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[Derelict Delvers] Random Derelict Designer

Started by Silverlion, February 10, 2009, 07:35:17 PM

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Silverlion

This is a start, suggestions, streamlining or other advice welcome: (I'll be damned if I can figure out how to keep the spacing intact on this forum so I can post the reference line as well.)


Random Derelict Designer

(Don't forget to examine the Roaming Bioforms Table as well!)

   Type of Derelict Table

Roll       Type
01-40      Spaceship
41-80      Space station
81-99      Mining or Laboratory Complex
00           Planetary Complex

Once you determine the type of complex roll on the Origin table

     Origin of Derelict
Roll            Origin

01-40        Recent Derelict (100> years)                      
41-80        Previous Era Derelict (100-500 years)        
81-90        Pre-Archive Derelict (500+ years)            
91-99        Unknown Alien Derelict                        
00             Ancients Derelict                              

          Reason for Abandonment
 
Roll        Reason

01-20     Simply Lost and Abandoned                      
21-40     Overrun                                      
41-60     War                                            
61-80     Impact                                      
81-90     Plague                                      
91-99     Unusual Events                                
00        Roll Again twice Ignore rolls of 00


    Alien Derelict Table

Roll            Alien Derelict Features

01-10     Made of Strange Materials                        
11-25     Gravity Distortion                              
26-40     Toxic Atmosphere                            
41-60     Visual Distortion                            
61-80     Chemical Technologies                    
81-90     Living Ship                                    
91-99     Roll 2x Ignore Results 91+                      
00          Roll 3x Ignore Results 91+



              Ancient Derelict Table

Roll              Derelict Features

01-10         Familiar Shape                            
11-25         Teleportational Doorways              
26-40         Automated Craft                          
41-60         Time-Space Distortion                  
61-80         Arcology                                    
81-90         Xenozoological Craft                    
91-99         Undecipherable Purpose                
00              Ancient Warship
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Spinachcat

>Type of Derelict Table

4 Types seems too few.   Spaceship may be too general - maybe it has its own subtable?  What is the difference between Mining / Lab and Planetary Complex?

> Origin of Derelict
                       
I like this one - especially if the rules give you lots of ways to make the Origin matter in the design of the derelict and what would be found there.  
I would really want there to be distinct differences when we encounter a Pre-Archive versus a Previous Era complex.

BTW, did you ever see a PDF RPG called Tomb Reavers?   Tomb Reavers had an interesting concept of Tomb Markings and what that meant for what could be found inside.

Also, are there major alien races in the setting?  If so, the derelict chart could break down for Recent Derelict - XYZ Alien as well.


>Reason for Abandonment

Oooh, I wanna see the Unusual Events subtable!  Also, what is the difference between Overrun and War?


>Alien Derelict Table

I love this chart!  But I want triple the Features.   You can probably break down "strange materials" into some interesting subgroups and same with Chemical Technologies.   THIS is good stuff.


> Ancient Derelict Table

Good stuff...however I want double the options.

Silverlion

Quote from: Spinachcat;283018Good stuff...however I want double the options.


Most of the options lead to sub-tables, which offer variants on the theme. Example: Time-Space Distortion may have "Time Moves Slower.." to things like variable time rooms for their computers, space distortions for ships that are larger on the inside than on the outside, and so on..



As for aliens--no specific types, the game is designed so that there are NO specific types except what you create or roll up. (A PC may be a random generated from base types: Humanoids, Felinoids, Insectoids, and Reptiloids.)

I'll work on adding more defaults if you think its important though.
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The Shaman

Looks good, but like others I always like to see more options. I really do use stuff like this when I referee.

Here's another example for fantasy games.
On weird fantasy: "The Otus/Elmore rule: When adding something new to the campaign, try and imagine how Erol Otus would depict it. If you can, that\'s far enough...it\'s a good idea. If you can picture a Larry Elmore version...it\'s far too mundane and boring, excise immediately." - Kellri, K&K Alehouse

I have a campaign wiki! Check it out!

