Scifi / low supers game


Gamer Connection

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>

I have been kicking it around some and am thinking to run a science fiction type game set in the near future before first contact with any alien race. I have been kicking this around a few years and have a scenario and long term campaign set up.

The main theme will be that the solar system has been colonized and many planets and moon have been terraformed; there are mining operations throughout the solar system for various minerals and gasses; no FTL exists yet and all attempts to leave the solar system for nearby stars has failed; all unmanned probes have had failures presumably from assummed espionage.

There are pirates that operate throughout the solar sytem and generally hide among the asteroid belts where a lot of independant, but necessary mining operations go on.

The Space Navy is fairly strong; but few in number; various corporations have merchant and miner vessels that are armed enough to give them a chance against pirates; many pirates are thought to be funded by various corporations fighting rivals and competators.

The population of the solar sytem is fairly high; thus food and raw materials are always lacking somewhere and inflation is fairly high.

As the Navy does not have the personnel and equipment to track down numerous leads and smaller pirate incidents whereas the corporations and governments have a vested interest in protecting their claims; restoring law or at least vengence of one degree or another; there is under the law rules for Privateers and Armed Militia and a section of the Navy that enforces and directs such efforts. These Privateers are detectives and militia and various combat and engineering experts who do what any pc's would do; hunt down bad guys; explore ruins; so a bit of combat; who done it; and exporation. There is also a need for scout ships to scout areas and collect mineral and gas data; merchants who desire and pay for protection on valuable shipping lines; that sort of thing.

now; I have not decided what system to use for the game; I have Space Master; which I originally wrote all my scenarios for; but that seems a bit overly complex for PBP; so; I am thinking about hero game systems with a toned down version as that would be easiest to build anything.

What kind of characters available race or species wise; well, there are no aliens; at least yet so that is long way down the road; but there are meta humans enhanced by drugs and training; cyborgs; low level mutants; and all the gifts and problems a sci fi society would have with such things; add corruptions of lots of various religions and sprinkle in some new liberals and old conservatives and we would have a fairly potent pot to play in. There are of course normal humans and all kinds of gear available tech wise from corporate upgrades; military hardware; and even experimental stuff; and there is practically a drug for anything; hehe can you say juicer?

anyway; does this sound fun?


Valegrim wrote:
anyway; does this sound fun?

Yes.

Oh, you wanted more of a reply than that ;)

That harkens back to a very fondly remembered Traveller campaign of yore, and I don't play much sci-fi at all any more so I'm all up for that. Sounds like you've already got most of the details worked out for the game world, but if you want to chat about any bits, throw some ideas around, we might lure a few more people in if we do it here. I think you did mention it but I assume pbp?

Systems wise, the Role/Spacemaster one is one of the few I can't see as I scan my bookshelves. I have played Rolemaster and have memories of tables. And tables. And more tables.

HERO system (if that's what you mean?) would be like mana from heaven as I have loads of books but have always found it difficult to get people to play as they think it's too complex on the maths front. Also either requires a significant cost buy in for the rules or you would have to do everybody's chargen for them.

Other options that might be worth a look are:

- the D6 sytem - there is a D6 Space and you can now get it for free from DriveThru! It's the old Star Wars system in essence so very beginner friendly, and being free means anybody else can get going without any investment.

- the ubiquitous Savage Worlds. Easy mechanics to pick up and I think there is support for sci-fi, although it wouldn't necessarily be my first choice.

- there's something called Combat Stats D-12 from Cobra Games

http://www.cobra-games.com/home.html

Also free, got it but never read it, could go through it together and see if you think it suits. The blurb actually sounds like your paragraph on possible PC types, which is why I suggested it, but the system might be too complex - don't know til I read it.

- True20. If you like the simplicity of D20 then worth a look (or use D20 Modern and be done with it!). I've got it and there are plenty of options with the various class handbooks.

- other generics like GURPS, Cortex. Flexible but downsides are cost, and in the case of GURPS, possibly even more complexity than HERO

- other generics like Fudge/FATE, ORE etc. All free in one shape or form, horses for course as to whether the mechanics are what you are looking for.

Depending on how it shakes out I might even be able to rustle up a couple more bodies as well once you've sorted that out.

Edit: also found Hard Nova on my hard drive

http://www.pigames.net/store/default.php?cPath=32

Maybe too Space Opera? Cheap, easy and got a good write up on DriveThru


I have played and run a few of these type games; I am thinking to way simplify it for pbp.

