Operation Typhoon- SpyCraft2 (Inactive)

Game Master Shadow Bloodmoon

CIA SAD operations in 1980's Afghanistan during the Soviet occupation

Warehouse Map


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Male Caucasian Scout 3 Snoop 1

Smith says to Majors, "Beat feet for the truck, we have some business to take care of."

Smith then shoves as many documents from the desk into his rucksack as possible and then takes up a defensive posture behind the desk to cover Macomb's movement if needed.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

so that there is what we call an error.


Male Caucasian Scout 3 Snoop 1

yup posted in the wrong thread.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W
Timothy K Smith wrote:
yup posted in the wrong thread.

No I meant my rolling a '1' on my shot not your post. But yup I guess your post too.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

A few questions:
Is the crane mobile?

How close is the next crane?

How close is closest enemy to Macomb?

How many victims soldiers are visible at present?

Any heavy weapons soldiers arrive yet?


M Dhampir Monk/Fighter/Rogue/Assassin

Cranes are not mobile, they are each set up about 80 feet from the next one in a square formation. The closest enemy is behind cover at the far end of the large area, approximately 200 feet away. There are at least 20 soldiers visible. No heavy weapons have arrived on field at the moment.

-Posted with Wayfinder


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

I went back and check some things because I was so close to death. I think on all of my attacks my Damage Reduction from my armor was not applied. We haven't been apply Damage Reduction to the enemies either not sure if they have any. But I think my armor had a DR of 6. So that would mean a world of difference between where I am now after 3 hits at 2 WP and where I would be if DR was meant to be applied.
I think I would have 16 more health points. The one attack only did 4 points and would have been reduced to 0.


Savage Rifts RotRwT

Ack!! I totally spaced that Macomb was wearing armor... I calculate then total of only 17 points of vitality taken. Smith is also wearing a flak jacket, so he has only taken 17 points rather than 27...


Male Caucasian Scout 3 Snoop 1

I have a flak jacket too. But I only got hit once.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

FYI my posting will be sporadic if at all for the next two weeks. I am getting married on Saturday. This week is all sorts of nuts and then the following week is our honeymoon.


Savage Rifts RotRwT

Totally understand and congrats! Marriage is the best adventure I've ever played in ;-)


Male Caucasian Scout 3 Snoop 1

Congrats, so should we pause or something?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Sorry but after tomorrow I will need to hit the pause button again as I go on Honeymoon Part II - The Emerald Isles.


Savage Rifts RotRwT

Oh fun! Enjoy!


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Back but busy at work today. Will try to post something tomorrow.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Sorry. Honeymoon then crazy work schedule then Vegas for a bachelor party. I am hoping this week is just normal.


Savage Rifts RotRwT

Macomb brought the low XP to my attention, so I want to break it down for you guys. There is a possibility I may have added it up wrong. The thing that throws it off to me is the rule that no matter how many mooks you fight, you only get XP for one of them... odd rule that. Take a look and let me know if you find any discrepancies.

That being said, here is how it broke down:

Case of the Missing Scientists (Caliber II, TL3, 6 GC Action Dice)
Mission Bundle (-100XP)

Caliber II Dossier on Abdul al-Salahar
7x Caliber I Dossiers on scientists
Caliber I Safe House in Pakistan

Objectives

Contact Abdul al-Salahar G1(25XP)- Complete
Establish Safe House G1(25XP)- Complete
Establish Yellow Brick Road G1(25XP)-Incomplete
Locate Scientists G3 (75XP)- Complete
Rescue Information or Scientists or both G3 (75XP, Critical, Dramatic)-Complete

Exposure

Adhere to Honor (+0xp)
Avoid Noise (+50xp)
Cooperate With Others (+0xp)

Additional XP
57xp- Soviet Commanders
42xp- Soviet Soldiers
Rewards
Reputation +6

Should add up to 324 Xp, unless I am mistaken. Let me know before we move on. Otherwise, it has been requested that we open up recruitment again. This would be a great time to do it, between missions.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Well there are the campaign qualities which add as well.

