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Thread: The Hub Central Thread
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2011-03-20, 09:47 PM (ISO 8601)
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The Hub Central Thread
All threads relating to the Hub Basic Rules (Still under development by me, by the way) will have links posted here.
Information on the rules, updates on what's being worked on, and other things will be posted here.
Index
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2011-03-20, 09:49 PM (ISO 8601)
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2011-03-20, 10:56 PM (ISO 8601)
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Re: The Hub Central Thread
Damage Types:
Necrotic: Damage from Hurt spells, Darkness, etc.
Frost: Damage from Cold, Ice, etc.
Electric: Damage from Lightning and other things
Sonic: Damage from Thunder, Loud Noises, etc.
Energy: Damage from Fire, Lasers, etc.
Piercing: Damage from Bullets, Arrows, etc.
Slashing: Damage from Swords, Dagger, etc.
Blunt: Damage from Clubs, Hammers, etc.
Exploding: Damage from TNT, Explosions, etc.
Acid: Damage from acid, poison, etc.
Psy: Damage from mind-effecting spells and similar
Radiant: Damage from Holy Spells, Light, etc.
Certain spells and magic artifacts can grant you resistance to Damage types. Attacks can have more then one Damage type. A Flame Dagger would do Slashing & Energy damage, for example. Every attack has at least one type of damage.
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2011-03-20, 11:06 PM (ISO 8601)
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Re: The Hub Central Thread
So, for instance, if you don't mind me posting here, what would a spell that literally damages a target's mind deal, damage type wise? Or a spell that created acid? Or a spell that summoned a beam of super intense light?
Last edited by unosarta; 2011-03-20 at 11:07 PM.
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2011-03-20, 11:23 PM (ISO 8601)
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Re: The Hub Central Thread
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2011-03-20, 11:25 PM (ISO 8601)
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Re: The Hub Central Thread
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2011-03-20, 11:29 PM (ISO 8601)
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Re: The Hub Central Thread
The action/turn system works something like this:
There are Three Types of Actions:
Normal: Normal Actions include making an attack, casting a spell, etc. You can have one Normal Action per turn.
Move: You can move Ft. equal to your Agility score. You can make one Move Action per turn. If you make no other action however, you can make Two Move Actions.
Free: Free actions include saying something, dropping an item, etc. You can have an unlimited amount of Free Actions on your turn.
At the start of combat, everyone rolls a d20. Whoever gets the highest number goes first, followed by second highest, etc.
Note: The turn/action system is still under work. Should it change at all, I will post the errata for it on here.
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2011-03-20, 11:33 PM (ISO 8601)
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Re: The Hub Central Thread
So an attack action is a normal action?
What are classes like?
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2011-03-20, 11:37 PM (ISO 8601)
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Re: The Hub Central Thread
Classes include Fighter, Wizard, Cowboy, etc. Classes also include "unusual ones", such as Mutant, which lets get one superpower, chosen from a list presented.
If a player sees no classes that are fit for his character in mind, he can also create his own class using the Dynamic Class Creator. The DDC gives you "Class" points, which are then used to let your guy get Attack Bonuses, a better Hit Dice, Skills, etc
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2011-03-20, 11:38 PM (ISO 8601)
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Re: The Hub Central Thread
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2011-03-20, 11:43 PM (ISO 8601)
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Re: The Hub Central Thread
Feats & Traits are presented in the game as Talents, which can be bought with Experience Points. When enough Experience is gained/spent, the character levels up, granting them more Health, possibily Spells & Powers, and Skill Points.
The game has a unique way of treating Experience Points. In this, the same amount of Experience is gained from fighting through an Alien UFO to rescue a captive as it is to sneak in and free the captive. One does not simply gain Experience by wandering the Woods (Or cities, in some cases) and attacking Monsters. If one had a quest to defeat the monsters, and they do so, then they gain Experience.
Characters can Multiclass in the game. The rules for Multiclassing however, are still being worked on and are nowhere near finished
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2011-03-20, 11:47 PM (ISO 8601)
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Re: The Hub Central Thread
So, is there ever really a large benefit of buying talents over gaining levels? For instance, do characters ever gain Experience that does not go to leveling that character, but instead simply to buying talents?
