I've been kicking around the idea of a Space exploration/adventure game, where the players take on roles on a ship. The system piggy backs off of L5R, since it is basically the only one I am all familiar with, but I'll be editing it to bring in some more personalized and fun elements.
Firstly, there are two character sheets. The personal, which concerns your character, and the Communal. You earn XP like usual for your character (say 5-8 XP) however your "Schools" are only half powered, encouraging players to mix and match what they hope will be effective. [I'll be working on those Rolls soon]
On the flip side of that, everyone earns communal XP (3-5 XP) that you have to spend on the systems of the ship. To raise an Aspect, you spend three times the number you are raising it too. So, for 2 Targeting to go to 3 Targeting you pay 9 XP. The Ring stays the lowest number. However, Power is unusual in that it's the total of all of the other rings combined. Spending 2 of that total equals 1 "void" point and can overcharge a system, however Ship "Skills" (Which concern the specialist equipment, e.g. Teleporters, Nanomachine Medbays, general stuff like that) only work if there is an equal amount of Power.
Life Support, Heat Exhaust and the general systems of the ship are all 1-2 Power, with weapons generally being 3 and 4 and specialised equipment going upwards from there. If a crew spends 3 Power Points on a ship with 8 power, the ship effectively shuts down. Power is raised by raising the Rings of other systems.
EDIT
Another system which seems pretty cool, suggest by Dave, is that for characters to have direct outcome on the way dice are rolled their personal skills become the keep dice. This would do away with the L5R Ring system for the ship.
Power would remain as the amount of die you roll when attempting something, with systems requiring a minimum amount of power. The system (Skill) would handle the quality of the dice you roll, while the characters own abilities in the vessel being the keep dice. For example:
Ship has a Power output of 6. A system/skill would be at it's a lowest a D4 and at it's very highest D20, but can never go beyond the Power output at the same time (So no D6). Let's say the skill we're using is laser cannons 1 at D4. A crew member has rank 3 in the skill for firing those cannons. 6 rolls (power) of the four sided dice(Quality), keep three of the total.(Character skill).
Power points can be redirected to increase Quality, but at 6 and D4 you'd end up with 5d5, which depowers the rest of the ships systems. 8 power with 4 sided dice could be lowered to 7d5.
Ship:
Name - (Place holder) The Cosmonaut's Bones.
Integrity - Shields, Hull
Engines - Thrust, Maneuverability
Armament - Charge, Targeting
Sensors - Navcomms, Cyberwarfare
Power - Total of all Rings, spending +2 Power brings an Aspect up by 1. Any ship skill below this total is unusable.
Ship skills: (EXAMPLES)
Laser Cannons
Rockets
Teleporter
Things of that nature
EDIT
Linked to Dave's idea from above. A simpler idea that places more responsibilities on Characters.
Power = 2 paid character creation points per power.
Hull = Essentially bought in character creation, determines ship "HP."
Skils
Teleporters
Cannons
Controlled Drones
Automated Internal Defences
Shields
ect
Ship Positions:
Pilot - Rolls dodging for the ship, speeds to get places, precision rolls to get close to important places. On Ship Rolls, they would handle the Maneuverability and have some Navcomms skills. Mostly a passive class on the personal scale.
The Captain - Intimidating/chatting with aliens or other Captains. They would be social and grant boosts to ship skills, so most of their skills are personal.
Ambassador - Social rolls mainly, best outfitted for buying systems (weapons, rooms, automatic functions). Like the Captain, but much more diplomatic and without the ship altering skills.
Engineer - Rolls for the repair of systems and the halting of critical breakdowns. Works like the Medic for Constructs. (PHYSICALLY). Will generally be rolling for Integrity with Thrust.
Manufacturer - Can build/improve the working of systems with dedicated rolling, build Drones and Turrets. Drones work off of Charge and Targeting, while turrets are more personal weapons that can be deployed on board to halt incoming enemies.
