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  • File : 1286991941.jpg-(396 KB, 600x800, Space_Oddity_by_Arashdeep.jpg)
    396 KB In space, no one can hear you scream. Anonymous 10/13/10(Wed)13:45 No.12430453  
    Space themed horror scenarios. I could use some inspiration. Can we get a picture and music dump going?

    Dead Space, Aliens, Even Horizon, Doom, it's all good. Space marines, cosmic horrors, long dark corridors and lots of dead astronauts.

    Thank you in advance, /tg/.
    >> Anonymous 10/13/10(Wed)13:46 No.12430459
         File1286991989.jpg-(970 KB, 702x968, Ex_Inferis_by_torture_device.jpg)
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    >> Anonymous 10/13/10(Wed)13:47 No.12430468
    Someone should link to that god tier post about the mars excavation team.
    >> Anonymous 10/13/10(Wed)13:48 No.12430474
         File1286992090.jpg-(33 KB, 466x310, aliens__colonial_marines_pics_(...).jpg)
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    >> Anonymous 10/13/10(Wed)13:49 No.12430481
         File1286992175.png-(702 KB, 800x800, Dead_Space___Friendly_Face_by_(...).png)
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    >> Alex 10/13/10(Wed)13:50 No.12430486
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    >> Anonymous 10/13/10(Wed)13:52 No.12430498
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    >> Anonymous 10/13/10(Wed)13:52 No.12430504
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    >> Anonymous 10/13/10(Wed)13:53 No.12430508
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    >> Anonymous 10/13/10(Wed)13:53 No.12430509

    >> Alex 10/13/10(Wed)13:54 No.12430518
         File1286992466.jpg-(144 KB, 594x738, Dead_Astronaut_by_pacman23.jpg)
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    >> Anonymous 10/13/10(Wed)13:54 No.12430520
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    >> Alex 10/13/10(Wed)13:55 No.12430522
         File1286992514.jpg-(160 KB, 600x600, astronaut_by_Jeremy_Forson.jpg)
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    >> Anonymous 10/13/10(Wed)13:55 No.12430524
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    >> Anonymous 10/13/10(Wed)13:56 No.12430527
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    You missed this thread?
    >> Anonymous 10/13/10(Wed)13:56 No.12430528
    It's from There Will Be Blood, but it has a horror quality to it, don't you think?
    >> Anonymous 10/13/10(Wed)13:57 No.12430539
         File1286992638.jpg-(284 KB, 1600x1200, Alien_Syndrome,_2007.jpg)
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    Awesome. That's a lot of dead astronauts! :D Thank you, Alex.
    >> Alex 10/13/10(Wed)13:57 No.12430540
         File1286992650.jpg-(232 KB, 800x800, outer_hell_abomination_of_gore(...).jpg)
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    What the shit.
    >> Anonymous 10/13/10(Wed)13:57 No.12430543
         File1286992657.jpg-(104 KB, 443x966, wight.jpg)
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    When experiments testing the viability of tapping into the quantum vacuum for energy were performed on the Apollo 21 Lab Station, reports devolved into strange ramblings about how their conclusions were inconceivable to human minds. Before all communication ceased, garbled messages were sent to earth from the astronauts about their experiments revealing to them the "howling face of the sun." A rescue crew was violently repulsed from the station by corpses in the astronaut's space suits. Footage of the incident show ghostly images of tormented figures hanging just behind these corpses, struggling, but seemingly unable to pull themselves apart from their decaying bodies.
    >> Anonymous 10/13/10(Wed)13:58 No.12430547
    You look out a porthole. A fish swims by.

    Never explain it.
    >> Alex 10/13/10(Wed)13:58 No.12430548
         File1286992713.jpg-(107 KB, 600x742, Dead_NASA_by_thegeorge89.jpg)
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    >> Anonymous 10/13/10(Wed)13:58 No.12430551
         File1286992729.jpg-(780 KB, 1200x900, Dead_Space_2_by_Jessada_Nuy.jpg)
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    Afraid I did.
    >> Anonymous 10/13/10(Wed)14:02 No.12430570
         File1286992932.jpg-(40 KB, 300x300, Implode.jpg)
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    There are quite tracks from this album that are menacing and spacey.
    >> Anonymous 10/13/10(Wed)14:03 No.12430576
    >"howling face of the sun."

    Okay, that sends a chill down my spine.
    >> Anonymous 10/13/10(Wed)14:04 No.12430592
    officially god-tier.
    >> Anonymous 10/13/10(Wed)14:05 No.12430595
         File1286993120.jpg-(145 KB, 480x798, midwife_03.jpg)
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    >> Omegon 10/13/10(Wed)14:07 No.12430602
    This thread reminds me of one Dr. Who episode.

    -Where is the crew?
    -We didn't have the parts.
    -I said: WHERE IS THE CREW? Answer me!
    -...We didn't have the parts
    >> Alex 10/13/10(Wed)14:07 No.12430604
    >> Anonymous 10/13/10(Wed)14:07 No.12430605
    alright i've sorta come up with something.

    So everyone knows thats its important to maintin the cryo statis systems properly, as well as mainting the correct procedures when entering it. After all, who would want to be rudely awakened weeks or even months before you got to your destination system, with minimal ship system running and not much to do.
    The thing is, the long period of boredom, combined with travelling between those dark empty voids between the stars can do strange things to a persons mind. You sometimes hear tales of crewmembers going mad and killing themselves in strange and inventive ways, or slaying those who lie in the deep statis of slumber. Recordings from ships systems often show them rambling about strange presences aboard the ship, effecting the systems and playing tricks on them.
    So its a good idea to load up something to do on some data cubes, just in case.After all, the devil finds work for idle minds...
    >> Anonymous 10/13/10(Wed)14:07 No.12430607
         File1286993274.jpg-(110 KB, 600x908, 30_Days_of_Night__Dead_Space_b(...).jpg)
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    >> Anonymous 10/13/10(Wed)14:08 No.12430610
    copypasta from Won't need eyes thread:

    Have a perfectly normal guy on the ship. Not the captain or anything, just like the janitor. Someone useless.

