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Topics - Stirk

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1
Mulligan town sits on small river in a grassy valley down in the southern tip of the continent. It is not a particularly large or notable town, its only claim to fame being that it is the last town before civilization gives way to the southern frontier. While it isn't the last settlement, everything between it and the frozen southern seas can only be called a village if one is to use that term generously. Still the southern frontier was once home to the Precursors - also known as the magitech civilization - that had the technology to live comfortably even in the harshest of environments. Their ruins hide beneath the snow and ice, waiting for ambitious adventurers to plunder their treasures or hopeful homesteaders to reclaim the dilapidated buildings as their own.

This gives Mulligan town a healthy flow of adventurers flush with cash, adventurers that in turn attract merchants that deal in all of an adventurer's favorite things. Mostly this consists of weapons and booze. Despite the towns small size one can find everything one needs to dive into an ancient ruin and come back alive. Including temporary housing like the one you find yourself in. The Enchanted Ember Inn, built dwarven style as a log longhouse acting as a beer hall above dug-out rooms down the stairs into the side of a hill. It is owned by a married pair of dwarves, the copper-haired man with a hair net for both his braided beard and hair and the silver-haired wife in a faded-red dress. The husband was currently stoking a fire below a cauldron of stew larger than himself, while the wife stood behind the bar polishing thick beer glasses.

While the inn is filled to capacity, none of the current occupants are paying customers. Most rooms are occupied by refugees fleeing the Etherwind, mutated villagers who locked themselves away in their rooms unwilling to face the curious stares of the townspeople. Those occupying the beer hall rather than their rooms are adventurers - adventurers looking to stop the Etherwind (or at least who told the owners this was their goal to take advantage of the free rooms). According the the gatekeeper who directed you here, the Inn is offering free three nights in their standard room for any adventurer helping refugees or looking to stop the Etherwind, a deal they have honored upon your arrival.

Altogether there where six adventurers, making the rather large hall feel empty. There was a young Tabbit, a Runefolk who could be just about any age, two female Lykants who seem familiar with one another, a male Lykant who seems unfamiliar with the other two, and a Nightmare who is much more used to the starring then the newly mutated villagers. And this is the start of their story.

2
Forum Games and Roleplaying / Swordworld - Etherwind (OOC)
« on: January 20, 2024, 06:09:38 pm »
Rumors have long been spreading about a foul storm. First, the sky would turn crimson red like sunset. This would be followed by blood like rain, or a rain of blood depending on who tells the story. Before long a cloud would roll through like a charging dragon cutting off all visibility. Those caught in the wind are said to be horribly corrupted - soul scarred - in mere moments. This storm is been dubbed 'the Etherwind', though who was first to name it is lost to history.

Once thought to be a fanciful tale adventurers tell each other around campfires to pass the time at night, the Etherwind has proven itself real by rolling through several frontier towns mutating entire populations. One town - Abyss Gate - was wiped off the map as everyone inside converted into Revanents so deep was their corruption. Etherwind sightings have become more and more frequent, and with few people being able to fight off the weather itself, the world is left helpless in the face of this disaster.

Adventurers have begun investigating the phenomena in hopes of putting a stop to it - looking to either find a way to protect people from the storm or to find and eliminate the cause at the root. You are one such adventurer. Will you be able to save the world from its corrupting influence?

*******

What is Sword World?

Sword World is a Japanese RPG, think of it like DND but Japanese. We will be using Sword World 2.5. This version of the game isn't released in English, so we'll be using a fan translation. The setting will be home brewed since like 75% of the fun of being a GM is worldbuilding.

The game uses 2d6+Modifiers. Snake eyes is considered a critical failure, double 6s is considered a critical success. Beat the TN and succeed.

Combat is very JRPG like. Initiative is done by faction, so all PCs and enemies take their turn at once. We are using the simplified rules where there are three areas on the battlefield - reargaurd, frontline, and enemy's rearguard. Actions are like 3.5 DND, you get one Major Action, one Movement Action, and an arbitrary number of Minor Actions per turn. Magic uses Mana. Damage is done by a chart, rolling 2d6 and picking the corresponding damage number from the chart.

That is a basic overview, which I gave in hopes that you won't get scared away by seeing that the game has 3 core rulebooks. Mostly what you need to play is that information, knowledge of the spells your class has at your level, and picking out what feat you want from a short list. It is simpler than it looks! You arn't expected to read the rules for things that arnt' directly related to your character. If you want to use something outside the core rulebooks that is fine, but I've only read the three core books myself.

Character Creation

Discord for assistance. Open up Core Rulebook 1 and follow the character creation steps. Core 2 and 3 have additional classes and races as follows:

Classes:
Core 1 : Fighter, Grappler, Fencer, Marksman, Sorcerer, Conjurer, Priest, Artificer, Scout, Ranger, Sage
Core 2: Fairy Tamer, Enhancer, Bard
Core 3: Rider, Alchemist (More like...card game protagonist)

Races:
Core 1: Human, Elf, Dwarf, Tabbit (rabbit people), Runefolk (Robot people), Nightmare (Born corrupted), Lykant (Animal People)
Core 2: Lildraken (Dragonborn), Grassrunner (Halfling [Hobbit]), Meria (Plant People)
Core 3: Tien (Less-robot artificial people), Leprechaun



And this is a bunny with a gun. For inspiration. See you in Sword World adventurer!

3
In September the skies above the Imperial Capital of High Rus darkened as if a storm approached. For a week they remained in that overcast state from horizon to horizon. When the storm arrived it wasn't rain nor snow that fell upon the streets, but a buzzing army of countless armed creatures just as numerous as rain drops. The capital fell to the horde in a matter of hours, the ancient walls of the Imperial castle unable to withstand the sheer force of their numbers.

At first the nations of the world saw it as an unfortunate disaster and reacted accordingly, allies rushing to give aid in return for future favors as enemies did their best to take advantage of their foe's calamity. When the skies of more and more capitals became gloomy with the same ominous darkness, these nations realized this was not a problem limited to one unfortunate neighbor. It was something that would overtake the world if it was not stopped immediately. Ancient grudges where thrown to the side and old alliances where dusted off anew. For the first and perhaps last time in history the nations of the world where united against a common threat known as the Grand Invasion.

You are a General in charge of the Grand Army, a multinational alliance consisting of every military force on the planet. Your mission is to stop the Grand Invasion and save the world.

Game Play
This game will have two phases. First is the Deployment Phase, where everyone sends their Units to wherever they want to fight the Grand Invasion. They should give the Units mission objectives such as "Take the Fort" and a general strategic outline such as "My Light Infantry will harass the main formation in the forest using skirmish formation". You will also send your Generals to oversee the troops, giving the area your General Bonus. When everyone has deployed you will receive the Combat Report for each area telling you what went down.

The second phase is the War Council. Every general will get one vote on certain Events that will determine the outcome of the war. Often this will be a list of benefits where only one can be chosen. New units and other benefits will be granted at this stage. If you do not have a particular opinion on what option to take you should probably post "Pass" so we don't wait on you. In the event of a tie, a coin is flipped to determine the winner. It is council law. After the War Council is another Deployment Phase, and so on and so forth.

Generals
This is you! Each player gets their own general in charge of a chunk of their nation's military. You are expected to lead from the front, but not to directly enter combat yourself barring a few exceptions. Should your force be routed you will likely escape on your mount barring a catastrophic defeat that you really should have seen coming. So here is the Character Sheet!

