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| #1dementedwombatMay 07, 2008 17:38:06 | Hi, I've been playing around with a campaign setting for a while now, and I wanted to know if it sounds interesting at all. I'd also like a little help developing it. This isn't a full-scale creation project, just me asking for a critique of what I have so far. So; without further ado: The Kalthari confederation is located in a globular cluster on the edge of the galaxy (but they don't know anything about that). Perhaps they are descended from explorers on a sleeper ship, or the result of some alien race's tampering. Whatever the cause they have been there as long as anyone can remember and have inhabited the entire cluster. The political organization of the Kalthari is that of several loosely aligned confederations, each keeping its own laws and system of government, although all owing some allegiance to the unified civilization that is Kalthari. Due to the inherent danger of living in a globular cluster,such as supernovas and gravitational anomalies, the Kalthari as a whole display something of a thrill-seeking personality. Their ships are small, consisting mainly of a weapons array and an (excessively large) set of engines. Their combat is mainly carried out by fighters, with carriers lining up and unloading their cargo. The fighters then battle, and the fight is decided from that. There are a limited number of strike-cruisers, but they serve only to protect the carriers from strafing runs. The colonization of the cluster is made possible by a device known as a "skip drive", an intricate arrangement of crystals that, as one scientist puts it, "Takes the space in front of the ship, ties it in a knot, and forces the ship through." It cold be seen as a portable wormhole generator. When engaged, it simply picks the ship up and spits it out somewhere else instantly. The energy required for this jump is immense, and as such the drive can only be maintained for a couple of light years, but this is no great loss due to the compact nature of star clusters. |
| #2dementedwombatMay 07, 2008 17:44:27 | Kalthari statistics: The Kalthari are a humanoid race, with proportions equivalent to a standard human. In fact, the only distinction between a Kalthari and a standard human are unusually long fingers and a constant mischievous glint in the eye. Kalthari, medium humanoid +2 dexterity -2 wisdom The Kalthari as a whole are quite maneuverable and dexterous, but they have a hard time keeping out of trouble and seem to struggle with common sense. Bonus feat: Action boost (rolls d8 when using action points) Special ability: balls to the wall (interestingly enough, not a dirty expression) When the Kalthari go all out at something, they put all their effort into it. Once a day, the Kalthari may add a bonus equal to his level when using action points. This is in addition to the standard dice roll. |
| #3dementedwombatMay 07, 2008 17:47:03 | Kalthari ships and weapons: The basic element of Kalthari weaponry is the rail gun. It is used for everything from personal defence weapons to planarity defence turrets. The rail gun uses a magnetic field to propel a large metal spike from the barrel at extremely high speed. This weapon is extremely adept at penetrating armor, and as such Kalthari ships don't bother with it. They rely solely on maneuverability to survive, which explains their extremely small ship size and disproportionately large engines. This is the same reason the Kalthari don't use missiles. Their ships are maneuverable enough to make them useless. (I have pictures of all these I drew, but my scanner doesn't feel like working right now) 1. "Bloodthorn" light fighter Dimensions:30ftX20ftX5ft Armaments: 2 forward facing rail guns This is the smallest ship, it's maneuverability is unmatched by any other race's fighter. It is the mainstay of any Kalthari fleet. In order to keep the profile down, the pilot actually flies the ship lying down, like riding a sled. 2. "Longfang" heavy fighter Dimensions: 50X15X15 or 60X45X45 Armament: 3 forward facing rail drivers (rapid fire rail guns) The longfang was created to provide mobile fire support against light fighters, as well as threaten larger ships. This ship is unique in that it has 3 large "wings" positioned around the ship. in cruise mode, the wings are locked back for speed. In combat mode, they swivel forward to reveal the gun mounts. This also adds the advantage of much tighter maneuverability due to thrusters on the tip of each wing. 3. "Surestrike" Strike cruser Dimensions: 420X180X180 Armament: 5 turret mounted rail driver arrays, one rail cannon Skip drive The strike cruiser was created to accompany fleet carriers and protect them from approaching longfangs. Its design is centered around fighter control, with rapid firing rail driver arrays to shred smaller ships. The rail cannon fires a much larger bolt, and is used to dispatch other strike cruisers. 