Sarone
2011-09-04, 06:55 PM
Ok, due to a miss reading on my part, I'm removing most of the homebrew rules in World/Setting Design to here for the Starcraft universe using the Shadowrun rules.
With that, I'm reposting the information from the last person so it'll be easier trying to get the ball rolling on this.
Ai, that's difficult... There have been Starcraft adaptations to several system, among which d20, but all of them home-brew, and all of them immense.
Starcraft has a lot of lore put into it, and the heavy reliance on machinery doesn't make things much easier. If you really want to do this, then I'd say: Go ahead, BUT it's going to be a lot of work; more than you might be used to.
Here's a Starcraft wikipedia page, which contains tons and tons of information.
http://starcraft.wikia.com/wiki/StarCraft_Wiki
And here's a list of search results for Starcraft on GitP:
http://www.giantitp.com/forums/search.php?searchid=1591005
Thanks for the help. However, the search you're linking doesn't show anything worthwhile.
I admit that it can be challenging, but from what I have seen is that Level Systems (D20, D&D, and the like) put too much emphasis on levels and rules.
With Shadowrun, it's alot simpler as far as leveling goes. A new gamer is no better off than someone who has been in the campaign for 20 sessions, even though the Veteran will have more karma points to spend.
Not too mention, I want a system where everyone doesn't have to show up for every mission (would be recommended so they can get more experience and other goodies). I can explain they're off doing another mission, tinkering with gear, visiting family, so on and so forth. This is more to do with the IRL fact of being in the military and locate don a military post.
Right off the bat is races. Base will be human with two "variants" as far as size and advantages/disadvantages (those "afflicted" with Giantism and Dwarfism).
Because there isn't any true "metahumans" in SC2, I have decided to introduce two alternatives To the "regular" human: Dwarfism and Giantism. I want both to be attractive to a player that doesn't want to play a regular human with out going into the magic fantasy that Shadowrun provides.
In order to come up with a balanced deal, I'm taking a look at where the two will be most reminescent of as far as Metahumans in Shadowrun: The Dwarf and The Troll mate types.
Dwarf and Dwarfism
Whether you didn't eat your vegetables when you were younger or you parents of such short stature you lived up to it, you're short. Standing up 4 and a half feet tall, you're used to being looked over. When dealing with marines (Confederate, Dominion, or other), you're use to comments about being stepped on and turned into a football for the guys to punt around. Luckily for you, it also means you can get out of situations that bigger folks can't, using pipes, ventilation shafts, and other tunnels as means to escape. Not too mention, when it comes to equipment and suits, it's not too hard to get prosthetics to help with the strengh and size problems.
Dwarves in Shadowrun are short, stocky, strong, and tough, as well as having Thermographic vision. I'm going for an opposite here.
Dwarfism in Starcraft runs along the side of gnomes and halfings, using the D&D races as examples.
With that as an idea, I'm going with this for the basic stat line for Dwarves in Starcraft 2.
Body 1/5 (7)
Agility 2/7 (10)
Reaction 2/7 (10)
Strength 1/5 (7)
Charisma 1/6 (9)
Intuition 1/6 (9)
Logic 1/6 (9)
Willpower 1/6 (9)
Add to it small size, which means that a Dwarf will need to pay for/use a smaller suit and weapons, though a dwarf can fit inside regular Marine armor using computerized prosthetics that allow the (N)PC to manipulate bigger equipment and weapons. The advantage here for dwarves is that hits to arms and legs aren't as dangerous beyond losing the use of the limb.
Because of the prevalence of automatic and heavy weapons, as well to reflect the fact the dwarf is smaller, I'm adding an -2 to recoil modifiers for shooting multiple shots. Basically, unless you have a weapon that is sized and made for you, or you are wearing prosthetics/suit that helps absorb recoil, you shouldn't handle the bigger stuff.
Inspiration for this was the tech Heaven's Devils that helped develop the Powered Armor that will become the Firebat armor.
Looking at what the Dwarf Metatype cost in build points, and what I'm going for, I believe a cost of 15 should do quite well.
Trolls and Giantism
Either your momma put growth hormone in your food or both parents were members of the Confederate Body Builder team, you are big. Huge by some standards. Standing 7 feet tall and a good 250 pounds with hands the size of somepeople's chest, you are used to jokes about the weather up there. You can intimidate armed marines while unarmed and wearing a tshirt and shorts. Heavy weapons aren't as big a problem when it somes to using them, though weapons designed for smaller hands do make it a pain in the rear to use. Unfortunately, your size makes you a bit clumsy at times and and regular armor doesn't fit you. Precision equipment is either left others with smaller hands or the use of cybernetic assistants. In addition, you have a tendency to take more hits, but the damage they cause don't cause as much discomfort for you.
Trolls in Shadowrun are big, tall, strong, and tough. Unfortunately, mental stats leave something to desire, since we're dealing with something that affects only physical stats. Not too mention, as some people in my old group mentioned, not alot of players use trolls due to the 40 build point price tag for using the Metatype.
