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Spycraft 2.0, Looking for 4 players

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Greater than 10 years experienced DM seeks players new and older for Spycraft 2.0 Game. If you are unfamiliar with the system, it is a d20 system that reliably mimics shows such as "White Collar," "Leverage," and "Burn Notice," In general, it is quite cinematic (the game specifically awards doing cinematic/fun things). It is quite reading intensive and has fairly extensive rules, but we have at least one experienced player / co-DM who will be assisting players in addition to direct assistance from me (the lead DM) to help players become oriented. Must: Be available roughly 7PM-12AM EST Thursdays for a weekly game. (You may miss games for work/family, work/family comes first). Ability to maintain character records / do basic math. Pass a brief interview given by me, one of the two co-DMs. Have a reliable camera, microphone, and internet connection. Preferred: Creative, out of the box thinking (like every job you've ever heard of) Knowledge of international relations. Natural preference for simulationist gaming (as opposed to either power-gaming or pure theater gaming). Should not: HacknSlash. Prefer linear games. Must not: Bully other players. Regularly fail to attend sessions without pre-notification. Actively destroy or work counter to the party (unless as designated by the DM for cinematic tension). Please post a brief example character (in less than three sentences/fragments), and a brief statement of what you most enjoy about gaming. I will contact the responding players within a week. You are *not* locked into your example character, these are examples only. Examples of the requested example: " Self-absorbed scientist with fear of working on teams after getting prior team killed. Skilled in explosives and economics, her counter-terrorist analysis training is second to none. Low on money and out of a job, the next chance to prove herself will be taken out of desperation. I love the challenge of defeating objectives and monsters in unconventional ways, like the time that I proved that a teleportation rune + going deep enough = pressure damage enough to kill a dragon. " " Socialite with everything that's been handed to him makes a bored playboy find something that's really worth doing in life after finding Jesus. With enough smiles and cheesy lines (to disarm his targets), he blackmails the rich into donating to churches and charities... after finding out their dirty secrets. I love the cooperative play with fellow players. Failure is an option for me, so long as we made a good team and the dice just turned against us. "
Interested
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im interested. I was trying to make a character but myth-weavers doesnt have spycraft
Clearly TL/DR, amirite?
um what
"Please post a brief example character (in less than three sentences/fragments), and a brief statement of what you most enjoy about gaming. I will contact the responding players within a week. You are *not* locked into your example character, these are examples only" is probably what he is referring to.
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Yes, that's what I'm referring to. Thanks Maurice. In reference to making a character, we'll go through the rules and stat block and such later (as in the original post). I'm just looking for a creative statement.
k got it i sent it to you
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I have edited this post down because Luckybutt has posted the information himself below.
oops wow so many grammatical mistakes ill edit it sorry
He is a faceman who trusts little because of pains and issues from his past that he continues to carry. He, or one of his personas, is a well known actor. In front of friends and coworkers he puts up a front of being lazy but when the time comes he gets the job done. When it comes to table top gaming i love that i am a character in a story. I also love watching and seeing how my character's and other PC's stories get played out. I love having fun whether im in a rough situation or when my fellow Players are joking around (to an extent).
I suppose as I'll be filling in for Storyteller when Rich doesn't have a mission prepared I should post. I'll be building something to fill in any gaps in the player party's abilities so no one is stuck playing anything they don't wanna, but here's an example from an old character: "James Abernathy isn't a man of style or drama. As far as he's concerned, he's exactly what the company's publicly accessible records describe: a well-regarded company translator that travels between the various regional offices to to look in on dodgy assets for his less-worldly superiors, and in a pinch resolve any conflicts arising from a lack of communication. If what he's translating is occasionally an anonymous package instead of a training manual, and those conflicts occasionally come down to a knife in the dark instead of a meeting of minds, he figures that's a matter for the higher ups; his job is to keep his head down and keep bringing in those pay-checks. "After all, when you're going through your first divorce and custody is on the line, it won't do to be anything less than completely respectable; If nothing else, Jim's a family man." OK, four sentences instead of three, but you get the idea. I tend to enjoy the mystery-solving and the adversarial nature of spycraft, where each mission is a sort of puzzle best solved by finding the right angle instead of a linear sequence of doors with orcs behind. I view the sub-plot system as a means of throwing more complications into the plot more than a way to earn extra XP, and will often actively resist resolving them if it makes for a better story.
