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RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Runes » Sun May 27, 2012 3:07 pm

SPACE AGE RELIC HUNTERS ADVENTURE

Hello, everyone!

Here's the write-up for the temporary rules governing the Space Age Relic Hunters adventure. This is going to be a trial thing to see how well it all works and how much people like it. Madea and I have worked pretty hard on this and we're excited to see what you all think about it.


IMPORTANT NOTE: We recommend that after reading these rules, you make a new version of your character in the relic hunter system specifically for this adventure and use the character template offered in this adventure.

This will require some proactivity on your part! We've created base versions of each character type equivalent to a Relic Hunter and if you don't create a new sheet with your updated character, we'll do it for you.

PLEASE DO NOT MAKE NEW CHARACTERS FOR THIS ADVENTURE, USE THE SAME APPEARANCE AND NAMES SO DONNY DOESN'T HAVE TO LEARN FIFTY NEW FACES ON TOP OF ALL THE NEW CONCEPT ART HE HAS TO DRAW.


IMPORTANT CHANGES: Archive 2 is closing very soon, and the squads/members who still want to play will all be moved to campaign 1. Because this means that there will likely be an increase in panels, less characters will be shown in each panel to keep the strain on Donny down.

He's a great artist, but he's not a machine and it would be unfair to force him. Reducing the number of shown people per panel will also keep the time between pages around where they normally are.

What this also means is that there will be less failure for missed actions, and missed votes will ensure your character is not shown even if it would have been their turn. If many people fail to vote, however, I might be tempted into creative failures. *heehee*
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Runes » Sun May 27, 2012 3:09 pm

SPACE AGE RULES

FACTIONS
There are no factions in this adventure, per se. However, there are two competing resource-hunting ships from the newly founded Survey Fleet: The Ini'riia and the Quill'yate. Players from the Quill'yate will have red-marked armor, and those from the Ini'riia will have green-marked armor. As part of their maiden voyages, the hand-picked crew will be striving to make their respective commanders look good for Fleet Admiral Sillice, thus earning accolades, rewards, and a bigger portion of the Armada Budget for future mission equipment.


SHIP A.I.
Due to the success and stability of the D.I.V.A. A.I. system over the course of the war, these new ships have been outfitted with Third Generation versions. Color-coded for your convenience, of course.


GRID SQUARE SYSTEM
At the start of the adventure, a rough topographical map of the target area on the planet's surface, broken down into grid squares, will be displayed. Squads may pick a square as their starting point and use this grid determine movement in a turn. A squad can normally move about two grid squares per turn if terrain allows.


CLASSES AND MODS
The classes work basically the same: Weapon Specialists (referred to as "Soldiers") and Mana Specialists (referred to as "Technicians" or "Techs").

We're solidifying the modification feature of Relic Hunters to better fit with the Space Age theme of the world setting. These "mods" will drive your capabilities, working much like the golem mods did, but with more variety while focusing the mechanic to take the place of the rather open-ended and undefineable mana arts system.

Both mod slots and mods will be class specific.


MODS
Everyone gets a Weapon slot, with one Weapon mod slot.
Everyone gets two Armor mod slots, but many mods you come across will be class specific.
Soldiers get one Tool mod slot, while Techs get two Tool mod slots.

To start, only basic equipment is given. Improved equipment or mods will have to be found, purchased, or rewarded, AND SPACE SILLICE IS VERY SKIMPY WITH REWARDS!! IF YOU ACT LIKE THE SHAME OF THE FLEET, YOU GET NOTHING!!!! ( *heehee* )


TYPES OF MODS

WEAPONS
This slot is your basic weapon that adds to your squads ability to respond to threats. While all weapon specialists can use any of the weapons, you can only select a basic model at first. Weapon specialists can select from a variety of mana-powered plasma weapons: Assault Rifle, Sniper Rifles and Heavy Cannon.

Note: Heavy Cannon takes up both your Weapon and Weapon Mod slots (which means they cannot be modded, obviously.)

Technicians may choose from a Heavy Pistol or a repeating Assault Pistol.


WEAPON MODS
The basic starting weapon mod for the assault rifle is an enhanced Energy Cell, which allows for longer sustained fire. The basic Sniper Rifle mod is an improved Scope, which increases the range the sniper to any target in the entire grid if terrain allows. The Heavy Cannon is a Heavy Cannon.

The basic mod for Technicians, regardless of weapon, will be a Basic Targeting Assist, which improves accuracy to make up for a lack of combat training.


ARMOR MODS
All armors have climate control, filtration and emergency air, no modification required.

