Search results: "Everything's Cooler in Space" (page 2 of 2)

Everything’s Cooler in Space: Character Creation

Jupiter & Callisto

I’m actually not going to spend much time on this today – I have a lot to do at the day job. So I’ll just put some of the notes I have on character creation for the sci-fi RPG here and see if anybody has any feedback.


Attributes

Body: Strength, Agility, Endurance

Mind: Perception, Intelligence, Charisma

Scale of 1 to 9, starting at 5 each. One score can be reduced by 1, to add 1 to another. Then add 1 point to a single attribute which was not reduced in both Body and Mind.

Skills & Knowledges

Generated by taking basic score (25) and adding either double associated stat or combination of stats.

Body Skills: Acrobatics (Agi x2), Athletics (Str x2), Melee Combat (Str + Agi), Stamina (End x2), Unarmed Combat (Str + End).

Mind Skills: Deception (Per + Cha), Deduction (Int x2), Discussion (Cha x2), Negotiation (Int + Cha), Observation (Per x2).

Combined Skills: Dodge (Per + Agi), Intimidation (Str + Cha), Survival (End + Int), Small Arms (Per + Agi), Sneak (Per + Agi).

All Knowledges start at 50.

Origins

Terran: Add 1 point to any Mind attribute. Starting Knowledges: Academics, Terran History, Science

Jovian: Add 1 point to any Body attribute. Starting Knowledges: Astrogation, Jovian History, Tactics

Terra: Gain Medicine knowledge, bonus to Deduction skill, Urbanite Perk. No Freelance professions.

Luna: Gain Tactics knowledge, bonus to Small Arms skill, Discipline Perk. No Corporate professions.

Mars: Gain Tactics knowledge, bonus to Unarmed Combat skill, Martial Arts Perk. No Freelance or Corporate professions.

Ceres: Gain Astrogation knowledge, bonus to Survival skill, Lucky B____ Perk. No Government or Military professions.

Callisto: Gain Academics knowledge, bonus to Observation skill, Stargazer Perk. No Government professions.

Io: Gain Science knowledge, bonus to Melee Combat skill, Hard Knocks Perk. No Corporate or Government professions.

Ganymede: Gain Science knowledge, bonus to Survival skill, Historian Perk. No Freelance or Military professions.

Europa: Gain Medicine knowledge, bonus to Negotiation skill, Humorless B_____ Perk. No Corporate or Freelance professions.

Professions

Corporate Jobs

Brawler: Enforcer. Gain Interrogation knowledge, bonus to Intimidation & Unarmed Combat skills, Protector Perk.

Shooter: Assassin. Gain Bare Hands knowledge, bonus to Melee Combat & Sneak skills, Infiltrator Perk.

Thinker: Scientist. Gain High Technology knowledge, bonus to Deduction & Discussion skills, Bookworm Perk.

Speaker: Salesman. Gain Finance knowledge, bonus to Deception & Negotiation skills, Silver Tongue Perk.

Government Jobs

Brawler: Bodyguard. Gain Politics knowledge, bonus to Observation & Unarmed Combat skills, Protector Perk.

Shooter: Operative. Gain Bare Hands knowledge, bonus to Deception & Small Arms skills, Infiltrator Perk.

Thinker: Arbiter. Gain Legal knowledge, bonus to Deduction & Intimidation skills, Authority Perk.

Speaker: Politician. Gain Politics knowledge, bonus to Discussion & Negotiation skills, Vox Populi Perk.

Military Jobs

Brawler: Infantryman. Gain Bare Hands knowledge, bonus to Survival & Small Arms skills, Heavy Weapons Perk.

Shooter: Pilot. Gain Piloting knowledge, bonus to Dodge & Small Arms skills, Quicksilver Perk.

Thinker: Engineer. Gain High Technology knowledge, bonus to Deduction & Small Arms skills, Bookworm Perk.

Speaker: Officer. Gain Interrogation knowledge, bonus to Discussion & Intimidation skills, Vox Populi Perk.

Freelance Jobs

Brawler: Bruiser. Gain Bare Hands knowledge, bonus to Stamina & Unarmed Combat skills, On Your Feet Perk.

