Spycraft: Project Duct Tape [OOC][Vacancy]

Tanstaafl said:
PBartender has just informed me that he's interested in joining this game... if there are no objections look for his character to appear in the Rogue's Gallery and IC Thread in a day or two.

Unless there are objections, His stats will be up by this afternoon. The real background stuff might not be up until tomorrow.

The short background... "Mr. Slate" hails from a family of renown agents. Both his mother (Mrs. Goldenrod, deceased: stroke) and father (Mr. Azul, retired: Vancouver) were agents with the Alphabet Agency. He grew up near Vancouver, joined the Ageny by the recommendation of his father, and is currently working in California. His cover is that of a Hollywood stunt driver. When he isn't keeping an eye on "out-of-town" actors, directors and producers, he serves as a "chauffer and tour guide" for various Agency teams.

He has the stereotypical thrillseeker's personality... Always willing to take a risk. Always willing to show off, given the chance. Always calm and steady under pressure. Constantly satifying habitual vices. His speech and expressions consistantly lend a tone of good-natured mockery.

His features are lean and athletic. Average height and weight. Blue eyes and brown hair that he keeps trimmed short in a military-style crew cut. No distinguishing marks. When not wearing the standard Agency black suit, he prefers stylish casual clothing.

I'm planning on making him a Wheelman 3/Faceman 1.
 
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Crap! I was hoping on a medic, since we really need one (or at least someone with First Aid). ;)


Seriously, though, welcome to the group! :)

I trust/hope that we can use you to get some inside leverage on the GC ? :D


Folkert
 

Q to the Spycraft experts:

Does the 1st lvl Faceman ability really allow a PC to put one point in languages and use them as if it were two? If so, my PC's in serious need of retooling!


Folkert
 

Yup, linguist makes every language a native language for your agent... I believe that this includes languages that you learn in-game as well as those that you spend skill points on.
 

Pbartender: looks like a good concept, please work through the personality questions from the CRB (they're attached to a post somewhere on page one of this thread as well) for your agent.

Leverage with the GC? {roll a d20, check fails} Nope, you've got to jump throught the same hoops as everyone else.;)
 

Douane said:
Crap! I was hoping on a medic, since we really need one (or at least someone with First Aid). ;)

Only if we make a mistake. :cool:

Tanstaafl said:
Yup, linguist makes every language a native language for your agent... I believe that this includes languages that you learn in-game as well as those that you spend skill points on.

Doesn't it also give a few bonus languages?

Tanstaafl said:
Pbartender: looks like a good concept, please work through the personality questions from the CRB (they're attached to a post somewhere on page one of this thread as well) for your agent.

Got it. Working on it.

Tanstaafl said:
Leverage with the GC? {roll a d20, check fails} Nope, you've got to jump throught the same hoops as everyone else.;)

GC leverage? Feh. Who needs it. That's what Action Dice are for.
;)
 

The answers you requested...

  1. Name three traits you would like to see in your agent.
    Audaciousness, fearlessness and non-chalance.
  2. Name three traits your agent doesn’t like in someone else.
    Cowardice, indecision and humorlessness.
  3. Where and when was your agent born?
    Vancouver, Canada. About 30 years ago.
  4. What is your agent’s specialty?
    Vehicles and confidence artistry.
  5. What does your agent look like?
    Lean, athletic, angular features. Average height and weight. Blue eyes. Brown hair worn in a short military-style. Tends to wear stylish casual clothing. No distinguishing features.
  6. Does your agent have any quirks?
    He has a penchant for cigars.
  7. What does your agent love most?
    Working for the Agency, visiting his father and driving fast.
  8. What are your agent’s favorite things?
    Fast cars, stinky cigars and hard liquor.
  9. What was the most important event in your agent’s life?
    Being born. Getting his driver's license. Attending the University of Washington's School of Drama. Becoming an Agent.
  10. What does your agent think of espionage?
    He's getting paid to do what he enjoys.
  11. Why does your agent live a life of lies?
    It runs in the family.
  12. What is your agent’s motivation?
    It's a job. One that he was practically born into. It is his life. It's always been his life.
  13. What is your agent’s family like?
    He is an only child. His mother was a Japanese ex-agent and recently died of a stroke. His father was a French-Canadian ex-agent, is now retired in Vancouver. Though retired, his father still works for the Agency occasionally as a "consultant".
  14. What are your agent’s personal views?
    Outside of his preferrences in vehicles, tobacco and liquor, he has no personal views. Or at least, if he does, he doesn't share them.
  15. What are your agent’s values?
    Cash, cunning and quick reflexes. In California, with those three things, you accomplish nearly anything.
  16. What is your agent’s greatest fear?
    Dying quietly.
  17. How does your agent feel about his nation?
    There is nothing quite so homey as maple syrup, hockey games and mounted police. Nothing quite so homey... And nothing quite so dull.
  18. What about himself would he change?
    He'd drink less coffee. It makes him all jittery.
 


Action Dice Summary/Tutorial

1. You receive a number of action dice at the start of each Serial. Unspent action die are lost at the end of a serial and new ones issued at the start of the next serial. The GC can give out action die during the course of a serial as a reward for interesting/cool actions or brilliant ideas – when you get a bonus action die you also receive +25XP times your agent’s level, so keep track of these on your character sheet in the Rogue’s Gallery. {At fourth level, you begin each serial with 3d4 action dice; at sixth level this increases to 4d6; at 11th to 5d8; and at 16th to 6d10; the GC begins each serial with a number of d12 action die equal to the highest number of action dice that any of the players start with, plus one action die for each player. Also, every time the GC gives an action die to a player, they gain one for themselves.}

2. You can spend an action die to add to a dice roll. This includes skill checks, attack rolls, damage rolls, and saving throws. You may spend as many dice as you wish on any given roll {you can not however spend more than you have at any time}. If you roll the highest possible number on that particular die, i.e. a 4 on a d4, the die ‘explodes’ and you re-roll adding the total of the new roll to the first roll – there is no maximum number of times that a die can ‘explode.’

3. You may choose to spend an action die to confirm a critical success (with a skill check) or a critical hit (with an attack roll). There is no other game mechanic for confirming criticals. Critical successes with skill checks vary from skill, critical hits on attack rolls bypass vitality points and do damage directly to wound points.

4. You may spend an action die to activate NPC/GC critical failures. Please note that I can and will spend my action die to activate critical failures for PCs. I think that it adds an element of risk and drama to the game when there is a chance that you could fail miserably at a task or have your gun jam at an important juncture.

5. You may spend an action die to temporarily add to your Defense. I have a house rule for this mechanic: You gain a bonus equal to your die roll for a number of rounds equal to half your agent level (rounded up).

6. Action die may be spent to heal damage (outside of combat only). You can spend a die to gain back the die roll worth of vitality points or two wound points.

7. Some class abilities allow you to roll two dice, instead of one, when spending an action die for a specific purpose. Both die are eligible for ‘explosion’ and the final totals of both die are added to a single check.
 

Pbartender said:


Only if we make a mistake. :cool:

Hey, my character and me have both been in the army, so we know that this isn't always true. ;) (confer Murphy's Law for the military)


Doesn't it also give a few bonus languages?

You are of course right, but the other part was much for interesting for my PC concept.



I've reworked my PC (again:rolleyes: ) to make him a fixer3/faceman1. If I stepped on anyone's toes, please tell me and I'll change him!


Folkert
 

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