Body 3/8 (12)
Agility 1/5 (7)
Reaction 1/5 (7)
Strength 3/8 (12)
Charisma 1/6 (9)
Intuition 1/6 (9)
Logic 1/6 (9)
Willpower 1/6 (9)
Add to it Large size, where the (N)PC will be spending a good half again for armor as well a be considerably bigger (ie: A regular human can wear Marine armor while a human with Giantism needs armor that looks like Firebat/Maruader armor). Small pistols and the like will be an issue, though to counter balance it and reflect the strengh, I'm doing the opposite for the dwarf and adding +2 recoil modifier, meaning the only thing that will be an issue is the really heavy assault weapons. To reflect the greater bone density and mass, I'm adding the Trolls +1 natural armor representing how much tougher he is. Reach is thrown in as well, which may not be as helpful outside of a melee.
Inspiration for this is Tychus Findlay and the photo of him from Heaven's Devils and him in power armor and weilding a minigun through the Wings of Liberty.
Looking at advantages for this character, specificaly the bonuses for using heavy weapons, natural armor and recoil, as well as reach, and the lack of reductions in mental stats, as well as the disadvantages of being bigger and unable to use lighter weapons with out modification I'm going for 30 BPs for players wanting to take Giantism.
What do you all think? Giantism giving too much for too little BP cost? Dwafism needing some tweaks?
Protoss will not be used for too much, but will have a play after the initial setup. Zerg will be a no for the campaign due to the QoB still being around unless there's a really, very good reason, isn't too over the top, and actually makes alot of sense. This is also to take into account that the players will have a bigger than average part in the campaign from the RTS point of view.
Classes will probably stay the same for the nonmagic users. Magic users will go under psionic users. I'm also condensing the various "magic and technomancer" abilites into psionic abilities (that's going be fun, though I'm goingwith the idea of nothing too flashy (calling spirits and such)). I am considering, due to Protoss being introduced to the campaign shortly after starting it, the terrans being taught various aspects of psionic abilities. From a tech stand point to combat applications as well as schooling and training.
Also, would it be too much if I state from the get go that players who do the whole WoW approach to gaming will be slaughtered in the final battle? (IE: I go to the quest giver, I recieve tehquest, I go complete the quest, I return to Quest giver, I lather, rinse, and repeat without investing into my character beyond putting karma points into various skills that are only there for killing the enemy. Basically, a mook for the bad guy or, from the RTS PoV, "Marine #6285 reporting for getting slaughtered in a wave of zerg, sir!")
Any one else have advice before I start going a bit further?
With that, I'm reposting the information from the last person so it'll be easier trying to get the ball rolling on this.
Ai, that's difficult... There have been Starcraft adaptations to several system, among which d20, but all of them home-brew, and all of them immense.
Starcraft has a lot of lore put into it, and the heavy reliance on machinery doesn't make things much easier. If you really want to do this, then I'd say: Go ahead, BUT it's going to be a lot of work; more than you might be used to.
Here's a Starcraft wikipedia page, which contains tons and tons of information.
http://starcraft.wikia.com/wiki/StarCraft_Wiki
And here's a list of search results for Starcraft on GitP:
http://www.giantitp.com/forums/search.php?searchid=1591005
Thanks for the help. However, the search you're linking doesn't show anything worthwhile.
I admit that it can be challenging, but from what I have seen is that Level Systems (D20, D&D, and the like) put too much emphasis on levels and rules.
With Shadowrun, it's alot simpler as far as leveling goes. A new gamer is no better off than someone who has been in the campaign for 20 sessions, even though the Veteran will have more karma points to spend.
Not too mention, I want a system where everyone doesn't have to show up for every mission (would be recommended so they can get more experience and other goodies). I can explain they're off doing another mission, tinkering with gear, visiting family, so on and so forth. This is more to do with the IRL fact of being in the military and locate don a military post.
Right off the bat is races. Base will be human with two "variants" as far as size and advantages/disadvantages (those "afflicted" with Giantism and Dwarfism).
Because there isn't any true "metahumans" in SC2, I have decided to introduce two alternatives To the "regular" human: Dwarfism and Giantism. I want both to be attractive to a player that doesn't want to play a regular human with out going into the magic fantasy that Shadowrun provides.
In order to come up with a balanced deal, I'm taking a look at where the two will be most reminescent of as far as Metahumans in Shadowrun: The Dwarf and The Troll mate types.
Dwarf and Dwarfism
Whether you didn't eat your vegetables when you were younger or you parents of such short stature you lived up to it, you're short. Standing up 4 and a half feet tall, you're used to being looked over. When dealing with marines (Confederate, Dominion, or other), you're use to comments about being stepped on and turned into a football for the guys to punt around. Luckily for you, it also means you can get out of situations that bigger folks can't, using pipes, ventilation shafts, and other tunnels as means to escape. Not too mention, when it comes to equipment and suits, it's not too hard to get prosthetics to help with the strengh and size problems.
