SC2 for Horror?

Blastin

First Post
Am thinking of starting up a modern horror game ala Darkmatter. I have used Alternity and D20 Modern for this in the past, both were ok at some things and sucky for others. Have been looking over the threads here and on the Alderac site about SC2 and think it looks pretty good.
Was wondering what people who are familiar with it would say about using it for a horror game.
I plan on having the players be normal people, with maybe some special training (ex-cops, military) but very little to no magic...to start. I would like to have the possibility of low level magic/psionics become available to the characters latter on, and definatly use it from the start for the bad guys. I see that there is a magic supp out for SC@ as well, but it seems like it might be a bit too much like D&D magic.
So, any informed opinions?
PS: am also open to suggestions on the use of other D20 based systems as well, but if you are gonna suggest another system, please explain why I should consider it.
 

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Are you talking about Spycraft 2.0?

If so, there's not a lot out for it right now. Your best bet would be to track down the old 1.0 Shadowforce Archer supplements. The supernatural in them was fairly low-key, mostly just sorcerers and spirits and psychic abilities.

Magic can be accessed either through core classes or skills & feats; if you just use the latter, then you can have a bit more control over how they get doled out to the PCs.
 

Byrons_Ghost said:
Are you talking about Spycraft 2.0?

If so, there's not a lot out for it right now.

Actually, Spellbound Vol. 1, the Channeller, the first in a series of new PDFs detailing new magic rules for SC2 was released recently... Back to Basics is also to take a look at, if you want to use the Spycraft rules system, but keep the generic flexibility of D20 Modern classes.

Look here.
 

d20 Modern would be a better choice for a horror campaign.

First there's a lot more support for magic right out of the box. And there's supplements for every sort of horror out there you can want.

There's Call of Cthulhu d20 for the "things man was not meant to know", there's horror modules and supplements from 12 to Midnight and RPGObjects DaVinci Code-esque Blood and Relics.

Basically, a whole lot of horror groundwork has been laid for you with d20 Modern.
 

The Shadowforce Archer Worldbook has a system of ritual magic for a modern day mysteries setting and will be packaged with a conversion apendix that updates all of its rules for use with Spycraft 2.0. It should be out as a .pdf release in the about a week, so a little more slow moving (and grand when you bring together thousands of devoted cultist for a great alignment of the heavens) magic system is right around the corner. If you already have Spycraft 2.0, I would definitely recomend reading through the gamemastering chapter and in particular the section on running horror games, as there's a lot of good stuff in their. Patrick Kapera is a big Call of Cthulu-style gamers and wrote that section based on a -lot- of experience as a horror gamemaster.

Good luck with your game!
 

Morgenstern said:
The Shadowforce Archer Worldbook has a system of ritual magic for a modern day mysteries setting and will be packaged with a conversion apendix that updates all of its rules for use with Spycraft 2.0. It should be out as a .pdf release in the about a week, so a little more slow moving (and grand when you bring together thousands of devoted cultist for a great alignment of the heavens) magic system is right around the corner. If you already have Spycraft 2.0, I would definitely recomend reading through the gamemastering chapter and in particular the section on running horror games, as there's a lot of good stuff in their. Patrick Kapera is a big Call of Cthulu-style gamers and wrote that section based on a -lot- of experience as a horror gamemaster.

Good luck with your game!

That sounds interesting and about what I was looking for.
I just checked out the 12 to Midnight stuff, and see they give rules for a spellcasting system from OGL Horror. Just skimming it over, it looks good, although I'm not too big on spellcasting causing heavy ability damage.... The modules themselves look pretty good.
How hard would it be to convert a d20 modern module to Spycraft 2.0?
 

Hey Blastin,

Sounds cool! Spycraft can certainly be tooled to fit whatever style of horror campaign you want to play, whether its Van Helsing-style monster slaying or creeping horror much larger than the PCs. I'll suggest some ways to you can tool the game with Campaign Qualities and rulesets based on the OP:

Basic Horror:
As Morgenstern mentioned earlier, Chapter 7 of the book lays out the basic campaign qualities we suggest for setting up the core of a horror game. Campaign qualities such as Tense and Paranoid will ensure that the PCs (and maybe the players!) are affected by the horrors you set forth. If you want some things to be extra-scary, NPC qualities like Disturbing could be...terrifyingly effective :heh:

Blastin said:
I plan on having the players be normal people, with maybe some special training (ex-cops, military) but very little to no magic...to start.

I assume that by "normal people" you mean "not action heroes." As such, you might use the campaign qualities Small Screen (lowers default number of attribute points) and/or Fragile (reduces vitality progression substantially) which will ensure your characters are not running around with really high natural abilities or callously wading into combat (especially as the game progresses).

Alternatively, or perhaps additionally, the Back to Basics PDF dials down class abilities and sets up a Modern SRD class structure, giving players greater flexibility to build a concept outside of more standard class archetypes. The added bonus as a GC is that the most powerful B2B abilities do not reach the "game breaker" level that standard Spycraft classes hit at Level 14.

Origins are super-flexible and let your players build past histories such as "ex military" in a snap :)

I would like to have the possibility of low level magic/psionics become available to the characters latter on, and definatly use it from the start for the bad guys. I see that there is a magic supp out for SC@ as well, but it seems like it might be a bit too much like D&D magic.

As everyone has suggested, the Shadowforce Archer Worldbook (and possibly the Hand of Glory threat book) provides just these things. The upcoming PDF of the SFA Worldbook will include a conversion document which will help you quickly swap the rules you need over to 2.0 play.

The magic supplement you mention is called Spellbound, and is part of a series. Volume 1 has your basic D&D blaster mage, the Channeler, but some later archetypes such as the Reaper (necromancer type), the Sage, or the Enchanter are all much more subtle and sound like excellent villains in a campaign like yours. Currently, the second and subsequent volumes are being worked on but we have no hard release date.

How hard would it be to convert a d20 modern module to Spycraft 2.0?

The basic adventure elements could work just fine straight across. The biggest piece of conversion possibly would be NPC conversion, which is surprisingly easy once you're familiar with the NPC creation system. I've reverse engineered standard d20 stat blocks by finding the CR, then using the closest approximation for the critters abilities at an equal Threat Level to spit out the scaling stat (I-X). From there it was finding approximate NPC qualities to the critter's own (since the NPC system was informed by the Monster Manual, this isn't too hard). The nice thing, in the end, is that you have an NPC that can be thrown at the PCs at any time in your campaign without fearing they'll just roll over him...excellent if you want PC's to be a bit more normal.

I hope this helps!
 

Blastin said:
PS: am also open to suggestions on the use of other D20 based systems as well, but if you are gonna suggest another system, please explain why I should consider it.

Personally I would go with the (not so) new World of Darness rules, for whatever reason I greatly prefer a skill based system over a class based one for modern games.

In fact I intend to pester the gm who plans to run a Dark Matter game into using them and get acouple of other players to help me do so.
 

Welverin said:
Personally I would go with the (not so) new World of Darness rules, for whatever reason I greatly prefer a skill based system over a class based one for modern games.

In fact I intend to pester the gm who plans to run a Dark Matter game into using them and get acouple of other players to help me do so.

That is an interesting thought....I bought the rules when the new version came out but haven't looked at them since.....
My only problem is the typical these days: my players are all familiar with the basic d20 rules and therefore the most shallow learning curve for all involved would be a d20 game....
 


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