DM ShadowBloodmoon |
Other than the Campaign Traits, I'm not changing the character creation rules. At least as far as I know. Standard rules are the everyone gets eight points on each attribute, and then gets 36 points to spend on them.
-Posted with Wayfinder
DM ShadowBloodmoon |
Tamilius has it correct. Focus is a specialization within a skill, forte is a specialization within a focus
-Posted with Wayfinder
DM ShadowBloodmoon |
Ah.. only Cultures, Drive, Profession, and Science require Focus.
-Posted with Wayfinder
DM ShadowBloodmoon |
You can take points in Athletics by itself. You start with a certain number of focus points to spend on skills. They are not ranks. You can choose to turn a focus into a Forte by spending one of your focus points.
-Posted with Wayfinder
Vrog Skyreaver |
Here's my character so far:
Gifted Spec Ops Intruder 2
str 12
dex 18
con 12
int 12
wis 13
cha 10
•Once per session, you may decrease the overland travel time of any 1 trip to 3/4 standard (rounded down).
Dextrous
Each time you spend 1 action die to boost a Dexterity-based skill check, you roll and add the results of 2 dice (e.g. a Level 1 Intruder’s bonus of 1d4 becomes 2d4).
Gear prep
You always seem to have the best tools for the job at hand. At Level 1, during the Intel Phase, you or any of your teammates may choose a number of mission gear picks equal to your starting action dice as if the mission’s Caliber were 1 higher. If the mission is Caliber V, you may instead choose the same number of additional Caliber I mission gear picks of any type.
Evasion I
You can escape many sources of immediate harm. At Level 2, whenever you aren’t flat-footed and may make a Reflex save to reduce the damage suffered from an attack or event (such as an explosion or successful grenade attack), you instead suffer no damage with a successful save.
Acrobatics r5
Balance +10 e/t 1/20
Falling +10 e/t 1-3/20
Jump +7 e/t 1/20
Maneuver +10 e/t 1/20
Skydiving +10 e/t 1-3/20
Tumble +10 e/t 1/20
Athletics r5 +7
Bind e/t 1/20
Climb e/t 1/20
Escape e/t 1/20
Forced March e/t 1/20
Maneuver e/t 1/20
Power Lifting e/t 1-2/20
Smash e/t 1/20
Speed Push e/t 1-2/20
Sports e/t 1/20
Swim e/t 1/20
Blend r5 +10 e/t 1/20
Notice r5 +7 e/t 1/20
Resolve r5 +6 e/t 1/20
Search r5 +6 e/t 1/20
Sneak r5 (+5 Result Cap)
Hide +10/7 e/t 1/19-20
Stash Item +11 e/t 1/19-20
Tactics r5
Ambush +8 e/t 1/20
Maneuver Check +7 e/t 1/20
Rally +7 e/t 1/20
Mingling Basics, Garotte Basics
Timothy K Smith |
This is the character for Insnare.
I picked forest for his training but he did more work in the jungle and the bushveld or savannah... which is more of a mix between forest and desert so i picked forest, I hope that is ok.
Timothy K. Smith
Class: Scout Level: 3
Origin: Shrewd Special Ops
Attributes: Str 12, Dex 16, Con 12, Int 13, Wis 16, Cha 10
Defense: 13 (15 w/rough living)
Initiative: +5
Vitality/Wounds: 32/14
Stress Threshold: 16 Subdual Threshold: 15
Request Check: +3 Knowledge Check: +4
Saves: Fort +5, Reflex +4, Will +4
Focuses/Fortes: Culture (Native +1), Drive (Animal-Drawn Vehicles, Mounts), Profession (Guide), Science (Pharmacology),
any 2 other focuses or fortes
Proficiencies: Edged (+1 forte), Handgun, Rifle (+1 forte), Shotgun, Unarmed
Class Abilities (page 43)
Bonus Feat: Tracking Basics
Rough Living: +2 to Defense and saves vs. cold, fire, and heat damage, as well as starvation, thirst, underwater
dangers, and nature’s fury effects
Stalker: When you fail a Survival or Tactics check with a DC or opponent’s check result up to your class level + 20, you
still succeed.
Trailblazer: At the start of the session, you may grant your teammates a number of your Terrain feats up to your
starting action dice.
Feats
Night Training (page 207): All visual penalties due to time of day decrease to 1/2 standard (rounded down);
your opponents suffer a –2 penalty with checks made to spot your ambushes at night; your smell range is 3 x Wis;
you are never blinded against an opponent within 10 ft. unless you’re also deafened.