Dwarves in Shadowrun are short, stocky, strong, and tough, as well as having Thermographic vision. I'm going for an opposite here.
Dwarfism in Starcraft runs along the side of gnomes and halfings, using the D&D races as examples.
With that as an idea, I'm going with this for the basic stat line for Dwarves in Starcraft 2.
Body 1/5 (7)
Agility 2/7 (10)
Reaction 2/7 (10)
Strength 1/5 (7)
Charisma 1/6 (9)
Intuition 1/6 (9)
Logic 1/6 (9)
Willpower 1/6 (9)
Add to it small size, which means that a Dwarf will need to pay for/use a smaller suit and weapons, though a dwarf can fit inside regular Marine armor using computerized prosthetics that allow the (N)PC to manipulate bigger equipment and weapons. The advantage here for dwarves is that hits to arms and legs aren't as dangerous beyond losing the use of the limb.
Because of the prevalence of automatic and heavy weapons, as well to reflect the fact the dwarf is smaller, I'm adding an -2 to recoil modifiers for shooting multiple shots. Basically, unless you have a weapon that is sized and made for you, or you are wearing prosthetics/suit that helps absorb recoil, you shouldn't handle the bigger stuff.
Inspiration for this was the tech Heaven's Devils that helped develop the Powered Armor that will become the Firebat armor.
Looking at what the Dwarf Metatype cost in build points, and what I'm going for, I believe a cost of 15 should do quite well.
Trolls and Giantism
Either your momma put growth hormone in your food or both parents were members of the Confederate Body Builder team, you are big. Huge by some standards. Standing 7 feet tall and a good 250 pounds with hands the size of somepeople's chest, you are used to jokes about the weather up there. You can intimidate armed marines while unarmed and wearing a tshirt and shorts. Heavy weapons aren't as big a problem when it somes to using them, though weapons designed for smaller hands do make it a pain in the rear to use. Unfortunately, your size makes you a bit clumsy at times and and regular armor doesn't fit you. Precision equipment is either left others with smaller hands or the use of cybernetic assistants. In addition, you have a tendency to take more hits, but the damage they cause don't cause as much discomfort for you.
Trolls in Shadowrun are big, tall, strong, and tough. Unfortunately, mental stats leave something to desire, since we're dealing with something that affects only physical stats. Not too mention, as some people in my old group mentioned, not alot of players use trolls due to the 40 build point price tag for using the Metatype.
Body 3/8 (12)
Agility 1/5 (7)
Reaction 1/5 (7)
Strength 3/8 (12)
Charisma 1/6 (9)
Intuition 1/6 (9)
Logic 1/6 (9)
Willpower 1/6 (9)
Add to it Large size, where the (N)PC will be spending a good half again for armor as well a be considerably bigger (ie: A regular human can wear Marine armor while a human with Giantism needs armor that looks like Firebat/Maruader armor). Small pistols and the like will be an issue, though to counter balance it and reflect the strengh, I'm doing the opposite for the dwarf and adding +2 recoil modifier, meaning the only thing that will be an issue is the really heavy assault weapons. To reflect the greater bone density and mass, I'm adding the Trolls +1 natural armor representing how much tougher he is. Reach is thrown in as well, which may not be as helpful outside of a melee.
Inspiration for this is Tychus Findlay and the photo of him from Heaven's Devils and him in power armor and weilding a minigun through the Wings of Liberty.
Looking at advantages for this character, specificaly the bonuses for using heavy weapons, natural armor and recoil, as well as reach, and the lack of reductions in mental stats, as well as the disadvantages of being bigger and unable to use lighter weapons with out modification I'm going for 30 BPs for players wanting to take Giantism.
What do you all think? Giantism giving too much for too little BP cost? Dwafism needing some tweaks?
Protoss will not be used for too much, but will have a play after the initial setup. Zerg will be a no for the campaign due to the QoB still being around unless there's a really, very good reason, isn't too over the top, and actually makes alot of sense. This is also to take into account that the players will have a bigger than average part in the campaign from the RTS point of view.
Classes will probably stay the same for the nonmagic users. Magic users will go under psionic users. I'm also condensing the various "magic and technomancer" abilites into psionic abilities (that's going be fun, though I'm goingwith the idea of nothing too flashy (calling spirits and such)). I am considering, due to Protoss being introduced to the campaign shortly after starting it, the terrans being taught various aspects of psionic abilities. From a tech stand point to combat applications as well as schooling and training.
Also, would it be too much if I state from the get go that players who do the whole WoW approach to gaming will be slaughtered in the final battle? (IE: I go to the quest giver, I recieve tehquest, I go complete the quest, I return to Quest giver, I lather, rinse, and repeat without investing into my character beyond putting karma points into various skills that are only there for killing the enemy. Basically, a mook for the bad guy or, from the RTS PoV, "Marine #6285 reporting for getting slaughtered in a wave of zerg, sir!")
Any one else have advice before I start going a bit further?