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Timarvay
2008-08-31, 09:16 AM
I'm not really sure if this should go in here or homebrew. I decided a new system should probably go here, though, but if I'm wrong, feel free to move it.


Earthguard is a game system I developed for my own use, but I'm putting it here for feedback. Feel free to use it and tell me what you think. I'll be the first to admit it hasn't seen much playtesting due to lack of testers.

The system itself is supposed to be near-future science fiction, and was developed with this in mind, but it can be very easily adapted to nearly any setting. It depends on player designed items for the most part, focusing on what the group wants rather than standardized rules. Earthguard draws heavily on X-com.

I'm sure that the rules are very poorly worded, and probably confusing for everyone except me. Ask any questions here and I will do my best to answer them, but when in doubt, come up with something that sounds fun if the question comes up during a game.

Timarvay
2008-08-31, 09:17 AM
Earthguard




Background: The earth is threatened by alien invasion. In response to early hostile contact with aliens, the United Nations convenes. It is determined that to best defend the earth, an organization must be founded, dedicated to the war against the aliens. Answering to nobody, this organization must operate in secrecy. If it was known that aliens were attacking earth, widespread panic would destroy society. The Earthguard project was the United Nation's solution. The Earthguard would be responsible for arranging recruitment and funding from all nations, responsible for all training, and responsible for the war. The nations would try to use the Earthguard for their own agendas as well, promising soldiers or scientists would support the organization, while hoping it defends them.



The players: Earthguard requires at least two people. The first, called the Mastermind, controls the everything the other players do not. The Mastermind controls the aliens and other foes the other players face, while serving a mediator, and guiding research. The other players, called Commanders, each control a base. This base includes their soldiers, scientists, and equipment.



Dice and rolling: The only die required is a D10, or ten-sided die. This is used for all rolls in the game, and having one for each player may help to speed gameplay. A roll is modified by bonus granted through skills, favorable or unfavorable conditions, and statistics. When a roll is made that can be boosted by a statistic, the player may give the character who is causing the roll a penalty to the appropriate statistic. This gives a bonus to the roll equal to the penalty given. The penalty lasts until that character's next turn, unless otherwise noted.

Timarvay
2008-08-31, 09:18 AM
The Commanders


Each commander controls one Earthguard base. This base has all the facilities, characters, and items the player controls. A player also has money, and favor. Money is used to buy facilities, characters, and items for the base. It is also used to fund research. Favor is valid only for one nation, and each player may have favor with any number of nations. Favor may be spent on a variety of things, depending on the nation it is associated with. Generally, it is used for getting advanced characters, or money. Any Commander may transfer money, favor, characters, or equipment to another Commander. Facilities cannot be transferred.



Facilities

A player may expand his base with facilities. Each facility has a different cost and effect, as shown below. A player may have any number of each kind of facility, but must pay the price for each one.


Lab-$5000-Each lab allows one character with science skills to research. A player may not have more characters performing research at one time than he has labs.

Hangar-$1000-Each hangar allows a player to have one plane, tank, or submarine. When the plane, tank, or submarine is destroyed, the hangar may be used to hold another one.



Characters

Each player may have an unlimited number of characters in his base. However, the number allowed on any given mission is set by the Mastermind. To acquire a character, a player has two options. First, he may pay $10,000 to generate a character as detailed below. A player also begins play with three characters generated in this way. A player may also pay favor to generate a character, if that is an option of the appropriate reward chart. This often allows a player to skip parts of generation, and generally carries bonuses.


Each character has three defining parts: Statistics, traits, and skills. Statistics are set at generation and cannot be changed. Skills are granted at generation, but can be gained after due to experience.

The Statistics are as follows: Body, Senses, Reflexes, Mind, and Luck.



Generation Process: First, determine the character's statistics. This is done by rolling 1d10 for each statistic. The statistic is chosen before the die is rolled. Then, the player may choose to subtract any number from one statistic, and add it to another, as long as no statistic is above ten or below zero. The entire process may be redone if the total of all statistics is under twenty-five.


After statistics have been determined, traits must be placed. A player may select one trait to roll for, and having done so, must roll 1d10. If the number rolled is equal to or above the number indicated by the trait, the character has the trait. Otherwise, the character has no traits. A list of traits, with their effects, is provided below. A trait may raise a statistic above 10.


Alert (4)- The character has a bonus of one point in Senses.

Brave (6)-The character takes half damage from fear.

Lucky (8)- The character has a bonus of one point in Luck.

Tough (4)- The character has a bonus of one point in Body.

