NEWS

Thinking of something different for SR5

  • 5 Replies
  • 2475 Views

Ransalon

  • *
  • Newb
  • *
  • Posts: 1
« on: <07-23-16/1254:35> »
Yes, new to the boards, not new to the game. Been playing since it started 26 years ago. Tried a few different things over the years, some worked, others not so much. Now that I'm getting used to 5e after playing off and on finding that it is decent (still a fan of 3e honestly...) and looking at a new campaign a bit farther out and see what others thought. Thinking of something like a setting flavored by shows like Firefly (hell with the rules, I got my own and need to survive and keep my family safe) and Dark Matter (who are we and why the hell are the corps after us) but with the rules as is there are a few issues even though I am looking at possibly using the same ruleset but adding @500-1000 years. Tech is relatively the same due to some unexplained wars between the corps of the time and magic battles and tech stagnating for centuries as man develops a bit and then gets slammed back for a host of reasons. Still working on the full background. But in the time man has learned to travel at least somewhat successfully in space and established several colonies elsewhere and the corps wars are still an issue from time to time, just more sneaky.

Critters are easiest to be sure, all one has to do is to manipulate existing critters. Something that looks like a shasta deer, armored like a abrams lobster and has the bite of a snow snake. The universe is vast with all sorts of strange things out there, even new dracoforms if one is malicious.  Magic. Yes I know that astrally projecting and perceiving folks tend to go pop in space, but a small scale manasphere generated by others on the ship and bacteria concentrations in the walls and some hydroponics so they can do stuff on board and allow dual natured beings to travel from planet to planet safely. Doable?

Skills would have to added of course but exactly how? Know that a Pilot Spacecraft would be needed but would it be better to split it out to Spacecraft being fighters and freighters while Capital Spacecraft for the bigger stuff or keep it all together. Those would still be under Reaction of course. Thinking on Astronavigation being under Logic, and adding something simple like Spacemanship under Body that helps in dealing with the overall rigors of space travel while still having a separate skill of Free-Fall (artificial gravity has been discovered...). And also thinking of Space Engineering and Starship Mechanic as Logic as stand alone skills. Any others that might needed?

And any thoughts of anything else that might be needed, besides a generic type of FTL travel (there are several I can "borrow" from other systems) that you all could think of? Just a mad idea for a random Saturday morning...


Reaver

  • *
  • Prime Runner
  • *****
  • Posts: 6424
  • 60% alcohol 40% asshole...
« Reply #1 on: <07-23-16/2029:05> »
On the magic issue:

That is entirely possible, and in fact done!

There are several stations in orbit that have a strong enough manaspere to support spellcasting and astral travel.... with a big hit to dice pools.

Remember, it takes a fair amount of living matter to establish a manasphere, and that is only part of it (as the astral is more emotive based).

So on a large enough station or ship, sure. On a limited crewed vessel? (Aka Dark Matter) not so much.... (talking hundreds of kilos of living matter)
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

farothel

  • *
  • Prime Runner
  • *****
  • Posts: 3859
« Reply #2 on: <07-24-16/0523:49> »
Make the ship living, like Moya from Farscape. :)
And add a lot of biodrones, which if I recall correctly count as living.
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
"I will not yield to evil, unless she's cute"

Spooky

  • *
  • Omae
  • ***
  • Posts: 462
  • If you run, you'll only die tired.
« Reply #3 on: <07-25-16/1521:58> »
Great setting to use the SR ruleset in. Got a player working on doing the same thing, except using "Cowboy Bebop" as setting. Pilot Aeronautics already has space craft covered, though you might want a Pilot Spacecraft for Capital grade ships, and leave Pilot Aero for fighters/merchies (since they enter atmosphere). Free-fall is already a skill, though I can see Spacemanship (Space Traveler?) as a skill. Don't forget Navigation, under Logic, as you don't get where you're going in space without navigating very well. Also, look up teh Evo spacesuit in R&G for ideas that way. As for travel mechanics, I would use the Battletech concept (dropship/fighters go from planet to jump point, hitch onto jumpship, jumpship then jumps to new system, dropship/fighters detach and go to planet, rinse, repeat).
Spooky, what do you do this pass? Shoot him with my thunderstruck gauss rifle. (Rolls)  8 hits. Does that blow his head off?

Thanael

  • *
  • Chummer
  • **
  • Posts: 106
« Reply #4 on: <07-28-16/1116:50> »
Check out the excellent free Eclipse Phase RPG, Equinox and/or maybe the gorgeous Cthulhutech.


Transhumanism, AR/VR, cyber, space, magic.

Relevant links:
Statement from the Designer about Eclipse Phase's severed relation to Equinox, Earthdawn & Shadowrun

Shadowrun tie-in discussion on Dumpshock:
It's clear that whilst Eclipse Phase may have begun life as the Seventh World of the Shadowrun/Earthdawn chronology (of which either Equinox or Battlerun actually forms the Eighth World, depending on how silly you feel), the finished product has severed it's ties somewhere along the way. That being said, it's established that when magic left, a new history filled the gap, so the same might be true of Eclipse Phase. Certainly, it's been established within the setting that there's very little solid factual material available from before the fall, and what there is might have altered itself to fit with the rewritten reality of a world without magic. So, yeah, if you wanted to you could easily establish SR and EP as a single chronology.
« Last Edit: <07-28-16/1127:28> by Thanael »

brasso

  • *
  • Omae
  • ***
  • Posts: 274
« Reply #5 on: <07-31-16/1442:28> »
Transhuman Space RPG might be worth a gander for flavour and technology if nothing else. It makes a good job of handling the advanced tech which SR seems to wring its hands about and handwave. It wouldn't take too much to keep the SR rules (with additional rules where appropriate), then extend the setting into the solar system and beyond if you like.

Magic is probably the one which would need the most thought. Farothel's living ships, or ships with huge living environments (a la Silent Running) might be the way to go, or you could make it more a 'psychic' flavour, with drugs which allow space magic (a la Dune). ymmv.

Good luck, and let us know how it goes :)
The system we learn says we're equal under law
But the streets are reality, the weak and poor will fall