Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
October 10, 2015, 11:15:03 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

  Show Posts
Pages: 1 ... 94 95 [96] 97 98 99
1426  Community / License to Improvise / Re: Origin benefit question on: June 21, 2007, 05:37:15 PM
I see this being used offensively and defensively, mainly as a way to capitalize on your opponent's penalty. Say you're in a chase as Predator, and your opponent takes a fairly safe strategy to escape, while you've chosen a risky one to greatly reduce the lead - at that point, you may choose to take the safest possible strategy to ensure you're on par with his roll (or use your That's Impossible! right then to keep the chase from ending). Alternatively, if you're in the same chase, and your opponent reveals a risky strategy, you might choose a safe one on the off chance you will get more benefits by effectively increasing your relative bonus.

Heh. I never really thought about it that way, but now that you put it that way, that's really similar to the way psychic combats work in the mindscapes combat system in Hyperconscious.

With a little tidying, it's almost its own dramatic conflict. Smiley
1427  Community / License to Improvise / Re: Origin Creation Game 2.0 on: June 21, 2007, 05:27:56 PM
Yup, it was the first challenge on the old board.

Lucky: Either you have a guardian angel, or the devil is looking after his own!
   +1 to any 1 attribute.
   Once per session, you may request a hint from the GC for which the GC gains no action dice. If the GC refuses, you gain 1 bonus action die.
   You gain a +1 insight bonus with action die results. This bonus increases by an additional +1 at Career levels 4,8,12,16, and 20.
   You may retry a skill check without suffering any penalties listed in its retry entry a number of times per session equal to your starting action dice.

I'd think this'd be a good candidate for those "counts as having one more feat" things, in this case chance feats.
1428  Legacy Games / Spycraft 2.0 / Re: SFA 2.0 conversions? on: June 21, 2007, 01:53:20 PM
There is a conversion document to 2.0 in the Classic Spycraft: Shadowforce Archer Worldbook PDF. Some of the stuff is floating around, just ask for it.

I think he just did. Wink

Did the old stuff from the AEG boards never get put in the Wiki? You might check the wiki.

If not, I have it in my google notebook and I can make it public for a spell.
1429  Community / License to Improvise / Re: Origin benefit question on: June 21, 2007, 01:50:32 PM
Once per scene during a manhunt or chase dramatic conflict after strategies are revealed, you may change your strategy for that round to any other legal strategy. If two opposing characters use this ability during the same round, both abilities are expended without effect.

I could really see the reason you'd want this in a 1.0 game where the Predator and Prey moves were matrixed in a table with the check modifier determined by the interplay of strategies, but what's the point in a 2.0 game?

I would think it would be to keep the opponent from using a strategy you know would hose you... like, say, if you know your opponent has a really good skill that can be exploited by a twist in a manhunt, and you want to keep them from using it.
1430  Legacy Games / Spycraft 2.0 / Re: Real Life on: June 21, 2007, 09:58:31 AM
Here's a suspicious event that might remind you of Goldeneye:
1431  Legacy Games / Spycraft 2.0 / Re: Real Life on: June 21, 2007, 09:48:06 AM

is one place I check for real life ideas.


Whoa. That is a pretty nifty resource.

Bathhouse explosion in Tokyo... boat collision in china. Sounds like some agents are romping around in Asia. Smiley
1432  Legacy Games / Spycraft 2.0 / Re: Contacts question on: June 21, 2007, 09:43:24 AM
It's not as easy to make a partner as some people think. You can use the grades provided by Networking to create new contacts or advance other contacts you already have, but you can't combine separate contacts offered by feats or origins. For example, the 2 contacts that are offered by being a journalist cannot be combined to start out as a single associate grade contact.

Sure... but it's still pretty easy. Pick up an associate grade contact from a feat or origin, add in two contact grades from having 4 ranks in networking, and voila! Partner grade contact.

Further, using the Networking skill to advance those contacts is slitting your own throat in the long run, because once they advance to Partner, any additional improvments to those contacts because of you gaining career levels would be lost - the free advancement is specific to that contact.

Heh... I thought about that. But that strikes me as being akin to the AD&D 1e/2e style now-versus-later balancing that came with limiting demi-humans with level limits (which became a non-issue if you never played the character at that level.) I really don't like that.

