Spycraft --> d20 Modern Conversion

JDeMobray

First Post
Okay, so here's the deal.

My group is again looking to start up a new espionage / covert-ops game. We have previously played Spycraft and we do enjoy it.

However, we have been playing d20 Modern quite a bit lately and have been loving it. So what I have been thinking is that it shouldn't be such a hard thing to convert the Spycraft classes into d20 Modern advanced classes.

I've been working on them all day (at work ~ woo-hoo!), and have a few very rough conversions written up. What I want to know is if anyone else has tried this and any tips or troubles that you guys can give me.
 

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Okay, what I've got so far. . .

Bearing in mind that I can't do tables worth anything in vB code, here's the rough prototypes that I'm working from at the moment. The Wheelman is a mess since I'm not sure whether we want to use the Spycraft or the d20 Modern Vehicle rules. If we do decide to use the d20 Moden stuff, I'm halfway tempted to drop the class alltogether.

Commando (Formerly Soldier) (Str/Con) – Strong
Lvl. BAB Fort Ref Will Def Rep. Init. Special
1 +1 +2 +0 +0 +1 +0 +2 Accurate, Armor Proficiency
2 +2 +3 +0 +0 +2 +0 +3 Armor Use +1
3 +3 +3 +1 +1 +2 +0 +3 Bonus Feat
4 +4 +4 +1 +1 +2 +0 +4 Thick Armor
5 +5 +4 +1 +1 +3 +1 +4 Armor Use +2
6 +6 +5 +2 +2 +3 +1 +5 Bonus Feat
7 +7 +5 +2 +2 +4 +1 +5 Portable Cover
8 +8 +6 +2 +2 +4 +1 +6 Armor Use +3
9 +9 +6 +3 +3 +4 +2 +6 Bonus Feat
10 +10 +7 +3 +3 +5 +2 +7 One in a Million

Requirements: +3 BAB, Light Armor Proficiency, Knowledge: Tactics 3 ranks
Skill Points: 3 + Int
Action Points: 6 per level
Hit Points: 1d10
Bonus Feats:
Thick Armor: The character gains Damage Reduction equal to one half his Commando level, rounded down, while wearing any type of armor.

Faceman (Cha/Wis) - Charismatic
Lvl. BAB Fort Ref Will Def Rep. Init. Special
1 +0 +1 +0 +1 +1 +1 +2 Adaptable, Linguist
2 +1 +2 +0 +2 +2 +1 +3 Cold Read
3 +2 +2 +1 +2 +2 +1 +3 Bonus Feat
4 +3 +2 +1 +2 +2 +2 +4 Quick Change
5 +3 +3 +1 +3 +3 +2 +4 Backup
6 +4 +3 +2 +3 +3 +2 +5 Bonus Feat
7 +5 +4 +2 +4 +4 +3 +5 Fake It
8 +6 +4 +2 +4 +4 +3 +6 1,000 Faces
9 +6 +4 +3 +4 +4 +3 +6 Bonus Feat
10 +7 +5 +3 +5 +5 +4 +7 Bald Faced Lie

Requirements: Bluff 6 ranks, Disguise 6 ranks, Deceptive
Skill Points: 5+ Int
Action Points: 6 per level
Hit Points: 1d8
Bonus Feats:

Fixer (Int/Dex) - Fast
Lvl. BAB Fort Ref Will Def Rep. Init. Special
1 +0 +1 +2 +0 +1 +0 +0 Dexterous, Procure
2 +1 +2 +3 +0 +2 +0 +0 Improvisation
3 +2 +2 +3 +1 +2 +0 +1 Bonus Feat
4 +2 +2 +4 +1 +3 +0 +1 Stash It
5 +3 +3 +4 +1 +4 +1 +1 Sneak Attack +1d4
6 +3 +3 +5 +2 +4 +1 +2 Bonus Feat
7 +4 +4 +5 +2 +5 +1 +2 Master Thief
8 +4 +4 +6 +2 +6 +1 +2 Sneak Attack +1d4
9 +4 +4 +6 +3 +6 +2 +3 Bonus Feat
10 +5 +5 +7 +3 +7 +2 +3 Skill Mastery

Requirements: +2 BAB, Hide 6 reanks, Knowledge: Streetwise 6 ranks, Stealthy
Skill Points: 7 + Int
Action Points: 6 per level
Hit Points: 1d6
Bonus Feats:

Pointman (Cha/Wis) – Dedicated
Lvl. BAB Fort Ref Will Def Rep. Init. Special
1 +0 +1 +1 +2 +0 +1 +0 Generous, Versatile
2 +1 +2 +2 +3 +0 +1 +0 Assist
3 +2 +2 +2 +3 +1 +1 +1 Bonus Feat
4 +3 +2 +2 +4 +1 +2 +1 Lead
5 +3 +3 +3 +4 +1 +2 +1 Tactics +1
6 +4 +3 +3 +5 +2 +2 +2 Bonus Feat
7 +5 +4 +4 +5 +2 +3 +2 Serendipity
8 +6 +4 +4 +6 +2 +3 +2 Tactics +2
9 +6 +4 +4 +6 +3 +3 +3 Bonus Feat
10 +7 +5 +5 +7 +3 +4 +3 Strategy

Requirements: Diplomacy 6 ranks, Gather Information 6 ranks, Knowledge: Tactics 6 ranks, Renown
Skill points: 5+ Int
Action Points: 6 per level
Hit Points: 1d8
Bonus Feats:
Serendipity: Gains 2 action points at the beginning of each session. If they are not used, they will disappear at the end of the session.

Snoop (Int) – Smart
Lvl. BAB Fort Ref Will Def Rep. Init. Special
1 +0 +0 +0 +1 +1 +0 +1 Astute, Surveillance
2 +1 +0 +0 +2 +2 +0 +2 Flawless Search
3 +2 +1 +1 +2 +2 +1 +2 Bonus Feat
4 +2 +1 +1 +2 +2 +1 +2 Back Door
5 +2 +1 +1 +3 +3 +1 +3 Comb the Streets
6 +3 +2 +2 +3 +3 +2 +3 Bonus Feat
7 +3 +2 +2 +4 +4 +2 +4 Intelligence Analysis
8 +4 +2 +2 +4 +4 +2 +4 Electronic Familiarity
9 +4 +3 +3 +4 +4 +3 +4 Bonus Feat
10 +5 +3 +3 +5 +5 +3 +5 Master Cracker

Requirements: Computer Use 6 ranks, Search 6 ranks, Investigate 6 ranks
Skill Points: 7 + Int
Action Points: 6 per level
Hit Points: 1d6
Bonus Feats:
Electronics – Change all references to this skill to either Disable Device or Craft: Electronics.

Wheelman (Dex/Con) – Tough
Lvl BAB Fort Ref Will Def Rep. Init. Special
1 +0 +1 +2 +0 +1 +0 +1 Lucky, Daredevil
2 +1 +2 +3 +0 +1 +0 +2 Custom Ride
3 +2 +2 +3 +1 +2 +1 +2 Bonus Feat
4 +3 +2 +4 +1 +2 +1 +2 Kick Start
5 +3 +3 +4 +1 +3 +1 +3 Familiarity
6 +4 +3 +5 +2 +3 +2 +3 Bonus Feat
7 +5 +4 +5 +2 +4 +2 +4 Elbow Grease
8 +6 +4 +6 +2 +4 +2 +4 Soup Her Up
9 +6 +4 +6 +3 +5 +3 +4 Bonus Feat
10 +7 +5 +7 +3 +5 +3 +5 That’s Impossible

Requirements: +2 BAB, Drive 6 ranks, Concentration 6 ranks, Vehicle Expert
Skill Points: 5 + Int
Action Points: 6 per level
Hit Points: 1d10
Bonus Feats:
Custom Ride: May add double the character’s Wheelman level to any wealth checks made when purchasing a vehicle.
 

I'm actually going to write a little article on my upcoming website about this, but for BP and Gadgets points, if you're going to use them:

Each level, you gain 1/2 your level in Gadget Points and your level in BP. You can spend up to 2 skill points to either add 2 BP or one gadget point each level.

If you're instead using D20Modern requisitioning rules and D20 Modern Purchaes DC's, they make no sense, as they seem to be an IMPEDIMENT for our highly armed superspy types. Try this:

Assume each character who's a member of the organization has a base requisition wealth level of 18 + CHA bonus + 1/2 character level. Each GADGET POINT the class would ordinarily receive is worth and another +5 to this number, but can only be used in one purchase.

I don't particulalry like the Init. Bonuns, but that's a flavor call. Have fun and good luck.
 
Last edited:

jonrog1 said:
If you're instead using D20Modern requisitioning rules and D20 Modern Purchaes DC's, they make no sense, as they seem to be an IMPEDIMENT for our highly armed superspy types.
Yeah, I've noticed that. In particular the vehicle costs are really really prohibitive. I'm probably going to have them track their personal Wealth, on the off chance that they ever go rogue ;) and end up without the backing of their organization.

Try this:

Assume each character who's a member of the organization has a base requisition wealth level of 18 + CHA bonus + 1/2 character level. Each GADGET POINT the class would ordinarily receive is worth and another +5 to this number, but can only be used in one purchase.
I like that a lot. Probably going to use it for my group.

I don't particulalry like the Init. Bonuns, but that's a flavor call. Have fun and good luck.
Yeah, I'm not a big fan either, especially since it's going to be more work for me. (Figuring the Init bonuses for the various base classes, etc.) But my players all love it, it makes them feel like they're much better at combat than the opponents.
 

