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166
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Products / Spycraft 2.0 / Re: Called Shots - Vehicles
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on: March 05, 2009, 12:35:16 PM
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Called shot: -6 to hit and -5 initiative to hit vehicle. If you hit AND the vehicle fails his damage save, THEN you can pick the location of the hit and apply the affects, which could render a vehicle inoperable if their A/T reaches 0 or whatever.
I see the rule.. you roll to hit, BUT then is the inital damage save based on the vehicle stats (+15) or on whatever part of the vehicle you're trying to pick the location of (in my example the glass at +4)? I'm just trying to clarify as I'm running a mission where I know low-level agents might struggle to get through that high damage save.
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167
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Products / Spycraft 2.0 / Called Shots - Vehicles
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on: March 05, 2009, 06:52:53 AM
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Sorry if this has been hashed out on the boards before, but when you're making Called Shots against vehicles, does the damage save for the whole vehicle apply, or that to which the area you're shooting at applies.
E.g. that classic of shooting the vehicles driver through the windscreen whilst he's driving straight towards you, are you going to use the DS of +4 for glass, or the +15 for the car/truck as a whole. The same logic would also apply to shooting out the tyres as well..
Thanks in advance,
James
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169
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Products / Spycraft 2.0 / Re: Faceman Questions
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on: February 27, 2009, 02:00:25 PM
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I could be wrong when I say this.. but surely standard in this sense means "Not a Special NPC" like a mastermind.. just your average run of the mill NPC (that doesn't have vitality/wound points etc). The standard NPC's at the back of the book, are just the same as the Faceman's ability one, just set up so you can quickly reference something of that type at the flick of a page.
James
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170
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Products / Spycraft 2.0 / Campaign qualties
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on: February 24, 2009, 06:27:12 PM
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Bit of a random one this.. but how often do people swith or use different campaign qualities in their games? Each new mission to add new thematic elements to that mission (i.e. more covert, more explosive)? Or do peeps keep a select few and just add one or two when needs must..?
Your thoughts?
James
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171
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Products / Spycraft 2.0 / Re: Introducing the players
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on: February 18, 2009, 02:29:52 PM
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As this is an opening mini-mission, I'm not too worried about confining them for just one session.. as I said it's more a rules learner than a true scenario.. though i do take your point about giving some players the oppportunity to do what they are designed to do.
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172
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Products / Spycraft 2.0 / Re: Introducing the players
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on: February 17, 2009, 04:28:50 PM
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So after further musings, I decided I want the mission to be a snatch and grab... on the team itself. It's a test of how they work well in character and frees up the players to not have to worry about all the rules (particularly all the gear tables etc) right away. (Though I'm sure our resident gun-bunny won't put the things down when I show him). I don't want this introduction to be a full one styled mission, just a flavour of the stuff to come. Again any furhter ideas would be appreciated.
So far I've got the following: Intro: Brief summary of the Agency, its aims and goals, and a chance for the players to intro themselves. Then a totally bogus (though not too them) mission outline, and chance to gear up (from a select list) and then to head out. Scene 1: The team is ambushed whilst in transit to their "destination", and captured, including those who resist well *Evil cackle* Scene 2: Team is in a "remote" facility - their actually in London but dueto background noise, theatrics etc it makes it seem like SE Asia. Team is imprisoned in smaller groups, probably 3 pairs and have to figure out how to get re-acquianted, and escape. Upon their escape the truth is revealed to them.
Any further thoughts on what i could throw at them.. that shows the new rules but isn't too in depth?
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173
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Products / Spycraft 2.0 / Re: Introducing the players
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on: February 10, 2009, 07:43:46 AM
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The agency background is one set up by the British Secret Intelligence Service, a black book group setup up to secure notable espionage, combat terrorism and any and all threats to the UK. The Agency uses any and all operatives it deems necessary to ensure a mission's success, so yes operatives can be from a criminal element, though most will probably have some offical background.
Thanks for all the suggestions, I'm certainly pulling something together. Of course, I'll always welcome more input!
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174
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Products / Spycraft 2.0 / Re: Introducing the players
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on: February 06, 2009, 01:02:40 PM
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Ouch that's scary!
It's not quite scratching that niggle of a great first mission though.. I was hoping for something like a literally be a team building excercise but on the grand scale of Spycraft. (or perhaps I just have no idea what I want!)
Thanks though, and all suggestions welcome.
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175
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Products / Spycraft 2.0 / Introducing the players
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on: February 06, 2009, 11:06:13 AM
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Hello all, I'm due to start running a SC 2.0 game at my local RPG club fairly soon, and whilst i have the storyline and most of the missions for the players figured out, what I'm lacking is an intro mission. Most of my players will be new to the SC2 rules (however most are veteran players) and I wanted to do a "training mission" of sorts, both to introduce the characters and smooth the players into the Crafty mindset (dangerous i know  ). Whilst I'd thought that this intro mission could be a set training and recruitment from the Agency, I don't really know how to approach it.. perhaps run a SERE excercise.. perhaps run up a boot camp.. I'm unsure. Any ideas of thoughts would be appreicated. James
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176
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Products / Spycraft 2.0 / Security Pick question
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on: October 20, 2008, 08:09:38 PM
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The Security Gear main entry lists "Security Device" as a choice with the tables listing different Calibers; are these the same Sec Devices that are listed in the Game Control section of the book (page 440ish)? And if so surely the only really "useful" picks would be the sensors?!
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177
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Community / License to Improvise / Re: New Iconics thread
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on: October 19, 2008, 03:03:56 PM
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The negative numbers and lack of gear don't really bother me as a player, but understanding that these are supposed to be used as demo characters for newbies I'll change it around and work in the extra gear; so that the Soldier is underbalanced through lack of gear... *sigh* See what happens when you go for a concept!
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178
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Community / License to Improvise / Re: New Iconics thread
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on: October 18, 2008, 08:17:25 AM
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Also is there any reason why VP/WP, knowledge and request checks and sub/stress threshols aren't being included.. I know they're fairly easy to derive but aren't we here to present all the info for new players? And what about contacts??
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179
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Community / License to Improvise / Re: New Iconics thread
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on: October 18, 2008, 08:09:07 AM
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Right I've just updated my soldier, thanks for the comments to you all.
I've changed Autofire Basics to Follow up shot as it fits more with my concept of him pressing home the attack (and Gaghiel, you were right about the effect it has on SMG's, I'd misread the feat description). I've dropped the SMG forte and added Shotgun proficency, it seems a little daft for a trained soldier not to be capable with the Boomstick.
As for gear I've left his possession as is, my concept of Bull is that he has what he needs with him to do his job, no more no less; he's a gruff stoic fighter that gets through whatever. The mission gear covers those situations he just needs that little bit extra. (p.s. if I've made a mistake on any of the gear picks let me know, I'm very rusty with the SC rules). I've added a few more commons items to that effect as well.
Ok.. any further comments? If not then I'll post to the finished thread (and perhaps start on another one!)
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180
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Community / License to Improvise / Re: New Iconics thread
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on: October 16, 2008, 08:52:33 AM
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Thanks for the comments on "Bull"; just a quickie what caliber are the mission picks to be at and are they just what the character gets or have we been granted extra?
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