SC2.0 conversions of d20M base classes


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I'm not impressed so far, although apparently not all the knacks have been written down yet. It's not going to do me much good as that class wouldn't show up in any adventures.

Personally I like how I can craft together a Strong/Charismatic mob boss with Fast Talk and the leadership tree and not have to dig up a supplement to find the "Mob Boss" Prestige Class.
 


(Psi)SeveredHead said:
I'm not impressed so far, although apparently not all the knacks have been written down yet. It's not going to do me much good as that class wouldn't show up in any adventures.
It's just a preview.

(Psi)SeveredHead said:
Personally I like how I can craft together a Strong/Charismatic mob boss with Fast Talk and the leadership tree and not have to dig up a supplement to find the "Mob Boss" Prestige Class.
Is the implication here that you need to do this in SC2.0? I wasn't aware one did.
 

(Psi)SeveredHead said:
Personally I like how I can craft together a Strong/Charismatic mob boss with Fast Talk and the leadership tree and not have to dig up a supplement to find the "Mob Boss" Prestige Class.

Crime Lord (Special NPC — 76 XP): Init II; Atk II; Def II; Resilience III; v/wp: III; Competence: IX; Skills: Intimidate VIII, Networking VIII; Wealth: X; Weapons: None; Gear: 1 × Caliber IV; Vehicle: 1 × Caliber IV; Qualities: fearsome, feat (Silver Spoon, Well-Funded), inferior attribute (–2 Str, –2 Con), mastermind, sluggish (–10 ft.), specialty (Criminal), story-critical.

And besides, if you wanted to use character classes, you can build a perfectly servicable Mob Boss using the Spycraft's Advocate class alone. But that's beside the point...


Alex's project is simply a way to address a common complaint from many D20 Modern fans about Spycraft... The fact that the classes are very genre specific. This little mod he's working on provides alternative D20 Modern style "generic" classes for those who like the Spycraft rules, but prefer the general flexibility of D20M's class structure. It's supposed to be exactly like the D20 Modern classes (that just wouldn't work for SC), but similar in style.
 

Pbartender said:
Crime Lord (Special NPC — 76 XP): Init II; Atk II; Def II; Resilience III; v/wp: III; Competence: IX; Skills: Intimidate VIII, Networking VIII; Wealth: X; Weapons: None; Gear: 1 × Caliber IV; Vehicle: 1 × Caliber IV; Qualities: fearsome, feat (Silver Spoon, Well-Funded), inferior attribute (–2 Str, –2 Con), mastermind, sluggish (–10 ft.), specialty (Criminal), story-critical.

-2 Str and Con, huh? So no Mr. Steel-Toed Boots? (I've seen this one before in the other thread.)

And besides, if you wanted to use character classes, you can build a perfectly servicable Mob Boss using the Spycraft's Advocate class alone. But that's beside the point...

How good is the Advocate at fighting? Can he dodge bullets like Giuseppe "Joe the Boss" Masseria?

Anyway, I'm aware it's a preview, but I have to wonder how useful it'll be if it's not being supported by Crafty Games. (Any adventures, supplements, etc, will ignore the new classes.)
 
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(Psi)SeveredHead, You seem to be very critical of anything Spycraft. I understand that D20 Modern is your cup of tea, but I see this as one of the Spycraft creators trying to assist those who like the flexible classes of D20 Modern (not my cup of tea) with the ability to use them in a Modern game that has a more over the top feel at times (depending on how you dial the options, Spycraft can also easily be dialed down to low powered based on options.)

Mr_Steel_Toe_Boots said:
Modified from the post by Pbartender
Mr Steel Toe Boots (Special NPC — 76 XP): Init II; Atk II; Def II; Resilience III; v/wp: III; Competence: IX; Skills: Intimidate VIII, Networking VIII; Wealth: X; Weapons: None; Gear: 1 × Caliber IV; Vehicle: 1 × Caliber IV; Qualities: fearsome, feat (Silver Spoon, Well-Funded), inferior attribute (–2 Int, –2 Wis), mastermind, sluggish (–10 ft.), specialty (Criminal), story-critical.

As to the Advocate 'Dodging Bullets', Any class can do this, take the right feats and background options.
 
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(Psi)SeveredHead said:
-2 Str and Con, huh? So no Mr. Steel-Toed Boots? (I've seen this one before in the other thread.)

No... This guy's more like Goldfinger, Al Capone, or The Godfather. He's the Boss who has guys to do his dirty work for him.

If you want Mr. Steel-Toed Boots, you'd have to look up the "Company Man" NPC in the rulebook, which I don't have on me at the moment.

(Psi)SeveredHead said:
How good is the Advocate at fighting? Can he dodge bullets like Giuseppe "Joe the Boss" Masseria?

Sure... He just has to pick the right feats.

(Psi)SeveredHead said:
Anyway, I'm aware it's a preview, but I have to wonder how useful it'll be if it's not being supported by Crafty Games. (Any adventures, supplements, etc, will ignore the new classes.)

Well... Seemingly, Alex is designing the classes so that they're interchangable with the standard classes. Any adventures, supplements, etc, will work equally well with the generic classes as they do with the originals. He's calling a "small footprint" product.
 

(Psi)SeveredHead said:
I'm not impressed so far, although apparently not all the knacks have been written down yet. It's not going to do me much good as that class wouldn't show up in any adventures.

They wouldn't need to??? NPCs are built differently from players anyway, so the adventures are fully interchangable without modification.

Personally I like how I can craft together a Strong/Charismatic mob boss with Fast Talk and the leadership tree and not have to dig up a supplement to find the "Mob Boss" Prestige Class.

Ok, this statement is simply bizare to me. There are easily a dozen styles of mob boss, so obviously there are different ways to build them. Its one of those job titles that is much more an indicator of status than the specific skill set that got you that status. In standard SC2.0, I could see mono-class Advocate mob bosses and mono-class Soldier mob bosses and both would be perfectly valid, as would a character with levels in both. All of them would conduct themselves differently (assuming they are playing to their own strengths). But I can just as easily see a Hacker mob boss who holds the reins of power through his digital blackmail. Likewise the Back to Basics characters can approach mob boss-dom from a variety of angles and never need a prestige class either, so what exactly is your point? You're objecting to the existence of prestige classes in general maybe? In any d20 game, the existance of a Mob Boss class is to provide a tool that concentrates mob boss-y abilites in one place, depending on how that writer thinks of them. To me it would be a combination of numerous lower ranking criminals who do your bidding, increasing immunity to the long arm of the law, maybe some money or lifestyle perks, a flair for intimidation, and modest combat ability. People thinking of other archetypical mob bosses are problably comming up with a different mix. But regardless, most of those things I could probably pick up through feats or class abilities (or knacks :)) to a passable degree.

Similarly, with the NPC that was offered, it's an example. If it doesn't fit your needs its child's play to tweak it to do so :D. Don't like the low stats? Up the XP value by 4, poof, they're gone.
 

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