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imp_fireball
2008-08-23, 02:52 PM
This thread will be the staging ground for a 3.5 total conversion.

http://i79.photobucket.com/albums/j154/Uaxis/eve-onlinelargeimage.jpg

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In the time since all the races came into contact with each other about 150 years ago, inter-stellar trading has steadily increased; especially ever since the races began cooperating more closely through institutes such as CONCORD.

Today many space ships are equipped with a capsule, which makes control of the ship much more easy and efficient for the pod pilot. Not just anybody can become a pod pilot. Pod pilots require a special kind of neural implants. The training is extremely rigorous and taxing, and only a small fraction of students actually make it through. This makes able pod pilots a unique breed that have a special status within society. The pilots are regarded by the empires as an expensive investment as well as a huge prestige - the number of inter-stellar traders an empire has in many ways reflects the economic vitality of the empire.

Yet despite the desire of the empires to keep their pod pilots on a leash, things have developed differently: Because of the exulted status of the pod pilots, they’ve in fact managed as the years have passed to make themselves ever more independent from the empires that spawned them. Most pod pilots are still employees of an empire company or organization, but what work they do is largely self-controlled. The ever-increasing number of pod pilots entering the market alleviates this problem for the empires and has allowed them to increase the number of pilots working for them despite the fact that proportionally more and more pilots are going totally independent.

The prestige enjoyed by these people is enormous. Apart from the revered status many of them endure or enjoy, they receive a number of other privileges. The most important of these is their access to cloning, which is strictly supervised in all the empires. Although some rogue cloning stations are in operation the vast majority of cloning facilities are empire controlled and who is allowed a clone is rigorously controlled. Pod pilots are one of very few professions that have, because of the nature of their job, more or less unrestricted access to clones, although any special types of clones must be paid for out of their own pocket.

Becoming a Pod Pilot

This section is for 'fluff' or for the purposes of ratification if ever the PC's come across this solution in a campaign world.

A Pod Pilot isn't merely a class unto itself. A pod pilot can begin training as any prior class. Pod pilots aren't treated as prestige classes, and are instead much more like augmented templates, however they also need only recognition from the GM or written on the PC's character sheet, as the process of becoming a pod pilot can transform a PC into that of very high reputation amongst other NPCs (treat as buffed version of 'distinguished' trait, +5 reputation, ie; stacks with distinguished).

By GM discretion, a character may only become a pod pilot with proper mental compatibility related to genetic traits in the brain matter. For simplification purposes, a pod pilot must have both a WIS and INT of at least 12 in order to survive that capsule initiation process, however this is still GM discretion. Most pod pilots are human (though their are other 'close' races that are exceptions, such as naturally psionic races), because humans are among the most adaptive of LA 0 sentient races as well as potentially acquiring the most skill points the most quickly, necessary for long term survival in the rigors of space.

Psychic PCs are almost always capable of becoming pod pilots, because having opened their mind to the outside 'vibes' of the world, they are capable of adjusting to semi-permanent hydrostatic stasis within a pod, which might kill any other PC/NPC.

To become a pod pilot, there are five phases.

Phase 1: Training

The PC must study at an academy or institute for a few years. At some given point they must take a variety of written tests. They can not ask to become a pod pilot, instead they must be chosen, upon which point they will take the tests. The tests might require a riddle that the GM lays on the specific player, or it might be a few consecutive will saves and intuition checks. Some factions might even have trial of combat or require you to have previously been a pilot having passed/performed a religious rite or initiation phase in years past (ie. khanid kingdom, or blood raiders).

Having the right skills (which can be acquired during this 'certification phase' for RP purposes) is necessary to pilot a capsule. Capsules are unique craft, and so the skills can both assist and be necessary for its operation. Additionally, the proper neural nodes are necessary within a PC's brain to interface. Skills are to be taken prior to interfacing.

Skills (necessary):
- Pilot Small Space Craft (4 ranks)
- Autohypnosis (1 rank); only if already psychic, otherwise ignored
- Concentration (4 ranks)
- Survival (4 ranks)
- Knowledge (vacuum; 2 ranks)
- Knowledge (cybernetics; 2 ranks)

Feats:

Their are no necessary feats to be taken, however it is always suggested that the PC be 'very prepared' for the interfacing phase. In some cases, the GM can prevent the PC from passing the 'examination' phase if they are simply unprepared feat and skill wise in areas that would assist rather then are necessary.

Phase 2: Examination

This is where whichever initiation institute that was laid down by your PC's faction inspects your character for appropriate genetic traits. The PC usually lives 'normally' within closed confines for 5 weeks during the time that scientists must inspect your PC with appropriate radiation imagery and bio-scan equipment. The test results, of which are cross tested/referenced, must be processed and then brought forth to some sort of commity where the comity's 'board of directors' make a decision based on whether or not your PC is deemed appropriate for pod pilot training (at GM discretion, obviously).

Phase 3: Surgery

The PC must consent to surgical treatment for 8 weeks, upon which he/she lays dormant. The implants are inspected and placed within the PC's brain at various locations in the cerebrum and cerebellum as well as the spine, necessary for interfacing with a pod. The implants themselves are very expensive, and for the time being it is likely that the PC will become a piece of government hardware that has not yet reached it's test phase. This means that if the PC is kidnapped, leaves, or is otherwise gone for any period of time longer then a few days, the faction will likely send soldiers to retrieve the PC by whatever means necessary (whether the PC be on an adventure, kidnapped, charmed, etc.).

Phase 4: Adjustment

The PC must adjust to an environment with his/her implants, which must remain intact forever and ever (should he/she lose them, he/she will lose status as a pod pilot). Any clones that the PC has (usually they may only be granted one, which can be 'upgraded' to withhold greater volumes of neural inter-connectivity/memory) are financed with the same variety of implants, backed by the company that the PC works for (usually a mega-corporation with its own territory within vacuum; space life usually means working for a corporation rich enough to have rights to its own stations).

The implants of a soon-to-be pod pilot are usually not visible even by glancing at a bare scalp, though the nodes might make little indentation bumps on the surface of the skull. Some pod pilots have claw-like metal instruments protruding from the backs of their craniums due to difficulties in applying additional internal cybernetic implants and hard-wiring that they might've bought (usually such implants are small, designed to increase the stats of a pod-pilot, or certain capsule related abilities); such implants are usually internal. Exterior cybernetic implants do not factor into capsule interfacing, and may prove only beneficial in physical circumstances.

Phase 5: Interfacing

This is the stage often dreaded by nearly any new-breed pod pilot: in rare cases it has been known (http://www.eve-online.com/races/wetgrave/?pp=background,stories) that the prior stages were failures that had gone unchecked. However, for technology as advanced as this, it is considered that there is always a margin for error in that failure may mean that a pilot will be permanently encased within a hydrostatic tomb that was to be his capsule. Upon the PC entering into the gel of the capsule for his/her very first interfacing ever, they may be given the opportunity to make a morale save or be panicked (at GM discretion, they may be shaken, whichever). A will save to interface with the pod is technically a telepathy check assisted by the PC's neural implants; psychic characters may recieve a +3 bonus per point of WIS modifier to their check to interface. If the pilot improperly interfaces, then they are technically dead; while they can be cut out of the pod, their charisma will be reduced to 0 and unable to rise by natural means; for while conscious, their soul exists between the spaces of the pod and their own mind, unable to transfer to either location and permanently incapacitated, unable to control the pod and unable to control their own body (referred to as a fatal condition known as 'mind lock').

If the pod is destroyed when the PC is in this condition, then they must make another will save (DC 60) or die instantly of shock release.

If cured of mind lock, likely the PC would never wish to attempt becoming a pod pilot again, unless under the affects of a suggestion or dominate person spell.

A successful check means that the PC has successfully interfaced with the capsule. When successfully interfacing, the PC may now control the capsule in vacuum (with the necessary skills; usually a capsule quickly accelerates within half a second from 0 to a max speed of 200m/s on average depending on the pilot, or roughly 3600'/720 spaces per round). Coming into and out of the capsule means another will save (same as first entering but at -5 original DC for interfacing/de-interfacing). The save becomes easier each time the PC enters and exits, however the difficulty decrease will only happen once each day. Eventually, interfacing and de-interfacing with a pod becomes second nature (usually after 4 or 5 days).

The capsule itself is free of purchase once the PC has proven capable of interfacing with it; however the PC may only have one capsule per clone of themselves. Only one clone may be had by a PC, and since the PC only has one 'soul', that 'soul' may only exist in the mind of one clone/body at a time. The PC's clone can be upgraded, and is an exact copy of themselves, minus any physical traits such as 'distinguished' in terms of bodily scars that were acquired during the PC's career as a pod pilot, etc. Equipment can be stored away, either near the PC's additional clone or in the cargo bay of a spaceship that they have purchased (the capsule contains no cargo bay). Jump clones may be purchased, however the PC must have very high standings with the owner of said station or location that sells jump clones (as measured by the PC's interface, which is what the PC 'sees' while in a capsule). Usually standing with a mega-corporation that owns a station can be rough; it's NPCs don't usually completely know you however they may recognize you as a pod pilot (depending on their own capacity to recognize others).

The Pod Pilot Template

On top of racial modifiers, a pod pilot recieves:

- +5 bonus to reputation (if reputation applies to adventure/campaign)

- Capsule Interfacing(Sp) as a feat

- Max wealth by level

- Permanently ingrained hardware enough for six empty slots for cybernetic implants and six empty slots for cybernetic hard-wiring

- A neural port, providing a capsule's AI system the ability to gradually download memory into a character of this template's brain (via 'books'), allowing for the acquisition of feats and skills at an acclimated rate separate to actual class levels for a character of this template

- The ability to take on 'Pod Pilot Bonus Feats'

- Are treated as if they have the iron will feat (iron will may be taken again and stack)

- Are treated as if they have the great fortitude feat (great fortitude may be taken again and stack)

Capsule interface:

The Capsule, which in itself, is really only a simple capsule made mostly from nocxium alloy (material hardness 15 per inch) without weapons but with warp capability and a capacitor's output of 125, can interface with any spaceship in new eden. New Eden currency for pod pilots in itself is considered ISK (or Inter Stellar Kredits), however in other galaxies or star clusters with civilizations, this may vary.

The capsule's interface realistically allows the pilot to view many menus and databases at the 'click' of their mind. The images aren't presented in a dream-like state, however. Rather, they are 'real' in the sense of a VR instrument implanting images directly to one's brain: images and data that that person can interact with and compile, much like manipulating an operating system at the conjunction between one's own mind and the capsule; or the 'wood between the worlds' as it were.

