Thursday, November 3, 2016

Spy 4.0

I'm largely happy with the spy.  Her design has remained pretty consistent since Iteration 2.  Most of her skills hit 16, which is appropriate for a skilled generalist, but she can easily hit 18 on skills that matter to her particular focus.  Her focus still remains on infiltration, either by means of deception or stealth, gathering intelligence, engaging in a little light sabotage, and then getting out.

The only substantial change has been to remove the Conspirator power set.  I like it... but I'm not sure it fits.  I want to look at a few more elements, especially in Iteration 5, before I approve of that one.  The rest of the power sets help her focus on her various specialties, giving a cinematic boost either to infiltration or deception, and adding Hacker as a possibility to give her an entirely new direction




Attributes: ST 10 [0], DX 14 [80]; IQ 14 [80]; HT 11 [10]

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 14 [0]; Per 15 [5]; FP 11 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]

Advantages: Craftiness +2 [10] or Impersonator +2 [10], Luck [15]. Choose a total of 25 points from the following: DX +1 [20], IQ +1 [20], Per +1 to +3 [5/level], Absolute Timing [2], Acute Senses (Any) [2/level], Ally (Robot, 50%, almost all the time) [9], Appearance (Attractive or Beautiful) [4 or 12], Bug Sweeper [1], Cat Fall [10], Combat Reflexes [15], Compact Frame [1], Contact Group (Any, skill 12, 15 or 18, 9 or less) [5, 10, 15], Craftiness +1 to +4 [5/level], Cultural Adaptability [10], Cultural Familiarity [1], Danger Sense [15], Daredevil [15], either Eidetic Memory or Photographic Memory [5 or 10], Flexibility [5], Gizmos 1-3 [5/level], High Heeled Heroine [1], High Manual Dexterity +1 to +4 [5/level], Honest Face [1], Impersonator +1 to +4 [5/level], Intelligence Rank 1-4 [5/level], Language [6], Night Vision 1-9 [1/level], Perfect Balance [15], Signature Gear [Varies], Security Clearance [5-15], Serendipity 1-2 [15/level], Voice [10], Wild Talent 1 [20], Zeroed [10], or improve Luck [15] to Extraordinary Luck [30] for 15 points. (25)

Disadvantages: Choose -15 from Code of Honor (Professional) [-5], Compulsive Behavior (Thrill-Seeking) [-5*], Curious [-5*], Duty to Intelligence Agency* (9 or less to 15 or less, Extremely hazardous) [-10, -15,-20], Fanaticism (Faction) [-15], Obsession (Uncover particular secret or bring down particular organization/enemy) [-5], Overconfidence [-5*], Secret (“Is a spy”, “Double Agent” or Past crimes) [-10 to -20], Sense of Duty (Team or Faction) [-5 or -10], Workaholic [-5]; Choose another -30 points from the above or from ST -1 [-10], HP -1 to -3 [-2/level], Alcoholism [-15], Callous [-5], Impulsiveness [-10*], Jealousy [-10], Insomniac [-10 to -15], Loner [-5*], Nightmares [-5*], Pacifism (Cannot harm innocents) [-10], Paranoia [-10], Post-Combat Shakes [-5*], Signature Gear [varies], Signature Spaceship [varies], Skinny [-5], Social Stigma (Criminal Record), Stubbornness [-5], Trademark [-5 to -15], Trickster [-15*].

Primary Skills: Intelligence Analysis (H) IQ+1 [8]-15, Observation (A) Per+1 [4]-16, Search (A) Per+1 [4]-16, Stealth DX+21 [8]-16. Choose four of Filch (A) DX+1 [4]-15, or Pickpocket (H) DX [4]-14. Forced Entry (E) DX+2 [4]-16, Acting, Disguise both (A) IQ+33 [4]-17, Electronics Operation (Communications, Security, Sensors, or Surveillance), Holdout1, Shadowing1, Fast-Talk all (A) IQ+1 [4]-15, Computer Hacking (H) IQ [4]-14, or Carousing (E) HT+1 [2]-12, or Sex Appeal (A) HT [2]-11.