The near future I am thinking of does not include star travel or star drive yet and would look a bit perhaps like the beginning of the Lost in Space movie where there is all kinds of corruption and all kinds of dreamers and not yet as depressed and gothic as some games, though pc will make a difference and things could turn out with a brighter or darker future depending upon pc actions.

i am suggesting a near future game where the first scenario more or less is where the pc start with a scoutish/privateer vessel and respond to a distress call from the first manned interstellar craft; as soon as it leaves the solar system; they get in trouble and its a race between the good guys and bad guys to save the vessel and repair or tow it home or the suffer the bad guys to loot it and kill everyone and make the first interstellar shot a dismal failure; and I have a few nice surprizes to throw in with twists and turns.

I was trying to gage interest and if we got some; then I would post stuff on character generation and things like that; I have a real good idea of the game mechanics taking a bit of here and there; so my own homebrew.

all of my games are fairly indepth; lots of groups with all kinds of various interests and colorful backgrounds to interact with.

I am thinking the characters should be fairly gestalt; so instead of having to buy a hundred different engineering skills; you would just have engineering and choose from a few specialties; as you increase in experience; you can gain more specialties; with all the ai; and chip data available I dont see any reason for all the specialization and complication that are in lots of games; of course; if you need some specialized knowledge that is really cutting edge and not on file on a chip or computer; there will be a few "sages and savants" that pc's could contact for a fee.

Basically; the group would need at least a few of the common roles filled; such as:
Pilot
warrior
scientist
engineer/tech
rogue
medic/surgeon
detective

would help to have a military background; corporate background; religous background; underworld background; throw in race and mutation; the more of these type characters the more plots threads can be started at the outset.


OK, want to give it a few days and see if this burst of activity draws anybody else in? It's actually sounding quite like a Traveller sort of set up, and that's a reasonably popular game.

I'm interested to see what sort of mechanics you plan to use, and that might also help recruit - most players I know tend to get interested because of the system as much as what the game is about.


most of my sci fi gaming experience has been with Rifts; Hero Games; and Spacemaster; but I have also played Star Frontiers and have all that stuff also. Each system has some great attributes; but each also have some really cumbersome mechanics; which is why I want to do my own taking a bit from each; I want the characters to focus on character development and the storyline and not worry about game mechanics.

I understand that many of you dont know me; but I have a couple game threads out there; one is like 6k in posts, so this is no fly-by-night, here today gone tomorrow game like so many pbp's, check out my post count; is like 8k or so. I have been running games for roughtly thirty years, so have a pretty good idea of what a game takes. I really want the players to get involved in the game, the scenarios and be creative and have a lot of fun.

I havent seen any successful sci fi venues yet, so, want to get one going so people can see how much fun it is to play in the sci fi setting. I am thinking that starting in the near future where there is some good high tech, but not excessive if a fun place to start though I am not set on it; if players want something else I am open to it for the most part.

I can put in some stuff on classes and races and stuff like that; just wanted to avoid all that typing if nobody wanted to play. Am not sure how to run just one person; could easily do a supers game with one; but not a sci fi epic like I have planned.


If you go Hero, count me in. I think you could also pull this off with Mutants & Masterminds.


Gah! It has been almost 24 hours. It is the Hero curse! :)


I recommend using GURPS Transhuman Space, if only for the background. It has most of what you need.


I dont post much on Friday and Sat is all; no worries.

Basically I plan to start the pc's, if any, out on the Triton where there are substaintial mining operations and a fairly substantial small city of nearly 30k people and nearly double that in automatons that serve the nearly deepspace observatory and scientific community as well as the various types of mining and manufacturing facilities. It can be fairly exciting to live on Triton as it is still geologically active and has gueysers that shoot stuff about 5km up in the very thin atmosphere.

As i alluded to earlier; the first mission will be a race to rescue and defend a deep space mayday call.

Shadow Lodge

Use Mutants and Masterminds. The system is so flexible, you can pull off almost anything.


Like I said; there are lots of good in many different systems; but each seems a bit more complex than needed for a pbp game. I have my own game world and system created.


For ease of play; the game will be a D10 game whereas players have a dice pool of d10's that they can roll for various skills and abilities and need to achieve a number of successes. I have played and run games like this before and it is quick and works well and has lots of flexibility no matter how easy or complex an action.

The beauty of the simplicity is that you add your dice from your characteristic and your skill which can generate a decent number of dice. There are lots of games where various characteristics are just static numbers on a page; but with the way i am going to do this; players will immediantly see what effect characteristics and skills have in playing the game and be able to tailor their characters to whatever player concept they have in mind.

I can post some stuff about it if anyone is interested; I just didnt want to do it just to talk to myself.

