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[Derelict Delvers] Alien Species

Started by Silverlion, August 19, 2008, 10:53:19 PM

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Spinachcat

Have you taken a look at the random creation charts for Nightbane?  I found that a nice quick and dirty method for creating weird aliens.

And in typical Palladium style, there is a creature who is half-human, half-motorcycle...

Silverlion

Quote from: Spinachcat;239909Have you taken a look at the random creation charts for Nightbane?  I found that a nice quick and dirty method for creating weird aliens.

And in typical Palladium style, there is a creature who is half-human, half-motorcycle...


Yeah. I played Nightbane a few times. (I ran it two, my only remembrance was the metallic scaled Cobra who head butted a villain to death...)

I'm going with something a bit simpler, but should create plenty of fun..
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Harsh

What about genetically altered beings (Invetroes?) to stand in for the half-orcs? They could be some vast soldier building type of humanoid or something? Built tough and durable, but looked upon socially as somehow 'less' than human.

Silverlion

#18
Quote from: Harsh;240022What about genetically altered beings (Invetroes?) to stand in for the half-orcs? They could be some vast soldier building type of humanoid or something? Built tough and durable, but looked upon socially as somehow 'less' than human.

I originally had Genetic Augments (GenAugs, or Genedogs), for a soldier oriented augment--it may re-appear, but at the moment, I'm going to playtest the basics. A friend locally suggested cyborgs to stand in for the Half-Orc as well which is another idea.

Right now I'm working on the Esper powers.

Here is the rough beginning of the formal game (Rather than just random notes)

QuoteDerelict Delvers
   The galaxy has witnessed ages virtually unfathomable to the mortal minds that have shaped it. Yet, before this mute witness, numerous civilizations have
grown and spread their wings across the spiraling splendor that it holds.
 As all things must even these great empires fell. Collapsing inward and falling into barbarism and savagery. In time, these civilizations lost recollection of what ancient glories they once held.

Now, a new civilization  has sprung forth eager and curious.  A civilization willing to brave the decrepit derelicts, lost laboratories, forgotten remnants of ages
past to recover ancient alien artifacts and data left long dormant.
You are one of these delvers. Destined to glory or death and pursuing both with mad abandon.

The ARCHIVE (Artifact Recovery Control and Historical Investigation Ventures), licenses you to to enter ancient archeological sites, and kill the deadly denizens
within, and take those denizens stuff.

Creating a Character:

Choose an Alien Race.

There are un-numbered races found across the galactic expanse.

Most fall into a few very common categories, with enough biological similarities to be categorized together.

Humanoids: Humanoids have few differences across a broad range. Some have different shaped ears, eyes, or more or less digits
than the common familiar human. Humanoids vary in size although most range between 5'6 and 6'6" with a few members smaller or larger
than this.
Humanoids are flexible in their choice of professions, they are not more or less adept at any given one.

Humanoids receive a +1 to Con, +1 Charisma


Optional Humanoid Physical Features Disparity:

A player may choose one of these for their character with GM Approval instead of rolling.

Humanoids:

1-8   Strangely  Hued Skin:
       --Flat White
       --Blue
       --Green
       --Red
       --Metallic

9-12 Strange Ear shape
       --Pointed
       --Animal-like
       --No obvious ears
       --Antennae
13-15  Unusual Head shape
16-18  Tail
19-20 Alternate Adaptations:
    --Glider Membranes (Patagaea):
        Character can glide downward at running speed
        --Amphibious Character can survive under water and swim
           at running speed.
        --Climbing Adaptation:  Finger/Toe Suction Cups or Fingertip/Toetip Claws Regardless of the means character can move up
       walls or steep inclines at running speed.


Felinoid: Felinoids* are similar to humanoid stock although their features are heavily feline. Felinoids are descended from loping
or pounce predators approximately the same size as humankind, but with claws predatory teeth, and many have catlike tails.  Felinoids are slightly smaller
than standard humanoids ranging from 5'2" to 6'2"

Felinoids are better suited for Soldiers, Espers, and Scouts.

Felinoids receive +1 Dex, +1 Will

 Optional Felinoid Features Disparity

1-8     Oddly Hued Fur
         --Stark White
         --Blue
         --Green
         --Metallic
9-12    Plantigrade back limbs and feet.
13-15   Tusks or Horns: Can do +2 Damage with a strike using these natural weapons.
16-18   No Tail    
19-20   Alternate Adaptations:
-- Multiple Eyes: +1 to Perception
-- Carapace or Quills: +2 Damage Resist or +2 Natural Weapons
-- Variant Size (Larger +3d6" or Smaller -3d6")
                   
Insectoid: Basically a big bug, these are fairly humanoid in shape, possessing two to four useful ambulatory limbs
and two manipulator limbs. Any additional limbs (or wings) are vestigial, and only useful for appearance or mating
purposes. The basic structure is a manlike insect covered in chitin like carapace of armor. Although Insectoids are significantly smaller
than humanoids due to the weight of their dual skeletal systems. They are still comparably as strong as the rest of the playable races. They
range from 2' 6" to 4' and found equipment (notably armor) must be marked with an S (small size) for them to utilize the equipment.

Insectoids are hyperactive and quick, they make excellent Medics, Hackers and Scouts.

