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d20 Gatchaman

The Current Comic Book

The Battle of Planets comic book is okay so far... I do have some problem with the language they use... kind of harsher than the show in a way doesn't fit the characters as I envisioned them. I was never a big fan though so *shrug*

Rules for Gatchaman would be cool though... That leads into the sentai/tokusatsu realm...
 

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Re: Joe Asukura

Thorin Stoutfoot said:
Here's G-2! Boy, he's a fighter alright.

Looks good :). His feat's are slightly diferent when transformed... Is that deliberate? If not you might consider combining the two stat blocks by simply indicating the changes when transformed in parenthesis in a single block.

I've finished up the science ninja prestige class (called the "raptor"). It will be appearing in the Pan Asian Collective chamber book, out in January. but as a taste, I've included a new feat from that book that will make Joe fans smile :). If you are still running into "too few feats" it's probably just the Gatchman team from the show is a little higher level :D. You might try multiclasing everyone one level, so they can be 6th level and gain the level-based feat that comes at that point. (Most of the team should have at least one level of Wheelman IMHO, since the Gatchaman all have cool vehicles...)

From the Pan Asian Collective:
by Scott Gearin for AEG @2002

Thrown Blade Basics
You are highly skilled with various thrown weapons.
Prerequisites: Weapon Group Proficiency (Hurled), base attack bonus +2 or higher.
Benefit: This agent gains several benefits when wielding the following “thrown blades”: ball bearings, chakram, spike balls, throwing arrows, throwing darts, throwing knives, and any type of shuriken. The agent may draw any thrown blade as a free action an unlimited number of times per round. The agent may make cover fire, suppressive fire, and burst (both narrow and wide) actions with thrown blades. Finally, Sleight of Hand is always considered a class skill for this agent.
 

Re: G-3 Jun

Thorin Stoutfoot said:
The lovely Swan herself, Jun.

Good call making her a fixer. Realized she should be one after checking the class skills again (Demolitions is definitely a class skill for her :D ). Again, would consider adding one level of Wheelman (for the extra feat and so she can dump a heap of skill points into Surveilance- she's the sensor opperator on the God Phoenix).

For her talents I would consider Mine Basics~

From the Soldier/Wheelman Class Guide
by Scott Gearin for AEG @2002

Mine Basics
You know the proper placement and concealment of various types of mines and anti-personnel explosives.
Prerequisites: Demolitions skill 5+.
Benefit: You are proficient with all mines and explosives, even if you don’t have the Weapon Group Proficiency (Tactical) feat. The DCs to detect mines and explosives you’ve placed are increased by +5. Further, the DCs of Reflex saves to avoid damage from mines and explosives that you’ve placed are increased by +2.
 

Re:^2 Cool Start

Thorin Stoutfoot said:

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.

This idea here would be that while all of the science ninja work for the same agency, their specific training (represented by their Department) might be somewhat different. The departments in Spycraft Lite only indicate what they give you at first level (the same restriction was aplied to the feat list and class descriptions). The full ones grow with the agent. Each department includes an ability score modifier (not a big deal when doing specific modeling/conversion such as in this case), plus 2-3 special talents and a feat choice from a particular feat tree. The 2-3 tallent generaly go up with level.

So, if Ken was from D-0 (home office) he would be getting a +2 on any action die he rolled, 3 more cross class skills of his choice, and a covert or chase feat. While the restriction to covert or chase trees for his "racial" feat represents a little bit of a restriction (though I can see him taking Jump up, Traceless, or Firm Hand pretty easily) it's not a bad trade for plusses on action dice (especially since he can give them to others :D ).

Thorin Stoutfoot said:
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.

Fair enough :). Given the way criticals work in Spycraft (with action dice instead of a confirming roll) you might find our version works a bit differently than SW...

Thorin Stoutfoot said:
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)

Because the pilot's actions are limited, extra crew can help in a lot of different ways. A separate gunner (Joe!) is a great thing to have. Can see Ken using his Tactics ability and spending his time giving cooperation bonuses to everyone else.

