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Space Campaign OOC/mechanics

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Post by PlatGreenThunda Fri Aug 16, 2013 12:04 pm

This campaign idea is on hold until further notice. I have the details of it, just not written up. But TBH I don't think there's enough interest for this campaign and I'm kinda sick of DMing, especially if I feel like the interest isn't there, at this point I'd much rather just play in a campaign since I never really got to play much D&D

The Setting

Paxis

 The Paxis galaxy is a spiral galaxy and is the setting of the campaign. Home to numerous solar systems, several of which sustain intelligent life. It is this galaxy that the Swedish Empire that originally formed on Earth millennia ago eventually found when the completed the first ever warp gate in attempt to escape their dying solar system.

 As of the current date, the Paxis Galaxy is divided into 5 large territories. The center (blue) is the Swedish Empire, a massive section of the galaxy that surrounds Paxia Prime (red dot in the center) the official capital of the empire. Allied with them is the Foundation council (orange), a collection of several smaller governments.

 The Jedi council (green) are not a government per say, but an organization that attempts to place it's own lawmakers within the galaxy. Several smaller governments follow the advice of, and rely on, the Jedi council in political and military affairs.

 The Satellite (yellow) are a series of completely separated governments that has been at a continually losing was with the Swedish Empire. When the Swedish Empire first set foot in the Paxis Galaxy, most space travel had only been inter solar system and most societies would have been classified as satellite. The Swedish Empire has, since then, annexed or warred several solar systems into their empire for the sake of protection.

 The Unaligned (purple) are an alien scourge that has been at war with the Foundation Council and The Swedish Empire. They now posses and control a significant portion of what was once the Foundation councils territory (and before that was satellite (before the unification of those solar systems)). The existence of the Unaligned has prompted the Swedish Empire to make a decision to Annex the Satellite for their protection as they join the Foundation Council in their war with the Unaligned.

Space Campaign OOC/mechanics Paxia12


Paxia Prime

 At the center of the Galaxy is Paxia Prime, the official capital of the Swedish Empire (and in their opinion, the entire galaxy), a giant station that surrounds a Quasar. When the Swedish Empire first appeared in the galaxy they had no way of returning to any other solar system and little to work with in terms of space travel.

 Many centuries after, Professor Farnsworth managed to develop the plans for a large super station that could manipulate the singularities involved in a Quasar (hooray horrible pseudo science) to create minor pocket dimensions that have entropy reversed (things tend to order instead of disorder), with these pocket dimensions the Swedish Empire has managed to get enough energy to set up a series of Warp Gates through out the galaxy that allows for rapid travel between solar systems.

There is currently only a single warp gate between Paxia Prime and Unstella, the unofficial capital of The Swedish Empire. Paxia Prime has become so difficult to approach or get to that individuals regard it as the technological equivalent of a sacred place, where only a chosen few will ever get to see.

Unstella System (bottom right red dot within The Swedish Empire)

 The Unstella system is the unofficial capital of The Swedish Empire. It is here that dozens of Warp Gates converge. A small system with only 3 planets, of which only one is livable, Ozymandis. What began as a planet very similar to our earth, Ozymandis is now more city than planet. Raw goods flow into Ozymandis and powerful Star Gates and mechs flow out. Hovering around Ozymandis is a solitary artificial moon. The moon is heavily guarded by The Swedish Empire, as inside is the sole warp gate to Paxia Prime.


Last edited by PlatGreenThunda on Sat Oct 26, 2013 5:24 pm; edited 13 times in total
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Post by PlatGreenThunda Fri Aug 16, 2013 12:04 pm

The Rules

Update rate: I will be updating 1/day (I'll keep it consistent) at ~8:00pm eastern (7pm central). You would not be required to post every day.

Conversations between characters can be continued without me having to post an update (so you don't have to wait).

I will announce ahead of time if we're doing a large scale battle, those will likely be done on roll20.net.

Stats: If we use D&D it will be a 28 point buy (your characters are people in this campaign, not demi-gods)

EXP: Will not be given per-monster, but rather on objective completion and RP. Expect to level slower than a normal D&D campaign.

Feats: MELEE PLAYERS REJOICE! I HATE that so many feats suck and do nothing (looking at you dodge), because of this I will be changing a lot of the feats! And by changing I mean removing them (looking at you dodge), instead I'm going to leave open the Tactical feats (as well as create more). The goal of this is to create combat options (things like dodge do not do that)

Side: Players can be part of the Unaligned Satellite, The Swedish Empire, or The Foundation Council at the start of the game. For convenience sake I ask that all the players be on a single side as I don't want to keep track of two different StarGates (see below for Stargate Info).

