11-30-2013, 12:00 PM | #51 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: CIA Special Activities Division PMO Skill Set
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Design the baseline PMO template. That has the minimum attributes, advantages, disadvantages and skills to be a PMO: the standards that every PMO has to meet, irrespective of their specialisation(s). You don't stop here, because (I presume) nobody is sent into active service as a PMO with only the baseline training. Then set up a set of lenses (see p B.449). Some of these are for things that come from previous training (e.g., the Special Forces Weapons Sgt's broader and deeper Armoury, Guns, and Gunner skills), and some of them are for specialisations in the PMO training. Quite a few of them will probably have flexible clauses like "Ten points in languages and cultural familiarities of Central Asia" or "Six points in Forward Observer and two or more specialisations of Artillery." There are a lot of "Special Skills" paragraphs in 3e Special Ops that are actually lenses, it's just that the term hadn't been coined when that book was written. Depending on the structure of the training, the entry routes to PMO training, and the point cost of the lenses, establish valid combinations ("One from list A and two from list B"). The points in the character budget that aren't consumed by the template and lenses are available for the player to use for customisation, along with permissible personal disadvantages. |
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11-30-2013, 05:39 PM | #52 | |
Join Date: May 2009
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Re: CIA Special Activities Division PMO Skill Set
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11-30-2013, 05:41 PM | #53 | ||
Join Date: Oct 2010
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Re: CIA Special Activities Division PMO Skill Set
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This is what I've been trying to do from the beginning! So I've been working on a core template, and here is what I have: Quote:
After that, that, they will have 35 points left. I'll have a bunch of small 5, 10, and 15 point packages they can pick from, along with a list of advantages they will be eligible for. So what does the community think? Is there anything I'm missing. |
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11-30-2013, 06:14 PM | #54 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: CIA Special Activities Division PMO Skill Set
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Leave the players some freely-chosen points; these characters will have hobbies and outside interests, and because they're types who want to do stuff well, they'll have a few points in them. Another player customisation would be to add a relevant Talent: there are several in Power-Ups 3: Talents that would be applicable. Last edited by johndallman; 11-30-2013 at 06:17 PM. Reason: Added Talents |
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11-30-2013, 07:26 PM | #55 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: CIA Special Activities Division PMO Skill Set
I should think that would be Extremely Hazardous Duty
Secret(anything someone else doesn't Need To Know) It would probably be either Tactics(Guerilla) or Tactics(infantry)
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
11-30-2013, 08:29 PM | #56 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: CIA Special Activities Division PMO Skill Set
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11-30-2013, 08:51 PM | #57 | ||
Join Date: Oct 2010
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Re: CIA Special Activities Division PMO Skill Set
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It is, hence the -20 (-15 for Frequency, -5 more for Extremely Hazardous). Though that would be more apparent if I listed it as such. Quote:
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11-30-2013, 11:18 PM | #58 | |
Join Date: Jul 2006
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Re: CIA Special Activities Division PMO Skill Set
You probably should have said at first that you didn't care if the templates were realistic or not.
Yes, this is a game, but you'll find that on these forums one of the things that people always try to do is be as realistic as possible unless cinematic things are specified. But now you're going to get suggestions of "Hard To Kill" and "Unkillable", etc. Quote:
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12-01-2013, 08:25 AM | #59 | |
Join Date: Oct 2010
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Re: CIA Special Activities Division PMO Skill Set
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I wasn't looking for anything cinematic. In fact, I'm looking to run a fairly realistic campaign. But after 6 pages of having most of the community refute the very premise that I started with, I just threw my hands in the air and gave up. Personally, I DO see those skills and levels as inside the realm of plausible, based on my personal interactions with the Special Operations community, and the numerous non-fiction books I've read on them. And yes, I'm aware that there is probably some embellishment on the part of the authors of those books. But is it criminal to actually have characters with those capabilities outside of a "supers" or "cinematic" campaign? And what I don't understand is how many people on these boards will argue to their death that certain units can't possibly have a skill at level N or higher because that's just not realistic. And then when you get down to the mechanics of doing what that unit HAS to be able to do, you come out with the unit NEEDING to have N+2, by the rules, to be able to meet those requirements. |
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12-01-2013, 09:28 AM | #60 |
Join Date: Oct 2004
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Re: CIA Special Activities Division PMO Skill Set
You need to look over this document, specifically page 10 and following.
http://forums.sjgames.com/showpost.p...7&postcount=21 |
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federal agencies, special ops |
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