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1  Products / Spycraft 2.0 / Re: Deadly situations and autokilling characters on: February 12, 2012, 06:37:06 AM
You are not making it up. I saw it in 2.0, when I first read it.
In Spycraft 2.0 First Printing, it's on page 350, purple sidebar boxed text, lower right.

2nd printing, same page, only it is in black in the hard copy bound version.



2  Products / Spycraft 2.0 / Re: Accents on: February 04, 2012, 04:31:56 PM
In my campaign, I have it that if you took focus America, you have American accent. Or focus Britain,British Accent.

If not and you are from say Russia, and have north american region, you still have an aceent.

Vice versa, if you are CIa, and don't take Russia as a focus, you have an accent, and it's difficult to pass for russian, on a mission.

Seems to me it's like the (I don't know what it's called) Blending in courses for advanced deep cover handlers.

Something like that.
3  Products / Spycraft 2.0 / Re: Describe Spycraft for me... on: January 25, 2012, 05:36:50 PM
It doesn't have to be "Combat as the main source of conflict or Drama" unlike 4.0 D&D, which is all there is to it, is combat, with a brief narration of you loot this, you go to the next combat (essentially).

IUn most Spyc raft campaigns, I'll bet it is:

There is a risk in being caught, and thus imprisoned or killed. 

Caught walking around in a country where weapons are not allowed with a gun. 

Outed by moles in your own organization.

Contacts you make turning you in to the local secret police for torture.

And you generally will not know until 5 police cars pull up, surrounding the building and your character is trying to escape.

It's about avoiding combat, relatively modern day espionage.

Of course some games are guns blazing action, but if that was the case, there'd be no confusion.

4  Legacy Games / Classic Spycraft / Re: Masterminds, and linked serials / Season Creation? on: January 20, 2012, 07:48:28 PM
That's just so alien to me. For years, I've just told people okay good adventure, you all leveled. (for D&D 2.0)

I think I finally found the answers I am looking for in the back of the Mastermind 1.0 book near page 100.

All of those charts are giving me the more or less results I need, without having to track mastermind organization build points.

I thus cut my organization above down from 7 serials to 4, using a lot of what I had generated previously, by picking it from the mastermind charts, and not just rolling it.

The players have generated their characters except for gear, so they are looking forward to what will be pretty cool.

5  Legacy Games / Classic Spycraft / Re: Masterminds, and linked serials / Season Creation? on: January 20, 2012, 11:21:16 AM
Krensky that makes perfectly good sense, and is sonething I had not considered, since most off the things I run the players advance by completing the plot or mission.

I guess it's hinting to "Order of the Stick" type play where people just kill for the XP.

Yeah, we never did that, because each mission was usually a flat amount of XP, or a "3 missions to the next level" or "A flat amount of skill points per mission" kind of deal, despite any per encounter XP and such.

These are good answers and tips.

I'm making more progress on figuring this out. The minions squad thing was really a problem for me.



6  Legacy Games / Classic Spycraft / Re: Masterminds, and linked serials / Season Creation? on: January 20, 2012, 05:21:40 AM
Right, i am bemused as to WHY 5 squads of one template is one XP amount, when 5 varied squads get 5 squads of XP. I mean, design wise.

5 Squads of the same bad guys attack over the course of a scenario vs 5 Squads different  the latter deliver 5X the XP, same threat, relatively same danger.

* * *

I realize now one of my original mistakes was when looking in 1.0 main book, I did not see a specific line that said minion squad size for 1.0 varies by level of mastermind or henchman controlling them.

So for a mid length game like mine, they would be 3 or 4 minions if the Henchman was 4th level. (for my scenario # 1.)

I'm going to clean this all up and try to do an Example 1.0 Mission Design Thread, with page references and such over the weekend.

I don't know how many are out there playing Spycraft 1.0 but I definitely like the 1.0 equations and feel better for mission design.







7  Legacy Games / Classic Spycraft / Re: Masterminds, and linked serials / Season Creation? on: January 19, 2012, 08:36:58 PM
Thanks.  Yeah, it makes me wonder why If I have 5 squads of 3 guys each there is only XP for one of the enemy squads.

So that if I had 3 different squads of  enemy, they'd be triple XP total ( 3 roughly equal Squads) for the equivalent same mission.

There's some kind of disconnect there for me.

Granted if they are 300 XP and there's a 100 XP lock and a 100 XP trap, okay thgat's 500.

Just doesn't  seem right.

I'm still trying to work the magic in 1st, but the players have 2.0 PCs now so we can't easily revert back to 1st completely.

I think I understand objectives and critical objectives, as far as that goes.

Have a good weekend.
8  Legacy Games / Classic Spycraft / Re: Masterminds, and linked serials / Season Creation? on: January 19, 2012, 10:36:50 AM
I see that in the 2.0 xp awards section.

So that is the total for everything per scene.  Definitely a lot different.

I'm trying to write this so that 3 or 4 agents level 2 advance 1 level every 3 to 5 sessions, and then have a season break at just making level 4 to see if we want to keep on doing this.

max 500 XP per scene seems a lot less intuitive to me than the older way.    Thanks for the help and advice.


