[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


Chromatic Space Babe (CSB) thread, part two.

>I don't know what that is
Watch any space opera/science fantasy thing and then come back.

Last thread's proposals:
>RPG where the players are captains of spaceships flying around and collecting CSB bridge crews
>CCG of the same concept
>Some kind of CSB e-fed, manager focused
>Miniature wargame about CSB ground combat squads
>>
File: rules.pdf (45 KB, PDF)
45 KB
45 KB PDF
Anyway, I rushed out some content for the last one. It's horribly organized and there are a couple of "eh I'll do it later"s in there. I think it has some good ideas though.
>>
>>41547651
This is the wargame version, huh.

I'm kinda interested in working on the RPG where all the PCs are CSBs.
>>
>>41547736
Oh, yeah, that got proposed too. It doesn't have a super obvious gimmick aside from BBB In Space, so I kind of forgot about it.
>>
File: image.jpg (404 KB, 1920x1200)
404 KB
404 KB JPG
>>41547639

>RPG where the players are captains of spaceships flying around and collecting CSB bridge crews

fuck yes.

I remember last thread it was proposed that each race be a generic template to slot into roles, and your Bridge Officers get an extra pack of distributable points to make them better and more personalized.

The idea was that your officers' scores would influence overall effectiveness of their department, and their subordinates would contribute their abilities to the overall ship.

For instance, each could naturally have a perk for each department, which stacks with others of their kind- Purples could take no damage in Core Breaches, while Greys could add an extra point of effectiveness to repairs. The "leadership bonus" could be race dependant as well, or even point -bought perks.

And as for away missions, we could have each player's captain and 1 or 2 of their officers land; so 3 captains could be a party of 6, with the CSBs providing complimentary abilities to the team.

>alright Captains Biff and Zap. We're heading down to this planet on a political mission. Biff, bring the Onyx Princess; we could use her expertise. Zap, your Red Security Officer should provide plenty of physical backup. My Blue Science Officer can scan for any hostilities in the area.

Captains would primarily be focused on punching/shooting/doing this: http://youtu.be/LSHCNTELFI8
>>
>>41548257
I think the important thing here is to have ships with a Millennium Falcon type crew requirement, regardless of what the specific jobs are (MF has, at most, a pilot, a secondary bonus pilot, and two turret operators). It's best to have 2-4 CSBs with names and characteristics, as opposed to tons that barely do anything. I'm sure that as a GM herding around 5+ CSBs per player would be a fucking nightmare.

Also, I knew what that video was before I clicked it and I clicked it anyway.
>>
Just a general thought regarding the Bridge Crew RPG before I go to work.

Spaceships probably need a stat for guns, shields, engines, sensors, and reactor/power/whatever. You could get really fiddly and make each stat be constructed out of several bits of equipment with their own features (Spaceship A has Guns 3, made out of the laser cannon with Guns 1 and the Antimatter Torpedos with Guns 2) and get fiddly with those (Spaceship B is out of range of the laser cannon, so Spaceship A can only shoot at it with Guns 2 Antimatter Torpedos), but still roll with the main stat in most situations ("Shoot everything!"). This sounds kind of like a situation where you'd want the central mechanic to be roll a d6 for each stat point and keep results higher than flat number or difficulty.

Captains should probably have D&D skills for charm, fight, shoot, reason, science, and medicine (medicine being essentially science, but for biological things, while science covers machines and inorganic natural stuff). You might plausibly be able to use the same central mechanic to resolve this stuff.

CSBs can probably do all of the things Captains can do, though it might be a good idea to give them less detailed stat blocks. They should also have stats for their ability to do various bridge jobs.
>>
>>41548257
>>41548435
>>41549135

I like it
>>
>>41547736
I'd actually prefer that to the wargame version, didn't have a chance to say anything as I missed most of the last thread, what sorta ideas were you thinking?
>>
>>41548257

Doesn't Dungeons the Dragoning do exactly this with the ship classes?
>>
>>41550273

>Dungeons the Dragoning

what's that? Never heard of it.
>>
Anybody done a writeup of the types of CSB's?

We could use >>41549135 guys stats, and special Perks/Abilities for the CSB's special powers.
>>
Dont die
>>
>>41547736

Whats the fun in that? Half the fun is collecting a spectrum if CSB's

taste the rainbow
>>
>>41549135
I dig it
>>
File: image.jpg (93 KB, 586x1090)
93 KB
93 KB JPG
>>41547651
Great job, man. But I agree with >>41547736, let's formalize and hash the CSB RPG out
>>
>>41549135
Could we go further, and assign ship classes/types? Stealth fighters, ungainly warships, diplomatic vessels, research vessels? That way the ships themselves could have a character, and different game scenarios could see you commanding different types of ship
>>
>>41557331

You could just have different builds- maybe a couple preexisting templates for ease of use.

You wanna have a little bit of customization, but not Mekton levels.
>>
File: vlcsnap-Harlock.png (469 KB, 720x540)
469 KB
469 KB PNG
>>41548257
So let me get this staright, in this game there is a chance where I can play as a Rogue trader/Space explorer, rescuing or hiring a crew composed entirely by CSB like pic related?
Shit man, I went from scoffing straight to fucking ready.
>>
>>41557473
That's kind of what I meant, the different ships would be templates that the player could then modify a little bit
>>
>>41557538

Yes.

