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Author Topic: Spycraft and Post Holocaust  (Read 1662 times)
snake
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« on: July 09, 2007, 07:55:18 AM »

Hi.

I'm looking forward to getting my hands on Spycraft 2.0. Any idea why its delayed till August ?

I'll be running it with D20 Apocalypse, T20 and a Planetary romance setting called Iron Lords of Jupiter.

I was unhappy using D20 Modern as the engine for my RPGs.

I'll try and do right ups of my PA adventures on http://www.aftermathrpg.com. Its quite a good site.

Anyone else using Spycraft and PA ?

Cheers
snake
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And my sister and my brother
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spinningdice
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« Reply #1 on: July 09, 2007, 08:00:57 AM »

Spycraft 2.0 First Printing is out (so's 2nd printing if you just want the .pdf), 2nd printing has had issues as mongoose are doing it and have had problems getting their new printing facility on-line.
Is Iron Lords of Jupiter the same one that was in Dungeon/Polyhedron a while back, I enjoyed reading that... Note that Spycraft changes the power level of standard d20 a little, so it may take a little converting from your sources.
Things that might slow down conversion a little:
Feats have a boost, they've not been powered up particularly - it's more that they are all on a par with the best feats in standard d20, instead of being such a mixed bag.
Vehicle rules have changed quite a bit, to a more streamlined chase system.
Weapons have changed, with more in-depth stats and varied damage than d20 modern.
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Crafty_Pat
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« Reply #2 on: July 09, 2007, 12:18:42 PM »

The good news is that we're very close to announcing a new date for both Spycraft 2.0: Second Printing and World on Fire. The bad news is that we're not quite there yet.

You can check out my blog for some recent updates, and should watch the site's front page for news as it hits. You should see something substantial on their releases shortly.
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snake
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« Reply #3 on: July 10, 2007, 07:36:29 AM »

Great Stuff

Thanks for the ideas and info guys.

Yes its that same Iron Lords. I thought it was brilliant. I got inspired again towards Planetary Romance again recently by reading SM Stirlings "The Sky People" and I'd like to expand the setting for my players.

Cheers
 

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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 !!!
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« Reply #4 on: July 10, 2007, 08:58:00 AM »

If you are really jonesin' for a print copy, you can get the PDF and go through PrintFu.

Don't know how slick Print-Fu's B&W will look, but my group abused their college privileges to print their copies of the PDF and they look alright.

Of course, even that route, you'll be paying almost as much as the color book. It might be worth waiting a bit longer.
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« Reply #5 on: July 10, 2007, 09:38:42 AM »

I've printed out big chunks (i.e. the Gear chapter) at work!
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« Reply #6 on: July 10, 2007, 04:08:05 PM »

I've printed out big chunks (i.e. the Gear chapter) at work!
The revamped Gear chapter is a must - I realize that all the same info is in the older version, but having it broken down in the same format that it is utilized is immensely helpful. If you can get a print copy of the first printing, and can print the gear section then you are set to go. Smiley ('S what I did.)

The Auld Grump
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snake
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« Reply #7 on: July 11, 2007, 07:16:25 AM »

Its ok.

I'm keen but happy to wait for the print version.

I've also got a local games shop I've bought stuff from for years and I want to keep them going.

Gives me time to write an espionage scenario for Spycraft called Snowblind. - "A fellow agent is killed after photographing a meeting between a millionaire and professional mercenary in Australia. Whats the connection between them? Why was he killed ?. The PC Agents must find out ....................."

Thanks
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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 !!!
snake
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« Reply #8 on: December 28, 2007, 06:37:03 AM »

Ok. The game is afoot.

I now have my copy of SC 2.0, I am Legend is the hot film of the moment and I'm ready to get to work on my PA campaign, powered by Spycraft !!!. 

I'll also be using D20 Apocalypse for other crunchy bits and campaign background. The campaign from D20 Apoc I'm using is called Plague World (Alien invaders devastate earth with mutagenic viruses and nanoweapons. Mutant humans and Animals produced. Years later, the survivors fight to survive. Think Indep Day meets Planet of the Apes)

As a newbie, I might need to ask a few questions of you veteran SC gurus to put things together. Any help would be gratefully received !!.

I thought the info on PA in the SC campaigning section was spot on and in sync with my own ideas. I figure I need a Soldier, Scout and Explorer for base classes.

My character concepts are:

1) Soldier. Ex-Special Forces trooper frozen in suspended animation to wait out and continue war vs aliens if necessary. Awakens hundreds of years after end of war. Everyone he knew is dead. His bunker has been raided, he has body armor and few weapons as gear. Finds and adopts community of mutants. Uses Military Knowledge to defend it. (Think cross between Mad Max, Snake Pleskin and Omega Man)

2) Scout. Bipedal Mutant animal (Mountain Lion). Fangs and claws. Carapace like armor on back. Last survivor of his tribe. Loyal. Loves exploring. Finds salvage and food for the community above. 

3) Explorer. Mutant Human. Wears home made spectacles. Obsessed with ancient technology. Has psychic powers. Part of community.

Does anyone have any suggestions how I should represent the Mutant Human and Mutant Animal racial characteristics. How are other races (eg Elves, Vulcans whatever) covered in SC ?. I guess I could use a PCs Origin to cover it ??