OOC/Incharacter - Keep all OOC in this thread once the campaign starts unless for some reason you want it in the other thread. All OOC comments in the main thread are made in Red. All in character comments can be Any color, but please keep the color consistent.


Last edited by PlatGreenThunda on Fri Sep 06, 2013 2:01 pm; edited 8 times in total
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Post by PlatGreenThunda Fri Aug 16, 2013 12:05 pm

The System

Assume it works like D&D for now, with changes and details below.

Massive DMG vs Standard DMG: Works similar to Rifts. Essentially, certain objects (Stargate, Mech, Fighters) do Massive DMG (MDMG), smaller units do Standard DMG (SDMG).


Last edited by PlatGreenThunda on Fri Sep 06, 2013 2:02 pm; edited 4 times in total
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Post by PlatGreenThunda Fri Aug 16, 2013 12:05 pm

The Classes

<Class Name> - <Primary/Secondary stats>: <description>

Note: Currently I am only placing the first two levels of each class, this is because it's a decent place to start. I am trying to give each class a distinct role so they cannot overshadow and overpower each other.

Captain/Admiral - Cha/Int: The captain of a Stargate. Captains are the head honcho's the charismatic leader that stands at the bridge of the Stargate and shouts "Who the hell do you think we are?!" They are the tactical geniuses in combat, commanding the field and deciding who does what. Intelligent, captains can manage nearly all aspects of handling a Stargate, though they excel in making the tough decisions, interpersonal issues, and politics. The loss of a captain can drastically turn the tide of a battle.

HD: d4
Skill points: 4+Int
Class Skills: Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge: Politics, Listen, Sense Motive, Speak Language, Profession

Proficiency: Martial Weapons, Martial Vehicles

Space Campaign OOC/mechanics Captai10

Appoint first mate: The Captain understands very well the possible price he might pay for his military service. As such, he realizes the importance of having a second in command. At first level the Captain may select a first mate. This first mate gains the Inspire Competence ability of the Captain (see below). In the even of the Captains death, the first mate continues to have this ability until he next gains a level, in which case he loses the ability if he does not take his next level in Captain.

Inspire Competence: The Captain of a Stargate inspires his crew simply by his appearance on the field of battle. Whenever the Captain is present on the bridge all members of his Stargate gain a +1 Morale bonus on all skill checks, attack rolls, damage rolls, and saves. This bonus increases at TBD. A first mate standing on the bridge appoints these same bonuses.

Battle Orders: Perhaps the most important quality of the Captain is his decision making on the battlefield. The Captain begins each encounter with Battle Order points equal to 3 + his Charisma Modifier + 1/2 his captain level. Each level he may learn from the list of battle orders equal to his Intelligence Modifier divided by two. He may only choose learned orders from the list of orders at his highest level or lower.

Each Battle Order costs a set amount of Battle Order points. The Captain may regain his Battle Order points by spending a Full Round Action to take a moment to think. Finally, all Battle Orders require the captain to be standing on the bridge and have communication with the individual(s) he is trying to command.

Level 1 Orders:
Don't Die on Me! For a single battle order point, as a swift action, the Captain can command an ally to immediately stabilize.
Watch your flank! For two battle order points, as a standard action, the Captain can make an ally more aware of an enemy attempting to flank. The selected ally gains a +2 dodge bonus to AC against flanking enemies and are not treated as being flanked. In order to use this ability the Captain must be able to see the flanking occur.
Strike now! For four battle points, as a standard action, the Captain may instruct an ally to make an attack at his highest attack bonus.
Step back! For one battle point, as an immediate action, the Captain can instruct one ally to take a 5 foot step.


Level 2 Orders:
Move you fool! For two battle points, as a standard action, the Captain can command an ally to move up to their move
Wake up! For two battle points, as a move action, the Captain can command an ally to make a second throw to break an effect (ex. stunned, fatigued, etc) that they previously succumbed to. If the effect was due to natural causes (ex. fatigue due to lack of sleep) the ally returns to that state after a number of rounds equal to the Captains Charisma modifier.
Everyone to your positions! For four Battle points and only at the start of combat as an immediate action, the Captain can order a number of allies equal to his Charisma modifier he can communicate wit to get into position for battle faster. Those allies gain a +1 Bonus to their Initiative roll.
Charge him! For two battle points, as a standard action, the Captain may instruct an ally to charge. If the ally charges on his turn, the charging ally may move an additional 2 squares during his charge and gains a +2 competence bonus to his or her damage roll.