I don't have a character idea yet but hoping for something more than hack/slash games Ive been in. I've gmed 1st edition and played 2nd edition a little.
I strongly suggest that you post an example character idea. As noted in my post, you're not even locked to that example, I just want to see what people come up with.
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Scientist Ted Granite joined the Agency by happenstance. He got caught up in a plot by the organization Hydra to use a nano-machine virus to kill most of the world's population. The agents on the mission, with his help; was able to stop the virus from spreading and saved the day so to say. This would be a feeling he would never forget and decided not to stay on the sidelines anymore. Ted put his mind to work for the Agency and even became field agent certified. After that he commonly mentions "If you put your mind to it, you can accomplish anything."
oh i forgot do you need my skype info or are we using something else?
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It will likely be google plus. Admittedly, I was told that roll20 was full of desperate players ready to try anything. Now I'm kinda like, where is everyone? If we don't get a few more responses in the next few days, I'll likely start a pathfinder post instead, since that seems to be the preferred system for this forum.
kk
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Yea pathfinder and D&D are the preferred but we can do a 3 or 4 man team :) Plus give it a few more days.
wait so we arent doing spycraft?
Lucky, please read the posts before responding and filling the forum. To quote myself... " If we don't get a few more responses in the next few days, I'll likely start a pathfinder post instead, since that seems to be the preferred system for this forum."
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lol sorry i know i read it but i forget what was said while typing.
*gives Lucky a sucker* Its ok *pats* :)
thanx lol
I have no experience with this system, but based off the description/requirements, it feels more like work than a game ... LOL. That might have something to do with it. Just sayin.
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actually, ive seen many DM/GMs have the same criteria not to mention the interview portion as well. But i do get what you are saying when it gets to knowing the game mechanics. Ive been reading on the book for a while now trying to understand it.
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It's more like having to learn Magic the Gathering. Interrupts, Flash, Cancels, lifelink, first strike, deathtouch, first strike vs deathtouch... etc etc. There are a lot of rules associated with it. Magic the Gathering is still really easy to learn and play, as is Spycraft. I intend to start the players in the relatively "boring" area (think Magic green decks), and as they become more familiar with the system, introduce the other more complex mechanics over the course of the first five or six sessions. The requirements that I have are above as: " Must: Be available roughly 7PM-12AM EST Thursdays for a weekly game. (You may miss games for work/family, work/family comes first). Ability to maintain character records / do basic math. Pass a brief interview given by me, one of the two co-DMs. Have a reliable camera, microphone, and internet connection. " Those are time requirements, ability to read/write things down, arithmetic, a conversation, and hardware to interface. I hope it's not too much to ask. Edit: Clarification is needed that this post was responding to Michael. Don't stress Lucky.
yea dont get me wrong. i enjoy learning it just that its a bit confusing at times and its a lot to take in. sorry i dont understand magic the gathering references cause i dont play them
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ah ok lol. Yea man i wanna good relationship with the DM/GM/GC and players so i had to stress abit lol.
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If you can play d20 modern, D&D 3.5, pathfinder etc...you can handle Spycraft ;)
yea lol. theres just additional stuff that i dont really fully understand... like the action dice, the gear thing, etc
So... have you been talking to the other people beyond the two response posts I'm seeing, or are we swapping to a Pathfinder post? Or whatever the other one was we were talking about, I forget. And does this mean that I have to try to splice low-combat missions into a setting-intensive fantasy story in a system that's combat-centered without actually knowing the setting again? Because I only have so many hobgoblin union organizers and dragons that dropped their magical contact lenses in me without the ability to have things take over the city and/or assassinate plot NPCs.