Fast (5)- The character has a bonus of one point in Reflexes.

Cunning (4)- The character has a bonus of one point in Mind.

Daredevil (6)- The movement rate of vehicles driven by this characters is increased by two.

Calm (3)- The character has a bonus of one to all accuracy rolls.

Analytical (6)- The character receives a free science skill.

Aggressive (6)- The character receives a free military skill.

Devious (6)- The character receives a free covert skill.

Bloodthirsty (3)- The character deals an extra point of damage with all attacks.

Adaptable (7)- The character may act as though he has any other trait. The trait may be changed between missions.

After traits are assigned, characters are granted skills. Skills are divided into three categories: Military, Science, and Covert. Military skills are used in combat, and branch into many categories. Covert skills represent special talents such as hacking, or demolition, with specialized uses. Science skills are used for research. To learn a skill, a character must meet all prerequisites. During generation, a character is assigned one skill, of the player's choice, plus any additional skills granted by traits or other factors. After generation, a character must pay 10 experience points, plus 10 for each prerequisite a skill has, in order to learn a skill.


Science skills are broken into three categories: Biological, Mechanical, and Chemical. All biological category skills except Biological have Biological as a prerequisite, and no other prerequisites. Mechanical and Chemical work the same way. Each skill grants a character the ability to provide that skill for a research project.

Biological: Biological, Genetics, Medical, Biological weapons.
Mechanical: Mechanical, Robotics, Armor, Weapons, Vehicles, Computers.
Chemical: Chemical, Explosives, Chemical weapons.

Military skills provide bonuses in certain situations, are dictated by the skill. Each skill may be upgraded, improving the bonus as shown in the skill description. Upgrading a skill is treated as learning a new skill, with each previous upgrade, including the original, counting as a prerequisite.


Marksmanship: Provides a bonus of one point to accuracy rolls. Upgrading the skill improves the bonus by one point.

Sniper: Provides a bonus of two points to accuracy rolls, if the character did not move in the previous round. Upgrading the skill improves the bonus by one point.

Dodge: Provides a bonus of one point to defense rolls. Upgrading the skill improves the bonus by one.

Mobility: Increases the movement bonus of personal vehicles by one. Upgrading the skill improves the bonus by one.

Heavy Weapons: Reduces the Reflex cost of firing a heavy weapon by one point. Upgrading the skill improves the reduction by one point, but it cannot be reduced below half the original cost.

Fast Reloading: Reduced the Reflex cost of reloading a heavy weapon by one point. Upgrading the skill improved the reduction by one point, but it cannot be reduced below half the original cost.

Ace: Provides a bonus of one point to accuracy rolls, if the player is in a plane. Upgrading the skill improves the bonus by one point.

Tank Commander: Provides a bonus of one point to accuracy rolls, if the player is in a tank. Upgrading the skill improves the bonus by one point.

Admiral: Provides a bonus of one point to accuracy rolls, if the player is in a submarine. Upgrading the skill improves the bonus by one point.



Covert Skills give a character the ability to use special abilities, as dictated by the skill. Covert skills treat all previously learned covert skills as prerequisites. Example Covert skills include lockpicking, hacking, demolition, and hardwiring vehicles. A player should ask the Mastermind for approval for anything he believes should be a covert skill. Covert skills are miscellaneous abilities not covered by any other skill type.



After skills have been selected, character generation is complete.

Timarvay
2008-08-31, 09:19 AM
Equipment


Each character may be given equipment before entering a mission. All the equipment listed here is free, but researched equipment must be bought before it can be used. Equipment fills one or more slots, and a character has only one primary, two secondary, four tertiary, and one armor slot to use. A character may also have one person vehicle.

An entry contains a brief description, the amount of damage done, the damage reduction, ammo capacity, Range, Reflex cost to fire, and Reflex cost to reload. A non-applicable portion is not included.

Primary Items-

El Cid- A Spanish contribution to the project, The El Cid has a relatively short range, but high power and ammo capacity.

Damage- 30
Range-8 Hexes
Ammo capacity-10
Fire cost-3
Reload cost-5

Achilles- A Greek firearm, The Achilles has very high damage, at the cost of ammo capacity and fire rate. This is a Heavy Weapon.

Damage-50
Range-6 Hexes
Ammo Capacity-4
Fire cost-5
Reload cost-4

Eternity-An American sniper rifle, the Eternity is designed to provide long ranged damage.