One of the big things here is skill lists in the game; I think some games really get carried away with this and make things much more complex than there needs to be with pages and pages of skills so there is a fine line to walk between having a set of "class" skills that define a character and a set of skills that make him unique or special. Things like music; painting; gaming and the like; I am not going to put them on the list; but if you want to have a skill in them; a player can just buy and skill and name it themselves. I really like the way Heroes does this so have something like it in my game.

Another reason I want to stay away from other game systems is I want to be able to set and change my societies tech level easily and dont want to be burdened with some other games history or setting.


I could easily do this in Hero systems like Courtfool stated, but from experience I have found that not everyone has the same books and supplements which causes problems.

wow post monster; attempt number two.

So, if with my game rules; we all have the same information and the game can grow as needed and we can all just play and have a rocking good time and not worry about who has what book or this that or the other; we just put in what we like and leave out what we dont.

here is a little blurb from my rules.


Ok; I havent done a fine edit; but here is a bit of my players book:

The dice; d10 required; each roll of a d10 is compared against the success difficulty number; sometimes more than one success is required for an action to be completed. The natural roll of a 1 represents a botch and subtracts a die of success. A natural roll of a 10 represents a critical success with adds a d10 to the resultant making the generation of a number between 11-10 possible. If a botch and a critical success are rolled at the same time; the player may choose to forgo the additional critical die addition to cancel the botch or cancel another success and keep the high score of the critical success ; whatever is most advantageous to the player in the situation.

The gm will set the Target Difficulty and # of Success needed to complete an activity; sometimes the target number of a difficulty and the number of success is set by direct competition with a NPC in a roll off style setting; but, typically the following list will be used.

An easy success requires a die roll of 5 or more
A moderate success requires a die roll of 6 or more
A difficult success requires a die roll of 7 or more
A hard success requires a die roll of 8 or more
An extreme success requires a die roll of 9 or more
An insane success requires a die roll of 10 or more

Some actions require more than one success and probably more than one round of action before it is completed.
A quick action requires one success
A routine action requires two or three successes.
A complicated action requires four or five successes
A complex action requires six or more successes.

Six Raw Characteristics are represented.
Physical Prowess: Raw muscle power, speed, and grace.
Physical Health: Toughness, stamina, and endurance.
Logic: Direct problem solving ability
Creativity: Indirect problem solving.
Perception: ability to notice sensory input
Memory: ability to recall “like” situations

Each player starts with a number in each characteristic. This number represents the number of d10 dice generated into a pool.
PP/PH 2/2
Lg/Cr 2/2
Pr/Me 2/2

Player characters have five additional dice they can divide between characteristics to tailor their profile which might look like this example:
Pilot Bob
PP/PH 2/2
Lg/Cr 4/3
Pr/Me 3/3

Boosted Characteristics give characters additional dice to their dice pool to any action or skill involving the increased Characteristic. Humans have a normal Characteristic maximum of 6. This maximum may be exceeded by unnatural or exotic things such as robotics; cyberware, alienware, mutation and the like.


So; as you can see; the more dice you buy for a characteristic or skill; the better you are at doing something; also; you can buy ranks to decrease the difficulty numbers and add more dice for anything you want to be specialized in and you can have as many specializations as you like; you just buy them with development points you gain while playing; you can also buy skills; and increase any skills and characteristics you already have.


And; I have drawn out a cool escort style heavy ship and floor plan for the pc;s to use; its my thought to start the party as a group that has an older ship and has done some minor chasing of pirates and protected a few shipping runs.

it would be about equal in our modern world to a large pt boat or coast guard cutter; decent speed; some armament and light sheilds and could comfortabley accomidate six or so.


I know when I play I like to have a character who is a bit specail or different from everyone else; so am thinking to give anyone who wants one a roll on the bionic or mutant chart; minor things; but a little character tweak that also has some social stygma attached so think it will balance out.

not much chatter going on, sigh, wierd to me; people are always complaining they want to play a game and dont have a gm.


For me, one too many bad experiences with home grown systems. Good luck.


Heck, I'll give it a try if you need people.


coolness; like I said; pbp is a bit different from lots of games as the flow is way slower and it hard to get everyone on the same sheet; rules; and whatnot; been running pbp for a while and think doing it this way will be much simpler for everyone.

kinda bummed court fool wont give me a chance; glad to have you onboard half-pork

I just put out the pilot, for show; got the warrior type; having come up for a good name yet; the tech type; vagabond; and scientist also; just didnt want to put all this out there if no one wanted to play.

Anything strike your interest?


Tech type may be cool. So the system is similar to WoD and stuff? I'm fairly familiar with it.