What a pod pilot 'sees'

A pod pilot views things much differently, somewhat akin to that of a clairvoyant viewing themselves. A pod pilot can see their own capsule, and feel the thrum of any room that the capsule sits in while interfaced. When using the capsule as a control room for a ship (the reason for why pod pilots are dubbed 'pod pilots'), the pilot essentially 'becomes' the ship. They can see the ship that they're piloting within their own interface as well as see all around themselves using the variety of nanite camera drones that are essential assistants to a pod pilot (no mechanics; they follow a ship everywhere and are too difficult to detect in themselves by enemies).

When determining what the PC sees, the player must say what they are looking at or if they are zoomed out at any point in time (whether looking at a map or 'tactical overlay' or whichever). In most cases, an 'overview' is presented amongst a pod pilot's interface. This overview presents all the items that the ship has scanned in relative proximity (usually up to a distance of about 300 kilometers surrounding the ship). In the case of 'zooming' the pod pilot PC is able to essentially provide for themselves a 'bird's eye view' or zoom in on a specific location, up to about a few hundred meters from the ship. The view is wide, so the pilot can easily view their entire ship at any one time (and even if they can't due to a ship being potentially large, they still have the option of zooming out; such is the might of their capsule's interface). Include all rules for overhead flight and spot checks when viewing other targets (made easier by what the overview is set to present which usually nulls the spot check and instead presents a search check to look for specific targets according to however many targets are presented on an overview).

What the pod pilot 'hears'

Sound is synthesized through a capsule to prevent disorientation and assist in better neural adjustment for the pod pilot and his/her environment (having 'become' the craft that they fly, or in the case of not having a craft, the capsule), however most of it is mish-mashed, and while completely realistic in terms of distance and propagation, listen checks aren't always advised when searching for the enemy as the sound of movement doesn't always travel (unless the enemy is slowing down and speeding up once more, usually at GM discretion in terms of listen checks). Additionally, scanner equipment is much more popular, with search checks being reduced to perusing an interface's overview, and listen checks to instilling fear at identifying whether or not the enemy fired a missile, used a deployable bomb, or fired a mounted auto cannon. Because the sound is synthesized (you can't hear anything in space), it can never compensate for everything, and so many things cannot be heard at all (as a rule, the activation of modules is silent, ie.).

Station Regard for Capsules

A station in itself, is often tremendously large (many kilometers in length and width), able to house many ships with thousands of hangars, thus keeping it in business and 'afloat' in vacuum for useful purposes. For this reason, there can be thousands of individual citizens, pod pilot, PC and NPC alike circulating throughout a single station which is in itself like a city. For this reason, the corporation that has rights to the station has its own reputation system for pod pilot PC's. As recorded by their capsule's interface, 'standing' can vary according to the pod pilot's security status, however many vacuum-related tasks they've performed for the agents (which can be somewhat akin to an adventure in itself), however many wars they've fought in their name, how many bounties they've collected on the heads of enemies, or any other variety of factors. Standing can range from -10.00 to 10.00, whereas -5.00 can mean the owners will shoot you on sight, dismissing permission for you to dock at the station, while 7.00 might mean that you are in such high standing with the owner(s) that they will let you use the station's services free of charge, ie. 'Loyalty points' are also offered by some stations, signed on slips of paper, that can be redeemed for equipment and certain special services that the station might offer to the PC. Loyalty points are often acquired along with reputation, and only some well known, highly publicized stations offer them.

Maps:

Most capsules have access to a variety of star maps, programmed into the computer systems of the capsule itself, often merging into a singular efficient map as regulated by the computer's AI system. Because what a pod pilot sees while interfaced is much like what they might see if looking into a VR: when accessing the map they must direct their attention to a 'map tab' within their permanently projected mental view. As such, when accessing the map, all they will see is the map. The map can list anything, from details on a specific system of planets and star that the PC resides in, to details on key locations at other system points. The map can be updated, simply by interfacing with the matrix of a station's hangar (the internet of the future), though circumstances can be presented that do not account for this at GM discretion, such as an unknown star that is listed at the farthest point of a region of stars, but is otherwise unknown and may or may not be advised by the map as a potentially deadly location (more so then the ungaurded systems designated as 0 security).

Wallet

The PC might often leave their bags of physical cash (whether gold, silver, dollar bills, isk z-coins, etc.) at a specific location, rather than in their cargo hangar of the ship that their pod has interfaced with (the player has the choice of storing them in cargo, however they always run the risk of losing it in a fire fight that results in the destruction of their spaceship). In the case of money, the computer system of a capsule acts as a pilot's ATM for digital money. Most money is dealt with digitally in space civilizations using the merged matrix that expands through FTL communication across many star regions (in the New Eden universe, at least) for simplification purposes (because pod pilots cannot interact with each other physically without exiting their capsules).

The destruction of a ship

Usually the destruction of a spaceship would mean death for its pilot and crew in vacuum, however, ships made to go with capsules (usually those of a frigate size or larger) automatically program safety measures that can adapt to the capsule. Contained cargo within a spaceship is jettisoned (however their is usually a massive margin of circumstance in which a portion cargo parishes in vacuum at GM discretion or percentage roll), whereas the capsule acts as an escape pod. When the ship is destroyed, the capsule, completely shielded by it's fire-proof layer (no damage), automatically ejects from the ship's wreckage, adapting to the new condition nigh-instantly, upon which the pilot has free control of his/her capsule to escape from the given danger (usually by making use of the warp drive to 'warp out'). The capsule is never treated as prone and in-operable for any amount of time (see: instant). No saving throws are needed.

The destruction of a capsule

If destroying a spaceship does not mean the death of the pilot inside, then 'popping' their escape pod definitely will. When a capsule is destroyed in vacuum (where it is fully operational), the capsule's computer itself injects the pilot with a deadly nanotoxin that kills him/her instantly (unless the PC succeeds on a DC 40 FORT save for every round following, up to 1d10 rounds) ; such a thing is performed by the detecting of the slightest crack of escaping air within the pod that would easily result in the destruction of the capsule (its system is advanced enough to detect any sort of measurement; the capsule is also designed to 'pop' nigh-instantly once this occurs). Simultaneously, at the point of the lethal injection, a camera built into the back of the pilot's skull will take a picture of the pilots brain and simultaneously send the brain map scan all the way back to the location of the pilot's clone; a process that instantly fries the brain of the currently dying pod pilot (50 damage (or bare minimum of whatever massive damage threshold is, if such rules are being used), no saving throw). Likely the vat containing the pilot's clone contains proper equipment made to scan the brain map and properly graft it on to the new clone within its vat light years away, a process that takes only a few seconds. Upon successfully sewing a 'soul' into this new clone, the vat containing the clone shuts down and the conscious character arrives fresh and anew, reborn at the location of the station; upgraded clones are measured in their capacity to retain memories that the character's previous body contained (this includes XP and levels, though the character may still retain certain memories of events that occurred during that day, despite the likely XP loss).

http://i79.photobucket.com/albums/j154/Uaxis/bscan.jpg
A Two Dimensional Brain Scan

Usually a clone upgrade that didn't cause the PC to lose any inter-connective memory at all would mean no XP loss, and as such does not qualify as the PC technically 'dying' (though this can be at GM discretion). While this method costs exhorbitant amounts of cash, it is easily more convenient than a resurrection/revival spell, as the destruction of a capsule can not only severely mutilate the pilot's body, the body can also be completely frozen in vacuum and must then be retrieved from within the infinite depths of space; from wherever the pilot was attacked and 'killed'.

A capsule in itself, however, is also a tough nut to crack. When not active, it's structure and armor alone have 150 and 156 hp respectively (with the addition of 15 hardness per inch of nocxium alloy). When active, a capsule's shields are online, in which case the shields also add an additional 55 base hp on top of the armor and structure hardness (shield has no hardness of it's own since the shield is usually just a sheen-like field of hydromagnetic plasmic force energy that repels material contact). Additionally, the shield has a recharge rate of 1 hp every 2 rounds (capsule is a piloted construct and has technology that can repair itself... or at least its shield portion). This, in effect, offers 306hp + 55 temporary, recovering hit points (when active) for the vessel.

Of course, guns housed on turrets of ships made for naval-style combat in space will often reduce a capsule to cinders in seconds, but because a capsule's acceleration rate is so high (can shift to max speed in under a second; a swift action or immediate action, depending, where 'swift' is slower), capsules can often warp out before the enemy has the chance to target them with such mighty turrets, or if a creature has a chance to respond with an attack of opportunity.

Capsule

http://www.eve-online.com/background/eggers/eggers_part1.jpg

Allows the pod pilot to interface with any spaceship and pilot it alone, provided the pod pilot has the skills for said spaceship, of course. Conceived by Jovian design, this technology is obviously revolutionary to the point of nearly posing a whole new age in the interstellar travel chapter of human history.

But of course, without the ability to interface with such a craft as this, the pod pilot wouldn't be a pod pilot. It is very important to note that capsules are inoperable by anyone but a pod pilot (no matter how high whatever skill it is the GM is ruling is the de facto 'pilot' skill for a given PC).


Type: Construct (inanimate)
Size: Huge
Spaceship Size: Tiny Craft
Hardness (nocxium alloy): 15 per inch (50 total hardness)
Base Shield: 55
Base Shield Recharge Time: 1sp per 2 rounds
Base Shield Resistance:
- 0% EM
- 50% Exp
- 40% Kin
- 20% Th
Base Armor: 156
Base Armor Resistance:
- 60% EM
- 10% Exp
- 25% Kin
- 35% Th
Base Structure: 150
Total Base HP: 306hp; 55 shield points (heals 1 sp/2 rounds)
Available Slots for Fitting: 0 (H/M/L)
Base Capacitor Output Capacity: 125
Base Capacitor Recharge Time: 8.4scp (sub-capacity points) per round
Base Warp Speed: 2.3AU (astronomical units)
Warp CCAU (capacitor consumption per AU): Unknown (math help?)
Ladar Sensor Strength: 3 points (can be jammed)
Base Max Lockable Targets: 2 opponents
Base Scan Resolution: Unknown (determines how fast you can change/lock targets; again I need math help here)
Mass: 32000Kg
Volume: 1000m3 (size huge)
Cargo Capacity: 0 (no cargo)
Drone Bay: 0 (no drone bay)
Max base velocity: 141m/s (2531'/506 spaces base speed)
Sig Radius: 25m (75'/15 spaces)

Interface with a spaceship [Technology]

The Capsule has the unique ability to interface with any spaceship that was fitted to allow pod-pilots to drive them (this includes any spaceship in New Eden available on open market and quickly accessible through various stations). Interfacing requires that a ship be assembled and ready, as well as assistance from station machinery, or any other large machinery capable of extended or minor maintenance on an interstellar craft (at GM discretion). Their are no saving throws. Interfacing usually takes a few minutes, ample time for machinery to insert the the capsule, already containing the pod pilot PC, into the spaceship (whether through a slot, or other easy-access point in spaceship). Their are no saving throws, DC (unless performed by characters lacking machinery, though likely to be assisted by NPCs if there is ample machinery), or otherwise. It merely requires time (ie. a few minutes).