4. "Bastion" Fleet carrier Dimensions: 900X300X300 Armaments: 100 bloodthorns, 20 longfangs Magnetic Repulsion Field Skip drive This is the heart of any Kalthari fleet. It is also the only ship large enough to mount the Magnetic Repulsion System (MRS). The MRS takes advantage of the fact that every railgun projectile is magnetically polarized from its trip down the barrel. The field projects an opposite polarity, deflecting the railgun shots. The field can be intensified to repel incoming rail cannon bolts and even fighter wings, but the energy requirements entailed risk shorting the field if used for any length of time. The fighters are attached by magnetic clamps to the inside of the carrier, and are essentially launched from the carrier like a rail gun bolt. This allows the fighter to obtain optimum cruising speed seconds after leaving the carrier. 5. "Kingdom" battleship Dimensions: 900X300X300 Armaments: 4 rail cannons (fire individually) 25 rail driver arrays MRS Skip Drive Essentially a retrofitted carrier, this was created in order to facilitate large scale engagements. The MRS was strengthened considerably to withstand repeated rail cannon barrages, while it's rail drivers have been repolarized to fire through the magnetic shield. 6. "Guardian" system ship 600X200X200 12 rail driver arrays 2 rail cannons 20 bloodthorns The system ship was created to defend planets from attack. It lacks the skip drive in order to carry a fighter wing. 7. "Megadeth" super dreadnought 2500X1000X1000 Armaments: 20 rail cannons (fire linked in groups of 5) 1 "megadeth" rail crusher (capable of destroying space stations in a single shot) far too many rail driver arrays Laser Refraction System Super Skip Drive Created only in response to the Markath Star Empire's assault (see below), the Megadeth represents the pinnacle of Kalthari ship technology. It is capable of going toe to toe with the much larger Kalthari Ships and surviving against all odds. The Laser Repulsion System is a technology similar to the MRS that scatters incoming light particles before they impact the hull. The super skip drive is an improved skip drive resembling conventional hyperdrive. It still allows instantaneous transportation, but the range is extended tenfold over existing models. |
| #4dementedwombatMay 07, 2008 17:47:58 | The Markath Star Empire: The Markath Star Empire is the ruling power in this galaxy. It has crushed all other opposition in it's relentless march across the galaxy. It has just now launched an expeditionary force to invade the star cluster the Kalthari inhabit. This vast empire has only now encountered the Kalthari due to the fact their ships are entirely ill suited to working in star clusters. Their method of transport is the hyper drive, which actually propels the ship at immense speeds. This has the advantage of a much longer travel range than skip drives, but reduces maneuverability considerably. For a ship to maneuver inside a star cluster, it must make a plethora of short jumps, each lasting less than 30 seconds. An immense strain on both ship and pilot. The Markath Star Empire is both Communistic and Atheistic; and puts a very low premium on a single life. Their citizens are not even given names but are referred to by their "designation number". They are deeply interested in robotics, especially cybernetics, and are always striving to "improve" themselves by any means necessary. The ruling body of the Markath is known as "The Tribunal" and consists of 10 men all cyberneticly linked with each other and with various functions within the Empire. They issue decrees from atop the Imperial Palace on their homeworld of Markath Prime; a polluted wasteland inhabited completely by cities and gigantic arms factories. The Markath believe in conquest purely for conquest's sake. They think it's their destiny to rule over the other "inferior" species of the galaxy. They will not stop until the entire galaxy is brought under their dominion. Ships: The Empire's theory of combat is exactly the opposite of the Kalthari's. Instead of many small fighters whirling around, it produces fleets of massive ships, the biggest over a mile long. Their main armament is the cutting laser. The ships pull up along side each other and basically slice each other to pieces. Their only defence against smaller ships are batteries of small lasers designed to destroy approaching asteroids or space debris. They are not extremely effective against Kalthari fighters because they wee not designed with the fire-control to hit moving targets. The Kalthari produce three main types of ships: (Names are purely Kalthari tactical designations. It is unknown wheather the Markath even name their ships, let alone what those names may be. 1. "Harrier" gunboat 600X300X300 1 cutting laser The Harrier consists of little more than an engine array and a weapon mount; and is what passes for a fighter in the Markath Empire. It is designed to outmaneuver the turrets on larger ships while cutting out vital systems. 