The rules in the Spycraft Espionage Handbook (the hardcover) are geared primarily for pursuit situations. Theres about 25 pages in the Soldier / Wheelman Guide devoted to expanding the chase system. Some of that is adding options for aircraft like using altitude to advantage. A big chunk is turning it into a full vehicle combat system with new manuevers and dealing with situations like head-on charges and vehicles circling to gain advantage.

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

Mostly to lose some of the archaic feel :). First Aid can do a bit more than 'Heaaling' mechanically, since their are so many modern tools that can be brought to bear.

Thorin Stoutfoot said:
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. :)

Vehicles? Oh yeah :D!
Again, there's a good selection in the SEH (including a gadet from transforming vehicles from one type to annother~ single-prop plane to jet fighter anyone?), but the Sol/Whl Guide has a heap of new vehicle types, more gadgets, and a massive bundle of vehicular weapons.

(about Ken's write-up)
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)

Well, I just watched the OAVs again, and in those, Jinpei's definitely a hacker- which usually means Snoop for lower level characters. This sounds promising, as he appears to be the engineer on the God Phoenix~ Electronics and Mechanics are class skills for Snoops, and the jury-rig ability could be very helpful in a team-opperated vehicle. The Hacker prestige class is also up on the site if you want to look at a possible 6th level for Jinpei.

Ryu's a moose. I agree with the other poster that he's a Strength guy. Sugest Wheelman with the Martial Arts and Punching Basics feats (check out the "knockback" on palm strike :) ).
 
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Re: Re: Joe Asukura

Morgenstern said:

Looks good :). His feat's are slightly diferent when transformed... Is that deliberate? If not you might consider combining the two stat blocks by simply indicating the changes when transformed in parenthesis in a single block.
Good catch! His feats are supposed to be the same both ways. I'm not combining stat blocks because of this in-game gimmick I have in mind. I'm going to hand out double-sided character sheets, with one side illustrated with the Kagaku Ninja in Civilian dress, and the other side in the transformed mode. Basically, when transformed, the player will flip the character sheet over and used the transformed side.


I've finished up the science ninja prestige class (called the "raptor"). It will be appearing in the Pan Asian Collective chamber book, out in January. but as a taste, I've included a new feat from that book that will make Joe fans smile :). If you are still running into "too few feats" it's probably just the Gatchman team from the show is a little higher level :D. You might try multiclasing everyone one level, so they can be 6th level and gain the level-based feat that comes at that point.
My experience from Call of Cthulhu was that it would be better to start the PCs out lower level and level them frequently than to start them out high and level them infrequently. But one level shouldn't make a difference. Good point about the extra Wheelman class. Though I don't ever remember seeing Jun in a chase scene, it would be something cool to have in game. Of course, the other thing was that I didn't have progression past 5th. I could probably work it out just based on what's already there.
 

Re: Re:^2 Cool Start

Morgenstern said:

This idea here would be that while all of the science ninja work for the same agency, their specific training (represented by their Department) might be somewhat different. The departments in Spycraft Lite only indicate what they give you at first level (the same restriction was aplied to the feat list and class descriptions). The full ones grow with the agent.

Heh. Ok, I guess I've been too cheap to buy the Spycraft book and it shows. I'd be more generous with my money if/when I get paid for my CoC d20 work --- then RPG books become tax deductible :)

Fair enough :). Given the way criticals work in Spycraft (with action dice instead of a confirming roll) you might find our version works a bit differently than SW...
The issue is one of book keeping, rather than the way critical works or anything like that. Basically, I'd rather not have PCs suffering from degraded performance in a super-heroic game. You remember that near the end of the first series, Joe was shot in the head, beaten up to within an inch of his life, but could still rain down feather shuriken on all his foes like there was no tomorrow.

The rules in the Spycraft Espionage Handbook (the hardcover) are geared primarily for pursuit situations. Theres about 25 pages in the Soldier / Wheelman Guide devoted to expanding the chase system. Some of that is adding options for aircraft like using altitude to advantage. A big chunk is turning it into a full vehicle combat system with new manuevers and dealing with situations like head-on charges and vehicles circling to gain advantage.
So I'd have to buy both the Spycraft Espionage Handbook AND the Soldier/Wheelman guide to get the full chase/vehicle system? When's the Soldier/Wheelman guide coming out anyway? I haven't seen the OAV yet. From what I can tell from the reviews, it's something I can let my players see without hurting the surprises, so I'll have to find a copy on eBay or half.com.
 