Once interfaced, the capsule, relaying a pod pilot's commands, can direct a spaceship, much as if it had its own complement of a full crew to navigate it, however the only navigator is the mind of the PC sitting in the capsule. A spaceship's modules, onlined, offlined, and manipulated by the pod pilot, can be maintained to some extent on an outer level, though logically the spaceship would require visits to stations to maintain it's inner workings, at GM discretion (however very infrequently, as an interstellar craft is usually built to sustain it's crew, despite lack of food, for months on end in vacuum). Pod pilots can slowly starve however, at a very slowed rate inside a capsule, so include the usual d20 rules for starvation. Additionally, the capsule is capable of acting as waste disposal and feeding for a PC, regulating and maintaining the entirety of the PCs body, however after a few months, the PC will still starve as the process of the gel within the capsule is barely indefinite.

Movement

Max velocity: Max velocity defines how fast your ship can travel (not taking into consideration mods/rigs/overheating or education that your PC has recieved through the spending of XP). It is your max speed, period. A ship cannot 'run' or 'withdraw', or hustle. Max speed does not consume capacitor capacity, effectively allowing a ship to travel at this speed indefinitely (of course in space, this means very little since space is endless). Additionally for this reason, the pilot is able to control the precise speed at which they are flying (in whole numbers up to max velocity), however it takes a certain amount of time for a ship to change speed (a move action according to weight of the craft), which can also mean that if a pilot were to choose a precise point in space at which to position their ship, said ship could fall off course by so many meters (feet/squares), if the pilot were not to make calculations ahead of time (some GM's might demand that the player make calculations, while other GM's might force an intuition check for every time a player wishes to take these types of actions; though obviously, all campaigns will vary in some way or another). There are no skill checks necessary to perform maneuvers that can otherwise be performed with but a thought (and perhaps, ultimately a devil-may-care attitude towards the consequences); all maneuvers that can be performed with but a thought using the capsule are essentially what the ship is capable of, and because the pilot is incapable of using anything but his/her mind for this operation, they are unable to perform maneuvers on unique ships that a capsule acting as the bridge does not have full access to in terms of interfacing (and if they could, then by GM discretion, such maneuvers could be performed using controls on the ship with such abilities as ranged ledgerdomain, mage hand, or telekinesis; although the gel of the pod might restrict movement and ultimately make casting or performing an extroadinary ability significantly more difficult).

Changing Direction: Changing direction takes into consideration the mass of the ship. A complete 180 degree turn might mean slowing down the ship to 1/4 of max velocity (depending on mass; for simpler games, this can depend on ship volume/craft size).

Orbit: 'Orbit' is a free action in which the PC pilot may only designate one target. The PC may fly at a designated radius, circling the target (after they've flown towards the target of course). If the target is faster flying then the PC's spaceship, then this operation might prove difficult, but nonetheless orbit presents an engagement strategy: if you are faster then the enemy (whether creature or other spaceship), orbit them! Orbiting creates a 'transversal' effect that allows a ship to gain dodge bonuses against that enemy (the faster flying effective to enemy eyesight). Additionally, the faster you fly the harder it is for other enemies to track you (with their ranged weaponry). The amount of dodge bonus is determined by the tracking might of the enemy's ship weaponry (tracking speed; tracking speed/angular velocity (which is the angle at which a ship moves relative to the shooter) = dodge bonus relative to the attacking ship's tracking speed (for determining dodge bonus against other attacking ships, recalculate using the formula); PCs/NPCs/monsters orbitting a ship may add additional dodge bonuses relative to the attacking ship (that they are orbiting), because it may present greater angular velocity.

Keep at Range:

'Keep at Range' is an action defined on a pod pilot's interface as just that: effectively keeping at a certain range from a target spaceship (may only target one spaceship, as the technology prevents a pilot from handling more than one target, unless the pilot successfully crafts better software and/or makes a certain type of tamper check to discern or 'fix' (at GM discretion!)).
When 'keeping at range', the pilot's ship takes any actions it can to maintain a certain distance from its target (designated by PC). This can last for several rounds, or half a round and must be stated by player (ie. I'll keep at range for half a round and then orbit, keeping guns active and overheated).

Collision Avoidance: All interstellar-traversing spaceships in New Eden make use of inertial technology to create collision avoidance (and to avoid very deadly warp accidents). As such, whenever an active a spaceship moves too close to an object (usually within a few meters/ or closer than adjacent to object) will always make a move action (which drags out a portion of turn according to effective mass of craft) to avoid the object. Some spaceships, if wedged between multiple objects, may find it impossible to turn or move at all due to collision avoidance (close fits such as 'tight fits' on space scale are prevented beforehand through collision avoidance, however you cannot fit through an area all the same).

A successful tamper check (ie. 'hacking' skill if computers) performed on a spaceship whenever the ship is not in operation (depending on ship faction and technology in ship at GM discretion) might allow a PC to successfully disable it's inertial collision avoidance drive, thus creating a literal interstellar ram that could be lethal to the pilot if warping, but obviously useful in its ability to collide through smaller objects (though damage must factor in, including hardness at mostly GM discretion (a logical GM would consider ram speed, and weight of ship to determine damage output/input due to a spaceship classifying as a construct)).

In this case, a corresponding survival and knowledge: vacuum check are needed to navigate around lethal objects when warping, though a ship's computers can still help in finding safe 'warp paths' in which a route is completely safe, though such technology is costly. Additionally, however, the previously mentioned checks can also be utilized to find potentially safer routes from deadly runs (ie. infested with pirates or man made hazards) with assistance of a pod pilot's map (which can half checks completely) as well.

Combat

There are many things to consider in a naval confrontation, and many strategies. Over the centuries and millenia, man has attempted to master it to no avail, whether it be one state or corporation or faction over another and in a continuous stricture of vice versa. In New Eden, much of this confrontation takes place in vacuum. A true master knows only which modules to use in the right confrontations at the right times. Others might wish to simply present overwhelming force to make their opponents quiver. Whichever strategy might apply, space still presents itself as an eternal void of endless cold and nothingness; no other life form presents itself for mankind to devour in a blaze of war born fire in New Eden but mankind itself.

Attacking

The act of 'attacking' in itself is a free action when piloting a spaceship. All it requires of a pod pilot PC is to activate his/her weapon turrets, which requires the act of mentally commanding the ship's weapon turrets to activate, which can only properly apply after having acquired a target. Usually, an interface will warn the pilot prior to them attacking a target flagged as 'friendly' by a system's security institutions. Few targets are unidentified, and even inanimate, otherwise natural objects, are often flagged as 'friendly' thus prompting action from local security forces such as concord to attack your ship. Pilot's are often warned prior to shooting friendly targets, so this issue is often easy to avoid unless the pilot chooses to instead ram such a target with their ship rather than shoot at it.

To 'ram' a target, the pilot needs to have made it so that their ship's collision avoidance systems/drive do not get in the way (tampered such that they may avoid objects they do not wish to hit or having disabled the drive altogether; DC and time sink usually at GM discretion, but often taking weeks depending on equipment used to tamper and skill check).

The act of targeting requires that the player declare the number of targets that he is targeting (one 'lock' for each opponent; all ships have a max amount of targets, which may increase with pilot education), out to the ship's 'maximum targeting range'. The time that it takes a ship's computer to target enemies depends on the ship's scan resolution. For convenience, large ships often take entire move actions to target enemies (unless boosted by mods, whether from another ship, or their own), while medium ships require only a standard action to acquire their targets; for small ships, such as frigates, targeting is usually a swift action. Once having acquired target(s), the ship may activate its guns, designating any number of its guns to each target, however all gun turrets have their stats as well.

When targeting an enemy, the AC of the target is always 5 if small, not including fall off or enemy modifiers, or if the sig radius of the enemy denotes it of a larger size then small (include appropriate modifiers for hitting larger creatures, treating the base size as 'small' for a frigate sized craft). Also, when targeting enemies without a sig radius, the AC is 10 if the enemy is immobile for anything of size tiny or larger (not including hidden or 'concealed' enemies).

'Total cover' is impossible in naval warfare, because chances are of a ship acquiring a lock meaning that the turret firing upon such a target will find a way around whatever cover the target vessel/creature is immersed in or otherwise behind.

Weapon Turrets

Weapon turrets on spaceships can include launchers, lasers, blasters (plasma), rails, autocannons, artillery sluggers, or any other variety of whatever the ship's powergrid output and cpu can support.

Every weapon has an optimal range, a tracking speed, a firing rate, damage, velocity, and explosion radius.

When activating a weapon turret upon a target ('attacking') these things are always taken into consideration via game mechanics.

Optimal Range

Their is no 'long', 'short', or 'point blank' range increment when factoring in weapons on an interstellar space ship (however some weapons work better at shorter distances then others, and are even capable of dealing greater damage in accordance with modules when within a certain portion of its optimal range), as weapons are controlled by computer systems that do not think quite like living sentient beings; or humans for that matter. Instead, optimal range is simply the range away from the spaceship at which a weapon can trace a target before 'fall off'. Fall off is defined as the point in which the computer's measurements become inaccurate. When firing at a range that would create fall off, whether tremendous or otherwise, the weapon begins to receive penalties to its attack roll to hit the target, because it now must factor in fall off. 'Fall off' penalty is usually calculated as one half of what is otherwise the attack modifier not including enemy dodge bonuses if the target is moving.

Tracking Speed

Tracking speed denotes the capability of a weapon to trace it's target. For simplicity, smaller ships capable of housing less weapons are often more accurate (max is 8 turrets, unless the ship is exotic, whereas minimum might be 2 or 1, where the specific smaller ship has a greater tracking speed; additionally smaller ships of frigate size in New Eden can only house a maximum of 4 turrets). Tracking speed of a PC's ship affects how much of a dodge bonus the enemy ship might have in relation (tracking speed/angular velocity).

Firing Rate

Effects how often a single turret can fire. Because their are many ships out there capable of housing multiple turrets, said ship can activate all of them in a given round, however each turret also has a specific drain on the capacitor of the ship housing them.

For determining a ship's 'full attack' ie., factor in (for example) a small auto-cannon's firing rate, which might be 1.5 (once every 1.5 seconds). Because a round is officially 6 seconds of game time, said weapon is capable of firing up to 4 times during the round (easily worth its own weight in a many shot). A destroyer, often made to be capable of housing eight small turrets (maximum number of hard points for most ships), might have 8 of these small auto-cannons, meaning on a 'full attack', the ship could fire up to 32 times! (with all its weapons; considering the capacitor can handle the output, of course, which it often can, due to what a destroyer is designed to do).

Damage

All weapons deal damage, however according to a pod pilot's interface, these weapons also deal damage according to energy.