2. "Implacable" battleship 5000X2500X2500 10 turret mounted cutting lasers point defence system hyperdrive ~3-5 Harriers This is the standard fighting ship in the Markath fleet. These are the ships that pull alongside each other and slice each other to pieces. 3. "Unstoppable" command ship (Otherwise known as "eek! class" :D ) Far too large (bigger than some space stations) Far too many turret mounted cutting lasers 1 Fusion torch Point defence system Hyperdrive An unknown (but large) quantity of Harriers. There is only one unstoppable in each battlegroup, and it contains the admiral of that fleet. It is by far the largest ship constructed by the Markath forges (if not the largest ship in existence). The fusion torch is a weapon of mass destruction that dumps the hyper drive capacitors into a focusing matrix and fires the entire charge as a single shot. This weapon is capable of completely obliterating anything smaller than a good sized moon in a single shot. Its place in battle is simply to plow into wherever the enemy line looks thinnest and force a breakthrough. Needless to say, other than intimidation factor, it is totally useless against the small Kalthari ships. |
| #5atanakarMay 07, 2008 18:28:20 | Interesting start. Players will actualy be a race of aliens? I like that. Things to define : - How many factions of Kalthari are there? - Why do they fight among themselves : religions, historical events, etc - Are they completely isolated ? Have they met other races ? - An exterior enemy could force them to work togheter (Okay) - An exterior enemy could divide them... (I prefer that) - Always have a third unknowned entity to foil everybody's plans. - The evil guys should be intelligent and have a plan within a plan within a plan. If I had a character in your campaign is nickname would be Brass Balls....;) |
| #6dementedwombatMay 07, 2008 21:35:41 | Interesting start. Players will actualy be a race of aliens? I like that. A brief rundown: I've really been working more on the technical/equipment side of things than background, but I'd assume just a few (less than 10) powerful confederations and then a lot of unimportant ones. One challenge is to make each society truly unique while still giving them a culturally unifying thread. As to why they fight, I want to have something unique. Religion and history's been done to death. One interesting option might lend itself particularly well to the thrill seeking Kalthari, they fight out of a sense of sporting competition. The different factions are all trying to one-up each other in sporting events and the occasional war. It's really more a matter of pride than expansion in most cases. They have been completely isolated until this point, their galactic location doesn't exactly lend itself to visitors, and their skip drive is far too short ranged to be used outside a star cluster. A second force; got it all covered in the Star Empire. I presume the looming threat would unify the Kalthari; but some tribes could go over to the empire's side, dividing them. As for a third force, I never really thought of that, but I suppose a standard "ancient threat from behind the galaxy" would work just fine. Now we just have to decide weather it'll be genetically modified killing machines or sentient robots (I read way too much sci-fi ).Seriously, I see the Star Empire as more of a force of nature than schemers. A really interesting third faction for espionage could be a race of small insectile aliens that can take control of the host's nervous system. That holds all kinds of interesting possibilities (especially when it matures into a large insectile alien with lots of teeth, and then "sheds" the host). |
| #7doomsoughtMay 08, 2008 17:07:10 | this reminds me of the setting i put up but every one ignored.... the names seem a bit campy as well as unoriginal. |
| #8atanakarMay 08, 2008 17:57:53 | this reminds me of the setting i put up but every one ignored.... Are you refering to Hell Chasers Doom? If you are you got 102 hits or an everage of 10 hits per day. its the norm. Many people read the forum but few participate in the treads... |
