RolePlay onLine RPoL Logo

, welcome to Galactic Frontier

16:58, 4th May 2024 (GMT+0)

Game Information and Mechanics.

Posted by HistorianFor group public
Historian
GM, 8 posts
Space
The Final Frontier
Thu 7 Jul 2022
at 22:23
  • msg #1

Game Information and Mechanics

Galactic Frontier is a Sci-Fi game that will be using the Savage World's Adventure Edition Mechanics. Character creation will be a joint process between the players and the GM. The game will begin with the player characters stranded on a dead planet, their colony ship having crashed and failed here 200 years ago. Now, the PC’s are among the last survivors on the planet, and they must scavenge ship parts and salvage what they can from the crashed colony ship to rebuild a small starship they can use to get off the planet before it cracks in two and dooms them all.

Alongside the Adventure Edition mechanics, we will be using the Sci-Fi companion for reference material.
This message was last edited by the GM at 06:33, Fri 08 July 2022.
Historian
GM, 9 posts
Space
The Final Frontier
Thu 7 Jul 2022
at 22:51
  • msg #2

Setting Rules

The following setting rules will be in effect-

Gritty Damage: When a wild card takes a wound, roll on the Injury Table and apply the results immediately (but only roll once regardless of how many wounds the incident caused). Injuries sustained in this way are cured once the wound is healed. Injuries sustained via
incapacitation may be temporary or permanent as usual. A character shaken a second time suffers a wound as usual but does not roll on the Injury Table.

Hard Choices: The GM and his wildcards do not start with Bennies, but every time the players spend one it goes in the GMs pool where it can be used for any of his NPCs. Because this rule is in play, Jokers no longer grant Bennies to either side.

More Skill Points: Characters will have 15 points at character creation, to make up for the additional skills and the fact that characters will be built with the GM to ensure the character fits with the group and makes sense thematically. Please note that I will be actively working to make sure no one has a skill or attribute above d8 at character creation. I am looking for well-rounded characters and will not allow min-maxing at all.

New Skills- (Will be updated after Pre-Game Discussion)

Boating: Powered, Sail, Steam
Driving: Hover, Tracked, Wheeled
Fighting: Axe, Blunt Weapon, Exotic (Specific Weapon), Long Blade, Pole Arm, Short Blade
Knowledge (Astrogation):
Piloting: Fixed Wing, Rotary, Space
Riding: Camel, Horse, Dragon
Science: Biology, Chemistry, Engineering
Shooting: Bows, Pistol, Rifle, Shotgun
Survival: Arctic, Desert, Temperate
This message was last edited by the GM at 01:32, Fri 08 July 2022.
Historian
GM, 21 posts
Space
The Final Frontier
Thu 7 Jul 2022
at 23:52
  • msg #3

Skill List

This list of skills is subject to change as the game universe is refined further. Note * means Core Skill

Academics (Smarts):
Athletics (Agility):
Battle (Smarts):
Boating (Agility):
Common Knowledge* (Smarts):
Driving (Smarts):
Electronics (Smarts):
Faith (Spirit):
Fighting (Agility):
Focus (Spirit):
Gambling (Smarts):
Hacking (Smarts):
Healing (Smarts):
Intimidation (Spirit):
Language (Smarts):
Notice* (Smarts):
Occult (Smarts):
Performance (Spirit):
Persuasion* (Spirit):
Piloting (Smarts):
Psionics (Smarts):
Repair (Smarts):
Research (Smarts):
Riding (Agility):
Science (Smarts):
Shooting (Agility):
Spellcasting (Smarts):
Stealth* (Agility):
Survival (Smarts):
Taunt (Smarts):
Thievery (Agility):
Weird Science (Smarts):
Historian
GM, 22 posts
Space
The Final Frontier
Thu 7 Jul 2022
at 23:57
  • msg #4

New Edges and Hindrances

NEW HINDRANCES-

Cyber Resistant (Minor): Cyberware doesn’t take in this spacer’s body. She may never have cyberware installed. If it is for some reason, it doesn’t function.

FTL Sickness (Minor): Something about the spacer doesn’t sit right with the bizarre warping effects of hyperspace. After each use of FTL travel, he suffers a level of Fatigue that takes 24 hours to fade. FTL Sickness can cause Incapacitation but not death.

Low-G Worlder (Minor): The being hails from a world with light gravity, making his muscles weak compared to most other species.
He subtracts 1 from all Strength rolls (including damage).

Low Tech/High Tech (Major/Minor): The character comes from a world where technology is a few generations ahead or behind the galactic average. That makes using computers and other devices of an unknown tech level tricky, and he suffers a –2 penalty when doing so (–4 if a Major Hindrance). This is different than All Thumbs—the character isn’t technology averse, he’s just used to different paradigms or operating systems. The penalties are ignored when operating equipment from his own world or tech level.

Outsider (Major): Your character has no legal rights in most places common to your setting. He might be an alien disliked by locals and ignored by the law, or even an artificial being civilization doesn’t yet deem truly sentient. Most settled areas likely require a guardian who does have legal rights—such as another player character—to vouch for and “control” the entity or “property.” Otherwise he’s considered wild or rogue, and can be captured, taken, or destroyed by normal citizens of the region.
The Outsider’s Charisma is still –2, just like the Minor version of this Hindrance.

