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Author Topic: [Spycraft 2.0] Warehouse 13  (Read 1757 times)
doneatrawhagis
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« Reply #15 on: September 28, 2010, 06:56:11 PM »

And Excalibur.

Excalibur did appear (briefly) in one of the episodes. It was a sword that had the ability to phase its blade through objects.

Yeah, I'm trying to stick away from repeats. Keep on coming with ideas. They are actually helping out a lot.

Anyone know a good way of balancing enemies so that they dont under or overwhelm my team? The Threat Level for the missions is about 8 but I have trouble using the NPC character creation in the book because the damage rolls are not enough to break through my players' armor, also the NPC Defenses are pretty low.
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« Reply #16 on: September 28, 2010, 08:17:32 PM »

Assault rifles should be able to break through their armor. Smiley

I'll have to find my Artifacts book now. I'll just copy out the list if I can find it.

Off the top of my head, though, obviously the Ark is done, but if you want to keep it Christian, how about The Fourth Nail?

No Excalibur, but how about St. George's Lance (or Shield)?

I don't know how mythic you want to get. W13 seems to stick to quirky americana whenever it can.
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« Reply #17 on: September 28, 2010, 08:46:30 PM »

The Spear of Destiny?
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« Reply #18 on: September 29, 2010, 03:12:07 PM »

W13 seems to stick to quirky americana whenever it can.

I think that's more of a convenience thing for the American market. When you start talking about people like Lucrezia Borgia you have to spend time explaining who they are so the audience understands the reference.

Following the show's formula, you could pick almost any famous person from history, choose an item they could have possessed (like Lizzy Borden's Compact) and assign it a trait appropriate to them. I'll have a think as well and see what else I can come up with.
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« Reply #19 on: September 29, 2010, 03:18:08 PM »

Sharon Stone's Knickers: confer invisibility...
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doneatrawhagis
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« Reply #20 on: September 29, 2010, 03:25:24 PM »

W13 seems to stick to quirky americana whenever it can.

I think that's more of a convenience thing for the American market. When you start talking about people like Lucrezia Borgia you have to spend time explaining who they are so the audience understands the reference.

The idea is that the Warehouse gets placed in the most powerful/dependable location. Warehouse 12 was destroyed (maybe in the London Blitz) so it got moved to the United States. Every item in the Warehouse is either destroyed or shipped to the next one.

The Warehouse takes care of artifacts that appear in that era so usually its stuff within the last few hundred years. I don't think there are many that are before the 1800's in the show.
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« Reply #21 on: September 29, 2010, 04:15:03 PM »

Quote
The idea is that the Warehouse gets placed in the most powerful/dependable location. Warehouse 12 was destroyed (maybe in the London Blitz) so it got moved to the United States. Every item in the Warehouse is either destroyed or shipped to the next one.

The Warehouse takes care of artifacts that appear in that era so usually its stuff within the last few hundred years. I don't think there are many that are before the 1800's in the show.

Isn't Warehouse 12, essentially, Sanctuary? Crossover--again--, yo!
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« Reply #22 on: September 29, 2010, 09:17:16 PM »

One tweak I was considering using was having multiple active Warehouses scattered around the world. That's not how it works in the show, sure, but it would provide the agents local support and haven when on international assignments. Plus, having more than one Mrs Fredricks NPC popping up at the least opportune time sounds pretty evil (and thus fun).
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doneatrawhagis
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« Reply #23 on: September 29, 2010, 10:40:27 PM »

K, so far I'm planning to set up during the next three or four campaigns the setup of an organization of ex-Agents from Warehouse 12. Their main objective is to recover Warehouse 1, which in my campaign will be Atlantis. In order to protect Warehouse 1 the original Caretaker sunk the gigantic Island, locking it away for all eternity. These artifacts are pre-historic, before 2000 BCE. A lot of the artifacts are simple devices but with amazing powers. The main item of the collection is the Crown of Terra, who ever wields is said to control the entire world, the reason why the warehouse was sunk in the first place.

