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Post by fwhitfield on Oct 31, 2008 20:00:58 GMT -5
HULK SKULK
IDEA:
This is your basic conversion of DP to Sci-fi.
Heroes are pilots, soldiers, computer experts etc.
Monsters become a veriety of things from Aliens to Androids and anything in between.
The dungeons become space derelects and Hulks or other Scifi locations.
Chests become lockers or cargo holds.
You are a bunch of adventurers trying to increase the stats of your Heroes by completing "quests" and getting treasure.
Just a Sci-fi version of DP.
ORIGIN FOR HULK SKULK shaungamer
ANY OTHER IDEAS There respected owners
ANYTHING NOT ABOVE fwhitfield
I thought i would start a thread to work out some ideas for HULK SKULK a SCIFI version of DP.
I would appr any help with this or constructive opinions. If you have any please post them in the SPACE SKULK DISCUSSION AREA Thread.
Thankyou.
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Post by fwhitfield on Oct 31, 2008 20:34:51 GMT -5
If you wish to respond to this thread , please do it here Doing this will keep this topic clean and tidy. Thank You. FWHITFIELD Edit: by ShaunGamer Extraneus posts in this thread will be deleted.
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Post by fwhitfield on Oct 31, 2008 20:40:27 GMT -5
HULK SKULK RULES
Section 1 Character Statistics and Hero Creation Section 2 Special Abilities Section 3 Psionics Section 4 Equipment/Items/Treasure Section 5
Character Statistics and Hero Creation
All Characters (Heroes and Monsters) in the game have a few stats to enable them to interact within the game. The stats, their abbreviations, and definitions are as follows:
Attack (ATK) - The number of dice a Character rolls when making an attack be it ranged or melee.
Defense (DEF) - The number of dice a Character rolls when defending against an attack.
Wit (WIT) - The number of dice a Character rolls when attempting to find or figureout something simple.
Dexterity (DEX) - The number of dice a Character rolls when attempting to unlock a Normal Door or Item Container or deactivate a physical trap.
Technology (TECH) - The number of dice a Character rolls when attempting to understand or use a piece of unknown technology or when attempting to bypass or defeat security.
Psionics (PSI) - The number of dice a Character rolls when attempting to use a Psionic Ability or use a Psionic Item.
Move (MOV) - The number of consecutive squares a Character can move in a turn.
Resistance (RES) - The number of dice a Character rolls when trying to negate the effects of fear, poison, and certain psionics.
Life (LIF) - The number of hits a Character can receive before being removed from the game.
When creating a Hero each stat will start out at 1 except for MOV which starts at 3. If you are creating a non-psionic Character, then start with a PSI of 0 and a LIF of 2. Note that creating a non-psionic Character means you can never increase their PSI stat above 0 thru experience. Each player will then have " ? " creation points to use to build their Heroes to match the concept. It costs " ? " creation points to increase any stat by 1.
Character Concepts
Astrogator -> Astrogation SA
Astro Prospector
Doctor -> Treat Wound SA -> Heal Wound SA -> Medical Expert SA
Martial Artist -> Acrobat SA -> Martial Artist SA
Mechanic
Medic -> Treat Wound SA
Nomad
Psi -> Psionic Aplitude SA
Salvager
Scientist
Security
Space Pirate
Star Law
Starship Engineer -> Repair Item SA
Starship Pilot -> Pilot Starcraft SA
Thief -> Lock Expert SA -> Stealth SA
Special Abilities
A Hero can also purchase a special ability, as a starting Character. The player only has to pay half the cost of the ability when using creation points. A special ability may have other requirements such as prerequisite special abilities or stat levels.
Special Ability/Cost/Prerequisite
Acrobat / ? / DEX3 The Hero is able to use an action to leap over any adjacent square and whatever occupies it.
Appraise Item / ? / WIT 2 ?
Astrogation / ? / WIT2
Charge / ? / MOVE4 The Hero can combine a move and attack. The Hero’s player must declare when they are charging. The Hero must move straight forward a minimum of 4 squares before making the attack. When the attack is made the Hero rolls 2 extra dice. However for the rest of this Action phase the Hero rolls 2 less dice for defense.