Insectoids receive +1 Dex, +1 Int



Optional Insectoid Features Disparity:

1-8   Oddly Hued Carapace
       --Metallic
       --Opalescent or Iridescent
       --Blue
       --Purple

9-12   Additional Eyes: +1 Perception

13-15  Functional Terrestrial Limbs: +1 to Dex rolls where additional limb would be useful. +2 to Strength rolls when multiple limbs are applied.
16-18  Wall Crawling: May move at running speeds on any incline.
19-20  Functional Wings: May fly at running speeds.


Reptiloids: Scaled humanoid reptiles, notable for their large eyes, tails, and the fact that despite being reptiles are warm blooded.
Reptiloids are tough and strong with a fierce undeniable temperament that brooks little argument from anyone. Repiloids are somewhat larger than standard humanoids being over 6' for most of their group, with the largest being upwards of 8'

Repiloids receive a +1 Str, +1 Con.

Reptiloids are best suited to being Soldiers.

Optional Reptiloid Features Disparity

1-8 Odd Scale Colors
        --Metallic
       --Orange
       --Iridescent
       --Purple

9-12   Neck frill
13-15  Bone spines or Spikes: +2 damage from natural weapons
16-18  Venomous Bite: Damage equal to Con from bite for 1d6 round
19-20  Chameleon Skin: +2 to Stealth Checks.



*Humanoids and Felinoids may sometimes be fertile producing Half Felinoids. Half Felinoids
receive +1 Dex, and +1 Cha. Humans find them exotic and interesting as do full Felinoids.
Because of their uniqueness, they do not get alternate features of any form.


Basic Attributes:

Strength
Dexterity
Constitution
Intelligence
Will
Charisma



You roll 3d6 for each attribute. However to keep the numbers simple and easily added in play we add a bit of complication here. Each die is read separately. A single die of 1 equals -1, while a roll of 2-5 equals a +1 an a 6 equals +2 to a trait. So if someone rolls a 5, 2, and a 1 they achieve a +1, while if they roll 6, 6
and a 3, that's +5.


Next choose a Profession.

Professions:

Espers
Hacker
Medics
Pilots
Scouts
Soldiers



I'm hoping the homage to old school, without being too clumsy will work. I've got the suitably arcane dice rolling for PC creation (I hope.) I probably need to change the variations into a percentile chart (since I expect a full list of dice rather than JUST a d20)
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Silverlion

What would people think if I used Heroism Points (HP's) to soak damage: Essentially keeping the old D&D logic that luck and skill let you get out of the way of a telling blow, but also allowing them to be spent by the PC to perform fantastic maneuvers and power moves?

The idea is that you can spend a point or two to perform really wild combat stunts, but that leaves you exhausted and tired enough that you don't quite dodge and maneuver like you would at "full" HP levels.

I admit I wanted to do this more homage to old school, but I find my desire to make it cool in addition to being that homage is pretty strong.
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Silverlion

Anyone want to help me brainstorm some cool weapons for this game, I need a lot. (Because let's be honest D&D has a lot :D)

I've got Storm Pikes, Laser Pistols, Flamers, Plasma Guns, Shard Rifles and some others..:D
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Spinachcat

Quote from: Silverlion;243623What would people think if I used Heroism Points (HP's) to soak damage: Essentially keeping the old D&D logic that luck and skill let you get out of the way of a telling blow, but also allowing them to be spent by the PC to perform fantastic maneuvers and power moves?

The idea is that you can spend a point or two to perform really wild combat stunts, but that leaves you exhausted and tired enough that you don't quite dodge and maneuver like you would at "full" HP levels.

MicroLite D20 has the idea of spellcasters using HP to cast spells which is interesting and fittingly Sword and Sorcery.  

Instead of spells, your heroes could spend HP on these stunts and risk the HP loss for the immediate gain.  

Like spells, you could have some in-game reasoning that they gain these stunts at a certain rate per level.   Maybe they can by cyber-tattoos (akin to scrolls) which allow them more stunts.

As for weapons, go through the 40k weapons list - especially the non-human weapons - scratch out the serial numbers and go for it.

As for half-orcs, I like the Genedogs concept where you have a species simply bred for expendable ground pounders and some become mercenaries, or rogue, or gather at the behest of evil Espers.

Silverlion

#22
Quote from: Spinachcat;248121MicroLite D20 has the idea of spellcasters using HP to cast spells which is interesting and fittingly Sword and Sorcery.  

Instead of spells, your heroes could spend HP on these stunts and risk the HP loss for the immediate gain.  

Like spells, you could have some in-game reasoning that they gain these stunts at a certain rate per level.   Maybe they can by cyber-tattoos (akin to scrolls) which allow them more stunts.
.

Someone suggested a bit of a "power" strike, which I might make, attacks which only work ONCE you've been wounded. (You get hit, and land three blows in a row you can do the power maneuver.) Not sure, still tinkering with the idea. In general I see HP's (Heroism Points) as the "Luck, skill, and effort" that can be spent to get out of the way of attacks lethal attacks, as well as that extra oomph you can draw upon from time to time. Spending them means you're tiring yourself out, which may also cost you in battle.



I may save Genedogs (as PC's) for a advanced set of the game if it gets enough interest. I like the concept but the other races work well so far. (Still running around in circles on a few concepts.)
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