| #9dementedwombatMay 08, 2008 18:01:37 | this reminds me of the setting i put up but every one ignored.... Well, great minds think alike I suppose. As to the names, I guess they are rather absurd (especially the super-dreadnought). I'm a naturally humorous person, so it sort of creeps into any setting I'm designing weather I want it to or not. Stand by for some more on the Markath Star Empire later tonight, as well as a confirmation on the "third species". |
| #10dementedwombatMay 08, 2008 21:45:47 | The "Third Race". I like these guys, but I think I lost the race's focus halfway through designing them. Any input is especially appreciated for these guys. The Lishk are a race of parasitic insectile aliens from beyond known space. Their transport cocoons (approximately the size of a SUV) float through space until they encounter a habitable planet. The cocoon then enters the atmosphere and crashes. At this point, the immature Lishk emerge from the cocoon and integrate themselves into the ecosystem. The Lishk method of reproduction is strange, at best, the immature Lishk resembles a segmented worm with chitinous plates on its body and a powerful set of jaws. Once it finds an acceptable host (any creature with a central nervous system) it uses its jaws to bore into the host (usually through the neck) and attach into the brain-stem. It then hijacks the host's central nervous system, effectively killing the host and leaving the alien in control. Once in control of the host, the Lishk has several options: 1.They can remain in control of the host indefinitely, at least until the host dies. This allows espionage as the alien instantly acquires all the host's memories on possession. 2. They can enter "reproduction mode". This rapidly converts the host's tissues into more Lishk larvae. This is useful in the early stages of colonization in order to increase population 3. The Lishk larvae can mature. In this phase, the Lishk larvae begins a transformation inside the host, growing into adult form. Once it is ready, it "sheds" the host and begins it's reign of terror. This is mainly used in the end phases of colonization to eliminate any pockets of resistance and to construct a full bodied Lishk civilization on the planet. Once the Lishk have a reasionable foothold on the planet, they can construct "hive nodes". They not only begin terraforming the planet into Lishk biomass, but also provide a link to the hive-mind, the collective consciousness that all Lishk share. It is through this psychic link that they receive orders from the Lishk queen in some far off corner of the universe. There are several kinds of Lishk: 1. Parasite larvae 2. Worker Lishk: roughly humanoid, can excrete biomatter-the basic building block of Lishk equipment 3. Warrior Lishk: mantis shaped and human sized, the fighting troops used to subdue any resistance that can't be manipulated into submission 4. Command Lishk: A large creature that resembles a cross between a scorpion and a human (don't ask). Army commanders that provide a mobile link to the Hive Mind for their troops. 5. Queen Lishk: Presumably, only one exists. Its location is unknown. Hopefully this will provide both a devious third party and a ferocious combatant, dependent upon the situation. I just want to note that Lishk are not mindless. They can be incredibly devious. |
| #11dementedwombatMay 08, 2008 22:41:29 | Kalthari vs Markath: Here I will attempt to describe the adaptations each race would employ to combat the other. The Kalthari would be able to retrofit its ships significantly faster, both due to their smaller size and to the fact it's their home turf. The Kalthari will replace their Magnetic Repulsion Systems with Laser Refraction Systems. This would allow the ship a couple of seconds to get out of the way before getting vaporized. They will also create the Megadeth dreadnought, but that would take some time. One very creative modification would be called Heavy Insertion Boarding (or HIB). Special squads would don powered-armor and load themselves into "HIB torpedoes". The torpedoes will be launched at the enemy ship at high velocity, and cut through the ship's armor. Once inside, the troopers will disembark and basically reek havoc. I think this strategy would appeal immensely to the more adventurous Kalthari (it would be useless to the Markath because of Kalthari ship's small crew capacity and lack of inhabitable area.) The Markath would adapt by redefining the use of Harriers. They would now be used as the main attack ships, rather than backup weapons. In addition, they would construct "beam splitters". These would modify the cutting laser to produce several weaker beams. This, combined with better fire-control software, would allow larger ships to engage the Kalthari and actually hit them. That's all for tonight. Expect some more information of the different Kalthari factions tomorrow. After that, I'll get down to some hard stating. |