ACS / LAF

Silverlion

Quote from: The Shaman;283033Looks good, but like others I always like to see more options. I really do use stuff like this when I referee.

Here's another example for fantasy games.



Well alright, any ideas? Each option on the table usually opens up another set of options.

Also the difference between "Overun" and "War" is one of purpose. War implies a conscious effort to detroy/invade/attack. Overrun is for things like vermin, critters, and mostly "non-sentient" invasions. (Maybe should change that to "Infested?" )
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Spinachcat

Quote from: Silverlion;283030As for aliens--no specific types, the game is designed so that there are NO specific types except what you create or roll up.

How does this affect the setting background?  


Quote from: Silverlion;283030I'll work on adding more defaults if you think its important though.

Yes.   Channel Gygax!

I prefer more stuff to be part of a main table instead of jumping to too many subtables.   It would be awesome if everything could be done with less than 10 dice rolls start to finish.


Quote from: Silverlion;283241Also the difference between "Overun" and "War" is one of purpose. War implies a conscious effort to detroy/invade/attack. Overrun is for things like vermin, critters, and mostly "non-sentient" invasions. (Maybe should change that to "Infested?" )

I love Infested!   Its got that Space Hulk vibe!

Would War cover piracy attacks?

BTW, consider changing "Simply Lost and Abandoned" to "Lost or Abandoned"

Silverlion

#6
Quote from: Spinachcat;283257How does this affect the setting background?  


Not much. It's basically "Think of generic space opera/pulp", in that you've a LOT of alien species, all over the place, who are often variations on a theme. 500 years ago, the various stellar governments founded a charter that allow individuals to explore the edges of known space.

 ARCHIVE  (Artifact Recovery Control and Historical Investigation Venture Enterprise) was founded to funnel the discoveries through a central clearing house all the governments had access to equally. ARCHIVE works in keeping competition "local." The ARCHIVE is essentially the reason you have D&D style adventures, as well as a compact that keep peace among hundreds of systems. The galaxy is old and vast, thousands of empires have risen and fallen and been completely forgotten--so there is non end to the variability of sentient lifeforms. So you get to randomly create from a few common elements your PC's "species" (since there are hundreds of thousands of different bugpeople, lizard people, etc.) In essence the only limiting factors are the ability to use ARCHIVE equipment (so humanoid primarily, Oxygen breathers.)

The only real "setting" elements are ARCHIVE, custom monsters, and "The Ancients."


The  Ancients were the most powerful known ancient civilization. They controlled much of the galaxy at one time, were incredibly strange (warlike, but often at peace, culturally vibrant, socially adept, etc etc.)  In fact the Ancients were "perfect", at least that's how the holovids portray them. While the real truth is unknown as to what they were like--beyond vaguely similar to current life forms (bipedal, humanoids, oxygen breathers) and with technology way way beyond most of the ARCHIVE space.

They didn't need Para-Luminal Over-Thrusters (PLOT) devices to get them to explore space, they did it both before and after they developed their own FTL systems.   Most species consider the Ancients the founders of all the great important truths of the universe, of culture, philosophy etc--in essence the golden age was when they existed.

Yet they upped and vanished, leaving HUGE amounts of their empire scattered and empty. Some claim it was the coming of the Robots that wiped them out. Others whisper rumors that they created the robots to protect what was left of their Empire and then left for another galaxy to explore. (Blah blah more exposition than you care about.)

Anyway the basic idea is D&D's "ancient lost empire left lots of stuff lying around, some of it worth money...and of course often filled with undead, traps, etc.." except spun for a SCI Fi theme. There isn't much of a setting beyond those basics. (Nor do I intend to do one, its meant to be an understood setting like Basic D&D.)




