Spycraft and Modern Fantasy...

Psychotic Dreamer

First Post
I just got my copy of Spycraft in the mail. I have often thought about running a modern fantasy game and I would love to do it with Spycraft. However this makes me wonder what I should do with races and departments?

I'm thinking of using Elves, Dwarves, Half-Elves, Orcs and Half-Orcs. What changes would you make to their various abilities in a modern setting?

My basic thought is these various races of beings have existed as long as humanity. Dwarves would be from the more mountainess parts of the world. Elves would be from the forested areas and jungles. Orcs would be from an underground civilization. All in all the different races co-exist fairly well. Just some basic thoughts of mine. I'd love to see what others think.
 

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Spycraft would work well for a d20 Shadowrun or "modern fantasy" campaign with a little tweaking. Off the top of my head, you could just use the races as is (PHB) or make them ECL +1 if they get a department class in addition to racial bonuses.
 

Nice Idea

Dreamer, you have a good idea thier, it is along the lines of what me friend and i are coming up with, by advanceing the FR's to aqbout the 21st century, and using the spycraft rules.
 

Wikidogre: I wasn't planning to use FR, but I would love to see what you come up with on that. :)

Kap: Well even humans would get their benefit so I'm not sure an ECL would be really needed. Although it's an interesting idea. Dwarves would loose +d dodge bonus against giants, elves wouldn't get the free prof. with long sword or rapier and bows and things of that nature.

I'm also not sure if I should use magic as it is in the PHB or see what Shadowforce Archer's magic is like. I could always steal Magic from Weird Wars...
 

There are a couple of ways you could do it (to my mind):

1. Change humans back to their PHB form (extra feat, skill points etc), incorporate the other races as laid out in the PHB and allow any race to select a Department. Down side: a min-maxer could easily end up with an ability of 22 at first level!

2. As one, but don't allow the selection of Departments. No down side that I can think of.

Of course, you've probably thought of both of these yourself, but...
 

Well my current thought on that is to not totally drop the departments. I'm thinking maybe I'll just remove the ability bonuses and maybe modify the other bonuses they get. Once I figure out a little more I'll post my thoughts here.
 

WooooooooHooooooooooo

thanks bro's

Thats just it!

Spycraft future FR!

Imagine Waterdeep anno 48000!

maybe realy rthis might be my new campaign.

Thanks Thanks Thanks Thanks Thanks Thanks !!!!!
 

After sitting down and giving departments and races some thoughts. I'm going to drop the attribute bonuses from the departments and just keep the other bonuses they give.


Races:

Dwarves

+2 Constitution, -2 Charisma.

Medium size.

Dwarven base speed is 20 feet.

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

+2 racial bonus on saving throws against poison.
+1 racial bonus to attack rolls against orcs.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Dwarven and Native Language


Elves

+2 Dexterity, -2 Constitution

Medium size.

Elven base speed is 30 feet.

Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
omatic Languages: Elven and Native Language.



I'll work on the remaining races in a bit and post them when I get a chance.
 

No prob. AO

anything to help out my fellow dm's. i have been able now to run a test adventure, with a 3rd level elf sorc., a human fighter/soldier, and a Halfling wheelman. all 3rd by the way. and they aquired a Silverdeep, twin turbo mana driven sport car. and we where able to play for about 5 hours, and it went very well, just minor modifications to the systems. but all in all very fun.
 


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