>>41557563
Ah, okay. I get you. Yeah, that's a good idea. It'd at least get people a baseline for their playstyle.
>>
>>41557331
>>41557473
How about the ship's modifications be based on your crew?
>militant crew? better offense
>diplomatic crew? better defense
>explorer/merchant crew? better speed/movility
>>
I think this game could use some reference material.
>>
File: image.jpg (221 KB, 600x858)
221 KB
221 KB JPG
>>41557853
>>41557853
I think that's already been implied in some posts. So Reds in offensive ship slots will add bonuses, for example.

...And can we settle on some species names? It's getting a bit Pikmin up in this thread. Onyx is good for the Blacks, pretty classy
>>
>>41557975
Well, what colors are available?
Also:
Blue, Celestines
Red, Aresians
Green... I got nothing.
>>
From the previous thread:

Blues are physically weak and prone to depression.

Greens are almost incapable of deception and take everything literally.

Grey are incapable of enjoyment.

Reds are extremely aggressive and confrontational.

Purples are ditzy. Not stupid as such. But no real sense of danger.

Black - proud/conniving

Purple = endurance
Green = strength
Blue = psionics
red = fast
grey = no feels
black = power/influence

I also wrote up some spaceship mechanics but they're pretty minimal. I'll post them in a little bit.
>>
Ok, so spaceship fights, since that's the thing people care about.

Step 1: Maneuver phase. Player checks the engine stat and divides it up into points that are being used to put enemy X in the sights of the guns, and points that are being used to dodge enemy Y. There can be multiple instances of each. Roll a d6 for each point, DM determines target number. One success means the thing happens.

Step 2: Shoot phase. Player checks the gun stat and fires the guns at available stuff. Roll a d6 for each point of guns, DM determines target number. At the same time, enemy ships that can actually aim at the player can choose to do so. Player checks shield stat and rolls that many d6s, successes cancel enemy attacks, failure reduces shield stat, any leftover hits reduce player spaceship stats randomly.

Gives the general idea of how things should work should the GM want to do a non-combat thing like using sensors to scan some object.

I think some people are going about this wrong with templates and stuff for spaceships. Its easier to just go "Guns 3, sensors 2, shields 2, engines 2, reactor 3, special gimmick item 1." If we want to go insane, we can divide "reactor 3" into several mini-items with their own special rules.
>>
>>41558666

I like your spaceship mechanics, Satan.

However, I am in this for the Away Missions and CSB pokemonning
>>
>>41558785
I listed captain skills earlier (though I think fighting should probably be replaced with miscellaneous athletics), and there's no reason they can't be handled with the same roll d6 for each point, count successes higher than DM set target number mechanic.

I'm not really sure how CSBs should work, like, at all. For spaceships they might just be stat boosts (guns 3 plus appropriate csb becomes guns 4, don't think about it too hard), outside spaceships I don't know.
>>
>>41558843

Yeah I think we're onto something.

Outside spaceships they're just characters with powers, like >>41548257 said.

On-ship, you can appoint each officer to a "chair," and assign unnamed CSBs under them, to build up your ship stats.

Give each race functions for the different departments, and give Bridge Officers stats and a special bonus.
>>
File: image.jpg (109 KB, 736x925)
109 KB
109 KB JPG
This is shaping up nicely, but like another Anon said, we need race names. I think playing on colour names is fine, in keeping with the cheesy vibe, so:
>Purple = endurance (pic related?)
Orbergin
>Green = strength
Verdania
>Blue = psionics
Azuria
>red = fast
M'Rhun
>grey = no feels
Metalon
>black = power/influence
Onyx
>>
>>41559615
Those seem more like planet names, but I like them.

>Purple = Orbergin = Orbergins
>Green = Verdania = Verdanians
>Blue = Azuria = Azurians
>red = M'Rhun = M'Rhunians
>grey = Metalon = Metalions
>black = no homeworld = Onyx
>>
>>41559615

Thats a pinkskin
>>
File: Kharak burns.jpg (138 KB, 1280x960)
138 KB
138 KB JPG
>>41559706
>no homeworld
>>
>>41558282
>>41559615

We could still add a few more CSBs, for variety.
I've got two ideas:

>Orange

Let's call the Citronians for added punniness.

Infallibly loyal, insanely strong willpower
(maybe even to the point of being able to just decide not to die in battle even if her heart just got vaporized)

Downside: Too loyal, won't question orders even if she should. Or unable to properly estimate danger.

>Pink

No homeplanet, but maybe they'd live on an asteroid belt, thus Sweetbelters.

Always helpful, cheerful and kindly, good with medical supplies. Maybe exudes a mild healing aura.

as a downside, does not handle well under stress or panic, has trouble with seeing anything visceral. Overly naive?
>>
>>41559615
From what I understood in the last thread it was

>Blue
Physically weak and prone to depression. Can lift heavy object with their mind, see what you are thinking and other forms of psychic fuckery. Keep away from sharp objects and rope. Give hugs.

>Green
Strong, good at healing from injuries and fearless. They also love war and consider a good war to be like sport. Also incapable of deception and take everything said literally. They love routine and order.

>Red
Ruled by their passions. Extremely fast. Extremely fractious. They despise routine and order.

>Grey
They are either completely emotionless or very nearly. No ambition, not joys in life. Very, very intelligent. Also the only people who understand the insane workings of FTL technology.

>Purple
Almost impossible to damage. Due to never having to develop a sense of personal danger they also tend to be ditzy. Not actually stupid as such just hard to focus.