Mech Pilot - Str/Dex: Very few have what it takes to pilot a mech and those that can are considered very valuable. Mech pilots can be found in any StarGate, when a battle begins they are always in the thick of the fray. Though not as fast as their Fighter Pilot counterparts, Mech pilots enjoy increased versatility in combat, from piloting maneuvers to choice of weapon, mechs have significantly more options in combat than their fighter counterparts. The Federation Council was the first to develop mechs as a viable combat option in space, but since then The Swedish Empire has constructed significantly more advanced mechs, such as the Lancelot, Unit01, and the Gurren.

HD: d6
Skill points: 4+Int
Class Skills: Balance, Encode, Escape Artist, Intimidate, Jump, Knowledge (tech), Move Silently, Piloting, Profession, Sleight of Hand, Spot, Survival, Swim, Tumble

Proficiency: Mechs, Martial Weapons

Space Campaign OOC/mechanics Mechch10

Mech Weapon Proficiency: A mech pilot understands exactly how each slider or control in the mech corresponds to the natural movement of a person emulated by the mech. As such, a mech pilot is proficient with any weapon the mech is wielding, regardless if he is actually proficient with that weapon outside of the mech (ex. If the Mech has an Arm Plasma Cannon, the pilot does not suffer the penalties associated with wielding an  Arm Plasma Cannon without the required exotic weapon proficiency.)

Bonus Feats: At 2nd, 4th, and 5th level the Mech pilot learns a bonus feat. These feats can either be Mech feats or standard combat feats.

Fighter Pilot - Dex/: Few things move as fast as the Fighter pilot as she zooms through the cosmos in his vessel. Where other individuals can not make the blurs that speed past them when they're in a Fighter sip, the Fighter Pilot can see every detail, take careful aim, and fire. Though cheaper than a mech, a fighter is no less valuable, and twice as frustrating to fight against.

HD: d4
Skill points: 4+Int
Class Skills: Balance, Concentration, Encode, Knowledge (tech), Listen, Piloting, Search, Sleight of Hand, Spot, Survive

Proficiency: Martial Vehicles, Martial Weapons

Space Campaign OOC/mechanics Fighte10

Flyby Attack: A fighter pilot is exceptionally good at fighting at rapid speeds when other pilots cannot hit targets without flying a tad bit slower. A Fighter Pilot may add +2 squares to the move of their fighter and can make an attack in the middle of their move action

Bonus Feats: At 2nd, 4th, and 5th level the Fighter Pilot may select a bonus feat, these feats must be Fighter feats.

Engineer - Int/: The guy in charge for fixing and building all of the things. One of the harder working classes. Required for repairs and upgrades. There must be at least one PC engineer at the start.

Jedi - Wis or Cha/Dex: On board duelist with some piloting capabilities. Begin as a Padawan, then chooses between two paths, Sith (more destructive) or Jedi Knight (wiser). Jedi's answer to the Jedi Council, which is not a government, but is looked up to by a significant amount of other governments. Even the Swedish Empire, the Satellite, and the Federation Council know the importance of being in good standing with the Jedi Council and they regularly allow Jedi to join their Stargate. The Jed Council does not have a stance on the war between The Swedish Empire and The Satellite currently, but they do ask their Jedi to make sure that neither side does abhorrent things (ex. Strike civilian only areas, torture prisoners, etc)

HD: d6
Skill points: 4+Int
Class Skills: Sense Motive, Balance, Concentration, Gather Information, Heal, Jump, Spot, Listen, Move Silently, Knowledge: The Force, Speak Language, Tumble, Swim

Proficiency: Lightsabers, Martial Vehicles

Space Campaign OOC/mechanics Jedich11

Improved Parry: At first level a Jedi padawan is already adept at using a lightsaber. When wielding a lightsaber and fighting defensively he may reflect attacks (see lightsaber description) a number of time equal to is Dexterity Modifier

Force Push: At first level a Jedi padawan is already attune with the force. A Jedi padawan may use his Charisma Modifier or Wisdom Modifier (his choice) to make any strength check within 30ft. The time to make the check is the same as normal.

