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  #1  
Old 11-01-2015, 06:18 PM
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Default Anyone done Falling Skies Stats?

Hey there,

New to the forum (though not to the game) and was wondering whether anyone had statted up the aliens (skitters) and mechs from the Falling Skies series?
Or anyone have any ideas where to start?

Asking because over the course of many years my friends and I have run many apocalypse and merc scenarios from various perspectives, and even with all that history we're looking to return to T2K but we're looking for something with a twist. The recent series Falling Skies caught the interest of us and we're trying to figure out how to stat things up, and whether anyone has already done so.

Anyone help some old gamers out?


T.C.

Last edited by TyCaine; 11-02-2015 at 02:17 AM.
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  #2  
Old 11-02-2015, 08:50 AM
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If you are using the Version 2.2 rules I would think there would be something you could pull from Traveller as they used the same rule set.

You also could pull some data from Dark Conspiracy as it had both aliens and robots and was closely linked rulewise to 2.+ versions of twilight.

I have not watched the show yet as I am waiting for it to complete so I can binge watch, so I cannot offer specifics.
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Old 11-02-2015, 12:45 PM
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Quote:
Originally Posted by kato13 View Post
If you are using the Version 2.2 rules I would think there would be something you could pull from Traveller as they used the same rule set.

You also could pull some data from Dark Conspiracy as it had both aliens and robots and was closely linked rulewise to 2.+ versions of twilight.

I have not watched the show yet as I am waiting for it to complete so I can binge watch, so I cannot offer specifics.
Just a FYI it is done.
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Old 11-02-2015, 05:01 PM
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Just to add to what Kato said, it's specifically Traveller: The New Era that shares the rules with T2k 2.2 edition but even if you're only using T2k 2nd Ed., the base mechanics of the rules from 2nd and 2.2 editions are pretty much the same (the most significant differences being the change from skill checks on a D10 to skill checks on a D20).
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Old 11-02-2015, 10:20 PM
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Quote:
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Just a FYI it is done.
Oh cool. Thanks.
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  #6  
Old 11-03-2015, 12:56 AM
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Quote:
Originally Posted by StainlessSteelCynic View Post
Just to add to what Kato said, it's specifically Traveller: The New Era that shares the rules with T2k 2.2 edition but even if you're only using T2k 2nd Ed., the base mechanics of the rules from 2nd and 2.2 editions are pretty much the same (the most significant differences being the change from skill checks on a D10 to skill checks on a D20).
Dark Conspiracy is about 95% the same also, the only significant difference (in rules anyway) is the addition of the Empathy stat and skills that are based on it.
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Old 11-03-2015, 09:04 AM
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Thanks folks, I'll take a look at TNE & DC and try and get inspired, I'm about halfway through the first season and I can see some changes I'd make to the plot to differentiate the game from the series, I'll just have to see what I can figure out for stats.

If anyone comes up with anything please share, otherwise I'll try and post some stats from my perspective over the next few days.


T.C.
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Old 11-03-2015, 11:55 AM
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Quote:
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I have not watched the show yet as I am waiting for it to complete so I can binge watch, so I cannot offer specifics.
It has completed - finished its fifth and final season earlier this year.

As for statting mechs; go for it! It would be a very interesting sort of campaign.
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Old 11-03-2015, 01:25 PM
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http://www.travellersrd.com/content/...srd_index.html

There you go for the traveller/mongoose rules.
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Old 11-03-2015, 05:39 PM
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Quote:
Originally Posted by TyCaine View Post
I'm about halfway through the first season...
Ooo, you're in for a wild ride!
One of my favourite shows, lifts you up giving some small hope of victory then knocks you down before kicking your arse so hard your teeth shatter!
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  #11  
Old 11-06-2015, 10:14 AM
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ok...

I'm still only half way into the first season, but am enjoying it immensely.

I've been looking at TNE & DC to figure out stats, and think I'm getting close but are still working things out, in the meantime I've come up with some fluff text to describe the setting in relation to Twilight: 2000

Since I don't want to just post here and potentially spoil anyone's enjoyment of Falling Skies (at least initially), is there anyway I can do spoiler text here, is anyone interested in seeing what I came up with?

