Author Topic: Converting Starship Troopers  (Read 5785 times)

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Offline Thom @ ICE

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Converting Starship Troopers
« on: January 27, 2008, 10:05:01 PM »
I will be converting Starship Troopers RPG from Mongoose Publishing for my own gaming use.

Occasionally I'll be looking for some comments/insights into how best to use HARP SF to address things presented in Mongoose's d20 rules.

There are 3 skills that Mongoose lists which I am not finding an easy/direct conversion for.

Code-Breaking
You can use this skill to break encrypted codes or decipher
the meaning of alien texts.

Forgery
Whether you are falsifying documents that will grant a credit
rating with a bank or just creating a new pass card for an
exclusive club, this skill allows you to create various permits
and licences without going to the trouble of applying for
them.

Investigate
You have a nose for information, tracking it down in the
many bars in a town, few secrets remain hidden from you
for long.

Any suggestions would be appreciated.
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Offline markc

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Re: Converting Starship Troopers
« Reply #1 on: January 28, 2008, 12:07:13 AM »
 Looking at the skill list on pag.56-57 I think Investigate could be forensices, Forgery you migth want to add to the Subtr. cat if it is a major point of your game, other wise I would use what ever skill fits best for what is being forged [I would prob add the skill], and Code breaking could be a combination of hacking, electronic bypass and mathmatics. I would probably bet on the mat skill as IMO that is what most codes are based on.

Have Fun! And maybe post your rule alterations on the boards as an article on the GuildCompanion.com
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 Thom @ ICE

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Re: Converting Starship Troopers
« Reply #2 on: January 28, 2008, 01:49:59 AM »
Thanks. I was planning on doing a TGC after I am all done.

I agree with your breakdown, but for Investigate I'm going to need to also consider the social aspect, and will probably split it between forensics and Interrogation.

Forgery would be duping and .... 
This one I still need input on as I don't want to create any new skills.

Code-breaking - Mathematics! Wow, I completely missed that skill when comparing the lists, but I agree with you completely.

Thanks again...
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Offline NicholasHMCaldwell

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Re: Converting Starship Troopers
« Reply #3 on: January 28, 2008, 01:10:11 PM »

Code-Breaking
You can use this skill to break encrypted codes or decipher
the meaning of alien texts.

Mathematics is a good call on this. Signaling (probably with hefty penalties) could also hack it.

Quote
Forgery
Whether you are falsifying documents that will grant a credit
rating with a bank or just creating a new pass card for an
exclusive club, this skill allows you to create various permits
and licences without going to the trouble of applying for
them.

I'd suggest use a suitable Crafts skill or invent an appropriate Crafts speciality. Basically the character is making a one-off item.

Quote
Investigate
You have a nose for information, tracking it down in the
many bars in a town, few secrets remain hidden from you
for long.

As phrased this sounds like Streetwise to find the contacts, Duping to make them talk, and Forensics if you have to go all csi on them.

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 Thom @ ICE

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Re: Converting Starship Troopers
« Reply #4 on: January 28, 2008, 01:19:43 PM »
That is why I came to you guys...
I like the reasoning across the board.

Thanks,
Thom
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Offline Thom @ ICE

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Re: Converting Starship Troopers
« Reply #5 on: January 30, 2008, 04:27:48 PM »
BTW - I picked up the animated TV series on DVD and am slowly working my way through them.
Some interesting changes from the movie, and kind of a middle of the road between movie and book.
I am enjoying them.

Now that Skills are done, my next section is Feats/Talents....
Once those are done, I'll do equipment and weapons....
Then address psi stuff...
Finally, I'll go back and do the Professions and Cultures.


Any thoughts on Races?
Should I do Skinnies or not? (leaning towards not)
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Offline markc

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Re: Converting Starship Troopers
« Reply #6 on: January 31, 2008, 03:47:39 AM »
 I watched some of the animated series also and thought they were good for what they were.

 I might ask your players on just how much aliens do you want in the universe and see what they have to say.

MDC
BTW you might also want to read the book as IMO it is very different. That is if my memory is not playing tricks on me.

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 Thom @ ICE

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Re: Converting Starship Troopers
« Reply #7 on: January 31, 2008, 09:14:02 AM »
Quote
I might ask your players on just how much aliens do you want in the universe and see what they have to say.

MDC

Problem is, I have not yet recruited players - still doing the rules stuff. Will recruit after I put together the rules.

Quote
BTW you might also want to read the book as IMO it is very different. That is if my memory is not playing tricks on me.

