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Gamerlord
2010-05-22, 05:24 PM
I don't really have anything to do really, and I always wanted to make my own system, so I decided to do this! Of course, this is REALLY early stage, I'm not even sure of a name yet. I do have some stuff ready though, like the concept:

*Sci-fi
*Ludicrously difficult for weaker races like humans
*Still difficult for some races
*Not too concerned about unbalance, but trying to keep the brokenness to non-player races.

I hope that I am greatly helped.

HISTORY

MAY 22nd 2010: Began project
MAY 23rd 2010: Completed defenses,started races, and edited health and combat.
MAY 24th 2010: Began classes, improved on crystalline.

TABLE OF CONTENTS:
1.time line (http://www.giantitp.com/forums/showthread.php?p=8543926&posted=1#post8543926)

Gamerlord
2010-05-22, 06:05 PM
TIMELINE

2026: Moon is colonized.
2030: Great microsoft-apple computer war, half of earth's computers are destroyed by viruses and each other, no victor, and both companies end up in huge trouble. Huge advances in computing are made though.
2040: First sentient robots are created.
2050: Humanity accidentally creates the Darwans, a new sentient race. They quickly end up being a lower-class group plagued by racism from terrans.
2060: A alien vessel crashes, it is quickly scavenged, and many discoveries, including FTL, are made.
2070: Mars is colonized.
2100: By this point, all of Sol is colonized, first contact is made with the Tarwagians, the aliens whose vessel crashed.
2110: Darwans rebel, are all shipped off in colony ships to a system called Coranada, they make a new nation there.
2120: Humanity finally makes its first non-Sol colony on Tikan VII
2125:The following 10 year period is called the time of contact, over 10 new empires are met.
2200: Terran federation is destroyed in coup, Terran Empire rises from the ashes, by this point humans have over 35 colonies.
2201: Tarwagians war begins
2220: Tarwagians become the first non-human citizens of the Terran Empire.
2222: A Mikal Confederate ship discovers mysterious crystal formations in a asteroid field on the outskirts of the galaxy, said ship is lost contact with 10 minutes later, a Terran Empire war ship that investigates soon discovers what is now called the Crystalline Imperium. This strange race becomes one of the greatest threats to the galaxy even now.
2252: The construction of a Galaxy Gate is begun by the Elinia Oligarchy, using it they will be able to access other galaxies in the time span of a few hours
2255: Age of war: Over the next 65 years the Terran Empire expands by a significant degree, soon it will have with over 30 citizen species and 450 colonies. The Elinia oligarchy is conquered during this time.
2340: The Galaxy Gate is finished.
2344: A strange race hailing from Andromeda, the Zing'Tor Kurama (No known translation) seizes control of the Sol system, using strange Warp hole creation technology to get there.
2365: The Terran Empire is toppled, the Galactic Democracy comes from it's ashes. 1.5 million Empire supporters flee through the Galaxy Gate to Andromeda.
2567:Rise of the Robots: A massive amounts of robots are granted the right to claim their own nation out of 6 systems, the Robotnoid Plutocracy is created.
2575: Robotnoid Plutocracy pretty much controls the galactic economy by this point.
2600: Sol systems is recovered, but not before the Zing use a biological weapon on all the planets to render them too dangerous for living beings to live in. The wormhole is saved however, and a new method to enter Andromeda is therefore discovered.
2700: Current date, Galactic democracy has tried to expand into Andromeda, but it is a dangerous realm, and the New Terran Empire makes things even more difficult. A rebellion by psychotic robots in several systems creates the Automaton Society. Both galaxies currently known of as carrying sentient lifeforms are dangerous places.

