Hidden 10 mos ago 10 mos ago Post by Xaltwind
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Xaltwind Disgruntled Dragonfly

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Due to a lack of interest, this RP has been cancelled.


Hellfire Hounds



Setting:

In the distant future, mankind has spread across the stars and populated countless planets throughout the galaxy. With the absolutely ridiculous amounts of different worlds, cultures and values, there's no way that a singular entity could govern it all, and thus, the Galactic Executive Ministry (GEM) was formed, which helped consolidate and unify hundreds, if not thousands, of planets into a cooperative federation. Thanks to this, planets - or entire solar systems - could retain their autonomy but also be a part of a greater collective that strived for co-existence and peace.

Well, on paper anyway. We all know how humans work, after all.

While the GEM Space Navy Fleets and armeies may consist of people from all around the galxy, jammed together and forced to work side by side, that doesn't mean everyone gets along with one another bakc home. Electronic warfare, espionage, sabotage, blackmail, bribery and even hired privateers and criminal syndicates are all tools that're used to wage indirect and 'hidden' wars between factions, corporations and even entire worlds at times. And while the joint GEM Forces strive to maintain the peace and stability of spacelanes, orbital platforms and other locations, there're just too many planets, with too many people and too many places for them to be everywhere and anywhere all at once.

And that is where the MERC companies come in. Mobile Emergency Response Corps are the guns-for-hire in the far-flung future. Paramiltiary groups that can be reached out and contacted, and for adequate pay, hired to a wide variety of jobs. These could include anything form transporting precious cargo, acting as bodyguards or an escort for someone or something important, taking down a particularly troublesome gang or group of lowlives, blowing up an old space station that's being used as a pirate haven, or investigating sites and locations where all contact was lost. They're the soliders of fortune who trade their lives for money and adventure! And fame. After all, if you make a big enough for yourself, you might get talked about at canteens and bars across the galaxy. Wouldn't that be sweet? Galaxy-wide recognition?

Of course it is!

This is where you come in. As a young person, you've decided that your current life - for whatever personal or circumstantial reasons - just isn't working out. So, you - somehow - managed to hitch a ride on a shuttle or deep-space transport, and made your way on over to Galigas Prime. Why? Why because that's where you find the GEM-sanctioned M.E.R.C Headquarters for this part of space. It's here, at this imposingly tall building made outta glass, tritanium and teracrete, that you can register as an spiring MERC, and where you can register your very own Corps! ... Except, starting your own MERC company apparently costs a lot of credits... And... Well, you don't have the required amount... So... Yeah... Into the Candidate List you go.

This list, as you may have guessed, is a roster that gets posted publically to all active MERC groups around this sector. ANd, whenever they need a replacement, or need to bolster their ranks, they can go over the list and see the available picks they can choose from. The list's got all the pertinent information, your height, your weight, your blood type, your dominant hand, if you've got allergies or any inherent genetic conditions, if you're litterate, your age, gender as wlel as other stuff. You know, the whole deal, so they can make an informed choice on whether to pick your or not.

... And then you wait... ANd wait some more... And the waiting got kinda long...

But!

Finally, finally, one group of M.E.R.C.'s have reached out and requested a whole gaggle of new conscripts...E rr... Recruits. Thus, you've now been told to assemble at the MERC HQ at 9:00 AM sharp, to take part in a selection process. Why did they pick you? Who knows, it's not like they're undeer any obligation to give a reason. But, this is your chance! YOur chance to impress some veteran MERCs, and more importantly, land a job that's gonna pay and get yourself off Galigas Prime.

Do you have what it takes to succeed?

Overview:

Hello, this is a tabletop RP inspired largely by Star Wars Legion, but also other sources such as 'I am the Evil Lord of a Galactic Empire', Warhammer 40k, Phantasy Star Online 1&2, Fallout, Judge Dredd and other sci-fi stuff and series I'm sure. As this is a tabletop RP, we will be using dice rolls and actual, tangible rules and rulesets to determine the outcome and results of actions, deeds and events. If this is something that doesn't jive or work for you - for whatever reason, then this RP is not for you.

For those that're okay with such an arrangement, let me explain further.