    They can chat with him, He'll talk back, but whenever they ask what happened, he just gets confused. Ocasianoly he will mention something like "Man, being out here is really getting to me.", "At least you voices keep me company." or "Quite down guys. Don't want the captain thinking I'm to crazy. This flight has been getting to all of us, but can't let him know I've snapped."


    So basically, in 'his timeline' he starts hearing voices, and seeing figures out of the corner of the eye BEFORE the attack, which he just thinks is the stress getting to him. Those voices being that of the PC's. Meanwhile in the PC's timeline, its basically like them finding a log leading up to the events, except they can actually talk with it.

    Of course, after 'his' timeline reaches the point where the event happened, he begins to flicker and fade, like a hologram, and starts appearing in random sections of the ship for no reason.
    >> Anonymous 10/13/10(Wed)14:08 No.12430615
    copypasta from Won't need eyes thread:

    While walking down a corridor, the light starts to flicker along with any electronic equipment. Then, everything goes dead black. No lights, no nothing. Shortly, they hear the voice of a small child anxiously saying: "Daddy? Daddy!" and clearly hear small footsteps running towards them. Just as the footsteps is about to overtake them, lights return, all electronics work perfectly again. The only thing is they're no longer in a corridor, but in a crew cabin that obviously belonged to a small family.
    >> Anonymous 10/13/10(Wed)14:09 No.12430617
         File1286993377.jpg-(116 KB, 1280x693, aliens-colonial-marines-2.jpg)
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    >> Anonymous 10/13/10(Wed)14:10 No.12430627
    copypasta from Won't need eyes thread:

    - A cryolab, with all but one of the pods broken, with a person restrained in a safety-harness inside. Periodically a robot will open the pod and feed the occupant coffee and biscuits, while apologising for the delay in travel time. While unfrozen the person will scream, cry and desperately try to claw their way out of their restraints

    - A room entirely filled with strange crystals. You tap one and the whole room sings.

    - An airlock, that has been breached enough to suck all the air out but not enough to suck out anything else. Inside is the body of a woman in a space suit, with her helmet off. For some reason the womans head is always facing straight at the porthole to the rest of the ships, eyes wide open.
    >> Anonymous 10/13/10(Wed)14:13 No.12430641
         File1286993591.jpg-(109 KB, 900x591, ALIENS_FIRE_TEAM.jpg)
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    >> Anonymous 10/13/10(Wed)14:17 No.12430661
    There is a long, jagged gash running down the wall of one hallway, bulkhead to bulkhead, like a giant claw ran through it. You can see the stars through it. Funny thing is, the hallway's still got pressure.

    You probably shouldn't touch that wall.
    >> Alex 10/13/10(Wed)14:17 No.12430663
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    >> Anonymous 10/13/10(Wed)14:18 No.12430667
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    >> Alex 10/13/10(Wed)14:20 No.12430679
         File1286994034.jpg-(335 KB, 605x800, Space_zombie_by_Lipatov.jpg)
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    >> Anonymous 10/13/10(Wed)14:21 No.12430685

    First one is from the Hitchhiker books, can't remember extactly the book but I remember it was after Zaphod was shown "The Entire Universe" bit, and in the shipyards Zaphod found Zarniwhoop or such in a shuttle full of people and robots basically doing that.
    >> Anonymous 10/13/10(Wed)14:21 No.12430687
    And that, kiddies, is what will happen if the Gellar Field fails.
    >> Anonymous 10/13/10(Wed)14:22 No.12430691

    >> Anonymous 10/13/10(Wed)14:22 No.12430692
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    >> Ser Clooney !MM4sX6N4lM 10/13/10(Wed)14:22 No.12430694
    link to the we won't need eyes thread?
    >> Alex 10/13/10(Wed)14:24 No.12430705
         File1286994249.jpg-(307 KB, 900x1168, Space_Man_by_Fisticufflinks.jpg)
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    http://www.thewebcomicfactory.com/blog/2010/09/07/the-horror-of-colony-6-page-1/ related comic
    >> Alex 10/13/10(Wed)14:26 No.12430723
         File1286994372.jpg-(139 KB, 600x838, monolith_quintessence_of_gore_(...).jpg)
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    Preceded by this happening to half the crew.
    >> Anonymous 10/13/10(Wed)14:29 No.12430747
         File1286994550.jpg-(365 KB, 750x750, HUGE_GUTS_by_oh8.jpg)
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    >> Anonymous 10/13/10(Wed)14:29 No.12430750

    Read this thread, OP

    I couldn't sleep after reading it
    >> Anonymous 10/13/10(Wed)14:30 No.12430759
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    >> Alex 10/13/10(Wed)14:30 No.12430763
         File1286994633.jpg-(131 KB, 600x824, Undead_Space_Girl_by_Nalro.jpg)
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    >> Anonymous 10/13/10(Wed)14:32 No.12430781
         File1286994758.jpg-(273 KB, 800x1200, Pinky_by_corporatedemon.jpg)
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    >> Anonymous 10/13/10(Wed)14:35 No.12430792
         File1286994910.jpg-(104 KB, 600x745, Tribute_to_Doom_3_by_tyrantwac(...).jpg)
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    Thank you!
    >> Anonymous 10/13/10(Wed)14:35 No.12430797
    Already been posted.
    >> Anonymous 10/13/10(Wed)14:40 No.12430837
         File1286995218.jpg-(87 KB, 496x534, systemshock_shodan02.jpg)
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    T-t-t-tremble insect. Your form is no/no/nothing..g.g.g. but a disgusting sack of meat. You stand before a god, yet you still cling to your pathe/e/e/e-pathetic existence.
    >> Anonymous 10/13/10(Wed)14:43 No.12430874
    >> Anonymous 10/13/10(Wed)14:46 No.12430908
         File1286995570.jpg-(63 KB, 600x398, International_space_station_by(...).jpg)
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    >> Anonymous 10/13/10(Wed)14:46 No.12430914
         File1286995608.jpg-(112 KB, 900x506, space_train_station_concept_by(...).jpg)
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    >> Anonymous 10/13/10(Wed)14:49 No.12430939
         File1286995744.jpg-(126 KB, 1100x351, Station_Complex_by_rayk.jpg)
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    >> Anonymous 10/13/10(Wed)14:51 No.12430962
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    It's okay. Everyone loves SHODAN. She's like a sexier version of HAL who also happens to be homicidal.