Demolition Expert / ? / TECH3 ?
Dodge / ? / - While the Hero is at full life he gains an extra die when making Defense rolls.
Dual Weapons / ? / ATK3 The Hero is able to use two weapons to make an attack on any single Monster-Character. Both weapons must be able to be used in one hand. The first attack is made as normal, the second is done without a weapon Bonus.
Exoskeleton Operator / ? / TECH2 The Hero can now operate Exoskeletons without penalty and purchase them if able.
Heal Wound / ? / WIT3 TECH2 The Hero can now attempts to Treat a wounded Hero or Monster with a medical kit. Roll D(# of LIF Lost) to regain 2-4 LIF up to max LIF.
Heavy Weapon / ? / ATK2 TECH2 The Hero can now use Heavy Weapons without penalty or chance of misfire and purchase them if able.
Lock Expert / ? / TECH2 Whenever the Hero is attempting to disarm a lock, 4s, 5s, and 6s count as successes
Lucky / ? / / - Whenever the Hero rolls on the Event chart, he may make two rolls and choose the one he or she wants.
Martial Arts / ? / ATK2 DEX2 ?
Medical Expert / ? / Heal Wound When a Hero is attempting to Heal or Treat Wound, 4s, 5s and 6s count as successes.
Nimble / ? / - While the Hero is at full life he gains a third action per turn.
Parry / ? / - When a player chooses this Special Ability for their Hero, they must pick a weapon the Hero possesses. The Hero can use that weapon to parry. The weapon adds 1 die to Defense rolls. Note that Some attacks cannot be parried.
Pilot Starcraft / ? / / WIT2 DEX2 TECH2 ?
Prosperous / ? / - Whenever the Hero rolls on the Treasure chart, they may make two rolls and choose the one he or she wants.
Psionic Aplitude / ? / PSI2 The Hero has the ability to use Psionics. Upon taking this Special Ability the Hero can pick any two Psionic abilities for free. Any other abilities must be purchased.
Quick Learner / ? / - Whenever the Hero receives XP for removing a Monster from the game, the Hero gets an extra XP to add to his personal pool.
Repair Item / ? / WIT2 TECH2 Hero may attempt to repair a broken item or piece of equipment. Roll Dif (Varies) to see if repaired or not. If repaired the item may be used again.
Salvage / ? / ?
Sneak Attack / ? / - The Hero rolls 2 extra dice whenever an attack is made on a Monster that is currently battling another Hero.
Stealth / ? / - Any Monster trying to detect the recipient has a 1 less die on the action.
Trap Expert / ? / TECH2 When a Hero is attempting to disarm a trap, 4s, 5s and 6s count as successes.
Treat Wound / ? / WIT2 The Hero can now attempts to Treat a wounded Hero or Monster with a medical kit. Roll D(# of LIF Lost) to regain 1-2 LIF up to max LIF.
Weapon Mastery / ? / A Weapon When a player chooses this Special Ability for their Hero they must pick a weapon type the Hero possesses. Any time the Hero uses that weapon to make an attack, 4s, 5s, and 6s count as successes.
Willpower / ? / - While the Hero is at full life he gains an extra die when making Resistance rolls.
Zero Gravity Movement / ? / WIT2 ?
PSIONICS
Telekinetic Abilities
Telekinetic Hand Telekinetic Dagger Telekinetic Blow Telekinetic Shield Telekinetic Sword
Telepathic Abilities
Mind Control
Teleportive Abilities
Teleport
Equipment/Items/Treasure
Weapons Ammo Armor Normal Items Special Items Treasure
All Cost are in Credits (Cr). Credits are the standard form of payment.