As mentioned in the setting above, you'll be taking on the roles of fairly young, fresh-faced people who've decided that, for their own reasons, to become MERCs. The story will focus around the titular Hellfire Hounds, as you join their ranks and take on various missions across the great, vast endless expanse of space. Or, well, at least within this galaxy. The story will be sectioned into 'missions', which are lesser story arcs that help flesh out the universe and set the tone and enviroments. Then there are the 'main plot' arcs, where more crucial and important things that may effect the setting, certain factions, charters or places in a far more drastic and possibly permanent way.

If you, as a player, have ideas or suggestions, either for missions, items, places, people, traits or abilities, or any other such things, always feel free to ask and suggest. I want people to have fun with this concept and setting and get invested in it.

Further down, you'll find an initial draft of the rules and mechanics we'll be suing. Please do note however that these are subject to change or edits and may not be the final, finished product used in the RP proper. As mentioned, ideas, suggestions and thoughts are welcome. Also plkease keep in mind that this is my first foray into forum tabletop play, so I might need some time to get used to it myself.

Other than that, please, do leave a reply if you're at all interested or curious about this project.

Some Quick Pre-Answers:

  • You will only ever get to play as one charcter at any given time.
  • For the sake of my sanity, PvP is not going to be allowed.
  • I would very much prefer if people could manage one post per week if they decide to join.
  • I'll be happy to consider the required interest met if we can get between 4-5 players interested in this. Similiarily, that's about the group size I'd prefer to be around.
  • At the moment, you can only play as humans. But, if - for purely cosmetic reasons - you want to be able to play as beast-people or aliens... I can probalby swing that... Just keep in mind that we're still technically an 'anime'-themed setting.
  • If there's anything else, please feelf ree to ask.

The Current Mechanics:

Before reading this, please note that it hasn't been properly organized or formatted. At the moment, this is just a big WoT and info-dump about how things work. I'm currently in the process of trying to clean it up and make it less... Daunting to read through. Pleaase be patient with me.

Hidden 10 mos ago Post by Gisk
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*rises out of a great pile of dust*

Hang on, I just woke up. I'm interested, I'm gonna read through the rules shortly.

I was curious about tech levels, do you have something specific in mind, or will you let people suggest things, and then take it on a case by case basis?

How do you intend to do die rolling? And this is your first forum tabletop,but have you played tabletop games in person or otherwise before?
Hidden 10 mos ago Post by MrSkimobile
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@Xaltwind I might be interested. I would also like to add (re: Master of Fate section) that this site has a dice roller function, so a player's rolls can be linked to and checked.
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Xaltwind Disgruntled Dragonfly

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I was curious about tech levels, do you have something specific in mind, or will you let people suggest things, and then take it on a case by case basis?

How do you intend to do die rolling? And this is your first forum tabletop,but have you played tabletop games in person or otherwise before?

Thank you for your interest.

As for tech level. It's going to be your typical sci-fi setting. Things like combustion weapons that shoot bullets are largely phased out for things like lasers or other blaster/beam/plasma doo-hickies. Basically, everything you've ever seen in Star Wars more than likely exist. Or if you haven't seen Star Wars... Well.. Uh... Yeah... There's a lot of stuff. Of course, you can suggest things if you have ideas and concepts, and as you said, on a case by case basis, I'll judge if it fits with the setting and include it or not depending on that.

As for rolling dice. I was
going to use an off-site virtual dice roller, but seeing as RPGuild has a built-in system for doing that, we'll probably be using that instead.

As for if I've played tabletop war games before. Yes. I have. I've played both Warhammer, Warhamemr 40k and the Lord of the Rings tabletop games. Albeit that was a long, long time ago.

@MrSkimobile
Thank you to you as well.
And, would you look at that. There's already a handy-dandy thingmybob for keeping track of stuff. Neat. Means less manual work for me.

Much obliged!
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I also did not know about the dice roller function lol.

I read through the rules, I at least understand most of it! And I also think I can see the 40k inspiration. I have a couple of questions, a couple of suggestions, and then a couple of more specific questions about tech.

1) You mention rolling one or more d6, I may have missed it, but I didn't see how or when you might add more dice.