>Onyx
Back-stabbing, scheming and extremely ambitious. Also excellent organizers. Gravitate to positions of leadership. Unsociable towards their own kind. Mercenary in nature.
>>
>>41561062
Your Orange sounds like the Greens and your pinks seem to be a cross between Blue and Purple.
>>
>>41560716
>Agnus Dei intensifies.gif
>>
>>41561217

I tried to make Oranges seem more like not!Son Goku with enough willpower to keep working even without vital organs, and their flaw isn't literality or lack of deception, more just blind trust. "Of course i'm going to check up on that bioreactor what's going critical! Captain's orders, after all!" They decide not to disobey.

Pinks are always cheerful, a far cry from Blues depression, not to mention they cannot into telekinesis. That and it's not so much not seeing the wound as it is having a hyperactive fight/flight/freeze response with a predilection towards freezing in terror at the slightest sight of exposed innards.
>>
>>41561372
Pinks sound unique enough to me, some good comedy fuel could come from unfettered chirpiness even in life-or-death situations.

>White
I guess the Pallys of the CSB world? Follow a strict code of honour, and would rather die than go against it. On the plus side, if they're fighting for a cause they believe in, they'll fuck some shit UP.
>>
>>41561570
It sounds like the Whites would be an aberration of the Greens.

Perhaps a rare mutation that one in a hundred thousand are born with and considered a good omen.

Natural born Paladins.
>>
>>41562015
I like that. What would mutants of the other races be like, I wonder? Metallions with feels, but unable to control them properly do they're overemotional?
>>
>>41562278

Not to raise my own flag, but...

Pinks/Sweetbelters who naturally take a morbid glee in patching up their victims, basically Franken Fran: The CSB.

M'Rhunians with overdeveloped speed chemical glands, makes them jittery like caffeine addicts?

Onyx with a more helpful, good-guy disposition but too much trust in her fellow Onyxes?
>>
>>41558666

I like this. it takes a clue from Faster Than Light, which to my mind is a good thing.
>>
>>41562278
The Whites are the mutants of the Greens. Usually referred to as The Pale. Just as strong as Greens but slightly harder and faster. Also possessed of a Full Paladin mentality. Usually much respected almost as a warrior-priest caste but also usually short lived, dying for good causes is what they are best known for.

Red mutations look just like Reds but tend to twitch a lot. Also are usually varying degrees of batshit crazy. They have transcended fast. They have naturally broken the FTL barrier. They can teleport to anywhere they can see. They are known as Blinkers.

For a brief moment the Blinker is neither here nor there. Just for a moment. Where are they? Nobody knows. They are there so briefly that they only pick up images of it subliminally. Best not to ask them about it. Keep away from Blues at all costs.

Onyx sometimes produce the Geometrics. Or possibly it should be Geometric as its possible there is only one of it. Its not a hive-mind as that implies that its many minds working together. It only has one mind, just more than one body. It sees through eyes on multiple worlds simultaneously. Used by the Onyx for instant communication. Recognizable by the geometric pink shapes on their skin.

Greys are the worst. They produce what are increasingly referred to as vampires. They are, if anything, smarter than even regular Greys but compelled to kill and drink blood. Attempts to sate with donated blood have not worked. They need to kill. Greys usually try to execute them upon discovery.

Blue mutants, Clocksmiths. All blue except for the black on black eyes, bottomless pit eyes. Quite rare. Less than 1 in 10,000,000. Varying degrees of manipulating time.

Run out of ideas for purple. Plz halp.
>>
>>41562917
>Orbiginians
Whereas the wiring of these peoples' nervous system allows them to choose to ignore pain, a freak mutation in brain chemistry can cause some to become addicted to it. Those in the military are used as berserkers, and quite often need serious medical attention when they're done. Those not trained in warfare gravitate toward operating in extreme conditions that others refuse to touch. Still others have carved out a niche as willing, and extremely talented, S&M workers, exclusively on the 'M' side
>>
>>41562390
It's more like they both steal from Star Trek in the same way.
>>
In the previous thread we had Silver robots.

Has this, should this, be dropped?
>>
>>41558954
I think having them be limited to their racial default abilities outside of the spaceship isn't good enough, though, since if we're playing as Kirk, it's kind of important to be able to say "go do some medicine on that blob, McCoy."

>>41563757
I suspect they've been merged with the grey ones.
>>
>>41563101
>>
>>41564404

maybe the lack of robots is because of a robot uprising some time in the not too distant past.

The Silvers trying to exterminate or domesticate the other peoples.

Also what sort of random encounters and plot hooks could exist in this universe?
>>
>>41565884
Random encounters:
>derelict (ghosts)
>derelict (trap)
>derelict (crew killed by disease)
>derelict (crew killed by spaceship AI)
>derelict (no actual follow up, crew just abandoned the ship due to the life support system failing or something)
>anomaly (time travel)
>anomaly (wormhole)
>anomaly (dumb alternate universe)
>>
I'm fiddling about with a skill system where you roll a d6 for every point you have in a skill, the target number is set by the DM by difficulty, and certain numbers of successes guarantee certain results (for example, one success in athletics might allow you to survive a round of fighting without getting hurt, while five successes might guarantee a KO on something).

I'm not sure if this is a good idea or if we should just go full on lasers and feelings for this thing.
>>
>>41566633
Your idea sounds good.