Cybercomm - Handles communications and searching for other vessels with the ships sensors. If an attack is coming, they're the first to know. Medic for Constructs. (MENTALLY) Also has some impressive Linguist skills. Obviously handles Navcomm, with language abilities and some social skills. They are not as delicate as the Captain or Ambassador but they are serviceable. They also have Defence Cyberwarfare abilities.
Hacker - Disrupts enemy systems in ship to ship combat and can hack the Drones/Constructs under enemy control, making them allies. Rolls on the ship level with Cyberwarfare, and personally with WiFi skills to affect personal Constructs.
Security - Handles the boarding of enemies onto the ship, shooting with laser pistols/rifles, taking the most damage. Deals with mainly physical attributes personally, but has some rolling for Hull (If a door needs to stay closed while you vent oxygen and bad guys into space, they're the guys to keep it sealed).
Gunnery - Handles the ships actual weapons. Rolls for shooting at the enemies weak points, decides what to destroy. They mostly deal with Charge and Targeting the enemy, but have some Navcomm skills.
Medic - Pretty obvious, rolls for healing people. Can do this in the Medbay (if there even is one) or can apply it in the field. Mostly completely personal, however they gain boosts with Medical bays, which run off Charge(?).
Scientist - Generally the most knowledgeable of all of the groups, has the most Lore skills but also knows a thing or two about Cyber/Comms/Engineering. Mostly a mix and match of not as powerful skills of other classes.
Infiltrator - You specialise in doing underhanded things, more subtle then the Captain or Ambassador. Some skills in Hack/Security/Manufacture. A more offensive version of the Scientist, but again, most of the skills (ship and personal) are lowered.
The "Classes" would work like half families, with some skills and a overall bonus. At the first level, everyone get's a rank in both, however as you level up you may chose only rank 2 in one or the other.
Possible Playable Races:
Humans (Cyborgs applicable)
Robots/Holos (Artificial Intelligences) - Race name; Construct
Amphibian Alien-Human hybrids, Right off the bat -
Lizard/Insect Alien-Human hybrids, Right off the bat
Sentient Goo, Right off the bat
Races would like Families, giving a boost to certain schools. However, they have Racial Advantages and Disadvantages and I imagine the only two playable races will be the Amphibian and Lizectoids.
Firstly, there are two character sheets. The personal, which concerns your character, and the Communal. You earn XP like usual for your character (say 5-8 XP) however your "Schools" are only half powered, encouraging players to mix and match what they hope will be effective. [I'll be working on those Rolls soon]
On the flip side of that, everyone earns communal XP (3-5 XP) that you have to spend on the systems of the ship. To raise an Aspect, you spend three times the number you are raising it too. So, for 2 Targeting to go to 3 Targeting you pay 9 XP. The Ring stays the lowest number. However, Power is unusual in that it's the total of all of the other rings combined. Spending 2 of that total equals 1 "void" point and can overcharge a system, however Ship "Skills" (Which concern the specialist equipment, e.g. Teleporters, Nanomachine Medbays, general stuff like that) only work if there is an equal amount of Power.
Life Support, Heat Exhaust and the general systems of the ship are all 1-2 Power, with weapons generally being 3 and 4 and specialised equipment going upwards from there. If a crew spends 3 Power Points on a ship with 8 power, the ship effectively shuts down. Power is raised by raising the Rings of other systems.
EDIT
Another system which seems pretty cool, suggest by Dave, is that for characters to have direct outcome on the way dice are rolled their personal skills become the keep dice. This would do away with the L5R Ring system for the ship.
Power would remain as the amount of die you roll when attempting something, with systems requiring a minimum amount of power. The system (Skill) would handle the quality of the dice you roll, while the characters own abilities in the vessel being the keep dice. For example:
Ship has a Power output of 6. A system/skill would be at it's a lowest a D4 and at it's very highest D20, but can never go beyond the Power output at the same time (So no D6). Let's say the skill we're using is laser cannons 1 at D4. A crew member has rank 3 in the skill for firing those cannons. 6 rolls (power) of the four sided dice(Quality), keep three of the total.(Character skill).