Fixers are contact-based characters that are giving up having their own abilities in order to rely on the contact system. They are very good at it, taking some o the "he might not show up"  worry out of it that other classes suffer, but then again soldiers don't ussually wory their fight on ability is just gonna switch off (outside of their weapon breaking, maybe).

Again, if you have a "* contacts style feat" and The Hookup, there is no chance of failure. If the lower limit of the error range on the * contacts feat was 1 instead of zero, I wouldn't see a problem with it.
1433  Legacy Games / Spycraft 2.0 / Re: Contacts Preview? on: June 21, 2007, 09:23:18 AM
Can you give an example? For the life of me, I can seem to think of a situation that you'll need a contact to come and lift something. Unless, you're moving...


How about orders I? (relies on charisma modifier)
1434  Legacy Games / Spycraft 2.0 / Re: Contacts question on: June 21, 2007, 09:00:19 AM
As is often the case, the real question is do you have enough time? During a scene, you can try to get in touch with a contact, taking the time listed in table 2.35. If the check succeeds you can access one of the contact's consultants or specialists AND may make additional Networking/Contact checks to reach that contact for the purpose of calling out any one of his other consultants or specialists. If any Networking/Contact check fails, you may immediately try again exactly once, eating up that time again. If that fails, that contact is done for the scene, meaning you lose acess to all the consultants and specialists they provide until the following scene. Each time you call on a contact you also risk an error, which makes them harder to reach that scene if you still have a chance to re-try, and also makes them harder to reach for the rest of the mission. An actual critical failure shuts the contact down for the rest of the mission (no retry).

Alright... that makes a fixer with a contact style feat *very* potent, as once they have a high grade contact, they automatically succeed (due to The Hookup ability) and the feat's reduction of error range to zero means they never risk error (or critical failure.) At that point can pretty much can access class abilities much higher than their levels with no real chance of failure. And 1 minute to summon is pretty safe in most cases.

I have one monkey wrench in my arsenal to deal with this if I really felt the character was going to be a problem, but don't feel I should have to resort to it...
1435  Legacy Games / Spycraft 2.0 / Re: Real Life on: June 21, 2007, 08:53:39 AM
Events? Not so much. Inspiration? Constantly.

Yeah. I try to ground my fictional history in real history, but the closer things get to contemporary times, the less events have to do with the real world. This is, in no small part, because I don't court the possibility of talking hot button current political events at the table.
1436  Legacy Games / Spycraft 2.0 / Re: Contacts question on: June 21, 2007, 08:46:31 AM
Quote from: Second Printing, page 144
With failure, the contact either never receives word that you need him, or refuses to respond. He is unavailable for the duration of the current scene.

It would seem you are correct, if he fails a networking check, the entire contact is unavailable.

That's with failure. The contention is that this doesn't have the same explicit guideline if you are successful, so there is no limit.
1437  Legacy Games / Spycraft 2.0 / Re: Contacts Preview? on: June 21, 2007, 07:12:42 AM
(Added to google notebook so I don't lose it again...)

Thanks!  Cool
1438  Legacy Games / Spycraft 2.0 / Contacts question on: June 21, 2007, 07:10:08 AM
Okay, I know we batted about the contact rules a bit on the old boards... but they are gone now.

Now I am running the LSpy PbP and it has already come up.

My question is this: can you attempt a Networking/Contact check more than once a scene/intel phase? My reading is that the retry entry and an earlier paragraph suggests you can only attempt one contact roll per contact per phase.

But one of the players (our own Mr. Andersen) contends that this only applies to failed rolls. I can't find any text that contradicts him, but it seems to me if that's the intention, it makes contacts too strong and makes it so there is no real reason to ever split your contact levels between two contacts.
1439  Legacy Games / Spycraft 2.0 / Contacts Preview? on: June 20, 2007, 09:22:20 PM
Where was the contacts preview? I lost track of it.
1440  Legacy Games / Spycraft 2.0 / Re: Construction on: June 20, 2007, 07:36:12 PM
You could also use the tables Antilles mentions as a guide, and then make complex tasks to make buildings. That way you could plug into various abilities that affect complex tasks.
Pages: 1 ... 94 95 [96] 97 98 99

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!