| #12doomsoughtMay 09, 2008 16:24:59 | you might want to work out some Weapon stats and HP for the ships. the PC's will find a way to make it needed. Also give why they are at war? If tehy don't even know themselves explain it. looking forward to the bugs' ships. |
| #13dementedwombatMay 10, 2008 21:47:18 | Sorry, the last few days have been rather busy. Here are the outlines for some Kalthari power groups. There are quite a few more factions than this but the other ones aren't that important (They're mostly composed of groups of one or two solar systems that all owe allegiance to one person). 1. The Unified Kalthari Alliance (UKA): Overview: UKA space is located near the center of the star cluster. This group consists of several factions of Kalthari that have joined together; and is the closest thing the Kalthari have to a central government. They step in to enforce cluster wide laws and to organize trans-faction events like the Kalthari Olympics (A cross between The X games and the Olympics, held yearly at a special planet in UKA space). Due to its cooperative nature it has become the most dominant faction in the cluster. Their method of government is that of a republic where each member of the ruling council gets to vote for that year's Supreme Chancellor. There is one council member from each planet, and they are elected by the populous. The UKA doesn't have a single religion. Each planet is allowed their own decision on how to handle that particular matter, so long as it doesn't contradict cluster-wide laws on persecution. Goals: The continued expansion of the UKA in an attempt to unify the entire star cluster into one republic. This unification is not a military conquest, but an attempt to improve the life of the Kalthari as a whole. VIPs: The current High Chancellor is Johanna Perrish. He is a very opinionated leader who likes to take an aggressive stance in the unification effort. It is under his leadership that the many reform programs have been launched against the more disruptive factions in the cluster. Many counselors see him as too rash, perhaps due to the fact that he is still inexperienced on the council, but all agree that he is a competent and charismatic leader. Relations: The UKA is allied with the Techies and the Commerce Guild. They see the organized structure of these factions as benefiting the unification of the star cluster. They tolerate the Drifters, but mostly due to the fact they are be too difficult to remove. They do not approve of the Speedfreaks due to their anarchistic tendencies, but are not openly hostile at this point. They are openly at war with the Crusaders and the Syndicate. The UKA currently employs Gladius. 2. The Techies: Overview: The Techies, as their name implies, are dedicated to research of technology in all its forms. Anyone who is interested in technology and has an aptitude can join their ranks. It is the Techies that have developed most of the advanced technologies such as the MRS or the skip drive. As is the style of the Kalthari, many Techies are carefree in their research, and many of their most valued discoveries have been the result of accidents or experimental errors (The rail gun was developed from a failed attempt at a mag-lev train. The Techies don't like to talk about that experiment.) The Techies concern themselves little with government. Typically, groups of scientists will organize themselves into "projects" that act like unions. There is no central power structure; each project just cooperates and shares what materials are needed. Most Techies do not practice a religion. They see the pursuit of science as the purest good, and don't see the need to drag a religion into it. Some of the more eccentric Techies worship a "Deus ex Machina" that oversees experiments and protects those who practice science, but this is not a common practice by any means. Goals: Simply to exist and practice their research. VIPs: The unique political structure of the Techies ensures there are no important people as such, however the leaders of the more interesting projects tend to gain some respect within Techie circles. Relations: Techies try to maintain neutrality. They will sell their technology (although not necessarily openly) to anyone with the cash. They try especially hard to remain allies with the UKA. 3. The Crusaders: Organization: The Crusaders are a militant religious movement. It is their belief that their god has given the star cluster to them as a promised land, and that they must claim it from the heathens (in other words, everyone else). The