Zero-G Sickness (Major): The lack of gravity makes this spacer hurl. He becomes dizzy and throws up intermittently, causing an automatic level of Fatigue when in zero-g and not restrained in some way. Zero-g Fatigue can cause Incapacitation but not death, and is recovered after one hour in any other type of gravity.

Zero-G Worlder (Major): The character was born on a world with no gravity. He subtracts 2 from all Strength rolls (including damage). This stacks with the Negative Racial Ability Attribute Limit if the character happens to have both.

NEW BACKGROUND EDGES-

Cyber Tolerant (Novice): The individual’s body
cyberware better than most. His Maximum Strain for cyberware is increased by +4

Cyborg (Novice): Cyborgs are humans (or other organic species) who have been augmented with mechanical parts. Sometimes this is done by choice; sometimes it’s the only way to save a badly wounded but still valuable asset. The character’s Maximum Strain is doubled. This does not stack with Cyber Tolerant, he may have one or the other. The individual must take an additional Major or two Minor Hindrances to compensate for this powerful Edge. Typically, this should relate to the story of how the hero became a cyborg.

Geared Up (Novice): This Edge may only be taken at character creation. Your character has up to $10,000 worth of possessions each time this Edge is taken. This is a one-time only benefit—if the gear is lost, it’s lost. NOTE: This will come either as upgrades for the ship, or as personal gear for yourself you will discover shortly after we start

Heavy-G Worlder (Novice): The character comes from a dense world with very heavy gravity. He starts with a d6 in Strength, doubles normal jumping distances, adds +2 to his Pace, and his running die increases one step. The character must take an additional Major Hindrance or two Minor Hindrances to balance out this particularly powerful Edge.

 NEW PROFESSIONAL EDGES-

Atmospheric Acclimation (Novice): Travelers who have spent substantial time in Thin or Dense Atmosphere (see page 26) can learn breathing techniques to negate its ill effects. This Edge may be taken twice, once for each kind of atmosphere. Doing so allows the character to operate normally in that environment—he doesn’t have to make Vigor rolls.

Gravitic Acclimation (Novice): The spacer knows how to operate in different gravities. He ignores the typical –2 penalty for operating in a gravity other than his own

Rocket Jock (Novice): Requires piloting d8, shooting d6- The pilot can fire one weapon system per action without incurring a multi-action penalty while Piloting or Driving a vehicle, aircraft, or starship.
This message was last edited by the GM at 08:09, Sun 17 July 2022.
Historian
GM, 23 posts
Space
The Final Frontier
Fri 8 Jul 2022
at 00:40
  • msg #5

Special Rules

ATMOSPHERE-

Vacuum: If character doesn’t have sealed suit or suit is breached, make vigor roll every round or suffer a wound from decompression
Thin: If exposed make vigor roll every minute or take level of fatigue. Can lead to death.
Normal: no special equipment required
Dense: Must wear breathing apparatus or make vigor roll every 30 min. Failure results in fatigue until incapacitated but not death.
Hazardous: If exposed must make a vigor roll every round or suffer a fatigue level that can lead to death.

GRAVITY-

Super Heavy: jump x.5, -2 str, -4 pace
Heavy: jump x.5, -1 str, -2 pace
Normal: -
Low: jump x2, str +2, pace +2
Zero-G: Characters who roll a 1 on a physical trait die while operating in Zero-G lose control and tumble (-2 all trait rolls). They may recover by making an agility roll as a free action on any subsequent turn, assuming they have a way of stabilizing. str +2, pace +4

HYPERSPACE AND ASTROGATION

Plotting a hyperspace jump requires an Astrogation roll that takes 1d6 minutes under normal conditions, and is modified by the distance of the jump (narratively)-
Same Solar System: energy required (half size)
Same Galaxy: -2 Astrogation, energy required (size)
Different Galaxy: -4 Astrogation, energy required (2 x size)

Failure means means the ship can’t launch for another 2d6 minutes. This might be cause for a Dramatic Task to find a new jump point or vector if a threat is imminent. Failing a complication during a dramatic task means the drive malfunctions and must be repaired (2d6 rounds, Repair -2). Success means the ship makes the jump into hyperspace and arrives 2d6 days from its destination. Each raise on the Astrogation roll cuts two days off the total. The vessel must travel the rest of the distance (measured in remaining days) conventionally. A captain can reduce the travel time a day by by spending two day’s worth of energy.
This message was last edited by the GM at 05:20, Fri 08 July 2022.
Historian
GM, 25 posts
Space
The Final Frontier
Fri 8 Jul 2022
at 03:01
  • msg #6

Note from GM

I ask the players that come into this game to expect a more “Star Wars” than “Star Trek” type of Sci-Fi experience. While I appreciate realism and strive to incorporate “realistic mechanics” into my games, I am being extremely selective in my “realism”. A big example being battles between starships are going to be fought World War 2 naval/dogfight style. Expect massive battleships firing off broadsides, nimble fighters escorting lumbering bombers, stealthy destroyers firing off long range seeker missiles, etc

Likewise, please don’t expect detailed scientific analysis or explanations. I just don’t have the education or knowledge for that. Players are absolutely welcome to get as detailed as they want in their posts though.
This message was last edited by the GM at 05:19, Fri 08 July 2022.
Sign In