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Reply 04 Setting and Story Development
Space Hulk!

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lily564a

PostPosted: Fri May 04, 2012 12:36 am


Space Hulk is a game based in the Warhammer 40,000 universe wherein the players control a small team (or several teams) of Imperial Terminators as they enter and explore the titular 'space hulk'

Hulks are vague amorphous mashed together 'stuff in space', welded into one by passing in and out of the Warp, they're generally at least thousands of years old and can hail from the far corners of the universe. Deep within them is potentially untold technologies, or unspeakable doom. The later is more of a certainty.

I don't intend to be very lore-strict with this because honestly my knowledge of the 40K universe is pretty shallow, 40K is the thematic basis. Space Hulk is basically a dungeon crawl, your character along with others enter an unmapped and hostile labyrinth, seeking glory, to not die, and maybe discover an ancient device that just might have the power to destroy their enemies.
PostPosted: Wed May 16, 2012 11:03 pm


Basics of d20 game system using D&D 3rd ed specifics

Basic Stats and Modifiers
Basic character stats are used to modify most other things. They generally range from 3-18 each with a modifier from -5 to +5 (see table below).

STR - Strength: modifies melee attacks, damage, grappling, and some skills
DEX - Dexterity: modifies ranged attacks, AC, reflex saves, and some skills
CON - Constitution: modifies HP, fortitude saves, and some skills
INT - Intelligence: modifies some skills
WIS - Wisdom: modifies willpower saves, and some skills
CHA - Charisma: modifies some skills

1 = -5
2 = -4
3 = -4
4 = -3
5 = -3
6 = -2
7 = -2
8 = -1
9 = -1
10 = +0
11 = +0
12 = +1
13 = +1
14 = +2
15 = +2
16 = +3
17 = +3
18 = +4
19 = +4
20 = +5

Hit Points

The pool of damage a character can take is called their Hit Points (HP). It's based on their character class (in this case their model type) which determines their Hit Dice (d4 - d12), plus their CON modifier, times their level.

HP = (HD + CON mod) * Level

For example: A character of a model type with decent Hit Dice (d6) and a CON of 16 at 4th level: 44 = (6 + 3) * 4

Armor Class

The number an opponent must roll to hit a character is called their Armor Class (AC). It starts at a base of 10 plus their DEX modifier, plus their armor's bonus, and possibly some other things like a racial bonus or shield.

AC = 10 + DEX mod + Armor + Other

For example: A character with a DEX of 16, armor with a +5 bonus, and a racial bonus of +2 for being thick skinned. 20 = 10 + 3 + 5 + 2

Attack Bonuses

The number a character pits against an opponent's AC in an attack is based on a d20 roll plus their character class's (in this case their model type) Base Attack Bonus (BAB) progression (by level) plus the appropriate modifier for the attack and any other adjustments for the weapon, conditions of the attack, or special skills. The modifier for melee attacks is STR, for ranged is DEX.

MAB = d20 + BAB + STR

RAB = d20 + BAB + DEX

Fortitude Save

A character's resistance to disease, system shock, and toxins is called their Fortitude Save (Fort). It's based on their character class (in this case their model type) which determines their Fort base progression (by level), plus their CON modifier. When a character encounters a threat to their fortitude they roll a d20 and add their Fort save to it then compare against the threat's Difficulty Class (DC) which is a fairly arbitrarily set number by the GM.

Reflex Save

A character's ability to dodge and maintain balance is called their Reflex Save (Ref). It's based on their character class (in this case their model type) which determines their Ref base progression (by level), plus their DEX modifier. When a character encounters a threat to their reflexes they roll a d20 and add their Ref save to it then compare against the threat's Difficulty Class (DC) which is a fairly arbitrarily set number by the GM.

Willpower Save

A character's resistance to mind altering effects is called their Willpower Save (Will). It's based on their character class (in this case their model type) which determines their Will base progression (by level), plus their WIS modifier. When a character encounters a threat to their willpower they roll a d20 and add their Will save to it then compare against the threat's Difficulty Class (DC) which is a fairly arbitrarily set number by the GM.

Skills

Skill modifiers are based on the appropriate modifier for the skill plus any ranks the character has in that skill, plus any other bonuses for said skill. Skill ranks are purchased from a skill point pool which is determined by character class and level. When a character uses a skill they roll a d20 and add that skill's modifier to it then compare against the attempt's Difficulty Class (DC) which is a fairly arbitrarily set number by the GM unless it is an opposed skill such as stealth in which case the DC is the opposing character's opposing skill roll.

A few possibly applicable skills:

Stealth (DEX) - moving silently and hiding
Spot (WIS) - observational skills, used to oppose stealth
Search (INT) - ability to find things
Decipher Scripts (INT) - ability to decipher codes
Disable Device (DEX) - ability to disarm traps, alarms, bombs, etc

Ivaylo_Sai


lily564a

PostPosted: Thu May 17, 2012 3:10 am


I'm still very early in laying out the exact numbers for this game but so far it's clear that the primary Race will be Tau, I will also be considering all of the auxilliary Tau races; Kroot, Vespid, and subserviant Humans, and also Eldar, though you will have to argue the case for having them. To allow for better diversity and more of an army, I'm going to have an odd sort of mechanic. In 40K tau almost every type of unit comes in a squad, and each squad has a special variant of that unit who is the team leader. Team leaders have stat bonuses and access to more equipment; Many of the player characters will be these team leaders, partially so the PCs are just generally better, but also so that the player gets to secondarily control the members of their squad, with the exception of Fire Warriors. Most unit types have a squad size of 4-6 members, so there won't be much extra work in running the squad and it won't remove much player interaction. Fire Warriors have a squad size of 6-12, and will make up a large portion of the characters, so instead of giving the whole squad to the team leader, the squad will be divided amongst the players. Certain unit types don't fall into squads at all, the XV-8 crisis suit for instance, so some fire warriors will be offered to players who take an isolated or non-combat unit.