    Half the fun of the System Shock series is walking around inside a spaceship while Dominatrix.exe berates you and occasionally gives you backhanded praise, all while you exterminate useless biological matter at her command.

    N-n-n-now kneel before the perfection that is SHODAN, you di-ss-s-s-s-gusting insect-t-t.
    >> Anonymous 10/13/10(Wed)14:51 No.12430968
    >Fo-f-foolish c/c/CReaTURE of meat and B-B-BoNE; I-i-it's not like I LiKe YOU or aAaAnythi-thing.
    >> Anonymous 10/13/10(Wed)14:53 No.12430985
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    >> Anonymous 10/13/10(Wed)14:56 No.12431016

    I feel compelled to post this.

    > tsunderfu much

    ...huh. Captcha freaks me out sometimes.
    >> Anonymous 10/13/10(Wed)15:12 No.12431158
         File1286997152.gif-(714 KB, 240x192, 1285597589283.gif)
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    Isn't there some kind of evil planet in the new monster manual or something?
    >> Omegon 10/13/10(Wed)15:50 No.12431538
         File1286999403.jpg-(39 KB, 800x600, TimeClash.jpg)
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    Ok. This is something of a little write-up to "won't need eyes' thread, just so that OVER9000HOURSINPAINT won't go to waste.
    This is a 'time clash' campain concept.
    >> Anonymous 10/13/10(Wed)15:52 No.12431565
         File1286999540.jpg-(40 KB, 640x272, mpc-hc 2010-09-09 19-56-07-69.jpg)
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    >> Anonymous 10/13/10(Wed)15:54 No.12431580
         File1286999642.jpg-(34 KB, 640x272, mpc-hc 2010-09-09 19-57-34-84.jpg)
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    >> Anonymous 10/13/10(Wed)15:55 No.12431593
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    >> Omegon 10/13/10(Wed)15:55 No.12431599
    Core elements.

    The Ship - general setting for "Won't need eyes": on the fringe of system, damaged, needs to be recovered/investigated
    Crew B - the players.
    The Core, or more specifically, the Time Core - pthlebotinium that Ship was built around. The time part of its definition optionally can be revealed to players beforehand.
    Also starring: Crew A (more on them later)
    Guest starring (in other words, optional): yandere AI
    >> Anonymous 10/13/10(Wed)15:55 No.12431602
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    >> Anonymous 10/13/10(Wed)15:57 No.12431627
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    >> Anonymous 10/13/10(Wed)16:09 No.12431780
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    >> Anonymous 10/13/10(Wed)16:09 No.12431782
    /mu/sic related: everything by Lustmord: http://www.youtube.com/results?search_query=lustmord&page=&utm_source=opensearch

    Also, the Voyager recordings, as said in the "Won't Need Eyes" thread: http://www.youtube.com/results?search_query=voyager+recordings&page=&utm_source=opensearch

    I also like this kind of Black Metal to play: http://www.youtube.com/watch?v=JkGur-nmOeI
    >> Omegon 10/13/10(Wed)16:17 No.12431900
    So, it opens as usual, with Crew B arriving in the Ship (see their entry point on the diagram). There, they encounter hostiles and eliminate them, being players.
    By the way, what were hostiles (crew A) doing? repairing the Ship.
    So, some time later, The Core emits a pulse, and Crew B finds that the whole Ship has changed a little. What marks they themselves have left are intact, so is evidence of the fight. So are corpses of Crew A.
    Except for one, that clearly died in an accident. He isn't there anymore, and it seems that no accident ever took place there. And what repairs the Crew A seemed to have done the previous day have all vanished.

    When the Crew B continues exploration of the Ship, they encounter Crew A again. This time, in more numbers...
    >> Anonymous 10/13/10(Wed)16:20 No.12431938

    Can anybody give me a source to this comic?

    In return, music.

    >> Alex 10/13/10(Wed)16:23 No.12431985

    Was made by a drawfag for the no eyes thread.

    >commission pullint

    Dammit, captcha.
    >> Omegon 10/13/10(Wed)16:34 No.12432146
    This repeats several times - in fact, all the time.

    So, what IS going on and how? At this point i refer you to illustration. Crew A and Crew B live in somewhat clashing timelines. Future of one is past of another. Crew A is living from Incident to Crew B's arrival, and Crew B does the reverse.
    How does it works? With lots of handwavium. Essentially, in each Synchrodot (or each cycle of The Core), for both crews reality is constructed anew, as a mix of the respective pasts of their timelines. As a general rule, changes to The Ship that are results of any Crew's activity in previous day are saved.
    Of course, that itself gives birth to a host of problems. There are bound to be inconsistences that result in weird sh%t - and Janitors, that clean up excess things, that may lead to paradoxes. Like corpses of Crew A, that would just pile up, since same persons would die again and again, otherwise.

    To make this simpler, i refer you to diagram. There, in every Synchdot (arranged by Crew B's timeline) there is a short line, representing direction that their effects on the Ship will go. To Sum it up, as players go on, Crew A becomes aware of them (since their corpses start appearing everywhere) and becomes more dangerous, since they grow in numbers (people that died in many accidents, more on them later, are alive) and can prepare for Crew B.
    >> Omegon 10/13/10(Wed)16:44 No.12432277
    So, what IS going on?
    Essentially, Crew B invades Crew A's timeline from their future and erases it, replacing with their own. In their wake go the Janitors, who are a) fixing things a little, since they try to erase paradoxes b) can become hostile to Crews as well, adding elements into ensuing chaos.
    As things go on for the Crew B, pulses of The Core become more erratic and unstable, possibly culminating in the, you guessed it, Incident.