As for ten rolls, I'm sure if that is doable. Mostly because while I can fit all the basics into ten, the layout itself will be more involved. Of course you can always draw your own map then use the rolls UP to the layout--but I was aiming to make the generator even allow you to roll up room by room and corridor by corridor layouts.
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Silverlion

#7
Nothing?

How about some help on Scout special powers?
QuoteScout

Good Small Arms Skill
Good Light Armor Skill
Good Stealth Skill
Good Survival Skill
Fair Repair Skill
Fair Heavy Arms Skill


Scouts Recieve D8 Heroism Dice

1st Level: Hardiness

The Scout is adept  at surviving in exotic environments and facing strange planetary conditions. He recieves a +2
bonus to all saves in such locales.



5th Level: Survival

The Scout can spend a heroism point and make a survival skill roll even in environments which wouldn't ordinarily allow it.
(Vacuum, Advanced City complexes, Toxic Environments.) It is assumed that they can find sufficient equipment to protect themselves in the environment.



9th Level: Companion

The scout find or discovers a strange alien animal that takes a liking to them. This animal will follow commands and can survive in the same environments
as the scout. The exact specifications depend on the GM, but the animal should be of equal rank adn ability to a 9th level character.






I'm not sure about the last one, so help would be appreciated.


I've got a lot more done I want to share like:


QuoteWebrope (Diff 12 to use)        50 credits
Synthrope                           10 credits
Fluorosticks                           2 credits
Beam Lantern                       15 credits
Pulse Light                          10 credits
Thermogoggles                     25 credits
P-Comm                              20 credits
Thermosphere                      15 credits
Megatool                            18 credits
Medikit                               50 credits
Magnalens                          5/10/30 credits


and


Valuables:

Gold Wire                                 10 Credits per gram
Mined Gemstones                            5 credits per gram
Radioactives                              20 credits per gram
Rare Synthetics                           15 credits per gram
Computer Data Chips                       1-1000 credits per chip
Robot Circuits                            100 credits per circuit        
Power Sources                             10-500 credits per source


As well as Ancient Artifacts:

Antimatter Slug Gun
These weapons usually have an internal reloadable magazine of ammunition, they may be found with 1d10 shots. When a slug strikes
a solid object the object must make a Save vs its Con. (Spaceships have an average Con of +3) A success means the object takes half-damage,
otherwise it takes full damage. Damage: 6d10+5

 
Black Beam Pistol
Black Beam Rifle
A Black Beam weapon simply snuffs the natural bioenergy of living beings and the power cells of robots, drones, and small vehicles. Neither
style of weapon is able to stop a nuclear reaction like those used in starships. Any being struck must make a save vs an assigned DC usually DC30 or die. These
weapons can be halted by a physical barrier (Shields count but not spacesuits), or force fields. Medics can restart a lifeform or a Hacker
a robot with a a simple skill check DC10 for both. Black Beam weapons should be rare.
 




Blazeblades
A blaze blade appears as simple weapon haft similar to a beamblade. Only when activated the cannister style hilt emits a rapid jet
of crystalline nanites that solidify into a razor sharp solid sword blade. These are effective for parrying Beamblades. Turning
them off causes the cannister to absorb the blade again. These blades may be of exceptional quality. (Having bonuses like other
ancient technology.) Damage: 1d8

Combustion Grenades
These grenades when activated explode into a fiery ball that can take up a sphere up to 10m/30' in diameter doing damage and igniting
any material in that sphere. A Delver can save vs Dex (DC20) for half damage. Damage: 3d10 plus ignite.


Exotic Matter Mace +1
Exotic Matter Maul +1
Advanced variation of the Mass Mace and Maul respectively, These weapon rely on emitting a darkmatter sphere at the end of a cylindrical handle.
Damage: 1d8 Mace, 1d10 maul. These appear in a number of improved variants like other Ancient weapons


Forcefield Jewel:
A few of these have been found on ancient starships they appear a small gems or jewels that can be activated to generate
a spherical force field 5m/15' in diameter. DR: +10 to everyone inside the sphere. These jewels only have 1d6 charges before
burning out. Espers can recharge them by expending one slot and focusing that psychic energy into an object, this gives them a single
charge per slot used.