Bleak (+75xp)- This is not television, you are good or you are dead. Each player begins the session with 2 fewer action dice which never explode.

Clandestine (+0xp)- You're a spy, act like it. Any time you gain a non-Covert feat, you may instead gain a Covert Feat.

Elite Ops (+0xp)- Best of the Best and all that. Any time you gain a non-Skill feat, you may choose a Basic Skill feat instead.

Faction: CIA (+0xp)- All your Reputation will be with the Company.

Gritty (+100xp)- War is hell and you're in a war. The cost to activate a critical injury decreases by one action die to a minimum of zero. The range for a Fortitude save to avoid critical injury is now 16-25 and the threshold to avoid dropping to -9 hit points is now 26+ DC of all medical checks are +5 and the error range increases by 2.

Historical: 80s(+0xp, 0.6 price mod)- Punk rock, slammin' clothes and the best cartoons on the planet. Only you'll be experiencing none of it in the desert...

So that would be an extra 175xp.
Also a little added bonus of 25Xp per action dice rewarded during the mission. I think at least 1 was given out to each. The limit to this is equal to your level.

So that would be an extra 200xp to the base.

And then there is this important part from page 440. "Thereafter each character's total xp reward is equal to his base xp x his level or the team threat level whichever is lower"

So the total involving all of the above is 324 + 175 + 25 = 524 base xp.
XP rewarded for each 3rd level character = 524 * 3 =1572

Thank you for opening the books a little bit and I hope the above makes sense.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Also how comfortable are you with adding in the subplots? Personally I ask because I didn't get enough information about what was actually going on in that research camp and activating a Mystery Subplot about what the Nazi's were researching seems very appropriate.


Male Caucasian Scout 3 Snoop 1

Don't we get any Pakistani ISI love? We took down a mole in the Karachi office and snuffed out the KGB's operation there.

We also kept our cover. But I just enjoy playing and I really enjoy my character.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

I think our two characters are very different but have learned to cooperate as a team to achieve. Johnny still thinks Smith is a bit of loose cannon but a highly effective one that is directed in the right direction most of the time. Macomb is a weird bag he is part peace loving hippy and part adrenaline seeker. He honestly feels bad for the lives he takes hence the mediation sabbatical where he will attempt to rationalize what he has done recently but he will ultimately become fixated on the Nazi Researching as if finding the answer to that puzzle will cleanse his conscience of the lives he took.


Male Caucasian Scout 3 Snoop 1

Smith is a pragmatic soldier hard-boiled by over a decade of Soldiering, spying and special ops work in Nam and all over Africa. I kind of modelled him on my uncle, Cat Shannon from the Dogs of War and Robert Mackenzie.

Smith thinks Macomb is an alright guy and likes him for the most part. If we had enough to level up I would probably take some diplomacy stuff. Don't know.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

I think that it might be gap in our skill set but if we get another player or two to sign up it would be helpful.


Savage Rifts RotRwT

Okay, so I must have read through the XP part too fast.. I missed a couple of other things that Macomb hadn't mentioned either, and I want you guys to get your fair share.

Case of the Missing Scientists (Caliber II, TL3, 6 GC Action Dice)
Mission Bundle (-100XP)

Caliber II Dossier on Abdul al-Salahar
7x Caliber I Dossiers on scientists
Caliber I Safe House in Pakistan

Objectives

Contact Abdul al-Salahar G1(25XP)- Complete
Establish Safe House G1(25XP)- Complete
Establish Yellow Brick Road G1(25XP)-Incomplete
Locate Scientists G3 (75XP)- Complete
Rescue Information or Scientists or both G3 (75XP, Critical, Dramatic)-Complete

Exposure

Adhere to Honor (+0xp)
Avoid Noise (+50xp)
Cooperate With Others (+0xp)

Campaign Qualities
Bleak (+75xp)
Clandestine (+0xp)
Elite Ops (+0xp)
Faction: CIA (+0xp)
Gritty (+100xp)
Historical: 80s(+0xp, 0.6 price mod)

NPC Antagonists
Terrorists- 70xp
Hired Guns- 42xp
Antonova (Special)- 304xp
Wild Dog- 38xp
Soviet Soldiers- 42xp
Soviet Commanders- 57xp

Other XP Bonuses
Action Die Awarded- 25xp

Total XP
903x3=2709xp each...