2) a suggestion, maybe instead of "tokens," it's bonus dice to whatever applicable roll(there's a wide range of things that might need these).

3) when you do roll more than 1d6, are they added together, or is it just more opportunities to get the target number?

4) a suggestion: maybe create a middle ground, a partial success. My favorite TTRPG is Monster of the Week, and in it(and other "powered by the Apocalypse" games), you roll 2d6, add applicable bonuses from stats or skills or what-have-you, and a 10 and up is a success, 7-9 is a partial success, and 6 and under fails. In the context of combat, a full success might let you avoid harm, or do extra damage, or force the enemy into an advantageous position. A partial would be more of a neutral, hit and got hit situation, and a failure would be getting your ass beat unequivocally. But combat in MotW is more abstracted and narrative, less crunchy and tactical.
Another example, rewiring a turret. A success might let you take control of it, a partial success at least you disabled it, but a failure you didn't accomplish anything, and now you have its attention.

5) Maybe add social skills as well, like Intimidate, Charm, Negotiate. I also don't think I saw piloting, although that might just not come up in the kind of missions we'll be doing.

My big tech question is what kind of space flight this world uses. I personally categorize them into Gundam, Star Wars, and Star Trek.

Gundam space flight is somewhat realistic. It respects inertia(ships don't just stop when the engine is damaged), trips in and out of orbit are difficult and expensive, there's no artificial gravity. There also isn't FTL in Gundam, but given the scale of society, I assume FTL will be in play(more on that in a moment).

Star Wars space flight treats most space craft more or less like aircraft, although larger ones function like aircraft carriers. A starship can be controlled by a single pilot, there are fighters, some of which can achieve FTL on their own.

Star Trek space flight treats all craft like naval vessels. They require crew, and are complex to operate. There aren't "fighters" to speak of, although there are smaller, more nimble craft, and little one man dinghies. Ships engage each other at vast distances, sometimes even thousands of kilometers.

Lastly, on FTL, how does it work? In Star Wars and 40K, ships enter a different special dimension to bypass interstellar distances. In Star Trek, by contrast, the warp drive literally bends space around the vessel, to achieve higher velocities than normally possible. The biggest difference is that in the warp drive model, ships traveling at FTL speeds are still physically in real space, they can be observed, interacted with, fired upon. Conversely, they can do all of those things to other vessels as well. Star Trek is my favorite, personally.

There are also wormhole or portal options, or mass effect relays, all of which rely on stationary installations.

Sorry, I've said a lot and asked a lot.
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@Gisk
It's no problem, asking questions is how we learn things. And seeing as you don't know much about this setting yet, it's only natural you need answers.

So, I'll try my best.

1) I'm not entirely sure what you're asking. You roll multiple D6's whenever the situation requires it. Such as if you have more than 1 attack, or need to mae a save against more than 1 attack.

2) While that's certainly an option, there are already traits and abilities that add modifiers to dice rolls, both positive and engative. Well, mostly the positive ones are if you succeed at the base roll. However, having people need to roll for things like a Dodge, would mean I'd have to either add an extra stat, or bake it into something like "Acro". This means that, given that you guys are getting a limited, finite amount of points to spend on stats at character creation, you may find that you've screwed yourself because now you don't have any reliable way to negate damage once your armor is broken.

Additionally, it would mean that some of the abilities/traits in the list of such would be completely useless, and have to be either redone or removed entirely.

3) Every roll is an individual result. You don't add the total sum together. This is why none of your stats (Except for HP) can exceed 5, as that would mean you could, litteraly, end up in a position where you NEVER fail.

4) As each roll is an individual result, there's no need for partial successes. Interactable objects like turrets and such will have a list of options you can attempt to do, and may have difficulty modifiers applied to them. Such as, shutting down a turret merely requires you to suceed in a Tech roll, but making it fire on your enemy may need you to succeed a Tech roll at -2, as just an example.

5) I'm currently on the fence about adding any social skills. While this is a tabletop, it is also a roleplay. I want people to be able to play their characters the way they designed them, without always relying on dice. Of course, if multiple people request that this feature be added, I'm happy to oblige. But for now... Meeeeeeh... As for piloting/driving vehicles... That would fall under the "Mech" skill umbrella. I'll add that later to the description.