I have played a lot of WoD; so yes; it was part of my influence; part WoD; part Heroes games; part Star Frontiers/SpaceMaster. Mixed with my own ideas am taking the best of these systems because they all so some things really well and others things not so well.

Tech type; two kinds; the Scientist (which Engineer fits under); these are the guys who do analyis; design new stuff; field test things and are the guys who tell you how rich such and such mining field or resource you have is and how to extract it and thus get the party paid. These guys write a lot of reports and know their sphere of bueracracy to get various "claims" in the system. They generally know a bit about finance, but not like a Vagabond might. <pc doesnt actually write reports> The scientist really shines in mapping sectors and telling how much value a given thing, such as an asteroid or part of a planet or moon or gas pocket in space, has to industry.

The other type is the repair type tech; that guy so seems to be able to fix or calibrate just about anything and has "an awesome set of tools" hehe. This is the guy who can fix your ship; your gun; your sand buggy; your personal rebreather unit and is basically the guy you dont leave home without when you go into the most dangerous and hazardous environment ever - space.

which is the route you fancy?


Nice thing about my system as you dont need a classic whole party; would be really nice; but I can run you through adventures until we get a party for the the "big crisis" I have written.

I will write a few solo or partners and like that adventures, be a good test of streamlining how things work.


EDIT: In typical fashion, while I've been typing, the OP has replied! Everything below was written before I read latest post

OK, not had a chance to post for a couple of days. The thread appears to be drifting like a derelict space hulk, whose distress beacon is slowly running out of power. So, unless you've already jettisoned the escape pods, possibly a compromise that might get it off the ground?

I kinda share CF's thing about homebrews. Not had any bad experiences as such, but it is nice to be familiar with the ruleset you are playing by from the start.

I appreciate you have put a lot of work into aspects of your game. I also get totally your point about problems with picking a game system. I've certainly bought rulebooks before just to play a game but some people can't afford that, and there's also the issue of people turning up with splatbook X which gives them more options than other players.

So one last pitch, and a possible re-recruit. Have you looked at/would you be prepared to look at West End's D6 Space? I'm not even massively familair with it and have no agenda in suggesting it - it just seems to fit a lot of the desired criteria for the game.

I mentioned in my earlier reply you can get it for free from DriveThruRPG

http://rpg.drivethrustuff.com/product_info.php?manufacturers_id=468&pro ducts_id=20447&it=1&filters=0_0_0_0_0&manufacturers_id=468

Apart from the fact it's free, there is only one sourcebook: Spaceships which may or may not be useful, but isn't exactly splatbook arms race territory so everyone can get it and will be on an equal footing.

http://rpg.drivethrustuff.com/product_info.php?products_id=20449&it=1&a mp;filters=0_0_0_0_0&manufacturers_id=468

It meets your requirements for a simple pbp system. 6 stats, 18D6 starting to divide between them, all skills default to its stat. An extra 7D6 (more if you go for experienced PCs) to add to specific skills. Roll vs simple target numbers. Not much more to it than that.

Since the days of Star Wars they have added wild dice, there are also 'force points' for that heroic effort. Haven't read the book in detail but the advantages/special abilities would allow people to do cyberware, mutations etc, and having played Star Wars way back unless the combat system has changed it runs very quickly.

Final thought would be recruit off-site. I look at a lot of pbp boards and although it isn't common I've seen people advertising games being run on other boards.

If not, thanks at least for offering to run.


I have lots and lots and lots of source material from so many games, really. I am a bit curious about what your guys experience is; it is not like I am a newbie game master; been running games since sheesh; 1979, have a degree in English and History; am pretty confident I know what it takes to make a story and a game system work. It is not like I just fell of the turnip truck and said; hey; I got an idea for a game.

What I am envisioning is simplicity; so characters can develop goals and themes with far reaching effects and literally change the face of known space. Put humans on the map so to speak. Am using maps and star charts and world/moon/asteroid creation from Spacemaster and their idea of tech level and whatnot; really; that system has everything; but is so conveluted and combersome; takes forever to develop a starting character and has so many specialties that it takes a whole village of people to get anything done. I like the simplicity of Star Frontiers; but I dont want to start with all the aliens or any of their history; which makes it not at all like Star Frontiers; and their tek level is to high for start of the game.

As for drifting like a space hulk; that is a later adventure; hehe, alien artifacts drifting in space.

So; as I have at least one character; I can proceed easily; have run lots of single player games as well as games with 15 people; I like em all and can adapt as players want to join.

I think once we start playing and people read the thread; it will draw more interest just on the story line alone.

now; granted I dont post a lot on Thursday-Sat; only sporatically; but post a whole lot on Sunday-Wed usually checking thread ever couple hours; that is just my schedule and seems to work ok for all my other stuff.