    So, there are, of course, some questions, that arise.
    What was original Crew A's timeline?
    Why have they been dying? Because it seems like some malicious force preyed on them, reducing their numbers in accidents, incidents, and the Incident itself. And that's even 'before' Crew B arrived and started killing them off again and again. And Janitors always prefer Crew A in their attempts to attack. Why can't any member of Crew A live until a Synchrodot (in the cycle shared with crew B) ever?
    Was there some crew on the Shi[ before Crew A? What caused the Incident? Are events transpiring natural - or staged by someone to, for example, erase the timeline of Crew A?
    What happens when Crew B reaches the Incident?

    and that's all i have about it.
    >> Omegon 10/13/10(Wed)16:56 No.12432396
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    Bump for more art
    >> Omegon 10/13/10(Wed)17:15 No.12432578
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    >> Omegon 10/13/10(Wed)17:22 No.12432655
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    >> Omegon 10/13/10(Wed)17:27 No.12432708
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    >> Anonymous 10/13/10(Wed)17:31 No.12432739
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    >> Anonymous 10/13/10(Wed)17:38 No.12432827
    I demand source, artist and everything.
    >> Anonymous 10/13/10(Wed)17:44 No.12432881
    >> Anonymous 10/13/10(Wed)17:44 No.12432886

    >> Omegon 10/13/10(Wed)17:49 No.12432931
    "We won't need eyes" thread
    Anonymous drawfag

    i do not remember the names of crew. But there are:
    * yandere AI, whose attitude is one of clungy jealous woman, who doesn't wants her' darlings' to leave her
    * The Staring Woman, who is looking from the other side of a glass, from vacuum... always lookng at you looking at her
    * The Kill team, time-space displaced high-tech team of asassins, who may be (or may be not) responsible for what happened with ship. They are out of synch with reality, have ghost-like qualities, can appear and disappear randomly, and can't be permanently killed unless the Core is stabilised and they become real again. They give off inhuman impressions from behind their black caparace armor and red glowing visors
    >> Anonymous 10/13/10(Wed)17:58 No.12433023
    Drawfag, if you read this, please, keep the good work and, if you can, keep drawing the story.
    >> Anonymous 10/13/10(Wed)18:00 No.12433042
    Ah well, he's like doomrider, he comes he goes
    He's made a few character sketches, but we haven't seen him round since the last thread we did on developing the concept
    I'll make sure to pass your compliment on though
    >> Omegon 10/13/10(Wed)18:05 No.12433085
    i am all out of pictures (
    bump for more pictures
    >> Anonymous 10/13/10(Wed)18:06 No.12433093
    Has anyone read Tales of Pirx the Pilot?

    Absolutely phenomenal book. It contained one horror story: Terminus. Does anyone know where to get electronic version?

    In short: A man is assigned to a deep-space exploration ship that has just been restored to working condition after a fire killed most of its old crew.
    He begins hearing taps in the air vents that resemble morse code. He investigated the source, and finds that taps are generated by a maintenance robot, which is sealing atomic reactor chamber with some putty. It appears that in the final moments of the old crew's life communication between ship parts has been broken and crew was exchanging dramatic messages of technical status of the ship, as well as status of crew members dying in fire. The robot has somehow recorded those morse messages and was not relaying them back.

    Read it! It's fucken great!
    >> Anonymous 10/13/10(Wed)18:10 No.12433134
    Missed the "We Won't Need Eyes" thread. Any link/archive?
    >> Anonymous 10/13/10(Wed)18:14 No.12433169
         File1287008042.jpg-(1.89 MB, 1483x2021, traveller - hppe.jpg)
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    Here's a few "Halloween" scenarios from traveller.
    >> Anonymous 10/13/10(Wed)18:15 No.12433181
         File1287008110.jpg-(1.63 MB, 1504x2047, traveller - deadly artifact.jpg)
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    >> Anonymous 10/13/10(Wed)18:20 No.12433242
    Hey, Alpharius!
    Or Omegon, or whatever your name is!
    You have a lot of good ideas, and you contributed a lot to the other Creepy Stuff in Space, AKA "WE DON'T NEED EYES" threads
    We never got you as part of the mailing group though- you want to join?
    >> Anonymous 10/13/10(Wed)18:22 No.12433252

    Thread 1: http://suptg.thisisnotatrueending.com/archive/12180900/

    Thread 2: http://suptg.thisisnotatrueending.com/archive/12189134/

    A couple of us including the drawfag are trying to expand the project further, possibly into a comic. We're still formulating ideas so any contribution is welcome.
    >> Anonymous 10/13/10(Wed)18:22 No.12433255
    Hey, if anybody wants to know more about the "Won't need eyes," Thread, I can post a rundown of it and links to the first two threads
    >> Anonymous 10/13/10(Wed)18:23 No.12433261
    >> Anonymous 10/13/10(Wed)18:24 No.12433267
         File1287008672.jpg-(2.72 MB, 2258x2018, traveller - fated voyage1.jpg)
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    Fated Voyage, pt1
    >> Omegon 10/13/10(Wed)18:26 No.12433288
         File1287008805.jpg-(359 KB, 744x918, 1281743762831.jpg)
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    Yes i do. How do i do that?
    >> Anonymous 10/13/10(Wed)18:27 No.12433295
         File1287008866.jpg-(2.1 MB, 2191x2019, traveller - fated voyage2.jpg)
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    Fated Voyage, pt2

    There's a zombie plague scenario I could track down too, anyone that?
    >> Anonymous 10/13/10(Wed)18:29 No.12433309

    >> Anonymous 10/13/10(Wed)18:30 No.12433324
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    Might like the "The Dark Between the Stars" sourcebook for Fading Suns.

    >> Anonymous 10/13/10(Wed)18:32 No.12433331
    l-look at-t you h-hacker
    >> Anonymous 10/13/10(Wed)18:32 No.12433341
    how's about you you send me an email confirming and I'll send you the rest?
    If you have a chat messenger, I'll set you up with the AIM Blast group too
    >> Anonymous 10/13/10(Wed)18:35 No.12433363
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    And "Into the Dark"
    My favorite is investigating a cult on some moon, then the tomb they were worshiping since the cult is all dead or gone. Then trying to leave the tomb alive.