A fighter swinging his/her sword ie. might create kinetic (Kin; or force damage), despite what would otherwise be 'slashing' damage. Nonetheless, most mundane damage, such the swing of a medieval weapon or the force of a bullet, are all 'kinetic' damage. This is just an example of regard for damage types against whatever a pod pilot commands (also consider that the material hardness of a ship is made to resist any type of damage, so that it is not what you use, but the amount that you provide in that respect).

Thermal damage (Th) is anything involving heat or (likely) thermal energy. This can be magical fire ('hotter' than normal fire), or mundane fire. It really matters not what it is, according to a pod pilot's interface; as such, such damage is nonetheless a type of danger that needs to be compensated for with the necessary technology (such as rigs, hardwiring, education) and/or modules. Other examples of thermal include plasma (however heated), spells relating to fire, or anything else that has to do with heat (likely fire). For this reason, fire damage and thermal resistance are interchangeable.

Electromagnetic (EM) damage is both shocking and a danger to circuitry. It can also wear away and deal damage to ships in its own unique barrage of man-made violence. Technology is available to allow ships to hold against this. Additionally, electrical damage, whether spell or otherwise is equally ineffective against a ship when prepared against EM damage.

Explosive damage (Exp), covers anything not already listed. Usually relates to attacks that invoke large radiation doses. Explosive compensates for anomalies such as antimatter and chemicals as well.


Velocity

While ship velocity is manageable, most weapon turret velocities are even faster (made to overcome relativity), and as such, are not even taken into consideration by a ship's computer systems (except through 'fall off'). However, some weapons, such as mounted launchers, might attack a ship by way of rockets, missiles or torpedoes. These weapons must, as such, factor in velocity.

Because a weapon such as a missile takes time to reach it's target (rather then 'instantly'), its velocity determines that amount of time. Firing factors into the weapon's firing rate as usual, however velocity is often the speed at which such a launcher must ignite and propel the device. For convenience, most missiles fly to extended ranges, with light ones usually able to reach distances of 30km or more and the much heavier cruise variety able to travel many dozens of klicks farther; whereas rockets lose fuel and die at ranges of up to a mere 10km. Torpedoes on the other hand, while dumb and requiring launcher tracking speed (thus able to only hit very large targets, such as ships the same size as the one launching the torpedoes), are able to travel at ranges equivalent to 100km or more. Velocity depends on pilot education (ie. if the pilot spends xp on 'missile bombardment' education) as well as hardwiring (made to substitute for lack of education or stack with it), and/or rigs (that assist a ship's launchers).

Velocity usually factors in range and is always thereof, so the time it takes to reach it's target is a simple physical equation of distance/velocity.

Because all missiles 'home' their targets; once they have reached their destination, the velocity must adjust itself to appropriately allow the missile to guide itself into the craft (often the missile will appear to quickly circle and then plant itself, simultaneously exploding upon its target). This accounts for all variety of missiles ('light', 'heavy' or 'cruise'). For convenience, this is a swift action, unless multiple missiles must 'arm and home' at the same time, at which point it becomes a move action for every 4th missile after the third that is in the process of 'arming and homing', on top of that (ie. 20 missiles are circling a target; the first three require a swift action to explode upon their select destination without upsetting the balance of actions, while the other 17 each need a move action to compensate for other missiles within their view). It is important to remember that missiles only 'arm and home' once they have reached a convenient distance at their target. Because spaceship combat is performed at immense ranges, it is usually unnecessary for the GM to consider precise distances at which every missile or type of missile might arm and home in on its designated target.

Explosion Radius

This is the radius of collateral damage that a launched weapon (one that factors in velocity) creates around it. Usually the target itself suffers most damage, while everything else within range suffers 'area of effect' damage. As such, include the usual rules for most area of effect attacks (whether spell or explosion; ie. 2/3 damage at 2/3 radius; 1/3 damage at 1/3 outer radius not including other effects such as shrapnel, in which case include the missile's damage type (which might be kinetic/explosive) and factor in slashing/force fire damage distributed evenly, at GM discretion to determine damage type of non-pod piloted ships or creatures).

Explosion radius of a launched device (missile, rocket, torpedo, deployable bomb), can be changed by way of the usual means (education, hardwiring, mods, rigs or other technology, etc.).

'Cloaked' Enemies

Cloaked targets are completely invisible and cannot be targeted in anyway (even if they can be seen by a pod pilot's nano-camera drone assistant as well as the pilot's 'minds eye', a computer without a very high scan resolution (at GM discretion) will not be able to target it, and thus cannot fire upon it, unless having deployed a bomb near it or activated a 'smart bomb'.

In terms of perhaps having the PC warn their comrades in fleet about targets that they see; include normal rules for performing spot checks against cloaked targets (whether presented as 'blurry' or as an outline). 'Cloaked' targets are never presented in a pod pilot's overview due to the ship being unable to identify them with its resolution despite whether or not its sensory equipment (whether magnetometric, ladar, radar or gravimetric), detects the object.

Smart Bombing

Not entirely a smart thing in and of itself, or ironically, a smart thing to do even in the midst of secure space where accidentally trimming the front bumper off of a cloaked target could mean incurring the wrath of concord or other local security forces; smart bombing nevertheless likely received its name from it's ability to create an efficiently 'clean' explosive radius around the ship, without actually harming the ship itself. Smart bombs are still dangerous to other ships (even allies) however, likely meaning that such a ship could earn dislike amongst its fleet. Nonetheless, they're still useful against smaller targets of which the larger weapons of a fleet are often unable to hit without epic tracking speeds.

Treat a smart bomb as an 'aura' of which is emitted from out of the ship in a specified three-dimensional radius (determined by the size of the smart bomb, being either small (appropriate for frigate sized craft), medium (cruisers) or large (battleships)). The bomb is made to deal the same amount of damage to all targets in the area of effect, which can vary depending on its size.

The names of smart bombs can also vary, which often denote the bomb's damage type ('gravitonic' might denote kinetic damage, ie.). Even with different names, some bombs are identically useful in combat, much like weapon turrets, mods and mining utilities (though not so much in a combat environment).

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Updates will arrive throughout the rest of the week.

- Conversion factors: 1 meter = 3' (just how I go by :smalltongue:)
- 2m3 (cubic meters) = Capable of holding one size medium creature (tight space)
- 4m3 (cubic meters) = May hold one size large creature (depending on shape/tight space)

Need math help on scan resolution and warp CCAU (capacitor consumption per AU)! :smalleek:

Feel free to criticize any of the formulas!

Zeta Kai
2008-08-23, 03:05 PM
This thread will be the staging ground for a 3.5 total conversion.

Oh, this I just gotta see.

imp_fireball
2008-08-23, 05:28 PM
Still have to thatch all the little odds and ends of being a pod pilot in d20. :smalltongue:

We'll see where this takes me over the next few days. >_>

AgentPaper
2008-08-23, 06:19 PM
"Most pod pilots are human (though their are other 'close' races that are exceptions, such as gnomes), because humans are among the most adaptive of LA 0 sentient races as well as potentially acquiring the most skill points the most quickly, necessary for long term survival in the rigors of space."

Wait, there's gnomes in new eden now? :smalleek:

imp_fireball
2008-08-23, 06:33 PM
Um no, but I always like to toss up the opportunity for GM's to merge universes. :smallwink:

puppyavenger
2008-08-23, 09:49 PM
Um no, but I always like to toss up the opportunity for GM's to merge universes. :smallwink:

are there even any pure humans in EVE-verse?

imp_fireball
2008-08-24, 12:37 AM
Pod pilots? No. I'm thinking they'll be included in the 'augmented' category rather then the 'humanoid' category, though they still benefit from human features if they were originally human (which is how 'augmented' applies).

Ethnically, yah there's purer humans such as the amarr, caldari, gallente and minmatar of all varying sorts. Jovian aren't exactly 'pure' humans though because of all their bio-engineered and ultimately inherited traits passed down through the ages, so they also fall into 'augmented' much like pod pilots.

The conversion isn't even closed to being finished. Right now I'm just rapping off all the details as fast as I can so that I won't forget them, hopefully to peach it all out in the end (like within the week).

Right now I've got notes on armor resistances, so I hope to get that under way at some point too. I might not include notes on every ship, though I hope to provide a good guide for anyone wishing to apply stuff from the eve-verse in a d20 3.5 setting (ie., how 'skill books' might correlate with XP, as well as if say, the PC spends months on end in a pod with no breaks in between).

imp_fireball
2008-08-24, 04:13 PM
EDIT: Ran out of post space; continued.
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Deployable Bombs

Deployable bombs are much more powerful than smart bombs. They do not damage the user, however they must be deployed (by activating the module containing them) and then after a set amount of time, they 'go off', much like many of the bombs of various millenia in human history. Like the other kind, they are named according to damage type. Their damage is also much greater than that of smart bombs, making them useful for causing havoc amongst entire fleets.

Overheat

Overheating can have adverse affects on the mod or weapon that has been designated. The act of overheating in itself is a free action, however the weapon can become damaged overtime in this way. Normally, mods and weapons are never damaged along with a spaceship being damaged (they are protected by their own armor, as well as the specific frame of the ship, made easier by the fact that no crew is needed to move about inside the ship), however overheating will cause damage to weapons and mods. Weapons and mods in themselves have a 'volatility' level, recognized by a pod pilot's interface, which increases when overheated (sometimes volatility is 0 which means the weapon or mod can act indefinitely as long as their is enough capacitor to sustain it). Overheating is thus a strategy, however it may only be performed after having acquired the necessary education (thermodynamics, acquired with 4000XP (rank 3 education); prerequisites: knowledge(engineering): 5 ranks, knowledge(energy management): 5 ranks (either bought or gained through levels), knowledge(scientific principles): 4 ranks).

Realms of Chaos
2008-08-27, 09:31 PM
I'm happy to give you a critique if you are sure that you are ready to hear it.

...

...

well, even though you have converted it to use similar rules, I don't believe that Eve-Online and DnD can coexist in the same campaign. the reasons for this are simple.

1. Choosing to ride in a space-ship completely nullifies all previous character design choices: Riding in a pod, it no longer matters whether you are an elf or gnome, fighter or wizard. A fighter can't bash their way out of the airship to attack (which kills them due to nanotoxin and the vacuum) and wizards can't remove the gel and windshield to get a decent line of effect with their foes. It goes against the spirit of DnD to make all previous choices completely worthless.

2. Those who can't ride space ships are severely disadvantaged: If someone wants to play a halfling (neither a human nor half-human), it is severely unlikely that they would have been chosen to be a pod pilot. Allow me to tell you right now that even a level 50 halfling rogue will be of no help in a dogfight going on 5000 feet above their head. Furthermore, anyone without the necessary ranks needed to become a pilot would become pretty useless shortly after the introduction of the pods. Demanding both race and skill alotment to be a useful member of a party simply seems like rail-roading.