6) As for things related to spacecraft. It's a mix between Star Wars and Star Trek. In terms of FTL drives and long-distance travel, it's more in line with the Star Wars variant. However, big ships like Frigates, Cruisers, Battleships, Crriers and so on do require a crew. Only small ships like fighters, bombers or personnel transports can be piloted by a single person.

If there's anything else you wanna know, feel free to ask. :)
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Oh, I completely misunderstood the die thing lol, that made some of my questions and suggestions nonsensical.

I do have more questions.

Rules:

What does equipment look like(rules wise)? Will you provide a list of options for us, or will we make it up?

Lore:

Is there AI, and are there androids or are robots more like the droids of Star Wars. Obvious follow-up question: can we play as one?
Less obvious follow-up: if they exist, what kind of rights do AI have?
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@Gisk
Hah, yeah, I sort of figured.

Let's see now.

For equipmet, there will exist pre-made things, such as basic weapons, basic armor and basic consumable items. Of course, all palyers are free to suggest ideas and additions. Obviously, nobody is going to start off with a fusion-powered anti-matter gun that deals 5 damage per shot, has 6 attacks and also comes equipped with a barrel-mounted auto-grenade launcher that can be fired as a free action. But once we get past the prologue, the world will open up (or universe) and the things yyou can get and equip will be many and varied.

Just keep in mind that some items are going to be the asme, just cosmetically different. Like, someone could wear a fulls et of Carpace Armor and someone else could wear some kind of Synth-Fibre Metal mesh suit, but functionally they both would be classified as "just Medium Body Armor". This is because, making individual items, with individual stats, for every single thing in the entire universe would be an astronomically unpleasant undertaking.

Of course, "special" equipment with unique traits or rules or abilities will be able to be found.

As for AI and robots.

Yes. Both AI, androids and "base robots" exists. As mentioned in the setting, the galaxy has a varied culture and socirty, so how people treat AI is dependant on where they're from and how that location views it.

As for playing an AI or android or robot... At the moment, it's a no, see "Quick Pre-Answers" in the original post. IF a lot of people want to play as non-humans though, for pourely cosmetic reasons, then we can see about changing this though.
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Update:
I've reworked some of the skills/stats a bit, in particular Guts and what it does and effects, but also a few others have had some small edits or additions.

The construction of the OOC is going fairly well, and it's being organized in a way that I'm... More happy with than whatever the mess in the first post I made here was. Might not be perfect still, but it's a lot more digestable and coherent to read through.

However, I feel like I need to clarify some things, as there've been a bit of questions regarding certain aspects and themes. Mostly from Gisk. Yes, I'm singling you out. Pointing the finger. But it's good for anyone else who might be curious about the same thing.

While this is indeed a sci-fi futuristic setting withh spaceships and FTL drives and planets that've been turned into one big city and so on and so forth, let me just say:

If you're expecting to pilot some kind of spacecraft in glorious ship-to-ship battle, then this isn't the RP for you. The mechanics and ruleset used for this RP aren't dondusive to large scale vehicle battle to begin with, and even less so to space-battles. Furthemore, given the setting of the story, we're playing as a Private Mercenary Company - the notion that such a force would have the funds, resources and manpower to field their own fleet of warships and cadres of spacefighters just isn't really feasible or sensical.

Most battles and, indeed, missions will take place either on terrestial planets, or on things like space stations, space colonies, asteroid facilities and so no and so forth. There willl be spaceship conflicts and events, of course, but these are relegated to narrative and story-driven moments, rather than actual mechanical gameplay. The closest we'll probaly ever get to you guys "fighting spaceships" is if something like a Pirate Spacecraft tries to board the Mercenary Ship that we're using as our base/hub.

Of course, ground vehicles are still very much an option if you want to pilot/drive something into battle. APCs, various Tanks, Mech-suits, Assault Bikes, Hovercraft Attack Speeders... All those things'll probably appear at some point and either try to kill you, or be available to be used to kill the baddies.

