SearchWiki:
Edit-protected
In Deo Confidemus


FATE


Home Page

IDC /
Recent Changes Printable View Page History Edit Page
(Originally from the blog)

Randy continues to observe various ways that the class books, etc., not only add richness to Spycraft, but continue to dilute skill points by either adding new things you have to do, or old things that are handled by new skills, or both.

An example is something as mundane as gun cleaning. To my mind, if you are trained in use of guns, you should be able to clean it. Certainly if you have, as Randy does, a decent score in Mechanics, you should be able to as well. That would all seem to fit in with the basic Spycraft book, which never touches on the subject.

But the Modern Arms Guide introduces Craft (Gunsmith) [MAG 6] and Knowledge (Firearms)[MAG 8], both Trained Only. The former lets you do keen specialized things like loading your own bullets, making mods to your weapon, etc. The latter lets you spot weapons and have knowledge about them. But they are also alternate gateways to using the Gun Cleaning Kit [MAG-OG 14], which saves you from your first Error with a weapon.

Bleah.

So, House Rule:

  1. [Clarification] Outside of game time, you are assumed to clean all your weapons for however long it takes. Thus, the first Error you receive on a weapon is a gimme.

  2. [Clarification] The below notes apply only to cleaning in mid-mission. Further, you can use gun cleaning kits in the Armory at the Complex. Only under extraordinary circumstances will you actually need to clean your gun in the field.

  3. [Same] You can do the previously mentioned skills, along with the gun cleaning kit, as described.

  4. [Addition] You can clean a weapon with the cleaning kit in the field, even without the above skills, on an INT roll (assuming you have use of the weapon as a class skill). The Check for this is 3 hrs. The only difference from using this with the specialized skills is that there is no "fumble-proof" bonus, except a single one on a Critical Success.

  5. [Addition] Five ranks of Mechanics gives a +2 Synergy Bonus on the above rolls. It does not substitute for the Craft or Knowledge skills, however.

  6. [Addition] If you have left-over Action Dice at the end of the adventure, you can call in a Favor with the Armory back at the Complex and have them do it. :-)


Tables And Rules
Edit Page - Page History - Printable View - Passwords - Recent Changes - WikiHelp - SearchWiki
Page last modified on July 17, 2005, at 08:39 AM by DaveHill - (pmwiki-0.6.19)