9  Legacy Games / Classic Spycraft / Re: Masterminds, and linked serials / Season Creation? on: January 18, 2012, 08:26:22 PM
I think the difficulty is that 2.0 does the whole process very differently. My hope was to get the idea from 1.0 then translate level 4 Henchman into 2.0 stats, level 7 mastermind into a 2.0 level 7  evil bad guy.

And it's got changed procedures  even in the middle of 1.0 so it;'s not working too well.

Thanks for the fast responses, also.


10  Legacy Games / Classic Spycraft / Re: Masterminds, and linked serials / Season Creation? on: January 18, 2012, 08:13:01 PM
So for example when there is a squad of minions encountered say every 10 minutes in a facility, then if there are three agents, there are three minions?

Then that makes it a very difficult encounter, yes?

Both of those modules look very detailed andresearched. Obviously lots of effort was put into them.

I'm just trying to get the procedure straight, with respect to masterminds and organizations.

I can write and order scenes and plot. What I'm trying to really accomplish is hang the frame of mechanics upon the plot so that when it happens out I don't have 1 guy of too low level, nor too many guys of high level, fighting the group.

I don't play 3.5, nor d20, I come from Traveller, Battletech, and Star Trek RPG so things like CR and XP per bad guy as a limit to the encounter are sort of new.



11  Legacy Games / Classic Spycraft / Masterminds, and linked serials / Season Creation? on: January 18, 2012, 08:25:45 AM
I've got Spycraft 2.0, and trying to run it, but I'm trying to create a linked Season of 7 session "serials", using:

1.0 Core Rules Spycraft, Mastermind, and Pointman/Fixer Guide.

I'm getting lost in how many minions per encounter, what their gear is, etc.

It ends up being a bunch of notes, that I keep haivng to change because I'm sort of lost on what affects what  costs in Mastermind points. I thoughtI had it, then Pointman changed it.  Spycraft 2.0 seems a lot simpler but not a whole lot of dirction on "How to write the thing in chunks, break it down into traps and buildings and such."

I started with this:
Agent Team X 3 (each 2nd level)
I figured make it slighlty tougher, assume they level every three levels. Maybe that is implicit with Mastermind Agendas...Dunno, i'mtrying to figure it out.

Base: 85 MP
Medium Season 7 Serials
90 for serials 1-3 +270
95 for serials 4-6 +285
100 for serial 7    +100

Total 640

team of 3 characters, Season MP decreased by 20% (not tallied, just noted for later.)


Pointman / Fixer Guide

                Cost    Budget  Bonus
Mastermind: 7th Level   35   60   +2
Henchman         40   +2
Foil            40   +2   A former Teammate of the Agents. Gun Bunny - Always heavily Armed.
Foil            40   +2   Wild Card, Agenda not Threat or Agency, but linked. Thrill/Danger Seeker.   
Foil
Minion            25   +2   single gp 5 or indiv gp 2 vehicles.
Wealth    (5-Above Avg)   40       
Technology (Level 6)   24
Loyalty (6 levels)   24
Influence (4 Levels)         32
Scope  = 4 Small National Threat   

Threat (Resources = 4) Cost 12 MP total.



Mastermind HQ heirarchy level 4
Location: Black Market Arms Dealer's Freighter
Bonus: One minion type, plus minions stationed at the Freighter, or fielded from the freighter carry non-assualt, non-sniper rifles.
Freighter with many compartments, 5 key locations:
bridge, engine room, main hold, mastermind's personal chambers, helo hangar for flight or escape.

Heirarchy 3 Nerve gas deployment -  Check "The Shop Book"
Abandoned Military Warehouses.
Secrecy 2, personnel 2 security 4 - Abandoned Building in large city.
part of an old base, not well maintained cover identity, shipping.
warehouse, dock/wharf, security center to hold / torture captured agents with creepy basement and batteries.
main garage for trucks?

Heirarchy 2 Hardened Killers - a minion type may inflict critical hits as if they were special NPCs.
Paramilitary Training Camp.
 Public Building in Rural Area
a barracks bldg, classroom/messhall building, firing range w/ tiny armory, obstacle course, river, rope bridge, chasm.

Heirarchy 1 Fleet Support
1 Minion Squad gets up to 3 GP of vehicle gadgets or weaponry/ordnance.
Concealed air strip
Secrecy 0, personnel 2 security 4  Public Air Strip in major city.
airstrip, maintenance hangar, aircraft parking area, control tower.

CONQUEST AGENDA P. 104 1.0 pointman/Fixer guide

Rogue Nation Mastermind - p. 109, Pointman / fixer
Loyalty might be low. WMD might be significant.
influence moderate - favors from a handful of allies.
modest intelligence service.
henchmen range from a few government figures to the occassional experienced military or espionage officer.
minions are typically low level, appearing in large squads, most sites have high personnel levels and lots of crossfire.
most of the violence is carried out at arm's lengthg through intermediaries.
 or takes the form of overwhelming military action. siezing ojectives before anyone can react, and then cementing position vs retributive strikes.

belligerent and quick to react to any error made within it's territory, they move with extreme caution outside their borders, always aware of their image on the world stage, and how to manipulate it to their best advantage.