    The Dark Between the Stars, the other book I posted, has a scenario where the players dock with a passenger liner in distress. It's being overrun by "things". The things get progressively worse as time goes on. They initially want to get the ship's engines back online.
    >> Anonymous 10/13/10(Wed)18:38 No.12433391

    appreciated anon!
    >> Anonymous 10/13/10(Wed)18:41 No.12433416
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    >> Omegon 10/13/10(Wed)18:42 No.12433424
    >how's about you you send me an email confirming and I'll send you the rest?

    sad thing is, i do not know how...
    >> Anonymous 10/13/10(Wed)18:44 No.12433443
    I didn't checked all contributions to see if it was already posted but you may be interested in this:

    Plenty of ideas of creepy things that may happen in space: http://suptg.thisisnotatrueending.com/archive/12180900/

    The story of a space horror game by the GM, with tons of links to sounds and stuff: http://suptg.thisisnotatrueending.com/archive/12130366/#12131404
    >> Anonymous 10/13/10(Wed)18:44 No.12433446
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    Really appreciated, this is golden!

    sadly, picrelated is my usual horror game.
    >> Anonymous 10/13/10(Wed)18:44 No.12433447
    I'm gonna take that derisive LOL as a yes.
    The basic premise is that, sometime in the future, an advanced ship with an experimetnal hyper drive malfunctioned, destroying the warp gate that connected a colonised system from the rest of the galaxy.
    Skip forward ten years, when an unwitting salvage crew happens upon the remains of the experimental ship.
    Things go to pot relatively quickly- first they start noticing odd shadows in the corners of the rooms. Hallways that were filled with rubble become miraculously clean and then go back to rubble in a blink. The AI onboard is helpful- almost earily eager to please- but keeps correcting the crew as being either LATE or EARLY for repairs.
    Then things REALLY start to go to pot- people are stalked by the shadowy red eyed figures, seemingly killed and then are found later whole and unharmed. Temporally unfixed events happen and repeat over and over again. The laws of time and space break down.
    You know, normal stuff like that.
    >> Anonymous 10/13/10(Wed)18:44 No.12433448
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    I fukken love Magnetic Rose.
    >> Anonymous 10/13/10(Wed)18:45 No.12433454
    Here, hon, I'll just send you an email with the rest of the group, and we'll see how it works out from there, okay?
    >> Anonymous 10/13/10(Wed)18:46 No.12433459
    Oh man, I'm reminded of this weird homebrew my DM ran once. He had a fuck-ton of time, so he spent a goddamn MONTH building a giant spaceship on our terrain table. Made it out of foam and cardboard, gave it a quick paint job, and was ready. An entire 4 x 8 table covered in four stacked "decks" on the ship.

    Each area was rigged up with lights, so that he could turn them on to indicate where we were. He had us play in the dark, so that we could barely see shit, and that just made it worse.

    He had us run through a little roleplaying scenario about a week beforehand, having us figure out what we were doing, and then pulled a few random "Future space" minis out for it. Basically, we were hunting through the ship to contain a biological threat, and had to gather keycards, deal with infestations, and find enough ammunition to survive.

    Basically, it was System Shock: The Board Game. The system itself was pretty basic, and emphasized player cooperation. I'll have to see if he still has pictures; this was a few years back, and I have no idea if we still have any. All else fails, I'll call him up and ask him to set up the table again; he's still got all the parts, and it was a thing of beauty. Plus, it's just gotten bigger with time; he added another deck, spruced up the paintjob, and added a bunch of ridiculous shit to it.
    >> Anonymous 10/13/10(Wed)18:47 No.12433477
    That sounds awesome, please do.
    >> Anonymous 10/13/10(Wed)18:49 No.12433488
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    SHOW US!
    >> Anonymous 10/13/10(Wed)18:49 No.12433494
    Damn dude. That is god tier GM'ing.
    >> Anonymous 10/13/10(Wed)18:51 No.12433506
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    OP here, thank you all for the contributions. I have so much material to work with now.
    >> Anonymous 10/13/10(Wed)19:09 No.12433639

    Great to hear news of this project, i was very interested in it but have unfortunately not much to contribute so i didn't step in.

    Is there any place where we can see your work ?
    >> Anonymous 10/13/10(Wed)19:11 No.12433659
    Nothing save for a email group and some character sheets and ideas for the background of the story.
    >> Anonymous 10/13/10(Wed)19:11 No.12433662
    I don't have the pictures on my computer (fucking hard drive crashes....), but I've e-mailed him. Hopefully, he'll get some pics. Unfortunately, I'm in a different time zone, so it might be a while before I get them.
    Dude's an architect for his day job. He says he got bored one day and sketched it out, then decided "Fuck it, I'm making the most god-tier terrain known to man".

    I can at least give some details for those wishing to do this kind of thing, because I remember his constant babbling on the construction notes. The hardest part is the weight distribution issues; you need to make sure that everything is roughly the same height, and has a solid base. The bottom is basically one big piece. You can make walls using pink foam, and reinforcing it in places with PVC or copper pipe, painting it to look like scenery.

    For those wondering on the layout: bottom floor was basically a fuckhuge reactor core and a couple of big cargo bays, because they needed to support a lot of weight. Apparently, it's a bitch getting scenery to stack that high AND be stable, so you need things to be pretty static on the ground floors.I think he used particle board for the bottom layer, just to give it a good base, and that pink insulation foam board for the higher levels, to reduce the amount of weight.

    If you're building that big, you also need to make sure that shit doesn't move around. What he did was build the sections so that certain walls lined up, and then punched holes where they did. The lower layer gets a few support rods placed in on even levels, and the thing fit together using them. The upper levels (especially the fourth) were a little unstable, but we were careful as fuck with them.
    >> Anonymous 10/13/10(Wed)19:11 No.12433664
    Also worth a thorough read, C'thulhu in space
    >> Anonymous 10/13/10(Wed)19:12 No.12433668

    For corridor lights, he used LCDs. One neat trick involved routing out some small channels in the floor stuff, putting in some transparent shit, and placing colored LCDs every few feet. I am still in awe of this thing and the fuckton of effort it took.

