Scattered, In The Void!
i make a scifi pen and paper rpg from scratch
Saturday, October 22, 2011
sorry for the lack of updates guys
ive got a lot of work done on S,itV lately i just need to type it all up and post it. hang tight
Sunday, August 28, 2011
example armor data cards
Space Mercenary Power Armor | |||
Resists | All projectile, all fire, all heat, all radiation, vacuum, shrapnel, stabs, bludgeon | ||
weight | 200 kg | Damage Resist | 20 |
Worn: | Full body | ||
Durability: | Xtra Strong | ||
Misc: | +400 kg limit | ||
Notes: | Requires 1 fresh power cell (or recharge) every 5 days |
Riot Helmet | |||
Resists | All projectile, shrapnel, stabs, bludgeon | ||
weight | 5 kg | Damage Resist | 5 |
Worn: | Head | ||
Durability: | Normal | ||
Misc: | +2 accuracy +2 awareness Night vision |
Sweat Pants | |||
Resists | Light Shrapnel, cold, heat | ||
weight | n/a | Damage Resist | 1 |
Worn: | Legs | ||
Durability: | Weak | ||
Misc: | +1 athletism +1 sprint |
Syncorp Security Guard Jacket | |||
Resists | Light Shrapnel, light bullet, stabs | ||
weight | 5 kg | Damage Resist | 5 |
Worn: | Torso, arms | ||
Durability: | normal | ||
| |
how armor works
armor is wearable equipment that serves to absorb damage done in attacks. each armor protects the user from certain amounts of hitpoints and from certain injuries.. armor types can be sorted under several subdivisions:
Location worn:
- head
- torso
- arms
- legs
durability: (how difficult it is to damage the armor)
- weak
- normal
- strong
- extra strong
- Impenetrable
damage protected against:
- fire
- projectile
- light bullet
- heavy bullet
- armor piercing
- shot gun
- energy
- electricity
- vacuum
- heat
- cold
- laser
- bludgeon
- shrapnel
- stab/cuts
protection: (hit points absorbed)
- low (1 - 5)
- medium (6 - 10)
- high (11 - 15)
- super high (16 - 20)
- Limitless (20 - ???)
Weight
- light (0 – 20 kg)
- heavy (21 – 50 kg)
- ponderous (51 - ??? kg)
as an example, lets look at a sample armor data card:
Syncorp Smartboy Flak Vest | |||
Resists: | Light bullet, Shot gun, Light shrapnel | ||
Weight: | 5 kg | Damage resist: | 5 |
Worn: | Torso | ||
Durability: | Weak |
This particular armor is worn on the torso.
It is a light weight armor.
It will absorb 5 Hitpoints of damage from light bullets, shot gun blasts, and light shrapnel. All other damage types will have full effect of damage.
Its durability is “weak”
Let us talk about durability for a moment. Durability is the abilty of the armor to resist getting damaged and having its resist lowered
Some weapons, particularly in the higher end of the damage charts will do armor damage as well as hp hits and injuries.
For instance, lets look at this armor piercing rifle damage chart:
roll | Hit points | Injuries/armor dmg |
1 - 5 | -5 | |
6 – 10 | -8 | |
11 | -10 | Bleeding wound Weak armor dmg |
12 | -15 | Bleeding wound Normal armor dmg |
| | |
On a dmg roll of 11, thie weapon would apply damage to all weak class armor, on a roll of 12 it would apply damage to any normal and weak armor.
Each time an armor is damaged it drops to the next lower level of functionality:
Armor damage level:
- perfect.
- damaged.
- ruined.
- destroyed.
Before the armor has ever been damaged, it is in “perfect” condition, and it works exactly as it says on its data card.
Once is gets hit with damage, it drops to “damaged” condition. When “damaged”, its hit point resist is lowered to half its original value AND it does not protect against injuries.
If it received another damage, its condition drops to “ruined”, while “ruined” the armor no longer offers any protection whatsoever. The armor can, however, be repaired later on if the means are avalible.
If the armor is damaged once more, it drops to “destroyed” condition. It can no longer be repaired and for all intents and purposes the armor no longer exists in the game.
simple description of combat turn
it seems to me that my description of taking a combat turn (i.e. shooting) is too complex. for my example i used the most complicated situation possible in order to illustrate all variables. but basically, this is what you do EVERY time you shoot a weapon (i havent designed melee or handto hand attacks yet but i plan on them being almost identical)
ACCURACY ROLL:
roll a D6 + total accuracy score (accu STAT +/- weapon modifiers +/- position modifiers +/- misc modifiers) against the targets total vulnerability score (dodge STAT +/- position modifiers +/- stance modifiers)
IF it is a HIT (attacker total roll equal to or greater than target's) then.....
HIT LOCATION ROLL:
roll a D10 and compare the result to the hit chart for the type of target you are shooting ( non-humanoid monsters have different body layouts than humanoids and there for there might be different body parts possible to hit)
after you determine the body part than was hit, it is time to do the final roll....
DAMAGE ROLL:
simply roll a D12 (add any pertinent modifiers) and compare the result to the damage chart for the weapon used. deduct the full amount of hit points from the target unless the body part hit is wearing armor, in which case the armor absorbs the portion of damage listed on its description card. apply any appliciple wounds from the damage chart to the target body part as well, unless they too are absorbed by the armor.
FAIRLY SIMPLE EH?
