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Author Topic: TV Communicators  (Read 1053 times)
klofft
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« on: September 19, 2010, 08:22:06 AM »

In campaigns past, I've used the TV spy trope of the nearly undetectable, near-perfect encryption ear buds to allow team members to talk to each other.  Generally, it's a useful plot device to keep everyone's brains at the table, because they can always contribute to what's going on (it also makes the Pointman core ability especially helpful).  However, it does occasionally disrupt what would otherwise be a cool complication based on incomplete knowledge of a situation.

In my brand new campaign, the agents have made due with prepaid cell phones and the problems those include, but sooner or later, they're probably going to ask about these devices.  I don't mind giving them to them in this campaign, but I'd want them to at least invest the resources to have them.

However, in all my time with SC 2.0, I've never been able to figure out how to generate something like this as gear.  Can anyone even offer me an approximation of something like this in game terms (beyond just declaring it a plot device, which I don't want to do)? I'd be most appreciative.
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Sletchman
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« Reply #1 on: September 19, 2010, 08:41:57 AM »

I go with Miniaturised gadget - Radio [Tactical or Headset].  At cal 3 and above they're encrypted and have fantastic range and power ratings, but even at cal 1 they're a pretty solid choice for a team.  I almost always take one as possessions when I get to play Spycraft so that we have them.
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Desertpuma
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« Reply #2 on: September 19, 2010, 09:50:36 AM »

Yes, especially since taking one grants enough for the whole team. The Encrypted headset is a must.
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Crusader Citadel

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klofft
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« Reply #3 on: September 19, 2010, 10:13:44 AM »

Wow, that easy, huh? I guess I'll share that with my players.  Thanks.
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Desertpuma
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« Reply #4 on: September 19, 2010, 10:18:08 AM »

Yeah, it is listed on page 226 of the brick that is the short form of the SC2.0
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Crusader Citadel

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« Reply #5 on: September 19, 2010, 10:22:09 AM »

I'd almost be tempted to make them common items,
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Desertpuma
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« Reply #6 on: September 19, 2010, 10:41:43 AM »

I can see make the unencrypted version common items certainly.
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Crusader Citadel

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klofft
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« Reply #7 on: September 19, 2010, 10:44:41 AM »

So, just to clarify: the encrypted version looks like this:

Caliber III Gadget Pick: Miniaturized.  I get to choose the gear pick for free, which is encrypted tactical radio.  It reduces the size to one below Tiny.  Do I have this right?

One Gadget pick, and the whole team gets them.  Correct?
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Desertpuma
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« Reply #8 on: September 19, 2010, 10:58:32 AM »

Yes and no.

The Caliber III pick for the Encrypted version is normally an Electronics pick and grants one for every team member. However, the Gadget pick does not grant one for every team member. These do come in either the Tactical or Headset variety.

Minaturizing it into a Gadget pick means it is very small and would be something akin to what they used in the TV show Nikita on USA. It was a small silver dot placed right behind the ear on the mastiod bone so it picked up vibrations.
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Crusader Citadel

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klofft
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« Reply #9 on: September 19, 2010, 11:31:18 AM »

So: Encrypted Headsets: Electronics III, one for each team member for a single pick.

Encrypted Hidden Earbuds: Gadgets III, one pick needed for each team member.

The unencrypted versions would be the same as above, except Caliber I Electronics or Gadgets respectively, right?

The Nikita/Alias thing is exactly what I'm going for here.
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Desertpuma
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« Reply #10 on: September 19, 2010, 11:36:18 AM »

Correct!
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Crusader Citadel

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klofft
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« Reply #11 on: September 19, 2010, 11:42:00 AM »

Thank you very much, sir.

I rarely use the Gadget system for anything other than Skill Boost, Skill Check, and the occasional Attack, because I find the system difficult to get my head around.  I think it's cool, as I understand the principles of it, but it's got some unclear stuff in it.

I feel the same way about the Contacts system, but I'm a lot more comfortable with that and my only real complaint about it now is that there are just way too many options worth considering, so I default to a list of about 10-15 Specialists over and over again.
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Desertpuma
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« Reply #12 on: September 19, 2010, 11:50:37 AM »

Gadgets to me are very simple ... pick a Mechanism and stick it in a Housing. The pick is for the Mechanism not the Housing. I've used it for the Healing Gadget (just to have it), stuck a Reserve Parachute in a belt (Common Item) so LSpy PC would never have to worry as much going up in a plane, added Damage Reduction to a normal coat, given myself Stress Damage Resistance...

Check both mods I wrote for LSpy (Tundra & Lights Out). I wrote recommended Gadget lists into both of those. You might find some of use.
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« Reply #13 on: September 19, 2010, 11:53:25 AM »

Sounds like the mechanics of this have been taken care as for flavor are you pretty much looking at blue tooth headsets to go with prepaid phones?  Perhaps with the push to talk feature?
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klofft
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« Reply #14 on: September 19, 2010, 12:18:06 PM »

Sounds like the mechanics of this have been taken care as for flavor are you pretty much looking at blue tooth headsets to go with prepaid phones?  Perhaps with the push to talk feature?

No, I was looking for something much more covert, like Desertpuma suggested from Nikita.  These would be the kind of thing that no one would notice unless they were specifically looking at them.

Desertpuma, am I wrong that a Gadget essentially requires two picks: The Mechanism is a Gadget pick and the Housing is a whatever pick (including Common Item)? I ask this because the Miniaturized Mechanism specifically says that the Gear is part of the Gadget Mechanism pick, but I didn't think this was always the case.  Otherwise, it would seem that "Gadget" pick essentially means "Anything" pick.
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