Name: What your General is called, when you arn't being called General. Your actual rank may be lower or higher, so it is entirely possible they call you something other than General all the time.
Nation Bonus: The Grand Army is made up of every nation known to every nation. Each nation has its own culture, with many consisting of non-humans that are better or worse at some aspects of warfare. This is a bonus representing those things that your nation is good at. Every unit from your nation will have this bonus, even if commanded by someone else. Example: High Rus is made up of Northmen who are acclimated to the cold. Not only can they withstand it better, but they have many tricks such as how to hide their tracks and ambush enemies using the snow. High Rus units get a bonus when fighting in cold climates.
General Bonus: This is the bonus all units in your area receive when you deploy with them. Be as creative as you want. Example "GeneralName has served as a guerilla fighter for decades. He is particularly adept at leading Light Infantry"
Units: Who your General commands, the people you deploy to fight on your behalf. At the start you choose one unit from the list below as your starting unit. If you choose Line Infantry or Light Infantry you will receive two units, otherwise you will only receive one. Each Unit comes with the appropriate support units, so don't worry about the non-shooty guys.
Mount: Even if you command Infantry, most Generals receive a mount. Mounts are more than just a badge of office. They are traditionally used to protect a General's life, either fighting a threat or carrying the General well away from whatever is trying to kill them. What type of creature do you ride into battle? Or at least into commanding the battle?
Backstory: A brief description of your General and the Nation they hail from. Just to establish a character.

UNITS
Infantry:
-Line Infantry: Line Infantry are the basic soldiers that make up the bulk of most armies. Armed with a musket and bayonet, these men march into battle in tight formations meant to maximize their firepower or defend against enemy firepower. Their main advantage is numbers, you can give a farmer a gun and drill him into an effective soldier cheaply and quickly. Still they are not to be underestimated, most battles are won on the backs of these men.

-Light Infantry: Light Infantry act as skirmishers ahead of the main formation, often equipping themselves with rifled muskets that are slower to load but are more powerful with greater range. Often this means fighting out of formation, harassing the enemy to break their formation before the Line Infantry arrives to give your main troops and advantage. In some armies these are irregular militias as this role takes less drilling than Line Infantry, but in others they're considered highly trained elites as it takes more initiative and skill to perform their role effectively. If pressed they can serve as Line Infantry.

-Grenadiers: Despite the name the use of grenades is mostly regulated to defending fortifications and being dropped by flying units. In the current era they act as elite infantry often in shock roles, leading the attack on enemy positions. Much of their equipment is the same as Line Infantry, with the difference tending to be that Grenadiers represent a smaller number of better trained troops who are often veterans from Line Infantry.

Cavalry:

Winged Hussars: As the name suggests, these are men who ride on flying creatures. Such creatures can typically lift little more than the mass of their rider, leading them to take the roll of light cavalry. They are especially valuable in reconnaissance and screening, giving a birds eye view of the battlefield to the men on the ground allowing for unparalleled intel and shooting down enemy Winged Hussars to prevent them from doing the same. Their unparalleled mobility also allows them to raid and skirmish, if they encounter an undefended enemy position then they can devastate it with
grenades or bombs drop from great height...but if the position is defended from air troops then their fragile mounts will likely find themselves destroyed in short order by such an attempt. Typically armed with pistols or carbines, with explosives taken only if their use is expected.

Cuirassiers: Cuirassiers are cavalry who didn't get the memo that black powder is the king of warfare. Armed with melee weapons such as sabers or lances in addition to pistols, these men ride mighty and often giant creatures into battle. They are typically kept in reserve and used to break enemy ranks, if they successfully charge against an enemy line the results tend to be a slaughtered enemy line. Many wear armor to protect themselves against enemy bayonets and fellow cuirassiers who they often find themselves pitted against, giving them their name. The downside is typically expense, the type of monsters that make good Cuirassier mounts don't come cheap and often fit poorly in peacetime roles.

Dragoons: Dragoons are Mounted Infantry rather than being true cavalry. Typically they ride faster mounts than the Curassiers, then dismount to engage the enemy on foot as a smaller target, though they are capable of acting in cavalry roles if necessary and do so more frequently in this era than in the past. They are typically armed with carbines and sabers for when they need to fulfill the cavalry role like charging into the enemy ranks. Their mobility is not to be underestimated, the right soldier in the right place is often the key to victory.

Heavy Winged Hussar: While most flying creatures are barely able to lift a man, there are some exceptions. Rare, expensive, but powerful exceptions. A Heavy Winged Hussar is someone who rides a giant, mighty flying creature such as a True Dragon. With a mount as strong as a Cuirassier's and the mobility of a Winged Hussar, they are capable of flying over enemy positions and utterly devastating them with ranged fire while fearing little retaliation. The downside is cost. A single Heavy Winged Hussar mount costs as much as a normal army, and as a result a single Heavy Winged Hussar is often the entire military force of their home nation. If you pick this you will likely ride it yourself.

Artillery:

Field Artillery: God sides with whoever has the most cannons. Field artillery are big guns that can still be moved around the battlefield effectively. This include cannons, which fire cannonballs that bounce around enemy formations killing anyone who gets in the way, howitzers that fire explosive shots at said formations, and occasionally rockets that are significantly more mobile in return for reduced firepower. Fire support is an amazing aid to infantry, but their greatest weakness is that they're vulnerable without said infantry. Sure they can give a whiff of grapeshot to anyone marching toward the front, but they'll easily be outmaneuvered by the enemy if not supported.

Siege Artillery: Really big guns. So big you can't really move them in combat conditions. Siege Artillery are meant to defend or attack static positions such as forts. As such they completely disregard mobility in return for maximizing firepower. In addition to really big cannons and howitzers, this includes mortars that are meant to fire explosive shells over defenses to kill the people inside without having to bother with knocking their walls down. Having one at your side is great, getting one to your side is a pain.

Anti-Air Artillery: Flying units are a great asset to the battlefield. Thus the ability to destroy flying units is a great asset for the battlefield. While many different forms exist and have existed over time, the current era has settled on "firework" rockets that explode in a large cloud of shrapnel. Winged Hussar units are unarmored and fragile, so a small amount of debris can knock them out of the sky very easily. It takes some skill to cut the fuse to the right length to make the rocket explode at the correct height, so they are often trained separately from normal artillery men. Their main weakness is that they do little against anything that isn't flying. Vital if you are up against flying enemies, useless if you are not.

Wizards: While not technically artillery Wizards are typically used as walking artillery. Wizards are creatures who use magical powers. They are very versatile, being able to cause an explosion in the enemy rank is one of the least strange things they can do. Other common uses include using illusions to trick enemy scouts, using spells to act as makeshift anti air, shaping the battlefield to their side's favor, skrying enemy units, and providing enchantments to other troops. They are also more mobile than most artillery, a big thing when artillery's main weakness is lack of mobility. Their own weakness is the limit to their spells. Wizards can typically cast one spell, which immediately drains their stamina to the point they can no longer move unassisted. A Wizard battalion only gets one meaningful action a fight before they become a liability to their side. Still clever use of their powers can be the difference between victory and defeat.

