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GryffonDurime
2008-03-09, 10:22 PM
First, a short introduction to the idea:

What is Little Galaxy? Or rather, what will Little Galaxy hopefully be? Little Galaxy is a vague, Sci-fi system that I've had in mind for a good, long while. The idea's been nagging me for months, and I've always started to write it down only to lose hope of every finishing. The idea was inspired by Spore: to create a game system that could zoom in and out as smoothly, moving from one level of play to the next and back again. In terms of Little Galaxy, this means you can move from individual characters to armadas and every step in-between. Players are still playing the same characters at all these stages, but they've simply become commanding officers rather than individual heroes.

With that said, progress has been limited so far, and I present the basic concepts to gather feedback and suggestions as I work to flesh out the system. Enjoy.


Table of Eventual Contents

Introduction

Purpose
Updates
Table of Eventual Contents

The System Itself

Basic Attributes
Additional Attributes
Character Creation
Traits
Tactics
Equipment
Forces

The Little Galaxy


History
Major Cultures
Planets
For the GM

GryffonDurime
2008-03-09, 10:24 PM
The Base Mechanic

Much like d20 products, the essential resolution mechanic for Little Galaxy involves a simple roll on one d20. To this, an attribute is usually added, and the result is then declared as either a success or a failure by the Gamemaster.

Attributes represent a broad range of a character's capabilities, abstracted into a small handful of statistics. Traits represent special capacities a character has, such as Psychic Aptitude or Luck. Tactics represent combat options available to the character beyond normal capacities. Equipment represents weaponry and tools available to the character. Forces represent specific people or groups of people who are part of the character's group.


Attributes

Offense - Offense represents both a character’s individual combat prowess and his ability to lead effective assaults. Physical strength and offensive tactics are combined in this attribute.
Defense - Defense represents a character’s fortitude and defensive instincts, both in personal combat and in leading defensive maneuvers.
Knowledge - Knowledge represents a character’s learning and pure mental capacity. Many technical skills, such as science and computer use, are ruled by Knowledge.
Charisma - Charisma represents pure leadership ability and personal magnetism. Charisma directly reflects a unit’s morale.
Quickness - Quickness represents speed, both physical and mental.

Magnitude - Magnitude measures the scale of a unit, weapon, or character. Greater magnitude typically confers bonuses.
Integrity - Integrity measures a character or unit’s physical state. Integrity is equal to 5 + Defense + Trait Modifiers + 2xMagnitude
Morale - Morale reflects a unit’s mental health and ability to soldier on. A unit with no remaining morale incurs a -4 penalty on all actions, and tries to flee or surrender as best as they can. Morale is equal to 5 + Charisma + Trait Modifiers.
Logistics - Logistics represents a unit’s finances and supplies. A unit with no remaining Logistics incurs a -4 penalty on all actions, and seeks a way to resupply as soon as possible. Logistics is equal to 5 + Quickness + Trait Modifiers - ½ Magnitude (round down).

Magnitude Scale Example:

Individual Hero
Small Team
Medium Squad/Heavy Artillery Unit
Large Batallion/Heavy Artillery Team
Heavy Artillery Squad/Mobile Suit
Heavy Artillery Batallion/Mobile Suit Team
Mobile Suit Squad
Mobile Suit Batallion/Carriership
Carrier Squadron
Armada



The Magnitude System:
Every weapon, tactic, and force in LITTLE GALAXY has a Magnitude rating. This rating refers to the general scale with which it may influence the world around it. For weapons and characters, this is obvious: a single man does less damage than a squadron of heroes, or a mothership equipped with radiant-energy cannons. This same system applies for noncombat forces, as well: a professor of engineering may know a great deal about mobile suit analysis, but he still pales in comparison to the Pantheon-class AI of a networked armada.

Magnitude functions first and foremost as a measure of what your “character” can currently use, in terms of equipment, tactics, and traits. Some can be used only at a specific magnitude, while others list a range of applicable magnitudes.

When a weapon, tactic, or trait is used against something of the same magnitude, the results are resolved as normal. When applied against a force of a different magnitude, a +2 bonus or penalty is incurred for every point of difference in Magnitude. Whether this is a bonus or a penalty is adjudicated by the GM, but in general greater magnitude should usually incur a bonus. Exceptions include subterfuge, diplomacy, and logistics. Trying to assail a target of a smaller magnitude generally incurs a penalty, but damage rolls still gain a Magnitude bonus.


Character Creation Abstract:
100 Points
Distribute to Basic Attributes; none may start above 10. Raising any above 5 costs 2 points per increase.
Start with a 1 in all Additional Attributes. Initial Magnitude is established at the GM’s discretion.
Purchase Tactics, Traits, and Equipment

GryffonDurime
2008-03-09, 10:25 PM
The Little Galaxy

Information forthcoming.

Vadin
2008-03-09, 11:01 PM
So far, looks...promising. Light, flexible, good for fast play with a fun GM. Not for rules lawyers very much.

So far, looks good.