Wiki Update: Spies, Mystics and Bad Luck

Apparently, it’s been ages since I posted about a wiki update on my blog. This is likely the result of a migration and being caught up in various campaigns and that damn Tyrannic ships post that took forever. My blog has the last post in march, so let’s see if we can do some catching up.

The Spy

I’ve added the Spy template. This was definitely a case of “What took so long?” It required a little revisiting of the rank structure of Maradonian houses to bring them more in line with the new rank structures that have proliferated across organizations in Psi-Wars, and I needed to integrate some of the new hacker rules into the spy template. But I needed it done, because I noticed people using the old It5 version only because I hadn’t updated it to the new format, and I wanted to have it in place for Undercity Noir 2 (as 1 is rapidly winding down) and one of the prospective Wanderers of Dhim players would like to play as a Mithanna Spy.

The Mystic

So I finally found a way to write mystics that I don’t hate. The biggest issue with Mystics is the wonky pricing of Communion, which is 15 for level one, then 5 per level, then suddenly 10 per level, then suddenly 15 per level and so on. Worse, I had hoped to have certain groups with Unconscious Communion and other groups with normal Communion, and I wanted to have smooth transitions between the two, but that doesn’t work. At least not unless you have really chunky upgrades, then it works out fine. So I finally settled on 50-point power-ups. That does mean your “masters” of a mystical art are deeply invested in their art, but that lines up with the costs.

I’ve written up a draft power-up structure for three forms of the Divine Masks and for True Communion, and a first draft of the Akashic Mysteries, but I wanted to see what it would look like to have an actual mystic. Can I write it as one single template? Answer: No! No way. There’s a lot in common across all Mystics that I can see: they’ll have basically the same statline and likely very similar primary skills (except for specialization) but from there it becomes as wildly different as druids are from wizards and priests. I can’t even make just the Divine Masks fit into one template! But I’ll see if I can find some way to organize it to make it easier for players to see the connections between them.

While none of those templates are out, I’ve made some updates on the Divine Masks, particularly details on Domen Sefelina and their mystical power-ups. Next are some martial arts associated with them and then their final template. My plan is to roll out Domen Sonostrum and Domen Khemet next (Venalina is important, but I would argue the least popular of the four cults). I’m starting with the Divine Masks because it serves my Dhimian campaign and, more importantly, because the Divine Masks is one of the least important mystic sets, with True Communion and the Mystical Tyrant as the most important (Akashics somewhere in between, and Neo-Rationalists pondering whether they even belong among mystics).

Part of this has also involved updating Communion miracles a little. In particular, I want to round out the lower-price learned prayers because I notice that’s where most gameplay exists: players can easily buy those, rely on them happening often, and the GM is more likely to allow those to come out. So I wanted to make sure everyone had some luck, charisma and Blessed (Heroic Feats) variation. Most of this has impacted Broken Communion which has gained a few new miracles (Broken Confidence, Servant of Unreality and Moment of Broken Truth), and will likely see some Blessed (Heroic Feats) coming soon. The other forms have received a little love, but less than Broken Communion, because I’ve noticed that Broken Communion is far more popular than I expected, and I wanted to give it a little more utility.

Knives!

Third, I’ve released the Universal Edge, the fifth Assassin martial art. I discussed it more extensively in yesterday’s post. This has a more “Westerly” than the other assassin styles, and is directly inspired by Riddick, so if you wanted a more brutal, tough-guy assassin style, this is the one for you. This has also been integrated into the Assassin template.

Vithanni, again

Ahh, everyone’s favorite “obscure” race that’s my eternal headache. After some deep introspection, I decided to reduce the price of IQ for the Vithanni from 20 to 15. While I still argue that there’s definitely 20 points of value still in IQ for them, the problem is that Aura because such a good value for them that you’d be a fool to take one to access IQ. A slight discount makes a high IQ, low AU Vithanni at least a plausible, instead of laughable, build. This required going through each template adjustment and re-working things, but the result is far more pleasing. I’ve also integrated the Spy into their adjusted templates.

See You Next Month?

This month isn’t as dominated by a swarm of sessions like the last few have been, so I should have a bit more time to get some writing done, so with luck, some more material should be coming out, and I’ll try to be better about the updates (but a 2 month estimate might be more plausible)

Lady Leylana Grey 4.0, Aristocratic Spy

The trick with Leylanda was that she was already pretty good.  The only things I really wanted from her were, perhaps, a greater connection into the Imperial Elite and DD-6 as a full-on ally.  Before, the latter was highly impractical, but now with robot costs down to a reasonable level, DD-6 should clock in at about 300 points.  I haven’t checked precisely, but my back-of-the-envelope calculation suggests she’s close enough.

But that’s only about 25 points.  We have a full power-up we can purchase, so what do we get?  Psionic Powers and Martial Arts are right out: the point of Leylana is that she’s not a combat character, and we’re exploring psionic powers.  Thus, she’s a great opportunity to see if Experienced characters or Heroic characters are good enough.  In this case, I’ve chosen to go with Ghost from the Spy Power-Ups, because I enjoyed her being super-stealthy in Iteration 2, and also becuase the Heroic Power-Up is a full 50 points, which means she can’t buy DD-6 as an ally, and I like the idea of that.  So, this is Leylana, as a super-competent stealthy spy.

