Jump to content

Overview

About This Game

A Sci-Fi Universe hopping Dungeon Crawl feat. all your recognizable and memorable tropes, baddies, weapons, and tech.

Game System

Homebrew

Detailed Description

In this game, we'll be attempting to create a Science-Fantasy Setting where genre mashing is the norm, and character progression revolves around room exploration, maintaining a full party, and murdering your favorite recognizable monsters from your favorite Sci-Fi and Fantasy universes. It takes place on a "Hulk in Quazi-Space," an interdimensional ship-like asteroid and nigh-unending catacomb of sci-fi and fantasy rooms and hallways, ranging from from hangars in a space ship, to brigs on a Caravel, to grand stone cathedrals. The game's primary mechanics involve managing hunger and thirst, ammunition, tools, inventory space, party control, and (mostly ranged) combat.

 

This is more or less a proof of concept attempt. We will be attempting to clear 1 section (2d6 rooms) and holding it. We're testing XP progression, exploration, ease of firearm combat, and faction management first and foremost.
 

Community

OSR
  1. What's new in this game
  2. EXAMPLE CHARACTER Name: Higgle McFligglestan ; Class: Fighter; Level: 1; Days Survived: 0; Experience: 0; Strength: 9 (0)[0]; Dexterity: 5 (-2)[0]; Constitution: 13 (+1)[0]; Intelligence: 11 (0)[0]; Wisdom: 9 (0)[0]; Charisma: 10 (0)[0]; Loyalty: 0; Reaction: 0; Initiative: -2; Local Movement: 120' Combat Movement: 40' Current HP: 9; Hit-Die: 1+1; Fortitude: 12; Reflex: 14; Will: 16; AC: 14 (12+4 chainmail +1 shield -2 dexterity); BAC: 11 (7+4 chainmail +2 shield -2 dexterity); Base Attack: +2; Melee Attack:+2; Melee Weapon: Longsword (1d8); Ranged Attack:+0; Ranged Weapon: Light Crossbow (1d6) [40' (20), R: single,]; Skills and Abilities: Listen 1-in-6 Search 1-in-6 Open Doors 1-in-6 Stablehand 2-in-6 Languages: Common Inventory: 1. chainmail 2. chainmail 3. longsword 4. light crossbow 5. quiver 6. quiver 7. rations 8. rations 9. torches (3) 10. shield; 11. 12. 13. Background Occupation: Stablehand (98)
  3. Character Creation for the most part is really easy. The game is a bit of meat grinder, so it's not super necessary to have a fully developed character with a background. Your level 1 character will probably have like 4 hp, and giving anything with 4 hp a backstory is a waste of time. In fact, it might make a lot of sense for you to roll up 2-3 characters for ease of play once your first one dies. Standard Fantasy classes and races will be joined by sci-fi and other classes as you explore the ship and find their locations. For Classes and Races, Use Lamentations of the Flame Princess at first. Don't worry, this has no controversial art in it. For ability scores, you roll 3d6 in order, and then have the opportunity to swap two ability scores. For starting items, it's assumed you are starting with basic fantasy equipment, enough to adventure with, as well as 3d6x50sp. For historical background, the most it can give you is a +1-in-6 (for a total of 2-in-6, unless you are a specialist) to a skill with the name of that occupation. You may choose a background occupation, or roll on this list: Former Occupation Locksmith Acrobat Animal Breeder (Dogs, Owlbears, etc.) Tinkerer Shaman/Priest/Cleric Warlord Ex-noble Disgruntled debt collector Conman/grifter Clown/Jester/Mime/Entertainer Baker/Cook/Chef (Traveling, Common or Royal) Messenger (common or for a mysterious group) Sailor (Fisher/Trade/Military/Exploratory/etc.) Current or disgraced knight (or apprentice) Archeologist Hunter/fur/bone trader Woodsman/Lumberjack Biologist/Student Alchemist/Apprentice Town watch/guard Ex-slave Ex-slaver Gravekeeper/embalmer Farmer (crops, luxury goods, fruit, tea, strange plants) Botanist/zoologist Grave robber/tomb raider Historian Archivist Librarian Witch hunter/apprentice/inquisitor Healer/medical expert Cartographer Innkeeper/Barkeep Carpenter/craftsman/wheel-maker Mason/stoneworker Thatcher/roof builder/high-up worker Wiseman/Wisewoman Fortune teller/Soothsayer/Augur Mercenary Prisoner (ex/escaped) Beggar Miner Engineer/Architect Leather worker/hide worker/chain/scalemail maker Animal keeper/collector/trader (pets, mammals, reptiles, birds, unusual) Artist/Painter/Carver Assistant to a witch Watchmaker/Clockmaker Machinist Witch/wizard assistant Pirate/Ex-pirate Astronomer Explorer Part of a demon/monster hunting town protectorate Cowherd/Goatherd/Shepherd/etc. Butcher Gardener/groundskeep (castle, palace, etc.) Nun/Monk Wrestler/Boxer/Athlete Book/scroll collector for an organization Ex-cult member (or current) Ex-bandit Street magician Author Teacher/Professor/tutor (common and royal) Musician Philosopher/Thinker Singer/performer (at pubs etc.) Sex worker/ex-sex worker (escort, mistress, etc.) Candle/torch/lantern maker (light maker) Glassmaker/glassblower Cooper (barrel-maker) Blacksmith/Silversmith/Goldsmith/Brazier Brewer Barber/surgeon Navigator (naval or land) Armorer Ferryman Soldier Warden/prison guard Herbalist Tax collector Executioner Gamekeeper (ranger) Thief Light battle mage Sewer keeper/guard Town scout/”problem-solver” Shipbuilder Enchanter’s apprentice Detective/sheriff/lawman Test subject Fletcher/archer/bow-maker Overseer/manager (mine, castle/fort build, etc.) Exterminator (using traps, birds of prey, etc.) Jeweler Miller (flour/grain, etc.) Stablehand Gambler Diplomat For saving throws, you want to convert Death/Breath/Device/Magic/Paralysis to Fortitude/Reflex/Will. To do this, translate your Death roll directly to your get Fortitude roll. Your Reflex save is the median (rounded down) number between your Device and Breath saves. Your Will save is the median (rounded down) number between your Magic and Paralysis saves. This is, admittedly, a bit of math to translate. My bad, but you're a MW nerd, so you'll do the math and like it. <3 Cleric Class Changes Now get a Faith pool, which is 1d6+1/level points, rolled while praying for spells, that they can use to modify any die roll in the game pertaining to them. Faith must be used after the die is cast but before the results are revealed. Faith points are restored upon prayer after a long rest. In Game Example: Player: I attack! *rolls* Oh got a 12, I'm going to add 3 of my 4 faith points to the attack roll cause I know a 16 hit last time. GM: you hit. enemy rolls a save vs paralysis, passes Player: Actually I'm going to add -1 to their roll using my last faith point. GM: he still passes because he rolled an 18 and their death save is 12. It’s their turn, they’re going to swing at you, *rolls,* it’s a 16, that’s your AC right? Too bad you didn’t save that last Faith point. Sometimes, if a cleric prays in specific ways or devotes specific actions or sacrifices to its god, it can increase the size of the die rolled for faith per day. Losing favor with your god can likewise decrease the size of, or remove the die roll altogether. For example, spending a day constructing a morbid chapel out of corpses for the worship of the Exclusive Baleful God of Death might grant you 1d8+level faith points when you pray to that god at it. Seeking help from other godlike entities, or growing a garden at the Exclusive Baleful God of Death’s chapel might cause you to only roll 1d4+level.
  4.  
×
×
  • Create New...