All Hero are given the following equipment for free:
Ships Suit Basic Space Suit Suit Patch Kit
WEAPONS Name / Cost / Type / Hand / Bonus / Range / Prerequisite
Knife / ? / Weapon / 1H / ? / Melee / - Basic Knife found throughout know space
Blade / ? / Weapon / 1H / ? / Melee / - Basic Sword found throughout know space
Stun Baton / ? / Weapon / 1H / ? / Melee / - Basic Stun Weapon used by Star Cops and Security, Does STN damage only.
Stun Pistol / ? / Weapon / 1H / ? / ? / - Pistol that fires a electrical charge. Does stun damage only.
Stun Rifle / ? / Weapon / 2H / ? / ? / - Rifle that fires a electrical charge. Does stun damage only. Better Range than pistol.
Web Caster / ? / Weapon / 2H / ? / ? / - Rifle that fires a Sticky Netting. Does no damage, If target is hit the hero or creature is caught in Sticky Netting and cant move. The Sticky Netting Dissolves in 4 turns. Can be set to hit a Area (?x?) but then the Sticky Netting Dissolves in 2 turns.
Needler Pistol / ? / Weapon / 1H / ? / ? / - Pistol that fires tiny slivers of steel, ammo is sometimes coated with poison for added effect.
Needler Rifle / ? / Weapon / 2H / ? / ? / - Rifle that fires tiny slivers of steel, ammo is sometimes coated with poison for added effect. Better Range than pistol.
Slug Thrower Pistol / ? / Weapon / 1H / ? / ? / - Basic Pistol Firearm used all over the known universe.
Slug Thrower Rifle / ? / Weapon / 2H / ? / ? / - Basic Rifle Firearm used all over the known universe. Rifle has better Range than Pistol.
Shotgun (Slug) / ? / Weapon / 2H / ? / ? / - Basic Spreadgun found all over the universe.
Laser Pistol / ? / Weapon / 1H / ? / ? / - Basic Energy pistol found all over the universe.
Laser Rifle / ? / Weapon / 2H / ? / ? / - Basic Energy rifle found all over the universe. Has better range than the laser pistol.
Web Grenade / ? / Weapon / 1H / ? / ? / - One use Weapon. Does no damage, If target is hit the hero or creature is caught in Sticky Netting and cant move. Area (?x?). Dissolves in 4 turns.
Stun Grenade / ? / Weapon / 1H / ? / ? / - Does stun damage only. Area (? x ?).
AMMO Name / Cost
Needler Ammo: Drug / ? Drug
Shotgun ammo: Pellet / ? Does Damage in a Cone Area. Damage Lessens over distance, Halve Damage at double range.
ARMOR
Name / Cost / Bonus / Prerequisite
Ships Suit / Free / 0 / - Basic StarShip Uniform used all over the known universe. Skin tight. Gives RES +1 vs. Extreme Cold and Extreme Heat.
Kevlar Armor / ? / ? / - Full Suit of Armor, Includes Helmet
Ceramic Armor / ? / ? / - Full Suit of Armor, Includes Helmet
Exoskeleton 1st Gen / ? / ? / Exoskeleton Operator The Workhorse of the industry and docks. Stands 8' Tall. Unarmored. Gives ATK/MOV +1. Penalty of DEX-1 due to poor controls. Operator may wear a space suit besides the exoskeleton.
Exoskeleton 2nd Gen / ? / ? / Exoskeleton Operator The Workhorse of the industry and docks. Improve Model. Stands 7' Tall. Unarmored. Gives Physical ATK +1 & MOV +1. Operator may wear a space suit besides the exoskeleton.
Powerloader / ? / ? / Exoskeleton Operator The Workhorse of the Industry and docks for a 100yrs. Unarmored. Built in Comm Unit and Breather Mask. Stands 12' Tall. Gives Physical Attack +2 & MOV +1. Has a Powerful Melee attack of with a Bonus +?. Penalty of DEX-2 due to poor controls and size. Operator may wear a space suit besides the exoskeleton.
Basic Space Suit / ? / 0 / - Basic Suit that Billions allover the known universe use. Allows Hero to function in multiple environments. Has Built in Comm Unit and Life Support (FULL). Basic Space Suit has 1 Life and if damaged the suit will not be able to support hero.
