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Fractal Galaxy: Alternity Mechanics and Game Interest Thread

Started by Hibou, June 18, 2011, 05:43:42 PM

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Hibou

So I plan on running a game using the Alternity rule system in Fractal Galaxy relatively soon. While I'm not asking anyone to commit right now, I'm curious to know: who would be interested in playing in a game based in this setting?

I'll be posting mechanics here, starting with playable species.

Links to Setting Details:

The Milky Way, Night Between Worlds, Hilbert Sector, The Iasilath, Other Ideologies, Thaxus
Uvanlic, Earth, Other Things Lost, Technology
Mechatroids
Mercenary Groups, The Division, Other Organizations
D.R.A.E.C.H., Military and Police Forces of the Galaxy
Anomalies, Psionics, Strange Creatures, Spacefaring Species

Species Game Traits

Gray (Tetrobor)

Tetrobor Traits

Not Going Down So Easily: Tetrobor regenerate wounds at twice the rate of other species: when a Physical Resolve check is made once per week to determine recovery, a tetrobor regenerates 2 wound points on a Marginal success; 4 on an Ordinary, and so on. A tetrobor does not take an additional point of wound damage on a failure unless under the influence of a toxin or other effect that they are vulnerable to (more later).

Mind the Language Barrier: Tetrobor receive two free ranks in the Contact ability (see the Telepathy broad skill in the Alternity PHB). They still cannot have more than 3 ranks in this speciality skill at creation.

Creepy Has Its Perks: Between their massive stature, alien appearance, and complete silence, tetrobor are extremely intimidating. A tetrobor naturally receives a -1 step modifier bonus to Intimidate rolls.

Talking Is So Last Eon: The tetrobor do not communicate through sound. Any actions that would require this are automatically failed unless the Contact/Telepathy ability can substitute.

Radioactive By Design: A defining feature of the tetrobor is that they derive sustenance largely from solar energy. This quality combined with long experience with outer space has resulted in a by-product resistance to radiation. Tetrobor receive a -1 step modifier to resist radioactive effects.

Tetrobor Stat Ranges

Str: 5-13
Dex: 7-14
Con: 5-13
Int: 7-15
Wis:: 7-14
Per: 8-16

Starting Broad Skills

Str: Athletics
Dex: Vehicle Op
Con: Stamina
Int: Knowledge
Wis: Awareness
Per: Telepathy

Human (Vaelartyr)

Human Traits

Didn't Plan on Dying Today: Humans are more effective at resisting the effects of physical exertion, the environment and any toxins ingested. They have a -1 step modifier to resist any Stamina/Endurance-related check to resist the environment, and a -1 modifier to the Constitution feat check to resist any poisons or other hazards.

Adaptability, Persistence, and a Big Gun: Humans compared to other species seem capable of impossibly quick mastery of a skill or diversification into unrelated fields. A human receives 5 extra points to spend on skills at creation, and can have one more broad skill than normal at creation.

Never Heard of Limits: Choose one of the six ability scores for the character at creation. The maximum potential value for this score increases from 14 to 15 for the human.

Human Stat Ranges

Str: 4-14
Dex: 4-14
Con: 4-14
Int: 4-14
Wis:: 4-14
Per: 4-14

Starting Broad Skills

Str: Athletics
Dex: Vehicle Op
Con: Stamina
Int: Knowledge
Wis: Awareness
Per: Interaction

Praetorian (Dyen)

Dyen Traits

Tough Enough: The body of a dyen is covered in the "episkeleton", a strong natural armor. The episkeleton provides armor equal to d4 (LI), d4-1 (HI), d4-2 (EN).

The Benefits of an Education: The dyen education system is very rigorous and efficient, and any member of their species who comes from this system or is educated by someone who did is a little more knowledgeable in comparison to other species. At character creation, select one broad skill from this list: Law, Medical Science, Security, Technical Science, Investigation. The selected broad skill only costs half the listed price to purchase (rounded-down), and speciality skills within the broad skill cost one less point to purchase. They still cannot exceed the limits for skills at creation.

I Ran All Night and Day, I Couldn't Get Away: Dyen are extremely fast. The movement rate of a dyen is 4 points higher than listed for the sum of their Str + Dex for all movement types .

Dyen Stat Ranges

Str:6-15
Dex:6-15
Con:4-14
Int:4-14
Wis:8-14
Per:4-14

Starting Broad Skills

Str: Athletics
Dex: Vehicle Op
Con: Stamina
Int: Knowledge
Wis: Awareness
Pers: Interaction

More to come!
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

A few updates. Is there interest or are people just too busy?
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

After some discussion, I've determined with certainty that any game run will be episodic in fashion, with large breaks where needed in between flurries of a few sessions. Military, government and private agents, and scientists are probably the easiest options for players to get in and out of the game easily, so those would likely be the backgrounds of characters.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Ninja D!

I've only read the first few paragraphs of the setting thread but based on what you've said, I would probably be interested. The only problem is that I have zero experience with the system.


Hibou

Quote from: Ninja D!I've only read the first few paragraphs of the setting thread but based on what you've said, I would probably be interested. The only problem is that I have zero experience with the system.

That is quite all right; if you've had any experience at all with 2e and/or 3e D&D or even Pathfinder, Alternity is not too difficult a jump. It has also been likened to GURPS in some respects but as I haven't used GURPS I can't verify this. The biggest departure from either of the D&D editions is a wound point system that remains more or less constant from character to character instead of having an HP boost every level, and the conversion of almost everything relevant to character actions and qualities into skill form.

Do you have an idea of what kind of character you would be interested in playing?

[blockquote=Steerpike]AT some hypothetical future date when I'm not playing a slew of games, I'd totally be into this. Maybe play as a Cancerath or something. [/blockquote]

Sounds good. I'll be posting the canceranth stats soon; they should be a lot of fun to play with all of their special qualities.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Ninja D!

Quote from: OmegaLimit
Quote from: Ninja D!I've only read the first few paragraphs of the setting thread but based on what you've said, I would probably be interested. The only problem is that I have zero experience with the system.

That is quite all right; if you've had any experience at all with 2e and/or 3e D&D or even Pathfinder, Alternity is not too difficult a jump. It has also been likened to GURPS in some respects but as I haven't used GURPS I can't verify this. The biggest departure from either of the D&D editions is a wound point system that remains more or less constant from character to character instead of having an HP boost every level, and the conversion of almost everything relevant to character actions and qualities into skill form.

Do you have an idea of what kind of character you would be interested in playing?
I'd have to read more of the setting first. I have it open in a browser tab here.

Hibou

Just thought I should add that any campaigns probably would involve very little space combat (you'd be surprised how rare it can be in FG), so that kind of character is out as a primary profession.
[spoiler=GitHub]https://github.com/threexc[/spoiler]