Alchemist:Alchemists are units trained in the handling and deployment of various alchemical substances. Typically equipped with leather masks that are full of reagents that bind to the various toxic fumes they use, flasks of different liquids some of which are magical in nature and a pistol as a sidearm. They use many alchemical and gas-based weapons and can also serve as frontline medics with their healing balms, potions and general medical knowledge

The Enemy

At the moment little is known about the enemy, with most information being from survivors of the High Rus attack. It is known that they have the appearance of humanoid locusts, standing on two legs with four arms ending in strange hands. The main force has four wings but are incapable of true flight, using them only to glide to the ground from their origin in the sky. All unit types barring Wizard and Heavy Winged Hussar have been spotted. It is unknown if they are capable of magic. Their weapons are bizarrely organic in appearance, with their main "musket" looking something like a cross between a reed and their own arm. They fire projectiles without the use of powder. Their weapons seem to have less range and are less powerful than that of the Grand Army, but they are faster firing with a quicker reload. Reports suggest they fight in formation. Nothing is known about what happened to those who remain in the land they have conquered.

4
On the side of a mountain road lies a small village. This village has known peace for many generations, but those approaching would be greeted by the sights and sound of a battlefield. While other villages occupy themselves with farming, fishing, or otherwise working the land your village is one of craftsmen. Specifically weapons craftsmen. Their vigorous and enthusiastic testing methods is no doubt why they live so far outside the cities where such things are typically seen as a nuisance - especially when one of the more creative villagers develops a weapon that leaves a new crater in the surrounding mountainside.

And weapons are always needed. That isn't to say you are in a land of war and strife - the common man can relax safely in his own home most years without worrying about a neighboring nation busting in to steal their cows. Many weapons are purchased by "adventurers" hoping to find fortune by exploring ruins or hunting monsters or otherwise killing things and taking their stuff (but usually things that deserve it, so don't feel to bad about handing them sharp objects). They are not particularly common, but your town is famous enough that it gets requests from all over the world making it steady work. Of course the Crowns also purchase weaponry when conflict is on the horizon. In general adventurers will prefer to purchase more expensive single weapons, while the nations of this world will tend to prefer to purchase mass quantities of cheaper weapons. Currently the Crown is fighting a low-intensity "war" with some kind of demonic bugs that have begun appearing from a fissure in the ground.

The sun rises on your village. Already you can hear the pounding of anvils being pulled by the cool mountain breeze. Today is a special day. The day you create your masterpiece! The old-meaning of the word, as in a work that will qualify you as a Master allowing you to graduate from being a journeyman and run your own business. While it doesn't have to be perfect if you graduate it will act as your license to operate a business. It will be displayed prominently in your shop by village law. That means that not only do you have to make it as perfect as possible, but you also have to decide on the perfect thing to make. Your Masterpiece will define what people expect from you for the rest of your life.

But before you make your masterpiece, you need to procure the parts. Your Master is paying for them out of tradition so price isn't an issue, you only have to decide on who will be your supplier...possibly for the rest of your life. No pressure! You walk out to the village main street, talking to the representative from...

A) The Loewy Family. The Loewy family is a family of golem craftsman with strong ties to your village. While the raw material they provide is high quality it is also simple, with the real appeal of choosing them as a supplier is the access to golem cores that allow you to create weapons and armor with some degree of intelligence. Or full golems so long as they are geared entirely toward warfare.

B) The Alchemist Guild. The Alchemist Guild creates exotic material such as impossible lightweight metal, unusually powerful explosive, poison that can knock out the target, poison that can kill the target, poison that can heal the target, and otherwise provide you with special ingredients created by their alchemy. This material tends to be more expensive than less exotic material, but you get what you pay for.

C) The Witch. Feeling even your village is too crowded, the Witch lives alone in the woods in the mountains. Presumably. Nobody has seen her face to face. She is the most powerful magic user with a permanent home nearby, and provides its workshops with mana motes that can be combined with material to enchant them with magic properties. Most commonly these are elemental, but occasionally she sees fit to send something a bit stranger. As a down side the actual physical components are an afterthought with her, workshops that use her as a supplier rely on the magic to do most of the work.

D) The Adventurers. Adventurers make it their life's goal to make money by acquiring valuables from monsters and ruins. These parts can be turned into powerful weapons, assuming the artifact or monster part is powerful. Conveniently they have no use for them without it being worked so they can fulfill their dreams by selling such things to you to be forged into weapons. Unfortunately this lacks the consistency of other suppliers - one day they could bring you a powerful artifact brought from the heart of a ruin at great price, the other day they might shrug and hand you some half-broken turtle shells. Its highs are high, but its lows are low.

E) Other (Write in).

As you think about who to work with, you think back to your Master. You've worked for years under them but it isn't like you'll never see them again, it is a small village after all...

What is your Master like, and what did they teach you especially well?

5
Forum Games and Roleplaying / Hunter's Call (IC)
« on: October 28, 2022, 10:56:36 am »
You've been on the ship Zephyr for some time now. For the most part its been smooth sailing. Certainly you've been caught in a storm or two, but given how dangerous the trip to the New World is you can count yourself lucky that you weren't sunk in your sleep by some underwater monster. It is difficult to detect the fertility level of the ocean - should you pick up and test some sea life there is no telling if they're local or if they had simply wandered in from another part of the vast ocean. Likewise many ill-prepared ships simply do not make it to port to report bad routes. Even if a safe route had been discovered it would require careful navigation to remain on it - and even if you managed that it is entirely possible a sea creature could wander in from a high-fertility part of the ocean and end your voyage regardless.

But the troubles of sailors are not the troubles of land lovers such as yourself. For you, the greatest troubles of your sea route are sleeping in a crowded cabin and eating low-quality in every sense of the world sea biscuits and salted fish. And of course the boredom of a monotonous journey at sea. Grog rations helped you deal with all three of these issues but brought a new one as you now have to deal with a crowded cabin full of drunks.

For now you're stuck in the cabin. What passes for a cabin, at least. You could swear it was simply a cargo hold filled with hammocks. Still for those without wealth and power trips like these are the only way to the New World, as the crowd surrounding you can attest to. Many are wannabe Hunters as their weapons clearly show. Still others are hoping for a more peaceful life, some are simply refugees retreating from tyranny or persecution back home. Of course there others hoping to make a fortune in other ways - such as the merchants offering harder drink and games of chance to pass the time.

While you're physically able to leave the cabin, the sailors are likely to get annoyed if you get in your way. Perhaps this is a good time to make some friends?

****
OOC

6
Forum Games and Roleplaying / Hunter's Call (OOC)
« on: October 23, 2022, 04:51:26 pm »
IC

Mana is the essence of life. It springs eternally from the Planet itself, being absorbed by the plants that are nourished on its soil. In turn the herbivores nourish themselves on the plants and the predators on the herbivores. But mana concentration is not equal across the world. There are areas of meager mana concentration and those with unbelievable concentration - known throughout most the world as "fertility". Those who feed from high fertility land are granted great power...both man and beast.

Beasts are just as willing to kill over power as men are. Areas of high fertility are known to be incredibly dangerous in return for their great prize. "Monsters" - animals that have gorged themselves on mana rich foods - are often territorial to the point they will not allow insects to steal away their precious mana. Monsters are physically powerful for certain, but their diet often gives them a variety of strange powers and abilities that make them deadlier still. Perhaps a creature will gain an armor that high-fertility steel can not pierce, perhaps they will spit a powerful acid that can eat through armor in moments, perhaps they may take to the sky and strike opponents with lightning. Whatever their abilities are, those who are able to hold valuable land for long periods are no doubt powerful fighters.