I have rules in the Modern SRD and D20 Apoc to cover their Mutations but I wanted to follow the SC method for their races. Any ideas. Thanks.
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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 !!!
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« Reply #9 on: December 28, 2007, 07:10:39 AM »

I'd use the Hybrids from Dark Inheritance for the Scout. Mr. Anderson did a great 2.0 conversion of them just recently here. Similarly, using Psionics for the Explorer should work.

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« Reply #10 on: December 28, 2007, 09:31:44 AM »

Does anyone have any suggestions how I should represent the Mutant Human and Mutant Animal racial characteristics. How are other races (eg Elves, Vulcans whatever) covered in SC ?. I guess I could use a PCs Origin to cover it ??

Look to the Origin of the Species pdfs for some alternate races.  The one already out has races based on Greek myth (Light of Olympus), but there is another to come out based on the classic races of dwarf, elf, orc and pech.
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« Reply #11 on: December 28, 2007, 09:46:25 AM »

Does anyone have any suggestions how I should represent the Mutant Human and Mutant Animal racial characteristics. How are other races (eg Elves, Vulcans whatever) covered in SC ?. I guess I could use a PCs Origin to cover it ??

I have rules in the Modern SRD and D20 Apoc to cover their Mutations but I wanted to follow the SC method for their races. Any ideas. Thanks.

Racial elements are done with a mixture of Talent, Racial Feats, and Master Class levels. As mentioned Origin of the Species describes the system and the concepts behind it, and the DI conversions should cover the basics of what you want for hybrids. The wiki has the rules for creating Talents and Specialties as they've been given by Crafty and deduced by the forumites.

One thing I've been considering and playing around with for certain setting concepts I have is a campaign quality that lets you take two Talents, one for race and one for nature, but I don't have rules for that, and it would require a human Talent and a lot of thought about either the XP cost, AD cost, or both.
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« Reply #12 on: December 28, 2007, 10:23:02 AM »

I came up with these a while back for someone else's campaign.  They might be useful, but only if you have access to the psion abilities.

New Races/Talents

Phys-Aug
Due to the rigorous physical demands of combat in the 21st century, some operatives have elected (or been elected) to have some or all of their body mechanically replaced or augmented. Fibrosteel muscles, Infra-red telescopic eyes, modular limbs (attaching weapons, welding equipment, or other tools to where arms should be), and lungs that function underwater or in hazardous atmospheres – all are possible within the realm of physical augmentation. However, with newfound abilities comes almost complete and total disfigurement, and often necessitates a skeletal re-arrangement or reconfigurement in order to make everything fit. Physically augmented agents are high-profile by nature, and for good reason – they're ruthlessly effective and rarely tire.


•   +2 Str, +2 Con/-2 Cha
•   Semi-Human. Attempts to treat you with human medicine suffer a -2 penalty. You suffer a -4 penalty on all attempts to disguise yourself as or blend in with humans.
•   Energy Burst and Speed Control are always class skills for you. Further, your result cap with these skills increases by 5 (maximum 60).  Your psion level is equal to your career level.
•   Your base Defense increases by 1.
•   You are always considered armed.
•   You gain the Natural Attack (Slam II) NPC quality. If you already have a slam natural attack, the caliber of that attack increases by 1.
•   Native Culture: Mutant or Experiment.
•   Reviled. The disposition of any character that does not share your native culture and is aware of your Origin is reduced by 1 grade.

Nano-Aug
Much more recent than Physical Augmentations is a revolutionary new way to augment humans – thousands upon thousands of microscopic nanites, inserted directly into the bloodstream. The usage of nanites frees agents from the disfiguring effects of physical augmentations, and allows for a lot more variety in ability, making nano-augmented agents far more versatile than their physically augmented counterparts. However, what they gain in versatility they lose in physical ability, as nano-augmented agents, while physically superior to humans, they aren't able to compete physically with physically augmented agents.

•   Near-human. Attempts to treat you with human medicine suffer a –1 penalty. You suffer a –2 penalty on all attempts to disguise yourself as or blend in with humans.
•   Choose 1 psion skill. This is always a class skill for you. Further, you may choose an additional psion skill at Career Levels 4, 8, 12, 16, and 20. These are also to be considered to be class skills.  Your psion level is equal to your career level.
•   You gain 4 additional skill points at Career Level 1, and 1 additional skill point for each Career Level gained thereafter. All of these skill points gained must be spent on psion skills.
•   Native Culture: Mutant or Experiment.
•   Reviled. The disposition of any character that does not share your native culture and is aware of your Origin is reduced by 1 grade.
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snake
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« Reply #13 on: December 28, 2007, 10:32:10 AM »

Wow. Now I'm really impressed.

I spent several months trying to produce Hybrids with D20 Modern without satisfaction. Now after just over a day on your forum, I get tons of info and rules for them. Brilliant.

I'll check out the info and have a go at stating up my Mutants. Thanks again.
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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 !!!
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« Reply #14 on: December 28, 2007, 02:49:50 PM »

Now I got the urge to do Deus Ex talents... Mech-Aug, Nano-Aug and Physiopharmaceutically augmented... Hmm

(Yes, I love that game)
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