Advanced Space Suit / ? / 0 / - Advanced Suit that Billions allover the known universe use. Allows Hero to function in multiple environments. Has Built in Comm Unit and Life Support (FULL). Advanced Space Suit has 2 LIF and if damaged the suit will not be able to support hero. If Damage past 2 LIF it has a autoseal funtion and will seal and give the suit 1 LIF.
Armored Space Suit / ? / ? / - Armored variant of space suit. Allows Hero to function in multiple environments. Has Built in Comm Unit and Life Support (FULL). Armored Space Suit has 2 LIF and if damaged the suit will not be able to support hero. If Damage past 2 LIF it has a autoseal funtion and will seal and give the suit 1 LIF.
NORMAL ITEMS
Name / Cost / Prerequisite
Manuevering Unit Type I / ? / Zero Gravity Movement Manuevering Unit allows Limited Travel in a no gravity area. Hero travels at MOV-1.
Manuevering Unit Type II / ? / Zero Gravity Movement Manuevering Unit allows Limited Travel in a no gravity area. Hero travels at MOV
Flashlight / ? Used to light dark rooms. Can Be attached to a weapon or armor.
Healing Patch / ? This is a onetime use item. The dosage contained within the patch is enough to instantly return 1d4 Life to the Hero up to the current maximum.
Antidote Patch / ? This is a onetime use item. The dosage contained within this small patch is enough to completely reverse the effects of any Hero who has been poisoned while adventuring.
Medical Kit / ? ?
Suit Patch Kit / ? Heals 1 Life to any space suit, Patch comes in 10 uses.
Breather Mask / ? Full Face Mask. Provides breathable atmosphere to hero when the oxygen is low or polluted. Mask has enough oxygen for one dungeon and is recharged for free between adventures.
Demolition Kit / ? The Demolition Kit contains all the needed items to trigger demolition charges. The kit does not contain Demolition Charges.
Demoltion Charge / ? Basicly a shaped charge used for destroying structures. Comes in 5 use packs.
Electronic Lockpicks / ? ?
Lockpicks / ? ?
Multitool / ? A Tool that has alot of different funtions and combinations, can be used for lots of different repair jobs. Required to do basic repairs or moderate at a penalty, can attempt to do a major repair but the penalties make it very very hard to do the repair.
All in One Repair Toolkit / ? A toolkit that can be used for electronics or mechanics. Required to do moderate or major repairs.
TREASURE
During the course of the adventure a hero will find things that are not listed as normal Items (normal Weapons,armor,items) and these item are worth credits or preform a funtions that leads the heros further in the adventure or are rare finds that are hard to get normally.
Treasure Concepts List
Advanced Technology Alien Technology Credits Cargo Fuel Gems Military Grade Hardware Precious Metals Quest Related Item Raw Materials Repair Parts Salvage Claim Unique Item
MONSTERS
Monster List
Alien Creature: Animal -> Space Rat -> Critters
Alien Creature: Bidped -> Greys -> Mekar -> Puppeteers
Alien Creature: Droid/Robot -> Alien Probe -> Assimulator
Alien Creature: Slime -> Space Slime
Droids/Robots -> Attack Drone -> Medic Unit -> Repair Unit -> Rogue Unit -> Security Unit -> Sentry Unit
Humanity -> Mind Master -> Star Law -> Space Nomads -> Space Pirate -> Thief
Undead -> Plague Zombie -> Assimulated
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Post by fwhitfield on Oct 31, 2008 21:05:43 GMT -5
HULK SKULK RULES EXPANSION #1
CYBERNETICS
New Character Concepts
Cyborg Cyberninja Cyber Soldier
New Special Abilities
Cyborg / ? / TECH3 The Hero can now select any of the Cybernetic Implants from the Equipment Section. Upon taking this Special Ability the Hero can pick two Implants for free. Any other Implants must be purchased as normal. Important Note the cyborg may only have up to 6 implants (subsystems are not counted for this) total or risk having losing his/her Hero to Cybercrazy Syndrome. Basicly what CS is a mental as well as a physical disease that makes the Hero insane and causes the Hero to go Berserk and attack anyone who they consider a threat (Real or Imaginary). CS can only be cured by removing all cybernetics.
