Sci-Fi-V: The System A Science Fiction RPG powered by 5E
Par Squid Ink Games
Statut actuel
Pledge Manager ouvert
Fonds récoltés : 5 980 €
Hey folks, this is Cannon. Welcome to SCI-FI-V! This mutation of the 5e system was born out of countless homebrewed roleplaying game sessions with a rotating cast of friends and fiends – a home game that never had regular enough attendance to stick to an epic campaign and attended by folks who had more fun dying in spectacular or hilarious ways than they did leveling up. Murder hobos with laser swords that just happened to save the day on occasion... Or at least make enough money for a synthbeer at the tavern. It began as a classic old-school dungeon crawl but as other elements slipped in, the setting changed. The world went from a pretty bog-standard medieval dungeon to a massive, multi-layered city full of swords, moon rock blunderbusses, spikes, mutants, alien creatures, ray guns, and cathedral-sized caves full of fungi.
This is both a sci-fi hack of 5e and one of the settings for that game. It's intentionally simplified but familiar to make playing it as fast and painless as possible. This framework will be the basis for a number of our upcoming books, featuring new worlds, adventures, creatures, and characters.
Move over world, Sci-Fi-V will be the Galaxy's Greatest Roleplaying Game! (Depending on the galaxy. This claim gives us a large amount of leeway.)
The Project:
It's a simple one: One $5 PDF - super cheap - with an at-cost print-on-demand option. The book has limited black-and-white art by Kris McClanahan and a streamlined, modern design to make it easy to use and reference.
The book is 70% written and MJ is working on layouts now. The ultimate goal of this project is to create and release a system that will fund and fuel more books in the world. We have been playing with this hack for over five years and based on Cannon's extensive GM notes, have a wealth of amazing and fantastical sci-fi worlds to explore with you!
More valuable than the Hitchhiker's Guide to the Galaxy and so cheap even a Ferengi can't resist pledging to help us bring the next books to life!
This book - THE SYSTEM - includes the core rules of Sci-Fi-V as well as a complete basic setting, it features:
- Two Lineage Options: Human and Android
- Six Trained Classes
- Premade Backgrounds
- A brutal, but rewarding planet to explore
- Rules for sci-tech, ballistic weaponry, and futuristic travel
- Solo-player rules, GM-free options, and oracles
- Extensive adventure and planet hex generation system
- 100+ unique weapons, equipment, and machines
- Dozens of cyber upgrades
- Alien creatures, plantlife, and habitats to explore and survive
You'll create your Player Citizen, using a rich step-by-step character creation system. Level up, specialize in a focus area, upgrade equipment and weapons and expand your inventory to become a sci-fi hero, trader, bounty hunter, explorer or anything you want to become. The system allows for thoughtful, careful creation or quick randomized character options.
- You play as a space explorer, stationed on an alien world. You've been tasked with exploring and mapping the small planet and determining if it is suitable for human habitation. Your outpost functions as a supply post and home base, but beyond the dome, the planet is brutal, unpredictable, and unknown.
- The designs are all influenced by 1950's science fiction, Star Wars, Star Trek and all of the rockets in between, with a balance between sleek ray guns and the slightly run-down greebles of the Star Wars universe. You can specialize in a certain type of tech or focus your skills on being effective with purchased equipment and weaponry.
- Sci-Fi-V is not just a complete TTRPG - it also works well as a world and story generation device for any of your favorite sci-fi games. Use the solo rules to adapt adventures in Mothership or use The System as a setting for Death In Space! It contains a wealth of tools that can be hacked and mutated with ease for any science fiction, light-magic fantasy, or hardscrabble survival world.
- The System is just the first book in a planned series of games using Sci-Fi-V. Its publication is designed to help fund the art for our first two big book expansions for the game, The Continuity and Megatropolis. We are also working on some more fantastical locations and a 3rd party System Resource Document so you can make your own games using this specific hack of 5e.
The System
We started playing in a 3.5 hybrid that morphed into a homebrew OSR beast, then into this, which is... mostly fifth edition. Mostly. The rules have been hacked and welded to fit the world and we've dropped a lot of 5e stuff that bogged down play. We wanted Sci-Fi-V to be quick to pick up, even faster to start playing, and be solo-friendly from the start. If you are familiar with 5e already, a lot of this should feel instantly familiar to you and it's all compatible with any other 5e supplements and systems you have with minimal tweaking.
