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.
Weapons & Damage Effects:
Force - These weapons have no special effect, but usually come with more attacks than the other two types. Energy - These weapons deal double damage to Armored Armor, but deal no damage to Barriers. Ion - These weapons deal by-pass Barriers and deal double damage if the target has, or has had, at least 1 BP. They deal no damage to targets with Armored Armor however.
A player character can carry one two-handed weapon and two one-handed weapons on them at any given time. However,the more weapons you carry on you, the fewer extra items you can bring along. Keep this in mind when selecting your loudout for a mission.
Skill Rank & Dice Success
For almost every situation, we roll one or more D6 to determine results and outcomes. To see if your character is successful in whatever they're doing, please consult the list below.
Skill Rank / Die-roll Needed
1 = 6
2 = 5
3 = 4
4 = 3
5 = 2
If your Skill Rank is at 1 you cannot score Criticals, as your 6's are treated as just a regular Success.
Body & Vehicle Armor:
In this RP, ther are two type of different defenses. For humans, it is wearable Body Armor, suits and outfits, which offer different levels of protection - but come with different drawbacks. For vehicles, robots, mechs and other such things, there is just plain armor. The two fill similar roles and purposes but function slightly differently. Please read the details below to make sure you understand.
Body Armor: This is the type of armor that players and enemy characters wear, on their person. It comes in Light, Medium and Heavy variants. To understand what each type does and how it works, please read the details below.
- Light Body Armor has 1 Soak Point, needs a 5 (or better) on a D& to save against damage and doesn't incur any penalties to the wearer. - Medium Body Armor has 2 Soak Points, needs a 4 (or better) on a D6 to save against damage, but incurs a -1 AP penalty to the wearer. - Heavy Body ARmor has 3 Soak Points, needs a 3 (or better) on a D6 to save against damage, but incurs a -1 AP and a -1 Attack Die penalty to the wearer.
Soak Points is how much damage the armor can take before it becomes Broken. Broken armor loses 1 die side to save against damage (ergo, Light now needs a 6, Medium 5 and Heavy 4 to save against damage). Armor only loses a Soak Point if it fails to protect the wearer from damage. Even if armor fails to save against damage though, the Soak Point will take the damage instead of the character's Hit Points (HP). After the armor becoems Broken, it does not soak any more damage and the character will start taking HP damage when they fail their saves.
Body Armor is restored to a fixed status after a missionn ends and the character returns home to the Hub.
Armored Armor: This is the type of armor that things like vehicles, robotos, fortifications and other similar things have - things that're not human. This Armor is given a value, such as [Armor 2] , which means that the target needs to take 2 damage before it actually starts losing HP. And this is for each individual attacker, meaning if you and another character attack the same armored target, you both have to strip away said armor, individually, to deal damage. Unlike Body Armor, armor does not lose points or get weaker after being damaged (unless a weapon or effect specifically mentions that in its description).
Hit Points & Barrier Points:
Hit Points (HP) is a character or object's "life pool". When it reaches 0, the charcter or object is either Knocked Out, Dead or Destroyed.For player characters, when their HP reaches 0 the first time, they're Knocked Out, which means they collapse where they are, on the spot, and cannot take any further actions or do anything except suffer from excruciating pain. Another player or NPC can move over to a KO'd character and either use an item, or the First Aid skill, to revive a downed character back onto their feet with 1 HP.
If a character who was KO'd goes down to 0 HP again, in the same mission, they're Dead. A Dead character is removed from the active character list and, provided the person playing said character doesn't rage-quit, they'll have to make a new character to replace the deceased one, if they want to keep playing.
Barrier Points (BP) are essentially "shields" or "force fields" that certain characters or objects and emit around or infront of themselves. BP acts as a temporary HP and will take any damage instead of the character or object's HP, until they're all gone. ANytime a character or object that has BP gets their turn, they will regenerate 1 BP if any has been lost. However, if a character or object loses ALL their BP (reduced to 0), then their shields will NOT regenerate until the end of the current combat. Think of it as the Barrier-generating device or implant being overheated or something Thus, for example, if you have 3 BP, enemies will need to deal 3 damage to you before your HP or Body Armor starts taking actual damage. Your Body Armor save does not apply to BP however, and as long as an enemy or hazard successfully hits you, it will shave off BP.