Gamerlord
2010-05-22, 06:09 PM
CORE PARTS

Dice:
d4,d6,d8,d10,d12, and d%

Stats:
There are

Vitality- Your hit points, at least, your General Hit Points.
Agility- Your speed and evasion ability, as well as your ranged combat capability
Morale- Your courage, in certain scenarios, you can go berserk or panic.
Endurance- Your capability to endure strenuous scenarios. Also your close combat capability. Also affects throwing.
Psychic- Your psy capability
Stats are determined by rolling 6d6 and removing the lowest one, from top to bottom.

Basics of Combat
In combat, the attacker rolls a d12+ relevant bonuses vs. the defender defense roll, plus an evasion roll from the defender if they are wearing light enough armor. If it hits, damage is rolled by a d12+weapon damage bonus+relevant modifiers.

Health
Each body part has its own health, when that health reaches zero, that body part becomes useless. You also have general hit points, lose all of them and you die pretty much of massive blood loss or whatever, your body has just taken too much damage. You cant live without some body parts, when those are lost, you instantly die.
Hands: 1/4th vitality
Legs: 1/4th vitality
Torso: Total vitality (Insta-kill)
Head: 1/3rd vitality (Insta-kill)
Eyes: 1/6th vitality
Arms: 1/3rd vitality
Ears: 1/8th vitality

Organs: Each time a certain body part is hit, there is a 25% chance of it hitting an organ (5% for the head and eyes). If an organ is hit, roll randomly among the various organs in that area. There is an equal chance of each organ being hit.
Torso:
Lungs (Insta-kill in 5 rounds unless repaired or life support system is used)
Heart 1/6th vitality (Insta-kill in 3 rounds unless repaired or life support system is used)
Kidneys 1/5th vitality
Liver 1/10ths vitality
Intestine 1/8th vitality
Head & Eyes:
Brain 1/4th vitality (Insta-kill in 2 rounds unless repaired or life support system is used)


Defenses:

Before bullets can start tearing you to shreds and lasers disintegrate you, they need to get past two things: shields and armor. Shields are special technology that protect you, this is gained through various technology, as well as a few psy powers. Armor is gained from equipment you wear. You have a shield score and a armor score. The shield score covers your whole body, shields can regenerate even after they hit zero. An armor score covers a certain part of your body, when that hits zero, the armor is destroyed, and can never be used again.


Classes:

Classes are not very important in this game, what really defines a character is his skills and training. However, they still have a role to play.
The classes are:
Marine-archtypical soldier.
Scout- Fast, maneuverable warrior.
Specalist- Medic and engineer.
Psy-agent: Psy expert.
More on them to come

Obviously, that isn't all the core mechanics, more to come.

Gamerlord
2010-05-22, 06:10 PM
RACES
Terran
Terrans are perhaps one of the most doomed races in the galaxy, or maybe on of the ones most likely to rule the universe. Who knows.
-Terran durability-+4 vitality +4 endurance, terrans have an unnatural talent for survival.
-Skilled gunners- Terrans are skilled with guns, +2 to all attack rolls with guns.
Natural learners- -50% experience requirement, terrans are quick learners from the experiences they survive.
http://media.moddb.com/images/mods/1/7/6470/Terran_Marine.jpg The arch typical Terran soldier


Crystalline (DON'T LET YOUR PLAYERS PLAY THIS IT WILL BREAK THE GAME TO PIECES)
Crystallines appear as 6-8 feet tall large pinkish formations of crystal of spikes shooting out of the base, they are a homicidal race, never,EVER, seen working peacefully with another race.
Different anatomy- Crystallines have a radically different anatomy, they have no hands or arms or other body parts or internal organs, just psy-enhanced crystal. If a crystalline ever enters an area where an anti-psy field is up, unless it is powerful enough to overwhelm the field it moves at quarter speed.
Immune to poison
Immune to Disease
Immune to mind control
Immune to Moral.
Natural Armor: Crystallines get a armor score of 23, added to any armor they somehow manage to wear.
Naturally psionic- +10 Psychic, Crystallines have a strange power over psy energy, in fact, they are controlled by psy energy!
Long learning-50% increased XP gain required for level, Crystallines take longer to learn from their experience.
Psy-spikes- Perhaps the most fearsome (And technically only) weapon they have, any crystalline can shoot out a 6 inch long super-sharp crystal spike. This spike IGNORES shields and INSTANTLY PIERCES armor. It deals +10 damage, this is a ranged weapon up to 10 squares.