Phasegem Pistols:
These are small gems about the size of an average d10, upon activation they shapechange into glowing beam pistols,
they have 1d10 shots when discovered and can be easily recharged aboard any ARCHIVE era spacecraft. Damage: 1d8+1
 


Spiderdrone Mine:
These are simple programmable mines with a set of spider like legs for mobility. They are not intelligent but will persue
any movement that does not have a FOF tag programmed into them. Move: 20' Damage: 2d10 in 5m radius
 

Beamblade +1
A simple yet very efficient beamblade, often found in Ancient caches




I've also been working on the monster section. I've robots being the rough equivalent to undead so I have Dreadbots (Skeletons), Nanowraiths (ghosts), Warbots (no equivalent) and Androids (Liches) these are only general in game roles they fill as implacable un-living opponents, they don't match stat wise, or specifically to being an identical thing, just a vague in game role of enemies you can blast in hideous numbers. Of course Engineers can cook up robots, but ARCHIVE frowns on it as they tend to go rogue often.  Medics get the ability to pass unharmed amongst them if they don't attack. (Hard wired Medical privilege as a typical non-combatant from the days of the Ancients, and since all programming known stems from that, the code perpetuates.)
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Hearts & Souls 2E Coming in 2019

Silverlion

New Random Designer. I'm not sure if I should shorten the total list and make things simpler, or keep going on as I have been.


Type of Derelict


01-10   Small Spaceship
11-20   Medium Spaceship
21-30   Large Spaceship
31-40   Behemoth Spaceship  
41-50   Orbital Platform
51-60   Spacestation
61-70   Asteroid Complex
71-80   Planetary Complex
81-90   Ruined Metropolis
91-95   Arcology
96-99   Hyperdimensional Complex
00      Behemoth Spacestation (A.k.a That's Not a Moon!)


Origin of Derelict

01-40 Recent Derelict (100> years)
41-80 Previous Era Derelict (100-500 years)
81-90 Pre-Archive Derelict (500+ years)
91-99 Unknown Alien Derelict
00    Ancients Derelict



Reason for Abandonment

Note: Delvers will not know the reason unless its visually obvious from the outside until the explore the interior and sort through
potential clues that reveal the past. Delvers get paid 100 credits for correct information on a Derelicts abandonment.


01-10   Simply Abandoned
11-20   Asteroid Impact
21-30   Infestation
31-40   Invasion
41-50   Accident
51-60   Plague
61-70   Sabotage
71-80   Space vehicle Collision
81-90   Anomoly
91-95   War
96-99   No Evidence
00      Incursion of the Ancients




Derelict Unusual Features

Roll once on this table unless otherwise directed to determine features that make this derelict
stand out.

01-10   No Unusual Features
11-20   Unknown Alien Craft
21-30   Biotechnology
31-40   Gravity Disortion
41-50   Hyperspatial Distortion
51-60   A.I Contolled
61-70   Unusual Materials
71-80   Sentient/Sapient Craft
81-90   Temporal Distorion
91-95   Hazardous Atmosphere
96-99   Ancient Design
00      Roll Twice and Combine (Ignore rolls of 00)



Unknown Alien Craft:

01-10  Variant Morphology
11-20  Hazardous Atmosphere
21-30  Unusual Gravity
31-40  Sense Differentation
41-50  Electromagnetic Interferance
51-60  Unusual Interior Design
61-70  Extreme Size Varation
71-80  Failed Sleeper Ship  
81-90  A.I Controlled
91-95  Warship
96-99  Living Ship
00     Roll twice and combine result (ignore rolls of 00)