The DM can always use their discretion if shit gets too stupid.
>>
>>41566859
It sounds good but it's really complicated and requires a ton of work from whoever writes the pdf. Like, listing set difficulties for every single possible takes forever and leads to anal spelunkers.
>>
>>41566032
More random encounters, from a different person:

>Derelict (crew killed by an attack, attackers still on-board)
>Almost-derelict (crew suffering from starvation and nearly dead)
>Derelict (crew killed by attack, attackers no longer on board but most of the valuables on board gone)
>>
>>41567299
>the entire universe contains more derelict spaceships than empty space by volume
>>
>>41567299
>>41566032
So...
Is it a case of rolling die and checking against tables to create scenarios
>Table 1
Location
>Table 2
Enemies/Dangers
>Table 3
Tone, maybe?

So maybe you could roll an exploration quest in an abandoned space station, but hostiles have got there before you. Or a diplomatic mission on a water planet where your CSBs reveal they never got round to learning to swim. Or...
>>
File: 1437205917069.jpg (389 KB, 1600x2170)
389 KB
389 KB JPG
>>
>>41567444
I smell a plot hook
>>
File: 1437175122327.jpg (258 KB, 750x673)
258 KB
258 KB JPG
>>
>>41567484
>Verdanian sniper
Not sure it'd be their speed. Super cute though
>>
>>41567484
This is perfect, I love seeing little add ones like ears, tails, finger nunber, unique eyes, some other touches just slightly more than skin tones
>>
>>41567457
It's a fun idea but there's sort of a work vs reward thing going on with it. Should probably figure out, like, how to resolve basic actions first.
>>
About 400 years ago the Greens united under a quorum of The Pale and set about overthrowing the waring, quarrelsome and supremely unjust regimes of the Onyx and Red.

It was the first time more than 70% of the known universe was united under a single banner. Or under a single boot as detractors of the new order liked to claim.

As the last remnants of the old order faded away it became apparent that the New Empire was too big, inefficient and cumbersome to exist indefinitely.

Rather than suffer centuries of warfare as the Empire collapsed the Greens and the Pale diligently disassembled their empire.

Its why you find Green everywhere but seldom as global rulers.
>>
>>41566889

Relative difficulty table

>easy
>tough
>difficult
>heroic
>superheroic

Then just roll vs. difficulty with skill+roll
>>
>>41569343
Then there's no reason to have the difficulty number.

I was actually leaning towards basically what you said after making the post you're responding too, except it was going to be more along the lines of:
>1 success: you tread water and open up the opportunity for future success
>2 successes: you make big strides towards solving the problem, with some notable setbacks
>3 successes: you solve the shit out of the problem
>>
>>41567519

verdanians have a warrior tradition
>>
File: 1430494077227.jpg (33 KB, 425x566)
33 KB
33 KB JPG
Are we going down the Asari road with these Chromatic Space Babes or are there distinctively coloured men out there as well?

I personally would steer away from making them Asari-like.

I have no retro artwork appropriate for this thread. Just imagine she was green.
>>
>>41569743
I was thinking more of the fact she's using a sniper rifle. Wouldn't a laser gatling fit her better?
>>
File: image.jpg (100 KB, 594x750)
100 KB
100 KB JPG
>>41570710

Perhaps, but their race could not deny the tactical benefits of sniping.

>>41570586
As with all CSB's in fiction, they are matriarchal societies with an invisible and ugly or degenerated male population.
>>
So, where do human women stand in this universe? Are they mysteriously gone? Doing the do with Chromatic Space Bros? Or are the PCs a special case where there's just a small number of them?
>>
>>41571065

Human women are seen by space captains as homely and plain. On Earth they're still normal, but Captains aren't happy unless they've got a bag of skittles on board
>>
zap
>>
No die
>>
Bump
>>
>>41571191
But what's preventing human men from flocking to the CSBs? Are the PCs special in some way? Like, maybe they're abducted from Earth and introduced to this galactic society, while Earth remains as it is now?
>>
>>41577780

Lack of spaceships, though abductions are a good idea too
>>
>>41578030
Like, maybe going with what >>41570964
suggested, CSBs occasionally go to Earth and abduct a human husbando, because they find them more aesthetically appealing than their own males.

Maybe it's even outlawed by most galactic powers, in order to ensure the reproduction of their own species. Perhaps that law gave rise to a male human slave market. The law makes it difficult to apprehend male humans, but because of that, they're also sell for crazy-high prices in the galactic underworld.
>>
>>41578262
*they're also sold for
>>
>>41578262
>>41578280

Hell, continuing that, consider this as a scenario.

>KIDNAPPED FROM EARTH! A noble man is removed from his home, seized by a crew of mysterious women from the far reaches of space. Sold to the cruel Empress Y'ma and forced to obey her every word, from carrying out her acts of evil, killing her rivals, and acting as her personal source of entertainment.

>Exhausted and regretful of what he's done, all seems lost, until the day a team of brave women from the Space Police Corps storm into Empress Y'ma's place of residence and liberating the man, forced to take the name of Zhaff, and taken to their interstellar headquarters.

>Learning that Zhaff's closeness to the evil Empress granted him integral knowledge of her empire, the galactic policewomen designate him a special agent in their war against Y'ma, allowing him to take his revenge against his former captor.

>Being granted a ship and the authority to do what he needs to save the galaxy, Zhaff sets out to begin his war against Empress Y'ma, encountering a number of colorful characters in his journey, from the dastardly Master Zorr, legendary slaver of the Chromatic Space Babes, and the mighty assassins of Empress Y'ma!

>But is Zhaff truly free of Y'ma's influence? Or does some part of him miss her control?

>Does he even want to save the galaxy from her campaign?!