If nothing I try works; I can always default to whatever ed I pick for Heroes game system; nice thing about doing my own thing is I can post it all and dont have to work at all about copyright permissions; which is a big deal in pbp games; I just can't post source material so everyone has what I have and I dont care to lean yet another system at this particular time.


ok; made a change to how many skills starting players get.
Here is the Technician and what I have for Basic Skills; will add to that list as needed.

Technician Career Path:
A technician may add 2 dice to any dice pool from the following Primary Tech Skills:
Analyze Device (Pr) – skill to figure how a known or unknown device or configuration of a device works.
Analyze Electronic (Lg)– a skill to operate basic functions and troubleshoot an electronic device.
Analyze Fluid system (Pr) – a skill used to test and troubleshoot any pneumatic/hydraulic system.
Analyze Power System (Pr) – a skill used to test and troubleshoot engines, motors and drive systems.
Analyze Machinery (Pr)- a skill used to operate and troubleshoot gears, pulley, servo, mechanical systems.
Education (Me)–Choose Corp or Military or Independent Contacts
Law Focus (Me)–Technical and repair operational specs, regulations and procedures.

Starting Technicians may choose seven additional secondary skills from Basic or Technician specialty.
Technician specialty skills add 1 dice to the pool and are as follows:
Repair Device (Cr)– this is basic repair for any known or unknown device and pairs with Analyze Device primary skill. This is a catch all skill for anything not covered by one of the others below.
Repair Electronic (Lg) – purchase one or more classes of electronic equipment: medical, communications, computer, weapon system, planetary vehicle, space vehicle, and security systems.
Repair Fluid (Me) – purchase one or more classes of fluids: gas and corrosive gasses (pneumatic); fluid and corrosive fluids (hydraulic); and plasma (used in weapons and space ship drive systems).
Repair Power (Lg) – Purchase one or more classes of high energy power transfer systems: Fission, Fusion, Ion, and LASER.
Manufacture Machinery (Lg or Cr) – This is a machine skill to fabricate items to repair other systems; includes machinist skills and use of computer driven lathes, cutting devices, and how to make items to very tight specifications provided the correct raw materials are provided.

Basic Skill List:
Animal Training (Cr) used to teach tricks to domesticated animals.
Bluff (Pr) used cover or create emotional responses and read telltale body signs.
Games (varies) games have been designed for every characteristic; choose as many as you like, be a star.
Haggling (Cr) used to get the best deal with an NPC.
Basic Medical (Me) Treat basic wounds and use common automated medical devices.
Balance (PP) from walking a tight rope to staying on a bucking bronco.
Basic Computer – check web mail; look for web-work or web shopping; use well known systems and features and software.
Artist (varies): any non-combat from acrobatic dance and cooking to painting and photography.
Weapon skill: care and operation any classic or modern weapon, use possibly restricted by laws and statutes. Purchase per group; see weapons list for details.
Society- skill and information about special groups such as: High; Underworld; Mining Guild; etc.
Vehicle use (Lg) - licensed operation and use of various common non specialty vehicles such as: ground; water, and air.


so; you see in the first and second set you get bonus dice for your career path; just to be clear; this means that you get two dice automatically in every primary skill. Characters also get one dice to every secondary skill they choose up to seven and may take one more than once if they wish; remember; these pool dice add to your characteristics; so if you choose to put one die in Repair Device and had a CR of 3; you would roll 4 dice when using this skill. This is my idea of natural appitude plus training.


I am working on everyman skills; like every PC should start with 2 dice in Basic Computer and either Artist or Games skill and one die in Society to show group or guild affiliation.


ok; I should have the drawing and notes of the mining colony and space station done by Sunday sometime. The mining/refining facility will be on one of them there moons of Uranus which will be the starting spot; mining colony on the moon and moderate space station in orbit of the planet a bit farther out where they dock large cargo transports and the occassional military vehicle, am thinking 3 light miliary destroyers will be stationed there that patrol this area as there is a quite a bit of pirate activity.

Military has some barracks on the moon as well; am thinking the ships will have a complement of 45 crew and eight officers, eight marines and the barracks have a platoon of Marines (30), and a med facility of 12 military medical.

The mining facility/refinery will have 200 workers and 30 managers; there will be a handful of indepenants around as well who offer whatever services. The mining facility will have a fairly substantial landing port and shipping facility. Typically; there is one transport at the space station being loaded by shuttle from the landing port on the moon.

Independant tend to provide entertainment of various sorts and bring small highly prized cargo and whatnot.