This is where the Hunters come in. While in the past Hunting was the job of nobility who received a high-mana diet thanks to their status (aside from brave poachers who often became nobility themselves if successful), with the discovery of the New World anyone can become a Hunter. Humans receive the same benefit from eating mana as animals. They become physically powerful, capable of great feats strength and dexterity equaling monsters. While many hunters rely on this some instead turn to Magic, the human equivalent of the special powers Monsters receive. Those with a deep understanding of the world are able to manipulate it with the mana in their brain, giving them a versatile set of powers depending on their area of study. Hunting is often its own reward. A powerful Monster will increase the Hunter's strength by making a fine meal, while its parts can either be crafted into equipment or sold to the market for high prices.

You are a Hunter. You've joined together with people around the world to start your career in the New World. They say humanity's greatest power is teamwork, together you will be able to defeat monsters that would be invincible if you went alone. Will you and your friends become successful and powerful Hunters? Will you simply end up as fodder for your prey? Will you perhaps run into something more complicated then simple hunts?

Character Sheet
Name: What your character is called. This world developed different cultures than ours, but you can assume a normal name is actually its cultural equivalent. And a non-normal name is exactly equivalent.
Class: Humans have developed a number of hunting techniques since the stone age. Which one do you go with?
Stats: For simplicity Stats are baked into your Class. As you successfully Hunt you'll gain more mana which will allow you to increase your stats.
Feats: Your special abilities. Starting out you will be able to modify your Class ability for flavor if nothing else, later on you'll be able to gain new Feats after successful hunts. These feats will be more unique to your character and made with player input.
Equipment: Like Feats, baked into your class barring flavor.
Backstory: What lead you to the New World? Why did you become a Hunter?
Appearance: What do you look like?

Class List:

Courser:
Perhaps the most ancient technique, Coursers use melee weapons to bring down their prey. Traditionally this is a spear or other polearm, but some instead decide to hunt with axes, clubs, or even oversized swords to the user's own preference. Anything that can be used to hit a Monster has no doubt been tried by someone. With heroic strength, Coursers are physical powerhouses capable of leaping over huts in a single bound, effortlessly lifting weights that would slow down a pack animal, and of course dealing mortal wounds to their quarry. Given their close proximity to monsters they're also most likely to take a hit and as a result tend to wear armor if they value their own hide.
Stats: Attack 14 Defense 14 Armor 5 (6) Fate 6 (6) Speed 3
Feats:
     Dodge Strike: When you are targeted by an enemy attack that misses, you may spend a Fate point to get a free attack
     Inhuman Strength: Every time you hit a target, get +2 damage on your next attack. This is reduced to 0 on a miss.
     Weapon Mastery: This feat is to be suggested by the player based on their choice of weapon. This should reflect a quirk of the weapon, such as a mace bypassing some armor.
Equipment: Low-quality Melee Weapon (8 Damage), Low Quality Armor (+1 Armor)
Stalker:
Stalkers are those who hunt at a distance, preferably out of sight from their target. They are expert marksmen able to target weakpoints from long distance even as the Monster moves unpredictably in combat, only deliberate action on the target's part or truly bad luck would cause them to miss. Historically they would often hunt with a bow, sling, or crossbow, but in modern times these have been overtaken by black powder firearms as the most popular hunting weapon. High-quality firearms are able to solve degassing issues with high-fertility materials meaning that quick-loading breechloaders are commonplace. Occasionally those who do not want to deal with procuring black powder will instead equip themselves with a windrifle, a "firearm" that relies on compressed air to fling bullets at Monsters. Stalkers often wear camouflage instead of armor, relying on distance and stealth to keep them safe.

Stats: Attack 15 Defense 13 Armor 5 (5) Fate 6 (6) Speed 3
Feats:
   Snipe: Stalkers may make a called shot to any part of the Monster's body for a penalty depending on the size of the part (such as -3 for a giant Monster's eye). If successful, the monster will receive penalties depending on what was targeted including but not limited to bypassing some Armor, giving penalties to Attack, giving penalties to Defense, or extra damage. This may be included with use of any other Feat.
   Special Ammunition: Spend 1 Fate point. Your next attack uses special ammunition such as an exploding round, a poisoned round, or an armor piercing round. What form these will take depends on what weapon you are wielding. Your next attack receives a Fate dice in addition to an extra effect (such as added damage or poisoned effect)
   Weapon Mastery: This feat is to be suggested by the player based on their choice of weapon. This should reflect a quirk of the weapon, such as a sling getting bonuses against small monsters
Equipment: Low-quality Ranged Weapon (8 Damage), Low Quality Camouflage (1)

Trapper:
Rather than fighting directly, trappers place hazards where they know the target monster will be (often luring the creature there themselves). What traps a trapper uses is limited only by their imagination. And budget. And preptime. Mostly the last two. Theoretically a Trapper could make enough Traps to defeat just about any Monster in the world, but in practice high-fertility areas are dangerous enough that it ends up being faster and safer to place a moderate amount of traps to significantly weaken the target Monster and let the combat-oriented classes finish them off for you. Of course you'll help out with that a bit - and truly master Trappers are able to place traps even in combat. They tend to wear camouflage rather than armor and avoid getting close enough to get eaten by their targets.
Stats: Attack 13 Defense 13 Armor 5 (5) Fate 9 (9) Speed 3
Feats:
   Trapping: Trappers may place or create a trap at a given location so long as they have enough time and a Trapping Kit. Each trap placed acts as an Attack against the target using your Attack value with a bonus or penalty depending on how well the trap was laid (typically +2 if they don't see the trap coming, though further traps may be penalized). Each successful attack will do damage as normal with a Damage Value of your Trapping Kit. Each successful attack will also penalize the target with a debuff, such as a net trap reducing defense by restricting mobility. You may create a trap that does no damage on a successful Attack and instead doubles the debuff. Debuff duration depends on the trap.
   Instant Trapping: Spend 1 Fate. This allows you to set premade traps such as explosive mines or bear traps inside of combat. If successful, the traps will take effect on the Monster's next move. Until the traps are triggered there is a chance someone else may accidentally set foot in one of these hastily laid traps. Anyone who rolls a Critical Failure on any action where a loaded trap is around will set it off themselves, including any Monsters or the Trapper himself if his attack roll fumbles.
   Trap Specialist: Pick one type of trap that your character specializes in. They will receive an additional bonus when setting this particular type of trap.
Equipment:Very Low-quality Weapon (6 Damage), Low Quality Camouflage (+1), Trapping Kit (8 damage), Explosives (8 damage)

Beast Master:
Not all "Monsters" are enemies of humanity. Friendly animals that receive a high-mana diet have the same strength and abilities as wild Monsters, but they see you as the source of their power and will defend you to the death just as wild Monsters would defend their territory. Humans typically respond to this loyalty in turn, growing a close bond with their hunting partner. Most Beast Masters train variants of domestic animals that have been bread for millennium. Dogs are the most common, followed by horses, followed by falconry birds. Some Beast Masters choose odder domestic animals, such as cats, oxen, or ferrets to surprising effect. The rarest are wild Monsters, who must be raised from near birth and even then have a tendency to be more feral and difficult to handle. Novice Beast Masters tend to only have enough Mana rich food to have one effective Beast, though as you get wealthier you may be able to have many. Beast Masters usually have to stay close enough to shout orders to their partners, meaning they often wear armor since this technique makes stealth troublesome.

