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Author Topic: Help with New Spycraft Campaign  (Read 6300 times)
snake
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« on: December 27, 2007, 07:36:54 AM »

Greetings.

I just got my copy of Spycraft and loved it. Excellent work. Best information on creating and running campaigns I have ever read (in 27 Years of gaming !!!).

I have rough ideas for creating Espionage, Post Apoc, Planetary Romance and Space Opera campaigns and Spycraft jump has started me in the right direction with suggested Base classes, reference material and a toolbox of rules to play with.

Anyway, as it says in the rulebook this is a book to be used so i going to use it.

As i'm a newbie, I'd appretiate a bit of help applying these great rules to flesh out my skeleton campaigns. Then maybe, if you can stand it, I'll post the results and maybe you guys (and gals) can use some of the stuff in your campaigns (if you want to). 

So, to kick off, I need some PCs for a Spycraft campaign.  I have 3 players at moment (big James Bond and M.I. fans !!!) with some D20 Conan and Mutants and Mastermind experience. 

I have a rough first scenario called Snowblind. An outline of the plot is:

1) Spies from MI6 investigate death of agent in Sydney, Australia. Agent was investigating relationship between a professional merc and a Billionaire shipping magnate. Agent fell to death from hotel window.

2) PCs meet agent from the Australian Secret Int service and survive assasination attempt when car is blown up.

3) They infiltrate a warehouse containg illegal weapons, follow the trail to New Zealand and have a deadly car chase.

4) Heading to the antarctic, they fight with minions on Snowmobiles before discovering a secret base. The Billionaire has developed a plague virus he will release, killing millions, Then with the aid of his merc trained army, he will rule the survivors.

So plenty of shootouts, investigation and chases. All I need now is the PCs. I have only 3 players but i need a broad range of skills. I though about starting them each at 4th Level and multiclassed.   

Its a bit tricky to divide the classes between the 3 PCs, so each has plenty of things to do in the adventure.
I though maybe:

a) Faceman/Infiltrator
b) Hacker/Intruder
c) Soldier/Wheelman

Does anyone have any recommendations for class combos that would work well ? Any suggestions greatly received !!!

Thanks

 
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TheTSKoala
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« Reply #1 on: December 27, 2007, 08:09:38 AM »

Welcome aboard, snake!

First, I like the ideas for the missions.  Seeing as you're new to the system (as are your players) I wouldn't suggest multi-classing.  Simply because there is so much in each class (all the class abilities, plus feats and the various things you can do with skills).  My suggestion would be a team of:  (Bare in mind, I don't have my book.. so I'm working the skills by memory)

Soldier.  (Gun play like woah.)
Sleuth.  (Detective skills / Possible Computer skills.)
Intruder.  (Breaking and entering.  Always useful.)

That way, they can learn each class without having to worry about min-maxing, etc.  As for Wheelman... I know many will argue with me on this point but, it's a very niche' class. 
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Gatac
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« Reply #2 on: December 27, 2007, 08:25:05 AM »

I'd also recommend single-class characters, Level 4 is good. Soldier and Intruder are always a good idea - the Intruder makes a passable vehicle expert, too, if you don't want a seperate Wheelman. Third one's harder to pin down - I like the Sleuth suggestion, but I feel every team can use a Faceman. Explorer or Scout make for very survivable outdoors experts that could come in handy during the Antarctic part of the mission.

Gatac
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snake
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« Reply #3 on: December 27, 2007, 10:25:14 AM »

Wow. Thanks for replying so soon guys.

TSKoala, glad you like the missions. I take your points about not diving into the system too quickly.

Gatac, Level 4 seemed the right level, very competent PCs but not too powerful.

Guys, I like your suggestions for team members (they kinda remind me of the old Assassin, Investigator and Confiscator classes in Top Secret RPG). Good mix. Lets think how I could employ them in the mission:

The Sleuth can investigate the agents murder and check the inventory on the warehouse computer (to locate the guns).  Would the Snoop or Infiltrator class be a better fit for this role ?

Intruder can get PCs past the warehouse and secret base security systems. Gatac, makes sense for Intruder to have Driving skills.

Soldier can take out guards and shoot at other cars in chase. Like the idea of Explorer or scout outdoor skills. I think I'll try to incorporate them into the Soldiers background. Maybe make him a ex- Royal marine commando, recruited by MI6. That should explain his weapon and survival skills, maybe Demolitions and Scuba too (useful if team every get to the Bharmas).

