Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
May 18, 2013, 02:03:20 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Community
| |-+  License to Improvise
| | |-+  [Brainstorming] Mastercraft Stargate
« previous next »
Pages: 1 [2] 3 4 5 Go Down Print
Author Topic: [Brainstorming] Mastercraft Stargate  (Read 4084 times)
Mister Andersen
Control
******
Posts: 8877


I'm leaving for a destination I still don't know


View Profile
« Reply #15 on: August 25, 2010, 11:32:38 AM »

The asgard were killed off at the end of SG-1, that's not a spoiler.

Anyhow, it suddenly strikes me you may not be familiar with this page in the wiki

   Goa'uld Symbiote (Tiny Swimming Beast Horror — 50 XP). Str 10 Dex 10 Con 10 Int 14 Wis 10 Cha 14; SZ T (1x1, Reach 0); Spd 10 ft ground, 30 ft water; Init I; Atk I; Def I; Res I; Health I; Comp I; Skills: Spellcasting V; Qualities: Aquatic II, dark vision I, feat (spell conversion: casting time, spell power, the extra mile), light sensitive, mook, shapeshifter III, spell secret (heal), superior jumper III, telepathic.
   Spells: Command I, Cure wounds I, Heal.
   Attacks: Paralysing bite (Bite I/Stun I: 1d4 lethal, thr 18-20. 1/rd DC 10 Will save or stunned for 1d6 rds).
   Tactics: In their native marine environment, a goa'uld is a physically week parasite that looks latch onto a larger host organism, at which point it burrows into the their brain and takes over the victim's higher functions. Once aware of non-aquatic life, it becomes their preferred prey. A side effect of this process is the host enjoys a greatly prolonged life span as its pilot's physiology accelerates its natural healing processes, a benefit that the parasite does not enjoy outside its host. The host's psyche, though dominated, is not destroyed and may emerge at inopportune times, forcing the goa'uld to fight for control.



Okay, we're well used to the extreme resillience of the Jaffa and the hosted Goa'uld/Tok'ra and I think this NPC handles that mechanically via the Cure Wounds and Heal spells (which the creature can only use on a host entity). I could have just given it Spellcasting X or even natural spell, which would have been much cheaper, but this way the need to roll and spend extra time on the check nicely models the fct that the benefits were never instantaneous in the series. It also means that the "goa'uld healing devices" have a mechanical hook to latch onto by allowing the character to use those spells on a third party.

Telepathy is a bit of a meta dodge to explain how even a wild goa'uld can gain instant mastery over [english] and interface with host brains in the first place.

Shapechange III handles the ability to grab a host (via a coup de grace action). Giving it the stunning bite attack so it can do so was an easier (and cheaper) option than trying to abuse the grappling rules, which favour the smaller opponent in any event, and plays nicely with the horror type reducing Will saves.

The command spell is there for a mechanic when the parasite needs to exert control over the host.
« Last Edit: August 26, 2010, 12:46:37 AM by Mister Andersen » Logged

Catodon
Control
******
Posts: 1903



View Profile WWW
« Reply #16 on: August 25, 2010, 04:39:53 PM »

Jaffa are highly social and group oriented- amongst themselves. I'd lean away from the charisma penalty (it made the old Prime class a really pain to work with). I think you may also be better served having the various guard specialties not be Jaffa specific (as there are signs a number of System Lords would press gang any race into their service and equip/train them all to a single standard. Giving them Iconic Specialties could work very well for them though.

They are agressive with a formal culture to rein it that agression. They were also factious until series 8-9. Makes sense to shift their Cha bell curve to the left.
Logged

"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Catodon
Control
******
Posts: 1903



View Profile WWW
« Reply #17 on: August 25, 2010, 04:45:52 PM »

I don't agree with your attribute choice -- apart from ignoring their pre-existing attribute array, the Asgard are in a number of respects remarkably unwise

Actually, i did not. The original array (SG1RPG) was +2 Wis, -2 Str, -2 Con. I kept the first 2, and added Burden of Ages to represent their fragility. The "speciality" part of the Macro Species added more Attributes modifiers, but I  intend to make Specialities exclusives for Asgards, and try to represent that modifiers with some other Benefit that represent the same idea...