Crusaders are a Theocracy. They make no distinction between their religious leader and their political leader. Anything the big man says goes. Their religion is deceptively simple. A long time ago, "The Great One" created the Kalthari. All went fine for a few centuries until all the Kalthari began to forget him. He found one group that was still devoted and promised the star cluster to them through divine right. The Crusaders are the descendants of that group. They have been fighting for some time, and have carved themselves out a nice patch of land at the edge of the star cluster. Goals: To claim their right as rulers of the star cluster. VIPs: By far the most important person in this faction is the Divine Supplicant, a figurehead which is believed to be the link between the Crusaders and their god. They receive orders from him on the belief that they are divinely inspired. Weather this is the case or not, no one knows. Relations: The Crusaders are universally hated by pretty much everyone. As an exclusive militant group, they're not exactly in a position to make alliances. 4. The Speedfreaks: Overview: "Live life to the fullest" is the motto of the Speedfreaks. While all Kalthari have somewhat of a troublemaking streak, the Speedfreaks embrace it like no other. They live only for the thrill of whatever crazy stunt they can come up with next. They have no empire, but go wherever their desire takes them (becoming the bane of law-enforcement everywhere). The Speedfreaks are anarchists. The only time they consent to be under authority are the Speedfreak "Freakoffs" where groups meet up and try to outdo each other in crazy stunts (at least one Speedfreak has died being shot out of a railgun). The Speedfreaks don't care about religion. They don't see the point. After all, "The Thrill" is more comforting than any god made by Kalthari. Goals: To enjoy themselves and do whatever the heck they want. VIPs: It is impossible to single out any Speedfreak as being more renowned than another. To anyone else, they're all crazy buggers. Relations: The Speedfreaks are the redheaded stepchild of the Kalthari. No one really likes them, but they put up with them because the rest of the Kalthari find their crazy stunts interesting to watch. 5. The Drifters: Overview: The Drifters live on the scraps other Kalthari throw away. They have no central government or religion. Their convoys simply roam from place to place trying to make a living. Goals: To make a living and be left alone. VIPs: None Relations: Most people just ignore the Drifters entirely. Those that don't fall into two camps; those that try to help them or those that don't like them. Many of the more compassionate factions take pity on the Drifters and try to help them when groups wander through. The less compassionate factions drive them out, with violence if necessary. 6. The Commerce Guilds: Overview: If it's bought, traded, or sold the Commerce Guilds have something to do with it. They are responsible for trading commodities between factions and for maintaining a centralized economy. Thanks to the Commerce Guilds, a Kalthari from anywhere in the cluster can use standardized currency and have standardized pricing. The Commerce Guilds are divided into guilds (surprised?) with each guild being in charge of a different product. The guilds meet quarterly to discuss prices and manage finances. There is one supreme guild that is in charge of commerce itself, that is currency and inflation rates. It always has the last word in disputes and pricing issues. The Commerce guilds have no unified religion. The merchants are free to practice any faith they see fit. Goals: To provide fair trade and get rich in the process. VIPs: Arus Magnus is currently the leader of the Commerce Guild. He is the one who evaluates important decisions about the financial state of the Kalthari. He is very concerned about keeping the guilds fair and legal. After all, if people don't like them, they don't make money. Relations: The Commerce Guilds are generally respected by all except the Syndicate (for interfering with their trade) and the Crusaders (because they hate everyone). They do not understand the good-less lifestyle of the Drifters, but show them no outright hostility. 