3. There is no reason to not be in a space ship: Seriously, unless you are shopping or collecting a quest/bounty, why would you not be in the giant ship with regenerating shields and missiles of doom. Even meteor swarm seems pretty childish by comparison. For players like barbarians who don't possess long range attacks (and possibly no ranged attacks at all), they either have to stand there waiting to die, run like hell, or wait for a ship to so kindly (and stupidly) come within jumping distance. Also, consider that a ship moving at over 3k feet per round (that's 500 feet per second) is too fast for anyone else to keep up.

4. There is no real means for advancement: Yeah...as previously stated, your class levels don't count for much when you are in a pod. therefore, XP is simply a smack in the face, an all but useless reward. Although I may have read some section about some amount of ship damage transferring to you (and I may have simply imagined it), most things either severely damage the ship or are save-or-die effects. All that ungodly high levels do in this game is allow you to survive effects that you are clearly not intended to survive (epic level save bonuses do get big after awhile).

5. Nothing keeps you from the big guns: Although this kind of goes back to point 4, it deserves special notice. Technically speaking, there is absolutely nothing stopping a 1st level PC from sneaking into the biggest, baddest pod around (assuming there is variety, I've never taken the time to play Eve-Online) other than some vaguely defined limit existing only due to DM fiat (as well as superior security around it, I suppose). When this occurs, a level 1 PC could easily take down a level 30 NPC.

Although converting Eve-Online into some form of d20 game may be possible, it is not compatible with DnD and would have to be made from scratch.

A couple of tips if you choose to make such a game:

Tip 1: I'd come up with a different system for movement as movement of more than 20 squares on a miniatures map is unrealistic and restricting, seeing as few maps are made that big. I'd use 100 ft. increments (call them what you will), give the average pod 6 of them (so that the average movement rate is exactly the same as a normal DnD character and the same miniatures sheets can be more easily used for both) and allow for withdrawing (evasive manuvers) and running (warp drive, anyone?). Although this lowers the maximum speed of the average pod to a mere 2400 feet, it keeps everything simpler.

Tip 2: Rather than allowing a (incredibly cool) rule stating you fly however you can think, I'd state that you can't reliably and accurately move in increments smaller than 100 feet out of combat, due to distractions and structural restrictions on midair steering. The reason I say this is so that the ship going first in initiative can't take their turn to fly to a nearby mountain, enter a cave on its opposite side, follow the cave to a deeper fissure, and hide within the fissure all in one round. Although the fly anywhere by any means concept is an incredibly cool idea in concept, it would be severely abused in game.

Tip 3: Don't be afraid to push the envelope. There are several points in which you state that something is likely to happen, that something is usually so, or that something should likely be taken into consideration. Although the goal to please all DMs are admirable, I'd prefer hard and fast rules any day. Don't be afraid to flat-out say that it is an all-human game (or whatever passes as human in that game), to definitively state what can or can't be done, to provide us with some percentile tables of your own design, or to cut out the extreme-DC save or dies and to simply state that a person lives or dies under certain circumstances. If a DM out there doesn't like something that you decide, they are free to change it.

Tip 4: Even if it is out of Eve-Online canon, you should put some considerable work into making non-pod-pilots viable players. This likely means high-tech battlesuits of varying levels of protection that protect against hostile environments such as other worlds or the vacuum itself (you should probably place some stipulation stating that these suits don't fit within the pod themselves to keep things somewhat balanced), futuristic anti-aircraft missiles combined with EMPs that are launched from a handheld (if heavy) rocket launcher, and making such creatures harder to hit (smaller targets, after all).

Tip 5: In addition to gold (or whatever currency this game will use) earned for winning battles and fulfilling missions for buying upgrades to your pods (which you should probably design if they don't already exist) or better pods altogether (ditto), you should get some sort of benefit for gaining higher levels as your attachment to the pods deepens. What these benefits should be is up to debate but increasing the ship's speed, rate of shield repair, shield strength, hit points, accuracy, or ability to dodge attacks are all possible, along with other abilities that may function similarly to feats. Also, you may want to place former level restriction on what type of pods players can use to keep them from infiltrating military warehouses at the very outset of the game.

Tip 6: Keep out of combat mechanics simple. No ability scores, fewer skills. Like with 4e, a player should get somewhere between 2 and 4 skills to gain proficiency in (getting a +5 bonus on such checks). Don't be afraid to make new skills or to cut out some skills that may see use (especially interaciton skills). In the worst case scenario, have the player and the target of the skill check roll opposed d20 rolls, with the person (or object, as the case may be) in the more advantatious position getting a +2 bonus to the roll.

Well, I hope that I have given you something to think about. Sorry if I came across as a bit harsh.

Note: all of the preceding has come from a poster who has never played Eve-Online.

imp_fireball
2008-08-27, 10:52 PM
Be wary of massive walls of text here...
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Anyway, yah the system wouldn't fit into a 'traditional D&D setting' by any sense, unless the party (or in this case, the correct term is often referred to as 'fleet' in the mmo itself), happened to invade a planet ruled by dragons or whatever (perfect target practice!).

First order of business: Fly anywhere. That is the purpose of this conversion, obviously. But how could it be abused? The GM gives players warp drives that are easily operable with little education, who's to say he doesn't have evil pirates waiting to ambush the PC a few light years to the right? It can't be abused if your enemies have the exact same thing (warp drives, force fields, etc.). Also, I didn't mention this, but a spaceship requires directions available from a solar system's map in order to help it identify all objects (so as to allow the PC pod pilot to select destinations, whether in the overview, or in space directly (the pod pilot can bring up a folder containing a manifest of everything in the system that has remained for a long amount of time, including asteroid belts, planets etc., any of which he could warp to by selecting 'warp to'). Directions for a spaceship are only provided for the system the ship stands in however (also the ship has to scan to get a general idea of anything existing beyond 300km outside of the ship's 'tactical overview'), and even then they wouldn't know the distance of the objects they are able to trace on their scan and thus they cannot warp to those objects. A fleet commander (made possible by talking computers in each ship) can direct pilots to 'gang warp' however which all pilots to warp to something that the commander identifies.

Finally, in order to actually reach other systems (at least in the New Eden, which is a galaxy consisting of a populated star cluster of about 5000 different stars (can be any name, names don't usually matter), the pod pilot PC has to activate warp by way of a 'stargate' that propels the necessary number of light years to reach the next 'stargate'. Because pilots depend on stargates (of which their are only a certain number in each system, each leading to another system, and as such providing 'junctions' between systems), the chances for enemy fleet encounters are actually quite high, despite how incredibly huge space is.
The mechanics for all this will be presented eventually. :smallsmile:

Also, eve doesn't generally focus on level progression. Really a traditional campaign would focus more on a set of missions, accomplishing a goal such as driving out a faction, etc. Also, space monsters that devour worlds could be viable (although their are no actual 'space monsters' in the eve-verse). Skills are all factored into d20, so interaction and everything would mostly be included in how it's been done already (bluffing, sensing motives, diplomacy... all a part of what might occur in real life; so none of this changing).

Progression usually relates to how rich the player is. Because a pod-pilot is the 'elite' of society (a society in which nearly all npcs are level 1 commoner or warrior, although their are aristocrats out there (rich dudes), as well as humans that, while otherwise level 1, may be mostly cyborg, machine like, having lived 300 years (in the case of some amarrian emperors), genetically odd (jovians), etc.), the pilot is capable of becoming incredibly wealthy. They can purchase nations, so you might even find campaigns (where players already have lots of 'education' which is being incorporated currently), where the goal is to claim dominion over a section of space or enforce a trade embargo or whatever.

Also, because it is d20, players can level up but only out of pod; however they can still acquire 'xp' by way of accomplishing GM established goals in their pods. Although this XP won't level them up, it instead factors into what they need to purchase new 'books' on education. These 'books' are specific hardcoded data that require a PC's brain to be 'hardy' enough to consume. Essentially, the books also cost money on top of the XP since they're being purchased on open market, however everytime a PC 'consumes' a book, the book itself uploads the data into the PCs brain, essentially teaching them that new education. So PCs never gain health, however they can continually purchase new mods (which can be utilised with necessary education) to allow their ship to operate in a certain way.

Also ships can be rigged and PCs can acquire additional implants and hardwiring (that they lose if they die, since the implants cannot be added to their clone without another purchase DC), that benefit them in combat or other operations. All the operations in space are performed by the ship (no skill checks needed, however module maintenance still applies such as volatility regulation; it's the future so most things often maintain themselves, so you might even find thick force fields guarding heavy objects that are otherwise a safety hazard in relatively anonymous urban locations, and for what you said, military warehouses). The ship is also in vacuum, so essentially a ship usually is capable of floating completely still when moving at no speed due to its inertial drive. The ship constantly informs the PC how fast it is going as well (through the capsule interface). When in atmosphere, or without the collision avoidance drive (or both; in which case a ship could actually plummet to the ground if not moving; when moving a ship provides a 'vertical thrust' that is mostly undetectable, allowing it to move in easier vectors at any speed), a ship might never be completely still in atmosphere as opposed to vacuum (however at GM discretion).

The gel in a capsule provides shock absorption, so no damage will ever come to the PC (ever; unless the ship is destroyed), however spells can still target a pod pilot (assuming the caster has knowledge of the pilot's precise location, and if the spell can even reach throughout the immense mass of the ship to the pilot inside the capsule itself). Also, ships often deal in max targets, and may not notice smaller targets (even if they appear in the overview), so there's always the off chance that an epic level caster can cast 'dominate person' and then telepathically command a battleship to blow up one of his buddies. :smallbiggrin:

The capsule isn't 'upgraded' in itself, nor are their better capsules out there. In the mmog, the PC instead acquires implants and purchases better ships (a capsule by itself can't defend itself, unless the PC grabs a rifle and boards the ship himself which is mighty difficult when likely battling it out with another pod pilot).

A pod pilot isn't a class in itself. It's more of a variant of a way to play one's character. It depends mostly on money rather then skill points, feats, or spells (though their may be feats out there that assist you in surviving booster drawback... may include them later). Also, XP is incorporated for the sole purpose of progression (usually what you can pilot, depends on your levels of education; education is measured by rank and level: Rank determines the cost in XP and level usually means an upgrade that is obtained by spending XP (max level of 5)).
At the beginning of the game, a GM might give all PCs so and so amount of XP (PCs choose initial classes and races purely for flavor) which they can then spend on education. I might also include stat issues. Say a certain bit of education might cost less XP if it depends more on dexterity (depending on stat modifier). Also intelligence applies too (intuition checks for a small number of things).

So in full, a PC can't really ever climb into a titan (most expensive, largest and most death dealing ship in mmo; able to set off supernova-like doomsdays once per hour that could probably murder a dozen tarrasques (made to disable fleets of battleships :smalleek:), and yet would not fry a station to a crisp (forcefields and size :smallwink:)) at the beginning of the game if he/she doesn't have the education to do so. Unless the campaign is the equivalent of 'epic level' on eve terms. Even so, some ships might be even more skill heavy if they play a certain part in the battlefield.