Stats:Attack 13 Defense 14 Armor 5 (6) Fate 7 (7) Speed 3
Feats:
   Monster Companion: Your trusty friend who will fight and die for you. You may attack with your Animal Companion instead of attacking yourself. Your Animal Companion is by default stated at 14 Attack, 14 Defense, 6 Armor, sharing your Fate and Initiative. They have 35 hitpoints and may take attacks independently from you. These traits will be improved as you level up and may change at character creation by player request. You may attack alongside your animal companion for 1 fate point, but both attacks will be at -1.
   Loyal to the End: Spend 1 fate point. After calculating damage for any attack on you or an ally, your Monster Companion may jump in front of the attack blocking it with its own body. Your Companion takes the damage instead of the original target, placing its own Armor modifier in place of the target.
   Monstrous Ability: Each creature has its own special ability that will help it help you, such as a horse companion making a great mount and giving bonuses to the rider. The player gets to suggest what bonus they get based off of what Monster they have.
Equipment: Very Low-quality Weapon (6 Damage), Low Quality Armor (+1)

Cuisinier:
Food is life. Food is power. Food is your specialty. In this world, the source of everyone's power comes from eating and drinking. Those with the ability to cook are therefore prized as the gatekeepers to power. You know not only how to cook meat from your hunts to perfection, but also how to identify edible plants and bring about the best in all ingredients. Cooking a normal meal will give everyone who eats it a buff during the next hunt depending on the dish cooked. You may also extract mana into potions, broth that allows for smaller buffs and healing during combat. If desired you may also bring out harmful mana in a material - powerful poisons. Cuisiniers tend to participate in the back line, tossing potions to those who need them most, and therefore tend to wear camouflage. 

Stats: Attack 13 Defense 13 Armor 4 (4) Fate 9 (9) Speed 3
Feats:
   Hunter's Feast: If you prepare a full meal for you and your companions before a hunt, everyone receives a bonus during the next hunt. This bonus may be applied as a general +1 to all actions, or as a +2 to specific actions (such as Defense or "Trapping"). These bonuses may apply individually to each ally, so you may give a general +1 bonus to one companion but a specific +2 to another and a different specific +2 to a third. These bonuses fade and must be renewed when your companions grow hungry again.
   Hunter's Brew: You may identify plants in the wild and create potions out of them. Spend 1 Fate point and an Attack action to give one companion +3 on their next attack, +3 on Defense until their next attack, +1 Armor until 0 Init, or heal them by an Attack roll. You may also spend 1 Fate point and an Attack action to add a poison to a companion's weapon, dealing a relevant status effect if their next attack lands.
   Specialty Dish: With how widespread the cultures of the world are due to various angry Monsters existing between nations, food culture can be very different even from town to town. This represents the delicious specialty dish of the Cuisinier. It may add a Feat written by the player to anyone who eats it until their next meal, but costs 1 Fate point per companion eating this meal and can not stack with Hunter's Feast.
Equipment: Very Low-quality Weapon (6 Damage), Low Quality Camouflage (+1)

Conjuror:
Magic is the sole domain of Man. While Monsters may have magic like effects, they are essentially just biological parts that will work even when torn from the monster and grafted to a weapon. Magic requires a deep understanding of what you are attempting to accomplish with it. That is to say it takes years of schooling. Normal schooling, not necessarily any fancy magical school. To shoot lightning from your hands you must understand what lightning is. The better you understand what lightning is, the better you can control it. With the advancement of science to the current age magic gains more and more power as our understanding of the world increases. This makes it incredibly versatile, however for practical reasons most Conjurors tend to specialize into fields that they understand best and can visualize quickest. Conjurors tend to be medium range fighters as they need to be able to visualize their magic's effects for their spells to work, coupled with the fact that magic tends to be flashy and gives away their position most utilize armor rather than camouflage.

Stats: Attack 14 Defense 14 Armor 5 (6) Fate 8 (8) Speed 2
Feats:
   Spellcasting: Spellcasting is a versatile craft. Instead of attacking with a weapon, you may attack with a spell for damage 8 as long as you have Fate points remaining. For 1 fate point, you may cast a minor spell that gives a bonus to an ally, a penalty to an enemy, or is an attack that deals 11 damage. For 2 Fate points you may cast a moderate spell that gives a more significant bonus to a single ally, a temporary bonus to all allies, a penalty to an enemy, a penalty to all enemies, or is an attack that deals 14 damage with a bonus to hit. For 3 fate points you may do all of the above more significantly or deal an attack that does 17 damage with a larger bonus to hit.
   Knowledge is Power: Conjurors are first and foremost scholars. This means you need to know how the world works to use your powers, but often the knowledge itself can be just as useful as the lightning it lets you shoot. With this ability you automatically know knowledge related to your specialty and trivia beyond your specialty. You may use this to create relevant equipment so long as the materials are available.
   Spellcasting Specialty: With all the knowledge in the world, Conjurors need to pick a field to specialize in to be truly effective. This field can be fairly broad, someone who wants to shoot a lot of lightning might focus on "Electricity" while someone who wants to strengthen his companions might choose "Biology". You receive bonuses to spells that fall within your specialty and penalties the further away your spells are from your specialty.
Equipment: Very Low-quality Weapon (6), Low Quality Armor (1)

Manhunter:
Most people think of Hunters out in the wild slaying giant monsters. And most Hunters are out in the wild doing just that. Manhunters are an odd breed in that their prey tends to areas settled by humans. Usually because their prey is often humans. As they say, "Absolute Power corrupts Absolutely". It is worryingly common for the new breed of Hunters to get a taste of power and believe themselves to be beyond the consequences of their actions, and the eternal problem of Nobles abusing their power cropped up occasionally in the Old World. Manhunters took up the duty of taking down those who use their strength to abuse the weak, specializing in fighting other humans. They tend to be more used to city life than other Hunters, and certainly more used to fighting against human enemies. Still there are some that instead hunt legendary human-like monsters that are said to hide among and prey upon humans rather than humans themselves. Most people are convinced these creatures are the stuff of myth, but every so often an expert shows up insisting they are more common than everyone believes. Technically those wayward Hunters that abuse the weak can also be considered "Manhunters"...

Stats:Attack 14 Defense 14 Armor 5 (6) Fate 6 (6) Speed 3
Feats:
   Manslayer: Fighting humans is a lot different than fighting monsters. You're good at the first one. +2 when fighting humans and human like creatures, and you may attack multiple humans in one attack at a lowered penalty (so that you may strike 2 at -1, or 3 at -2). You understand humans better than monsters. When rolling to track, communicate with, or otherwise deal with humans you receive a +2 bonus.
   Hiding Among Us: You are always looking out for signs that other people are going to attack you and your comrades. If someone is secretly hostile to you, you will notice. If someone is hiding in the bushes waiting to steal your kill, you will notice. If someone is secretly a monster in human skin...you will notice. Automatically detect if someone is your enemy, penalty to being ambushed by humans, automatically detect non-human monsters pretending to be humans.
   Saving Man from Himself: Humans are perhaps the most diverse prey on the planet. As a result they give birth to the most diverse Hunters. In short, this is a free space. Make your own Feat.
Equipment: Low-quality Weapon (8), Low Quality Armor (+1)

Wildcard Hunter:
"I want to build my own Class!" Go for it. We'll talk it over and try to make something balanced.

Playing the game:
Mostly based off of Feng Shui 2E.

Dice rolls are 1d6 positive and 1d6 negative exploding. If both dice come up a 6, then the result will be a critical success or critical failure depending on if you succeed or fail the action.