Cover:
Cover are enviromental objects and fixturs that provide a flat defensive bonus to whoever is currently using it. Cover works by converting any hits against a target in the cover into a miss or block. There are three types of cover, Light, heavy and FUll. Light cover are things like hedges, small fences, a ditch or other low or lesser obstacles that mostly block line of sight or offer very little actual protection. Heavy cover are things like concrete chest-high walls, metal balconies, a stationary vehicle, things that are solid and tough and offer both physical defense and vision denial. Full cover are things like hiding behind the corner-wall of a large building, a pilbox bunker, shooting out of a window in an actual intact structure, things that are large and offers a great deal of defense and obfuscation.
In terms of what they do, it's fairly simple. Light cover converts 1 successful hit into a miss. Heavy converts 2 and Full converts 3. Thus, as an example, if you're hiding in Heavy Cover and an emey shoots you, and they hit you once, then they actually don't hit you at all, as they would need 3 successful hits (Heavy cover eats 2 hits) to chew through your cover.
Critical hits from ranged weapons do however ignore cover completely. Thus, if you were shooting at an enemy in full cover, and you hit twice and crtiically hit once, you would still deal 1 damage. Certain weapon types (especially explosives) can destroy cover, and either lower its rating (downgrade full cover to heavy, heavy to light) or remove it entirely.
Melee weapons and attacks ignore cover, as they require you to be right up in your opponent's grill anyway.
Dodge & Special Tokens:
If a charcter has a certain trait, ability or equipment, they may gain one or more 'Dodge tokens'. These tokens act like a form of currency that can be spent, on an enemy turn, to avoid needing to roll dice to save against damage. For example, if you have one Dodge token and an enemy hits you twice, you can spend that token to make it so you only need to roll once to see if you take damage.
There are other tokens in the game that work similarily but have different effects and uses. When they become relevant, their rules and mechanics will be explained.
Critical Success:
If a charcter has at least a Skill Rank of 2, they can score a 'critical success' whenever they roll a 6. This can have a variety of effects depending on what the roll was for. When it comes to ranged and melee attacks, a critical success ignores cover (for ranged) and denies the target the chance to use 'Dodge' to avoid damage. If performing an action on something that requires multiple interactions, a crit counts as 2 regular successes. If a character attempts a Guts Action and gets a crit, they succeed and don't have to spend any Action Points on said action.
Skills & Action Points:
In this game, everything you do during a combat situation costs Action POints (AP).This is a numeric representation of how much or how many things your character can do within their 'turn' - your post is your character's turn. For example, if you have 3 AP, you can do 3 different 'actions'. But what constitutes an action? Some examples are:
- Shooting or fighting - Hacking a console, electronic door or other object - Lockpicking a contaienr or door, stealing an enemy's item or disarming a device/trap - Moving a set # of feet/meters - Using a special trait, ability, item or power
Then there are the Skills, the things that actually determine what you need to roll in order to succeed at any given action you do or take. Below is a summary of what each skill does and what it effects, and any special notes about it that you might need to know.
- Shooting: Your skill with any type of firearm or ballistic weapon. The higher it is, the easier you will hit targets with things like guns and the like. - Fighting: Your prowess in melee combat. Determines how easy of a time you have hitting people in the face with things like clubs, swords, fists and other close-quarter instruments. - Tech: A combination of things like science, electronics, medicine and the like. Determines how easy it is for you do things like hacking, rewriting robots/turret protocols, using chemistry stations, etc. - Mech: Your mechanical aptitude, for things like pickpocketing, hot-wiring vehicles, lockpicking conventional locks, repairing hardware compnents, etc. - Acro: Your ability to perform acrobatics and athletics. To help you do things like safely land when jumping/fall off a great height, leaping onto a moving vehicle, climbing a wall or difficulkt terrtain, etc. - Action Points: Yes, even Action Points is a skill! Well, sort of. This determiens how many AP you have each turn. - Hit Points: Yup, HP is a skill too! And HP is the only skill that can go above 5. Dtermines how many times you can get hit, shot or blown up before you go down. - Guts: This is a special skill which allows you to perform a *Heroic Deed', or 'Guts Action' once per combat. The higher your Guts skill is, the more likely it is to succeed.