>YOU DECIDE!
>>
File: image.jpg (29 KB, 236x300)
29 KB
29 KB JPG
>>41578723
100% pure Stilton, love it.
>>
>>41570964
>>41571065
You see? This is why I was hoping there were colourful and equally good looking male counterparts to the CSBs. It gives women a reason to leave Earth.

Also humans, or Earthers as they are increasingly known as, are the exotic but weirdly alluring people. Perhaps after more than a thousand years of interaction everyone was craving something new.

Or maybe it's because Earth is the location of the most prized resource in the galaxy. Chocolate.
>>
>>41578789
Thanks, anon.

>>41579041
Hey, I'm all for Chromatic Space Bros for the ladies (or men playing for the other team), I'm the one that asked about them above. I just wrote the anecdote to work with what we have.

But we have to kinda consider why, since men and women alike find Chromatic Space Babes/Bros to be very attractive, and vice-versa, they might choose their own to continue the species?

I think we should stick with the occasional abduction idea, with it being within the realm of modern-ish Earth.
>>
>>41579229
>>41579041

Just have the setting work one way for dudes, and gender swap it for girls.
>>
>>41579268
I like that idea.
>>
>>41579041
>>41579229
I kind of want to play as like a robot or plant monster or something in this imaginary game rather than generic Kirk guy.

Also I did some more detailed spaceship fights and I came to some conclusions. Here are the basics. Player spaceships have six(ish) stats: shields, engines, guns, sensors, reactor/battery, and gimmick. The first four are self explanatory, reactor/battery is two stats, the first being power generated per turn, the second being power that can be stored at once. Gimmick is an all purpose slot for things like cloaking devices or superweapons. The six stats are labelled with numbers 1-6 for reasons that will matter later.

NPC spaceships have the same stats, but work almost nothing like PC spaceships for reasons.

The basic mechanic is the player spends one power from the battery to use a point of a stat (the limit being battery power and stat points, so you can't fire four shots from the guns if there are only three guns) to roll a d6 and try to get equal or over the relevant enemy stat.

First, the player can use engines (vs the enemy engines) to move out of the enemy firing arc, and/or move the enemy into their firing arc. Only one success is required for each, but the player can throw as many dice at each as they like if they have the resources. Side note: dodging/setting up shots cost power for the NPC ship too, but they just succeed automatically when the player fails a roll. They can opt to not spend the power.

Second, the player can use guns to shoot the enemy -- same basic mechanic, but opposed by the enemy shields. NPC shields also have a secondary stat that is essentially health of the current shields (as opposed to the health of the shield generator component). Any shot that breaks through a point of shield health can roll again until it fails or hits the spaceship. Hits vs the spaceship are randomized by the stat label numbers, and reduce stats.
>>
>>41579639
The player defends against shots by rolling their shields opposed by the enemy's gun stat. Same rules on shot penetration and damage apply.

>what happens when two PC spaceships or NPC spaceships fight
I don't fucking know.

>what do sensors do
Sensor stuff. Ships don't ONLY fight.
>>
>>41579650
Oh, yeah, the big one I forgot
>how does difficulty setting/making sure the fight isn't boring work
Really no idea whatsoever yet.

Oh, forgot to mention, thought that separate rules for fighter swarms might be necessary. They have an engines stat (usually good), a guns stat (usually bad), and a shields stat (usually bad). The gun stat also has a multiplier indicating how many fighters there are. When the swarm gets hit, it loses gun multiplier automatically rather than rolling to see which base stat goes down. These things can get really painful fast.
>>
>>41579268

I agree. It fits for the male to be the focus due to the source material, but inverting it lets girls have fun too
>>
>>41579639
>I kind of want to play as like a robot or plant monster or something in this imaginary game rather than generic Kirk guy.

While I agree this is cool in its own right, its sort of outside the theme of this game.
>>
File: image.jpg (59 KB, 550x297)
59 KB
59 KB JPG
>>41579878
Well hold on, now. I could see a CBS vs Audrey game being good fun. But it would take a lot of effort to hash out how the enemies work. They'd need units equivalent to each CSB
>>
>>41580096

Give them a preassigned base stat total.

Enemies don't have to be customizable.
>>
>>41579229
When it comes to continuation of the species you could go the Elder Scrolls method and have the child be whatever the mother was.

Or males take after whatever the father was and females take after their mother.

Or maybe flip a coin.
>>
>>41580182
They do if it's a PvP kind of deal, though, which honestly would be fun as fuck.
>mfw overwhelming some dick space jockey and eating/snatching all his qt CSBs
>>
>>41580228
Or, maybe take a page from Bojack Horseman, and have the son/daughter take on the "species" of the father/mother respectively.

For instance, a human father and CSB mother has a human son and CSB daughter.
>>
Normally I don't like to say 'we already have a system for this' but we kinda do. Emotions and lasers. It's a 1 page rpg. Set your score between 2 and 5. Whatever it is, you need to roll above it for actions involving emotions diplomacy, etc, below it for actions stuff like shooting lasers.

It fits well with the setting you guys are building, and can be further modified with racial and trading bonus (stat counts as higher or lower for certain skill checks. Greens get +1 to their stat for any athletics and -1 for diplomacy with honorable folk. They also get +1 for lie detection, and -1 for fine motor control. pinks get -1 to their stat for seduction, +1 for pleasurable physical activities, etc.)