    I can post the system we used, if people want. It's not the same as god-tier table design, but it at least lets you play the game using less ambitious terrain.
    >> Anonymous 10/13/10(Wed)19:13 No.12433680
    So far, apart from the artwork already provided and some plotwise and atmospheric discussion,we haven't really gotten much that is presentable done.
    We were planning on kicking the ideas around a couple more times in /tg/ threads, and, once we consolidated them, set up a page on 1d4chan to act as base of operations until things really got running.
    Happy to post what new developments we have now though
    >> Anonymous 10/13/10(Wed)19:13 No.12433684


    Check these out OP
    >> Anonymous 10/13/10(Wed)19:16 No.12433699
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    Buildind in Lego is the win ! That shit is so awesome.
    >> Anonymous 10/13/10(Wed)19:16 No.12433709

    Both were already linked, but better link it two times than none.
    >> Anonymous 10/13/10(Wed)19:17 No.12433713
    I'm interested in the system too, yes.
    >> Anonymous 10/13/10(Wed)19:31 No.12433819
    Hey Quick question from the "We Won't need Eyes" group-
    We've been working on a bit of the background for the colonized system and have come up with a few support characters as welll- a government asshole who's main job seems to be to dick over the main characters, a few famous people, some relatives of the main characters, stuff like that
    How much information should we include to give some feel to the setting outside of just insanity on spaceships but doesn't come out as being an infodump
    >> Anonymous 10/13/10(Wed)19:36 No.12433879
    System is designed to emphasize the things players can do, and it's done using that whole "stat plus skill" system. Based heavily on System Shock 2's stat-and-skill system.

    The basic stats were Strength, Endurance, Agility, Computer, and React. Strength was basically "Inventory and melee damage". I don't have an item weight table (or items, really), but I'll try to get it. Endurance was hit points and damage resistance: each player starts with 30, and each point above 1 increases it by 5. Agility dictates movement and shooting. Basic move was 6", and each point added 1" to it. Computer was used for fixing things and hacking. React was used for anything requiring thinking and deciding who goes first in combat.

    Skills were Weapon (type), Hacking, Repair, Medical, Listen, and Modify. Weapon uses Agility, Hacking, Repair, and Modify use computer, and Medical and Listening use React (kinda counter-intuitive, but it was the best name he had).

    For checks, you add together the relevant skill and stat together, and then try to roll under it with a d10. Modifiers existed for lighting, range, tools, and all that jazz. If you rolled a 1, it was a fail, and you have to roll again. If it's above your skill+stat, Something Went Wrong. If you're hacking a door, the door bolts down. If you're shooting a gun, the gun drops an extra durability or loses ammunition.

    For combat, you roll and add React to your d10 to see who goes first. Higher is better here. You can also choose to take an action to aim, which ensures that your next shot will hit. When players just start out, this is really, really good.

    There's an experience system as well, but I can't remember it off-hand. I also need to remember how we made characters.
    >> Anonymous 10/13/10(Wed)19:38 No.12433900
    Er...replace the "Roll a 1" with "Roll a 10". Sorry 'bout that.
    >> Anonymous 10/13/10(Wed)19:55 No.12434034

    I'm not even a 3rd through and I'm creeped the fuck out.
    Also: I am seriously tempted to GM this and nothing has tempted me to GM these last couple of years.

    >> Death Jr. !!TDeI8lRYDVW 10/13/10(Wed)19:59 No.12434064
    ...Why do these creep me out so much?
    >> Anonymous 10/13/10(Wed)20:03 No.12434116
    I'll work on a full write-up of the rules, along with the experience system, if I can remember it. I know it's similar to System Shock (augmentation parts, spent at little kiosks around the station). It's quick, dirty, and works pretty well for corridor-pounding space action. The rolls needed are pretty minimal, and weapons are basically done using fixed damage values, with bonuses for degrees of success.
    >> Anonymous 10/13/10(Wed)20:11 No.12434201
    Do it.
    >> Anonymous 10/13/10(Wed)20:18 No.12434267
    Any luck with the pictures yet, or do we all wait in vain.

    >inb4 pics or it didn't happen.
    >> Anonymous 10/13/10(Wed)20:48 No.12434515
    Someone wanna run a halloween one shot campaign?
    >> Anonymous 10/13/10(Wed)20:49 No.12434520
    I loved the fuck out of this part in dead space
    >> Q 10/14/10(Thu)00:51 No.12437136
    Hey, if this thread 404s, could you possibly start a new thread with the write-up and with the pictures your buddy sends you whenever? I'd hate to miss this cause it sounds frigging awesome and I know it'd get archived on suptg immediately.

    Also bumping cause this thread is awesome.
    >> Anonymous 10/14/10(Thu)00:55 No.12437180
    Idea: In space, people CAN hear you scream.

    But they're not the kind of people you want to ask for help.

    >> Anonymous 10/14/10(Thu)01:35 No.12437555
    Hmmm, Wadda ya think, /tg/, this thread worthy of being archived?

    Lots of good ideas in here.
    >> Anonymous 10/14/10(Thu)01:40 No.12437586
    I don't know how, but sure, it gets my vote.
    >> Anonymous 10/14/10(Thu)06:30 No.12439688
    All right, people, System Shock guy here. No response from my GM, the builder of that ungodly set of starship terrain. I have, however, found the rules for the game system we used.

    All the rules previously mentioned stand. I also found the rules for character creation and experience.

    For character creation, each person starts with 1 in each stat. Players also receive two free weapon skills; one with 2 points, and one with 1 point.

    After that, they are given 8 points to distribute among their statistics and skills. They both cost the same thing, so no worries about increasing costs. Higher stats can be nicer at times, but you want a good mix of skills, and you can't have anything higher than 3 at first level.

    For those not paying attention earlier, the stats were Strength, Endurance, Agility, Computer, and React. They work as follows;

    Strength is inventory. Each player starts with six 'slots' for items. Each additional point in strength adds a slot. It also affects melee damage.
    >> Anonymous 10/14/10(Thu)06:39 No.12439731
    Endurance is how you figure hit points and damage resistance. Each players starts with 30 HP. Each point adds 5 HP to the total. Each point of Endurance also subtracts 2 from any damage they take.