Last Call, If you want in a crazy good system and crazy good game with two (ehh) crazy good DMs, this is your last chance to post. We'll close this down in +24 hours if we don't get any more responses, and switch to a different system / I'll go join a game with Dan B. Any volunteers?
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Give it until Tuesday please. That would be a week. Patience padawan :) Also have your posted on tangledweb or craft games forum? Error there....crafty* games
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I have not posted there, no. Edit: Now I have.
A former smuggler and arms dealer, pressed into the agency after fleeing the law of another country. Has extensive contacts in the international criminal world. Cynical and pragmatic, but may have the potential to rise to the occasion when the cards are down. I actually most enjoy world-building and setting design, and I usually GM. As a player, I enjoy mysteries and problem/puzzle solving.
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Hrm... well, 3 players plus the Co-DM. We can make this work, I suppose. Any other takers need to be sending messages now, my DM hat's being put on.
This sounds like a totally awesome idea. I would love to join, my only problem is that I have bible study on thursdays until 8:30-9:00..if that wasn't as big of an issue, I actually have a character idea and everything
Jdawg and Gdawg are around whenever you want. All good, though.
no clue who Jdawg and Gdawg are honestly..
Jesus and God... for us Unitarian blasphemers :)
Shame, I've been looking for a Spycraft campaign for ages but I'm UK based. drat.
Im guessing the time suggested would put you like 1am -6am friday morning Abe?
OK, so here's some general things to get people started: ---- STATS ----- Stats work roughly like D&D/Pathfinder, same six stats. It's a 36-point point buy from 8, with some of the buy values being different from Pathfinder (generally you get a significantly better return on having a lot of stats set at "OK" than in a lot of point-buy systems). If you hate math, here are some templates: Flat Stats:13 13 13 13 13 13 Split Stats:10 10 10 14 14 16 Specialist Stats: 8 10 10 10 14 18 Low-weakness Specialist:10 10 12 12 12 17 All the usual +2/-2 racial stuff is in the background system, your talents give you a stat tweak, your specialty gives you a feat, and both usually give you some sort of scaling skill bonus with the occasional minor ability thrown in. They're a good way to give your character easier access to cross-class skills, e.g. you're building a face-man but want access to the investigation skill. The only stats that deviate much from the standard d20 version are Intelligence and Charisma. Many combat tasks, maneuvers, etc are accomplished by skills, so Int has a bit higher relative value to begin with-- even a straight combat character can probably unlock a few extra combat strategies by boosting it to 12 or so. Additionally, intelligence can give you additional skill focuses without having to invest skill points, see next session. Similarly, in addition to the usual uses, Charisma affects how much gear you can get. ---FOCUSES AND BACKGROUND--- There are four "focus" skills: Drive, Cultures, Profession, and Science. You start with 1 focus in each skill and get to add one for each point of int bonus you start with, to whichever skill you like. Essentially, these focuses function as proficiencies if you don't actually have points in the skill, e.g. if you have no points in drive but have the standard ground vehicle focus you're assumed to be able to drive a car without rolling anything unless an actual chase/obstacle course happens. If you do have the skill trained there are nonproficiency penalties like with weapons. If you're reading the description on "Profession" and aren't sure how actually having points in that is useful, there are basically three things: profession(spy) or whatever you want to call your actual espionage job lets you roll at the end of the mission to try to get a bonus (this can backfire), you can substitute a profession roll for a craft or knowledge check relevant to one of you profession focuses (useful if you don't have that craft skill trained or your wisdom is high) if the DM thinks it's a simple enough task that full training in the craft skill isn't necessary, and you can roll it to disguise yourself as a member of one of your focus professions, which is occasionally useful (not the same as the disguise skill, it doesn't conceal your face, etc, people just believe that you're a school-teacher or whatever). Generally, if you aren't actually putting points in the skill, Profession focuses are like interests, they sort of officially note elements of your character's background that you think you should occasionally be allowed to actually take advantage of in the game. It prevents the Old Man Henderson thing-- you can write a 300-page backstory where you're everything from a pro hockey player to a nuclear physicist if you want, but none of it comes into play except the things you buy as interests/professions. --- GEAR --- Similar to the focus system, the gear system is designed to prevent players from just accumulating powerful items and throwing off the game balance, and also to