All players have a basic Energy Shield mod equipped, which is a personal energy shield designed to prevent you from dying if caught unawares.

The second mod slot is empty. You'll have to find new ones for this slot (budget cutbacks, you know.)


TOOLS
Everyone has basic rations, water and space future climbing gear (i.e., grappling winch) as part of their armor without modification. Additionally, Soldiers get one Tool slot, which is currently filled with an Emergency Medkit that will stabilize one team member.

Technician Tools will be covered in their section.
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Runes » Sun May 27, 2012 3:10 pm

CLASSES

SOLDIERS
These are basic infantry, wearing power armor and wielding heavier ranged weapons. They compare to Relic Hunter Weapon Specialists as follows:
1h Weapon = Assault Rifle
Ranged Weapon = Sniper Rifle
2h Weapon = Heavy Cannon

SAMPLE SOLDIER CHARACTER SHEET
NAME:
RACE: (Same as RH)
GENDER: M/F
HEIGHT: (Same as RH)
BUILD: (Same as RH)
EYE COLOR: (SAME CHAR)
HAIR: (SAME CHAR)
DETAILS: (SAME CHAR)

JOB: Soldier
WEAPON: Assault Rifle/Sniper Rifle/Heavy Cannon
WEAPON MOD: Improved Energy Cell/Improved Scope/Heavy Cannon

ARMOR MOD 1: Basic Energy Shield
ARMOR MOD 2: None

TOOL: Emergency Medkit

(NOTE: No huge background for this adventure, please! A small paragraph at most, if you must, to indicate the economic background your character came from. And only if you've actually read the Space Age comic on Daydream.)


TECHNICIANS
These are the Mana Specialist equivalents, wearing light armor and wielding light weapons in exchange for greater and more useful technical expertise in the field. The following affinities compare to Relic Hunter Mana Specialists as follows:
Earth = Mineral Resource Detection (Tool 1: Mineral Scanner, Tool 2: Mineral Sampler)
Air = Hacking and Comms (Tool 1: Network Interface (Hacking), Tool 2: Comm Booster (No interference))
Fire = Demolitions (Tool 1: Breech Demo x2 (Open Doors), Tool 2: Set Demo x2 (All-Purpose))
Water/Ice = Chemicals (Tool 1: Tranq Gun x5, Tool 2: Liquid Sampler)
Plant = Xenobotanist (Tool 1: Plant Scanner, Tool 2: Plant Sampler)
Empath = Xenobiologist (Tool 1: Motion Sensor, Tool 2: Bio Sampler)
Blood = Field Surgeon (Tool 1: Nanite Reconstruction Kit, Tool 2: Nanite Refill x5)
Shadow/Light = Camouflage (Tool 1: Group Cloaking Generator, Tool 2: Cloak Power Refill x2)
Metal = Repair/Armorer (Tool 1: Mod Installation Kit, Tool 2: Armor Repair Kit x2)

If you want to change your "affinity", please consider first that we've worked pretty hard to ensure that ALL specialities have their uses in the adventure to come.

SAMPLE TECHNICIAN CHARACTER SHEET
NAME:
RACE: (Same as RH)
GENDER: M/F
HEIGHT: (Same as RH)
BUILD: (Same as RH)
EYE COLOR: (SAME CHAR)
HAIR: (SAME CHAR)
DETAILS: (SAME CHAR)

JOB: The equivalent of your affinity
WEAPON: Heavy Pistol/Assault Pistol
WEAPON MOD: Basic Targeting Assist

ARMOR MOD 1: Basic Energy Shield
ARMOR MOD 2: None

TOOL 1: Spec Specific (see list)
TOOL 2: Spec Specific (see list)


(NOTE: No huge background for this adventure, please! A small paragraph at most, if you must, to indicate the economic background your character came from. And only if you've actually read the Space Age comic on Daydream.)
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Runes » Sun May 27, 2012 3:10 pm

SQUAD ITEMS AND CREDITS
Money is handled differently in this adventure, meaning that squad accounts are updated on spot and tracked by the ship AI. The squad can communicate with the ship at any time (barring interference on-planet) and request support from the ship (which will cost).

All squads will start with 10,000 starting credits, and a bonus based on their RH squad account balances.

Additionally, certain support requests will not be able to land exactly where you want them to (especially if not everyone was paying attention), which might mean a trek to get there!


List of Sample Support Requests:
Orbital Strike - 25,000 credits (Obliterates specified grid square and everything in it. In a justifiable dire emergency, you may (MAYBE) go into negative account balance which must be paid off before any other purchases can be made)

Golem Assistance Request (w/ Pilot) - 7,000 credits per golem (Max 3 golems, must specify mission parameters (i.e., clear giant boulders, destroy enemy, etc.) and they will attempt to complete within their capacity.)