Power points can be redirected to increase Quality, but at 6 and D4 you'd end up with 5d5, which depowers the rest of the ships systems. 8 power with 4 sided dice could be lowered to 7d5.
Ship:
Name - (Place holder) The Cosmonaut's Bones.
Integrity - Shields, Hull
Engines - Thrust, Maneuverability
Armament - Charge, Targeting
Sensors - Navcomms, Cyberwarfare
Power - Total of all Rings, spending +2 Power brings an Aspect up by 1. Any ship skill below this total is unusable.
Ship skills: (EXAMPLES)
Laser Cannons
Rockets
Teleporter
Things of that nature
EDIT
Linked to Dave's idea from above. A simpler idea that places more responsibilities on Characters.
Power = 2 paid character creation points per power.
Hull = Essentially bought in character creation, determines ship "HP."
Skils
Teleporters
Cannons
Controlled Drones
Automated Internal Defences
Shields
ect
Ship Positions:
Pilot - Rolls dodging for the ship, speeds to get places, precision rolls to get close to important places. On Ship Rolls, they would handle the Maneuverability and have some Navcomms skills. Mostly a passive class on the personal scale.
The Captain - Intimidating/chatting with aliens or other Captains. They would be social and grant boosts to ship skills, so most of their skills are personal.
Ambassador - Social rolls mainly, best outfitted for buying systems (weapons, rooms, automatic functions). Like the Captain, but much more diplomatic and without the ship altering skills.
Engineer - Rolls for the repair of systems and the halting of critical breakdowns. Works like the Medic for Constructs. (PHYSICALLY). Will generally be rolling for Integrity with Thrust.
Manufacturer - Can build/improve the working of systems with dedicated rolling, build Drones and Turrets. Drones work off of Charge and Targeting, while turrets are more personal weapons that can be deployed on board to halt incoming enemies.
Cybercomm - Handles communications and searching for other vessels with the ships sensors. If an attack is coming, they're the first to know. Medic for Constructs. (MENTALLY) Also has some impressive Linguist skills. Obviously handles Navcomm, with language abilities and some social skills. They are not as delicate as the Captain or Ambassador but they are serviceable. They also have Defence Cyberwarfare abilities.
Hacker - Disrupts enemy systems in ship to ship combat and can hack the Drones/Constructs under enemy control, making them allies. Rolls on the ship level with Cyberwarfare, and personally with WiFi skills to affect personal Constructs.
Security - Handles the boarding of enemies onto the ship, shooting with laser pistols/rifles, taking the most damage. Deals with mainly physical attributes personally, but has some rolling for Hull (If a door needs to stay closed while you vent oxygen and bad guys into space, they're the guys to keep it sealed).
Gunnery - Handles the ships actual weapons. Rolls for shooting at the enemies weak points, decides what to destroy. They mostly deal with Charge and Targeting the enemy, but have some Navcomm skills.
Medic - Pretty obvious, rolls for healing people. Can do this in the Medbay (if there even is one) or can apply it in the field. Mostly completely personal, however they gain boosts with Medical bays, which run off Charge(?).
Scientist - Generally the most knowledgeable of all of the groups, has the most Lore skills but also knows a thing or two about Cyber/Comms/Engineering. Mostly a mix and match of not as powerful skills of other classes.
Infiltrator - You specialise in doing underhanded things, more subtle then the Captain or Ambassador. Some skills in Hack/Security/Manufacture. A more offensive version of the Scientist, but again, most of the skills (ship and personal) are lowered.
The "Classes" would work like half families, with some skills and a overall bonus. At the first level, everyone get's a rank in both, however as you level up you may chose only rank 2 in one or the other.
Possible Playable Races:
Humans (Cyborgs applicable)
Robots/Holos (Artificial Intelligences) - Race name; Construct
Amphibian Alien-Human hybrids, Right off the bat -
Lizard/Insect Alien-Human hybrids, Right off the bat
Sentient Goo, Right off the bat
Races would like Families, giving a boost to certain schools. However, they have Racial Advantages and Disadvantages and I imagine the only two playable races will be the Amphibian and Lizectoids.