New Equipment and Items
Cybernetic Implant / ? / Cyborg When picking Cybernetic Implant Choose Implant and then choose a subsystem for implant.
Implant List Cyber Eyes Cyber Skin Cyber Lungs Cyber Liver Cyber Arms Cyber Legs Skeletal Reinforcement
Subsystem List Dark Sight Targeting Sight Breath Saver Full Breath Anti Speed Enhancement Skin Weave Cyber Armor Cyber Claws Cyber Weapon Cyber Weapon Mount Cyber Heavy Weapon Mount
Implant / Prerequisite Effect
Cyber Eyes / Cyborg Cyber Eyes has 2 Implant Slots.
Cyber Skin Cyber Skin has 4 Implant Slots.
Cyber Lungs / Cyborg Cyber Lungs has 1 Implant Slot.
Cyber Liver / Cyborg Cyber Liver has 1 Implant Slot
Cyber Arms / Cyborg Cyber Eyes has 4 Implant Slots per arm.
Cyber Legs / Cyborg Cyber Eyes has 4 Implant Slots per leg.
Skeletal Reinforcement Cyborg
Cyber Implant Subsystems
Dark Sight / Cyber Eyes Allows Sight in Dark, Both Eyes.
Targeting Sight / Cyber Eyes When a Hero is attempting to attack a creature or hero, 5s and 6s count as successes.
Breath Saver / Cyber Lungs Allows Hero to Hold breath for 2xRES in Turns
Full Breath / Breath Saver Hero Does not have to breathe except once a dungeon.
Anti / Cyber Liver Hero is immune to poisons.
Speed Enhancement / Cyber Legs & Skeletal Reinforcement MOV+1 (May be taken Multiple times, up to MOV +4), Counts as 2 slots per MOV +1.
Skin Weave / None DEF +1 (May be taken Multiple times, up to Bonus +4)
Cyber Stealth System / Cyber Skin Gives the Hero the special ability Stealth. Requires 2 Slots to Use.
Cyber Armor / Cyber Skin & Skeletal Reinforcement Bonus +1 (May be taken Multiple times, up to Bonus +4). May be removed.
Cyber Claws / Cyber Arms Bonus +? / Range Melee, Retractable. Both Arms.
Cyber Weapon Mount / Cyber Arms Pick a pistol type weapon or melee weapon and make it part of heros arm. Pick which arm you are installing it in.
Cyber Heavy Weapon Mount Cyber Arms Pick a Heavy weapon and make it part of your arm. Hero may only have one Heavy Weapon Mount. Pick which arm you are making the mount. Comes with a quick change mount so hero can change weapons between adventures.
New Monsters
Cyborg -> Cyberninja -> Cybercrazy
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Post by fwhitfield on Oct 31, 2008 21:38:05 GMT -5
HULK SKULK CAMPAIGN SET
ROYAL SPACE MARINES
This campaign set allows hero to play in the royal space marines campaign universe. Where the heros are part of the military defending the known universe versus the horrors from space and beyond.
This expansion adds a military feel to hulk skulk.
New Character Concepts
Royal Space Marine Royal Space Marine Medic Royal Space Marine Heavy Weapons Specialist
NEW SPECIAL ABILITIES
Heavy Weapons Specialist / ? / Heavy Weapon Special Ability (see Hulk Skulk Main Rules) When the Hero uses Heavy Weapons to attack a hero or monster or structure: 5s and 6s count as successes.
Royal Space Marine / ? / ATK2 WIT2 DEX2 TECH3 LIF2 The Hero has joined the Royal Space Marines. The Heros Rank is Private. Now the hero can select arms and armor or special abilities that have the prereq of royal space marine.
Royal Space Marine Rank / ? / Royal Space Marine Grants One Better Rank in Royal Space Marines.