Repair Team Request - 2000 credits (Call for a repair team to fully repair all equipment)

Mod Installation Team Request - 1500 credits (Call for a team to swap party mods)

Medical Expert Team Request - 2000 credits (Call for a medical team to take care of any and all medical problems, fully healing all injuries.)

All Three Assitance Teams at Once - 3500 (As they only need to use one shuttle to land)

Supply Drop - 500 (Tool Kit Replenishment, also considers all non-tracked supplies like food, water, emergency air replenished. Dropped from orbit)

Emergency Shelter Drop - 500 (Drops a small reinforced shelter that can shield the squad from extreme environmental conditions.)

Casualty Evacuation - Free (This is for dead members, but be prepared for the squad to bear the "Shame of the Fleet" badge until Rasp reclaims it.)


ADVENTURE OVERVIEW
Two ships from the Survey Fleet have been dispatched to a selected planet to find and secure resources to aid in the war effort. As this is a sector of space that not a lot of data is present on, it is unknown what threats await on the planet. As such, the ship will deploy squads of resource-hunting troops to find what they can.

Space Sillice is counting on you~! (If only becuase she can't count on anybody else. *heehee* )
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Roan » Sun May 27, 2012 5:05 pm

Questions on building our space age clones...

Do we post something in front of their names to show that they are for space age ? A symbol or something to keep them from getting confused with our original RH charas...? XD;

Will we stick with our original squad mates and team name or are we allowed to make whole new teams and leaders?
IS GENDER SWITCHING ALLOWED? ...since I don't see a ( same as in RH ) in front of it. :'D ( sorry for the nitpicks )

Everything sounds so good so far, you guys worked really hard. Looking forward to this! @W@
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Madea » Sun May 27, 2012 6:41 pm

1) Nothing special is required in the names, since the char sheets won't be mixed up easily, and anyone who doesn't use an updated character will be auto-updated according to the rules.

2) You're allowed to make new squads at any time, just like in regular RH. Same rules apply.

3) No gender swapping :p Just make a new char if you feel that strongly about it.

4) :3
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Tohya » Sun May 27, 2012 8:02 pm

The cost difference in having a Blood or Metal specialist in squad as opposed to calling one down, tends to encourage squads to have a Metal spec.

Blood - Field Surgeon = 2,000cr

Metal -Repair/Armorer =3,500cr (Repair and Mod install)

Or does the Repair team request also include mod installs? If the repair team can install mods, then reduce just mod install to 1,000cr.

Which of the Tool Kits have expendables that need resupplying? The x2 or x5 tool kits would seem to be expendable, weapon energy cells?
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Tsuris » Sun May 27, 2012 8:59 pm

What sort of weapons will the tech specs be able to use?
ah, heavy pistols and assault pistols, nvm ^^;

I'm guessing assault pistols are SMGs right?

The grid system has me a bit confused, is that kind of like what's happening in C2 in terms of the maze thing at the top?

Also would like to point out that characters can not be created with the same name as someone who is already out there

I can't make another Zan'nah for SA RH if I already have a Zan'nah for regular RH...

CAN WE HAVE NICKNAMES?! *bigsmile*

And will glasses get an upgrade? Do we get high tech glasses? Or contact lenses or something? ^^;
Tsuris'Lok: Demon Shard - RH (retired), Moonless Age
Zan'nah: Highland Raider, Homefront Sealers Division - RH C1, Moonless Age


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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Runes » Sun May 27, 2012 10:50 pm

Tsuris wrote:Also would like to point out that characters can not be created with the same name as someone who is already out there

I can't make another Zan'nah for SA RH if I already have a Zan'nah for regular RH...

CAN WE HAVE NICKNAMES?! *bigsmile*

And will glasses get an upgrade? Do we get high tech glasses? Or contact lenses or something? ^^;


Glasses are okay for aesthetic purposes. They will be space future glasses that look exactly the same as normal glasses. Or update your little character picture to not have glasses, alternatively.

As for names, just add SA at the end, or a nickname is fine, too. ^^


Tohya wrote:The cost difference in having a Blood or Metal specialist in squad as opposed to calling one down, tends to encourage squads to have a Metal spec.

Blood - Field Surgeon = 2,000cr

Metal -Repair/Armorer =3,500cr (Repair and Mod install)

Or does the Repair team request also include mod installs? If the repair team can install mods, then reduce just mod install to 1,000cr.