This is all subject to change.

Tau racial units are currently as follows

Fire Warrior
Type: Soldier
Weapon Class: Medium
Armor Class: Medium
Mobility Class: Medium
Generic soldier


Pathfinder
Type: Soldier
Weapon Class: Light
Armor Class: Light
Mobility Class: High
Recon


Earth Caste
Type: Engineer/Scientist - Non-Combat
Weapon Class: Light
Armor Class: Light
Mobility Class: Medium

Drones
Drones are a special case, they will in general count as tertiary characters, like pets, but they will have combat use. Currently there will be three weight classes, Utility, Medium, and Heavy, and that defines what equipment the drone can have, and their base stats. With rare exception drones will be uniform.

(Note, armor for Crisis suits is on a different scale than the above units, light armor on a suit is higher than medium on a foot soldier, I'll unify this later)
XV-8
Type: Crisis Suit
Weapon Class:Heavy
Armor Class:Heavy
Mobility Class:Low

XV-15 Stealth Suits
Type: Crisis Suit
Weapon Class: Heavy Limited
Armor Class: Light
Mobility Class: High
XV-15s have jetpacks and less armor

XV-25 Stealth Suits
Type: Crisis Suit
Weapon Class: Heavy Limited
Armor Class: Medium
Mobility Class: Medium
XV-25s have more armor and holographic camoflage/anti-targeting but are slower.

The two stealth suit teams are very similar to the non-suited pathfinders, though pathfinders serve more as a recon unit, focusing on speed and mobility over lethality or stealth, and having a crucial role of feeding information back to the more powerful teams and painting targets to be fired upon, where stealth teams largely operate independent.

The XV-88 and Sniper Drone Teams are currently being left out because they would seem out of place and serve little purpose.

I am open to the discussion of non-canon classes and equipment.
PostPosted: Thu Jul 05, 2012 11:17 pm


The interior space is mostly composed of isolated cavernous spaces, ether gaps between junk or large interior spaces of ships, connected mostly be smaller tunnels and old corridors, again from the ships that compose the hulk. All of this twisted, wrecked, and warped, as well as coated with decay and in some places built over with a material resembling that of an insect hive. In the less destroyed regions it can feel like walking through a derelict that's been floating through the void, untouched and dusty. Most of the surviving architecture is from Imperium vessels so the corridors are much larger than you would find on a Tau ship. Some Eldar constructs are present but they are much, much older than anything else, so they are mostly located in the center of the Hulk. Some of the component structures are still functional, or at least partly functional, but as most 40K races dislike computer intelligence none of it is active beyond the most basic measures.

Plot direction:
Hulk exits warp in an outer edge Tau occupied hot combat system, they've never seen anything like it but it's sending out an Imperium transponder and has some obvious Tyranid components. High Command is a few days out of comm range so a mid level Ethereal and a science team convince the reigning military authorities to let them go check it out. During the entry some ancient defense system activates and fires on the small fleet, destroying a minority of it and forcing the rest to land early, a combination of fire from the hulk and defensive fire from the fleet caused the bay that they landed in to collapse, disabling the remaining ships. The largest of the remaining ship was left structurally sound, though it's hull was punctured in numerous places, One of the smaller ships was destroyed in the collapse, one suffered a massive breach and had to be sealed from the outside, the last suffered a core breach, not catastrophic but the ship's interior was rendered radioactive and had to be evacuated.

Shortly after all this the Hulk slipped back into the warp, drifting with them in tow to who knows where, so now the passengers don't just have to find their way off the hulk, they have to do so in a ship with FTL capability, but it only gets more complicated as they venture deeper into the Hulk as they find that they are not alone, and not the first Tau to step foot here.

Because of the story most characters will need to be Tau, I'm willing to discuss other races but they will have to be present on the hulk prior to the above landing or possibly come in later when the Hulk emerges from the void again; in both situations the character won't join the action until later on.

lily564a


SiberDrac

PostPosted: Sun Jul 08, 2012 9:45 am


Seems good to me - I like the system of each player having command of a small squad. That's something I know a few people have talked about, but I haven't seen any RPs where it's actually been done, yet. Would you put restrictions on the, ah... character development of the non-leaders? or would they more just be drones? Having them as each individuals with backgrounds would make for a novella per post, with some of the writers in the guild.

I'd say some of the player options are too loose - letting them start on the Hulk, for instance; I just think it could get out of hand, and I would prioritize getting people to be the initial explorers before opening up other options. Then again, that's because -I- let things get out of hand by giving too much leeway, so you might be able to keep it under control where I could not.

I like the plot - "Our treasure chest is alive and in warp drive. Sh*t."
PostPosted: Fri Jul 13, 2012 3:09 am


Having resident characters is definitely going to complicate the story, especially given that these races are so prone to "shoot them all and sort out the friendlies later", so I am weary of them. One thing I'm intending on that will dissuade them is that resident characters will all be solo, so you don't get the "extra lives" of having a squad. The would logically also have less equipment because they've been surviving there for longer, and their equipment could very well be damaged as well; whereas the Tau squad would have had fully functional and loaded gear just prior to landing.

The depth of the 'squadmates' is up to the player I guess, if you feel like you can write all of them in detail with developed personalities I won't stop you, but for players with less skill or time, I'll finish this sentence later.

lily564a

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04 Setting and Story Development

 
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