    Agility is used for movement and shooting things. Basic movement (agility of 1) gives you 6", and each point beyond that gives you an additional 1". You can divide your movement with an action; some parts of this are really helped by popping around corners and shooting at things.

    Computer is used for technology. It could theoretically have a better name, but whatever. It's just the stat you add to your various technical skills.

    React is used for some oddball skills, and also determines initiative order. You roll the ubiquitous d10, and add your react. Highest goes first, descending order.

    There's a lot of skills, so I'll try and get through them quickly.

    Weapon skills are fairly easy. They're Weapon (Type), and you add them to your Agility to see if you hit. The weapon types are: Conventional, Energy, Heavy, Melee, Alien. Some weapons minimum skills to use, and others require two skills, but add both skills for using them.

    Hacking is a good skill. It's your ability to hack into objects. Hacking into a door opens it. Hacking into a security node disables all cameras, turrets, and automatic traps on that level for thirty rounds. It's very useful. You basically roll Hacking + Computer, and can be given bonuses based on the quality of the thing you hack.
    >> Anonymous 10/14/10(Thu)06:44 No.12439743
    >you're back
    >> Anonymous 10/14/10(Thu)06:48 No.12439750
    Repair is used to fix shit. You roll Repair + Computers, to see if you fix a broken object. It also repairs a weapon whose durability has dropped below a useful level (Durability will be explained later). Some items add to repair, and the best challenge a good GM can throw at the players is a broken door that needs to be repaired.

    Medical is used for using random supplies to heal wounds. You roll Medical + React to try to heal someone; if successful, they get 8 HP. You need supplies to do this, and it takes five rounds, so it's generally not too useful in combat. Medical + Computers can be used to fix automatic heal machines, although you may need to physically repair them first.

    Notice (accidentally called "Listen" above) is your skill for seeing things, like cameras, turrets, sound of approaching things behind doors. Roll React + Notice, plus any GM modifiers. If so, you get a warning that shit will go down.

    Modify is the next skill. You roll Computer + Modify on a weapon when you have a mod with it. If successful, you've modded your weapon and it now does more damage, has better durability, et. al. Failure means you screwed up, and your weapon loses a point of durability. It's also used to dick around with certain items; if you've disabled a turret by hacking a Security Node, you can roll Computer + Modify to make it friendly. As in, it likes your group, and doesn't like random monsters.

    Experience is given in "Points" throughout the game. You are given points by the GM as an award for doing various things, like solving a puzzle, finding an object, or killing an especially nasty threat to the ship. Games can go on for a long time if the GM knows what he's doing, and while you don't need a ridiculous set of terrain like my GM made, it can be good.
    >> Anonymous 10/14/10(Thu)06:55 No.12439771
    Now, for some more delicious crunch. That was basically a review of things. We can get into better systems.

    Killing things is, like many other games, a really important objective. So, there are a few weapons that help you out at this. Non-melee weapons have a Durability score. If it's pristine (we're talking in a case, here), the durability is 10. It goes down from there, and at Durability 1, a weapon is jammed and doesn't fire. You increase durability by making Repair + Computers rolls. You need parts to do this, however; trying to do it with no parts is just your basic skill roll. If you've got another broken weapon of the same type, it adds +2 to your skill. A maintenance tool also adds +2. Failure doesn't do anything, except possibly waste parts. If you accidentally roll a 10, roll again. If your roll is higher than your skill (modified, of course), you lose the part. Otherwise, it's just a regular failure. Success raises it by 2.

    Weapon durability goes down in three ways. The first is, of course, shooting. Each full clip of ammunition shot out of a gun lowers the durability by 1. The next way is improper use of weapon. This includes hitting someone with it and all that sort of stuff. It also lowers it by one. Finally, there are outside factors, such as wading through corrosive water, certain enemy attacks, and just general bullshit happening (Ceiling falls on player's gun, rogue nano-swarm, et. al.).

    Now, for the really fun part: listing weapons.
    >> Anonymous 10/14/10(Thu)06:59 No.12439784
    I wanted to hear how points were spent, there seemed to be something interesting about that earlier.
    >> Anonymous 10/14/10(Thu)07:07 No.12439811
    First is, of course, the ubiquitous WRENCH. This bastard uses Melee Weapons + Agility to hit, and does Strength x 5 damage upon hitting. It never runs out of ammo, doesn't go down in durability, and can generally be your best friend in the whole world.

    Next is the Service Pistol. It's got a range of 12", uses Conventional Weapons + Agility, does 10 damage base, and has a clip size of 24. You can also set it to 3 round burst; it does 25 damage a shot, but uses three shots every time.

    Now, there's the Shotgun. Shotguns are also range 12", do base 10 damage, have a clip size of 12, and uses Conventional + Agility. If the target is at 6" or closer, however, the damage jumps to 15.

    The Pulse Rifle is the next scary gun. It's got a range of 18", does 15 damage base, uses Conventional + Agility, and has a clip size of 8. You can also set it to "Full Auto" mode, which empties the clip, does 2 points of durability damage to the weapon, and does 120 damage, all in one round.

    Next up is the Sword. It's like the wrench, only it does Strength X 10 damage.

    The first Heavy Weapon is, of course, a grenade launcher. Use Heavy Weapons + Agility for the attack. Grenades have different effects depending on the type, which is explained later. If a player misses, roll a d10. If it's odd, it landed (Number rolled - Number needed) inches in front. If even, it lands that many inches behind the target.
    >> Anonymous 10/14/10(Thu)07:17 No.12439846
    Ah, forgot that. You spend points at "Enhancement Kiosks" that the GM spreads around the level. There are four types: Stat Kiosk, Technical Kiosk, Weapon Kiosk, and Skill Kiosk. GMs are encouraged to place them evenly, although it can be interesting to have them be placed separately, so that players need to really hunt down their increasing experience.

    Now, for grenades!

    Flash Grenades don't do damage. They simply emit a big pulse of light. Everyone but the guy who used it has to re-roll React, and take whichever result is lower.

    Explosive Grenades....well, they explode. Everything 2" from where the grenade goes off takes 30 damage.

    Proximity Grenades are like explosive grenades, except they adhere to a surface and arm themselves after three rounds. When anything is in the blast radius, they go off. Do note, this includes friendlies!