Rank List Rank1: Private Rank2: Corporal Rank3: Sergeant Rank4: Lieutenant Rank5: Captain
NEW EQUIPMENT AND ITEMS
WEAPONS
Chain Sword / ? / Weapon / 1H / ? / Melee / - ?
Bolter / ? / Weapon / 1H / ? / ? / Royal Space Marine Standard Issue Weapon for the Royal Space Marines.
Minigun / ? / Weapon / 2H or Spcl / ? / ? / Heavy Weapon Heavy Weapon that fires lots of bullets. Has only a limited amount of ammo. Has 2d6+6 uses before running out of ammo. To use one handed the hero must be using Royal Space Marine Armor.
Rocket Launcher / ? / Weapon / 2H / ? / ? / Heavy Weapon Military Heavy Weapon that fires Rockets. Rockets Exploded in a Area (?x?). Has only 4 shots before being empty.
Flame Thrower / ? / Weapon / 2H / ? / ? / Heavy Weapon Military Heavy Weapon that Fires flames. Weapon fires in a Cone shaped area. Flame Thrower Only Has Enough Fuel for 2d6+6 uses before running out of ammo.
Emp Grenade / ? / Weapon / 1H / ? / ? / - Does damage only to cybernetic creatures and other electronic lifeforms.
High Explosive Grenade / ? / Weapon / 1H / ? / ? / - Standard HE Grenade used by the military. Area (? x ?).
Frag Grenade / ? / Weapon / 1H / ? / ? / - Standard Frag Grenade used by the military. Area (? x ?).
Incediary Grenade / ? / Weapon / 1H / ? / ? / - Standard Incediary Grenade used by the military. Does fire damage. Area (? x ?).
AMMO
Ammo: Minigun / ? / One Full Reload One Use Item. Can only carry one full reload per hero.
Ammo: Flame Thrower / ? / One Full Reload One Use Item. Can only carry one full reload per hero.
Ammo: Rocket Launcher / ? / One Full Reload One Use Item. Can only carry one full reload per hero.
ARMOR
Royal Space Marine Armor / ? / ? / Royal Space Marine This is the pinacle of armorcraft able to go almost anywhere and protect the armors owner from most harm. Full Suit of Armor, Gives ATK/MOV/DEX +1, Built in Comm Unit, and Life Support (Full), Can be used in any environment within reason.
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Post by fwhitfield on Oct 31, 2008 21:50:49 GMT -5
SPACE SHIP DECK DESIGN IDEAS:
--> Work in progress
Ship Name: Seeker Ship Type: Short Range Scout Crew: 1 Ship Areas: 8
Description: Wedge shaped craft with limited range. Used mainly for system wide scouting.
Area / Tiles / Doors / Airlock / # of
Bridge / 2 / 1 / N / 1 Airlock / 3 / 2 / NA / 1 Corridors / 3 / Varies / Y / 1 Storage Area / 1 / 1 / N / 1 Escape Pod 1 / 1 / N / 1 Cargo / 4 / 2 / N / 1 Crew Quarters / 2 / 1 / N / 1 Engine Room / 2 / 1 / N / 1
Ship Name: Wanderer Ship Type: Cargo Ship Crew: 4 Robots: 4 Ship Areas: 24
Description:
Robots: Repair Robots x2 Loader Robots x2
Area / Tiles / Doors / Airlock / # of
Bridge / 2 / 1 / N / 1 Crew Quarters / 2 / 1 / N / 4 Cryosleep Area / 1 / 1 / N / 1 Med Bay / 1 / 1 / N / 1 Robot Bay / 1 / 1 / N / 1 Airlock / 3 / 2 / NA / 1 Corridors / 3 / Varies / Y / 1 Storage Area / 1 / 1 / N / 1 Escape Pod 1 / 1 / N / 4 Cargo / 4 / 2 / N / 8 Engine Room / 2 / 1 / N / 1
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Post by fwhitfield on Oct 31, 2008 22:14:29 GMT -5
GENERIC ROOMS LIST FOR HULK SKULK
1 Starships 2 Structures
Some Typical Rooms found onboard a Starship
All Ships may or maynot have all of these rooms onboard, It depends on type and function of the craft.