I kind of like the repair type tech. I think repairing and altering stuff is an awesome idea, kinda like tinkering with a gun to make it do different stuff, that kind of thing. I am on board if you get enough people or just want to start. As of right now I am really busy, so character creation may be slow. It should lighten up soon though, so I look forward to it.


coolness; drawing out the base is taking a bit; I want to get the scale right for the size of the community. Should have it done today; so no worries; I still need to make leaders of various things; the important mover and shaker npc's; so I am going to commit to have the game ready to roll by next Sunday; so; if we can get your character done by then; that is cool; if now; well; no worries. Should be pretty easy; I tried to keep character building very simple; just put your characteristics pips in where you like; you get all the primary skills; pick your secondary skills; pick your basic skills; then you and I work on your background depending on your choices.


NOTE TO ALL; we could use some players; aught to be a lot of sci fi themed fun.

Scarab Sages

Valegrim wrote:
For ease of play; the game will be a D10 game whereas players have a dice pool of d10's... you add your dice from your characteristic and your skill which can generate a decent number of dice.

So... 'Cosmonaut: The Escapade'?

I'm curious; I haven't played much sci-fi for years. Did a fair bit of Traveller, in the early '80s, though most of those games crashed and burned in self-inflicted TPKs.
(What is it about Traveller, that the PC generation isn't lethal enough, the players have to believe that stealing a spaceship is their first priority?)

Other than that, Games Workshop's Judge Dredd (1980s), Shadowrun (briefly) and Alternity. A short burst of running Mongoose' Judge Dredd d20.
Got Star Frontiers a couple years ago, off a friend who gave up RPGs, but only skimmed it.

Low-tech, sub-FTL travel is the way to go, I think. Once you start throwing in Star Trek style infallible teleportation and matter replicators, you're facing the same headaches as epic-level D&D.

Is it a problem if my clock's set at GMT? Where are the rest of you based?


There is no problem with where ever you live; pbp dont go that fast; I dont usually check end of hte week very much; and do most of my posting early in the week; it would be nice if players could check every day or several times on Sunday; but realistically; if you can check posts at least a couple times a week; that should be no problem.

The current game will have no FTL at onset; tech levels will be current +100 years; so higher tech level; but not that much higher; settlements on varius other planets and moons mostly for harvesting resources but none are viable yet without earth support. With all the new living environments, mutation among humans has speeded up; so some viable mutations exists as well as more common cybernetics and potent drugs.

Scarab Sages

Sounds interesting; seems the engineer is sorted.
What were the rules for the other professions?


Oh; I think I put the Pilot up; I just wanted to avoid a lot of unnecessary posting; which are you interested in and I will post it?

I dont have a good name for the warrior guy; thinking armsman, but that has been done; just wanted a generic term for people trained in facets of combat that could be security or recon marine or infantry or any of those type characters.

Then there is the Scientist who has all the science background regardless of it being engineering, biology, astrophyics; whatever; they will all be treated as Scientists; these will be the guys who analyze stuff and theorize and create new stuff and possibly be the wealth generators of the group; ie; they can tell you if a gas pocket is very rich or poor; if there is gold in that there asteroid, or signs of life deep in the stata of some moon.

The last one is the Vagabond; these are characters who live by their wits and have a bit of knowledge from each of the other groups; so they might have a pilot skill; advanced military skill; a tech skill and like that; but mostly these guys resist the system and live by catch as catch can; many or underworld figures; traders of both legal and illegal goods; generaly have more contacts than anyone else and can be a good avenue for information and great backup at anything; while not being as good as any other profession; if designed well, they can fill in any punch; this is intended to be the most versatile character.

what I want to include but have not yet; is mutations. Things like mutation powers and bionics/cybernetics can really change things; so I am still running through models here. It is my intention to start the players out fairly young; just leaving the nest so to speak from whatever training they recieved in their profession. Right now I am thinking mutations and bionics have advantages and drawbacks; but dont intend them for starting characters, but if your exposed to something strange or deadly; one or the other may happen during the course of playing.

What I would really like to see; is a pc for each profession, but the heart and sole the way I see things now; hehe with imperfect future vison; is that Pilot; Tech; are the guys who are going to make the crunch rolls or decisions - these are the guys who respond to the most common disasters; while I can npc any class; those two are critical roles most of the time; while the others are critical during their specialties. I would really like to see a good core group of each class.

Corporation and Unions and government pay scales are going to run most of the starting wages; wages will be used for gear; but as pc's dont have normal jobs; players will earn wealth by collecting bounties; making critical deliveries; protecting critical trade ships; finding and staking a claim on a resource and selling it; that sort of thing.


just keep in mind a Tech is a career path; an Engineer is a type of Scientist.