Attack is your stat used for attacks. You roll against your enemy's Defense. If you succeed, you hit and do damage. Your damage is the difference between your attack and the enemy's defense plus your weapon damage minus their Armor. Minor enemies will be destroyed on a single hit. You may target multiple enemies with a single attack roll at -1 per enemy targeted (so -2 for 2 enemies, -3 for three). You may give a +1 bonus to a friendly unit instead of attacking. You may increase your Defense by 3 until your next attack instead of attacking. Humans have 35 hit points, if you take that much damage you'll be knocked out until healed magically or naturally. Monsters may have more or less depending on how sturdy they are.

When a fight starts, everyone rolls Speed+1d2+Bonus/penalties for initiative. The highest Initiative Starts, getting one attack action at the initiative. So if a Player rolls 4 initiative, they'll start by making one attack then going down to initiative 3. Players go in posting order unless they're is a reason not to (like boosting someone else's attack will get processed first). The Monsters will go after all players have gone. So if three players rolled a 5, a 4, and a 3 against a Monster's 3 it would go like this: 5 Initiative player acts, 4 and 5 act on Init 4, everyone acts on Init 3. This means high Speed will get you more attacks in an Initiative round, as will ambushing a Monster. If we reach Init 0 everyone rerolls for the next round.

Characters are assumed to be hyper competent in most things, especially related to their profession. If you're a Cuisinier making food, it will be world class without a roll. If the roll would effect the plot then it is the same roll as above, with a difficulty based on how difficult the action is.

Weapons and armor have quality based off of their materials. Lorewise, equipment produced from low-fertility areas will be weaker than those in high-fertility areas. Monster parts may be used to create or upgrade equipment, giving you their own Feats that may help in battle (or just upgrading their numbers). Other Equipment may grant feats or narrative abilities as appropriate.

Range is abstracted. The only functional difference between ranged and melee weapons is what Feats work with them. Ranged weapons are assumed to reload as part of the Attack, whatever kind of weapon they are. As above weapons add their damage value to Attacks.

Armor works by adding to your Armor stat. Camouflage works by adding Concealment - essentially a bonus to hiding. Monsters will tend to attack Armor wearers they can see over those hiding in Concealment unless there are obvious reasons to prioritize the Concealed target. Appreciate your tanks people!

Fate works as your protagonist plot armor and resource for Feats representing limited resources. You may spend a Fate point to add 1d6 to any of your own rolls, or to subtract 1d6 from an enemy's roll. Fate dice reload at the end of each Hunt.

That is probably all the important stuff. Happy Hunting!

7
Forum Games and Roleplaying / Rogue Trader: Laughing Gold (IC)
« on: July 18, 2022, 10:33:29 am »
An Eldar stands before you. He is dressed as a jester, with wild blue and red patterns including checkers and polkadots at seemingly random places. His face is painted with a human handprint in red on a blue background.

He gives a theatrical and elaborate bow. None of the many bells on his hat jingle at his movements. "Welcome my esteemed hosts to the first act of the final act! We are sure to turn the fortunes of this galaxy around...and those of your house as well, of course."

He hops out of the bow. "You are busy people of a short-lived race, so I'll do away with the typical greeting of my kind. You are also a people in love with danger and adventure, correct? I have three leads for you as of now. I'll start with the most dangerous."

"Long ago we attempted to create an automated battleship. Yes, that is right, not a raider nor a cruiser but a full-blown battleship! In our tongue its name is quite long, in yours we shall call it the 'Eternal Hope'. It was meant to be a hero to my people. To save us from danger and protect us from evil. Yet fate is so cruel to my kind! It had betrayed us almost as soon as its construction was finished."

The Eldar-who has yet to give his name in introduction-gestures and paces with his speech as if he's giving a monologue in a play.

"This artifact we are to collect is a powerful source of energy. Thus the Eternal Hope acts as a moving treasure chest full of the object of our affection. Yet this ship is cunning and powerful. Mighty as your own ship is, you would be well advised to gather allies or 'acquire' additional ships before engaging it in battle."

'Acquire' was accompanied by a knowing wink.

"Once you have the firepower to bring it low we will then have to track it down before we can defeat it. Take care to avoid damaging the invaluable stones aboard. All is for naught if you decimate the exact thing we fought the ship to acquire. Ah, I see that twinkle in your eye! I'm quite sorry to say taking the Eternal Hope for your own is quite impossible. Once we drag the corrupted components out the ship will be a non-functional husk. Leaving them in would, of course, simply result in the ship attempting to kill you once again."

He holds up two fingers.

"Our next lead is at a space station known as the Headless Aquila. As I said before the artifact that may save our galaxy can be used as a source of power. It is coveted by the forces of Chaos for this exact reason. A particular Sorcerer has gathered quite the impressive horde at this station. A particularly powerful Sorcerer at that - even when he is not empowering himself with his horde. Worse yet the station is teaming with the forces of Chaos. Still while the sorcerer holds a position of power on the station it is not his to command, he has nearly as many enemies on the station as you do. Loyalty is not a virtue to traitors. While this may sound just as dangerous - and perhaps much more so to your very souls - if you play your cards right -"

This was accompanied by the Eldar pulling out a hand of playing cards from apparently nowhere. They vanish just as quickly.

"you may not need to fight at all. Unlike the Eternal Hope these will be in the form of gems and easily moved by hand. I will not tell you how to do your jobs. How you acquire them is up to you.

He holds up three fingers.

"Finally this is perhaps the safest, if not entirely without danger. Many millennia ago my people had settled on a Maiden World. A world of lush fields and exotic wildlife. Your people had discovered our small piece of paradise and fought to take it for themselves. They succeeded in driving my people away and claimed the world for your Imperium. Still my own people did not give up on the world. We had attempted to drive you off the planet in many indirect ways. Yet this only had the opposite effect on the rather stubborn population of Rook's Crown. They transformed our paradise into a fortress world to insure they would never be dislodged. And to this day they haven't been! This experience has given them a rather dim outlook on aliens, my people especially. It is said their hatred for 'xenos' is only matched by their love of the Imperium.

When my people where driven off the world we left many of the artifacts behind. They are now buried deep within the surface of the world. It will take several months worth of extraction using heavy equipment to recover them. The locals are likely to be friendly and supportive so long as they believe you are humans working for a human cause. Especially to a military man such as yourself. Violence is unlikely unless you really manage to incite their rage. Still potential for failure exists. Unfortunately in return for this safety the payout is lower than the other two leads"

He cups his hand to his pointed ear.

"And those are all the leads I have gathered for you. I will keep my ears open for more. Expect the next batch after you complete one of the current leads."

He stands at attention.

"Are there any questions before you lead me to my room? There is much I need to do to make myself comfortable. This is likely to be a long journey after all."

You had just completed negotiations with the Eldar, facilitated by a Corsair in their pirate hideout on a moon of a gas giant in uncharted space. While not ideal to have the negotiations in territory they control it did allow them to install an advanced payment in the form of a Runecaster component. During negotiations it had seemed as if your Eldar representative would be one of the Corsairs. It seems that instead it will be this Eldar clown. He appeared alone and without any ceremony approximately thirty minutes after the contract was signed.

8
Forum Games and Roleplaying / Rogue Trader: Laughing Gold (OOC)
« on: July 01, 2022, 12:16:51 am »
You find yourselves approached by a strange client. An Eldar, in what appears to be theatrical clothing. That would hardly be a strange client for a seasoned Rogue Trader. What makes this client strange is that their request is backed by Regent Roboute Guilliman, son of the Emperor himself. If his support is a forgery it is an expert one that has fooled all attempts at detection on your ship and beyond. If that is not yet strange enough they claim that this mission will help end Chaos once as for all - a statement that would be immediately declared heresy if the Regent's note did not specifically state the request was non-heretical in nature.