I'd really like feedback if anyone is interested.
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  #12  
Old 11-06-2015, 11:27 AM
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Sure. Just start your message with

** W A R N I N G : S P O I L E R__ A L E R T **

and

a

few

blank

lines

so those who who do not want to be spoiled can avert their eyes.

Oooooh, look, you can get Red color. Can we get blinking, too?

Hmmm. Not so good on preserving spaces

Uncle Ted
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  #13  
Old 11-06-2015, 02:34 PM
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We also do have a spoiler tag

http://forum.juhlin.com/misc.php?do=bbcode#spoiler

Usage:

[spoiler]The butler did it.[/spoiler]

Will become
-- SPOILER - highlight text to view --
The butler did it.
-- END OF SPOILER --
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Old 11-06-2015, 05:01 PM
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Quote:
Originally Posted by kato13 View Post
We also do have a spoiler tag

http://forum.juhlin.com/misc.php?do=bbcode#spoiler

Usage:

[spoiler]The butler did it.[/spoiler]

Will become
-- SPOILER - highlight text to view --
The butler did it.
-- END OF SPOILER --
Nice!
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  #15  
Old 11-07-2015, 04:45 PM
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Changed my mind, rather than post paragraph after paragraph here, I bundled it all in a PDF. So, if you don't want ANYTHING to be ruined for the first season of Falling Skies, don't download the PDF...

The PDF includes rules for creating Falling Skies characters, as best as I could imagine them, written in the manner of the Merc: 2000 Rulebook in that those rules that are unchanged, you're referred back to the Twilight book, anything modified is called out in the PDF. The rules and character generation are not play tested, so if anyone takes the rules for a test drive I'd be very interested in thoughts.

I also included stats for the three primary opponents for humanity in the game, since I have gotten further than the first season I haven't had a chance to review much else, but it gives a starting point, and again they are not yet playtested.

I haven't figured out the rules for the harnesses yet, so right now that would be more of a house ruling on the part of the GM until I can figure something out.

I would be very interested in hearing what everyone thinks!

Twilight: 2000 - Falling Skies Setting


T.C.
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Old 11-07-2015, 07:21 PM
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You might want to make it a bit clearer about the Skitters armour.
Also the mechs don't appear to have any decently heavy weapons - how did they deal with the human AFVs? Surely not just air power? Perhaps the mechs could be equipped (when required) with AT weapon pods (missiles, rockets, heavier guns, etc). That doesn't show up in the show, but it's a logical extrapolation I think.
The EMP/radio interference effects aren't as great as you see in season one either - effectively neutralised soon after the humans implement it.
I'd also add combat engineer skill of 1 to the militia career. You see Tom (and others) using C4, etc on several occasions in the show without having to think very hard about it.

Actually, much of what you know from the 1st season will be challenged, if not proven otherwise as the show goes on. Might want to hold off until you've watched it all?

It is interesting to see that the aliens appear to be primarily scavengers as Pope mentions in episode 8 when the ammo is discussed, not to mention what's been used to construct the tower in the city and how it's collected.
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  #17  
Old 11-07-2015, 09:06 PM
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Hey there, thanks for the input!

For those interested in staying in the dark, I'll start by mentioning some comments may be considered SPOILERS, so don't read on if you want to remain blissfully unaware!

<<<<<<<< >>>>>>>

<<<<<<<< >>>>>>>

<<<<<<<< >>>>>>>

<<<<<<<< >>>>>>>

<<<<<<<< >>>>>>>

Going to address things one by one:

Quote:
Originally Posted by Legbreaker View Post
You might want to make it a bit clearer about the Skitters armour.
I completely forgot about that, I'll admit it...
so, do we think maybe 2 for the body, and 1 for limbs and head? Or higher? Figuring the head could have a 1-4 or 1-5 chance of protection, allowing for a lucky shot...
Thoughts?

Quote:
Originally Posted by Legbreaker View Post
Also the mechs don't appear to have any decently heavy weapons - how did they deal with the human AFVs? Surely not just air power? Perhaps the mechs could be equipped (when required) with AT weapon pods (missiles, rockets, heavier guns, etc). That doesn't show up in the show, but it's a logical extrapolation I think.
Yeah I was going by the show, perhaps in the area where it's set the heavy vehicles, if there were many at all, have already been dealt with so the heavier weapons are not needed...
Maybe a second version of the Mech without the stunner, and instead with a heavier weapon? or like you said, have the regular Mechs able to be up-armed based upon need, perhaps pods are delivered by the Beamers as necessary...?