Bigger guns, while meaning more damage, not necessarily are better at hitting. Usually they have a lower tracking speed and firing rate, which means being swarmed by a hundred frigates while in a battleship is usually VERY BAD for the PC if their ship isn't carrying any smartbombs. So the game is more focused towards strategy.

Ship weapons are only ever rigged to target the ship rather than the pilot inside, however other spells can actually target the PC too (provided they get past all the ship hardness and energy resistances that also factor in; ship weapon turrets automatically bypass spaceship hardness because they were traditionally made that way).

As for measurements...

It falls onto a strict math regimen, so either you could keep it at the same number of squares (using rough maps; also to denote speed relative to what civilians might see a ship doing), or you could measure each square in kilometers (or 500 meters). Even if a ship is 'adjacent' to an object by what the map says, players would still have to take in distance numbers at all times in order to factor in certain maneuvers (also the map is useful for remembering where everyone is, and it may have to be recorded noted among all the distance from one ship to the closest enemy in vacuum; seeing as a pilot's interface tells them how far away everything is; when bombarding an urban planet miles above, it might become difficult to target enemies if the GM forces increasing search check DCs on piling overviews). Also, losing your ship usually means you lose, as it can be difficult to catch up with the rest of the fleet again. An Eve d20 campaign would always be a tactical exercise, nary a simulation. For hardcore wargamers, if that's your thing, but also with each person conducting the roll of one character (applying fluff wherever) and with missions, that might involve exiting and entering the ship. Anything is possible in D20, so I'm just trying to open up rifts here rather then sew them away to be completely un-accessible (no matter what incredibly small list of generic spells you might incorporate to open said rift up again!).

Campaign Ideas:

- Pod pilots can even act as NPCs! The party is riding in a pod pilot's cargo hold, while the pilot takes them through a wormhole (to an alterate universe) or through a warp gate (to 'deadspace') to reach a demon infested world that they have been ordered to purge, as part of an epic level order of adventures.
- You serve a corporation who's goal it is to beat back all other corporations in the space frontier. Long campaign.
- You serve the rebellion (minmatar)! You must free your people, made slaves by a religious empire (amarr), until such a day that you die a warrior's death in the vacuum heavens
- You serve the empire! You must beat back the rebels and safeguard empire assets. Hopefully someday you will gain a place in the list of names of dead soldiers on any of the holy halls throughout the star cluster.
- You must found an empire to defy all other factions within populated space. With your friends, you will all help build an empire from the ground up, recruiting thousands of NPCs (pilot and soldier alike) to help you along the way. But who will back stab whom to take the final seat in the throne? Free-form campaign involving war or peace and the foundations of establishing settlements in low populated regions of space.
- A new race has appeared at the rim of populated space and has begun devouring worlds! You, as part of a band of mercenaries have been hired to meet the menace with your unstoppable fleet.

Variants (you seemed to want this, although I'm still using the same base system)

- Battlesuits seem fine (likely the immense 'mobile suit' variety equipped with a limited number of weaponry and micro warp drive (allows craft to fly very fast in subwarp, like 5km/s fast) such as handheld large turrets or nuclear warhead launchers that require PC stats to utilise but are good for quick runs, akin to the stealth bomber ship (also a ship in EO)); however, fluff wise the PC wouldn't be as reverred as a pod pilot, simply because pod pilots would still be mightier (fluff-wise, there's a lot of pod pilots having achieved more, considering the population is spread amongst thousands of planets and that the pod pilot phenomena has become known among many of them). Also, a battlesuit pilot who dies wouldn't have the chance to revive unless they had a clone, as well as the necessary brain scan equipment that correlates with a pod pilot's out fit (fluff-wise this only applies to capsules, although you could have a capsule controlling a mech that requires the PC to 'imagine' moving his/her arms to actually control the thing (thus requiring PC stats rather then modules and ship capability). There would still be an interface, having married itself between capsule and battlesuit. The rules for a battlesuit may be a lot simpler, however battlesuits can still fly very fast; otherwise they wouldn't stand a chance against a battleship sniping them from 250 kilometers away (about maximum range in mmo; battleships are always able to shoot the farthest, though are not necessarily the most efficient). Also pod pilots are cooler than simple mecha-kids (imo :smallbiggrin:)

- Perhaps a soldier fighting in the trenches or in an urban environment (technology can vary in the eve future; soldiers never make all that much money, though it'd be for fluff and setting in the same universe); also there could be tank pilots (don't have capsules), and mechas (groundstomping non-gundam style, but nonetheless impressive fluff-wise; like dreadnoughts in 40k); some soldiers are also genetically augmented in the eve universe and there's the off chance of powered armor making it's way into some divisions (the five empires have a lot of them between them). I might include different fluff on weapons as well as feats and skills that correspond with different handheld weapons and armor (of which their could be many). But right now I'm concerned about pod pilots (since that in itself is pretty cool, you have to admit, and is what Eve is based around).

- Small jet fighters? (or large matari crackpots with crews) Defending the underdogs of this universe. :smallbiggrin:
Same rules, but on a lower scale and requiring PC stats and feats (PC must use hands rather than mind to operate craft). Craft would also represent less weaponry, though their is the possibility that (outside of the fact that it can't warp; too small or 'cheap to be worth it' to fit a proper drive), it could fly faster then most frigates in sub-warp conditions (perhaps at the speed of deployable drones?). Just a starfighter idea. Carriers in eve already have drone operated fighters (which are essentially larger, buffer drones with lots and lots of firepower; carriers are also defined as 'capitol ships').

- Starships that still require crews to operate (perhaps the PCs are all on one ship)

- PC non-pod piloting merchants? Military commanders? It's a whole other universe, so there's no stupid restrictions really. And the flavor could completely differ (just because your dealing with affairs on the ground doesn't mean you may have different problems from those up in space); this would all apply to the eve-verse of course

--------------

BTW, IMHO there's always room for monsters that are more powerful than the last. You could have a super duper tarrasque that's better than a super tarrasque that's better then a 40 headed tarrasque, ie. Just making a point here that anything seems possible in terms of creativity, which is the one reason why I enjoy this system.

In terms of damage and accuracy of gun turrets, I'm trying to base the system off this (http://www.evegeek.com/tracking.php), however complex it might prove itself, though with enough math I might pull it off. :smalltongue:

Be sure to include numbers for 'transversal velocity' when using the program (which is another term for 'angular velocity'). Numbers are also recorded in meters (which reflects what I've been doing).

This project was mostly brought on at the behest of feeling like d20 never really had all that many epic space battles that are actually fun and not stupidly limiting to play through (imo, because d20 future sucks all around and should instead simply merge with 3.5, thus providing variants for 'sci-fi' settings).

Realms of Chaos
2008-08-28, 08:19 AM
my point was that once you introduce space ships, any out-of-ship mechanics are pretty much abandoned. After all, you have a friggin space ship. Why should someone get out and whack something/someone with an axe or wrench or rifle when they have a space ship with guns.
Also, for the matter of precise maneuvering, I was really talking about situations in which you are either extremely close to a planet's surface or in a meteor belt or something. The ability to control 200 squares of movement 5 feet at a time while moving through something thin like cave systems, a forest, or the aforementioned meteor belt lets you take a path that is unlikely to be imitated by whoever is next in initiative (although you mention radar in your previous post, enemy ships probably don't count as objects that have been in the system for extended periods of time).

imp_fireball
2008-08-28, 02:16 PM
However the GM can still force the players to get out of a ship to accomplish certain tasks, so no, the out-of-ship mechanics aren't completely abandoned.

Nonetheless, Eve d20 presents a unique campaign, however everyone else will either have to be epic level +30 wizards or sitting within spaceships (i imagine the GM will recommend that everyone choose spaceships, however that choice is presented to the player, not railroaded upon them).

Also remember that space is infinite, so the player who doesn't wish to be railroaded to can travel elsewhere (of course, the rest of the group can hunt him/her down). Bah, I'm going off on a tangent here.

Precise movement: There's a system called 'collision avoidance' that I've already presented (however unpeached it is). Usually it forces a pilot to maneuver around a very tight asteroid belt rather than through it, due to ship size (though some asteroids are literally massive, 40km diameter behemoths). A pilot can hide within an asteroid belt to make another's spot check harder, however it also present many disadvantages, such as maneuverability. This is an issue in the game, and it seems perfectly logical.

Maneuvering close to a planet's surface would obviously prevent the pilot from travelling further downwards on the z-axis (space is 3 dimensional after all), and they'd also have to take into consideration anything planted on a planet not including its atmosphere, such as mountains, forests, really sharp protruding rocks, size collosal people, etc. However again, collision avoidance, unless they simply want to ram through it. Usually removing collision avoidance would require dexterity checks to properly pilot through such hazards to prevent damage to the ship (or to the hazards), and at times it'd be utterly impossible due to so much clutter. Nonetheless, space is a hostile environment. Their are some GM's out there who will present many maneuverability hazards for the players, and others that won't care because a lot of the action in the campaign might occur in 'deadspace' (reflective signal space that cannot be reached by normal warping means, except through the placing of some sort of interstellar beacon).

Asteroid Belts are usually quite huge (80km in 'belt length' or more), and if they're not all that big (simple asteroid dust belts of a few hundred meters, ie.), they can be mentioned by the GM however they're likely not of interest to the PC's goals (PCs can screw around in these locations, however there isn't much XP for them). Also, a spaceship essentially increases a PC's ECL for purposes of XP yield (in order to effectively yield a good amount of XP, the PC has to tackle a challenge that their skills render them capable of (ie. such as assassinating another pod pilot or messing with pirates)).

Usually the moral of the story is that the higher ECL, the harder the challenge's gotta be (no matter how weak the PC might be when butt naked without a ship). In reality you can have powered armor level 1 tinker characters accompanying level 14 do-gooders, because the armor, due to all it's protective features, fluff and stat augmentations, increases the ECL of the wearer. This is just an example.

Thin Cave Systems: Likely the ship would become clogged within a tunnel, driven errant by its collision avoidance system responding to sensory all around as if it had claustrophobia until the pilot is forced to slow the ship to a complete stop (thus requiring some method to fish it out, such as a tractor beam whatever). Usually, this is when the PC's have gotta exit their spaceships (at which point they may be all, 'awww man', but since their ECL has been reduced as a result of exiting their cozy ships, then they can be presented with challenges appropriate to their level (such as rust monsters who might actually rust a spaceship if the PCs aren't careful, etc.). Such a thing could make a fun adventure involving various hand held weapons necessary to accomplishing the goal (rather then magic, though magic can be applied which is the beauty of the system).