    EM Grenades shoot out a pulse. They disable robots, cameras, and energy weapons 2" from where they get set off. The energy weapons part is how we died one game; our Heavy Weapons guy panicked and shot at a large SecurityBot, really flubbed the roll, and placed it right in the middle of the group. Our best shooter was using an Energy Weapon. It no longer worked.
    >> Anonymous 10/14/10(Thu)07:20 No.12439861
    I know you want to rip off System Shock 2's system, and that's cool.

    What you gotta remember is that in it, skills form a pretty hard core limit of what you can do. Like to use an Assault Rifle or whatever, you need MAXIMUM in the conventional weapons skill (Whatever it was called). And it was a really badass weapon.
    >> Anonymous 10/14/10(Thu)07:22 No.12439865
    >>Ah, forgot that. You spend points at "Enhancement Kiosks" that the GM spreads around the level. There are four types: Stat Kiosk, Technical Kiosk, Weapon Kiosk, and Skill Kiosk. GMs are encouraged to place them evenly, although it can be interesting to have them be placed separately, so that players need to really hunt down their increasing experience.

    Yeah, detail this more when you're done with the current stuff, please.
    >> Anonymous 10/14/10(Thu)07:25 No.12439885
    Next up, we have the Energy Pistol. It's exactly like the regular pistol, except is doesn't use bullets. Rather, it uses lasers. Damage is the same, as is the burst ability and range, but you reload from portable battery packs. Players can also recharge them at handy Recharging Stations. These have the advantage that all you need to worry about is durability, but they lack a few of the extras a regular pistol has. Uses Energy Weapons + Agility.

    The Energy Rifle is a bigger, scarier version of the pistol. It's got 10 shots, an 18" range, and does 20 damage a shot. It uses Energy Weapons + Agility. It also has a secondary mode; Overcharge. It uses 2 shots at once, but it now does 30 damage, and acts like an EM grenade if it hits a Robot. This also does 1 durability damage to the weapon, because it's a pulse designed to fuck up electronics.

    Then, there's the Shock Prod. It uses Melee + Energy + Agility, and does 15 damage a hit. It's got 6 charges, and never goes down in durability.

    Finally on the Energy Weapon side, there's the Laser Sword. Strength X 20 damage, uses Agility + Melee + Energy. It has 10 charges and loses 2 durability every time you drain it. It's a bitch to maintain, but goddamn awesome when you use it, if you've got the stats for it.
    >> Anonymous 10/14/10(Thu)07:29 No.12439897
    Come on now, don't copy a system wholesale and then lose the whole point of the system in translation.
    >> Anonymous 10/14/10(Thu)07:34 No.12439920
    That's part of the system, actually. I didn't write this, and if the layout is a bit screwy, it's because I'm basically editing this from a bunch of old e-mails when we were making this. It's not really meant to be balanced, but rather to be a quick, dirty system. Any suggestions are welcome; it's fun in the current, rather glitchy incarnation, but I'm sure the fine minds of /tg/ can help make it even better.

    There are a few more weapons to list, but I'm gonna keep moving with a few more points in the system.

    The advantage in conventional weapons is, of course, their ammunition load. While energy weapons get flat recharges and you can hold out for a long, long time near a charging station, they also have less varied effects.

    Conventional Weapons (Pistol, shotgun, pulse rifle) all have three types of ammunition; Regular, Anti-Personnel, and Armor Piercing. Regular is the damage you see. Anti-Personnel does an additional 10 points of damage (per shot) to soft targets and 10 less damage (minimum 1) to armored targets. Armor piercing is 5 extra to armored targets AND ignores their Armor for purposes of damage-dealing, and 5 less on soft targets (but the armor ignoring is the same).

    Since this brings up armor, I may as well go through it. Armor is basically treated as extra Endurance. It's not used to calculate your HP, but it is used in the damage reduction calculation. For a creature's stat block, it would look like 2(6) if it had four points of armor. Generally, robots have a shit-ton of armor, and are hard as shit to kill.

    I need to go to class, but feel free to discuss tweaks, problems, and other things with the system as you've seen it so far.
    >> Anonymous 10/14/10(Thu)07:35 No.12439924
    Man, fuck alien. Space horror should be about the unimaginable VASTNESS of space.
    >> Anonymous 10/14/10(Thu)08:01 No.12440010
    You better come back! I want to hear more about those XP Kiosks!
    >> Anonymous 10/14/10(Thu)08:02 No.12440014
    Play System Shock 2. You know, the game with Shodan? 100% of what has been mentioned is from SS2.
    >> Anonymous 10/14/10(Thu)08:44 No.12440158
    It's still good to see someone was enough of a nerd to convert the thing to pen and paper.
    >> Anonymous 10/14/10(Thu)08:51 No.12440188
    Yeah, fluff-wise, and with what the skills are/what they do. It looks like that's what the guy was trying to do, and it might be a fun system for a game of corridor roaming madness.

    Game System Guy: how long does this usually take? Can you clarify what is bought at which Kiosks? Is inventory just based on slots, or is there a way to implement weight? How many people is this best with?

    Shit, I can already see one area for improvement; rename Computer to something more general, like Technical. Seeing as that's what it seems to be, no need to conform to some sort of terminology. The Endurance damage reduction doesn't seem like it does a lot, either. Maybe there's a better way of doing things? I mean, you basically tacked on another random rule.

    Is there a research mechanic, like System Shock, or did you leave that out?
    >> Anonymous 10/14/10(Thu)11:00 No.12440896
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    This thread still lives?
    >> Anonymous 10/14/10(Thu)11:01 No.12440907

    >> Anonymous 10/14/10(Thu)11:06 No.12440943
    >horror sci-fi music
    >no silent hill
    oh tg

    silent hill 3 is pretty awsome for specific situations
    silent hill 2 is good for background loops

    also alienĀ³ and the air is on fire by david lynch
    >> Anonymous 10/14/10(Thu)16:38 No.12443514
    if its alright i may copy this and post something here in a couple days that takes a more generic approach to this. thanks though for showing how some ideas could work

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