The Rogue Agents have different agenda's but the main is to uncover the three rings that control Atlantis, When all three are brought together the user can summon atlantis. In this world Atlantis was a floating Warehouse that never was in the same place twice.

I hate doing the cliche of polar opposite bad guys, but I might end up making them all Artifact wielders with a few traits from actual classes. One will definetly be a Intruder/snoop. One might be a faceman. Soldier/veteran. And then to top it off an Ex-Caretaker. The reason why they are looking for Warehouse 1 and know how to get to it, he hasnt told the other Warehouse agents about the Crown.

The Rings are the Ring of the Guardian(Caretaker), King(regent) and the Warrior(agent). The items give boost to certain characteristics but aside from that are unremarkable, unless together.

Ideas?

I might bring the Escher vault into a game. Fun to see knives fall upwards. Evil 

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« Reply #24 on: October 10, 2010, 01:41:22 AM »

Ok, I'm wired from gaming into the wee hours, so I'll copy this out here and see if it puts me to sleep.  This is a raw list of the artifacts discussed in the old Indiana Jones Artifacts masterbook product from West End. They're broken out geographically, and I'll preserve that here for ease of use.

Africa:
Ankh of Osiris
Armor of Alexander the Great
Headdress of Shaka Zulu
Statue of Anansi

The Americas:
Hammer of John Henry
Image of Cachime
Jim Bowie's Knife
Mantle of Quetzalcoatl
Metacom's War Club
Mirror of Tezcatlipoca
Raven's Beak
Saber of Simon Bolivar
Spear of Illapu

Asia:
Adze of Apekura
Dream Map of the Aborigines (I know, I know, but it's where the book put it)
Drum of Kadaklan
I-Ching of Confucius
Katana of Nobunaga
Mirror of Amaterasu
Mortar and Pestle of Baba Yaga
Peaches of Hsi Wang Mu
Skull of the Muumuu
Sun-Tzu's "The Art of War"
Tapa Mallet of Hina
Trident of Shiva
War Bow of Gwau Meo

Europe:
The Aegis (Shield of Athena and Zeus)
Cauldron of Regeneration
The Cornucopia
The Fourth Nail
Gae Bolg
The Imperial Fasces
Lock of Frederick Barbarossa's Hair
Malleus Maleficarum
Mjolnir
The Original Manuscript of Machiavelli's "The Prince"
The Philosopher's Stone
Scalpel of Jack the Ripper
Secret Diary of Leonardo DaVinci
Silver Hand of Nuada
Spear of Achilles
Staff of St. Patrick
Sword of Joan of Arc
Tyrfing
Untitled Self-Portrait of Rembrandt
Wagner's Untitled Last Work

The Middle East:
Aaron's Rod
Dagger of Sinan (The Old Man of the Mountain)
The Hannukah Lamp
The Judas Silver
Aladdin's Lamp
Moses' Pentateuch
Scimitar of Suleiman I
Star Map of Baghdad

It should be noted that not all the artifacts in the book are given any kind of statted supernatural ability--they're simply unqiue and therefore extremely valuable. However, it's easy enough to generate Warehouse 13-style magics surrounding any of the items on this list. Enjoy.
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« Reply #25 on: October 10, 2010, 07:07:43 AM »

If you fancy some Indiana Jones-style artifacts, plus settings to find them in I recommend reading Matthew Reilly's Jack West books - think Indiana Jones but present-day, with special forces  Cool

Seven Ancient Wonders
Six Sacred Stones
Five Greatest Warriors
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Arakor
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« Reply #26 on: October 10, 2010, 09:40:41 AM »

If you fancy some Indiana Jones-style artifacts, plus settings to find them in I recommend reading Matthew Reilly's Jack West books - think Indiana Jones but present-day, with special forces  Cool

Seven Ancient Wonders
Six Sacred Stones
Five Greatest Warriors

I'll second that recommendation - Jack West is way cool.
The other books by Matthew Reilly are pretty good: Contest, Temple and all the Scarecrow books.
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