The Legend boost is intended to make them get Reputation quick. In the show they're usually the go-to guys whenever you need a Favor, and very respected/feared across the Galaxy. Plus, whatever using Holdings or favors for managing the use of starships, I think Reputation is the way to go.
(click to show/hide)

Put a spoiler there, please, for Catodon's Sake!  Grin. I've seen everything, but maybe not everybody did...

Fact is, almost all species in SG1 have the same problem. They don't interact much with humans, and they all look at us like we're inferior, or fools, or not ready, nor whatever, depending on each race. 

For clarity I've seen all of SG1, and all of atlantis but none of Universe. Then again you never no who else is reading this...
THat said I try to avoid places I might see spoilers.

Logged

"I just do eyes"
Author of Gulliver's Trading Company and the map of the world of Gullivers travels:
http://www.scribd.com/doc/84956575/Gullivers-Trading-Co-Grub
http://browse.deviantart.com/#/art/Gulliver-s-Travels-World-Map-294804331?hf=1
Aldus Vertten
Handler
*****
Posts: 647


Los Otros Planes


View Profile WWW
« Reply #18 on: August 25, 2010, 06:08:57 PM »

I did know the wiki, and before FC came out, i considered to use some of it... but with FC out and the streamlined version of the system that is Mastercraft, i decided to go back to the original source and use the new tools. But it was a great job, really.

The NPC looks really good. I like the use of spells for the healing, and shapeshifter III is perfect.
Logged

"No queda sino batirnos"
-------------
-El Capitan Alatriste
Mister Andersen
Control
******
Posts: 8877


I'm leaving for a destination I still don't know


View Profile
« Reply #19 on: August 26, 2010, 01:47:18 AM »

Jaffa. Taken from primitive Earth and genetically engineered into a mighty slave race, Jaffa are the iron fist of Goa'uld will — but there are those amongst them that dream of freedom from the cruel whims of their Gods.
     Type: Medium Folk (1x1, Reach 1). Your wounds are equal to your Constitution. [0.0]
·    Attributes: +2 Strength or Constitution, -2 Intelligence. [1.0]
·    Speed: 30 ft. [0.0]   
·    Calling: You may gain levels as a Bloodsworn or Sweeper beginning at Career Level 4 if you meet all other prerequisites for that class. [1.0] 
·    Goa'uld Larvae: You gain the Extra Contact feat. However, the contact is a goa'uld symbiote and you ignore the stipulated Reputation cost. (see post xx). [3.0]
·    Heroism: You gain a +1 bonus with all attack and skill checks you make during dramatic scenes. [1.0] 
·    No Pain: You may ignore the first fatigued or shaken condition you would gain each scene. [2.0] 
·    Reviled: The starting Disposition of non-Jaffa towards you is reduced by 10. [-1.0]


Guardian Angel [Style]
     "If there's anything you want, anything at all, come to me."
     Benefit: Choose 1 contact. You may call upon them an additional number of times per adventure equal to its Menace. However the Reputation cost for them lingering is doubled, and you only regain 1/4 of your Reputation investment if the contact is lost.




Bearing in mind the idea that the Jaffa are a social species, I decided against over martialising the talent (which is really the job of specialties) and modeled the fact that they can be a bit hardcore (Heroism), plus the way that Teal'c and Breta'c amongst others have the knack for providing an uplifting word at the rght time (encouragement).

Treating the larvae as a contact seems a good way to differentiate the Jaffa/symbiote and host/symbiote relationship; over reliance on the larvae makes the character look weak. If the player feels like they should be able to call on their larvae's abilities more often, there's the Guardian Angel feat to satisfy them.
« Last Edit: August 31, 2010, 02:28:02 AM by Mister Andersen » Logged

Mister Andersen
Control
******
Posts: 8877


I'm leaving for a destination I still don't know


View Profile
« Reply #20 on: August 26, 2010, 01:51:37 PM »

Jaffa: Calling (Bloodsworn), Iconic classes (Priest, Soldier).