I just felt like I should mention this, so nobody expresses interest in this RP under the misconcetion that you'll get to do some Star Wars or Battlestar Galactica-style dogfights in space. Sorry if that disappoints anyone, but that's just how the cookie crumbles.
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Interested. Always happy to run a support style character if people want to jump in as fighter types.
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Thank you for the shown interest. :)

Now, I'm currently trying to decide on something for the RP. And I'd like you guyses (@Gisk,@MrSkiMobile,@Herald opinion on this bit (As you three are the only interestees at this point in time).

At the moment, Body Armor has the "Soak Points", which act as a sort of buffer HP before you start taking actual damage to your "real" HP. But once it loses all it's SP, it becomes "Broken", and your saving throw goes down by 1.

At the time, the list looks like so:

- Light Body Armor; 1 SP, Save at 5+ (6 when broken)
- Medium Armor, 2 SP, save at 4+ (5+ when broken), -1 AP
- Heavy Body Armor, 3 SP, save at 3+ (4+ when broken), -1 AP, -1 Attack, -1 Acro

At the moment, I'm debating on re-working this mechanic. I'd like to hear your thoughts on whether you like any of the re-designed versions or if you'd prefer things to stay as is.

Option #1
- Medium Body Armor is removed from the game, so only Light and Heavy remain.
- Soak Points (SP) are removed, and BOdy Armor no longer breaks.

Option #2
- Same as above
- Heavy Body Armor now has a 4+ save instead of 3+, and has a -2 AP penalty when worn, but no longer causes a -1 to attack and Acro

Option #3
- WHen SP reaches 0, armor no longer breaks
- Otherwise, everything stays the same

Some of this may seem nit-picky or semantic, but it doess have a big impact on both gameplay and how you guys decide to make your characters and what they equip.

Losing SP would mean you'd all have, functionally, less HP, making your characters squishier in one sense. However, not having armor become 'broken' means you wouldn't have to worry about your long-term survivability decreasing because your saving throws get worse.

Removing Medium Armor will decrease the numer of items in the game, but it currently feels a bit like Why pick Heavy when Medium offers a good enough saving throw and has a way lower penalty", you know?

Do let me know your thoughts and feelings on the matter. Thanks in advance.
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Option 2 would be the most accurate since tech style heavy armor usually has built in advances to firepower. Could make sense for a personal shield though with that -1 to attack and AP.

I would support removing medium armor actually, choosing an extreme leads to interesting character builds.

Just my personal thoughts
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@Herald
Yes, Option 2 happens to be my personal preference as well. But let's see what the others think.

In other news though.

Progress on the OOC is still advancing. There aren't too many things left to fill out and write down. So, hopefully, it should be able to go live this very weekend. ... Provided we get at least one more interested person to chime in.
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I also think option 2. I always favor simplicity in rules, I think that version represents what the armor should be doing, without being too fiddly.
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I'm currently trying to finish up the Abilities and Traits-list. Feel free to take a look at the current available options, and let me know if you feel like there's something missing, if there's too much of something, if there're too many overlaps or if there's something you, personally, would want to have added or see more of.

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Update:

Well, it is done. I've added (and edited) some extra traits/abilities to the list, and I've also finished up all of the mechanics and rules-sections. At this point, the only thing left to do is add the itnro from above and write a little summary-something, and the OOC is ready for launch.

Sadly, we're still missing one interested person it seems... While I could certainyl start things anyway, I do really want to have at least four players who're potentially interested in this before I dedicate any more time and resources to it.
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Can you do the same thing twice in a turn if you have enough AP?
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Can you do the same thing twice in a turn if you have enough AP?

With the exception of certain abilities or traits, that specifically say you can only use them once per turn, then yes. You can take the same action multiple times in a row, so long as you have AP.
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<Snipped quote by Thunder999999>
With the exception of certain abilities or traits, that specifically say you can only use them once per turn, then yes. You can take the same action multiple times in a row, so long as you have AP.


Good to know

Might want to rethink Aim then, since you could just spend that same AP to shoot an extra time. (Rolling 3 attacks seems strictly better than rolling 2 attacks with the ability to reroll a miss)
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Aim has been reworked already. I've just not update the list in this thread.
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