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d20 Gatchaman

Re: Re: Re: d20 Gatchaman in Spycraft?

Thorin Stoutfoot said:

Ok, I like the classes (especially the soldier class). But I'm having trouble finding the rules on action dice. From the reviews it seems like they are die boosters, but not nearly as flexible as my vision of hero points would be.

Action dice are described briefly in the Spycraft Lite rules, but the full spread is in the main book. They can improve almost any roll (skill, attack, damage, etc.). They can be spent to make an inspirtation check (sort of a stop, look at the GC, and ask "alright, I'm stumped, but my character is super cool- help me out here...?"). Action dice allow you to confirm criticals and activate the fumbles of others. They can be spent to regain wounds or vitality ("It wasn't as bad as it looked" or "Just needed to catch my breath!"). They let you call in favors from your agency ("We need that town evacuated- NOW!" or "So what do the guys down at the labs say about those strange fragments we found?"). They can (and genrally should) be given out mid-session as rewards for good role-play, humor, a great idea or any other player accomplishment deserving small benefit.

I notice that Demolitions isn't a skill in Spycraft (unlike Call of Cthulhu). Is it in there somewhere and I'm just missing it?

Just missed it :). It's definitely a skill (and a strangely popular one among super-spies... something about disarming doomsday devices with only 00:02 left on the clock :p ).
 

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Re: d20 Gatchaman in Spycraft?

Teflon Billy said:
Ok, so is it like this?

Gatchaman-------G-Force

Joe---------------- Mark
Ken--------------- Jason
Ryu----------------Tiny
Jinpei -------------Cheops
Jun-----------------Princess


Is that about right? I Don't know their Japanese names, just their G-Force names.

Is Gallactor Zoltar?

You've got Ken and Joe swapped I believe (it's been a while since I wathched the english language versions). I didn't realize I was mixing names for both versions in my description above :). Ken = team leader and pilot (thus Pointman w/ dash of wheelman). Joe = team hardcase and occasional psycho killer (lot's o' Soldier).

Galactor is an organization headed by Berge Katze, who is addapted into the Zoltar character.
 

Re: Re: Re: d20 Gatchaman in Spycraft?

Teflon Billy said:
Ok, so is it like this?

Gatchaman-------G-Force

Joe---------------- Mark
Ken--------------- Jason
Ryu----------------Tiny
Jinpei -------------Cheops
Jun-----------------Princess


Is that about right? I Don't know their Japanese names, just their G-Force names.

Is Gallactor Zoltar?

Better to use the standard "G" designations:

G-1: Ken
G-2: Joe
G-3: Jun
G-4: Jinpei
G-5: Ryu
 


Cool Start

Neat. Couple of points if you stick to Spycraft. Ken should benefit from a department (likely D-0 home office but the other options should be considered). Spycraft uses Wounds/Vitalitly, so he'd have wounds = to Con, and then vitality equal to the HP you have listed. If he's a 5th level Pointman he can use lead twice per sesion. Could swap in (or add) one level of Wheelman, which gives nice base attack bonus and the daredevil ability which is great for flying the G-1 fighter. Heal is 'First Aid'. Wilderness lore should be 'Survival'.

For the suit, I'd indicate it's a gadget, and that activating it is a full round action (rather than listing it as a class ability- when zoltar steals the bracelets the team can't transform). Stats look good. Spycraft still uses 50 points of damage as the massive damage threshold. Might replace that with "Does not suffer critical hits unless the attack had the armor piercing or armor defeating qualities."

Like the layout and inclusion of art in your .doc Looking forward to the rest of the team :).
 

Re: Cool Start

Morgenstern said:
Neat. Couple of points if you stick to Spycraft. Ken should benefit from a department (likely D-0 home office but the other options should be considered).
Why would a department be important? Everyone would come from the same department, right? I'm trying to model Gatchaman, so I guess I'd ignore department rules. I'm still not completely sold on Spycraft yet. I like the BAB progression/saving throw progressions, but I am having a hard time with Ken having so few feats.

Spycraft uses Wounds/Vitalitly, so he'd have wounds = to Con, and then vitality equal to the HP you have listed.

I don't like Wounds/Vitality. They're a black mark against Spycraft, to be honest. I like the massive damage threshold rules in CoC and d20 Modern better, so I'll stick with those.

Could swap in (or add) one level of Wheelman, which gives nice base attack bonus and the daredevil ability which is great for flying the G-1 fighter. Heal is 'First Aid'. Wilderness lore should be 'Survival'.

I have to admit, I like the chase rules in Spycraft a lot. They look like they'll work pretty cool. Do the full Spycraft rules include vehicle to vehicle combat, missiles, etc, flying? I'm trying to figure out how to model the G-5 plane with everyone in separate stations, etc. The plane obviously doesn't fly at full capacity without everyone on board, so I need to give everyone something to do. I'm thinking of building a vehicle control system similar to the old FASA Trek RPG control system. (One person controls power allocation, another controls deflector shields, a third flys the plane, a fourth is the weapons officer, and a fifth does the command)

Heal=First Aid? Any difference in skill descriptions? Similarly, are the name change for Survival/Wilderness Lore purely gratituous?

For the suit, I'd indicate it's a gadget, and that activating it is a full round action (rather than listing it as a class ability- when zoltar steals the bracelets the team can't transform).

Good catch. It isn't a class ability.

Like the layout and inclusion of art in your .doc Looking forward to the rest of the team :). [/B]

Does Spycraft has rules for vehicles? I'm really desperately trying not to spend money on a game I won't get to play for a year, so I was going to wait for the mecha rules in the next Dungeon. :)

Glad you like it. I'm working on Joe next. He should be great. (I'm having trouble coming up with special abilities for Jinpei and Ryu, however)
 



Re: Re: Cool Start

Thorin Stoutfoot said:

Glad you like it. I'm working on Joe next. He should be great. (I'm having trouble coming up with special abilities for Jinpei and Ryu, however)

Off hand I would say Jinpei has a natural affinity for animals (typical for a kid his age). It doesn't matter if it is a dog, or a bug of somekind, or a baby whale. Also Jinpei should have some skill in bluffing. I remember one episode where he is out of uniform and he talks some Gallactor goons into believing he is a new recruit and he joins up with them. I can still see the image of Jinpei, in a Gallactor uniform two sizes too large, doing chores for the goons. Course there is always Jinpei's use of colourful language (the kid swears more than Joe does). :)

As for Ryu, I would mention his great Strength. He seems even stronger when he is in bird-style. Off hand I remember seeing him push 10 or more Gallactor goons against a wall thus knocking them out of combat.

Personally I would be tempted to create a KAGAKU NINJATAI prestige class that would emphasis the stealth and unarmed combat expertise that the team has shown in the series.

I can't wait to see your write-up for Berge Katse. :)

Cheers,
Tim
 

Gatchaman soundtrack CDs

One of the coolest things about building a game around an existing TV show is the availability of things like pictures and soundtracks. It was hard for me to find cheap soundtrack CDs, though, but I finally found a source for Gatchaman:

http://www.voe.com/voe2000/webstore/cdsoundtracks/taiwan/vwpagesanime/gatchaman.htm

The TV songs album is awesome. The soundtrack was disappointing --- it'd be a lot of work to rip these apart and make them usable for a game... And only the first season is represented, while I'd hoped for the 2nd season to be represented.

Anyway, for $14 for an import CD, it's a steal. Highly recommended!
 

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