keep them from getting stuck with non-ideal gear, by essentially making gear another part of your character's stats: Mission Gear: There's a column on your character sheet that lists "gear picks". You get the listed number of items from the specified parts of the gear tables at the beginning of each mission. You don't have to pick the same thing every time, and you don't have to pick until after the mission briefing (sometimes an official "briefing", sometimes just whenever the GM declares that the action is starting). Additionally, you get a number of picks equal to your Charisma bonus from a set of categories depending on who you're working for. The basic 'quality' of your gear is determined by the mission caliber, and there are various abilities that can slide your gear caliber up or down from there. Personal Wealth: You also have a "wealth" stat listed on your character progression chart, which gradually increases with level. You can divide this among three categories (every category starts with one "free" point). Lifestyle can affect how people react to you at lower levels and how many houses and/or yachts you have at higher levels (recommended at least 3 for 'social' focus characters to avoid appearance penalties). Possessions allows you to create a list of static gear (you can change it between missions but not during the mission briefing like with mission gear) that you just happen to have access to regardless of the mission caliber, useful if you want to have, say, decent body armor along on low-level missions. Spending cash is exactly what it sounds like, you happen to generally have (cash)^2 * 100 $ on hand to spend on the mission (not necessarily literal cash, it's just assumed to be whatever form is convenient). Common items: Pretty much what they sound like. Roll of duct tape, some zip-ties, two turntables and a microphone, iodine tablets, swiss army knife, etc. Any useful thing that your character has on hand/easy access to in the context of a mission. Since it's basically mundane stuff limited by how thoroughly you plan ahead, you get a list of these equal to your wisdom. The GM has the right to tell you that something is too good to be a common item and make it a gear pick instead. Reserve items and requests: If you have a positive wisdom modifier, you can "reserve" gear slots by leaving them open, a number of slots equal to your wisdom modifier. If it's a mission gear slot, you can spend an action die to roll a check and get something delivered to you later in the mission. If it's a common item slot you can roll a check to totally have remembered to have brought one of those things retroactively. This is another one of those things where charisma comes into play-- it's very hard to succeed on mission gear request checks if you're not a charisma-positive character. --- COMBAT --- Spycraft combat is much broader than Pathfinder/D&D. The main thing to watch out for is that HP is just one of the lines of attack and defense, there are mechanics in place to break enemy's willpower (stress damage), or tire them out (subdual/fatigue damage). This means that there are situations where the attacking stat is based in constitution, or the defending stat is a multiple of wisdom rather than HP, etc. And for HP damage, armor acts as a soak instead of increasing AC, so that's different. Combat is also usually avoidable, there are mechanics for talking people down, turning would-be combat into a chase scene, seducing/befriending targets into letting their guard down, and so on. A lot of these can involve the stress and subdual mechanics as well, which can get pretty funny when you get good enough at them to, say, cause your interrogator to pass out from fatigue when you're the one tied to the chair. A specific thing to watch out for is that you can't use strength as a dump stat and "Just use guns". Firearms have a recoil mechanic that make them difficult to use without the listed strength value. Not impossible, but still. If you screw up enough to drop a low-physical stat character into combat, you're going to have to come up with a clever idea or alternate route to victory. --- NOT COMBAT --- Spycraft has mechanics for pretty much all the dramatic conflicts you're find in a movie that don't involve faces and the punching thereof. They all rely on the same general meta-idea, where you and the GM/NPCs each have a list of strategies limited by your gear and skills, then roll against each other with skills and bonuses/penalties determined by the strategies until a "lead" stat hits either zero (predator wins) or ten (prey escapes, fails to break under interrogation, etc). The one that tends to cause the most trouble to newer players seems to be the literal chase scene one, since that's the primary method to avoid combat and spies tend to run away at least long enough to set up favorable terrain instead of duking it out. The Drive and Athletics skills are good for this, as are a lot of the "Chase" category feats. If you want to be lazy the smuggler character idea would fit pretty well with the Explorer class, which has a minimum result floor on athletics and thus tends to win foot-races against low-skilled NPCs. There's also always Wheelman, but it's more of a combat character other than the pimped car thing.