Survivalist (page 199): +2 insight bonus with Athletics and Survival checks, threat range 19–20 with Athletics and
Survival checks
Tracking Basics: You may always take 10 with Survival/Tracking checks and the time to make these checks is not
doubled. Also, your Survival/Tracking checks gain synergy bonuses from Analysis. Finally, after a successful
Survival/Tracking check, you can determine if the target has lost vitality/wound points, as well as any conditions they
possess.
Forest Training
Every patch of dense forest is a welcome retreat for you — and
a harrowing prison for your enemies.
Prerequisites: Survival 3+ ranks.
Benefit: In forest terrain, you gain a +2 insight bonus with
Survival checks and checks made to navigate or determine surprise.
Further, your Security/Installation checks made to set traps
in forest terrain gain a synergy bonus from your Survival skill.
Also, when you plan an ambush in forest terrain, each of your
opponents suffers a –2 penalty with checks made to determine
surprise. Finally, your overland speed in forest terrain is calculated
as if your Speed were 10 ft. faster, and clubs and spears are considered
Common Items for you while you’re located in a forest.
Special: Speed 35 ft. Also, +1 bonus with checks made to determine surprise.
Contacts: 1 acquaintance-grade
Interests: Fishing, hiking, hunting
Wealth: Lifestyle 1 (–2 Appearance), Possessions 1, Spending Cash 2 ($400)Possessions: FN FAL Para dagger, Colt 1911 .45 Pistol, headset radio, 16 Common Items, compass,
Mission Gear: Flak jacket (DR 4/5), 6 Common Items
Attacks Atk Dam Error Threat Rng Recoil Modes Hand Ammo
Unarmed +3 1d6 subdual 1 –– –– –– –– –– ––
Dagger +4 1d6 lethal 1 19–20 –– –– –– 1h ––
FN FAL 4d4+2 1–3/19–20 20M7 17 175 ft. S/2h DEP, RGD 9.8 lbs. 2 25/+1 1953 R$900
7.62x51mm NATORanks
Colt 1911 .45 ACP 1d12 1/19–20 7M7 11 25 ft. D/1h DEP, TKD 2.5 lbs. — 15/+0 1911 $5755
Threat Synergy
Athletics 3 –– 20 1 19–20
Bind (Str) +6 +1
Climb (Con) +7 +1
Escape (Str) +6
Force March (Con) +7 +1
Maneuver/On Foot (Str) +6 +1*
Power Lifting (Str) +6 1–2
Smash (Str) +6
Speed Push (Con) +7 1–2
Sports (Str or Con) +6 or +7 +1
Swim (Con) +7 +1
Cultures/Communicate (Int) 3 +4 30 1 20
Drive (Dex) 1 –– 20 1 20
Mounts +2
Notice/Awareness (Wis) 4 +6 20 1 19–20
Resolve 2 20 1 20
Concentration (Con) +4
Morale (Wis) +5
R&R (Con) +4
Resist Impress (Wis) +5
Resist Intimidate (Wis) +5
Search/Perception (Int) 2 +3 20 1 20
Sneak 3 30 1 20
Hide (Dex or Cha) +4 or +3
Stash Item (Dex) +4
Survival 6 30 1 19–20
Animal Training (Cha) +8
Foraging (Wis) +11
Forecast Weather (Wis) +11 1–3
Maneuver/Animal (Cha) +8
Tracking (Wis) +11
Tactics 5 –– 30 1 20
Ambush (Wis) +8 +1
Maneuver (Crew) (Cha) +5
Rally (Cha) +7
Languages: English, Afrikaans, basic Vietnamese
Cultures: Sub-Saharan Africa
Jason "Snake" Ward |
OH MY GOD! I forgot to add my Charisma bonus to my Wealth and NOW I HAVE 9 LIFESTYLE! I'm sticking with my original house and vehicle picks, though, until I level up and can get to Lifestyle 10 :D You should probably stick with real negotiations, and I can take the lying, bluff, impersonation, ect. TBH, from the looks of it, you'll easily outpace my character in terms of charming, but I guess we won't know until the game starts.
DM ShadowBloodmoon |
Okay guys, unless my math is horrible, I have three aliases I am going over right now, Jason Ward, Natalie Burns and Timothy Smith.
@Natalie- Not seeing much of a background, so I hope you don't my doing some improve on my part for your pre-opening scene.
I am going to go ahead and post the opening scene for all of you shortly and the others can jump in when they're ready.
Looking great so far guys!