MDC

Read the book, and have listened to it on tape also....
Definitely a different feel, and I doubt it would translate on it's own well to an RPG game, however adding what the movie and TV series brought makes it a good setting (IMO)
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Offline markc

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Re: Converting Starship Troopers
« Reply #8 on: January 31, 2008, 03:18:09 PM »
 In that case I would make quite a few races and ask the players when you start if they would like to have aliens or not.

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 Thom @ ICE

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Re: Converting Starship Troopers
« Reply #9 on: February 04, 2008, 10:42:44 PM »
OK - decision on Feats/Talents - no need to convert. The HARP SF stuff is complete. I could not find any gaps, and in most cases the Feats in the d20 stuff can be covered by developing a skill. I prefer skill development to sudden abilities due to a Feat, so it works.

Equipment and Weapons next.... Going to start with the fun stuff - Weapons!


Now that Skills are done, my next section is Feats/Talents....
Once those are done, I'll do equipment and weapons....
Then address psi stuff...
Finally, I'll go back and do the Professions and Cultures.
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Offline Thom @ ICE

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Re: Converting Starship Troopers
« Reply #10 on: February 05, 2008, 04:52:20 AM »
Question -
Any comments or thoughts about these two?

Burst Fire
You are uncannily accurate with autofire weapons and can train a solid burst onto just one target.
Benefit: When using an automatic fi rearm, you may fire a short burst as a single attack against a single target. You receive a ?4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a ten foot by ten foot area, and cannot be aimed at a specific target. Without this feat, if you attempt an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets
are wasted.

Strafe
Letting loose with an autofire weapon, you can concentrate its effects in a more confined area.
Benefit: When using a firearm on autofire, you can affect an area four five foot squares wide and one square deep (that is, any four squares in a straight line). If a bug occupies two squares, it is therefore possible to hit it twice.
Normal: A firearm on autofire normally affects a ten-foot by-ten foot area.
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Offline NicholasHMCaldwell

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Re: Converting Starship Troopers
« Reply #11 on: February 05, 2008, 04:57:54 AM »
Question -
Any comments or thoughts about these two?

Burst Fire
You are uncannily accurate with autofire weapons and can train a solid burst onto just one target.
Benefit: When using an automatic fi rearm, you may fire a short burst as a single attack against a single target. You receive a ?4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a ten foot by ten foot area, and cannot be aimed at a specific target. Without this feat, if you attempt an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets
are wasted.

Strafe
Letting loose with an autofire weapon, you can concentrate its effects in a more confined area.
Benefit: When using a firearm on autofire, you can affect an area four five foot squares wide and one square deep (that is, any four squares in a straight line). If a bug occupies two squares, it is therefore possible to hit it twice.
Normal: A firearm on autofire normally affects a ten-foot by-ten foot area.

Look at the Combat Actions of the Combat chapter. Aimed Burst, Spread Burst, etc

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 Thom @ ICE

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Re: Converting Starship Troopers
« Reply #12 on: February 05, 2008, 06:50:26 AM »
I guess you didn't miss anything...  ;D
But I did...

Thanks for pointing me in the right direction.
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Offline Thom @ ICE

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Re: Converting Starship Troopers
« Reply #13 on: February 13, 2008, 04:32:40 PM »
Recoil Input....

Quote
Despite its active suspensor and recoil suppression systems, the TW-109-e is not recommended for use by anyone not wearing some form of powered suit as the recoil generated by this weapon is capable of shattering bones. Attack roles made with an ?Emancipator? suffer a ?8 penalty if the user is not wearing either a M-1A4 or M-1C8 power suit.

Any recommendations as to what kind of Recoil value to assign to this gun?
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Offline NicholasHMCaldwell

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Re: Converting Starship Troopers
« Reply #14 on: February 13, 2008, 04:48:04 PM »
Recoil Input....

Quote
Despite its active suspensor and recoil suppression systems, the TW-109-e is not recommended for use by anyone not wearing some form of powered suit as the recoil generated by this weapon is capable of shattering bones. Attack roles made with an ?Emancipator? suffer a ?8 penalty if the user is not wearing either a M-1A4 or M-1C8 power suit.

Any recommendations as to what kind of Recoil value to assign to this gun?

Depends at what rate you are converting d20 bonuses / penalties - is +/-1 worth +/-5% or +/-10%? By the description, I'd be tempted to find the worst penalty in HARP SF and then increase it further.

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 Thom @ ICE

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Re: Converting Starship Troopers
« Reply #15 on: February 14, 2008, 10:41:27 AM »
Just for clarification....
Recoil penalty only impacts burst fire (spread or aimed).
Any thoughts to having a reduced penalty for single shots?

