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Spycraft 2.0 is awesome!
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<blockquote data-quote="TheAuldGrump" data-source="post: 2709936" data-attributes="member: 6957"><p>Only in bits and dribbles. Some here (I think) and some on the World Works Games forums.</p><p></p><p>The campaign was originally run using OGL Steampunk, but since it was an espionage campaign anyway... and Spycraft looked so very good. Still fitting things in, and trying to get the flavor that I want. In particular I want magic to be something recently rediscovered, and am trying to think of ways to 'power' it using Action Dice. I am considering a Feat/Ritual Skills combo, you need to have the feat in order to get the skills. Perhaps a class that gains the feat as a bonus and several of the ritual skills as class skills. With a lack of available time things are going so <em>slowly</em> on hammering this out. (Overtime at work.)</p><p></p><p>The characters belong to an agency that is working for the British Crown. During the 1800s epionage and intelligence was an amateur's game, not the professional agencies that we are now familiar with. Typically a group is run by a Control belonging to the aristocracy, and the person actually commanding the group is also likely to be of the ton.</p><p></p><p>The Russians (then under the Csars) on the other hand are creating an actual secret service, and vying for control of the 'Jewel in the Crown of Empire' - India and the Middle East (what was called 'The Great Game'). In the long run both sides lose. Also of note - the Germanies, united under Kaiser Wilhelm II is also eyeing Great Britain for signs of weakness, since Victoria's grandson has imperial ambitions. (One of my least favorite people in this period, Wlhelm II was a man who asked Otto 'The Iron Chancellor' von Bismark to resign because he was too soft... there was a reason that they named a battleship after Bismark.)</p><p></p><p>The underpinnings of the Great War are being created, and have been since the Franco-Prussian war. Wilhelm will push it all over the edge. (I may accelerate his ambitions as well.) To my eye the fellow was a warmongering, imperialist idiot.</p><p></p><p>I am also looking at an XCom inspired campaign, with different seasons focussing on different groups - Season 1: Enemy Unknown deals with an independent agency with ties to certain factions in the U.S. government. At this stage the Enemy is infiltrating the works to prepare for an invasion. The season ends with the discovery of what is going on, and the fact that the Enemy is not human. (And that they are not the only aliens present among us.) Conspiracy.</p><p></p><p>Season 2: Enemy Revealed deals withan official U.N. task force, tentatively called X-Command XCom for short. The nascent taskforce is charged with discovering how deeply entrenched the Enemy (and the other alien group) has become. The season ends with the discovery that the Enemy invasion force is landing. All the high orbitals are destroyed as SDI satellites target friendly communications and intelligence satellites.</p><p></p><p>Season 3: Enemy Engaged switches to the military theater. The Enemy has a technological edge, but not a numeric one. They were set up to invade an Earth armed with swords rather than high powered rifles. At this stage the Enemy is improvising, their original plan having been scattered to the four winds. The espionage theater also continues, as the Enemy tries to gain an industrial foothold. </p><p></p><p>I really wish that someone would make a decent update of XCom...</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 2709936, member: 6957"] Only in bits and dribbles. Some here (I think) and some on the World Works Games forums. The campaign was originally run using OGL Steampunk, but since it was an espionage campaign anyway... and Spycraft looked so very good. Still fitting things in, and trying to get the flavor that I want. In particular I want magic to be something recently rediscovered, and am trying to think of ways to 'power' it using Action Dice. I am considering a Feat/Ritual Skills combo, you need to have the feat in order to get the skills. Perhaps a class that gains the feat as a bonus and several of the ritual skills as class skills. With a lack of available time things are going so [i]slowly[/i] on hammering this out. (Overtime at work.) The characters belong to an agency that is working for the British Crown. During the 1800s epionage and intelligence was an amateur's game, not the professional agencies that we are now familiar with. Typically a group is run by a Control belonging to the aristocracy, and the person actually commanding the group is also likely to be of the ton. The Russians (then under the Csars) on the other hand are creating an actual secret service, and vying for control of the 'Jewel in the Crown of Empire' - India and the Middle East (what was called 'The Great Game'). In the long run both sides lose. Also of note - the Germanies, united under Kaiser Wilhelm II is also eyeing Great Britain for signs of weakness, since Victoria's grandson has imperial ambitions. (One of my least favorite people in this period, Wlhelm II was a man who asked Otto 'The Iron Chancellor' von Bismark to resign because he was too soft... there was a reason that they named a battleship after Bismark.) The underpinnings of the Great War are being created, and have been since the Franco-Prussian war. Wilhelm will push it all over the edge. (I may accelerate his ambitions as well.) To my eye the fellow was a warmongering, imperialist idiot. I am also looking at an XCom inspired campaign, with different seasons focussing on different groups - Season 1: Enemy Unknown deals with an independent agency with ties to certain factions in the U.S. government. At this stage the Enemy is infiltrating the works to prepare for an invasion. The season ends with the discovery of what is going on, and the fact that the Enemy is not human. (And that they are not the only aliens present among us.) Conspiracy. Season 2: Enemy Revealed deals withan official U.N. task force, tentatively called X-Command XCom for short. The nascent taskforce is charged with discovering how deeply entrenched the Enemy (and the other alien group) has become. The season ends with the discovery that the Enemy invasion force is landing. All the high orbitals are destroyed as SDI satellites target friendly communications and intelligence satellites. Season 3: Enemy Engaged switches to the military theater. The Enemy has a technological edge, but not a numeric one. They were set up to invade an Earth armed with swords rather than high powered rifles. At this stage the Enemy is improvising, their original plan having been scattered to the four winds. The espionage theater also continues, as the Enemy tries to gain an industrial foothold. I really wish that someone would make a decent update of XCom... The Auld Grump [/QUOTE]
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