7: The Syndicate Overview: "Dirty Deeds, Done Dirt Cheap" would describe the Syndicate, except they prefer to make a profit. They are by far the largest organized organized crime ring in Kalthari space. As opposed to the guilds, who have guides on what they sell and to whom; the syndicate will sell anything to anybody, given the right price. Their government is all organized under one man. No one knows his real name, but all syndicate members call him "The Benefactor". He has absolute power, not because they love him, but because nobody has the guts to stand up to him. When it comes to religion, Syndicate members are a mixed bag. They range the gauntlet from hard-boiled atheists to those who are superstitious to the point of paranoia. Goals: To get rich and eliminate anyone stopping them VIPs: Everyone in the Syndicate tries to keep a low profile, but there mere mention of "The Benefactor" is enough to send chills down the spine of every law-abiding Kalthari. Relations: The only groups that don't absolutely loathe the Syndicate are the Speedfreaks (because they don't care about laws) and the Crusaders (because the Syndicate is the only group that will sell to them). 8. Gladius: Overview: Gladius is the premier "private defense" cooperation among the Kalthari. Unlike many other mercenary companies, Gladius keeps a strict sense of discipline and decorum. They are a true army, not just a group of thugs. Gladius always tries to keep a good public reputation, and as such does not hire itself to subjects deemed criminal. Gladius is organized like a corporation, with an entire division assigned to handling contracts and business proposals. The President of this division wields immense power within Kalthari civilization. Like the Syndicate, Gladius has no common religion. Goals: To protect law-abiding Kalthari, and get rich doing it. VIPs: Gladius has a large and positive public image. Uriah Wilhelm is the current president, a golden-boy who the public loves. He is secretly uncomfortable with the responsibility of running such a large corporation. Relations: Gladius has a positive public image. They are currently employed by the UKA against the Syndicate. The Speedfreaks resent them somewhat for their police actions, but they aren't the type to hold grudges. Needless to say, they are enemies of the Crusaders. There you have it. Up next is some statting of ships and weapons. I'm not that experienced, so help is especially appreciated in this part. |
| #14dementedwombatMay 11, 2008 22:34:52 | I've been working on the Starship statting and am beginning to realize that the stock future rules are just messed up. Are there any suggestions on an alternate system (I've seen several, but haven't really looked at them in detail.) What I'm trying to go for with the Kalthari is "big guns, fast ships". In other words, a couple good hits will completely obliterate a ship, but hitting it is hard. Also, their capital ships are so small that a wing of fighters is a serious threat even to a cruiser. |
| #15jekolmyMay 12, 2008 16:36:23 | I've been working on the Starship statting and am beginning to realize that the stock future rules are just messed up. Are there any suggestions on an alternate system (I've seen several, but haven't really looked at them in detail.) Try the BESM d20 Mecha rules, they work well for this sort of thing (not to mention you can work in some of the nice gadgets from D20 Future and Future Tech. You might also consider giving ships a HP multiplier (in my game 1 SP = 5 HP) for vehicles, you might do something like that scaling up to the larger capital ships which are more or less unkillable if I read correctly ( I only glanced through the thread). |
| #16dementedwombatMay 13, 2008 17:00:54 | I was looking over Cyber-Dave's "starships as vehicles" rules. I rather like them, both because they look pretty solid, and because the vehicle mechanics will make "starship races" much easier. Expect some statistics later tonight or tomorrow. |
| #17dementedwombatMay 14, 2008 18:37:31 | I hate to say it, but I've hit a snag. I really like Cyber-Dave's rules, but the learning curve's a real slap in the face (especially for a not-too-experienced GM like me). I'm still working, but it'll probably be a little longer than I thought it'd be. I've got a set of statistics here I just made up. I'm not sure if they're correct. If anyone's familiar with Cyber-Dave's rules and would help, I'd really appreciate it. Bloodthorn: gargantuan (-4) 8hd (240 hp) Maximum speed: 19,000 ft (38 squares)+ afterburner defense: 8 (-4 size, +2 Dex) Touch: 8 Flat Footed: 6 Maneuver: +1 Initiative: +2 BAB: +2 Attack: +2 10d12(19-20 1 gargantuan Rail Gun battery 2) (+2 BAB +2 Dex -4 Size +2 Equipment) FS: 30X20 feet Equipment: power Core: Fusion Cell Engines: Overclocked Fusion Torch (+3000 ft), afterburner (+1500 feet) Armor: Cerametal (hardness 30) defense Systems: none Sensors: Class III sensor array; Targeting System Communications: Radio Transceiver Weapons: 2 front-mounted gargantuan rail guns. Organized into a battery Grappling systems: none |
| #18doomsoughtMay 14, 2008 20:42:47 | You might want to look for my rules on size modifiers beyond colossal. |