Vrog Skyreaver |
Apologies all, but I'm going to withdraw from consideration. I forgot how truly....complex it can be to make a spycraft character, and between various work and home projects, I don't have the bandwidth right now to create a character that the group deserves. Thank you for your consideration, and good luck guys!
DM ShadowBloodmoon |
It would be unfortunate to see you go, Vrog, but understandable. I was reluctant to start this one myself, but the interest from you guys kept me going. I would also help you finish your character if you choose to stick it out.
-Posted with Wayfinder
DM ShadowBloodmoon |
You and me both. I know the Spycraft system is complex, but I really enjoy the genre and I'm wanting to provide that espionage feel to you guys as well.
-Posted with Wayfinder
DM ShadowBloodmoon |
We can still fit you in. Just give us your alias and I will devise a way to get you with the team.
-Posted with Wayfinder
Johnny "Razor" Macomb |
Johnny "Razor" Macomb
Gonzo Serviceman Soldier I/ Wheelman II
Strength 13 +1
Dexterity 16 +3
Constitution 14 +2
Intelligence 13 +1
Wisdom 10 +0
Charisma 12 +1
Vitality: 2d10 + 18 ⇒ (2, 10) + 18 = 30
Wounds 14
Subdual 14
Stress 10
Base Speed 30
Height 5'-11"
Weight 195 lbs
Eyes Brown
Hair Red
Defense 14
Fortitude +3
Reflex +6
Will +2
Unarmed +4
Ranged +6
Melee +4
Initiative +6
Weapon Proficiency:
Unarmed P
Blunt P
Edged F
Handgun F
Rifle F
Submachine Gun P
Lifestyle 2 -1 APP MOD
Possessions 3 1/III 1/II 3/I
Spending Cash 1 $100
Personal Gear
Caliber III
Proficiency Rifle
Recoil 10
Attack +7
Damage 4D4
Error 1-2
Threat 20
Range 125
Small 2 Hands
Weight 8
Ammo 40M4 FMJ
Qualities (page 301):
Accurized: Threat Range increase by 1 when AIM attack is used.
Superior Accuracy: Additional Threat increase by 1 when AIM and BRACE are used
Rugged: +2 bonus to Damage Saves
Upgrades:
Free 6x Telescopic Sight: Ignore penalty for Increments 2 and 4
Free Bipod: BRACE as a free action when prone or lay the bipod on a flat surface
Caliber I
Proficiency Handgun
Recoil 13
Attack +7
Damage 2D4
Error 1-2
Threat 20
Range 15
Dim 1 Hand
Weight 1
Ammo 7M8 FMJ
Qualities (page 301):
Discreet: +4 Bonus to concealment checks
Caliber II
DR 3/6 Hurled,melee, unarmed/All others
DP 0
ACP 0
Speed Penalty 0
Notice DC 18 Disguised naturally
Weight 7
Complexity 15
Caliber I
Proficiency Edged
Attack +7
Damage 1d6
Error 1
Threat 19-20
Dim 1 Hand
Weight 0.2
Complexity 17
Qualities (page 301):
AP(3): Armor Piercing 3
Bleed: Requires Reflex Save DC Damage before DR +10 if wounded.
Finesse: May use DEX modifer instead of STR
Size Large (2x3)
Occupants 1+3
Acceleration 5
Turning 5
MPH 70/125
D/S 9/+7
Upgrades 1
Complexity 22/+1
Cargo 100
Range/Fuel 6/Gas
Mission Picks and Gear
Request Check +4
Gear Check +3
Gear Picks V 1 W 1 CHA(GTVR) 1
FEATS
Source: Serviceman Background
Page 199
"You gain a +2 insight bonus with all skill and Knowledge checks made with Intimidate and Tactics. Further, your base threat range with these skills becomes 19–20."
Source:Career Level 1 Feat
Page 201
"Choose 1 Basic Skill feat (whether you possess it or
not)[Survivalist]. Each skill covered by the chosen feat [Athletics and Survival] is always a class skill for you, and each time you purchase 1 rank with one of them, you also gain 1 rank with the other (not to exceed your maximum skill rank for either skill). Further, your result cap with each skill covered by the chosen feat increases by 5."
Source: Soldier Class Level 1
Page:172
"You may take Standard Move actions away from
adjacent opponents during combat. Further, when taking a Total
Defense action, you may move up to twice your Speed with a
Standard Move. Finally, when taking a Run action, you may make
a number of turns equal to your Dexterity modifier (minimum 1).
None of these turns may exceed 90 degrees."
