Classless Spycraft 2.0

Kairnth

First Post
Hello, this is my first post so i hope this is the right place.

Anyways i want to run a real-world Spycraft 2.0 game, and some of my players want to make their characters modeled after themselves so i figured to best way to do that, considering that none of my friends are super spies, would be to go classless and let them pick abilities that are relatively close to their real-life talents.
I have searched quite a bit but haven't been able to find anything. I was thinking of maybe trying to make a classless system based on BESM D20, but i don't have the time to do a full conversion of all the of class abilities in Spycraft 2.0 to character points.
Does one already exist, and if not does anyone else have any good ideas?

Thanks in advance
 

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Hello, this is my first post so i hope this is the right place.

Anyways i want to run a real-world Spycraft 2.0 game, and some of my players want to make their characters modeled after themselves so i figured to best way to do that, considering that none of my friends are super spies, would be to go classless and let them pick abilities that are relatively close to their real-life talents.
I have searched quite a bit but haven't been able to find anything. I was thinking of maybe trying to make a classless system based on BESM D20, but i don't have the time to do a full conversion of all the of class abilities in Spycraft 2.0 to character points.
Does one already exist, and if not does anyone else have any good ideas?

Thanks in advance

I recommend True20 + Technothriller

EN World PDF Store - Green Ronin - True20 Adventure Roleplaying, Revised Edition
EN World PDF Store - Reality Deviant Publications - RDP: Technothrillers: Revised Edition

It's not really classless, but pretty close
 

Anyways i want to run a real-world Spycraft 2.0 game, and some of my players want to make their characters modeled after themselves so i figured to best way to do that, considering that none of my friends are super spies, would be to go classless and let them pick abilities that are relatively close to their real-life talents.

Well, you can hack the NPC system, but I think you'll have much better luck not going classless, but using Back to Basics, if you don't already have it:

EN World PDF Store - Crafty Games - Back to Basics: Modern SRD Classes for Spycraft 2.0

Basically, instead of the highly competent and well defined classes in Spycraft core book, it presents classes in the same vein as D20 modern. You can choose from talents or feats at most levels, letting you customize your abilities a bit.
 

I snagged my friends copy of Back to Basics and it seems like a pretty good fit, i really like the customization available for each class. Any additional ideas that that have good class customization are welcome too!
 

I snagged my friends copy of Back to Basics and it seems like a pretty good fit, i really like the customization available for each class. Any additional ideas that that have good class customization are welcome too!

Well, have you played much before? I've always found that the origin (talent/specialty) system gave you a pretty effective tool at customizing your character.
 

Yeah, I have played Spycraft 2.0 quite a bit, but the problem with the origin system in this case is that basically only the Specialty "Student" really applies to my players, lol. The talents are pretty good though. I just said that mainly to allow more people post their opinions.
 

Yeah, I have played Spycraft 2.0 quite a bit, but the problem with the origin system in this case is that basically only the Specialty "Student" really applies to my players, lol. The talents are pretty good though. I just said that mainly to allow more people post their opinions.

This may require you GC to be a little bit lenient, and the players to be a little bit imaginative.

Look to your hobbies (I mean outside of gaming :p), and your college majors (I'm assuming that you are from the "student" comment ;)) for your Specialties. From that perspective, you open up a lot more options.

Also, focus more on the benefits that the Specialties provide, rather than their titles.
 

This may require you GC to be a little bit lenient, and the players to be a little bit imaginative.

Look to your hobbies (I mean outside of gaming :p), and your college majors (I'm assuming that you are from the "student" comment ;)) for your Specialties. From that perspective, you open up a lot more options.

Also, focus more on the benefits that the Specialties provide, rather than their titles.

Right, right, that makes sense. Thanks for the help!
 

You'll also probably get more help over on Crafty's boards. On top of that, look at the rules for level 0 in the main book. Basic classes and level 0 would likely reflect your players well. Also, you might want to look at Fragile Minds for the expanded stress damage rules, specifically the High Stress of Adventure and Shock and Dread sections, although you likely want to avoid the rest of the expanded rules if you don't want to emulate Call of Cthulhu.

Also, if you can't get any of the specialties in the main book to work, there are some in the other books that might work:

  • World on Fire:
    • Collector
    • Commando (for people who play way to much airsoft or paintball)
    • Gymnast
    • Master (accomplished martial art students)
    • Prodigy
    • Racer (anyone who races motor vehicles, rc vehicles, or animals, or who does equestrian events)
    • Survivor
    • Tracker (hunters)
    • Trainer (education majors or tutors)
    • Trooper (ROTC)
    • Unknown (the guy who's always there and no one notices, manages to sneak outragous crap into the dorms all the time, etc)
  • Origin of Species: Classic Fantasy
    • Adventurer (lovable rogues, I know I knew some in college)
    • Archer
    • Fencer
    • Prospector (good for geology majors)
    • Warden (one possibility for criminal justice majors),
  • Origin of the Species: Light of Olympus
    • Philosopher
    • Reveler (party maniacs who know everyone and can drink them all under the table)
    • Seducer
If none of those help, there's always the Origin Creation rules.
 

Krensky FTW. Good post.

As implied here, I beleive the best way to apply origins (especially when more than one might apply) is not pick out the one that seems most obvious at a casual glance, but to pick out the one that best reflects what your character is about.

If none of those help, there's always the Origin Creation rules.

Or, if you aren't that much of a tinkerer, you can drop by the Origin Creation Game thread and browse for origins that might appeal to you.
 

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