Name: Bridge Name: Cargo Hold Name: Living Quarters Name: Robot Station Name: Airlock Name: Ammo Stores Name: Armory Name: Med Bay Name: Escape Pod Name: Brig Name: Corridor Name: Engine Room Name: Hanger Bay Name: Lab Name: Cryosleep Area Name: Hydroponics or Agro Area Name: Galley Name: Machine Shop Name: Quarentine Area Name: Secret Areas Name: Refining Area
For Example:
Civilian Starship: Cargo Ship
-> Bridge -> Living Quarters: Captains -> Living Quarters: Crew -> Common Area -> Storage Area -> Escape Pod -> Airlocks -> Corridors -> Cargo Holds -> Life Support -> Engine Room
TYPICAL SCIFI STRUCTURE
All Structures may or maynot have all of these rooms onboard, It depends on type and function
Remember when trying to generate a area most things are built around a central theme or item.
Name: Secure Cargo Area Name: Medical Name: Command Name: Communications Name: Security Station Name: Robot Station: Repair and Maintence Name: Robot Station: Security Name: Life Support Name: Civilian Quarters Name: Base or Station Worker Quarters Name: Docking Area Name: Airlock Name: Bar Name: Merchant Store Name: Star Law Office Name: Military Zone Name: Labs Name: Hydroponics Name: Armory Name: Ammo Stores Name: Civilian Bunker Name: Storage Area Name: Mantainece Area Name: Machine Shop Name: Repair Bay Name: Brig Name: Power Generation Station Name: Power Core Name: Quarentine Area Name: Waste Treatment Area Name: Morgue Name: Cryosleep Area
For Example:
Civilian Outpost: Waystation
-> Command -> Communications -> Security Station -> Cryosleep Area -> Corridors -> Elevator -> Medical -> Personel Quarters -> Common Room -> Armory -> Hydroponics -> Life Support -> Airlocks -> Mantainece Area -> Waste Treatment Area -> Storage Areas -> Fuel Depot -> Power Generation Station
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Post by fwhitfield on Nov 1, 2008 1:01:22 GMT -5
QUEST IDEASHULK SKULK CAN REPRESENT MANY DIFFERENT IDEAS FOR HEROSSalvager beware Heros are sent in to salvage a old military derelect and find more than they want in the bargain. |
Station of the dead Heros ship nearly runs out of fuel when they find a space station orbiting a nearby planet, only to find it populated with plague zombies. |
For the glory Heros are commanded to clear out a Zeno hive before it spreads. |
For the love of Credits Heros take on a job offering a huge amount of credits only to find that it is not enough for the trouble they have to go thru. |
The Trouble with Critters On the way back from a job/mission the heros ship starts having technical problems because of alien lifeform. |
Deadmen Tell No Tails Heros responding to a emergency distrese beacon learn about the nasty thing or two about pirates in the process. |
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Post by fwhitfield on Nov 1, 2008 8:57:52 GMT -5
TRAPSNAME Light Shock DIF 1 WIT EFFECT |
NAME Light Shock Field DIF 1 WIT EFFECT |
NAME Medium Shock DIF EFFECT |
NAME Medium Shock Field DIF 1 WIT EFFECT |
NAME Heavy Shock DIF EFFECT |
NAME Heavy Shock Field DIF 1 WIT EFFECT |
NAME Poison Gas DIF EFFECT |
NAME Flesh Eating Acid DIF EFFECT |
NAME Alarm DIF Varies with Level EFFECT Alerts Security to Break in. |
NAME Sentry Gun DIF EFFECT |
NAME Paralyzer Spray DIF EFFECT |
NAME Poison Spray DIF EFFECT |
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Post by fwhitfield on Nov 4, 2008 19:12:12 GMT -5
Place Holder
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Post by oversoul on Dec 25, 2008 7:26:00 GMT -5
oh here they are
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