Another issue I'm running into: in Spycraft pretty much everybody starts off at 1st level knowing how to use M-16 assault rifles (Well, okay not the Snoop, but that's beside the point.)

I understand why that is, and I understand why d20 Modern doesn't start everybody off as well armed death machines.

My current plan, fwiw, is to start the players at 3rd level (d20 Modern Adults with Limited Experience). By that time, they would all have plenty of opportunity, either through backgrounds, classes or just normal feat buying to pick up Personal Firearms Proficiency.

My only concern would be whether this is overly limiting to their character concepts. Do I go ahead and basically tell them "Take PFP or you're going to suck at being a spy." Or should I go ahead and let them create an army of CIA Accountants and Librarians?

Also, I have worked up a list of feats that are not duplicated in d20 Modern and have converted them over into that style with the proper pre-requisites.

Assassin, Break Fall, Bullseye, Career Operative, Cleaving Charge, Coordinated Fire, Darting Weapon, Extreme Range, False Start, Fortunate, Hidden Run, Improved Equilibrium., Increased Precision, Instant Hotwire, Master Assassin, Moving Target, Personal Staff, Quick Healer, Quick Use, Safe House, Sharp Shooting, Sidestep, Snake Strike, Snap Shot, Sniper, Speed Trigger, Spider Walk, Talented, The Look, Traceless, Trail of Blood, Training, Unlocked Potential, Zen Focus, Zen Shot, Zen Mastery
 

JDeMobray said:
My current plan, fwiw, is to start the players at 3rd level (d20 Modern Adults with Limited Experience). By that time, they would all have plenty of opportunity, either through backgrounds, classes or just normal feat buying to pick up Personal Firearms Proficiency.

My only concern would be whether this is overly limiting to their character concepts. Do I go ahead and basically tell them "Take PFP or you're going to suck at being a spy." Or should I go ahead and let them create an army of CIA Accountants and Librarians?

In my still-coming-together conversion, assume that's part of their training, or give them a free feat -- if they take PFP, that makes sense, if not you can let them convert it to, say, extra skill points or some other "spy training" feat After all, they're not shmoes getting recruited, they're in theory people who've had some training. When you break down the Spycraft vs. D20Modern characters per level on a point system, the Spycraft characters are a full 50% more powerful vis-a-vis feats, HD, etc.

If they can Rp being a spy in your campaign without PFP, good for them. If it becomes a danger, then just like a real-world agent who realized they needed some training fro fieldwork, they'll take the feat as soon as possible.
 

Class Skills

This was mostly just a matter of literally transfering the lists over from Spycraft to d20 Modern. There were a couple of skill additions and changes based on the differences.

Commando
Balance, Climb, Craft (Structural), Demolitions, Drive, Intimidate, Jump, Knowledge (Current Events, History, Tactics), Navigate, Profession, Spot, Survival, Swim,Treat Injury,Tumble

Faceman
Bluff, Craft (Chemical, Pharmaceutical, Electronic), Diplomacy, Disable Device, Disguise, Forgery, Gamble, Gather Information, Knowledge (Behavioral Sciences, Civics, Current Events, Popular Culture, Streetwise), Perform, Profession, Read/Write Languages, Search, Sense Motive, Sleight of Hand, Speak Languages, Spot

Fixer
Balance, Bluff, Climb, Craft (Electrical, Mechanical, Structural), Demolitions, Disable Device, Drive, Escape Artist, Forgery, Hide, Jump, Knowledge (Physical Sciences, Pop Culture, Streetwise, Tactics), Listen, Move Silently, Profession, Read/Write Language, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble

Pointman
Bluff, Craft (Pharmaceutical, Visual Art, Writing), Diplomacy, Drive, Gamble, Gather Information, Investigate, Knowledge (Behavioral Sciences, Business, Civics, Current Events, Earth and Life Sciences, History, Physical Sciences, Streetwise, Tactics, Technology, Theology and Philosophy), Profession, Sense Motive, Treat Injury

Snoop
Computers, Concentration, Craft (Chemical, Electrical, Mechanical)
Decipher Script, Diplomacy, Disable Device, Drive, Gamble, Gather Information, Hide, Knowledge (Civics, Current Events, History, Popular Culture, Streetwise, Technology), Listen
Move Silently, Profession, Read/Write Language, Research, Search, Sense Motive, Speak Language, Spot, Surveillance, Treat Injury

Wheelman
Balance, Craft (Electronic, Mechanical), Demolitions, Disable Device, Disguise, Drive, Escape Artist, Handle Animal, Intimidate, Jump, Knowledge (Streetwise, Technology), Perform, Pilot, Profession, Spot, Survival, Swim
 

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