Shooter: Gunslinger. Gain Gunplay knowledge, bonus to Dodge & Small Arms skills, Quicksilver Perk.

Thinker: Hacker. Gain High Technology knowledge, bonus to Deduction & Dodge skills, Infiltrator Perk.

Speaker: Con Artist. Gain Finance knowledge, bonus to Intimidation & Deception skills, Silver Tongue Perk.


More on Perks and Skills next week.

Everything’s Cooler In Space: Rolling The Dice

Jupiter & Callisto

I know a lot of you folks are running around doing the Nanowrimo thing. You have my deepest respect and best wishes. If you want some really good advice that will make milk shoot out of your nose, go here. You’ll need to be drinking milk for it to shoot out, of course, milk won’t spontaneously appear in your sinuses.

Anyway, last week I tackled some of the background for this game I’m working on, and today I wanted to do a similar brain-dump as related to the system.

15:10

People do things in their lives. A lot of the things they do require training. It’s a very rare person that can shoot a gun, drive a car or hold an intense negotiation without having some schooling, and even then the natural talents a person might have won’t quite compare to a long life of expertise. So skills should be taken into consideration first.

15:13

Skills, however, also require natural ability. Train someone all you like in the use of a firearm, the art of forensic medicine or holding a conversation with a member of the opposite sex, they might still fail if their natural attributes – agility, perception, etc – are sub-par. The amount of aptitude one has in an area of their body or mind backs up or augments their training, so in my mind, attributes should be factored in after skills.

15:16

On top of skills and attributes, some folks have perks that add to the outcome of an endeavor. Specialized snipers are going to have an easier time picking off a target at range than your average thug. Likewise, there are penalties that sometimes need to be applied, say for example the fact that the target is moving. After skills and attributes come perks & penalties.

15:19

Skills, attributes and perks & penalties = SAP. Take the amount you have in a skill out of a possible 99, add the amount of the associated attribute (scale of 1 to 9) and factor in any appropriate perks or penalties. Once SAP is completed for a particular task, the player rolls percentile dice to determine success. 1 is an astounding success, and double 0 is a complete failure. There will be a chart for this to determine degrees of success or failure. But for the most part, the player should be able to determine everything they need from their character sheet without having to look anything up.

15:21

This system can be used for both combat and non-combat. However, combat can be a bit more complex, and some additional math might be involved. Basically, you begin with your weapon, whatever type of Munition you’re using. Factor against that the Armor (if any) of the target. Consider the Range, then apply SAP. Munition, Armor, Range & SAP = MARS.

15:24

I hope this made sense and if you have any feedback about it, let me know. I’ll cover some character creation tidbits next time. My notion is to make all this number-crunching as smooth as possible, and keep combat and non-combat encounters from feeling disjointed or disparate. A kind word, after all, can alter a situation just as much as a gun.

Everything’s Cooler in Space: Brainstorming in 15 Minutes

Jupiter & Callisto

Since I missed the opportunity during my actual lunch break, and have some time between assignments, I’m going to take 15 minutes and follow some of the advice from David Hill‘s fantastic RPG-making panel last evening. This entry isn’t to be confused with the singularly brilliant work of Cleolinda. Anyway, let’s start the clock.

14:05

Let’s talk about what I’m doing here. I want to create an RPG based on these stories I’ve written. The premise is, humanity’s expanded into the solar system as far as the moons of Jupiter. After getting established on and under the rather inhospitable surfaces of those planetoids, the colonies on the Jovian moons have sued for independence. After a brief skirmish or three, the Earth government capitulated. Some time has gone by, and there’s now a good measure of tension between the Earth government (Terrans) and the colonists (Jovians).

14:08

So we have some backstory. But what are we doing NOW? As players, what will people be trying to accomplish. Well, the Terrans have yet to actually say the Jovians are a fully independent nation. They need the resources of the Jovian moons to keep prices of things like rocket fuel and metals from going berserk. Both sides now have corporations & a military branch. Some corporations are likely to want war in order to make a profit, both governments have agendas of their own to further through force of arms, the military exists to fight, and the people outside these three areas – freelancers – can make some money fighting for either side. Peace, on the other hand, could also be profitable for corporations excepting ones like arms manufacturers. The military can recruit and train without the political pressures of wartime and the governments can work together at things like price control and information gathering, while freelancers can still make money by breaking the law, or perhaps enforcing it.