Y/Y?
Logged

Morgenstern
Control
******
Posts: 4336



View Profile
« Reply #21 on: August 26, 2010, 01:55:59 PM »

Jaffa: Calling (Bloodsworn), Iconic classes (Priest, Soldier).

Y/Y?
Somebody has a shiney new toy Grin. I'd leave out the Iconic Classes and just swap Calling for Heroism.
Logged

At your own pace: Do. It. Now.
How about some pie? - Heroes of the Expanse
Mister Andersen
Control
******
Posts: 8877


I'm leaving for a destination I still don't know


View Profile
« Reply #22 on: August 26, 2010, 02:01:44 PM »

The calling/iconic combo has real legs as a toggleable mechanic and answers one of the main complaints about just the iconic class penalty: namely "yes, you're slightly worse than average with most classes, but you get to really shine ith this one a little later on".

Also, any thoughts on the pretzeling of the contact rules for the jaffa larvae?
Logged

Aldus Vertten
Handler
*****
Posts: 647


Los Otros Planes


View Profile WWW
« Reply #23 on: August 27, 2010, 09:51:49 AM »


For clarity I've seen all of SG1, and all of atlantis but none of Universe. Then again you never no who else is reading this...
THat said I try to avoid places I might see spoilers.



aaah...I checked your original post again. I tought you mean Stargate universe, not Stargate Universe... Probably not much to see about that here... so far, there's not much things to convert, as they haven't showed almost anything at all. Only small tibdits about some aliens, but not much to work with...
Logged

"No queda sino batirnos"
-------------
-El Capitan Alatriste
Morgenstern
Control
******
Posts: 4336



View Profile
« Reply #24 on: August 27, 2010, 10:14:38 AM »

...any thoughts on the pretzeling of the contact rules for the jaffa larvae?

Seemed workable to me. At 3 points it may be easier to pull all of that out as a feat where you may have more room to explain the details (and can uses it as a prerequisite...). THat will open thing up for non-jaffa to get implanted also.
Logged

At your own pace: Do. It. Now.
How about some pie? - Heroes of the Expanse
Aldus Vertten
Handler
*****
Posts: 647


Los Otros Planes


View Profile WWW
« Reply #25 on: August 27, 2010, 11:19:27 AM »

I dont like much the Encouragement ability, i feel like it's too specific of a few characters, not of the jaffa as a race, but Heroism and the larve as contact, work nice... Not sure about Sense Symbiote. It's a good idea, but it goes the other way as well. You can feel goa'uld approaching, but probably them should also have some kind of sense of you.

And glad to see that you liked the Celebrated enough to add it to your version... Grin
« Last Edit: August 27, 2010, 12:29:16 PM by Aldus Vertten » Logged

"No queda sino batirnos"
-------------
-El Capitan Alatriste
Aldus Vertten
Handler
*****
Posts: 647


Los Otros Planes


View Profile WWW
« Reply #26 on: August 27, 2010, 11:40:51 AM »

I've been thinking that one of the main things that define the Jaffa are their faith in their Goods. They are  a very stuctured religioous society, at least at first. Maybe some thing could be made to reflect this in the species.

Hope i 've some time again to work in it a little bit more...
Logged

"No queda sino batirnos"
-------------
-El Capitan Alatriste
Mister Andersen
Control
******
Posts: 8877


I'm leaving for a destination I still don't know


View Profile
« Reply #27 on: August 27, 2010, 12:18:26 PM »

I dont like much the Encouragement ability, i feel like it's too specific of a few characters, not of the jaffa as a race,

Some give friendly chats. Others harrange you with dire threats about what it means to crap out and fail your god, so man the fuck the up, today is a good day to die. No? Well, I'm not wedded to it (personally, I'd have made Encouragement a 1 time per person per combat full-action Initiative action available to every one, with the origin ability intended to let you spam multiple characters simultaneously).