Biotechnology
01-10    Organic Appearance
11-20    Pseudo-organic layout  
21-30    Ship Grows
31-40    Genecoded
41-50    Tumorous Growths
51-60    Symbiotic Ship
61-70    Devourer!    
71-80    Diseased Technology
81-90    Immune System
91-95    Living Ship
96-99    Living Explorer
00       Roll Twice and combine results (ignore rolls of 00)






Gravity Distortion

01-10    Gravity Perpendicular to standard ships floor
11-20    Gravity Fluctuates between Rooms
21-30    Gravity Fluctuates at Random
31-40    Gravity Fluctuates at Regular interval
41-50    Gravity Lighter than Standard (.5)
51-60    Gravity Heavier than Standard (2)
61-70    Microsingularity in Ship (Fixed)
71-80    Microsingularity in Ship (Mobile)
81-90    Random Chance of Gravity Shears!
91-95    Gravity Causes Temporal Distorion
96-99    Gravity Shifts Induce Vertigo
00       Roll Twice and Combine Results (ignore rolls of 00)
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Spinachcat

Why are you using credits for money?  

What is a Pulse Light?

What is a Megatool?  (other than many forum posters)

Oh god, you are using grams!  We killed the metric system in the 80s!!  It died a kilo-death!

I really like Blazeblades and Phasegem Pistols!

Quote from: Silverlion;307770I'm not sure if I should shorten the total list and make things simpler, or keep going on as I have been.

As long as you give examples and descriptions of each entry, its good.  AKA, how exactly is a Small Spaceship different from a Medium one in game terms.  It does seem odd that you have the same chance to find a Small Ship as an Space Station or even a Behemoth.

I love the Biotechnology section! (I play Tyranids in 40k)   What is a Devourer?  What is Genecoded?  What is the difference between a Living Ship and a Living Explorer?

How will gravity and gravitic distortion affect gameplay?  What happens during combat?  Especially Gravity Shears and Microsingularities!

Kudos Silverlion, keep up the good work!

Silverlion

Hehe. Yeah, I've seen complaints both ways for and against metric--and I've always felt  grams and kilograms felt "SF" myself, but I usually give both..:D

Yeah I'll describe these things when I've decided if I haven't overdone it.

A megatool is a device that can shape  given standard tool type. Basically its a swiss army tool. It comes with a scanner so if you have it you always have a tool for the job. (Everything but heavy cutting.)  

A Pulse light is a light with a pulse power supply--basically it charges up and flickers power fast enough to keep a constant glow, with limited power supply. So a lantern :D

A Living Ship is just that--organic and alive, but still a vehicle--it was made to be a vehicle. A Living Explorer is a living creature that can be lived inside, and USED as a ship, but is primarily a living thing exploring the universe. (The most common example I have is the Acanti: http://en.wikipedia.org/wiki/Acanti  

The starship in Farscape is also a living explorer, modified to be a ship.

Think of a living ship as a shaped colony of coral--they live, grow, etc, and are a ship but have no "mind" we'd understand per se, or will or intelligence.


Genecoded means it requires a living being that has a matching genome to that coded into it to open the doors/run the computers. (Without burning through them or crawling through conduits/cutting through vents.)

A Devourer is like a living explorer, only its aim is to fine things to eat--like other explorers. (A giant space faring, superluminal mimic or trapper :D)


I won't be around a lot for a couple weeks. My computer is dead. (I've got stuff backed up--most of my game writing is on this comp or otherwise saved.)
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Spinachcat

Quote from: Silverlion;309660A Pulse light is a light with a pulse power supply--basically it charges up and flickers power fast enough to keep a constant glow, with limited power supply. So a lantern :D

Can I overcharge a Pulse Light and hurl it like flaming oil?

I like the differences between Living Ship, Living Explorer and Devourer!

Silverlion

Shhhh. Don't be giving Delvers ideas like that!
(Yes, yes it can... D# 12 to override its safety protocols.)
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019