Source: Wheelman Class Level 1
Page:192
"You may choose chase Strategies as if your vehicle’s
(or your own, if you're on foot) Acceleration and Turning Ratings
were each 2 higher. Further, you may choose the Stunt Strategy
(see page 367)."
Source:Career Level 3
Page: 175
"Once per round when you take a Standard Move action, you may make 1 final attack as a free action. This final attack may happen at any point during your Standard Move."
Special Abilities
+1 to Suppressive Fire Attack Checks
Proficient in Handguns and Rifles
Additional Interests on levels 0,2,6,10,14,18
Gain 1 wound point on levels 1,4,8,12,16,20
Accurate: Spend an action die on Attack Checks Roll 2 dice
Custom Ride: Choose Vehicle picks 1 caliber higher than mission.
Drive:
Standard Ground P
Rotary Wing Aircraft P
Science:
Fabrication P
Profession:
Helicopter Flight Instructor P
Cultures:
Eastern Europe P
Western Asia P
Skills
Bonus Threat Error Cap Time Gear
Balance +7 20 1 20 Half N
Falling +7 20 1-3 20 Free N
Jump +5 20 1 20 Half N
Maneuver +7 20 1 20 Half REQ
Skydiving +7 20 1-3 20 Varies REQ
Tumble +7 20 1 20 Half N
Bonus Threat Error Cap Time Gear
Appraise +1 20 1-3 15 1 Minute Y
Authenticate +1 20 1-3 15 1 Minute Y
Decipher +1 20 1-3 15 Varies Y
Examine Media +0 20 1-3 15 1 Hour N
Forensics +0 20 1-3 15 1 Hour Y
Bonus Threat Error Cap Time Gear
Bind +8 19 1 30 Full REQ
Climb +9 19 1 30 Half Y
Escape +7 19 1 30 Varies N
Forced March +9 19 1 30 1 Hour N
Maneuver +7 19 1 30 Half N
Power Lifting +7 19 1-2 30 Free N
Smash +7 19 1 30 Half N
Speed Push +8 19 1-2 30 Free N
Sports +8/9 19 Varies 30 Varies N
Swim +9 19 1 30 Half N
Bonus Threat Error Cap Time Gear
Stealth +3/1 20 1-3 15 Free N
Bonus Threat Error Cap Time Gear
Deception +1* 20 1-3 15 Full N
Bonus Threat Error Cap Time Gear
Bribe +1 20 1-3 15 Full N
Bonus Threat Error Cap Time Gear
Optimize +1 20 1-3 15 Varies REQ
Bonus Threat Error Cap Time Gear
Communications +1 20 1-4 15 Varies N
Bonus Threat Error Cap Time Gear
Maneuver +9 20 1 20 Half REQ
Bonus Threat Error Cap Time Gear
Build +1 20 1-3 15 Varies Y
Disable +1 20 1-3 15 Varies Y
Modify +1 20 1-3 15 Varies REQ
Optimize +1 20 1-3 15 Varies REQ
Repair +1 20 1-3 15 Varies Y
Sabotage +1 20 1-3 15 Varies Y
Bonus Threat Error Cap Time Gear
Cover Up +0 20 1-3 15 Varies Y
Disguise +0 20 1-3 15 Varies Y
Forgery +1 20 1-3 15 Varies Y
Bonus Threat Error Cap Time Gear
Influence +1 20 1-3 15 Varies N
Performance +1 20 1-3 15 Varies N
Persuasion +1 20 1-3 15 Varies N
Bonus Threat Error Cap Time Gear
Coercion +9/8 19 1 30 Full N
Domination +9/8 19 1 30 Varies N
Bonus Threat Error Cap Time Gear
Canvass Area +1 20 1-3 15 Varies N
Detect search 0 20 1-3 15 Varies N
Research 0 20 1-3 15 Varies N
Bonus Threat Error Cap Time Gear
Harassment +0/1 20 1-3 15 1 Day N
Slander +0/1 20 1-3 15 1 Hour N
Bonus Threat Error Cap Time Gear
Build +2* 20 1 15 Varies Y
Disable +2* 20 1 15 Varies Y
Modify +2* 20 1 15 Varies REQ
Optimize +2* 20 1 15 Varies REQ
Repair +2* 20 1 15 Varies Y
Sabotage +2* 20 1 15 Varies Y
First Aid +5 20 1 20 1 Min REQ
Stabilize +5 20 1 20 1 Full REQ
Surgery +4 20 1-4 20 8 Hours REQ
Therapy +4 20 1 20 4 Hours N
Treatment +4 20 1 20 5 Min Y
Bonus Threat Error Cap Time Gear
Contact +1* 20 1-3 15 Varies N
Endorsement 0/+1 20 1-3 15 1 Hour N
Mediation +1/+2 20 1-4 15 Varies N
Bonus Threat Error Cap Time Gear
Awareness +0 20 1-3 15 Free N
Bonus Threat Error Cap Time Gear
Accomplishment +1 20 1-4 15 Free N
Bonus Threat Error Cap Time Gear
Concentration +6 20 1 20 Free N
Morale +4 20 1 20 Free N
R&R +6 20 1 20 1 Hour N
