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Section 9/Spycraft OOC Thread

Mirth

Explorer
Codename: GhostFox said:

I'm recruiting in both the AEG and Enworld forums - don't see any reason not to. Sorry to see you go, if you have to bow out.

Fair enough :) If you decide to keep the game here, then I'm all for it. I'll keep my eye on this thread.
 

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Hammerhead

Explorer
Actually, I was thinking of character ideas, and I think I like the Soldier better. However, the class's dependence on wearing armor annoys me; would there be any way to switch the class's armor abilities for a higher defense bonus? If not, I'll just wear a Chain Shirt or something, if I play the soldier.
 



Mirth

Explorer
Vardeman said:
Hi, all. New transferee from the AEG forums. Looking forward to playing in GhostFox's PBP game here.

V

Welcome Vardeman!

So does that mean that the game will be run here? If so, should we go ahead and set up our characters?
 

So far we have 7 people interested, but I'm looking for a maximum of 5.

Byron's Ghost: Faceman or Pointman or Snoop
Festy Dog: Ex-Special Forces Fixer
Hammerhead: Soldier or some other combat type
Hurricain (from the AEG Forums): Martial Artist / Physical Adept
Mirthcard: possibly Prototypical British Spy
Seno Udo Mal: To be determined
Vardeman: Sam Fisher-type stealth and silent dispatch character

Hurricain and Vardeman will definitely are assured a place in the game since they have thoroughly read the guidelines. Hurricain and Vardeman can go ahead and post their characters on this thread. Don't forget to include the gear you will be requesitioning using Personal Budget Points.

As far as classes go, we need at least 1 wheelman and 1 faceman (or faceman multiclassed with something else). So if you're interested in playing a speed-demon or a slick agent provocateur then here's your chance.

And if Vardeman decides to go with the stealth-master then we definitely need a combat specialist, if he doesn't then it may be your chance to play a stealth-meister.

1. Starting Level: 4th level (8,000XP). Except for Hammerhead (if he decides to join) who will start at 5th level (10,000 XP). He is a Play-By-Post Spycraft "veteran" of sorts having played in the defunct Blood Money and Section 9 Series.

2. Ability Scores. 20 character points using the
Modified Point Buy scheme.
http://valeraweb.com/hyperkinetic/s9_ptbuy0304020013.html

3. Venue: Mirthcard: Yes. We will definitely be playing the game on these forums.

4. Pick a bundle, any bundle. The operatives will start off in the thick of things so let's try and fast track through the Gearing Up phase. It will be a Code Red Mission, so each operative will start with 25 Mission Budget Points plus your Class BP bonus then plus 5 times your Charisma modifier. A Code Red mission also means you start off with 4 Gadget points.

Don't worry about making the perfect choices when it comes to buying gear, you'll get a chance to revise your Mission Gear and share unused Mission BPs after the first scene or so. My best advice here would be to pick some weaponry and a bundle that matches your characters strengths.
 
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Festy_Dog

First Post
Hey Vardeman :D

Its good to see another gamer! Welcome to Enworld

btw: how do we calculate our vitality points?

Also I've got a couple of documents which give extra equipment, one of these documents I got a printed copy of before losing it to computer troubles (an extensive list of spycraft stats for real world firearms). The other is just about more extensive and precise equipment (eg. fancy cooling for laptops, fancy climbing gear bits, etc. etc.).

The second document I can live without but I'd really like to use the firearms one. It has basically anything a person could name on it, and what isn't there could be given the stats of a similar weapon.

Just wanna know if thats kewl with you, I could give you any examples from the list you want if you wanna check it out first. :D
 
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Hammerhead

Explorer
I've been working on a few characters, tossing some ideas around on scratch paper, and I came up with two concepts I really like:

The first is a D4 Soldier/Fixer, a stealth-based commando using a submachine gun. I decided to go with a multiclass Sol/Fix since I realized with a Soldier's heavy armor and lack of stealth skills, I would be unable to participate in many missions. However, I know that FestyDog wished to play a similar character, and Vardeman's Sam Fisher will likely be a Fixer/Snoop. If this doesn't clash with anyone else's ideas, I'll go with him.

The second is a D6 Wetworks Faceman/Martial Artist, who uses interpersonal skills and avoids violence, but will attack as a last resort. This character was created to help fill the gap of a Faceman, and play a character contrary to my normal violence-seeking psychos.

Here's the preview (First 6 levels) of the Martial Artist from the PAC. I don't have the book, this is just from the AEG Messageboards.