Secondary Skills: Beam Weapons (Pistol) (E) DX [1]-14; Computer Operation (E) IQ+1 [2]-15; Either Brawling (E) DX+1 [2]-15 or Karate (H) DX-1 [2]-13; Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [2]-14; Choose five from Beam Weapons (Rifle) (E) DX [1]-14, Climbing (A) DX-1 [1]-13, Escape or Sleight of Hand (H) DX-2 [1]-12, Current Affairs (Headline News or Politics) or Savoir-Faire (High Society, Mafia, Military)2,all (E) IQ+2 [4]-16 (E) IQ [1]-14, Camouflage1, Electrician, Electronics Operation (Comms, Security, Sensors, Surveillance), Explosives (Demolition), Mechanic (Any), Photography, Research, Smuggling, Speed-Reading, Streetwise2 or Traps all (A) IQ-1 [1]-13, Computer Hacking, Engineer (Civil or Starship), Expert Skill (Conspiracy Theory or Military Science) all (H) IQ-2 [1]-12, Swimming (E) HT [1]-11, Running (A) HT-1 [1]-10, Scrounging (E) Per [1]-15, Body Language2, Lip-Reading both (A) Per-1 [1]-14, Detect Lies (H) Per-2 [1]-13

Background Skills: Divide 2 points among Pilot (Contragravity or Starship) both (A) DX-1 [1]-13 or Navigation (Hyperspace) (A) IQ-1 [1]-13, or improve one of the above by one level to [2] for +1 point; Vacc Suit (A) DX-1 [1]-13, and 20 points chosen from a background lens. (23)

Notes: Duty is required if the character has Intelligence Rank. Zeroed and Social Stigma are mutually incompatible.

1: If you chose Craftiness, add +2 to this skill.

2: If you chose Impersonator, add +2 to this skill.

3: +2 from either Craftiness or Impersonator

Spy Power-Ups

Master of Disguises 25 points

Advantages: Spend between 0 and 20 points on Impersonator, raising it to a minimum of +4 [20]. Spend remaining points on Accent (Any) [1], Convincing Nod [1], Cultural Familiarity (Any) [1] or Cultural Adaptability [10], Disposable Identity [1], Equipment Bond (Disguise Kit) [1], Gizmo 1 (Disguise Kit Only -80%, Cosmic: Retcon +50%, Requires Disguise Roll -10%) [3], Passing Appearance (Androgynous or Passing Complexion) [1], Voice [10]

Skills: Mimicry (Speech) (H) IQ+22 [1]; Spend an additional 4 points improving Acting, Disguise or Mimicry.

Note that Voice adds +2 to Mimicry.

Cosmic: Retcon means that the character can claim he was already using said gizmo. For the Disguise gizmo, this means that the character can claim to have been diguised “the whole time” as some other character (that the GM approves).

Ghost 25 points

Advantages: Spend between 0 and 20 points on Craftiness, raising it to a minimum of +4 [20]. Spend remaining points on Skills (below) or on Catfall [10], Flexibility [5] or Double-Jointed [15], Forgettable Face [1], Nightvision +1 to +5 [1/level], Perfect Balance [15], Serendipity (Stealth Opportunities Only -80%) [3], Silence +1 to +2 [5/level], Trained by a Master (Evastion -50%) [15].

Skills: Improve Stealth by 1 level for 4 points; Spend one point on Jumping (E) DX [1], Climbing (A) DX-1 [1], Acrobatics or Escape (H) DX-2 [1].

Hacker 25 points

Advantages: Cyberneticist 4 [20]


Skills: Computer Hacking (H) IQ+4 [4]; Spend one point on Computer Operation (E) IQ+4* [1], Computer Programming (AI) (H) IQ+2* [1], Electronic Repairs (Computer) (A) IQ+3* [1], or one of the following perks: Beep Fluency [1], Cross-Trained (Computers) [1], Equipment Bond (Computer) [1].

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