Now using exactly probably wouldn't be an option, but the whole thing plays very well into the themes of buck Rodgers, John carter, and the original startrek.
>>
>>41580307
You guys could adapt the system of attributes and skills from this to create a system where we have the fuckton omits so common to this sort of genre. The sensual, diplomatic, and understanding diplomat consort. The straightforward, corageius warrior, the logical and grounded scientist with a distaste for combat.

3 meters for 6 stats? Skills apply a +1 or -1 bonus as appropriate?
>>
>>41547639
CSB e-fed? What's an e-fed?
>>
I didn't participate in the last thread, and I haven't read all the way though this one, but this bridge crew stuff reminds me of the way Star Trek Online does it. You've got Bridge Officers who have a couple of basic traits and abilities, then you have your character (Captain) who is a full-fledged character.

Also reminds me a bit of FTL, where different races have different dis/advantages (higher health/lower speed, fast repair/low health, etc.)
>>
>>41580307
I like this a lot for covering interactions with people. Combine that with the system we have for space battles, and we're done.
>>
>>41580338
Fucking autocorrect. Fuckton omits?

Functions.
>>
Do the CSBs have other distinguishing physical features associated with their type?

Do the Greens usually have antenna like OPs pic >>41547639?

What of the others?
>>
>>41580366
>>41567484
This pic should be the reference for Verdanians
>>
>>41580352
It'd be nice if we could merge the systems together. Like heavily armored versus speedy ships. Roll under the stat to move, roll over the stat to soak damage?
>>
>>41580380

I like that pic plus >>41547639's little antenna
>>
>>41580401
Sensors versus weapons, some other pair.
>>
>>41580408

Shields vs weapons
>>
>>41580380
What should the others have?

SOme ideas.

Blues are very tall and thin with webbed hands and feet
Reds with pointy ears and fangs
Greys are completely hairless
Onyx no external ears
Purples have prehensile tail

I'm guessing most of these are crap but could someone please suggest something good
>>
File: image.jpg (101 KB, 1280x720)
101 KB
101 KB JPG
>>41580881
>green/verdanians- longish ears and antenna
>blue azurians- tall, bald or tentacle-headed
>reds- athletic build, eyes are pupilless, have two smaller eyes above their regular ones
>greys- bald, big pupilless eyes, tall and lanky with long fingers
>black/onyx- earless, look featureless from a distance. Voluptuously perfect, takes the form of an "ideal woman." Perhaps eyes have colors?
>purples- Elf ears and tails. Big and heartily built


Go here for inspiration
http://sexy-spectrum.deviantart.com/gallery/
>>
>>41581021
I like the Orbiginians' description. To add to that, they should be carnivorous, with lots of pointed teeth. Partial scaling too, perhaps. Scale patterns are inherited, so you can tell someone's lineage by 'reading their armour'. It's also an act that signifies great trust/adoration, by allowing someone to do this.
>>
>>41581484

The who?
>>
>>41581021
>Purples
Big and sturdy build, inhuman levels of stamina and endurance, hard to damage, cute tails and little pointy ears, ditzy and fun loving.

Purple confirmed for best Chromatic.
>>
>>41581484
Making them too alien is going against the flavour of CSBs. Ye olde sci-fi had aliens as just humans with paint, lets not move too far away from that. Guardians of the Galaxy was a slight return to this.
>>
>>41581490
>>41559615
>>41559706
Couple of Anons up top discussed race names and home planets
>>
>>41581506

No the scales can be a little smattering across the shoulders like freckles, and maybe a tiara-like forehead ridge.

The males, of course, are full-on Gorns. Because reasons.
>>
File: image.jpg (44 KB, 604x403)
44 KB
44 KB JPG
>>41581519

Like this?
>>
File: image.jpg (80 KB, 800x1000)
80 KB
80 KB JPG
>>41581506
This was what I kind of pictured; scaled arms and legs, but unique patterns. And purple, obviously. And minus wings.
>>
>>41581519
I'd have the males be much the same.

The image of big Purple man being supportive and affectionate to his fragile little Blue wife is too endearing. It looses something if you then make one of them a crocodile.

Also it starts to drift towards yiff. We don't want that.
>>
So do artificial or engineered CSB with Gold, Silver, or Platuim skin, have the powers of them all, but insane to a degree? They are like a female Cars, alien pillar women?
>>
>>41581532
>>41581519

Eh, I like scales for the reds.

Make purples look like wingless Demonas with alien eyes
>>
>>41581568

No, that's the point. Ridiculous sexual dimorphism is a staple of the genre. Males are always monsters, and the females always look exactly like attractive human women.

Do you even sci-fi?
>>
File: image.jpg (46 KB, 310x340)
46 KB
46 KB JPG
>>41581608
>>
>>41581608
In Flash Gordon the bird people were humans + cardboard feather wings regardless of gender.

In Buck Rodgers the dude with the feathers for hair looked much like the women with feathers for hair.

On Space 1999 they were equally crap with their costumes for both genders.

In the John Carter of Mars comics both genders were just humans painted red.

In Star Trek the Original Series, when they bothered to make the props and costumes, the humanoid men were no more inhuman than the women.
>>
Are we going with humans being abducted as their introduction to this bizarre society or use meeting them as we get out into space on more equal footing?

Or did we succumb to an Onyx directed invasion of Earth? we have all the chocolate
>>
>>41582225
Abductions sound cooler, and fits in with the cheesy vibe better. Space Babes from beyond the stars need Earth men!
>>
>>41557251
I'd like to see that too.
Hell, I might even writefag if I have time.
>>
>>41581021
>antenna
How sensitive are they?