And those are the skills. During character creation, you'll be given a set amount of points that you can spend across the different skills. However, you'll not earn more point during the game, and the only way to increase your skills beyond that point is to find and equip gear, use temporary buff items or take certain traits/abilities.
Oh, and where throwing is concerned, like grenades, molotovs or other such things, Shooting is used. If you're throwing something like a MedPak or MedGel to an ally, they use their Fighting roll to see if they catch it, or if they'll need to use an AP on their turn to pick the itme up off the ground because they butter-fingered the catch.
Traits & Abilities:
At character creation, you get 5 points to spend on the various traits and abilities on offer. These special abilities offer a range of effects that can help either yourself, others or hinder your enemies. Note though, you'll not gain any more points after character creation, so yhe only way to get more traits or abilities is by finding and equipping special gear or using temporary buff items. Below is a compendium of the available traits and abilities you can select, as well as a brief description of what they do. If you're uncertain what an ability does, or how it works, please ask before selecting it.
Advice:
You offer an Ally, within line of sight, some advice. This awards that character with a free 'Aim' or 'Dodge' token - your choice - fgunsliongerthat will last until used. You can only offer advice once per turn.
Aim:
At the start of your turn, spend 1 AP to gain an 'Aim token'. This token can be spent to re-roll a miss on either a Shooting or Fighting attack. The token is lost if not used in the same turn that 'Aim' was activated.
Cleave:
If your character is engaged with multiple individual targets, or more than two groups of enemies, in melee at once, you can opt to Cleave for 1 AP, provided you're using a two-handed Fighting weapon. Cleave lets you make as many attacks as you would normally, against all enemies and groups within your melee range, at a -1 to your Fighting skill rolls. So, if you normally have 3 attacks, and you're fighting a group of enemy and two individual targets at once, you would make 3 attacks against each threat.
Counter #:
When attacked, the character can return fire/strike back on the enemy turn, if the attacker misses. The number of misses that can be countered is determined by # in this skill's name. If an you have Counter 3 and enemy misses you twice, you an choose to attack back up to 2 times. Note, you can only perform as many counters as your #. If you spend all counters against one enemy's attacks, you cannot counter any more until you've finished a new turn of your own.
Demolitionist:
Whenever you use an explosive type weapon, you always deal an extra +1 damage on each Blast.
First Aid:
You can spend 1 AP to recover 1 HP on yourself and or an ally, or revive a fallen ally, if you make a successful 'Tech' roll. You can only a single person per turn and you can only heal a person up to half their max HP. So, if a character has 4 HP and has only taken 1 damage, you cannot heal them.
Gladiator:[/indenYt] Whenever you use a Fighting weapon for melee combat, you gain +1 extra attack die.
Gunslinger:
WHenever you use a Shooting weapon for ranged combat, you gain +1 extra attack die.
Guardian:
If your character is adjacent to an ally, you can perform a Free Action to step infront of an enemy attack and take the blow instead, using your own defenses for saving rolls. Note, if the enemy hits dand damages, you're the one who feels the pain. You can only Guardian against a single enemy attack inbetween your own turn.
Impact #:
You deal additional damage equal to the # of this skill. Note that impact damage is applied only if you actually deal damage, meaning that if you for example have Impact 2, and an enemy has Armor 2, you would still need to get 3 attacks through to apply the actual impact damage.
Lethality:
Leadership:
If your character pairs up with at least one other ally, or joins a friendly NPC squad, your character provides their team with a free 'Aim' and 'Dodge' token. These tokens remain until used. Note, only the allies gain these tokens, your own character does not. Whenever you score a crit while attacking, the target will suffer double damage if they fail their save. So if you normally do 1 damage, you'd now do 2 instead.
Nimble:
At the start of your turn, you gain a free 'Dodge token' which can be spent at will. If the token is not used, it will remain until spent. You can stock 2 tokens from this skill at the same time at most. That is to say, even if you go 3 turns without spending any of them, you won't get any more/new tokens from this skull until you do use one. [indnet]Overcharge #:
If your character is using an Energy or Ion weapon, you can spend 1 AP to overcharge it. This will cause the weapon to deal additional damage equal to # of this trait. However, after attacking you must roll a Hazard die and on a result of 1, your own character takes as much damage as one attack from that weapon would now do. So, if you have Overcharge 3 and you roll a 1, you would take 4 damage yourself.
