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[Derelict Delvers] Playtest Rough Draft

Started by Silverlion, January 12, 2010, 09:10:40 PM

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Silverlion

February was a busy month for me, so not as much done as I'd like.

Level group titles, stuff on Heroism Points.

A few other things.


Here
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Narf the Mouse

I'm reading it now. So far, looks good and I like the "retrospectives".
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Spinachcat

1) I want to be able to play an Earthman without feeling dorked because I didn't roll on the kewl powerz chart!  How about a +1 Attack bonus to reflect our savagery?  

2) The Humanoid Features Chart has 30% to have a tail.  You already have a Cat-People race option for the fur-curious gamers.  I'd knock that down to 10% or 20% max.

3) Check your numbering on the Tables 1C-1F.

4) I still think the doubling XP chart is far too steep for actual 21st century play.  

5) The class titles are a good idea.  Should the class titles represent some rank within Archive?   Does any bonus / responsiblity come with specific titles?  Should the titles have some correlation to the 1/3/5/7/9 gaining of class special abilities?

6) Esper class abilities & skills look good.  The class feels complete.

7) I'd rather see Tech Spec ->Scientist ->Inventor ->Innovator->Scientist General for the Engineer.  "Scientist" seem more competant than a Tech, but not as much as Innovators.

8) Medic should become Surgeon General at 20th.  

9) Definitely expand upon the Medic's combat role when you do the class description.

10) I like the Scout more.  He's all about being a tough SOB and surviving anything the galaxy throws at him.   Very playable.  He's a space dwarf!

Silverlion

Quote from: Spinachcat;3652421) I want to be able to play an Earthman without feeling dorked because I didn't roll on the kewl powerz chart!  How about a +1 Attack bonus to reflect our savagery?  

Secret 1: There are no Earthmen. (Shhhh the Earthmen that were? Are now the Ancients! That is going to mentioned in the book when done and not hidden away...just not in the freebie game.)

Quote2) The Humanoid Features Chart has 30% to have a tail.  You already have a Cat-People race option for the fur-curious gamers.  I'd knock that down to 10% or 20% max.

Good Point I was trying to keep the charts consistent with one another, but I need some more hacking at them.


Quote4) I still think the doubling XP chart is far too steep for actual 21st century play.  


Well considering you can turn in your wealth for experience instead of credits, I thought it balanced out in the long run.


Thanks for the comments as always.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Silverlion

#19
Shipyards!

What else would you suggest for ships?

Beam Cannon
Beam Gun (Heavy machine gun type)
Berths
Drive
Escape Pod
Computer
Communications Array
Cargo Bay
Fighter Bay
Enhanced Sensor
Inertial Distributors
Maneuver Thrusters
Mine Dropper
Missile Tube
Life Support
Passenger Pod
Stateroom
Stealth System
Tractor Beam
Pilot Pod
Reactor
STL Thrusters
Turret
Vehicle Bay (Ground/Air vehicles)



Each of these "pods" require support areas so a Turret pod needs 1/2 a pod of extra support. (Two turrets would count as 3 pods total--1/2 for each turrent and 1 for supporting those two turrets.)

 Plus all have a drain on the Reactors. However, that's an ongoing drain not a "keep track of every minute" drain.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Narf the Mouse

You seem to be missing an FTL system.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Silverlion

Quote from: Narf the Mouse;365314You seem to be missing an FTL system.

That's what the "Drive" is designed for--and of course pilots determine how fast a drive is by their skill at piloting. I can go add "FTL" to it though.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Narf the Mouse

Quote from: Silverlion;365326That's what the "Drive" is designed for--and of course pilots determine how fast a drive is by their skill at piloting. I can go add "FTL" to it though.
That would be a useful keyword to add. :)
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Narf the Mouse

You need to explain terms before they are used in the classes. The organization could be massively cleaned up and it's rather unfinished. The combat system could use a bit of cleaning up an initiative is a bit "meh". The game desperately needs a Table of Contents.

Now, for the good parts: The abilities are, for the most part, useful and thematic. The classes cover the majority of what will be needed. I love the derelict charts and the racial charts. The equipment lists are relatively unique and interesting (In a good way), as are the monster details. I actually enjoyed reading them. I love the blue "in-character" text boxes.

Suggestions: Add some derelict maps and a few simple default adventures. Make one of each solo play. Expand on character creation so people have a "list" of some sort to go down. Keep the explanation that it's an "AU" game - That is, if history had been different - At the top. Maybe add some optional random "Class Feature" tables

Once the finished version is released, I'll be very tempted to buy it...
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Silverlion

Quote from: Narf the Mouse;365539You need to explain terms before they are used in the classes. The organization could be massively cleaned up and it's rather unfinished. The combat system could use a bit of cleaning up an initiative is a bit "meh". The game desperately needs a Table of Contents.

Now, for the good parts: The abilities are, for the most part, useful and thematic. The classes cover the majority of what will be needed. I love the derelict charts and the racial charts. The equipment lists are relatively unique and interesting (In a good way), as are the monster details. I actually enjoyed reading them. I love the blue "in-character" text boxes.

Suggestions: Add some derelict maps and a few simple default adventures. Make one of each solo play. Expand on character creation so people have a "list" of some sort to go down. Keep the explanation that it's an "AU" game - That is, if history had been different - At the top. Maybe add some optional random "Class Feature" tables

Once the finished version is released, I'll be very tempted to buy it...