14:15

I’m starting to run short on time on this today, but players in an RPG always want to do something cool. They want to be cool for different reasons and in different ways. So far I’ve envisioned 4 different classes of characters and 4 different employers, making 16 different professions. The mechanics will all be the same, and the idea is to make sure the characters are invested in whatever’s going on. Rather than different rolls for attacks, skill checks and the vehicle/spacecraft sections, the foundation of the system will start with the characters. The system shouldn’t dominate the gameplay.

14:20

More to come on this, but for now my time is up.

Works in Progress IV: Now With Pictures!

Gears

I don’t want to be the kind of writer who blames an abstract personification for their shortcomings. I know for a fact that I need to work on my time management and maintaining motivation & energy when I get home from the day job, so that my writing can continue and I’ll have more pebbles to toss. Still, I do bring up my muse from time to time. In this case, it was me saying the following to a co-worker this morning: “You know, sometimes I love my muse, and sometimes I want to choke the bitch.”

Urania, Muse of Astrology

In addition to managing my time better, I need to focus on one project and see it from start to finish. I did that for my entry into the Escapist’s video contest, and the result was… well, we’ll see tomorrow, I guess. In the meantime, the other projects on my proverbial plate are worth discussing. Just to see where I am.

Lighthouse

Lighthouse: Original artwork from inspirational poster available on art.com, modified by myself

It’s been about a week since I seriously plugged away at this, and I really need to get back to it. I keep seeing scenes and hearing dialog in my head. These things need to get committed to paper. I might hash out a synopsis of the remaining parts of the story, maybe an outline, over the next couple days, then put my nose to the grindstone over the weekend to try and push towards the conclusion. The sooner I get it done, after all, the sooner I can begin the Great Agent Hunt.

Jovian RPG

Jupiter & Callisto

I’d like to think I’ve established the fact that everything’s cooler in space. However, it’s been a while since I’ve spared even 15 minutes to brainstorm ideas for this game. I need to work on making sure it has appeal and is easy to pick up and play. That means the rules can’t be too abstract, the characters should be diverse and colorful and the setting should have something unique about it. Given the reaction to the fiction that inspired this project, I think the latter two are somewhat covered. So I have numbers to crunch and charts to assemble, and more fluff to write. But it’s in space, so it’s cool.

Farraday

Model by Tobias Richter, www.thelightworks.com

Speaking of space, my viewing of both episodes and commentary on Star Trek has lead me to be inspired to write something in that universe – specifically, in JJ Abram’s iteration of the universe. The USS Farraday, a Kelvin-type science & survey vessel, is departing a deep space station on its way to Earth to be refitted or decommissioned. Since this will be her last flight, the crew has a relatively easy assignment: mapping the Mutara nebula. However, when they arrive and start the work, microsingularities (teeny tiny black holes) begin to appear within the gaseous cloud, and odd communication fragments are picked up. Investigating, the Farraday becomes more and more trapped in a veritable storm of weird phenomena, and ends up getting blasted across the galaxy. The captain is killed, the ship’s damaged and there isn’t much food. The first officer, a man who had been considering command but felt reluctant to take that last step before getting just a bit more experience, is thrust into leadership and has to find a way to get the Farraday and her crew home. It’d be like a mix of Voyager and Enterprise – hopefully, without the suck. Now, I know this would technically be fan fiction, but I find myself going back to the ideas I have for it. It’s strictly a back-burner thing at the moment.

Iron Kingdoms

Art by Stanley Lau

As my wife has mentioned, there’s an Iron Kingdoms tabletop game coming up. I will be playing a gun mage, Cezar Varias, who’s looking for his father and exploring his potential as an adventurer, alchemist and possibly a warcaster. I spent some time last night fleshing out his character, which might appear here as a Canned Goods post, and as the adventures get underway, I suspect some ‘journal entries’ might be good both to keep track of what happens and for entertainment value. And the more back story and development I give the character, the more my wife can screw around with the poor guy. Not that she’d ever do such a thing.

What am I talking about? Of course she would.

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