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Section 9/Spycraft OOC Thread
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<blockquote data-quote="Hammerhead" data-source="post: 829036" data-attributes="member: 73"><p>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: </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Martial Artist </p><p>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. </p><p>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). </p><p>Vitality: 1d10 plus Constitution modifier per level </p><p></p><p>Class Skills </p><p>The martial artist's class skills and key abilities are listed below (see Spycraft, page 40, for skill descriptions): </p><p></p><p>Class Skill (Key Ability) </p><p>Balance (Dex) </p><p>Climb (Str) </p><p>Concentration (Wis) </p><p>Craft (Int) </p><p>Driver (Dex) </p><p>First Aid (Wis) </p><p>Handle Animal (Cha) </p><p>Hide (Dex) </p><p>Intimidate (Str or Cha) </p><p>Jump (Str) </p><p>Knowledge (Int) </p><p>Perform (Wis) </p><p>Profession (Wis) </p><p>Sense Motive (Wis) </p><p>Sport (Str or Dex) </p><p>Spot (Wis) </p><p>Survival (Wis) </p><p>Swim (Str) </p><p>Tumble (Dex) </p><p>Use Rope (Dex) </p><p></p><p>Skill Points at 1st level: (6 + Int modifier) x 4. </p><p>Skill Points at Each Additional Level: 6 + Int modifier. </p><p></p><p>Class Features </p><p>All of the following are class features of the martial artist. </p><p></p><p>Starting Feats: The martial artist begins play with the following feats. </p><p>Armor Group Proficiency (Light) </p><p>Weapon Group Proficiency (Melee) </p><p>Weapon Group Proficiency (Hurled) </p><p>Weapon Group Proficiency (Exotic, archaic) </p><p>Weapon Group Proficiency (Exotic, martial arts) </p><p></p><p>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. </p><p>Martial Arts: At 1st levl the martial artist gains the Martial Arts feat. </p><p>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. </p><p>All prerequisites for this feat – including agent level and other feats – are waived for this agent. </p><p>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. </p><p>Ploy: At 4th level, the martial artist receives one of the following abilities of his choice.</p><p></p><p></p><p>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). </p><p></p><p>Improved Disarm: The martial artist gains the Improved Disarm feat. </p><p></p><p>Provoke: The martial artist gains a +4 competence bonus to Bluff checks when using the taunt action. </p><p></p><p>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). </p><p></p><p>Side Step: The martial artist gains the Side Step feat. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p></p><p>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. </p><p></p><p>The Martial Artist </p><p>Base Attack Bonus: High </p><p>Fortitude Save: Medium </p><p>Reflex Save: Medium </p><p>Will Save: Medium </p><p>Defense Bonus: High </p><p>Initiative Bonus: Medium </p><p>Gadget Points: Low </p><p>Budget Points: Low </p><p></p><p>Class Abilites: </p><p>1 Starting Feats, Martial Arts, Unyielding </p><p>2 Life of discipline (body) </p><p>3 Bonus feat </p><p>4 Ploy </p><p>5 Bonus feat </p><p>6 Wuxia +5</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 829036, member: 73"] 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 [/QUOTE]
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