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Dead-Space the RPG

PostPosted: Sun Apr 10, 2011 3:08 pm
by Apc107
let me start by saying that I LOVE the Dead Space series, I've seen the movies, read the books and Played Dead Space, Dead Space 2, and Dead Space extraction. I've been thinking about making a rpg (solo, because no one I am friends with likes pnp rpgs). I realy like the 100% system, so I'm going to use that. Combat is going to be the deepest part I think, but quick. With dismemberment, here is a example of what I want to do.
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Example 1: Your character has armor that still has high durabiltiy (85-100%) being hit by a slash (basic DS enemy)
Since you have high durabiltiy armor, your characher's limbs will only suffer blunt force trama (B.F.T.) which only damage your armor, minor limb damage, and some HP. FIrst the To-hit roll (roll Tens die, then the Ones die, add modifers, if 100% it hits, then you have to do limb damage, this is a prototype limb damage table
>1-10% Head Trama: -10% to hit(2 turns)
>11-50% Torso Trama: +5 dmg (on contact)
>51-60% Left Arm Trama: -10% to hit (3 turns)
>61-70% Right Arm Trama: -5% to hit (4 turns), -1 reload speed(3 turns)
>71-85% Left Leg Trama: -10% evade (3 turns)
>86-100%: Right Leg Trama: -10% evade (3 turns)
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I also want to stay as true to games as possible, with all kinds of random events and one-off objectives. But you don't play as Issac Clarke, the main protag of the series. You play as sprawl security, like in Dead Space 2's mulitiplayer. "RPG" elements include getting rank ups (level cap is 60) that give you access to new difficulty levels, weapons, suits, upgrades, and perks/abilites. and being able to upgrade weapons and armor at a workbench.
The Game will have at least 5 Scenarios that have different set of random events but have The same main story and objectives.
Suits will have 5 levels each, but each suit will have it's own stats and special features
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Example: Security Armor
Basic armor used by Sprawl Secuirty, durable and effective.
Armor Durabilty: 50
Speed/evade Reduction: -10%
R.I.G. Inventory Space: 15
Special Features: Zero-G enabled, Built in Oxyogen-tank, +5 Pulse Rifle Dmg.
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Example: Plasma Cutter
A very popular tool used by miners everywhere, no miner, DOESN'T have this flexible tool in their toolbox.
Damage: 10
Clip/ammo capacity: 5/40
Reload Speed: 2 "clicks"
Fire Rate: "1 click per shot"
Accuracy: +20%
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The maps/scenarios for the game are as follows
> Titan Mines
> Marker Lab
> Solar Array
> Escape
> Shock Mine
> Lost in the Nightmare
> The Hive-Mind
> Desperate Escape.