Damage-45
Range-12 Hexes
Ammo Capacity-2
Fire cost- 5
Reload cost-3


Secondary Items-

Theseus- A Greek Sidearm, providing a high rate of fire.
Damage-25
Range- 4 Hexes
Ammo Capacity-6
Fire cost-2
Reload cost-2

Jarl- A Scandinavian pistol, providing a large damage capacity with minimal range.
Damage-30
Range-2 Hexes
Ammo Capacity-12
Fire Cost-1
Reload Cost-2


Tertiary Items-

Grenade-A standard grenade.
Damage-25
Range-4
Fire Cost-2
If the target makes a successful defense roll, he takes 10 damage instead of the attack missing completely.
One use.

Combat Stimulants-A form of emergency healing in combat. This item may be used by a character on himself or any adjacent ally, at the cost of four Reflex. This allows the target to recover 5 statistic points, spread as he wishes, to any statistics except Luck.
One use.


Armor-

Bastion-An advanced form of modern combat armor.
Reduces all damage taken by 10 points.


Personal Vehicles-

Outcast-A compact motorcycle, designed for combat use.
Allows the rider to move 7 hexes without using any Reflex. If this is used, the rider takes a 3 point penalty to accuracy.


Tanks, Planes, and Submarines-

Tanks, Planes, and Submarines all follow the same rules, except a plane my only attack air targets, and a submarine may only be used in water. Each one requires one character to act as a pilot. Each has an amount of health, a speed, and an attack amount. The health is how much damage it can take, speed is how fast it can move, and the attack indicated how much damage it can deal. They can move up to their speed each turn and make one attack, or move at half speed and make two. When one is destroyed, roll 1d10. On a result below eight, the piloting character is killed. Otherwise, he is removed from the mission but survives to take part in future missions. None of these vehicles start available, all of them must be researched.

Research


Research may be conducted to give a player access to new equipment. To research, a player must propose an item to the Mastermind. The Mastermind, if he approves of the item, he sets a monetary cost and an amount of research points. The player assigns characters with science skills to work on it. A character provides five times his Mind statistic in research points for each science skill he has that the Mastermind believes to be compatible with the item being researched. This is given at the end of each mission. It is important to note that the Mastermind effectively sets the pace of research. In general, an item should take no more than four missions to complete.

Timarvay
2008-08-31, 09:20 AM
Combat


During a mission, it is highly likely that there will be some form of combat. Combat is performed on a hex grid, with the terrain determined by the Mastermind. Combat is performed in rounds, and a round is concluded when all characters and their enemies have announced they have finished their actions.

At the beginning of a round, all penalties used to modify dice are recovered. Characters act in order of their Reflex statistic. However, when a character's reflex drops below the next lowest, that person acts until they are no longer the highest score, and so on. A character spends Reflex to act, and never to modify a roll.

Each weapon costs an amount of Reflex to fire that is determined by the weapon type. This must be paid each time the weapon is fired. A character can move at a rate of one hex per Reflex point spent. A character can move to any adjacent, empty hex.

A weapon must be reloaded to fire after is has been used a number of times equal to its ammo capacity. However, it may be reloaded before that if the player so chooses. When an attack is made, the attacker makes an Accuracy roll, which is 1d10 modified by the player's choice of Body or Senses. The target makes a Defense roll, which is 1d10 modified by the player's choice of Body or Senses. If the Accuracy roll is higher than the Defense roll, the attack hits and deals damage equal to its damage rating. Otherwise, the attack misses and no damage is dealt. Some weapons cause fear. When a character is hit by a weapon that causes fear, he takes the amount of damage indicated on the next turn.

Damage is dealt to a character's statistics. A number of points equal to the damage must be removed from the character's statistics, the distribution being chosen by the player controlling the attacked character. This reduction lasts until the end of the mission, or until an item is used to recover it. A character dies when all statistics are reduced to zero. A dead character cannot be brought back to life during a mission, and can only be revived outside a mission if the players have developed appropriate technology. A mastermind should carefully consider whether or not he wants to allow this technology.

Luck is a special statistic. A player can deal damage to his character's Luck statistic in order to gain special effects. A player can use three Luck to either cancel an attack or make one for free, or one point to move an extra Hex. A player can also use five Luck to remove four Reflex from an enemy for one round.

Timarvay
2008-08-31, 09:21 AM
Missions

Every game session should be composed of a mission. A mastermind should present two or more missions in most cases, giving the choice of which to complete to the players. The missions should offer comparable, but different, rewards. Sometimes, only one mission should be offered.

