Author Topic: Which setting(s) do you use for Spacemaster (any edition)? (tick all that apply)  (Read 7834 times)

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Offline markc

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I'm working on starting a chat game to test my SM:P ruleset adaptation to Warhammer 40k universe.

 Sweet, WH40K was one setting I was looking at for my game. I did pick up the rules book here back when, and found it had great art work and good background information.

MDC
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Offline runequester

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I'll definately be getting this at some point.. it'll propably be in some variant of the Traveller-verse

Offline croakerdogboy

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I have been designing my own universe.

Basically the background is that in the near future (Tech level 16 to 17) astronomers determine that with 99.9% accuracy that a dinosaur killer asteroid is on a collision course with earth and will hit in 20 years. This begins an era of research and building to send exploration ships to possible habitable planets within 10 light years. The large ships called Arks (I know it's trite), have a small crew that will live the rest of their life on board ship, and several cryogenically frozen scientists and specialists that are to be revived on arrival to their new planet. Along with them is a large amount of frozen goodies required to create life. The goodies are supplied by the top minds of the various countries building the ships. It is a sort of immortality that they strive for.

Anyway at first the ships are built in the spirit of international planetary cooperation and all that. But as the crunch time nears the various countries begin to build their own and not cooperate, or actively hinder the other countries efforts.

So as D-Day approaches the feverish work on the arcs increases until the point where they are launched. They travel at about .10 light speed (nice round figure) to their destination. Meantime the asteroid approaches earth. There are suicides, wars, random violence etc. as people anticipate the end. By the time D-Day approaches there is wholesale destruction with collapsed apathetic governments. Then the asteroid misses. The .01 kicks in. But by this time the amount of resources used to build the arcs, and the amount of damage done by people anticipating their own end, sinks the earth into a 200 year dark age.

Then they come out the other side. And steadily increase the tech level. By the time that I am planning on having the setting, they have settled the near systems with a tech level approaching privateers. And the colonists are a little suprised that they are being approached by people from what they thought was a destroyed planet.

This is the rough background currently. I haven't so much gotten down to the nitty gritty. I have started fleshing out all the systems within 10 light years of earth (using the old SPI Universe planetary generation). I have also started making some thoughts on what tech levels from Privateers I will use for various items. I figure on having pretty drastic differences between colonists and the new empire tech. I figure on using cyber stuff quite a bit coming out of the colonies, not so much from the empire. I don't plan on having true artificial intelligence, but I haven't decided on how detailed a Net I will have for the worlds that would warrant one.
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Offline RandalThor

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Then the asteroid misses.

OK, I'm not the only one that finds this frikkin hilarious, am I?!? That is just fantastic! Love the idea!
Power corrupts, and absolute power corrupts absolutely. Scratch that. Power attracts the corruptible.

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Offline ob1knorrb

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Then the asteroid misses.

OK, I'm not the only one that finds this frikkin hilarious, am I?!? That is just fantastic! Love the idea!
Definitely worth an idea point, love it!
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Offline lev_lafayette

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Erm.... Why isn't Dark Space on the list ???
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Offline NicholasHMCaldwell

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Erm.... Why isn't Dark Space on the list ???

It is now.

Best wishes,
Nicholas
Dr Nicholas HM Caldwell
Director, Iron Crown Enterprises Ltd
Publisher of Rolemaster, Spacemaster, Shadow World, Cyradon, HARP & HARP SF, and Cyberspace, with products available from www.drivethrurpg.com
Author: Mentalism Companion, GURPS Age of Napoleon, Construct Companion, College of Magics, HARP SF/HARP SF Xtreme

Offline Wōdwulf Seaxaning

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I've owned RM2 but never played it as my players back in the day prefered Fantasy ala AD&D or Sci-Fi via RIFTs,Shadowrun,Cyberpunk 2020 or Cyberspace to learning SM2 or even RM2.But when I finally get to running my Cyberspace (Cyberpunk or P.A./Cyberpunk hybrid setting).I'll be using elements from RM2 for it once I buy the RM2 PDFs.On a strickly Sci-Fi/Sci-Fantasy note I'll be using RM2 (& if nessesary Cyberspace elements) for my own Anime/Manga/Manhwa inspired setting.   
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Offline vytzka

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Sweet, WH40K was one setting I was looking at for my game. I did pick up the rules book here back when, and found it had great art work and good background information.
I'll share when I have the conversion notes in some semblance of order. Right now I have the Marine racial template nailed down, some equipment and (mostly Necron) gribblies.

There's still room in the game, PM me if interested.
"Traveller fans don't like Traveller so it's very hard to please them.  Oh they may like a specific race or a specific time period, or a specific rule set except for 25% of the pages determined randomly by rolling 2d6 and trying to read them as percentiles. "
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Offline markc

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vytzka,
 I would love to play but all my time is eaten up at the moment and it looks for at least the next couple of months. But I will defanatly keep your info if some time does break free.
 Thanks for sharing the conversion notes I allways like to see what others have done.

MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline GalaionEmpire

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I run a campaign very much unlike SM:P it has nothing to do with earth or human coulters. There a wide verity of aliens 50 races or sub races, 18 races with the rest of the 50 being off shoots of them. I have focused most of the campaign on 3 of the races and one in particular with half of the campaigns have been on there home world. I have been running and working on this campaign setting for 20 years and started running it in old Space Master.