Scanning and the Overview

The overview (outside of 300km tactical view), presents info on objects that have usually existed in the system for a large amount of time (the pilot can also manipulate overview settings, however things won't usually change except what appears within 300km of his/her view). The alternative to knowing what else lies out there is scanning. Scanning usually has a max deviation of some number of AU (can't remember), and can be performed in any number of degrees around the ship (depending on how precise a measurement the pilot wants it for whatever they're tracing). Scanning can be used to find knowledge that anything else exists within system (such as pirates), however scanning doesn't apply to deadspace and usually the pilot must be informed of the location of deadspace (given a bookmark, which presents a convenient 'warp to' point). Finding knowledge that something else exists however doesn't necessarily tell you where or how far away it exists. The only way to know for sure is to use scan probes, however a pilot can also trace objects in some other way as well.

Such an action is usually similar to tracking however it is aided by the scanning utility on all spaceships including capsules (informs the pilot that it exists). Scanning presents a list of objects that a pilot must use a simple search check to sort through (DC 5; or 10 if the list is really huge; GM need not list the entire list, instead declare that the player make a search check with parameters of what he says he's looking for). If any of those objects contain a pirate floating dumbly in space that was discovered by a 360 degree scan, ie., then the pilot can adjust his/her scanning angle in order to pinpoint the direction of the pirate (but not the distance). Usually pinpointing is a lengthy process and requires a survival check of a DC at GM discretion (usually 15 or 20) and always takes at least 10 minutes + however much pilot failed check by/ - however much pilot succeded by (in minutes; minimum of 5 minutes; alternatively the pilot can make a knowledge: astrometrics check at DC:15 or 20, aided by their INT instead of a WIS based survival check). Once the pilot has found the direction of the pirate (assuming he doesn't move, although the process of pinpointing requires at least a dozen repetitive scans), then the pilot may determine distance by way of warping to each object on the overview in succession, essentially hoping to snag the object (in this case, dumb pirate) within his/her tactical overview in that specific linear direction that he/she has determined. Usually without scan probes (which are fired from a module and require a few minutes to catalogue distances with their specialized sensory equipment) this is quite hard, however there is a limit to how each system stretches. Each object can only travel so far, beyond which there is a few light years of blank space before approaching the next star of a system (which can only conveniently be reached by warping to the stargate; the process of sub warp flying can take months or years to reach another star without it). Usually it's impossible to find these specific objects unless they've lain down a beacon which is usually succeptible to being picked up by a pod pilot's expanded overview (it's signal strength merges with objects that have existed long enough to be chartered within a system); at which point such an action might be a challenge to whatever local authority exists to fight the menace (and an adventure opportunity).

I will include the precise mechanics for scanning at a later date.

imp_fireball
2009-08-09, 04:40 PM
Added races and ethnic groups.

Races

Amarr

The Amarr are the feverishly religious, most domineering of the four empires. Through pure expansion and military magnitude, their 'un-modern' feudal/theocratic rule of governance has become a major force in New Eden in the past 1000 years.

Automatic Languages: All amarr speak amarrian. When communicating with those who do not speak amarrian, however, translators (particular advanced software already available in capsules) make conversation seemless, regardless of any language barrier.

Features: Amarr are human, and so have all the traits of humans in addition to any others listed in an ethnic group.

True Amarr

True Amarrians – those directly descended from the Amarrian ethnic group before it conquered its home planet and intermingled with other people – are proud to the point of haughtiness, with a great sense of tradition and ancestry. They are considered arrogant and tyrannical by most others. Their presumptions of grandeur suffered a direct hit when they lost a war against the Jovians, thereby losing control of the Minmatar home worlds. This blow, a defining point in their history, is something they still collectively reel from.

Special: True Amarrians have a +4 racial bonus to Knowledge (Nobility) checks but suffer a -4 penalty to diplomacy when dealing with any ethnic group that isn't a True Amarrian.

Ni-Kunni

The Ni-Kunnis were a primitive race conquered some 1000 years ago the by Amarr Empire. Unlike most other races conquered by the Amarrians, the Ni-Kunnis adapted to Amarr society far better; today, only a small minority is still enslaved. Their home planet of Mishi IV in the Aridia region is an inhospitable place, dry and desolate. The Ni-Kunnis feel they have this harsh environment to thank for toughening them up and allowing them to overcome the worst of adversities. Most Ni-Kunnis are tradesmen and artisans - occupations frequently frowned upon by Amarrians, but still a vital part of the society.

Special: Ni Kunni have a +2 racial bonus to FORT saves to resist hazardous environmental affects but suffer a -4 penalty to intimidate checks performed by them and made to affect others.

Khanid

The people of Khanid have endured the political turmoil of their leaders with great dignity and calm. The Khanids were fellow settlers alongside the Amarrians on Athra, better known today as Amarr Prime. During the height of the Amarr Reclaiming the Khanids were swept up and merged into the growing Amarr nation. The Khanids proved themselves valuable allies to the Amarrians from day one and have ever since held exalted status within the Empire, with only a handful of them ever actually having to endure slavery. The name Khanid was given to the ruling family by the Amarrians. It means ‘little lord' or ‘lordling;' an affectionate term bestowed only on a cherished friend. The name stuck to the nation as a whole at some point and even after the Khanid domain was granted to one of the great Amarr Holder families, the family adopted the Khanid name as their own, winning the hearts of the Khanid people in the process.

Special: Khanid have a +2 racial bonus to Knowledge (Martial Lore) checks but suffer a -2 penalty to Knowledge (Science & Technology/Or campaign equivalent) checks.

Caldari

The Caldari are a relatively small, but rapidly growing interstellar state of cultures that have seceded from the gallenteans. Their govern is a mega-corporate bureaucracy, with hard-headed nobles attempting to retain traditional meritocratic values to the core.

Automatic Languages: Caldari automatically speak both amarrian and gallentean. When communicating with those who do not speak amarrian or gallentean, however, translators (particular advanced software already available in capsules) make conversation seemless, regardless of any language barrier.

Features: Caldari are human, and so have all the traits of humans in addition to any others listed in an ethnic group.

Deteis

Deteis symbolizes Caldari in every way; they're efficient, dutiful and hard-working. Deteis can commonly be found in positions of authority within military or political spheres, something that suits their temperament very well. Their firm belief that the good of the whole must come before the needs of the individual has greatly influenced the shaping of the Caldari State since its foundation.

Special: Deteis receive a +2 racial bonus to a profession skill of the player's choice but suffer a -2 penalty to bluff checks, since the work environment has enforced in them honesty as a natural form of conversation.

Civire

Civire are the backbone of the Caldari State. Their diligence and unselfish efforts have built it from the grounds up. The Civire are cool, level-headed and relentless in their approach to both trading and fighting. They are more comfortable acting than talking and are never happier than when embroiled in the midst of frenetic activity. They can handle pressure extremely well, an invaluable aid in combat and other stressful situations. Many of the best bounty hunters around are Civire.

Special: Civire receive a +4 racial bonus to sense motive checks and +2 to resist being intimidated, but suffer a -4 penalty to checks involving any profession that isn't strictly military or service related.

Achura

Achura has been part of the Caldari State for three centuries, joining and leaving the Federation at the same time as the State. Yet the Achur have always remained a mystery to others. Hailing from the inhospitable Saisio system in The Forge, the Achur are as reclusive and introverted as an entity can be while still participating in galactic affairs. Intensely spiritual, the average Achur has little interest in the material world's transitory doodads. Achur pilots have been few and far between in the past, but the recent sacrilege of their home world prompted them to take to the skies in greater numbers.

Special: Achura receive +2 wisdom and -2 charisma as racial modifiers.

Gallente

The most volatile of the races, the massive Gallente Federation represents the only true beacon of democracy in New Eden. They are both faces of man in his purest form and his capacity to turn good or evil. Naturally, their complex inevitably anarcho pro-libertarianist laws make them the domineering haven of entertainment in the galaxy. Like the internet of the 21st century, you can expect literally anything, high or low budget irrelevant, to sprout up in the gallente media machine.

Automatic Languages: Gallente automatically speak gallentean. When communicating with those who do not speak gallentean, however, translators (particular advanced software already available in capsules) make conversation seemless, regardless of any language barrier.

Features: Gallente are human, and so have all the traits of humans in addition to any others listed in an ethnic group.

Gallentean

Descendants of Tau Ceti Frenchmen (long forgotten to all), the gallenteans comprise the original ethnic group that first founded the federation upon the belief of the preservation of human rights. Today, that sort of thing could swing either way, of course.

Special: Gallenteans have a +2 racial bonus to Knowledge (History) checks but suffer from a -2 penalty to sense motive checks. It is likely, that patriotist/conservative education centers still stress knowledge of the past values. Intense weapons-free media also distorts perception.

Intaki

As a people, the Intaki are known for having thoughtful and reserved personalities; they have the greatest reputation for being diplomats and artisans. While mostly integrated into Gallente culture, they cling to many of their older traditions, especially their spiritual beliefs.

Special: Intaki have a +2 racial bonus to charisma but suffer from a -2 penalty to Knowledge (Local) checks.

Jin-Mei

The nation of Jin-Mei is the latest addition to the Federation, having joined only shortly before the Gallenteans came into contact with the Amarr Empire. The Jin-Mei have a very rigorous caste-system, which sometimes clashes with the liberal ideals of the rest of the Federation. The Jin-Mei inhabit the Lirsautton system in Everyshore and, up until now, seldom ventured far from their homes. Due to the civil war raging between the Sang Do overlords, leaders of the Jin-Mei, that is now changing.

Special: Jin-Mei receive a +2 racial modifier to will saves but suffer -1 to reputation (if reputation does not apply, -2 diplomacy). Penalty applies only a bonus modifier is acquired and reputation cannot dip below zero in this way, since Jin-Mei are not intentionally shadey or secretive.

Minmatar

The minmatar are an immense conglomeration of traditionalist peoples, governed by a tribal system. Disliking the volatility that democracy offers, they've sought the more linear path of service and progression, likely leading them to become much like the caldari (albeit much larger), should their republic endure. The republic was originally created by a massive rebellion that ended a 700 year term imprisonment by the Amarr - whom had initially supplemented most of their slave forces with matari. Despite the absolutely immense presence of mercenaries and ill-wishers, the matari republic (which really comprises only a small portion of the entire ethnic swab) has allied itself with the Gallente, forever bitter with the Amarr - in turn, the opportunistic Caldari have sought the latter's territory and population.

Automatic Languages: Minmatar automatically speak both gallentean and amarrian. When communicating with those who do not speak gallentean or amarrian, however, translators (particular advanced software already available in capsules) make conversation seemless, regardless of any language barrier.

Features: Minmatar are human, and so have all the traits of humans in addition to any others listed in an ethnic group.

Brutor

The Brutors are strong willed and have a great sense of individuality. They are swarthy people, a bit larger and burlier than the other Minmatar tribes. They favour physical prowess over anything else and can be frightening to face in the flesh.