Re: Re: Re:^2 Cool Start

Thorin Stoutfoot said:
Heh. Ok, I guess I've been too cheap to buy the Spycraft book and it shows. I'd be more generous with my money if/when I get paid for my CoC d20 work --- then RPG books become tax deductible :)

Not a problem :). I assumed we were still working within the confines of SPycraft lite + the preview material.

Thorin Stoutfoot said:
The issue is one of book keeping, rather than the way critical works or anything like that. Basically, I'd rather not have PCs suffering from degraded performance in a super-heroic game. You remember that near the end of the first series, Joe was shot in the head, beaten up to within an inch of his life, but could still rain down feather shuriken on all his foes like there was no tomorrow.

Except the Vit/Wnd system actually makes agents more tough~ they still have all of those HP (the vitality) and then after taking that much damage (which would knock a D&D out and they'd start dying), and then still function with a limp for more damage equal to their con and then they're out cold and dying.

Spycraft minions can't do criticals, so the vitality is just as good as HP vs. mooks. It's only when a henchman (like one of Galactor's countless big robot commanders) shows up that the real danger begins.

Thorin Stoutfoot said:
So I'd have to buy both the Spycraft Espionage Handbook AND the Soldier/Wheelman guide to get the full chase/vehicle system? When's the Soldier/Wheelman guide coming out anyway? I haven't seen the OAV yet. From what I can tell from the reviews, it's something I can let my players see without hurting the surprises, so I'll have to find a copy on eBay or half.com.

For chases (a spy movie staple) the SEH is complete. That includes car, aircraft, boat, and foot chasses, about 75 types of vehicles, and a spread of vehicle gadgets.
The Sol/Whl added a few more options for the regular chases (like some new moves for free fall and parachuting chases), talks about driving off road, and chases through ventilations ducts (love that Escape Artist skill :p). For full on combat, like dog fighting or demoliton derbies, you can do them with SEH, but you're better off with the Sol/Whl, where there are more options for fighting and bigger guns. It also includes a lot more material for customizing vehicles.

Sol /Whl should be out just about now :D. We had copies for sale at GenCon. It's a solid book, 100% ALL crunchy rules except for the table of contents, the introduction page and the OGL liscence page.

The OAVs basically remake three pivital episodes of the first season. You can probably show the players this, if they don't imediately want to go after Galactor's secret base just 'cause they saw where it is in the OAVs.
 

Re:^3 Joe Asukura

(Joe's feat missmatch)
Thorin Stoutfoot said:
Good catch! His feats are supposed to be the same both ways.

Ah. Cool. You can put that feat I posted on the sheet as long as it keeps the by-line. OGL and all :).

Thorin Stoutfoot said:
I'm not combining stat blocks because of this in-game gimmick I have in mind. I'm going to hand out double-sided character sheets, with one side illustrated with the Kagaku Ninja in Civilian dress, and the other side in the transformed mode. Basically, when transformed, the player will flip the character sheet over and used the transformed side.

That's actually rather cool :D.

Thorin Stoutfoot said:
My experience from Call of Cthulhu was that it would be better to start the PCs out lower level and level them frequently than to start them out high and level them infrequently. But one level shouldn't make a difference. Good point about the extra Wheelman class. Though I don't ever remember seeing Jun in a chase scene, it would be something cool to have in game. Of course, the other thing was that I didn't have progression past 5th. I could probably work it out just based on what's already there.

All the classes get a new ability at 6th level for the first time, so pure single classing gets some good stuff (soldiers for instance get a free weapon specialization...). Pointmen can take one ability from other classes, so a 6th level pointman Ken could just take the daredevile abilty without leaving the pointman class.

As for Jun as a wheelman, that stunt launching off the waterfall on the cosmo-bike in the opening credits looks promising :).
 
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