I have started a new campaign in a different universe this time it is human only and is 200 years from now. There are 4 major types of human all but one being genetic modified. Earth is an oppressive world were all humans are modified, there are free human worlds were no mod is the norm, I have also added Nietzscheans a slight mod of the dragoons, and the last major group are some what like Klingon?s although they are modified humans. I have two alien races but they are unplayable one being ammonia breather and the other being a plasma life like one of the old Space Master race.   
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Offline markc

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GalaionEmpire,
 Is any of that info on-line? I am allways looking for info about space setting and and races.

MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Wōdwulf Seaxaning

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Damn..how could I forget....I'd love to try playing Heavy Gear via RM2.Just would have to figure out the rules for the mechs & mech combat.I love the setting but can't find people into learning the system made for it.Has anyone tried it before or doing so currently?
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Offline markc

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Damn..how could I forget....I'd love to try playing Heavy Gear via RM2.Just would have to figure out the rules for the mechs & mech combat.I love the setting but can't find people into learning the system made for it.Has anyone tried it before or doing so currently?

 IMO it would not be that hard to bend SM2 characters into Heavy Gear. Now the big thing IMO would be to reverse engineer the Heavy Gear mechs for SM2.
 Also if I remember right that Heavy Gear is rules light to begin with so you could also adapt Armored Assault for SM2 to Heavy Gear mech weights, armor, other equipment etc.

 I had some rules in the past for SM to Battle Tech but I have lost the papers in a more and they were not on my computer. But that system was also easy to adapt to SM2 or SM:P.

MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline GalaionEmpire

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I build the races for my main campaign with a few extra points I think in Space Master races need a few extra skills. I have yet to post the skills any were do to mutable coulter so it would have 3 sets a lot of skills

A-1.2 DRAY

PC Nickname: Folk   Non PC Nicknames: Technophobes or Out Worlder
Dray is the name given to the Galaions that live in small commutes and colony there clan stricter is different by nescient. Although they are the same race as Galaion there upbringing is different enough separate there couther.         
Physical Characteristics
Evolution: Galaions are derived from semi-nocturnal omnivores.
Build: Tall and slender human-like in-appearance.  Males average 200lbs, females average 190lbs.
Coloring: Pale white to olive skin, golden tan to rube hue. Hair white blond to golden amber, with brown, red, and black also conman.
Endurance: +50 to exhaustion points. Requires six hours of sleep every day.
Height: Males average 6?3?; Females, 6?1?.
Life Span: 200 years.
Resistance: Normal.
Special Abilities: Master Tactician, Lowlight Vision, -1 Fumble.
Culture
Clothing & Decoration: Huge range of fashions. Furs and leather being favored as is a good dueling weapon either sword or pistol.  All clan members wear a necklace chocker of there clan colors adorned with trophies.
Fears & Inabilities: Dray fear little honor dictates that survival is most important.   
Lifestyle: Most Galaions live by a code of honor which is set forth in there religion.
Marriage Pattern: Once married it is usually for life. ?All Galaions may take a wife.?
Religion: The Creator of the Universe is central. The Creator gave Galaions life, love, and law.
Other Factors
Demeanor: Aggressive, charming, outgoing. Some times a little superior.
Languages: Starting Languages: Romantic (S6/W5), Combat (S6/W4), Dray (S6/W6). Allowed Adolescent Development:  Romantic (S8/W8), Combat (S10/W10), Dray (S10/W10), Bata (S8/W8), Ken (S6/W6), Arown (S9/W9), Chean Towean (S5/W4), Grayons (S6/W8).
Prejudices: Little. Drays distrust socialites.
Professions: Any. Physical work is preferred.
Training Packages:  Any.
Special Skills: Everyman: One Artistic skill, Two Awareness skills, Trading, Heraldry, Math, all Outdoor skills, Two Science/Analytic skills,  Sensor Analysis, Tactics.  Restricted Urban skill Category.
Standard Hobby Skills: Artistic. Active skills, Artistic.Passive skills, Athletic Games, Swimming, Sprinting, Jumping, Athletic. Gymnastics skills, Alertness, Awareness. Searching skills, Awareness. Senses skills, Body Development, Languages, Speed Reading, Crafts skills, Leadership, Trading, Lore skills, all Outdoor skills, Math, Research, Scientific.Specialized skills, Computer Technology, Electronic Technology, Mechanical Technology, Musical Technology, Sensor Technology, Hide Items, Hiding, Stalking, First Aid, Sensor Analysis, Weapon skills.
Outfitting Options
Weapons: Any. Dray prefer the El-gray.
 Armor: Any.
Money: Based on clan social states.

Stat Bonuses:
Ag: +0
Co: +4
Me: +0
Re: +0
SD: +2
Em: +2
In: +0
Pr: -2
Qu: +0
St: +4
Ap: +2
Lu: +0

RR Mods:
Psychic: +0
Poison: +5
Disease: +15
Fear: +25

Body Dev.Progression:0.7.4.2.1
Soul Departure:12
Recover Multiplier:0.5 times
Race Type:3
Talent Points:40

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