Precision:
When shooting or fighting a group of opponents, you can elect to target and direct your attacks against any special character in that squad. Normally, you will always hit and take down the 'grunts' first, before reaching any special NPCs.
Sharpshooter:
You can target the pilot or driver of a vehicle - so long as the cockpit or driver's seat is facing you or has a line of fire to it - and opt to try and shoot them, at a -2 to your Shooting skill roll.
Steal:
With this trait, you can attempt to steal an item from an enemy in melee range for 1 AP. Success determined by your MEch skill. You can only steal once per turn.
Suppress:
You target an enemy or group of enmies in a location and lay down suppressing fire upon them, for 1 AP. Make your regular Shooting attack rolls. If any enemies remain, they are 'suppressed', causing them to lose 1 AP on their turn and having a -1 to their Shooting skill. If they try to leave the suppression Area of Effect, they must make a successful Acro skill roll, or take as much damage as one of your attacks deal. Suppression lasts until your character's turn comes back around, or all targets in the area are gone. Note, you cannot use Counter or Guardian if you're using suppress.
More traits and abilities may be added in the RP. Ideas and suggestions ae welcome.
The Enemies:
The enemies of this RP come in different categories. Generally speaking, the basic enemies are either Mooks, Grunts or Elites. Anything that doesn't fall into these three categories is considered a "Special" enemy, similar to the player charcters in terms of what they can do and what their stats and equipment look like.
Mooks: These are just.. Cannonfodder trash. Mooks have 1 AP, 1 HP, they only have 1 attack each, hit on 6's and save against damage on 6's.
Grunts: Grunts are basic enemies, but far more threatening than mooks. They have 2 AP, 1 HP, they can have 1 or 2 attacks each, hit on 5's and save against damage on 5's.
Elites: These are the guys you should be a bit more concerned about. Elites have 2 AP, 1 HP and Medium Body Armor, they have 2 attacks each, hit on 4's and save against damage on 4's (even when their body armor is broken).
Anything or anyone who isn't a Mook, Grunt or Elite is a special character, and will have their own individual stats, traits and equipment. They also typically have distinct titles or names that differentiate them from their lessers., so they're not hard to notice or identify
Master of Fate:
During character creation, you will be asked to select your Master of Fate. Which is to say, who will do your dice rolling. You can select either yourself (Me) or you can choose me (GM) to do it for you. As this is a tabletop RP with dice rolling, if you choose the former, you'll be subject to the Code of Noro and Fair Play.
This means that, should there ever come a time where I, as the GM, feel that your dice rolling is just too, unrealistically and unfairly favorable, you may have this privilege revoked. You're being trusted to play and do adhere to the rules of the game on your own. Abusing that right will, obviously, lead to you losing it - or worse. Please keep this in mind.
If you opt to go for the latter option, then you merely need to state your intended actions in the OOC or via PM, I will roll the dice and let you know the results, so you can make the post and describe what happened in your own words.
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?
@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.
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.
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.
@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. :)
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?
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.
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.
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.
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.
@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.
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.
Advice: As a Free Action, you offer an Ally, within line of sight, some advice. This awards that character with a free 'Aim' or 'Dodge' token - your choice - which will last until used. You can only offer advice once per turn. You cannot offer advice to yourself.
Aim: At the start of your turn, spend 1 AP to gain an 'Aim token'. This token can be spent to re-roll a miss on either a Shooting or Fighting attack. The token is lost if not used in the same turn that 'Aim' was activated.
Charge: If your character is currently wielding a Melee weapon, and are within 1 AP movement range of an enemy who is either in no, or just LIght Cover, you can perform a charge. Charge let's you move to the desired valid target and perform 1 AP worth of attacks with the equipped melee weapon, all at the cost of 1 AP. You can only charge once per turn. Clarification, you Move to and Attack an enemy for just 1 AP.