The purpose of a mission is to complete a given objective. Objectives can range from killing a certain enemy, destroying a certain object, or even spying on a target. The sky is the limit. In most missions, it should be irrelevant how many enemies are killed or soldiers are lost, as long as the objective is met. However, sometimes, such as in the case of rescuing hostages, there can be partial completion, giving a partial reward.

A mission should provide a challenge for the players. The Mastermind should control the player's enemies carefully, and attempt to use appropriate tactics. Some enemies might try an ambush, while other might make use of a frontal attack.

Ideally, a mission should cause some casualties, barring good luck or especially cunning tactics on the part of the players. The reward should provide enough money to replace the causalities, with money left over for research or other purposes. It should also provide favor with one or more nations. The reward may include characters, and equal rewards should be given to all players. Experience should be given to each character in the mission at its completion. The amount is set by the Mastermind, allowing him to control the rate of character advancement. Experience is given for completing a mission, not defeating enemies.




Favor

After a mission, players should be given favor. This favor may only be used with one nation. Each nation has a chart showing what rewards may be provided by that particular nation. Each reward comes with a description and a cost. The cost has a price in favor which must be payed, and a number that must be exceeded by a given number of d10 rolls, modified by the amount of favor payed. The price given is a minimum, and more favor can be payed to increase the modifier if the player so chooses. Skills replace the one normal skill given in generation, but traits are in addition to the normal roll.


U.S.A.

Marine-5 favor-3 rolls to exceed 15.
May roll for two traits, and select two military skill or covert skills, but no science skills.

Scientist-5 favor-3 rolls to exceed 15
May select three science skills.

$5000-2 favor- 2 rolls to exceed 10

Brazil

Guerrilla Warrior-15 favor-5 rolls to exceed 40
Receives the "Adaptable" trait automatically. May select three military or covert skills.


Russia

Sniper-20 favor-5 rolls to exceed 50
Receives the player's choice of Alert or Calm
Receives Sniper, Sniper 2, and marksmanship.

Scientist-10 favor-3 rolls to exceed 30
Receives four science skills.


Poland

Ace-30 favor-4 rolls to exceed 50
Receives Ace 3

Mobile Infantryman-20 favor-3 rolls to exceed 35
Receives Daredevil
Receives Mobility

Japan

Volunteer Soldier-5 favor-2 rolls to exceed 10
Receives Brave


Germany

Tank Commander-20 favor-5 rolls to exceed 40
Receives Tank Commander 2


France

Legionnaire-10 favor-3 rolls to exceed 20
Receives Brave
Receives two military skills and one covert skill.

Biologist- 5 favor-2 rolls to exceed 15
Receives three science skills, one of which must be Biological, and none may not take Mechanical.

Britain

Agent-15 favor-4 rolls to exceed 40
Receives three covert skills, and one military skill.

Submarine Captain-20 favor-3 rolls to exceed 40
Receives Admiral 3

Timarvay
2008-08-31, 09:22 AM
Notes

There are very few items, skills, and favor options listed here. This is intentional. Whenever desired, a Mastermind may create new items, skills, or anything else and add them to their own game. Players make do the same via research, but only things the Mastermind approves of may be researched.
When there is an inconsistency, or hole, in the rules, the Mastermind should come up with a solution. If a Mastermind thinks a rule should be changed, they should feel free to change it, but should warn the players first.

When creating an enemy, the Mastermind should try to challenge the players while operating under the same rules. An enemy should be created in advance, with statistics determined beforehand and equipped as the Mastermind sees fit. When starting a campaign, basic enemies should be armed similarly to the players, and have no more than a total of 25 points in all their statistics.

A campaign is a series of missions. It can be as long as the players want. When starting a campaign, players should begin with access to the options listed in this document plus any the Mastermind gives them. Over the course of a campaign, players should gain access to more options as they research them.

The most important rule is to try and have fun. If something is unfun, feel free to change or ignore it. If something requires too much bookkeeping, replace it with a simpler mechanic. A group can send the game in whatever direction they want. If they prefer combat, it can become a sort of wargame. If the group wants, they can roleplay with the individual characters in combat, and make negotiations a part of the game.



Lastly, this document is free. Don't sell it, don't claim it as your own, but feel free to print it out, email it to friends, or do pretty much anything else with it. I also have to request, as the author, that you do not sell anything related to this system alone, such as books with more items or traits. I reserve that right for myself and nobody else. Feel free to make such things available for free, though!




There you have it, then. Feel free to use this and tear my rules apart.

Prometheus
2008-08-31, 10:35 AM
It seems like a good idea, translating the idea of a strategic war game to a anti-alien team game. If I were to run a game like this, though, I'd want a lot more set up beforehand so players had an idea of what they want to do and I'd change a lot of what you have written.