Special: Brutors receive a +4 racial modifier to intimidate checks but take a -4 penalty to diplomacy checks.

Sebeistor

The Sebeistors are ambitious and driven. They are the innovative thinkers and are always willing to try something new and different. The Sebiestor are of slight build, but are lithe and often graceful. Pale, taut skin and a thin frame are the norm and these looks lead many to believe them to suffer from constant malnutrition and sickness.

Special: Sebeistors have a +2 racial bonus to dexterity and a +1 modifier to Knowledge (Science & Technology) or a related skill, but a -2 FORT penalty to resist sickness.

Vherokior

The Vherokior tribe is a splinter tribe from the Starkmanir tribe. The origins of the Vherokiors are actually well known, unlike the other older tribes. Some five thousand years ago a brutal Starkmanir chief was exiled with all his people. The chief led his people into the most inhospitable part of Matar and was never seen again. But several centuries later their ancestors returned to Minmatar society, much changed in appearance and manners. They never revealed the cause for this change, but took to roaming between the other Minmatar tribes in large caravans, living as merchants, healers, scholars and fortune tellers.

Special: Vherokior have a +4 racial modifier to Knowledge (Local) checks but take a -2 penalty to resist being intimidated.

Jove

The oldest civilization in the galaxy, having survived possibly as far back as the earliest years of the dark ages, the Jovians, with their multitude of man-made genetic adjustments over the generations, are clearly the oddest of the races. Jove, in general, is a reclusive state, it's population unknown, however its technology is by far the most superior. Most Jovians appear as amalgamations of what were once human - often with 'gray' like features, appearing human from a far, but not so much at face level.

All Jovians suffer from 'The Jovian Disease'; a terrible incurable, depressive-like sickness that can kill - a consequence of their countless genetic tampering over the generations and one that has likely resulted in their reclusive nature, having faded from what was perhaps an even grander empire in ages past.

Automatic Languages: Jovians automatically speak jovian. When communicating with those who do not speak jovian, however, translators (particular advanced software already available in capsules) make conversation seemless, regardless of any language barrier.

Features: Although jove are human, they have 'augmented' as an additional subtype. Depending on their biological nature (which can be different for any jovian), they receive features and bonuses as such. Jovians lose all the racial benefits of being human due to how long they have lived in this manner and how the jovian disease eliminates the usual ambition or volatility inherent in humans. Jovians have no distinctive ethnic groups (or at least they are presently unknown).


Damage and Types

Ships have four seperate resistance types - each type covering the different damage types in D&D.

Kinetic- Bludgeoning, Slashing and Piercing.

Thermal - Cold and Fire.

Explosive - Acid, Sonic and Force.

Electromagnetic - Electric.

All other damage types are now considered to be Force damage when used against ships and structures with specific resistance and associated modules.


New Goal: This little project has been going on for some time, so my new goal (having learned more about D&D) is to cut down on the complexities and make it simple enough to play (while still maintaining the eve-feel).

horngeek
2009-08-09, 09:45 PM
Can I make a suggestion?

d20 Future. Look at what's in that, then see what you'd do with that.

imp_fireball
2009-08-09, 09:54 PM
Have you ever played EO?

There isn't very much in d20 future except for it's uncanny ability to rip on what already exists rather than what could be.

horngeek
2009-08-09, 09:57 PM
I'm just saying that it seems to be more suited to what you're trying than D&D.

imp_fireball
2009-09-27, 05:36 PM
In my continuously vain effort to revive this, I present to you, ways of ship to ship engagement in combat!
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There are two ways a pod pilot can engage another ship. 'Approach' merely means to move adjacent to said ship and then finish moving upon arrival, usually resulting in the ship standing still to the other ship's fire, meanwhile 'keep at range' or 'orbit' is more of a 'stance'.

Keep at Range

The action of Keep at Range means to allow the ship to remain at a certain range comparative to the other ship specified by the pod pilot. Often, this results in the ship continually moving in a chase mechanic to keep up with up with the other ship.

The ship isn't, however, moving in any special manner to avoid opposing fire from the other ship, however this does give the ship an offensive advantage - There's usually no AC speed bonuses offered while keeping at range for the ship in question, but you can do as much as halve the opposing ship's speed bonuses to AC.

NOTE: Most pilots keep at range so that their turrets are at optimal range to their target. Falling out of optimal range causes drastic penalties to damage (because the turrets are computer guided, there's no penalty to attack imposed by range increments as there are when a person may be forced to adjust), while going out of fall off means being out of range all together.

Orbit

Orbiting is a defensive maneuver that attempts to guard your ship against its retaliating target by way of transversal velocity. This creates a speed bonus to AC versus the target, since it becomes harder to track a ship that is directly orbiting a target (if the tracking ship is the target in question). The speed bonus is relative to the actual velocity that the ship can maintain while orbiting which is usually equal to ship max velocity:ship agility. Orbiting also imposes a penalty to your attack since your turrets are forced to adjust to your own speed as well. The penalty is often similar to the speed bonus to AC you receive against the target of your orbit, but somewhat less.

NOTE: Smaller ships excel at orbiting larger ships, because of their high agility and max velocity matched up against a larger ship's more rigid tracking systems.

Agility

Agility is the ship's ability to micromanage and maneuver through space, in basic terms. A ship can be hindered by space debris, but not very much if it has a high agility score. Orbiting forces a ship to continually adjust relative to its target, which can hinder velocity. Agility can reduce this drawback.

Inertia

Inertia is the ship's ability to bounce back. In this case, a low inertia is better then a high inertia since it reflects that a ship can adjust more quickly to resistance. If a ship has to turn, agility will help it turn, but inertia will help it slow down and speed up more quickly. In layman's terms, inertia is the ship's ability to resist outside forces from influencing it (say, changing its course of direction).

Ie. Another ship does the equivalent of a bull rush against your ship. If your ship's inertia is high, you'll lose control of your ship for a longer period of time. Your ship cannot take any move actions that involve movement, and at GM discretion, you may move into other spaces at random. If your ship's inertia is low, you'll recover more quickly.

Tracking Speed

Tracking speed is the ability of your ship's turrets to combat the speed bonus to AC that other ships receive. A very high tracking speed can negate a speed bonus completely while a very low TS would require a ship to be rooted in space (not moving; essentially the equivalent of 'helpless' for a creature) to score even a single hit!

Signature Resolution

The resolution of the constant signature that your ship's scanning gear emits. A high resolution means locking onto a target more quickly, or perhaps instantly. A low resolution can mean locking on more slowly to being unable to get a lock at all. Signature Resolution directly searches for a target's 'Signature Radius'. If the target has a high Signature Radius, then they're easier to narrow down amidst other signals and thus lock onto, while a lower Signature Radius opposes this. A GM can choose to use both aspects of the rules for full completeness or one or the other.

Signature Radius

This is used to defend against Signature Resolution, as detailed above. Sometimes a ship can be seen but not fired at, because it cannot be locked onto, or because it is able to escape before it is locked onto. Interceptors frequently have an abnormally low Signature Radius for this purpose.

Optimal Range

Optimal Range is a range increment detailed for optimal damage by your turrets. Your turrets receive no damage penalty when firing at a target within this increment. Optimal Range is detailed with a max and minimum increment for ships that fall too short of a turret's shooting distance.

Fall Off

Beyond a turret's Optimal Range (never short of) is the turret's fall off. At fall off, your turrets can still hit the target but will receive damage penalties since the trajectories frequently become unpredictable at those distances. Beyond fall off, the turret's munition simply cannot reach the target at all.

Autocannons

Autocannons are short range chemical/munition batteries, able to fire quickly. Small ones have an Optimal Range that does not have a minimum distance short of the gun.

Artillery

Artillery is the autocannon's long range cousin. They frequently are given larger Optimal Ranges and excellent fall offs, but fire more slowly and have an optimal distance that falls short of hundreds of meters relative the ship housing them (adjacent spaces).

Railguns

Railguns fire hybrid charges in their solid projectile form. They are quite like artillery with decent damage, optimal range and fall off but are frequently penalized in tracking and damage.

Gauss Guns

Gauss guns are the automatic, shorter range, brother of railguns. Less damage but higher rate of fire, and less penalties to tracking and ability to deal with adjacent targets.

Blasters

Blasters, like rail and gauss guns, fire hybrid charges, but are very unlike the two. A blaster instead cycles the charge into a plasma state that is then ejected at the target. Blasters deal high damage but are of relatively the middle-ground to every other weapon.

Beam Lasers

Beam Lasers focus energy into a solid, unbroken beam of destruction. They have high optimal range, fall off and damage, but are worse for wear in tracking and 'melee' targets. Lasers use frequency crystals instead of munition (which focus the laser into varying frequencies), but generally take away more from the capacitor.

Pulse Lasers

Brother to Beam Lasers, pulse lasers fire energy in a line of pulsing patterns, thusly creating a bombardment of energy rather than a direct 'scythe'. Pulse lasers have shorter optimal range and fall off than beams due to the phenomenon of energy dispersal at greater ranges but are well owed to their higher rate of fire and tracking (the computer need not 'concentrate' on creating the same beam of energy and can instead bombard with millions of pulses at slightly varying angles in a matter of a few seconds instead).
-------


I'm just saying that it seems to be more suited to what you're trying than D&D.

I don't think you've read what I wrote have you? Congratulations are in order.

WhiskeyFur
2009-12-17, 02:45 PM
I happen to think there's alot of potential in this really. As for class choices being irrevalant, BS.

A fighter would have a better chance with his weapons to hit and be able to use the tech that allows them those chances, while a rogue could use his stealth to for a few moments and his cloak module, slip out of an attacker's line of sight and disappear.

Clerics, reppers. Anyone can use a cloak, a repper or a higher level gun but these folks can use them BETTER.

If you go to a map to resolve ship combat, I would suggest the following:
Ships have a max speed and a acceleration rate. Each turn, you can change your speed by your acceleration rate, but then you have to move that many squares. This movement can't double back (no moving forwards and then straight backwards), but this can be tight turns, up to no more then 90 degrees per turn. Only at a move speed of 0 can you turn in all directions without penalty.

Drones = Tiny
Fighters = Small
Frigates = Medim
Cruisers = Large
Battleships = Huge
Most capital ships = Gargantuan
Titans = Colossal

imp_fireball
2009-12-18, 10:35 PM
Only at a move speed of 0 can you turn in all directions without penalty.


Every ship still has its own agility score however, so turning may take more than one round for certain ships.

In actual gameplay, it doesn't really matter how far the ship turns. Anything beyond a 90 degree turn starting at 0 m/s takes about as long as a 90 degree turn - anything less is slightly shorter because it involves very minor course adjustments.

And, in obeying the real life laws of physics, a ship can't turn without accelerating (because it requires thrusters to move at all).