For this weapon I am thinking about applying the same recoil as a Heavy Machine Gun (60)
Additionally, I will look into treating the power suits referenced as granting 75% reduction of recoil penalty.
60 becomes 15 when using the power suit
40 becomes 10
20 becomes 5
etc.


As for converting the -8 to a penalty in HARP SF - I have decided rather than converting values, instead I will simply select comparable versions.

For those familiar with the TV series - the shock-stick weapon:

From Mongoose Publishing - Starship Troopers the RPG
Quote
"Wyman Arms CC-176-ER Combat Prod: The CC-176-ER electrokinetic prod, colloquially known as the shock stick, is a herding weapon used during capture or containment missions. Fully capable frying targets with high amperages of electricity, the shock stick is more often used on a nonlethal setting. Any target hit with a shock stick set to incapacitate must make a Fortitude saving throw (DC 10 plus the base damage done on 1d8 or 2d8 on a critical) or be struck unconscious and immobile for 3d10 rounds.


Quote
Damage: 1d8
Crit: 20
Reach: 10 ft
Magazine: 50


I simply took the rules for Electrostunner and used them as is.

I need to account for things like plasma walls and some other stuff, but so far it is converting pretty cleanly using ballistics.

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Offline markc

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Re: Converting Starship Troopers
« Reply #16 on: February 15, 2008, 04:05:17 AM »
"Just for clarification....
Recoil penalty only impacts burst fire (spread or aimed).
Any thoughts to having a reduced penalty for single shots?" said TJones67

Can you be a bit more specific? Are you talking about fireing mech. stablisers? Or articulated arm mounts like in Alien and other movies?
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 Thom @ ICE

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Re: Converting Starship Troopers
« Reply #17 on: February 19, 2008, 11:00:38 AM »
My request for clarification was to confirm that my statement was accurate.  Phrased as a question:
How does the recoil penalty work for single shot firing?
I only found references to the impact on burst fire.

Can someone provide further explanation as to how the Recoil penalty works?
I am not clear how to apply it, and want to make sure I account for it properly in regards to the Power Suits.
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Offline NicholasHMCaldwell

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Re: Converting Starship Troopers
« Reply #18 on: February 19, 2008, 01:06:40 PM »
My request for clarification was to confirm that my statement was accurate.  Phrased as a question:
How does the recoil penalty work for single shot firing?
I only found references to the impact on burst fire.

Can someone provide further explanation as to how the Recoil penalty works?
I am not clear how to apply it, and want to make sure I account for it properly in regards to the Power Suits.


It was not intended to be applied to single shot fire - although there is still recoil, the shooter isn't trying to continue firing while dealing with the recoil in single shot fire.

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 Thom @ ICE

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Re: Converting Starship Troopers
« Reply #19 on: February 19, 2008, 01:43:45 PM »
So it is simply an negative adjustment to the OB during Burst Fire. Correct?

The part I don't like is that, in this case it removes the benefits of a strong person (or enhanced strength person) in avoiding the negative of the recoil.

Working Thoughts....
Recoil Check
Single Shot:   Roll RR Check using actual Strength Value + OE - (1/2 * Recoil Penalty rounded up)
Burst Fire: Same, but with full Recoil Penalty
Result-100 is used to adjust the OB (if negative only)
Modifiers for footing or balance can be applied
If weapon does not list a recoil, then no check is made.

Strength of 68 using Assault Rifle (Recoil 15)
Roll OE and get    51 + 68 - 8 - 100 = 11 (no adjustment)
Roll of less than 40 yields a negative to OB, roll of 40 or more yields no adjustment

Burst Shot:    Same but use the full Recoil Penalty
Strength of 68 using Assault Rifle (Recoil 15)
Roll OE and get   51 + 68 - 15 - 100 = 4

Power Suit adds +30 (Std Power Suit) or +60 (Marauder Power Suit) to Recoil Checks
Std Power Suit (+30) Strength of 68 and Heavy Machine Gun (Recoil 60)
Single Shot Roll 51 +30 + 68 - 30 - 100 = 19 (no adjustment)
Burst Fire  51 + 30 + 68 - 60 - 100 = -11 to OB

Extreme Bad Case....
Avg Guy shoots Burst Fire with no Power Suit using Heavy Machine Gun
Str +50     Recoil -60    Roll  51
51+50-60-100 = -59 to OB


I just whipped this together, so it likely has lots of problems, but I'd like to hear the negatives that you see in it so I can try to clean it up, or go a different direction entirely.
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