Thanks! Considering I'm planning on releasing a "Basic" Edition for free. (Levels 1-3 or 1-5) that is a compliment. It is very rough, and I'm still hammering at it. I am a bit of a completest so I like to make sure all the important aspects are covered. The full game with art will be for sale though. Levels 1-20.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Silverlion

New pulpyier psychic powers:

Esper Abilities

As mentioned under the class, Espers have access to some powerful abilities. Unfortunately they must have sufficient energy charge to power the effect they want. An Esper may choose to use any ability under any category but they must meditate and ready the psychic charge ahead of time. (After a period of rest, is most typical.) The charge is then alloted to a specific ability until it is used.

Espers can also drop 1 point of charge to switch to any other power and activate it at their new charge level. That is an Esper with 3 charges could lose 1 charge, and activate a previously unprepared 2 charge power.


Apportation:

 Summon Object  (1 Charge)
The Esper can summon an inanimate object within his unaided visual range to his hand. The object must fit reasonably within his hand and cannot weigh more than 2lbs. Time: Instant. Additional Charges: Multiple objects. If the object is being held they may make a Dex save to retain the object, (D#10)

 Warp Shield: (2 Charges)
The Esper creates an apport field in front of them that absorbs ranged attacks sending them to a nebulous "elsewhere." The field is unstable at best and merely creates a +4 Defense increase. Melee attacks and psychic attacks are unaffected. The shield lasts for 1d6+1 rounds. Additional Charges:  Longer Duration (additional 1d6+1 rounds per charge.)
 
 Warp Lamp (3 charges)
The Esper apports light from another location. The apported light carries only minimal warmth and heat. It is sufficient to generate a 30' sphere of light around its location. Normally it appears floating near the Esper and can be directed within 5' of the creator. The light lasts for 2d6 rounds per charge. Additional Charges: Longer Duration (+2d6)


 Warp Bomb (4 charges)
By teleporting compressed air towards a target the energy used ignites the oxygen into a dangerous conflagration which explodes when it arrives at its destination. Range: 60'   Damage: 4d6. Additional Charges: Increase damage. (4d6)
 


Flicker (5 charges)
An apporting Esper can teleport rabidly between two nearby locations to make attacking them difficult. An attacker makes their attack roll as normal but if it strikes, and is an odd number. The attack actually misses as it passes through their reporting after-image. On an even to hit roll, the attack lands as normal. (This only accounts for the actual roll. Not including modifiers)  The flickering effect lasts for 1d6+1 rounds  Additional Charges: Increased duration (1d6+1 rounds)


 Jaunt (6 charges)
An Esper with this power charged can easily teleport significant distances. A jaunting Esper can cross up to 3 miles with a simple power check and activation of this power, so long as that distance is within their visual distance. Additional Charges: Increase Range, Or allows them to transport one additional willing person who is in contact with them.


Teleport (7 charges)
Espers with full scale teleport charged can move back and forth between several locations at will for the duration of the spell. Not as long ranged as Jaunt, it still has a significant range of 1 mile. Plus the sustained duration which lets them make multiple hops. Range: 1mile  Duration: 2d6 rounds Additional Charge Duration (+2d6 rounds)


Portal (8 charges)
Able to open a sustained portal between two points at great distance. This power allows for rapid deployment or safe return to a ship when needed. A portal is usually 10' diameter and can be crossed through from either side.  Range: 10 miles Duration: 2d6  minutes. Additional Charges: Duration. +2d6 minutes




Defense Port (9 Charges)
Once this power is activated it waits until the Esper is down to 1 Heroism Point. When they reach that level they teleport to the nearest safe area within reach. If there is no locations the Defense port power move them at least out of immediate reach of their foe if possible. Range: 2d6 miles Additional Charges: Range (+2d6 miles)

Teleport Foes (10 charges)
Another defensive port this one when activated teleports any hostile being or robot within 20' feet "away" from the Esper. The effect teleports them randomly 1d6 miles or the farthest not immediately hostile location within that rolled range. Additional Charges: Radius +20', Range: +1d6 miles


Phase (11 charges)
Utilizing their apportation ability to set their body slightly out of phase with the molecular structure of materials around them allows the Esper to become a ghostlike figure, passing through walls with easy. They are immune to most attacks (Electrical attacks do half damage and Psychic attacks do full damage) when phased but cannot interact with anything except via the use of their psychic powers. Duration: 2d6 rounds Additional Charges: Duration (+2d6 rounds)


I still need to finish up apportations' other 7 levels and move on to Empathy. Ideas so far for Empathy:




Empathy
 Beguilement
 Sense Hostility
 Revitalize
 Inspire
 Apathy
 Alliance
 Psychosomatic Illness
 Golden Lure
 Enrage
 Terrify
 Apathy Field
 Emotion Storm
 Revulsion
 Living Nightmare
 Adoration Field
 


Don't worry, I'm still keeping Mind Bullet..:D
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Narf the Mouse

Here's another one I forgot: The esper powers - I'm sorry - Are a bit too "spell-like" in flavour and a bit too little "psionic-like".

That may be intentional, but..."OD&D in space" won't be as good (IMO) as "if OD&D was sci-fi", if you get the difference.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Silverlion

Quote from: Narf the Mouse;365644Here's another one I forgot: The esper powers - I'm sorry - Are a bit too "spell-like" in flavour and a bit too little "psionic-like".

That may be intentional, but..."OD&D in space" won't be as good (IMO) as "if OD&D was sci-fi", if you get the difference.

Working on that--see above. They still need to be somewhat level relevant and resource based. Rather vague and narrative like cinematic fiction of psychics
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Narf the Mouse

Hmm...For constructive, making "Warp Bomb" a Sonic attack from the exploding compressed air would make it have less of a "Fireball" vibe.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Silverlion

Quote from: Narf the Mouse;365651Hmm...For constructive, making "Warp Bomb" a Sonic attack from the exploding compressed air would make it have less of a "Fireball" vibe.



Ooh. Nice! Good idea.

I'll fix that.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019