Force Path: At second level the Jedi Padawan is now called a Jedi Knight. He begins to feel a side of the force call to him more (either the dark or light side). If he chooses the light side he gains Diplomacy as a class skill, if he chooses the dark side he gains Bluff as a class skill. Additionally the knight gains the ability to use Suggestion once/day (same as D&D spell). If the Jedi chose the Light side the save DC is equal to 10+ 1/2 Jedi level + Wisdom Mod, if he chose the Dark Side the save DC uses his Charisma Modifier instead.

Hunter - Dex/Int: Bounty Hunter, specializes in dispatching certain units (chosen).

Crew - Int/Cha: Crew members make up the majority of individuals on a Stargate. They maintain the ship, handle loading and unloading, repair, and even pilot the Stargate. While not trained as much as other classes in combat, crew members are capable of mounting a defense in both standard and space combat.

HD: d4
Skill points: 6+Int
Class Skills: Appraise, Bluff, Diplomacy, Encode, Engineer, Hack, Handle Animal, Heal, Knowledge (Politics), Knowledge (Tech), Profession, Sense Motive, Speak Language

Proficiency: Martial Vehicles, Martial Weapons

Space Campaign OOC/mechanics Crewch10

Super Soldiers - Con/Dex+Str: The marines of footsoldiers. Supersoldiers are big individuals who received years of combat training, genetic enhancements, or both. Supersoldiers lack any piloting or technical capabilities, but are a terror to those facing them outside of the cockpit. Very popular within the Swedish empire, super soldiers have been used for years in campaigns vs both the Satellite and the Unaligned.

HD: d10
Skill points: 2+Int
Class Skills: Climb, Concentration, Intimidate, Jump, Listen, Search, Spot, Swim, Tumble

Proficiency: Power suits, Assault blaster

Space Campaign OOC/mechanics Soldie11


Last edited by PlatGreenThunda on Tue Sep 17, 2013 9:13 pm; edited 28 times in total
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Post by PlatGreenThunda Fri Aug 16, 2013 12:37 pm

Ships

Stargate: A massive ship, practically a small town in space. Here space travelers live as they go across the cosmos. Mechs, Fighters, etc can dock here. Each StarGate has a Captain. A fleet of StarGates has a captain for every StarGate and a Single General that leads the fleet. A map of the StarGate will probably be provided that you can continuously update your characters position on.

Fighter: Fighter Ships are fast. They serve as rapid strikes and deploy quickly. Fighter Pilots need to have good reaction times in order to hit with their ships.

Mech: Mechs have more capabilities than fighters, but are slower. They have a variety of combat options and maneuvers. They take a tad bit longer to deploy, but are a favorite of science fiction anime aficionados everywhere.

Station: Stations vary in size. Some are small and others can be so large they fit multiple StarGates. The serve a variety of purposes, from combat posts to research facilities.


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Post by PlatGreenThunda Fri Aug 16, 2013 4:16 pm

Equipment

Martial weapons:
Blaster:

Exotic weapons:
Power Suit
Assault Blaster
Arm Plasma Cannon

Unique weapons:
lightsaber


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Post by PlatGreenThunda Fri Aug 16, 2013 4:31 pm

Skills and their usage
a
Appraise:
a
Balance:
a
Bluff:
a
Climb:
a
Concentration:
a
Diplomacy:
a
Disguise:
a
Encode:
a
Engineer:
a
Escape Artist:
a
Gather Information:
a
Hack:
a
Handle Animal:
a
Heal:
a
Hide:
a
Intimidate:

a
Jump:
a
Knowledge (Politics):
a
Knowledge (The Force):
a
Knowledge (Tech):

a
Knowledge (The Supernatural):

a
Listen:
a
Move Silently:
a
Perform:
a
Piloting:
a
Profession:
a
Search:
a
Sense Motive:
a
Sleight of Hand:
a
Speak Language:
a
Spot:
a
Survive:
a
Swim:
a
Tumble:
a


Last edited by PlatGreenThunda on Sat Sep 14, 2013 9:59 pm; edited 2 times in total
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Post by PlatGreenThunda Fri Aug 16, 2013 4:31 pm

Feats
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Post by PlatGreenThunda Fri Sep 13, 2013 12:05 am

reserved
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Post by PlatGreenThunda Fri Sep 13, 2013 12:05 am

there are two kinds of posts:
Posts that aren't reserved
and this post
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Post by PlatGreenThunda Fri Sep 13, 2013 12:10 am

"This post isn't reserved" - said no one ever
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