People can start posting from this point on.

EDIT: Anyone have any naming ideas?

Gamerlord
2010-05-24, 06:12 PM
CLASSES
Marine

MARINE
Captains log, 0700, date 7/13/70, we are about to enter the zombie-infested colony, expected casualties: a lot.
-Captain Betton Samson, exactly 4 hours before his entire crew was massacred by zombies.



The Marine is a simple soldier, trained to get in, kill the hostiles, and get out before he dies horribly.
Marines tend to be heavily armored, but agility is still important for accuracy. Endurance and Vitality are a must, because he can expect to take a lot if hits.

Level progression:
1.Marine training
2.+4 Morale, Weapons training
3.+2 Vitality
4.Rally
5.Heavy weaponry training
6.Rapid blast
7.Advanced Marine Training
8.Nerves of steel
9.+6 endurance
10. Extreme weaponry training
11.Advanced duel wield
12.Extreme Marine Training
13.Aimed Shot
14.Extreme duel wield
15.Special Marine training

Marine Training: As a hardened warrior, the marine has gotten special training. He gets a +2 to all stats except Psychic. He also gets a +2 to the following skills: Light guns,Medium Guns, Heavy Guns, Grenades,Melee weapons,Light armor,Heavy armor, unarmored, and hand to hand.
Weapons training: The marine gets a +2 to the following skills: Light guns,Medium Guns, Heavy Guns, Grenades, and hand-to-hand.
Rally: The Marine can inspire all allies within 30 ft. to increased acts of bravery. He rolls a d12,adds his morale, and divides by 6(Round down) that is the amount his allies' morale is increased.
Heavy weaponry training:The marine gets a +4 to the following skills: Light guns,Medium Guns, Heavy Guns, Grenades, and hand-to-hand.
Rapid Blast: The marine can attack additional times. He can attack up to his agility score divided by 5 (Round down). Each extra attack results in a -2 penalty to his attack, stacking up with each attack.
Advanced Marine training: As a hardened warrior, the marine has gotten special training. He gets a +4 to all stats except Psychic. He also gets a +4 to the following skills: Light guns,Medium Guns, Heavy Guns, Grenades,Melee weapons,Light armor,Heavy armor, unarmored, and hand to hand.
Nerves of Steel: At this point, the marine no longer makes morale checks after sustaining heavy damage or seeing an ally die.
Extreme Weapons training:The marine gets a +6 to the following skills: Light guns,Medium Guns, Heavy Guns, Grenades, and hand-to-hand.
Advanced duel wield: The marine can now duel wield a two-handed weapon and a one-handed weapon together, at a -6 penalty each. He also no longer takes penalties for duel wielding two one-handed weapons.
Extreme marine training:As a hardened warrior, the marine has gotten special training. He gets a +6 to all stats except Psychic. He also gets a +6 to the following skills: Light guns,Medium Guns, Heavy Guns, Grenades,Melee weapons,Light armor,Heavy armor, unarmored, and hand to hand.
Aimed Shot: If the Marine spends 2 whole turns aiming a weapon, he can hit instantly when he fires it.
Extreme duel wield: The Marine can now duel-wield two-handed weapons at a -8 penalty each. He can also duel wield two-handed weapons with one handed weapons with penalty now.
Special Marine training:As a hardened warrior, the marine has gotten special training. He gets a +8 to all stats except Psychic. He also gets a +8 to the following skills: Light guns,Medium Guns, Heavy Guns, Grenades,Melee weapons,Light armor,Heavy armor, unarmored, and hand to hand.