Cleave: If your character is engaged with multiple individual targets, or more than two groups of enemies, in melee at once, you can opt to Cleave for 1 AP, provided you're using a two-handed Fighting weapon. Cleave lets you make as many attacks as you would normally, against all enemies and groups within your melee range, at a -1 to your Fighting skill rolls. So, if you normally have 3 attacks, and you're fighting a group of enemy and two individual targets at once, you would make 3 attacks against each threat.
Counter #: When attacked, the character can return fire/strike back on the enemy turn, if the attacker misses. The number of misses that can be countered is determined by # in this skill's name. If an you have Counter 3 and enemy misses you twice, you an choose to attack back up to 2 times. Note, you can only perform as many counters as your #. If you spend all counters against one enemy's attacks, you cannot counter any more until you've finished a new turn of your own.
Demolitionist: Whenever you use an explosive type weapon, you always deal an extra +1 damage on each Blast.
First Aid: You can spend 1 AP to recover 1 HP on yourself and or an ally, or revive a fallen ally, if you make a successful 'Tech' roll. You can only a single person per turn and you can only heal a person up to half their max HP. So, if a character has 4 HP and has only taken 1 damage, you cannot heal them.
Gladiator: Whenever you use a Fighting weapon for melee combat, you gain +1 extra attack die.
Gunslinger: WHenever you use a Shooting weapon for ranged combat, you gain +1 extra attack die.
Guardian: If your character is adjacent to an ally, you can perform a Free Action to step infront of an enemy attack and take the blow instead, using your own defenses for saving rolls. Note, if the enemy hits dand damages, you're the one who feels the pain. You can only Guardian against a single enemy attack inbetween your own turn.
Impact #: You deal additional damage equal to the # of this skill. Note that impact damage is applied only if you actually deal damage, meaning that if you for example have Impact 2, and an enemy has Armor 2, you would still need to get 3 attacks through to apply the actual impact damage.
Lethality: Whenever you score a crit while attacking, the target will suffer double damage if they fail their save. So if you normally do 1 damage, you'd now do 2 instead.
Leadership: If your character pairs up with at least one other ally, or joins a friendly NPC squad, your character provides their team with a free 'Aim' and 'Dodge' token. These tokens remain until used. Note, only the allies gain these tokens, your own character does not.
Nimble: At the start of your turn, you gain a free 'Dodge token' which can be spent at will. If the token is not used, it will remain until spent. You can stock 2 tokens from this skill at the same time at most. That is to say, even if you go 3 turns without spending any of them, you won't get any more/new tokens from this skull until you do use one.
Overcharge #: If your character is using an Energy or Ion weapon, you can spend 1 AP to overcharge it. This will cause the weapon to deal additional damage equal to # of this trait. However, after attacking you must roll a Hazard die and on a result of 1, your own character takes as much damage as one attack from that weapon would now do. So, if you have Overcharge 3 and you roll a 1, you would take 4 damage yourself.
Precision: When shooting or fighting a group of opponents, you can elect to target and direct your attacks against any special character in that squad. Normally, you will always hit and take down the 'grunts' first, before reaching any special NPCs.
Sharpshooter: You can target the pilot or driver of a vehicle - so long as the cockpit or driver's seat is facing you or has a line of fire to it - and opt to try and shoot them, at a -2 to your Shooting skill roll.
Steal: With this trait, you can attempt to steal an item from an enemy in melee range for 1 AP. Success determined by your MEch skill. You can only steal once per turn.
Suppress: You target an enemy or group of enmies in a location and lay down suppressing fire upon them, for 1 AP. Make your regular Shooting attack rolls. If any enemies remain, they are 'suppressed', causing them to lose 1 AP on their turn and having a -1 to their Shooting skill. If they try to leave the suppression Area of Effect, they must make a successful Acro skill roll, or take as much damage as one of your attacks deal. Suppression lasts until your character's turn comes back around, or all targets in the area are gone. Note, you cannot use Counter or Guardian if you're using suppress.
Vantage: Whenever your character is on higher elevation than their targets, they gain bonuses. Enemies in Light Cover are treated as being in no cover and Heavy Cover is treated as Light Cover (But Full Cover isn't affected). Enemies who're not in any cover, you gain a +1 to your Shooting roll results against. (So a 3 becomes a 4, etc)
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.
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.
<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)