For those of the Sci-Fi Nature
Moderator: Stik
- BryantTheSwordsman
- Freeman

- Posts: 140
- Favorite D&D Edition: 2nd Edition
- Location: San Diego, CA
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For those of the Sci-Fi Nature
I am currently working on a sci-fi rpg using the revised Star Wars RPG (d20)
rules and adapting it using ideas from the movie Serenity (Sadly, I have not seen the TV series Firefly), the game Borderlands, and my ideas from DnD. I am currently caught on the problem of either adapting Star Wars' armor rules with the rules, using energy shields from Borderlands, or using both? Help, I want it to make sense why these exist. Also I will show you my system for creating random weapon generator thats actually simple for a Seasoned GM and maybe a Novice GM thats pretty confident.
rules and adapting it using ideas from the movie Serenity (Sadly, I have not seen the TV series Firefly), the game Borderlands, and my ideas from DnD. I am currently caught on the problem of either adapting Star Wars' armor rules with the rules, using energy shields from Borderlands, or using both? Help, I want it to make sense why these exist. Also I will show you my system for creating random weapon generator thats actually simple for a Seasoned GM and maybe a Novice GM thats pretty confident.
"The Gerbil of Andor and Alera"
- BryantTheSwordsman
- Freeman

- Posts: 140
- Favorite D&D Edition: 2nd Edition
- Location: San Diego, CA
- Contact:
Well I don'thave my books on me know, but the system is based off generic designations such a P for Pistol or SR for sniper rifle. Here is an example of a designation.
MP46-D3
MP is the weapon, which is Machine Pistol, the 4 is the spot where the size of the die is placed, in this case d4. (All ballistic firearms do 2 die and all energy do 3 die). the 6 is the ammo number. You times this by the guns ammo multiplier, this gun has 60 rounds because Machine Pistols have a multiplier of x10. Ergo 6 x 10 = 60 rounds. In differs by gun type. The letter after the dash stands for auxillary modifier which some guns have and some don't. This case the gun has a damage modifier.the number after this determines the bonus to damage rolls it gets. This one gets an extra +3 to damage rolls.
This system can be changed to any GM's style and any firearm designation or auxillary mod can be made meaning the GM can create firearms only limited by his creativity. Add a region of origin and call sign to make it more creative. For instance
Germander S124-P3 "Golem"
This is a shotgun that does 3d12 points of damage and holds 8 shells. The P stands for power mod which has the number change the number of die rolled for dammage. A ballistic weapon normally does 2 die
Pretty coll huh?
MP46-D3
MP is the weapon, which is Machine Pistol, the 4 is the spot where the size of the die is placed, in this case d4. (All ballistic firearms do 2 die and all energy do 3 die). the 6 is the ammo number. You times this by the guns ammo multiplier, this gun has 60 rounds because Machine Pistols have a multiplier of x10. Ergo 6 x 10 = 60 rounds. In differs by gun type. The letter after the dash stands for auxillary modifier which some guns have and some don't. This case the gun has a damage modifier.the number after this determines the bonus to damage rolls it gets. This one gets an extra +3 to damage rolls.
This system can be changed to any GM's style and any firearm designation or auxillary mod can be made meaning the GM can create firearms only limited by his creativity. Add a region of origin and call sign to make it more creative. For instance
Germander S124-P3 "Golem"
This is a shotgun that does 3d12 points of damage and holds 8 shells. The P stands for power mod which has the number change the number of die rolled for dammage. A ballistic weapon normally does 2 die
Pretty coll huh?
"The Gerbil of Andor and Alera"
Re: For those of the Sci-Fi Nature
I have some experience with the RCR.BryantTheSwordsman wrote:I am currently working on a sci-fi rpg using the revised Star Wars RPG (d20)
rules and adapting it using ideas from the movie Serenity (Sadly, I have not seen the TV series Firefly), the game Borderlands, and my ideas from DnD. I am currently caught on the problem of either adapting Star Wars' armor rules with the rules, using energy shields from Borderlands, or using both? Help, I want it to make sense why these exist. Also I will show you my system for creating random weapon generator thats actually simple for a Seasoned GM and maybe a Novice GM thats pretty confident.
For the armor: What are you wanting to do with the armor rules?
And as for the shields: I think it actually has a system for personal shields shields in place that works okay.
If you clarify what your wanting to do a little more, I can probably be helpful. I'll just have to find my copy of the RCR heh heh.
- Crimson-Kobold
- Peddler

- Posts: 267
I thought Star Wars had rules for personal deflector shields? Basically a DR that weakened as it took damage.Bryant the Swordsman wrote:I am currently caught on the problem of either adapting Star Wars' armor rules with the rules, using energy shields from Borderlands, or using both?
And the RCR used armor as DR right? I think that would work fine. Although personally, if I were to make a sci fi game with any of the d20 systems...I'd definately use Call of Cthuhlu sans the sanity rules, then allow for talents from d20 Modern.
Why? This allows you to draw any monster from 3rd Edition, D20 Modern/Future/whatever, CoC D20, and...well, any 3rd Edition D20 product, since they all follow the same basic layout for creature blocks.
The Kobold gonna kobold.
- Wizard_of_Wumbo
- Freeman

- Posts: 119
- Favorite D&D Edition: 2nd Edition
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i was disscussing this with Bryant the other day and he came to the conclusion that man-sized combat shields would be too advanced for this campaign, shields are still viable for ships and large vehicles but not singular people.
he is also currently working on a armor system that works like this gun...thing.
and yeah, the armor doesnt make you harder to hit, it just gives you a damage reduction. Since the star wars rules gives you a class-based defense bonus, as well as doing health differently.
he is also currently working on a armor system that works like this gun...thing.
and yeah, the armor doesnt make you harder to hit, it just gives you a damage reduction. Since the star wars rules gives you a class-based defense bonus, as well as doing health differently.
- BryantTheSwordsman
- Freeman

- Posts: 140
- Favorite D&D Edition: 2nd Edition
- Location: San Diego, CA
- Contact:
I don't know about the armor generation. My system is based off using designations to help create the different equipment. If I could help on thinking of those designations I would be able to do it. For instance, right now I have only three letters L= light, M= medium, H= Heavy. Th first number would be DR gained from armor and the second would be the Max Dex bonus allowed. All light armors will allow full move, all medium armors will reduce speed by 10, and all heavy armors will reduce speed by 15. The third number will be Auxillary mods again. The mods might be anything from resistance to stat bonuses. My main problem is that I want more variation then Light, Medium, and Heavy. Please Post suggestons?
"The Gerbil of Andor and Alera"
Re: For those of the Sci-Fi Nature
the system is based off generic designations Fifa 14 Coins PC such a P for Pistol or SR for sniper rifle. Here is an example of a designation.