This is not a serious look at environmental catastrophe or the crunching progression of time on civilization, despite the hard science fiction trappings. SCI-FI-V is designed to get together with a few friends, or by yourself, if you don't have any, and spend an evening discovering strange old things that might kill you, then realizing it's actually the dice that WILL kill you. This version of the game is a stripped-back, ready-to-play edition, entirely self-contained. You don't need any other books to play the game.
How To Play:
If you've ever played DnD or virtually any roleplaying game, the basics are simple and should be very familiar. Say something you want to do, find out how difficult that will be to accomplish, roll dice, adjust with any skills or modifiers and if you roll high enough, you succeed. This system is stripped back from the fifth edition, but still retains all of the primary gameplay loops to keep it easy to learn and a piece of cake to integrate into a 5e game you already have going.
What's Different
- Everything in the rule book has been re-examined to better exist in a science fiction realm. Magic doesn't exist (In this specific book, but there's no reason it won't pop up in later books) but the wealth and breadth of technology and alien machinery means a player can do virtually anything a magic user could do, just with more neon lights and batteries! Instead of focusing on a realm of magic, players will specialize in a school of technology, refining their skills and proficiencies to zero in on the type of adventurer they are.
- Simplified Attributes. These have been streamlined and made less milquetoast. You roll 3d6 for each stat in sequence, no re-rolls. I adore the challenges presented by a character with flaws and the potential for creative roleplaying that comes from it. And you live in a world where you can get a cybernetic intelligence booster, so nothing is permanent...
- Except death, anyway. The System is a brutal world outside the domes and danger, injuries, and death is always a threat. Vicious, powerful, science fiction weapons are a lot harder to survive than a rusty halberd.
- Impactful Critical Rolls. Natural critical rolls have a greater effect on combat in particular in a world where a single laser to the head can be deadly.
- Inspiration becomes Luck. Luck - which replaces inspiration - allows a player to achieve epic things and avoid death itself. Unless your luck runs out...
- New Classes. Once you've established your family's history, you refine your character's focus with one of the new Class options. You can build your character into anything you want, but this will give you a solid base to evolve from, whether you are trained as a bounty hunter, trader, scavenger, or one of the other six class and subclass options.
- Characters can only progress to level 10. All too often, higher-level players become virtual gods, eliminating any real threat or challenge unless it's world-level, and often the enjoyment of roleplaying goes out the window. You'll still be pretty badass at level 10, don't worry.
- Zones instead of feet. Tracking distance at the granular level is boring. In Sci-Fi-V, you're either HERE, NEAR, or THERE. This simplifies movement, combat, navigation, and pretty much everything except getting measured for a pair of trousers.
- All new Lineage options. Replacing the 5e's Race options, the lineage in The System book is restricted to humans and androids with more to come in later expansions. That said, all of the races in 5e can be used in Sci-Fi-V as well if you want to play a space elf.
- Extensive background building tools. Refine your character's origins, drives, flaws, and personalities. (But we don't bother with alignment on anything but tires. You can create your character's ideals through roleplaying.)
- Streamlined inventory and equipment mechanics. You have limitations on your weapons and mods, but inventory that any standard adventurer would have is accounted for with a dice check system. If it is something your character would reasonably have or you can roleplay the story for why they have it, they can use it. Then you roll a die and if you roll below your current equipment stat, that stat drops one. No more weight limitations or granular torch counting.
- Focus on Exploration. While combat is still a big part of the game, we've ramped up the exploration and survival aspects of being on an alien planet with unique diseases, poison, air supply issues, isolation, and alien creature encounters.
The Book
Sci-Fi-V: The System is a compact, easy-to-navigate book that contains everything you need to create and play a game.
- Measures 8.5"x11"
- Black and white interior pages
- Over 150 pages
- POD available in softcover or hardcover
- Wallet-friendly digital and print-on-demand options
Design by MJ and artwork by Kris McClanahan
Team Squid
Meet Team Squid:
- Craig Cannon: (They/Them) Game development, original world-building, GM extraordinaire, writing.
- Kris McClanahan: (He/Him) Artwork, graphic design, additional writing, solo development.
- Mike Johnson: They/Them) Graphic design, world-building.
- Shelly Grante: (She/Her) World-building, solo playtesting.
Artificial Intelligence Statement
The only AI-generated imagery utilized in the game was to generate initial concepts and color palettes for the artist in the very early stages of the game. Absolutely no text or imagery in the final game will be generated by AI. All of the art on this page was drawn by hand.
Projected Completion
The book is in editing, with 70% written. We are currently working on the tables and solo rules.
Our current plan is to have the book complete and the digital files distributed by early August 2024.
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