Quote
but Heroism and the larve as contact. Not sure about Sense Symbiote. It's a good idea, but it goes the other way as well. You can feel goa'uld approaching, but probably them should also have some kind of sense of you.

It does work both ways; symbiotes have a harder time disguising their presence from each other.

Quote
And glad to see that you liked the Celebrated enough to add it to your version... Grin

I'm always open to cogent argument
Logged

Aldus Vertten
Handler
*****
Posts: 647


Los Otros Planes


View Profile WWW
« Reply #28 on: August 27, 2010, 12:32:38 PM »

Quote
but Heroism and the larve as contact. Not sure about Sense Symbiote. It's a good idea, but it goes the other way as well. You can feel goa'uld approaching, but probably them should also have some kind of sense of you.

It does work both ways; symbiotes have a harder time disguising their presence from each other.

How would you handle the Tok'ra with this system?

 (and completed my phrase, it seems i lost a couple words when posting)
Logged

"No queda sino batirnos"
-------------
-El Capitan Alatriste
Mister Andersen
Control
******
Posts: 8877


I'm leaving for a destination I still don't know


View Profile
« Reply #29 on: August 27, 2010, 01:57:10 PM »

     Goa'uld Symbiote (Tiny Swimming Serpentine Horror — 55 XP). Str 10 Dex 10 Con 10 Int 13 Wis 11 Cha 17; SZ T (1x1, Reach 0); Spd 10 ft ground, 30 ft water; Init I; Atk I; Def I; Res I; Health I; Comp I; Skills: Spellcasting V; Qualities: Alignment (goa'uld or tok'ra), aquatic II, dark vision I, feat (spell conversion: casting time, spell power, the extra mile), ferocity, interests (goa'uld), light sensitive, mook, shapeshifter III, spell secret (heal), superior jumper III, telepathic.
     Spells: Command I, Cure wounds I, Detect Lies, Heal, Power Word: Kill.
     Attacks: Paralysing bite (Bite I/Stun I: 1d4 lethal, thr 18-20. 1/rd DC 10 Will save or stunned for 1d6 rds).
     Rules: When not occupying a host, if a symbiote targets a character with a successful coup de grace action it may instead take control of them in lieu of inflicting damage. A symbiote with a host is always considered to be lying; the Detect Lies spell is usable only to determine the presence of other symbiotes. Its telepathic quality and all other spells may only be used on a symbiote's partner; the Power Word spell may always be cast without cost. If a symbiote is employed as a character option, the benefits of the Spell Power feat are based on the player's action dice.
     Symbiotes as Contacts: Having a symbiote contact typically means it resides in a pouch in the character's abdomen. If the symbiote is removed or killed, the character permanently gains both the bleeding condition and mook quality until the contact is replaced. Once per combat an individual opponent may spend double the usual action die cost to have a critical hit or injury affect the symbiote instead of the character. A symbiote contact can never be improved.
     Symbiotes as Personal Lieutenants: Having a symbiote as a personal lieutenant means the character has been taken as a host; they may be a willing or unwilling participant. A symbiote and its host are typically aware of each other's actions and are treated as a mounted character, with the exception that the Defence, Initiative and Saving Throw bonuses are always those of the host unless specified otherwise and all damage is taken by the host. Physical skills use the host's attribute modifiers, while mental skills use the attributes of the dominant personality. Each time the character rolls an error, an opponent may spend 2 action dice to cause the character to become both flat-footed & reeling.




New Quality
     Serpentine: As Beast but the character lacks limbs of any sort. Its error range with Acrobatics and Athletics checks increases by 2, and its Size is considered 1 category smaller when squeezing into or through confined spaces.
     XP Cost: 0
     Origin Cost: -2
« Last Edit: August 31, 2010, 01:57:47 AM by Mister Andersen » Logged

Pages: 1 [2] 3 4 5 Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!