ACCURACY ROLL
HIT LOCATION ROLL
DAMAGE ROLL
ACCURACY ROLL:
roll a D6 + total accuracy score (accu STAT +/- weapon modifiers +/- position modifiers +/- misc modifiers) against the targets total vulnerability score (dodge STAT +/- position modifiers +/- stance modifiers)
IF it is a HIT (attacker total roll equal to or greater than target's) then.....
HIT LOCATION ROLL:
roll a D10 and compare the result to the hit chart for the type of target you are shooting ( non-humanoid monsters have different body layouts than humanoids and there for there might be different body parts possible to hit)
after you determine the body part than was hit, it is time to do the final roll....
DAMAGE ROLL:
simply roll a D12 (add any pertinent modifiers) and compare the result to the damage chart for the weapon used. deduct the full amount of hit points from the target unless the body part hit is wearing armor, in which case the armor absorbs the portion of damage listed on its description card. apply any appliciple wounds from the damage chart to the target body part as well, unless they too are absorbed by the armor.
FAIRLY SIMPLE EH?
ACCURACY ROLL
HIT LOCATION ROLL
DAMAGE ROLL
Tuesday, August 16, 2011
stuff
- entities:
- humans
i. asterbase loyals
1. managers
a. mayor
b. underlings
c. secritary
2. police
a. chief
b. squad leader
c. redshirt
d. guards
3. citizens
a. scientists
b. doctors
i. physician
1. doctor
2. nurse
ii. biotician
iii. cybertician
c. tourists
i. rich playboys
ii. retirees
iii.
d. Workers
i. Shop owners
1. mechanical repair
2. weapon repair
3. weapons sales
4. food store
5. restaurant
6. all supply
7. bar
a. barkeep
b. bouncer
ii. janitors
iii. miners
1. crew chief
2. drill operator
3. explosives expert
4. shoveler
iv. technicians
1. asterNET manager
2. computer maintenence
3.
v. Repairmen
1. plumber
2. electrician
3. welder
4. robot repair
vi. gardeners
vii. cowboys
viii.
4. prisoners
a. petty criminals
b. violent criminals
5. nar-do-wells
a. pickpockets
b. shysters
c. conmen
d. burgler
e. robber
f. drug dealer
g. black market goods dealer
ii. rebels
1. rebel leader
2. militia
a. squad leader
b. soldiers
3. civilians
a. general
b. doctors
i. cyberneticians
ii. physicians
iii. biotecians
c. weapons dealer
d. supply buyer
e. food dealer
f. drug dealer
g. conman
iii. cult of normality
1. High Priest of Normalacy
2. Druids
3. worshipers
4. healers
a. physician
b. biotician
5. keeper of weapons
iv. cyborg worhipers
1. Cyborg master
2. cyborg followers
3. Implanter
v. Crazies
1. knife weilder
2. bludgeoner
3. biter
4. screamer
5. spitter
6. pyro
7. gun nut
8. mumbler
9.
vi. Loners
1. mercenary
2. traveling merchant
3. explorer
4. rouge
5.
- Aliens
i. Blacksnakes
1. queen snake
2. worker\hunters
3. lil’ snakes
ii. Grays
1. mastergrey
2. undergreys
iii. Reptilians
iv. Hunters
1. big gun
2. blademan
3. sneaker
4. apprentice
v. Teddy bears
1. fuzmeister
2. wuzzy
3. fuzzballs
4. speedfuzz
vi. Jellybeans
1. green
2. blue
3. red
vii. Metal munchers
viii. Greenthumbs
1. the horticulturist
2. husbandmen
3. plant slaves
a. biters
b. secreters
c. stickies
d. ooze
ix. Giant genius ants
1. queen
2. drones
3. workers
4. soldiers
x. Slugs
1. banana
2. apple
3. pear
4. grape
xi. Einstiens
1. brainlord
2. minibrains
3. sparks
xii. Skinnies
1. commander
2. heavy weapons expert
3. grenadier
4. sniper
5. scout
6. soldier
xiii. The trickster
xiv. Spongy-mandibles
1. district manager
2. underlings
3. paperwork filers
xv. Mirrormen
1. shadows
2. reflections
3. déjà-vu’s
xvi. Dogdudes
1. vomiters
2. poopers
3. gnashers
xvii.
- Robots
i. Small
ii. Medium
iii. Large
iv. Giant
v. Weaponized
- Hellions
i. Devil
ii. Demon
iii. Fire imp
iv. Belizibubs
v. Leviathons
vi. Beheamoths
vii. Fallen angel
viii. Blood sucker
- Animals
i. Livestock
1. cows
2. horses
3. pigs
4. goats
5. sheep
6. chickens
7. geese
ii. pets
1. cats
2. dogs
3. snakes
4. hampsters
5. tribbles
6. ferret
7. mouse
8. frog
9. goldfish
iii. feral
1. rats
2. mice
3. snakes
4. wild dogs
5. wild cats
6. spiders
7. centipede
8. scorpion
iv. mutant
1. mutant rat
a. venomous rat
b. giant rat
c. kingrat
2. mutant mice
a. mouseball
b. mickymouse
3. mutant snakes
a. lighteningsnake
b. radiosnake
c. firesnake
d. giant snake
e. hypnosnake
4. Hypnotoad
5. Mutantcats
a. Garfield
b. Longcat
c. Catdog
d. Venompussy
6. mutantfish
a. big gulp
b. dopefish
c. xray pirana
7. mutantdogs
a. giantdog
b. dogcat
c. skeledog
d. hotdog
e. snakedog
8. mutantspider
9. mutantcentipede
10. mutantscorpion
- misc
i.
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