Can a Green be made to squirm if they are rubbed just right?
>>
>>41580346
https://en.wikipedia.org/wiki/Fantasy_wrestling
>>
>>41582911

Very sensitive, so don't twist them.

But if you brush against them gently just so, they make a weird purr and their toes curl up
>>
>>41582995

...now do purples
>>
>>41583216

You've gotta learn how to deal with Orbiginians. See, by their nature they tend to shrug off a lot of sensations- other aliens say it's because the sensations take too long to reach their brain. The simple fact, though, is that their bodies are designed to resist pain... which makes any sensation a confusing and enthralling experience for them.

There's a spot just above the base of the tail where it meets the spine... They like that. Better get used to their big bear-hugs though; they tend to get cuddly when they get excited.
>>
>>41583360
I'm now imagining a lanky male Blue being given a huge bear hug. Because the Purple lady is nearly seven foot tall an built with generous proportions he finds it difficult to drew breath. He isn't bothered. He is thinking "Hooray, first Blue to die happy".
>>
>>41583360
>>41583413

Yet again Big Dumb Purple is best girl.

Though I do like the little cooing green
>>
>>41580307
This is more about replicating the scene in TNG where Data is really good at a thing but then can't handle a secondary aspect of the thing because it involves feelings and then Geordi has to explain it to him and he only half gets it. Which is good, but I don't know if it really covers what we're doing.

>>41580096
>>41579878
No, you misunderstand, I want to play as Captain Plant Monster, Solver Of Space Problems.
>>
>>41583506
Let's not rule out Onyx. Haughty and Tsun on the bridge, Horny and Dere in bed.
>>
>>41583593
>Captain Plant Monster
Well, why not? And if that's OK, then CSB Captains should be in.
>>
>>41583506
The thing is that the Greens aren't small.

They are of normal human size but usually muscular and powerfully built. They are strong and respect strength.

Then someone rubs those antenna and they go all to pieces.
>>
>>
File: Reynes-01.jpg (569 KB, 810x1250)
569 KB
569 KB JPG
I'm the spaceship mechanics anon. What's the most productive thing I could be fucking around with right now? I'm going to have some free time without internet access later, so let me know what needs to happen.
>>
>>41587045
Player stats, what they represent and how they interact in actions.

Or just steal fallouts. Eithers good.
>>
>>41587738
Yeah, this is next I guess.

Also need to really nail down what CSBs do when they sit in chairs.
>>
>>41588302
The bridge crew direct their minions who toil within the ship at their tasks.

Chief engineer has the repair teams and those who tend the reactor and such

Science officer direct the people who operate the sensor and detection devices as well as the labs when applicable.

Medical patches the crew back together and saves lives at the end of battle and determines how to survive on unknown worlds

Security deters boarding actions, looks for intruders and stowaways and is responsible for maintaining discipline. Also for boarding enemy ships should the opportunity arise.

Weapons tend to the gun batteries, targeting systems and lasers.

The Captain and assistants direct them and try to maintain moral.

Then you could have the optional extras that offer small bonuses to performance like a Cook providing a small moral boost, Arms-master giving slightly better odds on deterring boarding actions and such.

Any mileage in this?
>>
>>41588995
Pretty much this, but this is just too many NPCs to juggle, especially when you multiply it by a group of players. I'm aiming for something more Firefly scale or even smaller. The captain should be able to do everything at once, badly.
>>
>>41589172
I was thinking that the Players could be the various bridge officers rather than captains of their own. All aboard a big ship going on zany adventures.

Or maybe not. I don't know if that would be easy to be fun.
>>
>>41589172

In ship combat your "character pool" is treated as a single character.

In away missions it's just captain/one officer.
>>
pew
>>
Is this over now?
>>
>>41590889

No, people come and go. It'll pick up again later.
>>
>>41588995

Roll all the officer into the bridge, and have each team be represented by a skill.

So when you "Repair" to heal yourself, you use your Chief Engineer's engineering skill, and when using "Sensors" you use your Science officer's Science skill
>>
What if you rolled a dice pool based on your CSB's relevant stat against an assigned difficulty, with a max number of successes determined by the ships relevant rating? Or would it make more sense to roll a pool based on your Commanders skill, at a difficulty set by your CSB's skill?

Just chucking some ideas out there.
>>
>>41593084

Make the base the Ship's capability, and the DP based on the stat to account for ingenuity and natural skill.
>>
>>41593295
DP?
>>
>>41595998

Dice pool
>>
Bump
>>
>>41593084
I'm the guy who has been doing mechanics and this is basically what I came up with for CSBs. If you're rolling Guns and you have 3 guns, and you have a CSB on guns with 2 points of the relevant skill, you'd roll 3d6 originally and then you have two rerolls to apply to failures whenever you like. So, you can't just spontaneously generate more guns from nothing, but your CSB makes your existing guns more reliable.

I didn't do much work on this, though, so there might be a more clever solution.
>>
>>41599386
Ah, ok. I was thinking more along the lines of, given that example (3 Guns, CSB on guns with 2) you'd roll 2d6 (or possibly more, if some sort of Commander value added on) against a target number, with any dice beating that number being successful up to a total limit of 3 per turn.
>>
>>41583593
>This is more about replicating the scene in TNG where Data is really good at a thing but then can't handle a secondary aspect of the thing because it involves feelings and then Geordi has to explain it to him and he only half gets it. Which is good, but I don't know if it really covers what we're doing.
except that's 90% of pulp.

