Difference between revisions of "Indiana Jones in Space"

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(Characters and System)
(Characters and System)
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I think with the focus on research and the need to crew a ship fully with a small number of PCs some of those problems will be alleviated.  Characters will need to have a good deal of breadth to retain usefulness.
 
I think with the focus on research and the need to crew a ship fully with a small number of PCs some of those problems will be alleviated.  Characters will need to have a good deal of breadth to retain usefulness.
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==Roles==
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Crewing a starship requires that certain roles are filled.  This includes the specialists required to make this venture profitable.  What follows are some ideas on what skills and or specialties would need to be present to make this workable.  Each of these encompasses at least one professional skill.
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Captain: This guy understands all of the crew responsibilities, and could fill in if necessary.  He also has command and tactical skills.
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Archaeologist/Miner: These are the specialties that could make or break the economics of the group.  The archaeologist is constantly following academic leads to find where the crew should check next.  Having a miner along could be a cool complement in that you could always do some mining now and again to make ends meet.
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Helmsman: Someone has to fly this bucket of bolts.
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Navigator:  Where are we going and how do we get there?
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Engineer: Stuff breaks, thats just a fact of life.
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Gunner: Who is going to man the guns during space combat?  This isnt a full fledged role, but more of an addendum to another character.
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Marines: For those really bad situations when the ship gets boarded.
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Negotiator: This is another overlay template, but once you have found your items, selling them might not be as easy as it first seems.
  
 
=The Ship=
 
=The Ship=

Revision as of 18:48, 5 February 2007

This new page will be about this space idea I have. I just want to get some concrete system and setting ideas out in the open before I forget them.

Characters and System

For ease of transition and because the majority of us have already experienced the nuts and bolts of the setting in HERO, keeping it similar is the way to go.

One of the problems I felt we experienced in the last space game was the characters got out of hand pretty quickly. I was as guilty as anyone. Who remembers Dmitri Kopalev or Ravyn Spitfyre?

I think with the focus on research and the need to crew a ship fully with a small number of PCs some of those problems will be alleviated. Characters will need to have a good deal of breadth to retain usefulness.

Roles

Crewing a starship requires that certain roles are filled. This includes the specialists required to make this venture profitable. What follows are some ideas on what skills and or specialties would need to be present to make this workable. Each of these encompasses at least one professional skill.

Captain: This guy understands all of the crew responsibilities, and could fill in if necessary. He also has command and tactical skills.

Archaeologist/Miner: These are the specialties that could make or break the economics of the group. The archaeologist is constantly following academic leads to find where the crew should check next. Having a miner along could be a cool complement in that you could always do some mining now and again to make ends meet.

Helmsman: Someone has to fly this bucket of bolts.

Navigator: Where are we going and how do we get there?

Engineer: Stuff breaks, thats just a fact of life.

Gunner: Who is going to man the guns during space combat? This isnt a full fledged role, but more of an addendum to another character.

Marines: For those really bad situations when the ship gets boarded.

Negotiator: This is another overlay template, but once you have found your items, selling them might not be as easy as it first seems.

The Ship

Breakdown: I imagine a small ship with a complement of about 10. All 10 should be PCs in some way or another. Players can either have one 150 pt character or 2 125 pt characters. To make a 150 pt character you must be useful both shipboard and planetside. Characters should not be terribly specialized.

The players will be given 100 MCR to purchase a ship. Any more funds may be paid for with 1 character point=1 MCR. Ships do not have to be in perfect condition or new, and disadvantages on the ship will reduce its cost from that listed in the book. The book price will be considered a brand new ship. This means it is fully stocked with at least one years worth of replacement parts and has no limitations of any kind. At this level, any breakdown or damage can be fixed in the field if necessary. Up to 15% of a ships value may be deducted in exchange for a reduction in replacement parts.

Each ship will also be divided into 4 sections: Engines, Weapons, Defense, and Systems. Each of these systems is worth 11% of the ships value. Limitations may be placed on these systems to reduce the cost. Computers may also be upgraded or downgraded with the appropriate change in cost (and they may be given limitations as well). Points in the group ship pool may also be used to purchase certain types of equipment, as appropriate. This isnt for personal weapons, but things like vehicles and heavy equipment necessary to do the archaeological and/or mining work that is necessary to sustain the group.

Everything Else

Write something here if you have ideas.