Other Rewards
Reputation +6
Contact: Natalie Burns, CIA Liaison Officer, Acquaintance Grade with Networking Specialist Lv3 (Behind the Scenes), Acquaintance Grade

That should be better calculated.. did I miss anything else. I have to read the XP part closer next time. They gave too many options and part of it seemed like you weren't supposed to award everything, only the most rewarding parts.

Smith, the Reputation with your company is also from your good interaction and help with the ISI.

Macomb, you may add the Mystery Subplot to your character any time between missions, like now. Then at the beginning of the next mission, I will decide to activate certain Subplots you may have and it will change the mission (and xp!) parameters.

I am going to reopen recruiting for two more people and we will go from there.

As always, if I missed anything else let me know. I'm still earning the system as well...


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Thanks Boss. Volunteering to help with anyone making a character if it is indeed helpful and not overstepping.


Male Caucasian Scout 3 Snoop 1

Just start the next mission and try to add people on the way?


Savage Rifts RotRwT

I'm thinking that...Haven't seen any bites on the recruitment thread. Going to start a new thread and then possibly start the new mission by tomorrow.


Savage Rifts RotRwT

I have the next mission ready, I can slot in the new guys where needed, though I was hoping they would be ready by mission start...


Male Caucasian Scout 3 Snoop 1

I would say downgrade from a benz to a van


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Wasn't an option. I suppose we could use a vehicle pick to take a van. Speaking of picks we need to know what caliber the mission is in order to know what caliber picks we can take. Also is there a mission bundle (if the sedan is the only thing in the mission bundle then I am inclined to refuse and not lose the XP if more were given though it would be a point of discussion.) Macomb has the following picks:
1 Vehicle (Caliber+1), 1 Weapon (Caliber), 1 Charisma pick (so either GTVR at caliber)

Think he can pick up the groups vehicle if we junk the mission bundle.


Savage Rifts RotRwT

Oops.. Caliber 2 Mission., the xp loss from the Car would be 10.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Not worth the car in my opinion as I can take something else as my vehicle gear pick. I was looking do we want a fast car or something to move a lot of people like a Minivan.


I agree on the car,
I've got 2G, 1E, 1W as picks. If anyone has any idea what we need?

It appears we're up for a rescue mission, so do we think there will be a search element?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Gadgets are fun picks so feel free to go nuts there. For weapon I am using mine to pick up weapon upgrades. You can trade a Caliber II pick for 4 upgrades. Last mission I took some extra ammo.
I haven't had to look through E picks much.


Only got a pistol in my possessions, so I have the choice of tricking out that or taking a proper weapon.

E pick... not sure what we'd need. Could get Goggles with Thermo+Telescopic, a laser mic or equip us all with radios? Can't see anything else available being that useful?

Gadgets, I'm taking a look and trying to re-work out how they work again.


Male Caucasian Scout 3 Snoop 1

Hmm remember this is 1980. Smith is a scout. I have to look at Assault Rifles, but I haven't had any problems with the AK although I really want the FN but I think caliber is too high.

I am a scavenger so that is cool.


Sorry, SC2.0 only gives date entry for 'goggles' as 1980, same with laser mic.
Radio as a pick gives the entire team radios (never actually noticed what the little cross meant before for some reason), which might be more helpful if we get separated?


Savage Rifts RotRwT

I'm reposting this in all my games, just so it gets noticed. I am leaving for Europe on the 18th of this month and will return the 17th of the next month. During that time, I will do my best to keep up, but I know a few times I will be at sea, so it will be difficult to check the boards. Rest assured I will do my best though!

Intel phase looks good guys. Let's get some final picks down so we can get a move on... If there is anything you want to ask about the mission, just let me know.