On one hand, this is an homebrew system and I have no idea if it's actually going to actually be any good, no offense. On the other hand, this is the closest I'm ever going to get to a Traveler campaign, and two other pbps I was looking forward to just stopped.

Alright, I'm interested. Going for a good old-fashioned Vagabond.


cool; am super busy at the moment; will try to get a decent post out soon as I can.

I seem to have a problem with games as well; they all seem to putter out; never get off the ground; and the like; hardly get to play at all which is why I am running three pbp games.


I might be interrested in this too. I'm hestitating only because i've never played anything but d20 games. But a sci fi games sounds like a lot of fun, and i would like to give it a go.

I'm thinking a pilot/mercenary Han Solo type. But what would a character like that be able to do other than the obvious; fly a spaceship (wich sounds a little monotonous). Maybe it's just me who have a hard time thinking outside the D&D class-ability box :)

If you could post a little more class wise, so i can get a feeling of how a character will play out, I might be interrested in this game.


What I really like about the d10 point system games is that you can be really good at whatever you put your points in. There really is no penalties for putting points in something your "class" wouldn't normally have.


Thanks for you patience guys; been under the weather and working busy buys; will get more out today soon if I can.

Pilot shouldnt be boring; I have yet to see any dogfighting in games with crafts that worked really well, but am thinking to keep it simple; do it as a difference between pilot skills; so pilots of same skill comes out to luck of the dice; but clearly with someone having more dice would have the advantage of bonus to defense or offense.

A Han Solo type character should be easy to do; I am thinking the adventures would be quite a bit like that; Privateers, kind of a elite force of heroes who have government sanction to do semi militarialistic type jobs that the government either cant or wont handle. So collecting bounties; and investigating shady things and generally getting in the thick of it should keep any job exciting.

As always; it is really the roleplay that make the game interesting rather than the skills; but I hope I have enough interesting plots that all the characters will maintain interest.


Ok, i'm in.

I'm still a little confused about how to create a character.
How much and what should i assign where? Do i need to roll for anything?

if you could write a simple step by step guide for us slower witted it would be appreciated.


Warrior
A warrior may add +2 to dice pool for any of the following Primary Warrior Skills

Analyze Threat (Pr): view any person, environment, object or situation and determine strength and weaknesses as compared to self or team; useful for overcoming subterfuge.

Subterfuge (Me): Make one thing appear as another such as a green troop look like a veteran or warrior act as another class such as a laborer; this is skill vs skill against Analyze Threat

Tactics (CR): arrange self or team to overcome scene complications; skill vs skill effect; winner gets complication bonus; any teammate following the warrior’s tactical advice also gets the bonus.

Discipline (LG) Willpower; stubbornness, training and believe in oneself to overcome any situation; endure any hardship; overcome stress, torture, fatigue, hunger or wounds. Use skill vs complication to ignore an effect.

Specialty (Varies) Warriors are trained to a specialty other than fighting; choose one Primary Skill from any other class.

Starting Warriors may choose nine additional secondary skills from Basic or Warrior specialty.
Warrior specialty skills add 1 dice to the pool and are as follows:

Operate Communication Device-(Me) Trained to use communication devices from hand signals to encrypted sophisticated electronic systems. Choose by class of devices: personal; vehicle (& spaceships Personal to Frigate); Base Station (base includes spaceship Cruiser and larger)

Operate Sensor Grid (LG) Trained to use passive and active sensor equipment. Choose class of sensors: Personal; vehicle (& spaceships Personal to Frigate); Base Station (base includes spaceship Cruiser and larger)

Weapon Skills: (includes care and use)
Unarmed: (PP)specialized skill in unarmed combat.
Everyday Items: (PP) specialized in using anything at hand as a weapon.
Small cutter or bludgeon WP: (PP)specialized use in sap, knives and fist weapons
Medium cutter or bludgeon WP: (PP)specialized use of short swords, clubs, chains
Large cutter or bludgeon WP: (PP)specialized in using long swords, heavy clubs and chains.
Shield WP: (PP)specialized use in fighting and defending with a shield.
Two Handed cutter or bludgeon WP: (PP) Specialized with weapons that require both hands.
Pistols WP: (PP) care, use and ammo or power required for Pistol physical or energy weapon
Carbine WP: (PP) care, use and ammo or power required for Pistol physical or energy weapon
Shotgun WP: (PP) care, use and ammo for shotguns and Grenade launchers
Rifle WP: (PP) care, use and ammo or power required for Rifle physical or energy weapon
Autogun WP: (PP) care, use & ammo or power required for Autogun physical or energy weapon

