your preferred fantasy on: August 27, 2007, 08:26:23 PM
I havent played or GM'ed alot of Fantasy really, but with my group, the only thing they tend to want to ever do is blow crap up or kill things.  As a result any games i run tend to be fairly combat orientated, which in my opinion can get rather boring, coz its effectively playing Hero's Quest (the board game)....

In terms of settings though, i would like to try and run a setting like the movie 300, in that era.
15  Community / Play-by-Post / Re: Public Liberty: Prologue; Baptism of Fire on: August 23, 2007, 02:02:19 AM
Outside the building, Enigma comments "What a way to start a new gig, im enjoying this new job already.  Can anyone fill me in on what i missed before the big bang?"
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