Also, my thing on Thursday is done now, so we can move it earlier if Rich wants. There's probably not any way to make it not roll into the Friday early A.M. for Abe, though, we're mostly restricted by his work schedule.
I'm looking at either explorer or fixer for my smuggler. I'm leaning toward a less physical character, so I'm leaning a bit toward fixer. This is a good time to ask if the non setting-specific WoF crunch is usable for this campaign. This mostly includes the Fixer and Martial Artist base classes, plus the melee weapon feats and a bunch of expert classes. The master classes are specific to the WoF setting. Also, it looks like we're looking at a more grounded game versus a super-spy game. Is it going to be Agency, Freelance, or a mix?
Awesome.
Rich and I had a discussion about the expansions, I think the consensus was that we'd just allow everything, or at least all of WoF. I'm not really a big fan of a lot of the mechanics introduced, but I enjoy the allegiance fluff and Rich will be doing most of the DMing anyhow, probably. Plus, at least WoF fixes the silly contacts system and makes networking somewhat comprehensible, and allows you to give a character reasonable combat power with two or three feats instead of multiclassing. As far as setting goes, I think he wanted to do hybrid Faction/Freelance, with the PCs alternating between being deniable assets for a larger organization and truly independent operators. We were going to run Clandestine/Feat Buy, and probably Revolving Door as well so there's the option to save a character after you've put a lot of time in if they die. I also think he wanted to divide the primary campaign into a few planned seasons and go from Shoestring to Big Budget as things escalate. Probably going to be running basically modern-day as far as the PCs are concerned, the villains may go all super-science on you occasionally but you're limited to more or less the default 2000s tech, no housing gadgets in your body or taking Test Subject or anything. Rich usually tries to go reasonably close to simulationist and when I deviate from the settings it's usually in the Noir/Pulp direction. We can try to run something more Bond-ish if everyone wants that, but I grew up on Sherlock Holmes and Philip Marlowe more than Bond and Bourne, so I'd have to watch a lot of movies to prep for that. (This isn't to say you can't build your character to go apeshit with the gadgets if that's what you really want to do, I know intruder and the micro-miniaturize feat tree kind of lend themselves to that, and obviously inventor is pretty much 'mad scientist, the playable class'. But you're not going to be able to have your character drop by Best Buy and pick up a wrist-watch with a holographic supercomputer in it with your spending cash, as a rule.)
If it wasn't clear from the previous post, we're using the WoF contact system where every 4 points in Networking gives you an "upgrade" to an existing contact or a new contact at the lowest level, your choice, and where contacts have a specific list of things they can do for you based on how far they've been upgraded. And the same with other sources of contacts/upgrades like the various backgrounds that give them every 4 levels.
Okay, if I go fixer, I'll definitely have to give that a lookover.
I've got to bolt to work, but I think we should move this offline into other venue so that we're not chain-spamming the poor LFG page. Abe, I know that's stupid early for you in the UK (It's also early for me in the middle east), at what times are you flexible and we'll see if we can shift a few hours and make it all make sense... or move to Friday and see how it goes. So, I'm going to copy all that Dan said, get that prepped in an email and ready for discussion at Wednesday @ 7 PM Eastern (contact me by gmail to get on google plus). Consider this post, for all intents and purposes, CLOSED, and welcome to the game.