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  #1  
Old Jan 24th, 2022, 09:38 AM
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Briefing Room

InformationThe thread to use for all OOC discussion for the 007: Dying Is Not Enough game.
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Old Feb 13th, 2022, 07:32 PM
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I would like to welcome each of you to the game. I will be setting up private threads, for each member of the game, where we can sort out any questions and character-related issues/concerns/questions.

In the meantime, please make yourselves at home here, and feel free to chat.

If each of you could copy your application info into the dossier thread, we will then work at sorting out character sheets below that (with the mechanics and bits).

Also, for those that feel confident in filling out the character sheet, feel free to begin that process, and put it below your character dossier in a spoilerbutton. But for those who need some assistance, we can work on that sheet in your private threads!

Welcome again!

Game SpecificsFor those with the Classified RPG core book, we will be using the following:

- Setting: Most Classified campaigns are Adventurous ones. The risks are more real, the rewards more real, and the player characters have a slimmer advantage against their antagonists. “Success lies in good intel, a good plan, and a group of people capable of pulling it off.”Adventurous (moderate chance of failure)
- Point spend: Rookie (300 points)
- Stat Base: All stats start at 55
- Weaknesses: No limit at creation (but going overboard can - and will - be dangerous)


Last edited by Humble Hero; Feb 13th, 2022 at 08:16 PM.
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Old Feb 13th, 2022, 08:06 PM
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Thanks for the invitation, can't wait to get started!

This game may or may not have put me in a Bond mood and I've rewatched most of the recent Daniel Craig movies since that's the era we'll be playing in. Mixed feelings on quality and story choices but great for immersion.
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Old Feb 13th, 2022, 08:16 PM
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Glad to see you!

And I feel the same way about the Craig Bond movies. I like the modern element, but there's many faults.

If it helps, consider this game - and setting - mainly tied to the modern time period, so we can gain access to some impressive gear. I'll also be doing my best to create missions that bring a mixture of that action-adventure spy feel, but also some mystery and thrill.

Don't be surprised to see varying themes from mission to mission, basically!

General Information:

For those with the Classified RPG core book, we will be using the following:

- Setting: Most Classified campaigns are Adventurous ones. The risks are more real, the rewards more real, and the player characters have a slimmer advantage against their antagonists. “Success lies in good intel, a good plan, and a group of people capable of pulling it off.”Adventurous (moderate chance of failure)
- Point spend: Rookie (300 points)
- Stat Base: All stats start at 55
- Weaknesses: No limit at creation (but going overboard can - and will - be dangerous)
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Old Feb 13th, 2022, 09:54 PM
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Hey
I've rped with a couple of you before. Barrigan from Cthulhu, OD from a couple of things. Rest of you are new to me!
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Old Feb 14th, 2022, 06:45 AM
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Hi everyone! I don't think I've played any games with any of you before but I'm looking forward to getting into this one with you all. I've never played the system - never even heard of it - so I'm going to be pretty green when it comes to practically everything! I hope I can keep up!
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Old Feb 14th, 2022, 08:09 AM
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Hey all, looking forward to playing with you all!

I'm very new to the system so I'm green too!
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Old Feb 14th, 2022, 09:34 AM
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Thanks for having, this should certainly be fun I mean who doesnt want to be a super spy
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Old Feb 14th, 2022, 06:40 PM
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Welcome, all, glad to have you on this adventure!

The system is fairly simple, especially for players. The only thing you really need to worry about is your base chance, which is your skill points + stat combined. So, for electronics, it would be INT+Skill points, then you get the 'ease factor' (difficulty), and roll on the multi-table - here's an example:

Quote:
James has Electronics 18 (10 INT + 8 skill points).

On the character sheet, this is displayed as:

Quote:
Electronics 8 (18)
He tries disabling an electronic door lock, with an average ease factor of 5.

On the multi-table, James' player finds where the base chance 18, and ease factor 5, converge - which is 90.

James needs to roll 1d100, and have a result below 90 to succeed.

Dice Roll:
1d100 57


He succeeds and the door opens!
That's literally how simple it is.

The system is basically made streamlined, for the most part, since this is an action-adventure. So, as the player, you literally only need to keep three things in mind - your base chance, the ease factor I provide, and your multi-table.

The rest is just enjoying being a super spy.

At the end of the day, I want this to be fun, enjoyable, but with some challenge!