Or can a class grant bonus talents?
Not really unique, but certainly welcome. The D&D DMG mentions using this method, as do several other games, but to be certain, it is a good mechanic.
Okay.
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2011-03-20, 11:53 PM (ISO 8601)
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Re: The Hub Central Thread
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2011-03-20, 11:54 PM (ISO 8601)
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Re: The Hub Central Thread
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2011-03-20, 11:57 PM (ISO 8601)
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2011-03-21, 12:02 AM (ISO 8601)
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Re: The Hub Central Thread
Another thing that is needed: conditions.
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2011-03-21, 02:08 PM (ISO 8601)
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Re: The Hub Central Thread
The conditions are still being worked on, but this is what I got so far:
Normal: No condition is currently effecting you
Stunned: You can only go on One Action a turn, be it a Move Action or a Normal Action.
Paralyzed: You can't do anything, except for talking.
Blind: -5 penalty on all attack rolls, fails all Skill or Ability checks involving sight.
Impaired Hearing: -5 penalty on all Skill or Ability checks involving use of ears
Hearing Loss: Fail any skill or ability checks involving use of ears.
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2011-03-21, 05:58 PM (ISO 8601)
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2011-03-22, 04:34 PM (ISO 8601)
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Re: The Hub Central Thread
Medieval Cuirasses
Chainmail: +3 AC, 5 AP Body
Half-Plate +4 AC, 6 AP Body
Full-Plate +5 AC, 8 AP Body
Scale Armor +7 AC, 6 AP Body
Medieval Pants
Chainmail Pants: +2 AC, AP 2 Legs
Half-Plate Pants: +2 AC, AP 3 Legs
Full-Plate Pants: +3 AC, AP 4 Legs
Scale Pants: +4 AC, AP 3 Legs
Medieval Boots
Chain Boots: +1 AC, AP 2 Legs
Half-Plate Boots: +1 AC, AP 3 Legs
Full Plate Boots: +1 AC, AP 4 Legs
Scale Boots: +2 AC, AP 3 Legs
Medieval Shoulderpads
Chain Shoulderpads: +1 AC, AP 2 Body
Half-Plate Shoulderpads: +1 AC, AP 3 Body
Full Plate Shoulderpads: +1 AC, AP 4 Body
Scale Shoulderpads: +2 AC, AP 3 Body
AP = Armor Points
I'll post the cost & weight of the armor later. I will also be posting Primitive, Modern, and Futuristic Armor later
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2011-03-24, 04:39 PM (ISO 8601)
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Re: The Hub Central Thread
Carrying Weight:
To determine your max carrying weight, you add your Stength and Physical together and multiply the result by ten (Strength + Physical) x 10
Sample Talents
Note: All these talents can be taken at Level One
Diehard: When suffering lethal damage, you automatically stabilize. 200 XP
Agile: +1 to your Reflex Defense
Steel Will: +1 to your Mind Defense
Hardy: +1 to your Constitution Defense
Endurable: +3 Health upon taking, and +1 HP every time you level up. Should you take this talent past Level One, you retroactivly get the +1 HP for every past time you've leveled.
Skillmonkey: You get +1 Skill Point a level
Thief: +1 bonus to Disable, Lockpick, and Stealth checks.
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2011-03-25, 04:35 PM (ISO 8601)
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Re: The Hub Central Thread
Just realized I didn't put the XP cost for some of the talents:
Diehard: When suffering lethal damage, you automatically stabilize. 200 XP
Agile: +1 to your Reflex Defense 150 XP
Steel Will: +1 to your Mind Defense 150 XP
Hardy: +1 to your Constitution Defense 150 XP
Endurable: +3 Health upon taking, and +1 HP every time you level up. Should you take this talent past Level One, you retroactivly get the +1 HP for every past time you've leveled. 200 XP
Skillmonkey: You get +1 Skill Point a level 100 XP
Thief: +1 bonus to Disable, Lockpick, and Stealth checks. 200 XP
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2011-04-03, 03:16 PM (ISO 8601)
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2011-04-06, 01:48 PM (ISO 8601)
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Re: The Hub Central Thread
Have the classes been posted somewhere? Or are they still all under construction, because I don't see how we could play (Quick-play or otherwise) without the classes.
