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Author Topic: Spycraft Third edition Wishlist and Suggestions Mega-thread  (Read 20756 times)
snake
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« Reply #135 on: July 07, 2010, 07:27:03 AM »

Could I suggest that the Assassin and Burglar classes are ported from FC to SC 3 ?

I think the Assassin is essential for spy campaigns. Just a few examples would be Nikita, Bond and Chris Chance. He (or she) is not the Soldier, no gatling guns or RPGs. He uses skill to position himself for the hit and knows many silent ways to kill. He can defend himself well too.

The Burglar is essential too. Make him good with Electronics and Security systems. Also good a obtaining gear. Think Tom Cruise in MI 1 or Barney in original MI.

Please keep the two classes separate, not combined as in the case of the Intruder.

I'd suggest having Military, Bodyguard and Commando  as specialties too. Thanks.  Smiley
« Last Edit: July 07, 2010, 07:37:04 AM by snake » Logged

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« Reply #136 on: July 07, 2010, 10:21:30 AM »

Um, the Assassin is closest to the Faceman, not the Intruder.

Facemen make excellent assassins.
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snake
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« Reply #137 on: July 08, 2010, 12:16:15 PM »

Yes, I can see your point Mr.K.

Disguise would be an essential skill for Assassins, so Faceman would be good in that department.

So just need some combination of Burglar/Intruder now.

I would suggest also some kind of Investigator class in SC 3.0 (Think Felix Leiter/Fox Mulder). This would not be the detective/CSI type from 10kb but more the field agent, gathering info, sometimes electronically. Maybe some combo of the current Snoop/Sleuth classes ??
« Last Edit: July 08, 2010, 12:24:03 PM by snake » Logged

Lo, there do I see my father. Lo, there do I see my mother.
And my sister and my brother
Lo, there do I see the line of my people Back to the beginning.
Lo, they do call to me.They bid me take my place among them
In the halls of Valhalla Where the brave may live forever !!!
Crafty_Pat
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« Reply #138 on: July 08, 2010, 02:59:44 PM »

So just need some combination of Burglar/Intruder now.

I would suggest also some kind of Investigator class in SC 3.0 (Think Felix Leiter/Fox Mulder). This would not be the detective/CSI type from 10kb but more the field agent, gathering info, sometimes electronically. Maybe some combo of the current Snoop/Sleuth classes ??

We'll have you covered on both counts. Wink
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« Reply #139 on: July 08, 2010, 09:25:04 PM »

We'll have you covered on both counts. Wink

He said enigma-ticalistically.
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« Reply #140 on: July 09, 2010, 04:54:44 AM »

We'll have you covered on both counts. Wink
[/quote]

Thanks. Good to see the (Spycraft) world is in safe hands !!!  Grin
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Lo, there do I see the line of my people Back to the beginning.
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« Reply #141 on: July 09, 2010, 05:55:29 PM »

Speaking for what I the character I'm currently making. Some sort of Assassin character that is based around Stealth attacks. I tried to make him an intruder but a lot of the class feats are meant for evading and stealing it seems. Assassin seems like an Expert Class. Have him with a lot of stealth based feats. I like the idea of a class that is good at one v. one.

Edgemaster and Martial Artist are too Samurai and Jackie Chan. I'm looking for an Agent 47 (From the Hitman video game), blends into a group and takes out his targets with a combination of Stealth and Cohesion.

Faceman always seemed a bit too stealthy and not enough fight.
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Mister Andersen
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« Reply #142 on: July 16, 2010, 12:02:55 AM »

I'd like to see the folowing:
  • critical successes and errors factored back into combat actions.
  • The return of Joint actions
  • The return of Fight Defensively; most likely it'll be as part of the non-feat Advanced Actions & Tricks section though I'd be happy to see it as an action not requiring a proficiency slot.
  • The return of the crouched, drunk, incompetent, mute & reeling  conditions. Further, the invisble condition needs to look something like this:

       Invisible: When an opponent targets the character with any attack or skill check, the opponent is considered blinded. The character automatically becomes hidden at the end of each round during which he moves at least 10 ft. from his starting position as his last action during the round. While an invisible character is at least 25% covered with a visible material, or moves more than 5 ft. through any environment that may be disturbed by his passing (e.g. moderate or heavier rain, at least 2 ft. of leaves or snow, etc.), this condition is lost.

    because as written, in Mastercraft you currently lose all benefits of the condition if you stand still for 6 seconds
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« Reply #143 on: July 16, 2010, 12:33:40 AM »

because as written, in Mastercraft you currently lose all benefits of the condition if you stand still for 6 seconds

How, exactly? Be specific.
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« Reply #144 on: July 16, 2010, 12:58:41 AM »

Quote from: Invisible
When the character moves at least 10 ft. from his starting position as his last action during a round, he becomes hidden.
Quote from: hidden
... They may not attack him, nor may they target him with skill checks that require line of sight...

That's the grand total description of the condition as it currently stands. In order to stay invisible, a character has to move at least 10 ft every round. And that's just ludicrous.

Moving is the only way to stay invisible (and in theory become immune to attack), but moving is also generally the only way to track an invisible opponent via a Search check (Listen, in the old currency) to even begin to attack them.

An example: character A -- benefiting from ye olde ring of invisibility -- is trying to move across a courtyard while avoiding character B who's on sentry duty, but has rolled poorly so B is aware that A is somewhere there even if she can't see him.

A does the sensible thing and stays stock still. However, as written his failure to move removes the hidden condition, rendering him instantly visible to B even if she's done nothing else except wait for him to move...
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« Reply #145 on: July 16, 2010, 01:18:57 AM »

You're missing something obvious. Go back and read the hidden condition again and tell me when you think a character loses it. Specifically.
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« Reply #146 on: July 16, 2010, 02:34:05 AM »

You implicitly lose hidden when an opponent knows where you are -- and critically what defines "knowing where you are" is clearly another of those frustratingly vague and undefined GC's call things.

However, invisible is when you explicitly gain the hidden condition. You have to move 10+ feet a round. Even when logically being unseeable and unmoving means no one is aware of you and moving means they will be.

And once someone knows you're there, they suffer no penalty for attacking something that they can't actually see.
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« Reply #147 on: July 16, 2010, 02:43:39 AM »

Just to chip in on the topic at hand, I never understood how the pre-errata Ghost Supremacy worked in FC, simply because it granted Invisibility.  The new one is much easier to understand, but that doesn't change the fact that I don't get how the Invisible condition works, at all.  I'm not a big fan of Mr A's rewording, because it makes what should be simple extremely complex, but I agree that it could benefit from a look at.
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Bill Whitmore
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« Reply #148 on: July 16, 2010, 03:25:48 AM »

I think the gist of what Pat is getting at is that not moving is not a condition where Hidden is lost.

So if you are invisible and move 10 feet, you become hidden.  The following round, if you don't move, you are still hidden, unless one of the triggers under hidden that removes the condition comes into effect.  If it did, you could just move 10 feet and regain it.

Or to put it another way, moving while invisible explicitly grants the hidden condition.  Not moving while invisible does not remove the hidden condition.
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« Reply #149 on: July 16, 2010, 04:01:15 AM »

@Bill: And what then, is the mechanical benefit of being invisible? The only thing the condition does is render you hidden if you move a sufficient distance. A stationary or sufficiently slow moving object can be targetted by exactly the same effects whether it is invisible or not. An invisible opponent is just as hittable as a visible one in combat.

@turnip: The rewording is pretty much the Spycraft 2.0 description of the condition, which is actually much simpler to use and ajudicate than the FC version because it's less wishy washy
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