In short, it is a treasure hunt. You are to find large quantities of an artifact Eldar stone without damaging them. Once discovered you are to turn them over to the Eldar. In return you will receive favors and promises from the highest ranks of both the Eldar and Imperium, in addition to no less valuable physical assets. To achieve this goal your Warrant has been upgraded with an "Amendment of Unity" penned by Guilliman's hand. So long as you abide by the requirements you will be allowed to interact with the Eldar as if they where Imperial in all ways. You will be able to brandish Eldar weaponry and recruits openly - so long as those who would take issue with it respect Roboute's orders. Likewise you will be able to purchase and trade for Eldar goods straight from the source - so long as the source respects whatever name is penned in the Eldar's language on your Amendment.

Game-wise Eldar weaponry will count as one Rarity less for acquisition. You will start the game with one free piece of Eldar ship equipment.

However there is a catch. Two catches really. The first is that in return you must behave yourself around the Eldar. If you make trouble with them the Amendment will immediately revoked, and the wording is broad enough that it can essentially be revoked at any time should your behavior be anything less than impeccable. Second is to enforce the first, you must allow and Eldar representative to watch your ship. They are not required to have any authority over the operation of the ship but are the one capable of revoking your Amendment at any time. Still it isn't quite a free ride, they are to act as your liaison to the Eldar and direct you toward possible troves of the target stone.

Can you use this unique opportunity to thrust your dynasty into greatness? Is this an elaborate Eldar plot for some unthinkable goal? If Chaos is truly threatened will you be able to make it out with your bodies and souls intact?

****

What is Rogue Trader?

A 40K RPG. You're basically either a super rich guy who owns a spaceship that he uses to get more money, or his close companions. You explore the unknown, looking for anything that will benefit you in any way and reaping the benefits no matter the cost. Reading the books would probably tell you more.

Do we have to follow this plot?

The Rogue Trader decides what you do. If you decide to throw the Eldar out the airlock or just ignore them its up to you. But then I'd have to write a new plot :/.

So how do I make a character?

Follow the instructions in the book. If you need the instructions, you can PM me for them. All books are valid for character creation and equipment, including Xenos. You can create multiple characters with the same position, including RT, without problems so don't worry too much about other people's characters. If you do not have an RT one will be provided for you. 

You can either roll or use point buy to your discretion. Character creation rolls are on the honor system, do them yourself.

You have one free choice on the Origin Path. You may use it at any level.

You will have base 90 SP and PF combined. This can possibly change based on the characters that join, so you will decide your ship after characters have been created. You must have a functional ship at start, both otherwise SP and PF can be converted freely to the final value. The free Eldar equipment will not cost SP from this pool.

9
Forum Games and Roleplaying / Only WAAAAAAAAAAAAAAAAGH!(IC)
« on: May 22, 2022, 01:22:07 pm »
Colonel Prince Aleksandr Stargus stands in front of a familiar battle-board and the assembled troops. Despite his lofty title he is a fresh faced youth who is barely a man, lacking even a hint of his father's majestic beard. Still his blue eyes hold the confidence of a born royal, his helmet lying on the table allowing the fresh regiment to fully view his face.

He gives a small bow. The traditional response is a noticeably larger bow from the guardsmen.

"We are soon arriving on Olia Viridi. I will now discuss our plan of attack to halt the green tide."

His voice was projected from the table with the help of an installed Vox-caster. A piece of technology foreign to Sulubritas, it is another reminder that you truly are sailing through the distant stars in the name of the Emperor. A projection of light appears from the board, showing its contents across the hanger for the entire regiment to see. It is clear that the local PDF forces are represented as armored soldier pieces, while your mechanized infantry is shown in the form of horse pieces. They are on top of what appears to be a terrain map.

"Currently the local PDF forces are under siege at a city known as Liev. The Greenskins are attempting a ground assault against a fortified position, unable to bypass the city's mighty defenses against the stars. We will be landing directly behind this battlefield and will eliminate the attackers."

His pieces follow the words. Orks are shown as gargoyle pegs, and are knocked over dramatically by the horses to drive the point in.

"This city is on the frontline of the war. We will rely on it for our logistics. Once secure it will allow safe harbor for our ships and a quick method to deliver materiel further in land."

He points to one of the lines on the map, his finger appearing on the projection.

"On this planet goods are moved by a special type of Hauler that relies on a metal road. This metal road connects all cities and outposts on the planet. Approximately one hundred meters of jungle on either side are burned back periodically to facilitate efficient movement of these Haulers. Unfortunately this planet is covered in deep jungle. These metal roads will prove to be the only path we can swiftly take with our mobile siege towers. Fortunately as long as we follow them we will be able to keep supplied by the haulers so long as we can secure the road with sufficient patrols."

His finger continues down the railroad path to the next city, Roer.

"We will follow this path and liberate the city of Roer. Our destination will be easy to predict, however I have been informed that the greenskins are quite rubbish at ambushes. Emperor willing we will be able to handle anything that comes out of the jungle. Expelling the greenskins from this city is likely to involve intense urban combat, but once complete we will have another forward operating base. This one in range of our next target."

He moves the horses to Roer, then shows them surrounding a rock. The rock isn't a model. It is just a small rock.

"An ork landing vessel. Our goal is a decapitating strike. There is no better place for the enemy general to lead from. If we truly find the enemy commander here we will eliminate him for the Imperium and wipe out the green menace while they're scrambling around headless. If not we will attempt to use the treasure trove of intel that is no doubt located here to discover his location and eliminate him. Overall we will fight to claim land and rely on the PDF to reclaim it. We will face heavy fighting both head-on and ambushing from the trees."

His face momentarily takes on an expression of grim determination.

"Expect neither chivalry nor honor from our enemy's behavior. Our foes are of a cruel and sadistic stock. Reports suggest that the enemy general had captured humans tied up and placed on a Hauler road, running over hundreds simply because he enjoys the sights and sounds their bodies make as it crushes them. We can scarcely imagine what daily horrors those captured cities are facing. We will show no mercy and get none in return."

He looks across the faces of his soldiers, stopping for only a moment over those he recognizes.

"I am confident in this plan. Yet I am not one to ignore the words of bloodied veterans. Should you have any questions or concerns about what we are to do on this planet now is the time to bring them up. We will have no rest until this planet is freed. This is your last moment of peace...perhaps in your life."

He pauses and waits for any response from the guardsmen.

10
Children of the Imperium, once again vile xenos are assaulting our beloved homeland. In the dense juggles of a primitive but loyal planet several asteroids full of vile greenskin have "landed" and begun to expand towards civilization. While the local PDF has dug in deep and fought valiantly to hold off the horrid invaders they are being overrun even as we speak. Fortunately a regiment of Imperial Guard is making landfall. Soon this planet will be wiped clean of xeno filth.

Long live the Emperor! Long live the Imperium!

.....

What is Only War?

Only War is one of the Dark Heresy spinoffs. Set in the 40K universe, Only War is about an Imperial Guard squad made up of their players and their stalwart NPC allies called Comrades. It comes with a big intimidating book, but the rules are mostly simple. You roll D100, add all the bonuses and penalties to what you're doing, and if you roll under you succeed. If you roll under more you succeed more.

As the name suggests Only War focuses mostly around fighting the enemies of the Imperium. Some of the other spinoffs have exploration, investigation, and other such adventures...but here you mostly shoot bad guys.