Resist Impress +4 20 1 20 Free N
Resist Intimid. +4 20 1 20 Free N
Bonus Threat Error Cap Time Gear
Fabrication +1 20 1 15 Varies Y
All other sciences not trained 1-3 15 Varies Y
Bonus Threat Error Cap Time Gear
Perception +1 20 1-3 15 Free N
Bonus Threat Error Cap Time Gear
Disable +1 20 1-3 15 Varies Y
Hotwire +1 20 1-3 15 4 Full N
Installation +1 20 1-3 15 Varies Y
Bonus Threat Error Cap Time Gear
Detect Lie 0 20 1-3 15 Free N
Innuendo +1 20 1-3 15 Varies N
Resist Manipu. 0 20 1-3 15 Free N
Bonus Threat Error Cap Time Gear
Conceal Action +3 20 1-4 15 Free N
Stash Item +3 20 1-3 15 Half N
Bonus Threat Error Cap Time Gear
Hide +3/+1 20 1-3 15 Full N
Stach Item +3 20 1-3 15 Half N
Bonus Threat Error Cap Time Gear
Black Market +1 20 1-3 15 Varies N
Bribe +1 20 1-3 15 Full N
Gambling +1/0 20 1-3 15 Varies N
Haggle 0 20 1-3 15 1 Min N
Bonus Threat Error Cap Time Gear
Animal Training +7 19 1 30 Varies N
Foraging +6 19 1 30 4 Hours N
Forcast Weather +6 19 1 30 Full N
Maneuver +7 19 1 30 Half REQ
Tracking +7 19 1 30 Varies N
Bonus Threat Error Cap Time Gear
Ambush +5* 19 1 20 Varies N
Maneuver +7 19 1 20 Half REQ
Rally +7 19 1 20 Full N
Synergy Bonuses have been added where always on.
* Indicates a conditional Synergy Bonus may apply.
Backpacking
Gambling
Drinking
World Religions (Personally Agnostic but loves learning about all religions)
BASE Jumping
Johnny "Razor" Macomb |
1st level is full Vitality Die per page 59. Soldier was level 1 so 12 hp + 2 Con bonus for each level so another +6.
Total +18 and my 2d10.
Big fan of Talented especially with around average intelligence.
Let me know if anything else seems off. Creating a Spycraft character is complex and I may have made a mistake or not counted for something.
RocksAhead |
I don't see a Black Ops background there is a Special Ops but it doesn't work the same way as Talented. It says you just get Insight Bonuses in both skills at certain levels. The wording of Talented I don't think shows up for any other ability. At least not in Version 2.0 Core Rule. That would be sweet. Also in checking back over this I have to see if there is a reason my threat changed for those skills Talented doesn't change the threat.
Zerombr |
here it is, wrong name,
World on Fire
Commando: You have military-grade training in low-intensity
warfare and a knack for subtlety in battle.
• Bonus Feat: Tactical Advantage.
• Your Dexterity or Intelligence increases by 1 (whichever is lower;
your choice in the case of a tie). This bonus is applied after any
attribute modifiers from your Talent.
• Once per session, you may decrease the overland travel time of
any 1 trip to 3/4 standard (rounded down).
• Each time you gain 1 or more ranks in the Tactics skill, you also
gain an equal number of ranks in the Sneak skill. This may not
increase your Sneak skill beyond its maximum rank.
Johnny "Razor" Macomb |
Don't have a copy of World on Fire but it would appear like one could take this Specialty which is damn good. I think beats Serviceman in game mechanics. You would have to use a feat to take a Basic Skills feat before grabbing Talented as it requires a Basic Skill as a prerequisite. But then yeah if you took Talented (Officer) you would have to pump the Tactics skill and get a free Sneak and a free Intimidate. One interesting point is that Commando doesn't make Sneak and Tactics a class skill so Sneak is still limited by Cross Class skills counting for 1/2 a rank.
But the "knack for subtelty" doesn't match well with Gonzo Talent. I do what I do for the rush of it.