Look at John Carter. Very good at physical activity, very strong, moderately good at technology, but when it came to diplomacy, he basically lucked the fuck out or followed the rules of 'we fought and I beat you up so we're friends now' in a lot of cases.

He also wasn't that good of a detective honestly. He had a lot of people helping him on the information gathering front.

Most pulp is very much about that dictonomy. Star Trek just codified it.

Also, you got it wrong. It was about the Spock(Lasers)-Kirk(Middle)-McCoy(Emotions) than most things, rather than data.
>>
Given the psychic nature of the Blues and their ability to pick up the thoughts of those around them how sensitive should they be?

Should they reflect the mood of those around them?

I can't help but imagine a good intentioned Purple sneaking up behind unsuspecting Greens and rubbing their antenna so that the ship is filled with happy thoughts. That way her best friend, the Blue, is constantly surrounded by happy thoughts and she will be happy.

Like all things that involve Purples it wasn't thought out properly and backfires spectacularly. Blues often act like mirrors as well as emotional sponges and before long everyone on the ship is horny as fuck.

The day goes on with the Purple sneaking up behind Greens and tickling their antenna, people keep getting more and more distracted and preoccupied.

By the end of the day the Blue falls asleep amidst a pile of sweaty, heavily breathing bodies. She has a smile on her face so Purple, also in the mass of bodies, marks it as a resounding success.

The ship Grey, who was completely unaffected and not involved, files a report to HQ about improper conduct. HQ requests a copy of the surveillance videos and leaves it at that.
>>
Do we actually have a skill and attribute system going or are we still figuring out if it's characters, officers, or npcs that's important?

Honestly I'd go with officers and have NPCs be a form of 'equipment' basically. An interchangable skill modifier as it were.
>>
>>41600642

i like this.

I've voted for each CSB having a function as "equipment" for each department, and base stats for if you "promote" one to an Officer.

Basically we just provide a single template for each race. If you have a Green Officer, and 5 green crewmen "tokens," you just mark your crewmen on a sheet, and consult your officer card for the effect of a green crewman.

So you have a reference card for each race, but add points to it to use it as a character sheet if you've actually got an Officer of that race.
>>
>>41600952
LAMINATED CHARACTER SHEETS WITH COLORED MARKERS!

Mandatory for optimum play.

Also, have we decided if we're going to make this basically Busty Barbarian Bimbos only in space and as male PCs? Cause that seems to be what we're on a crash course for?

Even if we don't go with blatant, yet hilarious, sexism tropes, we probably wouldn't go wrong stealing from the spirit of BBB and trying to make the system a bunch of silly acronyms.
>>
>>41601147

> Also, have we decided if we're going to make this basically Busty Barbarian Bimbos only in space and as male PCs? Cause that seems to be what we're on a crash course for?

Yes. Except there's an optional ruleset that inverts the genders for Human lady captains, handsome spacemen, and hideous alien hags.
>>
>>41600952
I agree with everything on this post.

Can crew members be upgraded with training/augmentation/equipment?

How would this be best implemented?
>>
>>41601639
>>41601639

Crewmen would each just be individual units of racial bonus stats pooled onto your different ship parts. Itd be assumed that they're all equally competent.

Officers, however, WOULD use stats. You'd raise them like a regular character, with EXP from the GM.
>>
>>41601694
I like it.
>>
>>41601694
How would shit like ship upgrades and extra auxiliary specialists be represented?

Would it be a addition of CSB+Modifier to the overall ship stats or something?

I apologise if that was unclear. This is the first time I've ever tried to contribute to anything like this.
>>
>>
>>
File: frank_frazetta_deina.jpg (314 KB, 865x1200)
314 KB
314 KB JPG
>>
>>
>>41599656
I read this last night but was too tired to math out what the actual differences between the two were so I didn't comment. Ok.

As far as I can tell that means that in your example, you really desperately want your CSB to be higher level if her stats are below her equipment, and then you start to get diminishing returns. It also means that unless there's some kind of default minimum, the spaceship is inoperable unless you have the entire bridge crew.

It gets a little weird if you have your Gigantic Super Fuckoff Cannon (Guns 45) operated by Ensign Naptime (Guns 1) and it's completely incapable of annihilating things.

That said the general idea of not being able to get more than peak performance out of the spaceship regardless of crew is good whichever way it ends up working.

>>41600952
>>41601147
>>41601639
>>41601694
If the general consensus is to do Star Trek scale then this works, though I think requiring all underlings to be the same color as their squad leader is kind of weird. I mean, you need more science grunts, your science leader is gray, and you stop by the blue planet to recruit and they're just like "no, sorry, 100% incapable of joining that squad."

>>41599856
Spock was the altruism is the long term utilitarian option guy. McCoy was a smart, effective scientist who urged people to consider the individual human costs of shit. Neither one was straight lasers or straight feelings, though they did play those roles when advising Kirk.

Data was a robot with no feelings (intuition filed under feelings here) and Riker just kind of mumbled "red alert" in emergencies and managed people.
>>
>I think requiring all underlings to be the same color as their squad leader is kind of weird. I mean, you need more science grunts, your science leader is gray, and you stop by the blue planet to recruit and they're just like "no, sorry, 100% incapable of joining that squad."

Wait, nobody said that. Yeah, of course you'd be able to have different colors in different branches.
>>
>>41606637
Oh, true. That's a lot of detail for something that rarely affects things, though.
>>
Have you had a look at Machinations of the Space Princess?
>>
File: 1271123493335.jpg (54 KB, 400x537)
54 KB
54 KB JPG
>>



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.