The follow provide maintaining, target firing solution, ammunition or ordinance knowledge:
Mortar WP: (LG) use of light, medium or heavy mortars.
Shoulder fire Artillery WP: (LG) Any shoulder fired missile or beam weapon.
Light Mobile Artillery WP: (LG) any light machine gun or energy projector or rocket pack.
Medium Mobile Artillery WP: (LG) medium cannon; medium guided missile or rocket system.
Heavy Mobile Artillery WP: (LG) Heavy Cannons, howitzer, guided missile or rocket system.
Mine Wp: (LG)
Grenade WP: (PP)
Light Emplacement WP: (LG) Long range, high speed computer driven weapons used for base or ship defense. Often these weapons are used to destroy incoming ordinance before it arrives.
Medium Emplacement WP: (LG) Long range, high power computer driven weapons used for base or ship defense; these weapons can fire screen patterns defending against multiple targets.
Heavy Emplacement WP: (LG) Long range, high power computer driven weapons used for base or ship defense. These weapons can destroy cities and disable the largest spacecraft.


Ok; I suggest to make a character that you look at the class you want to play; I still owe you guys the vagabond class; I have been working hard on the equipment list; wanted to keep it simple; but as you would expect; it doesnt stay that way as in the near future there would be even more stuff available than now.

One thing I could do is just put together and equipment list of commonly used stuff by the pc classes; and everything else; just add as you guys seek to purchase them; that would make it much easier; but, some basic things are still going to be a few pages long.

ok; back to character creation; you get a basic profile of dice for characteristic that all human get; then you just need to decide where to spend your other dice.

I suggest you look at the class you want to play and the skills that you intend to use as there are more skill than you can choose at onset; pick your class, primary skills and secondary skills. Each of those have a characteristic attribute tied to them; I suggest you put some of your characteristic dice into those stats. I have made a few edits to the classes; and will probably make another; but I wanted to get what I have classwise out so you can see if it is what you have in mind. I think each has enough skills to be viable classes.

ok; how stats and skills work 101; lets say you have a stat for a particular skill of 3 dice; if you buy a skill once; you get an additional dice; so when you do that skill; you add your characteristic for the skill and your skill dice so in this case; you roll 4 dice (d10)and try to get a success; if you like; we can call this skill level; so if you take a skill once; you have one skill level; if you take the same one three times; you have three skill levels; so if you took that same skill 3 times; then you have 3 for characteristic; plus 3 for skill; so roll six dice to try to get one or more successes. Add to this also; that if it is a primary skill; you automatically get 2 dice; so in the same instance of a charaterisic of 3 and 1 skill level; and primary skill; you roll 6 dice; which is really good.

I am going to open all skills up to everyone; but only the classes that get a skill as a primary or secondary will get the bonus dice to represent there training focus, greater experience, OJT and all of that.


Does that help?


Valegrim wrote:
Does that help?

Well, that part isn't really the problem. I mean, rolling Ability+Skill+Specialization dice and aiming for a certain number of successes is Shadowrun/Exalted/WOD 101. The problem is, we're not entirely sure how to actually make the characters. Is it point buy? Is it random? Do we just get X abilities and Y skills? That's really all we're asking for.

Well, that and the actual Vagabond class. I'm probably the only one who wants that, though.


oh; got it.

Each player starts with a number in each Characteristic. This number represents the number of d10 dice generated into a pool.
PP/PH 2/2
Lg/Cr 2/2
Pr/Me 2/2

Player characters have five additional dice they can divide between Characteristics to tailor their profile

so; you start with a 2 in each characteristic; you have five more points to divide and add to any of these six characteristics as you desire.

you get all the Primary skill for the class you pick.
you pick the number of secondary skills as per stated in the class; like if you get 7 primaries; pick seven from the list. you can pick seven different; or one three times and one four times. I recommend you pick seven at the start.

I will try to get the vagabond up today; am working so depends how swamped I am.

Davi The Eccentric wrote:
Valegrim wrote:
Does that help?

Well, that part isn't really the problem. I mean, rolling Ability+Skill+Specialization dice and aiming for a certain number of successes is Shadowrun/Exalted/WOD 101. The problem is, we're not entirely sure how to actually make the characters. Is it point buy? Is it random? Do we just get X abilities and Y skills? That's really all we're asking for.

Well, that and the actual Vagabond class. I'm probably the only one who wants that, though.


Started a simple template under Valegrim's Scifi Game alias. Are the Technician's primary and secondary skills above good to use or are you still working some stuff out?

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>
Community / Forums / Gamer Life / Gaming / Gamer Connection / Scifi / low supers game All Messageboards

Want to post a reply? Sign in.