Which of the Tool Kits have expendables that need resupplying? The x2 or x5 tool kits would seem to be expendable, weapon energy cells?


You've basically answered your own questions. Mods and Armour as separate, as it said in the list. And the x2 or x5 can be replenished.
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Madea » Sun May 27, 2012 11:02 pm

Tohya wrote:The cost difference in having a Blood or Metal specialist in squad as opposed to calling one down, tends to encourage squads to have a Metal spec.

Blood - Field Surgeon = 2,000cr

Metal -Repair/Armorer =3,500cr (Repair and Mod install)

Or does the Repair team request also include mod installs? If the repair team can install mods, then reduce just mod install to 1,000cr.

Which of the Tool Kits have expendables that need resupplying? The x2 or x5 tool kits would seem to be expendable, weapon energy cells?


Note it says "Sample List" to give an idea of the things that'll be on there. It's not comprehensive yet.

To add to what Runes already said, it all depends on how the squads go about their missions. If a squad has three soldiers, a "blood" tech and a "metal" tech, then that squad will be very prepared to take care of themselves in the event they find mods (don't assume you'll find enough mods to make that worthwhile), but they'll be completely incapable of surveying resources on their own.

Costs will be comparable no matter what the party configuration; you're going to have to spend money for support no matter your configuration, but you also want to make money and come out ahead.

Weapon energy cells won't be tracked right now. The mod for assault rifles is basically a greater sustained fire duration, which gives an advantage in a firefight as you can go longer between reloads so it's a capability bonus.


Tsuris wrote:The grid system has me a bit confused, is that kind of like what's happening in C2 in terms of the maze thing at the top?


More like what PtP has going on; it's going to be a view of the planet surface showing a rough terrain types within the mission area. What's actually in each grid square is not going to be detailed until the squad explores it. For example, say each grid is a square kilometer; that's lots of space to explore or get lost in.
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Exastiken » Sun May 27, 2012 11:11 pm

Runes wrote:
As for names, just add SA at the end, or a nickname is fine, too. ^^



So I can make a character called "Xtka'en [SA]"?
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Tsuris » Sun May 27, 2012 11:34 pm

Would it be acceptable to post character bios here for approval? I just want to make sure I did this correctly, and that my character's background is appropriate.
Tsuris'Lok: Demon Shard - RH (retired), Moonless Age
Zan'nah: Highland Raider, Homefront Sealers Division - RH C1, Moonless Age


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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Madea » Mon May 28, 2012 12:03 am

Yes to both! :3
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Alric » Mon May 28, 2012 12:28 am

So, what is this Heavy Cannon? Is it the BFG 9000-like instrument of mass slaughter that I expect it to be, or is it a rapid-fire support weapon? Both would be most excellent... :D
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Re: RELIC HUNTER SPACE AGE ADVENTURE RULES OVERVIEW

Postby Tsuris » Mon May 28, 2012 12:29 am

Madea wrote:Yes to both! :3

Bitchin.

NAME: Zan'nah
RACE: Half-Blood
GENDER: Female
HEIGHT: In-between tall and average
BUILD: Gentle build, slightly buxom
EYE COLOR: gold
HAIR: Black, blue streaks, down to mid back
DETAILS: : ) : tattoo on forehead

JOB: Field Surgeon
WEAPON: Heavy Pistol
WEAPON MOD: Basic Targeting Assist

ARMOR MOD 1: Basic Energy Shield
ARMOR MOD 2: None

TOOL 1: Nanite Reconstruction Kit
TOOL 2: Nanite Refill x5

Personality: Cynical, but by-the-book and focused on missions. She has little tolerance for goofing off or unprofessional behavior, and can come off as cold, and somewhat uncaring. She does not smile often.

Background:
Raised in an orphanarium on the homeworld, the headmistress was a cruel and abusive woman. Zan'nah used an old TK-13 pistol the headmistress kept in her office to kill her in order to stop her from beating another of the children to death. Charges dropped due to her young age (the headmistress had quite a reputation as well) so long as she joined the military academy.

Graduated Military Academy with average marks in weaponized combat but did well in hand to hand combat and excelled at nanite use, almost immediately designated as a field surgeon, despite her lack of enthusiasm for the position.

Currently stationed on the newly deployed resource hunting ship "Quill'yate".

((Space Zan'nah is rather different from her Relic Hunter counterpart ^^; ))
Tsuris'Lok: Demon Shard - RH (retired), Moonless Age
Zan'nah: Highland Raider, Homefront Sealers Division - RH C1, Moonless Age


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