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Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
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<blockquote data-quote="GravyFingerz" data-source="post: 1223882" data-attributes="member: 77"><p>I'm thinking of running a sci-fi game soon, and I'm pretty much using custom rules; a combination of Call of Cthulhu d20 (for classes and such) and Star Wars (wounds/vitality, space craft, vehicles).</p><p></p><p>Well, I wanted space travel to be interesting, but not be just astrogate; I wanted to come up with something original (in my mind) that is also cool. So I came up with this:</p><p></p><p>Space Travel is accomplished by piercing a hole in reality and entering an underlying dimension (like hyperspace). In this dimension, time and space are irrelevant. They have no meaning, so travel through space is instantaneous. However, this reality also links to countless alternate realities. If you screw up and put in the wrong coordinates, you could end up in a different reality, thats as bad as being a few miles off to getting yourself killed or becoming non-existant. To achieve safe spaceflight, the pilot has to compute complex calculations that take in to account all objects on the ship as well as the ship and the passangers. Failing could mean disaster for the whole crew.</p><p></p><p>How is this represented? Well, there is a skill called Spacial Navigation (the name is still in contention). When you want to travel through "hyperspace", you have to make a Spacial Navigation check to plot the course correctly. The base DC depends on the size of your ship: DC 20 for large, DC 25 for huge, DC 30 for gargantuan, and DC 35 for collossal. For each person in the ship beyond yourself, add +2 to the DC. For a ship that is carrying extra weight beyond what comes with the basic ship, add +1 to +5 to the DC. As a stripulation, you cannot perform a Spacial Navigation check with a DC of 31 or higher without the aid of a computer - beyond a DC of 30 the equations are too complex to compute without a computer.</p><p></p><p>So for example, lets say a spacer is in a huge trader ship (DC 25) with 3 passengers (DC +6) carrying some heavy cargo (DC +3). The DC comes out to 34. He would have to have a +24 modifier to succeed on a roll of 10.</p><p></p><p>Obviously, carrying many passengers is too dangerous and not practical. If the spacer fails, he, his passangers, or everyone on board could die because they entered an alternate universe where they are dead or do not exist. </p><p></p><p>For trips where you are carrying many passengers, it's better to go with conventional space travel, which is below FTL speeds.</p><p></p><p>Any opinions?</p></blockquote><p></p>
[QUOTE="GravyFingerz, post: 1223882, member: 77"] I'm thinking of running a sci-fi game soon, and I'm pretty much using custom rules; a combination of Call of Cthulhu d20 (for classes and such) and Star Wars (wounds/vitality, space craft, vehicles). Well, I wanted space travel to be interesting, but not be just astrogate; I wanted to come up with something original (in my mind) that is also cool. So I came up with this: Space Travel is accomplished by piercing a hole in reality and entering an underlying dimension (like hyperspace). In this dimension, time and space are irrelevant. They have no meaning, so travel through space is instantaneous. However, this reality also links to countless alternate realities. If you screw up and put in the wrong coordinates, you could end up in a different reality, thats as bad as being a few miles off to getting yourself killed or becoming non-existant. To achieve safe spaceflight, the pilot has to compute complex calculations that take in to account all objects on the ship as well as the ship and the passangers. Failing could mean disaster for the whole crew. How is this represented? Well, there is a skill called Spacial Navigation (the name is still in contention). When you want to travel through "hyperspace", you have to make a Spacial Navigation check to plot the course correctly. The base DC depends on the size of your ship: DC 20 for large, DC 25 for huge, DC 30 for gargantuan, and DC 35 for collossal. For each person in the ship beyond yourself, add +2 to the DC. For a ship that is carrying extra weight beyond what comes with the basic ship, add +1 to +5 to the DC. As a stripulation, you cannot perform a Spacial Navigation check with a DC of 31 or higher without the aid of a computer - beyond a DC of 30 the equations are too complex to compute without a computer. So for example, lets say a spacer is in a huge trader ship (DC 25) with 3 passengers (DC +6) carrying some heavy cargo (DC +3). The DC comes out to 34. He would have to have a +24 modifier to succeed on a roll of 10. Obviously, carrying many passengers is too dangerous and not practical. If the spacer fails, he, his passangers, or everyone on board could die because they entered an alternate universe where they are dead or do not exist. For trips where you are carrying many passengers, it's better to go with conventional space travel, which is below FTL speeds. Any opinions? [/QUOTE]
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