I do have some criticisms about what you have written though:
1) The United Nations Convened? I think it makes a lot more sense to have it be NATO, or if you wanted to be more worldwide, G8 (Canada, France, Germany, Italy, Japan, Russia, US, UK, EU) or G8+O5 (also Brazil, China, India, Mexico, South Africa). It would require some small modification that might not be worth it to you, but I'm just saying. Actually given how little players start with, it probably makes sense that this is an organization that is trying to prevent even the various nations from knowing about it or that everyone does know about it and we've been bombed back to ground zero.
2)In character generation after your roll you stats, do you get to take from any one stat and given it to any one other or completely choose and render rolling meaningless?
3)I'm not sure Synesthete is an appropriate trait for the average or even above average person, or that it directly correlates with science. I'd go with something like Analytical, Pattern-finding, or Spatially Oriented.
4)Each of the science branches first require you get the general skill (ie. Biology) than later get the specific (ie. Genetics), right? The way you have it implies that Biology is a prerequisite for itself and is impossible to take or that one can take General Biology with Biology as it's prerequisite.
5)I'd imagine the biology and the technology of the aliens are vast different from that of what humans are and currently working on. Are we to roll up studies of alien technology under existing science, covert skills, or should their be a new category somewhere?
6)Covert skills seems a little limited and oddly arranged, I'd think about adding disguise/stealth, surveillance, kidnapping. Maybe also combine lockpicking, hardwiring, and throw in safecracking into the same skill.
7)It is a little silly that planes can only attack air targets, aren't there any bombers? Also it isn't clear if land units/guns can attack air units, modern military uses a lot of SAM to attack air units. I guess the aliens by default have some sort of technology which counteracts planes, tanks, and subs but not motorcycles because these countries should all already have the technology. EMP requires they are all made out of plastics and composites? I dunno, but somethings gotta give.
8)Body seems completely useless, because Senses can always be traded for accuracy. Perhaps it might shield damage better than the average stat or provide, provide a bonus to Movement, add a regen rate, or resist fear damage. Mind I presume is used in covert skills in addition to research.
9)It makes more sense for Mind to be offense and Body to be defense
9)Luck can be traded for attack, movement or Reflex. That seems a little unnecessary. If Luck lets you do things faster than you ordinarily could, you'd think it would go to Reflex which would than be directed appropriately.
10)Damage is way to high, and when things explode or the like, it seems a little unrealistic for it to exist in an all or nothing capacity.
11)There doesn't seem to be any description of combat healing.
12)Every Earthguard base is on the same team, do they share technology and trade resources or what?

Timarvay
2008-08-31, 11:18 AM
1. I went with the U.N. only because, as I recall, that was how X-com started. I very much based this on X-com.

2. From any one stat to any other.

3. Good point. I can't really argue with this one at all.

4. Good catch. The starting three (Chemical, Biological, Mechanical) are not supposed to have any prerequisites.

5. I would probably say that any alien technology can be researched normally, but would take more money and research points to complete. I'd be inclined to leave dealing this one up to the Mastermind, based on how similar to humans they want their aliens to be.

6. Covert is added as a catch-all for skills like those. Pretty much anything the player wants to learn to do that isn't anywhere else can be a covert skill.

7. I'd say that any weapon that can be shot from the ground to a plane should be researched specifically. I haven't been able to come up with a way of doing bombers that I'm satisfied with, but the original method was this: Each plane has a number of bombs it can carry. It cannot restock during a mission. Instead of making an attack, a plane can drop a bomb on a target hex. The bomb lands 1d10 hexes away in a random direction, and does damage to all characters, both friendly and enemies, in a radius. Bombs, as a rule, had incredibly high damage. I thought this was somewhat realistic, but I didn't like how random it was. I couldn't figure out a way to make it work without being either very random or too powerful.

8. Body is mostly used as a sort of shield. A statistic that can be damaged so other, more vital, ones can remain strong longer. I think I will switch out Mind for Body for the defense roll.

9. Luck can't be used to get reflex, but it CAN make an enemy lose reflex. It also allows extra movement, or attacks, but not other things, like reloading.

10. High damage is deliberate to make the game high lethality. People who want a less lethal game should definitely lower it some. I forgot to add a few things to the grenade, that should probably go with any researched explosives. I'll edit those in.

11. I forgot to copy that section over. Again, I'll edit it in.

12. Same team, they can transfer technology and other resources if they want to. This never even occurred to me, I'll edit it in.