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My Starcraft setting using SWSE as basis

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First Post
Hi, my development of the Starcraft setting has come into half finished stages so I am opening this thread to ask for opinions on things done so far as well as suggestions and help (if anyone wants to). If anyone cares, I am doing this because there is no good d20 Starcraft system out there and SWSE seemed like a briliant system for Starcraft. I am not doing this for money or to sell it (and I would not be able to even if I wanted).

Here are the links (I have split everything into chapters, but have put online only those I have something written in up to this point):
PLAYER CHARACTERS - Terrans I consider practically done (and in need of playtesting as everything is), Protoss are mostly done as well. As with everything playtesting is needed.
SKILLS - the difference here is Psicraft instead of Use the Force and some different or additional options as part of this skill
FEATS - mostly the same with some differences in how skill focus works.
EQUIPMENT - Lots of goodies for terrans (weapons and armor), some protoss armors and weapons, non-combat equipment still missing
PSIONIC POWERS - Lots of powers, some just changed a name from SWSE, some modified, some my own creation. I need to come up with more that fit the Starcraft universe and/or show up in game/novels.
ALLIES & OPPONENTS - In addition to this smallish number of opponents I have many terran units and vehicles done by a friend that as soon as I check the numbers are going to this list.
PRESTIGE CLASSES - Nothing here yet, I am planning this once I finish most of the other parts of the game, was planning to create Commando, Reaper, Specter, Dragoon, Archon and Dark Archon PRCs 1st.
STARCRAFT UNIVERSE - Nothing here yet, but the information is very close by Main Page - StarCraft Wiki - Please contribute to the database on the StarCraft game series; StarCraft II, Lore, Characters, and Gameplay. - I just need to organize it into a RPG lore format.
ERAS OF PLAY - Well I plan to split Starcraft into 3 eras, up until the death of the Overmind, up until the beggining of SC2 and SC2 storyline and beyond would be the 3rd. Each era would have access to different characters, planets and technology and/or Psionic Powers. This chapter will grow as the game grows.

Well here it is. Now just some of you need to find some time and look at some of the stuff I done and leave your remarks or suggestions here.



EDIT (14th March 2012): Well I was planning to wait until it is close to 100% done but since real life and other stuff got in the way I am not sure when that will be so let me put a new link now. I moved all data to a wikispaces and added new stuff or balanced some of the old one. Game is playable as it is, although it misses a fair bit of standard units (but they can be made with classes and class talents provided). Missing Zerg units can be made using beast rules in SWSE and just adding specific traits of those Zerg units (basic racial Zerg traits are provided and made Zerg units are combinations of those, beast rules and said specific abilites)
http://sc2se.wikispaces.com/
 
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I've been toying with the idea of Starcraftd20 for quite sometime...

I'll take a look at your links later and get back to you.

For now... bump!
 


Nice. I have no interest on SC whatsoever, but reading through your material made it obvious that you've given serious thought on the mechanics. It's nice to see quality fan-material, regardless my own interests on the setting.

I have one question/suggestion. In the SAGA rules most classes don't have as high weapon proficiencies to start with as you've implemented. Is this intended to make them a bit tougher? If not, you might consider stripping most classes of the biggest weapon proficiency they have and putting it into their bonus-feat list to be picked if one really wants to. For example heavy weapons for the Marine, and rifles for Ghosts. The same actually got my attention with Marine's armors. Those higher end proficiencys seem to make them bit overpowered.
 

Nice. I have no interest on SC whatsoever, but reading through your material made it obvious that you've given serious thought on the mechanics. It's nice to see quality fan-material, regardless my own interests on the setting.

I have one question/suggestion. In the SAGA rules most classes don't have as high weapon proficiencies to start with as you've implemented. Is this intended to make them a bit tougher? If not, you might consider stripping most classes of the biggest weapon proficiency they have and putting it into their bonus-feat list to be picked if one really wants to. For example heavy weapons for the Marine, and rifles for Ghosts. The same actually got my attention with Marine's armors. Those higher end proficiencys seem to make them bit overpowered.

SC's Space Marines are known Gauss Rifles and heavy (almost Powered) armor. Ghosts use big f'n rifles. Would seem odd to make them pay for thier schtick. Now a Space Marine that want's to use the Ghost's rifle...
 

SC's Space Marines are known Gauss Rifles and heavy (almost Powered) armor. Ghosts use big f'n rifles. Would seem odd to make them pay for thier schtick. Now a Space Marine that want's to use the Ghost's rifle...

Ah, okay then. My knowledge of SC is pretty limited. Played a few missions of the original game years ago and that's pretty much it. :D
 

Nice. I have no interest on SC whatsoever, but reading through your material made it obvious that you've given serious thought on the mechanics. It's nice to see quality fan-material, regardless my own interests on the setting.

I have one question/suggestion. In the SAGA rules most classes don't have as high weapon proficiencies to start with as you've implemented. Is this intended to make them a bit tougher? If not, you might consider stripping most classes of the biggest weapon proficiency they have and putting it into their bonus-feat list to be picked if one really wants to. For example heavy weapons for the Marine, and rifles for Ghosts. The same actually got my attention with Marine's armors. Those higher end proficiencys seem to make them bit overpowered.
You got a pretty good answer. I didn't give anything to the classes that they do not have in the game.
Marines are even more of a soldier then the Soldier in SWSE. To borrow from D&D, Soldier is a Warrior while a Marine is a Fighter.
And Ghosts are actually "special" forces of terran military, so they get a whole range of military training as a result as well as their own personal.

And tnx on the complement, but if you noticed most of the talents already exist in the SWSE, I have just redistributed them differently.
 

Correct me on the StarCraft lore, but aren't Marines recruited from experienced fighters from the start (convicted deadly criminals, soldiers, mercenaries)? And aren't Ghost, as you say, special ops? Both of these would indicate an Advanced/Prestige Class rather than a base class.
 

Correct me on the StarCraft lore, but aren't Marines recruited from experienced fighters from the start (convicted deadly criminals, soldiers, mercenaries)? And aren't Ghost, as you say, special ops? Both of these would indicate an Advanced/Prestige Class rather than a base class.

How I might do it.

Terran Units ~

Marine: Soldier with appropriate prof in Gauss Rifle & Heavy Armor.
Firebat: Soldier with appropriate prof in Flame-throwers & Medium Armor.
Medic: Tech Specialist make it to SWSE edition?

Ghost: PrC. Typically psionically active Soldiers with a couple powerful abilities.

Vehicles: Siege Tank, Wraith, Vulture, etc. Anybody with access & prof can operate. Usually (!!!) a Wraith Pilot is a soldier with the appropriate training & rank in the Terran war machine.
 
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I didn't see any mention of this amongst the messages, so just in case it hasn't been said...

There was an Alternity-Starcraft game a number of years back. If you can get hold of that, it has some pretty cool stats and info in it. Not d20, of course, but pretty close :)
 

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