Central HQ - Secrecy 3 Entry DC 15 - Private or abandoned building in rural area.
Personnel: Level 2    4
Security: Level 4   12         
 
Serial # 1
Henchman Level 4    8  Hired for a plausibly deniable single Job. Personable, and Amiable.
Minion Level 2       2


Squad Size of 9  < ** THIS SEEMS LIKE A HECK OF A LOT OF BAD GUYS
Protective Goggles, Rag-tag irregular militia clothes, T-shirts, Tennis shoes. Cover  to cover move +1 Defense.

STOPPED HERE< COMPLETELY LOST
Serial # 2
Henchman Level 4    8 Rejected as a Spy candidate, landed job with threat. Maverick. Does it his own way.

Serial # 3
Henchman Level 4    8 Freelancer, in it for the money only. Vengeful in the extreme.

Serial # 4
Henchman Level 4    8 One last job before is allowed to retire. Precision, just enough to do the job no more.

Serial # 5
Henchman Level 4    8 hidden mastermind, disguised. Moral, believes he's one of the good guys, and works to maintain.  Is a Secret Illuminati. For decades has run humanity. Takes all steps to maintian influence.  Paranoid, Believes that everyone is out to bring him down. Doesn't tolerate any disloyalty.
Nationalism, strives to shift his nation into th world spotlight.
Trigger happy. Believes violence is the solution to every propblem.

Actual mastermind for Serial # 5 is unavailable, "Scheming".  The look-alike  imposter, fastidious, neat and clean.

Serial # 6
Henchman Level 4    8 Native of a region important to mastermind operation. macho, hates being outdone.

Serial # 7
Henchman Level 4    8 Former Cold Warrior, works for Threat.complete sociopath, no empathy or value on human life.

I know I am screwing this up, But I'm  wondering if anyone has a consolidated procedure?

I don't want my effort at making this happen become "team whacked, let'splay 3.5 D&D." Because I made it too difficult.

I'm looking at the clue chain, going :

BRIEFING for Serial # 1:
A wanna be general from a small country has been shipping weapons in, for what purpose we got to find out. We think there is something going on at the airfield. A local contact in the area sent his in country handler a message, and set up for a meet, but didn't make the meet, and hasn't reported in for 4 days.

We don't want to cxompromise out agent in place who is in deep cover, so we are sending you three (Level 2, each) in.

Primary: Find the Spy, get his info and get himout if possible.
Secondary: Find out where the wepaons are going, and for what purpose

Briefing for Serial # 2
This is all good intel. Let's set up an ambush of the convoy....
Etc.

But I have no idea what enemy minion staffing is like or supposed to be. I'm guessing each has a level 4 Henchman?  So that would already be tough for 3 Level 2 agents to start, yes?

But thern minions, and some of them with rifles because of the armory?  Or does the rifle armory squad only come in on the assault on the armory scenario.  Ditto with the  Hardened killers?  Available until the training camp is toasted? or only defending it?

THANKS.


12  Products / Spycraft 2.0 / Re: Destroying a Tank in less than a dozen shots on: July 31, 2008, 09:45:11 AM
2 guys can carry an M2HB broken down with some difficulty.

And Yes, I was aware that TOW is an American ATGM system.  By Captured, I meant, Captured or reverse engineered, etc, our side's ATGM Teams or an ITV is not purposefully gonna fire it at known live, M! friendlies in a combat situation.  Friendly fire incidents being the exception.

Tow being more effective than most soviet era ATGMs for example which M1 was designed to defeat, was my point.



13  Products / Spycraft 2.0 / Re: Real Life on: July 31, 2008, 09:35:32 AM
I use real world events and themn modify them for use in the game, so that the world we play in is a close alternate of "Earth, 2008."

14  Products / Spycraft 2.0 / Re: Destroying a Tank in less than a dozen shots on: July 18, 2008, 08:43:21 PM
I've heard that a captured TOW II missile, hitting in a weak spot, could kill an M-1



15  Products / Spycraft 2.0 / Re: Getting the players more involved. on: July 18, 2008, 08:37:29 PM
My gut reaction is that all they care about is money.

Meaning that essentially, they are mercs, going to the highest bidder.

So play that out, have them contacted, and offer them a quarter mil to sell out their Handler.

Emphasize that this is some dirty nasty stuff to betray their employer. But hey, it's a lot of money.

If they go for it, they are told to meet at location X for the money pickup, out in the desert, at an old abandoned gas station, or something.

It turns out to be a deception  / loyalty op by their own agency (but you don't tell them that), when an apache-style helo gunship blows the crap out of the building that they are in.

Calls to the agency for help lead to the phone ringing...or disconnected.

Then they truly are freelance. Perhaps they get a false flag recruitment, working for "Mossad", when really they are working for "Pick your poison."

Keep it real, it's all espionage, subterfuge, dirty tricks, and paranoia.

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