I've got Spycraft 2.0, and trying to run it, but I'm trying to create a linked Season of 7 session "serials", using:
1.0 Core Rules Spycraft, Mastermind, and Pointman/Fixer Guide.
I'm getting lost in how many minions per encounter, what their gear is, etc.
It ends up being a bunch of notes, that I keep haivng to change because I'm sort of lost on what affects what costs in Mastermind points. I thoughtI had it, then Pointman changed it. Spycraft 2.0 seems a lot simpler but not a whole lot of dirction on "How to write the thing in chunks, break it down into traps and buildings and such."
I started with this:
Agent Team X 3 (each 2nd level)
I figured make it slighlty tougher, assume they level every three levels. Maybe that is implicit with Mastermind Agendas...Dunno, i'mtrying to figure it out.
Base: 85 MP
Medium Season 7 Serials
90 for serials 1-3 +270
95 for serials 4-6 +285
100 for serial 7 +100
team of 3 characters, Season MP decreased by 20% (not tallied, just noted for later.)
Pointman / Fixer Guide
Cost Budget Bonus
Mastermind: 7th Level 35 60 +2
Henchman 40 +2
Foil 40 +2 A former Teammate of the Agents. Gun Bunny - Always heavily Armed.
Foil 40 +2 Wild Card, Agenda not Threat or Agency, but linked. Thrill/Danger Seeker.
Minion 25 +2 single gp 5 or indiv gp 2 vehicles.
Wealth (5-Above Avg) 40
Technology (Level 6) 24
Loyalty (6 levels) 24
Influence (4 Levels) 32
Scope = 4 Small National Threat
Threat (Resources = 4) Cost 12 MP total.
Mastermind HQ heirarchy level 4
Location: Black Market Arms Dealer's Freighter
Bonus: One minion type, plus minions stationed at the Freighter, or fielded from the freighter carry non-assualt, non-sniper rifles.
Freighter with many compartments, 5 key locations:
bridge, engine room, main hold, mastermind's personal chambers, helo hangar for flight or escape.
Heirarchy 3 Nerve gas deployment - Check "The Shop Book"
Abandoned Military Warehouses.
Secrecy 2, personnel 2 security 4 - Abandoned Building in large city.
part of an old base, not well maintained cover identity, shipping.
warehouse, dock/wharf, security center to hold / torture captured agents with creepy basement and batteries.
main garage for trucks?
Heirarchy 2 Hardened Killers - a minion type may inflict critical hits as if they were special NPCs.
Paramilitary Training Camp.
Public Building in Rural Area
a barracks bldg, classroom/messhall building, firing range w/ tiny armory, obstacle course, river, rope bridge, chasm.
Heirarchy 1 Fleet Support
1 Minion Squad gets up to 3 GP of vehicle gadgets or weaponry/ordnance.
Concealed air strip
Secrecy 0, personnel 2 security 4 Public Air Strip in major city.
airstrip, maintenance hangar, aircraft parking area, control tower.
CONQUEST AGENDA P. 104 1.0 pointman/Fixer guide
Rogue Nation Mastermind - p. 109, Pointman / fixer
Loyalty might be low. WMD might be significant.
influence moderate - favors from a handful of allies.
modest intelligence service.
henchmen range from a few government figures to the occassional experienced military or espionage officer.
minions are typically low level, appearing in large squads, most sites have high personnel levels and lots of crossfire.
most of the violence is carried out at arm's lengthg through intermediaries.
or takes the form of overwhelming military action. siezing ojectives before anyone can react, and then cementing position vs retributive strikes.
belligerent and quick to react to any error made within it's territory, they move with extreme caution outside their borders, always aware of their image on the world stage, and how to manipulate it to their best advantage.
Central HQ - Secrecy 3 Entry DC 15 - Private or abandoned building in rural area.
Personnel: Level 2 4
Security: Level 4 12
Serial # 1
Henchman Level 4 8 Hired for a plausibly deniable single Job. Personable, and Amiable.
Minion Level 2 2
Squad Size of 9 < ** THIS SEEMS LIKE A HECK OF A LOT OF BAD GUYS
Protective Goggles, Rag-tag irregular militia clothes, T-shirts, Tennis shoes. Cover to cover move +1 Defense.
STOPPED HERE< COMPLETELY LOST
Serial # 2
Henchman Level 4 8 Rejected as a Spy candidate, landed job with threat. Maverick. Does it his own way.
Serial # 3
Henchman Level 4 8 Freelancer, in it for the money only. Vengeful in the extreme.
Serial # 4
Henchman Level 4 8 One last job before is allowed to retire. Precision, just enough to do the job no more.
Serial # 5
Henchman Level 4 8 hidden mastermind, disguised. Moral, believes he's one of the good guys, and works to maintain. Is a Secret Illuminati. For decades has run humanity. Takes all steps to maintian influence. Paranoid, Believes that everyone is out to bring him down. Doesn't tolerate any disloyalty.
Nationalism, strives to shift his nation into th world spotlight.
Trigger happy. Believes violence is the solution to every propblem.
Actual mastermind for Serial # 5 is unavailable, "Scheming". The look-alike imposter, fastidious, neat and clean.
Serial # 6
Henchman Level 4 8 Native of a region important to mastermind operation. macho, hates being outdone.
Serial # 7
Henchman Level 4 8 Former Cold Warrior, works for Threat.complete sociopath, no empathy or value on human life.
I know I am screwing this up, But I'm wondering if anyone has a consolidated procedure?
I don't want my effort at making this happen become "team whacked, let'splay 3.5 D&D." Because I made it too difficult.
I'm looking at the clue chain, going :
BRIEFING for Serial # 1:
A wanna be general from a small country has been shipping weapons in, for what purpose we got to find out. We think there is something going on at the airfield. A local contact in the area sent his in country handler a message, and set up for a meet, but didn't make the meet, and hasn't reported in for 4 days.
We don't want to cxompromise out agent in place who is in deep cover, so we are sending you three (Level 2, each) in.
Primary: Find the Spy, get his info and get himout if possible.
Secondary: Find out where the wepaons are going, and for what purpose
Briefing for Serial # 2
This is all good intel. Let's set up an ambush of the convoy....
But I have no idea what enemy minion staffing is like or supposed to be. I'm guessing each has a level 4 Henchman? So that would already be tough for 3 Level 2 agents to start, yes?
But thern minions, and some of them with rifles because of the armory? Or does the rifle armory squad only come in on the assault on the armory scenario. Ditto with the Hardened killers? Available until the training camp is toasted? or only defending it?