Last edited by Humble Hero; Feb 14th, 2022 at 06:41 PM.
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Old Feb 15th, 2022, 01:03 AM
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Glad to be here and looking forward to the first mission! Thanks for running the game for us.

Quote:
Originally Posted by Humble Hero View Post
The system is fairly simple, especially for players. The only thing you really need to worry about is your base chance, which is your skill points + stat combined. So, for electronics, it would be INT+Skill points, then you get the 'ease factor' (difficulty), and roll on the multi-table.
This is one thing I've been struggling to wrap my head around, possibly because of the wording. I understand that for every test you have a Base Chance which is based on your skills/stats which is compared to a Difficulty Factor determined by the situation and the thing you're trying to do.

There are also various things which modify the Difficulty Factor, but it seems to be backwards. The way the table is set out a Difficulty Factor 8 task is much easier than a Difficulty Factor 2 task. Positive modifiers i.e. things which increase the Difficulty Factor, are good because they make the task easier. Negative modifiers i.e. things which reduce the Difficulty Factor, make the task harder. So something which gives you +4 to the Difficulty Factor is a good thing.

Is that why you refer to it as an Ease Factor rather than a Difficulty Factor? Because increasing the Ease Factor makes so much more sense the way the modifiers seem to apply. Or have I mixed it up and Difficulty Factor and Ease Factor are actually separate things?

Follow up question: What happens if the modifiers take the Ease Factor off one or other side of the table i.e. starting Ease Factor 8 with a +3 modifier. Is that an automatic success, or an automatic failure at the other end?
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Old Feb 15th, 2022, 01:19 AM
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To understand the multi-table and difficulty factor (ease factor is the 007 terminology, that's my mistake), the system relies on a 1d100 roll for percentage chance. The aim is to roll low, with 1 being the best, and 100 being critical fail. Even if your base chance and difficulty factor are beyond 100 (on the multi-table), any result that is less than 99 is a success - but a 100 fails.

So, for example, when it says a concealed holster makes a perception check -2 difficulty factor, what it means is that the difficulty increases (to roll that lower success). Here's how it would work:

Quote:
You get checked for weapons by a security guard, who has 8 Perception.

You weapon is a Walther PPK, which has a -2 Concealment Modifier (CM). This means the average difficulty factor of 5 now becomes a 3 to notice it, for the guard. Additionally, because you're a spy, you also have the weapon in a concealed holster, which adds a further -2 (but makes it a slower weapon to draw).

The guard's perception difficulty factor is now 1.

So, in order to successfully notice the weapon, the guard must roll - per the multi-table - a 1d100 and get 8 or less to succeed (8 Perception + 1 difficulty factor = 8% chance to succeed).

Dice Roll:
1d100 94


He does not. Your weapon remains unnoticed.
Does that help clarify?

Quote:
Originally Posted by Barrigan View Post
Follow up question: What happens if the modifiers take the Ease Factor off one or other side of the table i.e. starting Ease Factor 8 with a +3 modifier. Is that an automatic success, or an automatic failure at the other end?
Since a 100 is a crit fail, a roll must always be done. Even if your skills are beyond that 100 multi-table threshold, there still remains a chance of failing, so a roll needs to happen.

Also, the max a difficulty factor can be is 10. There's no easier task than a 10 difficulty factor for a spy; and on the other end, no difficulty can be harder than 1/2. So both outer most left (1/2) and right (10) are the absolute limits for difficulty factors.

Last edited by Humble Hero; Feb 15th, 2022 at 01:31 AM.
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  #12  
Old Feb 15th, 2022, 02:09 AM
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That makes sense. Old system or not I think using Ease Factor makes a lot more sense so I'll think of it like that.

On the falling off the multiplier table question the one that made me thing of it was a KA-BAR knife (Concealment Modifier -4) in a Concealed Holster (Concealment Modifier -2) would be a total of -6 which, if applied to an Average ease factor of 5, results in -1. But it makes sense that it stops at the highest or lowest ease factor and you still have to roll in case of failure by rolling 100.

Thanks!
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Old Feb 15th, 2022, 11:33 AM
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How big of a deal is reputation?
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Old Feb 15th, 2022, 01:42 PM
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As I understand it, reputation doesn't matter so much just now, but down the line it does.
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Old Feb 15th, 2022, 03:15 PM
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Alright my sheet is done some basic weapons stuff added, do we need to work about personal equipment or possessions outside of teh spy world?

I.e. do you want to know if I own a house/apartment, have a surf board etc etc etc
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