Each one has there own unquie feel, and story. Each also has there own random events, main objectives, one-off objectives, paths, etc.
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Weapon List: (weapons, armor, and items cost, but are unlocked in the store to buy)
> Plasma Cutter (Lvl 1)
> Pulse Rifle-(grenade attachment model) (Lvl 1)
> P-sec Pistol (Lvl 4)
> Rivit Gun (Lvl 10)
> Line Gun (Lvl 16)
> Force Gun (Lvl 20)
> Flame-thrower (Lvl 29)
> Ripper (Lvl 37)
> Javeilin Gun (Lvl 46)
> Seeker Rifle (Lvl 54)
> Contact Beam (Lvl 60)
> Bone-Saw (unlockable)
> Pulse-Rifle (shotgun attachment model) (unlockable)
> Pulse-Rifle (360-gattling turrent attachment model) (unlockable)
> Arc-Wielder (unlockable)
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Armor/Suit List:
> Basic Security Suit (Lvl 1)
> Civil R.I.G. (Lvl 1)
> Bio-Chemical R.I.G. (Lvl 4)
> White Urban Tiger camo (Secuirty Suit) (Lvl 9)
> Artic Security Suit (Lvl 15)
> Standard Engineering suit (Lvl 15)
> Patrol Security Suit (Lvl 19)
> Vintage Suit (Lvl 24)
> Riot Security Suit (lvl 30)
> Scorpion Class Engineering suit (lvl 40)
> Advanced Soilder Suit (Lvl 42)
> Zeolet Suit (Lvl 46)
> Advanced Suit (Lvl 50)
> Advance Unitologist Suit (Lvl 52)
> Shockpoint Advanced Suit (Lvl 56)
> Advance Hazard Engineer Suit (lvl 59)
> Hacker Suit (unlockable)
> Triage Secuirty Suit (Unlockable)
> Heavy-Duty Vintage Suit (unlockable)
> War-Torn Suit (unlockable)
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Item list: (store rank)
> Small Med Pac (lvl 1)
> Mediem Med Pac (Lvl 10)
> Large Med Pack (lvl 25)
> Small Air Can (lvl 1)
> Mediem Air Can (lvl 15)
> Large Air Can (lvl 30)
> Stasis Pac (lvl 5)
> Power Node (lvl 1)
> Armor upgrade (upgrade lvl 1) (lvl 1)
> Amor Upgrade Lvl 2 (lvl 10)
> Armor Upgrade Lvl 3 (lvl 20)
> Armor Upgrade Lvl 4 (Lvl 30)
> Armor Upgrade Lvl 5 (Lvl 40)
> Ammo: x weapons (see that weapons's unlock level)
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Perks
> Endurance (rank 1) (Lvl 1): Max Hp 100-110
- Rank 2 (lvl 18): Max Hp 100-125
- Rank 3 (lvl 40): Max Hp 100-150
> Engineer (rank 1) (lvl 8): +15% on engineer rolls
- Rank 2 (lvl 25): +25% on engineer rolls
> Hacker (rank 1) (lvl 10): +10% to hack.
- Rank 2 (lvl 22): +15% to hack
- Rank 3 (lvl 35): +20% to hack
-Rank 4 (lvl 50): +25% to hack
> Marksmen (rank 1) (lvl 15): +5% to hit with all ranged weapons.
- Rank 2 (lvl 20): +8% to hit with all ranged weapons.
- Rank 3 (lvl 30): +15 to hit with all ranged weapons.
-Rank 4 (lvl 45): +18 to hit with all ranged weapons.
> Smart Buyer (rank 1) (lvl 20): 5% discount at the store.
- Rank 2 (lvl 30): 10% discount at the store.
- Rank 3 (lvl 40): 15% discount at the store.
- Rank 4 (lvl 50): 20% discount at the store.
> Medic (lvl 24): med pacs give +5 Hp
- Rank 2 (lvl 30): med pacs give +10 Hp
- Rank 3 (lvl 50): Med pacs give +12 Hp
> Back-Packer (lvl 30): +2 inventory slots
- Rank 2 (Lvl 38): +4 inventory slots
- Rank 3 (lvl 48): +5 inventory slots
> Agile (Lvl 40): enemies have -5% to hit you.
- Rank 2 (lvl 45): enemies have -10% to hit you.
- Rank 3 (Lvl 50): enemies have -12% to hit you.
- Rank 4 (lvl 60): enemies have -15% to hit you.
> Stasis Ugprade Pac (Lvl 45): stasis recharge time, 10 turns-8 turns
- Rank 2 (lvl 50): stasis recharge time, 10 turns-7 turns
- Rank 3 (lvl 60): stasis recharge time, 10-6 turns
> Stimulas Package (lvl 50): +100 credits whenever credits are earned.
- Rank 2 (Lvl 54): +150 credits whenever credits are earned.
- Rank 3 (lvl 60): +200 credits whenever credits are earned.
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Unlocks (not weapons/ armor)
> Perk Slot 2 (lvl 40)
> Weapons Slot 3 (Lvl 30)
> Weapon Slot 4 (Lvl 50)
> Game-Mode: Mercenaries (lvl 30)
> Outbreak (main mode) reinforcements +5 (lvl 15)
- Reinforcements +10 (lvl 40)
- reinforcements +15 (lvl 60)
> Outbreak (main mode): Hardcore mode (lvl 60)
> Game-Mode: Zeolet(lvl 60)
> Game-Mode: Spec-Ops (lvl 20)
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Enemy List
> Slasher
> Puker
> Spitter
> Pack
> Lurker
> Leaper
> Stalker
> Divder
> Hunter
> Pregnaut
> Brute
> Weezer
> Guardian
> The Tormenter
> The Hive-Mind
> Tri-pod
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Game-Mode Concept: Zeolet
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In this game-mode you still controll a human (although weaker then most), you have a powerful advantage. You control, the nercomorths. The objective is to kill and infect as many as you can before dying. This may sound easy but it isn't. Not only will there be just regular humans, but there will be well-armed security officers, survivor laid traps, and other bad stuff. The nercomorths, although powerful tools will not always follow your commands, and if you don't satisfy their appeatite for death and deastruction, they will turn to you, to feed their need.
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Game-Mode Concept: Spec-Ops
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In this game-mode you control a team of Human Soldiers to Combat another group of Humans. This mode has Three sub-mode: VIP (your team has to lead a VIP to the extraction zone), Bomb Defuse (Your team has to either kill the opposing team or defuse the bomb), and Hostage Rescue (Your team has to either kill the opposing team or find and rescue all hostages in the area). The catch is that the opposing team is just as strong as your team and that no one can respawn. So it's an objective based fight-to-the-death, human-on-human kind of thing.
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well, that's all I have so far, give me advice, Ideas and anything else you can give me. If you do help me, you will be in the second page of this document if this pnp rpg ever happens. :mrgreen:

Re: Dead-Space the RPG

PostPosted: Sun Apr 10, 2011 8:08 pm
by Chainsaw Aardvark
Welcome to 1km1kt.net!

Very interesting, and quite ambitious. I've got a number of games that might help serve as examples to give you some inspiration, but a few words of warning as well.

The first game to take a look at is called . It uses a percentile system similar to what your thinking of - it even includes a system for determining limb hit location as part of the too hit roll. (Essentially look at the three digits - if there is a number in the 100s place, you hit, and then the next two numbers determine damage and location. Greater skill means you can shift where it hits up or down on the chart) Of course, you shouldn't be copying this outright, but it seems like a good starting place for you.

Another game to check out is . It has large number of random tables that might be modified and expanded to help build the ships and structures of your game. Furthermore, this RPG has a rather simple resolution system, which could serve as an alternate model to your percentile idea.

Finally, is another Tabletop game based on a video game, and using a percentile system - . I recommend that last one as much as a warning as a guide. The author got permission to use the actual damage and armor calculations from the game. (As well as much of the item descriptions and a large number of images.) The trade-off is combat is very cumbersome - armor has three different modifiers (a penalty to hit, a set stopping amount, and a percentage reduction) multiplied by several types of damage (Normal, explosive, energy, fire)

Computers preform calculations, maintain databases, and roll dice a lot quicker than people at a table. A game that wants people to roll percentile, track types of damage, location, which limbs are severed, how long a negative affect lasts, It is a lot of work on the table rather than in the imagination.

Frankly, Dead Space does not seem like a very good candidate for translation into an RPG. It would be rather difficult to face multiple creatures, and one big creature is kind of an analog slot machine when it comes to rolls. It would be rather hard to maintain the pacing for either horror or action with a tick-based/percentile/location tracking system as you have here.

Don't let this discourage you. I'm here to help, and don't like to kill any creative endeavors.

Now I am working on a horror game of my own "". This has characters (and advanced enemies) where you track health levels, and lesser opponents where killing them is just a difficulty threshold. So one idea would be to split opponents into lesser opponents that can be fought quickly, and those that require a more measured/detailed approach.

An even older game that I worked on had an usual system where everything was measured in tick marks - which could be converted to percentiles for certain rolls. For example, Dexterity Three / Professional Rifle Four yields either 7+2d6 vs target number to hit something, or (27+48 = 75%) when testing knowledge. (Skills could be either professional - providing greater general knowledge and ability in a contest of skill, while an amateur rating were cheaper and provided less ability in a skill contest, but possibly more bars for just getting it done.) Perhaps you could use a two tiered system like this - Skill number plus one d10 to simply shoot and damage things, or convert to percentile for trick shots or dismembering larger foes.

One more example game comes to mind. is a short solo game. This is also notable in that its not just shoot the monsters, but that you can choose tactics and trade-offs for each encounter - deciding on exchanging things like ammo, time, and health. A similar system, or else optional special attacks and abilities (like d20 feats or the perks of the aforementioned Fallout game) will probably required of your work to be more than just a mathematical progression of "roll for room, roll for enemy, roll to hit... repeat)

I'm sorry if this seems to be a homework assignment of what you should read and study. (As Ralph Waldo Emerson said "I hate quotations - tell me what you know!") Personally, I find seeing what works or doesn't in other tomes to be helpful. If you would prefer to discuss this further or learn another way, I'll be here to assist in anyway I can.

Once again, welcome to the forums. Good luck with creation and all your gaming.