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Spycraft 2.0 and a modern magic campaign
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<blockquote data-quote="SteveC" data-source="post: 2639641" data-attributes="member: 9053"><p>Hello all!</p><p>Just a question for those of you in the know on Spycraft 2.0. When our current 1970s spy game ends I am thinking about running a modern magic campaign based on Bureau 13. I think Spycraft would do an excellent job with this, but I'll need some rules for magic and other cool powers.</p><p></p><p>For those of you who don't know, Bureau 13 is a modern occult game where you play members of a government organization that helps keep the supernatural out of the public's eye. Magic, psi, faith, monsters...all those sorts of things are real, and your role is to keep the public blissfully unaware of them.</p><p></p><p>First of all, I'm wondering about dealing with knowledge of the supernatural and the occult. I was hoping to be able to add magic, psi and faith as foci for an existing skill, but I can't seem to find one that is appropriate. I am thinking about making a new skill, occult, for the basis, but then I will have to determine which classes get it as a base skill. Does anyone have any ideas here?</p><p></p><p>As far as the rules for magic, psi and faith, I am considering using the system from Elements of Magic for, well, magic, the Psychic Handbook for PSI, but I don't have a strong handle on how to do religious effects or faith.</p><p></p><p>Does anyone have suggestions on how to accomplish these things? Or can you tell me abouth that cool game in the works that will answer all of my questions. By the way, if anyone is interested in a Bureau 13: Powered by Spycraft, I'd love to get involved with it...</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 2639641, member: 9053"] Hello all! Just a question for those of you in the know on Spycraft 2.0. When our current 1970s spy game ends I am thinking about running a modern magic campaign based on Bureau 13. I think Spycraft would do an excellent job with this, but I'll need some rules for magic and other cool powers. For those of you who don't know, Bureau 13 is a modern occult game where you play members of a government organization that helps keep the supernatural out of the public's eye. Magic, psi, faith, monsters...all those sorts of things are real, and your role is to keep the public blissfully unaware of them. First of all, I'm wondering about dealing with knowledge of the supernatural and the occult. I was hoping to be able to add magic, psi and faith as foci for an existing skill, but I can't seem to find one that is appropriate. I am thinking about making a new skill, occult, for the basis, but then I will have to determine which classes get it as a base skill. Does anyone have any ideas here? As far as the rules for magic, psi and faith, I am considering using the system from Elements of Magic for, well, magic, the Psychic Handbook for PSI, but I don't have a strong handle on how to do religious effects or faith. Does anyone have suggestions on how to accomplish these things? Or can you tell me abouth that cool game in the works that will answer all of my questions. By the way, if anyone is interested in a Bureau 13: Powered by Spycraft, I'd love to get involved with it... --Steve [/QUOTE]
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