Quote:
Originally Posted by Legbreaker View Post
The EMP/radio interference effects aren't as great as you see in season one either - effectively neutralised soon after the humans implement it.
Hmmm, maybe some fluff text to expand on it but ultimately make it a GM's discretion, very much a 'story-effect'...

Quote:
Originally Posted by Legbreaker View Post
I'd also add combat engineer skill of 1 to the militia career. You see Tom (and others) using C4, etc on several occasions in the show without having to think very hard about it.
Bam, you're right, missed that completely, and I completely agree...

Quote:
Originally Posted by Legbreaker View Post
Actually, much of what you know from the 1st season will be challenged, if not proven otherwise as the show goes on. Might want to hold off until you've watched it all?

It is interesting to see that the aliens appear to be primarily scavengers as Pope mentions in episode 8 when the ammo is discussed, not to mention what's been used to construct the tower in the city and how it's collected.
I've only watched part of the first season, but one of my friends who plays in our games has watched more, and we've been discussing things a little for future games so I had an idea things change...
I've got a feeling I might keep the book as it is but label it as "Falling Skies - Season 1 (The initial invasion)" or some such, this way groups can get into games with the basics, without getting bogged down in the deeper details. Then maybe a second book that updates the first with the new aliens, mechs and new dynamics....


Thoughts? And thanks for your input so far!


T.C.
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  #18  
Old 11-07-2015, 10:43 PM
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I haven't seen any of the TV series but it's on my "to watch" list. I'm not particularly bothered by spoilers so I had a quick look at your pdf.
Presentation is great although you might want to check your spell-checker In the section for Stun Gun Effects there is the word Agiliyu, I figure you probably meant Agility but your keyboard was refusing to play nice - me, I got fat fingers that can't work on a keyboard properly... that's my excuse and I'm sticking to it!

I haven't got any basis for commenting on the game stats because, as mentioned, I haven't seen the show yet but in general, the game mechanics/rules look fine.

As an aside, have you considered submitting this background to any fanzines? I think you could submit it to Protodimension ezine for example (although it would have to be in a non-pdf form so they can format it for the ezine).
Although the magazine is devoted to conspiracy horror RPGs, I think Falling Skies fits in alongside Dark Conspiracy, Delta Green, Conspiracy X and the like.
Their submission page can be found here http://www.protodimension.com/zine/submissions.html
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Old 11-08-2015, 04:30 AM
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Quote:
Originally Posted by TyCaine View Post
I completely forgot about that, I'll admit it...
so, do we think maybe 2 for the body, and 1 for limbs and head? Or higher? Figuring the head could have a 1-4 or 1-5 chance of protection, allowing for a lucky shot...
Seems about right. Tom was able to disable the skitter with a 12 gauge as per Pope's suggestion, and we can presume it was loaded with buckshot so wouldn't go too much higher on AV.
Quote:
Originally Posted by TyCaine View Post
Yeah I was going by the show, perhaps in the area where it's set the heavy vehicles, if there were many at all, have already been dealt with so the heavier weapons are not needed...
Maybe a second version of the Mech without the stunner, and instead with a heavier weapon? or like you said, have the regular Mechs able to be up-armed based upon need, perhaps pods are delivered by the Beamers as necessary...?
Watch later seasons...
Quote:
Originally Posted by TyCaine View Post
Hmmm, maybe some fluff text to expand on it but ultimately make it a GM's discretion, very much a 'story-effect'...
It's actually covered very early in Season 2. Episode 1 I think.

Quote:
Originally Posted by TyCaine View Post
I've only watched part of the first season, but one of my friends who plays in our games has watched more, and we've been discussing things a little for future games so I had an idea things change...
I've got a feeling I might keep the book as it is but label it as "Falling Skies - Season 1 (The initial invasion)" or some such, this way groups can get into games with the basics, without getting bogged down in the deeper details. Then maybe a second book that updates the first with the new aliens, mechs and new dynamics....
Definitely watch at least the next season.
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Nothing happens in isolation - it's called "the butterfly effect"

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