Will races be in the game? As in, species that give statistical benefit or special powers, like in D&D. Or will races just be character description?Last edited by Gamerlord; 2011-04-06 at 01:53 PM.
Credit for my various avatars goes to Dashwood,Cealocanth,Kwarkpudding,Randomizer,kpengu in,Alarra,Bisected8,zimmerwald1915, and Thanqol.
Once known as "Gamerkid".
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2011-04-06, 01:54 PM (ISO 8601)
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Re: The Hub Central Thread
Here are the classes I've gotten done:
Secret Agent, Negotiator, Rogue, Wizard, Fighter, Ninja, Mutant. I still have more left (Samurai, Space-Marine, etc)
I'm also working on rules that let you create your own classes.
Races will NOT be in the game. Although players can create characters that aren't human (Such as an Alien Ninja, or an Elf Secret Agent), but the only thing it will effect is Roleplaying.
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2011-04-10, 07:07 PM (ISO 8601)
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Re: The Hub Central Thread
The Power Soldiers
The Power Soldiers are basically the Hub's version of the Space Marines from WH 40k or the SPARTANs from Halo. The Power Soldiers are the elite soldiers that are dedicated to protecting The Hub from any sort of threats, such as the Outer Beings or Alien Invaders. The Power Soldiers are the product of a project created decades ago, one of the few projects that nearly every country on The Hub helped on.
The Power Soldiers wear suits of Power Armor that outclass the "common" varieties, worn by groups such as the Civilization Police Force. The suits of Power Soldier armor are divided into multiple versions. Mach One is the most common of these versions. Mach Two has more utilites and offers more protection then Mach One, but costs more to produce, so Mach Two suits are very rare. Mach Three is still under development, and is currently being tested out by various Power Soldiers, such as Power Soldier #25, who was nicknamed "Tester" due to his frequent usage of weapons and armor under development.
Each Power Soldier has numerous chemical and mechanicals implants, enhancing their speed and strength, as well as their quick-wits (Or in some cases, lack thereof).
The first Power Soldier is named Elder, and is currently leader of the first Squadron "Steel." Each Sqaudron of the Power Soldiers is named after a type of metal or jewel (Ie: Iron, Copper, Diamond, Ruby, etc)
The Power Soldiers' missions vary from over-throwing dictators and evil barons, to fighting evil alien invaders.
More info to come on the Power Soldiers
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2011-04-14, 07:08 PM (ISO 8601)
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2011-04-15, 02:06 PM (ISO 8601)
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Re: The Hub Central Thread
Since the monster thread hasn't been posted in for at least six weeks, and only the creator can reanimate it, I am asking this question here:
Are there special rules for swarm creatures in this game?Credit for my various avatars goes to Dashwood,Cealocanth,Kwarkpudding,Randomizer,kpengu in,Alarra,Bisected8,zimmerwald1915, and Thanqol.
Once known as "Gamerkid".
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2011-04-15, 02:11 PM (ISO 8601)
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Re: The Hub Central Thread
Not yet, but I'm working on them
Edit: Should the RPG ever be published, here are the books that will be available at launch:
The Hub Basic Rules
Volcano Lair (Adventure)
The Hub LARP Rules
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2011-04-15, 02:16 PM (ISO 8601)
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Re: The Hub Central Thread
As in, selling for profit?
I think there could be copyright issues if you included, say, stormtrooper orcs.Credit for my various avatars goes to Dashwood,Cealocanth,Kwarkpudding,Randomizer,kpengu in,Alarra,Bisected8,zimmerwald1915, and Thanqol.
Once known as "Gamerkid".
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2011-04-15, 02:34 PM (ISO 8601)
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Re: The Hub Central Thread
Of course. Who doesn't love a profit?
For copyright right reasons, creatures in the monster thread and cities in the City Creator threat, may be edited if they appear, to avoid offending anyone. In the event that editing it will result in it not making any sense, I'll email/phone call the person or company who owns it, andbegask for permission for it to appear, with the promise that I will not claim ownership of the copyrighted items, a legal statement saying it appeared with permission will appear in the bottom of the page said thing appears, and the company/person will be thanked in the introduction.