Martial Artist
While there are many who practice one of the many martial arts that permeate the traditions of the orient, there are those special few who devote themselves to “the Art”, rising above the casual student to demonstrate a remarkable fusion of body, mind, and spirit. The Conspiracy has long realized that such individuals can contribute greatly to the pact’s goals, and seek to recruit them whenever and wherever possible. In addition to their formidable fighting abilities, martial artists bring a sense of discipline and composure to the team, displaying the utmost ability of the unaugmented human form.
Abilities: As physical combatants, Strength is the essential ability for the martial artist. Agents will also benefit from Constitution (for staying power) and Intelligence (for skills).
Vitality: 1d10 plus Constitution modifier per level

Class Skills
The martial artist's class skills and key abilities are listed below (see Spycraft, page 40, for skill descriptions):

Class Skill (Key Ability)
Balance (Dex)
Climb (Str)
Concentration (Wis)
Craft (Int)
Driver (Dex)
First Aid (Wis)
Handle Animal (Cha)
Hide (Dex)
Intimidate (Str or Cha)
Jump (Str)
Knowledge (Int)
Perform (Wis)
Profession (Wis)
Sense Motive (Wis)
Sport (Str or Dex)
Spot (Wis)
Survival (Wis)
Swim (Str)
Tumble (Dex)
Use Rope (Dex)

Skill Points at 1st level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the martial artist.

Starting Feats: The martial artist begins play with the following feats.
Armor Group Proficiency (Light)
Weapon Group Proficiency (Melee)
Weapon Group Proficiency (Hurled)
Weapon Group Proficiency (Exotic, archaic)
Weapon Group Proficiency (Exotic, martial arts)

Unyielding: The martial artist is able to both deal and withstand remarkable amounts of punishment due to his extensive conditioning. Whenever the agent spends an action die to recover vitality, he rolls two dice instead of one. Further, the refresh action is a half action for the martial artist. This is the martial artist’s core ability.
Martial Arts: At 1st levl the martial artist gains the Martial Arts feat.
Life of Discipline: The martial artist is devoted to a deeper, more spiritual understanding of combat. At 2nd level the martial artist receives the Discipline of the Body feat.
All prerequisites for this feat – including agent level and other feats – are waived for this agent.
Bonus Feat: At 3rd level, the martial artist gains an additional feat from either the melee combat or unarmed combat feat trees. He must still meet all prerequisites for the feat before selecting it, including minimum ability scores and base attack bonus requirements. He gains an addition melee or unarmed combat feat at 5th level.
Ploy: At 4th level, the martial artist receives one of the following abilities of his choice.


Great Sweep: The martial artist gains a +4 competence bonus to attack rolls and Strength checks when performing a trip action. This is a ‘named’ unarmed combat ability (see the Spycraft Espionage Handbook, page 78 for restrictions on this ability).

Improved Disarm: The martial artist gains the Improved Disarm feat.

Provoke: The martial artist gains a +4 competence bonus to Bluff checks when using the taunt action.

Quake Strike: As a full action the agent may make a single trip attempt against all adjacent opponents, which may only be opposed by the opponents’ Balance skill check. If any of these attempts fail, the martial artist does not face a trip attempt in return. This is a ‘named’ unarmed combat ability (see the Spycraft Espionage Handbook, page 78 for restrictions on this ability).

Side Step: The martial artist gains the Side Step feat.

Still Standing: The martial artist gains a +6 circumstance bonus to Fortitude saves to remain standing after being hit by an attack with the takedown quality.

Strut: After scoring a threat or critical with a successful melee or unarmed attack, the martial artist may spend his next half action posturing. He gains one action die of the standard type for his level (without the accompanying XP reward). If this bonus action die is not spent before the end of the current combat, it is lost.


Wuxia: At 6th level, the martial artist’s jumping ability (horizontal or vertical) is not limited by his height and he receives a +5 competence bonus to the total of all Jump and Tumble checks.

The Martial Artist
Base Attack Bonus: High
Fortitude Save: Medium
Reflex Save: Medium
Will Save: Medium
Defense Bonus: High
Initiative Bonus: Medium
Gadget Points: Low
Budget Points: Low

Class Abilites:
1 Starting Feats, Martial Arts, Unyielding
2 Life of discipline (body)
3 Bonus feat
4 Ploy
5 Bonus feat
6 Wuxia +5
 

Vitality Points
1. 1st character level. A new agent begins play begins play with maximum possible vitality at 1st level (i.e. as if the player had rolled the highest number possible based on their class).
2. 2nd character level and up. You have two options
Option A: The number of vitality points an agent gains when he rises in level is 70% (rounded to the nearest whole number) of the vitality die type of the class he gains the new level in, as follows:

Die Type:Vitality Gained
d4: +3
d6: +4
d8: +6
d10: +7
d12: +8

Note If you plan to multi-class: the maximum vitality only applies to the first character level. A character does not gain the maximum vitality points upon acquiring a second (or 3rd or 4th,etc) class.

Option B: Section 9 Control will randomly determine the number of vitality points by using an online/pbem dice server.

Guns, Gear and Gadgets.
Festy_Dog: Without seeing and reviewing the document, it's hard to give the stats a go or no-go. The equipment from the basic Spycraft book covers a lot of basic stuff and AEG's Modern Arms Guide covers the stats for dozens of "real-life" weapons. So unless the stats on the document match the published stats for equipment (and I do hate to disappoint) but I would have to say no.

Your Kung Fu is strong
Hammerhead: Thanks for the info on the martial artist. Would you be interested in a faceman multiclassed with a wheelman? If not (hey I gotta ask) a faceman/martial artist sounds like a solid addition to the team.
 


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