Enjoy Europe, my country is busy trying to get away from it apparantly.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Basically the gadgets work in conjunction with a common item. Very James Bond type stuff. Laser Pens, poison lipstick. Things like that. Elise don't forget that you also get a bonus or penalty to picks based on your Charisma modifier. These picks have to be in certain types.


I always hate gearing up, especially when the mission is so vague (which most missions, quite deliberately and rightly are).

Hmm, guessing a decent rifle, radios for the team, gadget-wise are we missing any skills? "Auto-lockpicks" are a favourite from back when I used to play SC. otherwise some sort of concealed weapon, probably just a one-shot (i.e. 'Attack' gadget) as I doubt we'll be de-armed at any point?


Male Caucasian Scout 3 Snoop 1

Honestly, I just picked standard Field gear, my .45 and my Gerber Mk2 combat knife. If anyone wants to use my picks, I am cool with that. Smith is a more live off the land kind of guy. And a killer.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

The other option is to always keep the picks as reserve picks and then roll for something as the mission goes on. I think security is a weak point for us. I don't have as many skill points in it as I should. Next level most skill points are going in that.
Yeah Smith's S pick is the flak jacket. Your sheet still lists the FN FAL which I don't see how you got it maybe a feat or something?

I think I will use Caliber III V pick to get the only a Caliber I Vehicle thinking Mini Van. Others thoughts? I think we need a vehicle that can hold 5 or more people and is from 1980 or before.

I will be using my charisma pick to take Feat Training again with Weapon Focus (Rifle).

I will be using W pick to take 4 upgrades spent as follows:
1 extra ammo stockpile of Jacketed Hollow Point, Subsonic 7M8 .380 (PPK) 2 upgrades
1 extra ammo stockpile of Armor Piercing 40d4 5.56mm (Rifle) 2 upgrades

So I am done unless someone else has some advice on a vehicle pick.


You can get a vehicle upgrade for each caliber you drop down, should you want to trick out your van. Though a van we can abandon if necessary without distinguishing features has it's own merits.

W: Ruger Mini-14
E: Tactical / Headset radios for team.
G(2): Auto-Lockpicks (Security/Disable +8; 3 uses; housing - common item:Flashlight)
Laser Pen: 2d6 dmg; 15ft incr; 1 use; housing - common item (pen)

Common Items (16): Pen (gadget housing), flashlight (gadget housing), notebook, canteen, crowbar, duct tape, multitool, pocket knife, snacks, wire-cutter, watch. Some other stuff?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W
Elise Carter wrote:
You can get a vehicle upgrade for each caliber you drop down

Really I didn't see that in the 500 page manual. Do you remember where it says this? Because if that's the case the MiniVan would come with 3 upgrades. 1 normal and 2 for dropping down from Caliber III to Caliber I.

Can you tell mw where you saw this?


Actually I slightly mis-remembered it, it's not 1 upgrade per caliber:

P212 SC2.0 wrote:


Alternately, a character may trade in any number of gear picks
to gain lower-Caliber items and upgrades in that category. For each
pick sacrificed, the character gains 1 item whose Caliber is up to
1 less than the mission’s current Caliber + 1 appropriate upgrade
(if sacrificing a Caliber II or III pick) or 2 appropriate upgrades
(if sacrificing a Caliber IV or V pick).

About 5th paragraph down in the 2nd column.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

OK did some digging and I apparently am using the first printing of 2nd edition. You probably have the second printing of 2.0. So that would explain why I couldn't find anything. So following that ruleset our minivan can have 2 upgrades. 1 normal 1 for stepping down the pick from Caliber III.
So I am thinking that this minivan comes with the "factory" installed control I and acceleration I increases. Basically providing a +1 A and +1 T to the vehicle. Or we could give up one of the boost for Off-Road Suspension?


If anyone has any spare picks laying around, perhaps a mechanics kit might be worth keeping in the van?


Male Caucasian Scout 3 Snoop 1

you can take mine.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Smith I think you used your S pick already for the Flak Jacket. There was one other player who expressed interest. He wanted to make a fixer which would be nice because we don't really have a Face type character.

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