I agree with that single classes would be simpler. Its just that there always seems to be another class I'd like to add like the Faceman or Wheelman. Still, I only have the 3 players, so better to keep it simple and more focused. .

Anyway, recommendations are great. Plenty to do for the PCs. I'll get to work roughing out the PCs. Watch this space.

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 !!!
TheTSKoala
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« Reply #4 on: December 27, 2007, 10:47:00 AM »

Infiltrator and Sleuth do share skills (such as being able to use a computer), however Sleuth has the superior edge in investigation.  Infiltrator excels at by-pass / covert-ops / sabotage.

Okay.. you have 3 players, but want to explore the whole game, eh?  Depending on how comfortable you are with GC-ing, though with your experience, this shouldn't be too bad.  Have your players create a roster.

Say.. 3-4 characters each.  Each start at level 4.  And they can choose who they activate for each mission chain.  The trick is, each character has their own XP.  So, if you get one guy to level 12, and suddenly need a wheelman, he'll still be at level 4.  I find I like to do that when my players have too many ideas to nail down one character, I let them create two or three.  (I've got 5 players.  Trust me.. having more can be a headache at times. lol.)
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TheTSKoala
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« Reply #5 on: December 27, 2007, 10:50:25 AM »

And.. possibly a Home-made Feat.  Lemme think... how about...

"Air Drop"
Requirements:  Level 2 or greater.
Once per mission, when allowed by GC, retire one of your agents back to HQ and activate another agent from your roster.  New agent is allowed half their normal gear picks.  (I stole the idea from the CCG if you can't tell by the wording.)

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Gatac
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« Reply #6 on: December 27, 2007, 10:53:27 AM »

While that's a possible approach, I'm more in favor of sending an NPC as mission specialist, with explicit orders to protect the guy. Easier on the up-front work for the players, can make an inpromptu subplot, and nothing gets players fired up like horrible things happening to NPCs they like.

Gatac
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TheTSKoala
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« Reply #7 on: December 27, 2007, 11:05:21 AM »

That's also an option.  I love kidnapping the specialist just as the mission is about to be a success.. ...or blowing the specilist up.. ..or making the specialist a bad guy saboteur.. ..yeah.. horray NPCs!
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« Reply #8 on: December 27, 2007, 11:23:14 AM »

I just got my copy of Spycraft and loved it. Excellent work. Best information on creating and running campaigns I have ever read (in 27 Years of gaming !!!).

Wow. Thanks very much. I'm particularly proud of that chapter. Smiley

And welcome to the forums!
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snake
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« Reply #9 on: December 27, 2007, 01:03:21 PM »

Wow, even the Spycraft forum response is impressive.

The Roster idea sounds good but I might work my way up to it.

Like the NPC idea. May use the agent from ASIS. Maybe give her Faceman/Inflitrator skills (disguised as a chambermaid in hotel when first meets PCs ?) to try out those classes.

Kidnapping would be good too. Maybe she has to check in with her agency and gets knocked out. The baddies car screeches off with PCs car in hot pursuit.

PCs have to rescue her from secret base before the Australian Navy lauches its assault.

Some good ideas already.  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 !!!
TheTSKoala
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« Reply #10 on: December 27, 2007, 01:05:48 PM »

Oh!  One quick lesson.  (I learned this one the hard way.)  Be careful around Vehicle weapons.  They tend to tear players apart in a round, maybe less.  Heh.
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Ezram
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« Reply #11 on: December 27, 2007, 03:49:02 PM »

What do you guys have against multiclassing?  Huh?
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TheTSKoala
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« Reply #12 on: December 27, 2007, 03:50:39 PM »

Against it?  Nothing.  For your first play session as both a GC and Player?  It can be overwhelming.  Let's say he's level 4.  You've got two AD burning abilities to remember, plus 1 or two special abilities on top of your skills and feats.  As for Multi-classing once you know the system, go for it. 
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Ezram
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« Reply #13 on: December 27, 2007, 03:55:35 PM »

Fair enough  Smiley
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« Reply #14 on: December 27, 2007, 08:13:38 PM »

I don't have anything against Multi-classing, but it's important to remember that SC2 is not d20 Modern or D&D. Most concepts can be supported with one Base class and one Expert class and careful selections regarding feats, skills, advanced actions and selectable abilities.
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