Lady Leylana Grey, Aristocratic Spy, 300 points

Drawn into Darkness by Tara Phillips

Attributes

ST 10 [0]
DX 14 [80]
IQ 14 [80]
HT 11 [10]

Secondary Characteristics

Dmg 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 14 [0]; Per 15 [5]; FP 11 [0]; Basic Speed 6.0 [-5]; Basic Move 6 [0]

Advantages

Ally (DD-6, 100% points, almost all the time) [15]
Beautiful [12]
Craftiness +4 [20]
Fashion Sense [5]
High Heeled Heroine [1]
Honest Face [1]
Impersonator +2 [10]
Luck [15]
Sartorial Integrity [1]
Title [1]

Wealth (Wealthy) [20] 
Contact Group (Imperial Elite, Skill 15, 9 or less) [10]

Disadvantages

Duty (Intelligence Agency, 9 or less, Extremely Hazarouds) [-10]
Jealousy [-10]
Overconfidence (12 or less) [-5]
Secret (Is a spy) [-20]
Sense of Duty (Team) [-5]

Skills

Acrobatics (H) DX-1 [2]-13
Acting IQ+8* [4]-21
Beam Weapons (Pistol) DX [1]-14
Body Language Per+1* [1]-16
Carousing (E) HT+1 [2]-12
Climbing (A) DX-1 [2]-13
Computer Operation IQ+1 [2]-15
Current Affairs (High Society) IQ+1 [2]-15
Current Affairs (Politics)+1 IQ [2]-15
Dancing (A) DX [2]-14
Escape (H) DX-1 [2]-13
Holdout IQ+6* [4]-19
Intelligence Analysis (H) IQ+1 [8]-15
Judo DX-1 [2]-13
Karate DX-1 [2]-13
Lip-Reading Per-1 [1]-14
Observation (A) Per+1 [4]-16
Pickpocket (H) DX [4]-14
Pilot (Contragravity) DX [2]-14
Savoir-Faire (High Society) IQ+3* [2]-17
Search (A) Per+1 [4]-16
Sex-Appeal HT+5* [4]-16
Sleight of Hand DX-2 [1]-12
Stealth DX+6* [8]-20
Streetwise IQ+1* [1]-15

Vacc Suit DX-1 [1]-13

Gear

Formal Dress and fab shoes: High Fashion, $15,0000, 1 lbs
(Fabulously) Casual Attire: +1 reaction, $1000, 2 lbs.
Holdout Blaster: 2d(5) Acc 5, 0.35 lbs, RoF 3, Bulk -1, rcl 1, $600
Tiny wrist-mounted radio with encryption chip, disguised as jewelry: +1 reaction modifier, 100 mile range, $2500, 0.05 lbs
Hand-held holographic communicator: $300, 0.15 lbs
Data Reader: $20, 0.1 lb

Notes

No Encumbrance
Dodge: 10, Parry (Judo) 10.

DD-6

ST 13 (HP 20)
DX 11
IQ 10
HT 10

Basic Speed 5.25
Dodge 7/8 Parry (Unarmed) 8/11
DR: 50

Desperate Flailing (11): 1d cr, C (Secretary-mode only)
Vibro Claws (15): 2d+1(5) cut, C (Assassin-mode only)
Sharp Teeth (15): 1d cut, C (Assassin-mode only)

Traits: Android. Sense of Duty (Leylana Grey), Alternate Form (Assassin-mode/Secretary-mode, unconscious, triggered by command).

  • Secretary-mode: Beautiful (Off-the-Shelf), Unnatural Features 2 (Mannequin), Computer Brain (Secretarial Programs at 12 to 14), Odious Personal Habit (Preening), Phobia (Squeamish)
    • Skills: Administration-13, Savoir-Faire (Servant)-10
  • Assassin-Mode: Berserk (12), Bloodlust (12), Chameleon 4 (Extended, Infravision), Computer Brain (Physiology at 10), Infrared Vision.Unnatural Feature 3 (Semi-Scultped) 
    • Skills: Stealth-15, Shadowing-12, Tracking-12

Notes: Remember to add +4 to +8 to Stealth when Chameleon is applied, and +3 to Tracking if looking at a trail less than an hour old.  When she transforms to assassin-mode, the more delicate “mannequin” form is disrupted temporarily, giving DD-6 a semi-sculpted appearance, mixing obvious robotic features with her previous, mannequin appearance.  Most sapients no longer find this “Beautiful.”

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], eitherEidetic 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;EitherBrawling (E) DX+1 [2]-15 orKarate (H) DX-1 [2]-13;EitherJudo (H) DX-1 [2]-13 orWrestling (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 eitherCraftiness orImpersonator

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] orCultural 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 alreadyusing 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] orDouble-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].