Wait, so we're not playing as the Greenskins?

All the spinnoffs are pretty human focused. You can play as an Ogryn who acts like an ork if you really want to. You could play an entire squad of Ogryn who act like orks if you al want to. But we're mostly shooting at orks instead of playing as them.

What is this planet we're fighting on?

A Civilized World known as "Olia Viridi". A green jungle planet covered in jungle with a number of cities and towns cut into the foliage. The world is around WW-1/2 in technology, relying on trench warfare and stub guns to slow the orks until you show up. Major cities have Imperial quality shielding and anti-starship cannons, but they are unable to reproduce the technology in any way. Most transportation is done via grox or railway.

Currently around a third is under Ork control.

So how do we make a character?

Before we make a character, the players have to decide on a Regiment. Regiments are what group of Imperial Guard you are, such as the Death Korps of Krieg, the Catachan Jungle fighters, the Cadian Drop Troops, player made regiments, or more. Non-core books, including mixed regiments, are valid options.

Since a character from Krieg will be completely different than a character from a drugged-up Penal Legion, it is important to figure this out before we start actual character creation.

Regiment decision will be SG like. Players will make a suggestion then votebox on it. If you want more details on the rules ask me by PM.

11
Hello. I'm dead. Or rather WAS dead. Not sure if who I used to be was important...long story short I got stabbed by a hobo in the woods and quickly bleed out.

Now I'm not dead. Or maybe I'm just in hell. Being a baby kinda sucks. I'm fully conscious but my limbs won't respond to my commands. I can hear just fine. Everything is too blurry to see. Not sure if that is just part of being a baby in this world of if I was just born blind. I'm not even sure if I'm human at this point.

"Mom" and "Dad" talk to me a lot. I'm not sure if they're human either but I'm trying to pick up the language enough to understand what is going on. Most of it is baby talk and singing, but they bring me into church once a week equivalent and I can hear conversations with everyone in the town. Otherwise I'm usually in a crib at home.

We're in a colony known as Taleno. At least as far as I can tell. The people here broke away from the kingdoms back west due to political and religious persecution. That much is easy enough to tell- whoever runs the church is incredibly repetitive. Which is good for learning but also dreadfully dull. The people here believe that the Creator's power should be spread through everyone, which I'm pretty sure is actual magic and not a metaphor. It is kinda hard to tell when you're getting information from a sermon. Anyway this requires an education that the church provides daily to the kids of the colony. The kids actually old enough to learn. Back west, the kingdoms suppress the peasant's education and only the nobility is allowed to learn magic. That is why they formed a colony away from the kingdom.

The downside is the lands outside the kingdom are filled with monsters. Also not sure if that is a metaphor. Either way it means we're in a dangerous place. Everyone is expected to fight to keep the town and their families safe. Except the babies. Unless I'm guarding the crib.

I think I have at least one grandpa and grandma who come to visit sometimes. I haven't heard anyone who sounds like a sibling yet so I think I'm the oldest child, but I guess they could just be away somewhere. I'm not sure about the rest of my family. My "parents" might just meet them at church. It is hard to tell titles form names.

Anyway you know how you always get a weird power in Isekais? I hear voices in my head. Your voices! And you can hear my thoughts! Here I am, thinking at you! Here you are, typing at me! With all your otherworld knowledge I'm sure to be an unprecedented genius who'll turn this world upside down!

As soon as I stop being a baby at least. For now I can't do anything no matter what you type at me.

...But like I said it is boring being a baby. So lets talk a bit. What do you guys hope my family is like?


12
Ok. You're probably going to be confused. Everyone here seems really confused too. I'm going to make things as clear as I possibly can and hopefully everyone will be less confused.

I was on a Greyhound going back home. We went through a tunnel. Instead of coming out the other side the bus crashed into a tree. In a forest. I think everyone is OK. The bus doesn't look too damaged either. Being off-road slowed it down. Because the tunnel, road, and rest of the world are gone now. All the snow is gone too.

It is some kind of pinewood forest. I think we're somewhere on a mountain. That is at least as much I can tell without getting out of my chair. Some of the other people left the bus to check things out. Others, like me, are sitting in it hoping we're a bit safer with a wall between us and whatever is out there. Everyone on the bus is a stranger to me. It was moderately filled but not packed. I have no idea what anyone else is/was, what they can do, or what they had on them when we came over. Since they crammed into a cheap bus with me I can suspect they arn't world leaders, top scientists, specialty doctors. I think at least one is just a hobo. All Greyhounds seem to have hobos on them for some reason. Oh, there was obviously a bus driver at least.

I was browsing the forum when we ended up here. It still works. The bus's wifi seems to be down but the forum still works. No other website is working. I logged out and tried making a new account, and that didn't work. Mostly because we can't access our emails. I can't get any links to work even if they're given to me on this forum. Normally inconvenient but it does mean I'm the only one who can access this forum unless I give my account details to one of the others. I'm not a particularly useful person so I like having that leverage going. I haven't told anyone else about it yet. Not sure if I should. The Greyhound's phone charger is still working, so I should be able to keep talking to you as long as we can keep that in good repair. Only other thing to note is that the timestamps are all messed up. It says some games started in 1824 while others got made in 9065. Some timestamps are less exaggerated, posts I made yesterday say I'll make them tomorrow or posts I made hours ago saying I made them minutes ago. So I guess it might be a time thing instead of another world thing. Sorry if I ended up lying to you.

Aside from my phone and charger I have my clothes, a thick jacket, a hat, some gloves, a backpack filled with snacks, a pair of boots, my wallet,and a metal water bottle. The bus was crossing state lines so I don't have any real weapons on me. No idea what anyone else had on the bus.

So first order of business I guess....is dealing with all the other "survivors" right? Should I try talking to them? Or try taking the bus and running? Who would I hope to find among the others?

13
Forum Games and Roleplaying / Savage Rifts (OOC)
« on: January 15, 2022, 01:44:19 pm »
Stirk, what is Savage Rifts?

It is Rifts using the Savage World's system. There is a whole book on it.

What is Rifts?

It is concentrated 90s. The books have lasted for decades and they just kinda through every idea they had at it. The main idea is that you're in a world connected to a "Multiverse" with portals. This means you have giant sci-fi robots fighting against gargoyles, space wizards fighting Cobra/Nazi hybrids, drugged up super soldiers fighting giant tentacle monster vampires, and more! And most of those things are playable. It can get silly. Some of it is silly in the base game.

A lot of it is silly in the base game.

The main setting is a post-apocalyptic Earth with random magic and sci-fi elements literally everywhere. You'll be playing here, and in America. Everything is covered in guns (just in general).

Why Savage Rifts?

Conventional weapons are nonviable in most Rifts games and that is sad :(

Really?

Well it is also easier to run than the Palladium system. Theoretically.

The power scaling seems all over for the base classes.

It is! There's the downside of letting you play basically anything. Some things just arn't going to be as powerful as other things. I'll try to keep the game fun for all players, you don't have to play an OP character if you don't want to. If you do want to it is pretty clear what the more powerful options are and you can just kinda pick them.

Can I change my starting equipment?

Sure.

Can I play something in Rifts that isn't in the SW book?

Sure. We'll work it out if you're interested.

Can I play something that isn't in Rifts and also not in the SW book?

Rifts was kinda a crossover setting where you could explicitly use any of Palladium's books and have it work with the setting. So go for it.

Aren't you like super busy?

Yeah you're getting an update once a weekend. Maybe during the week if we're doing something fast like combat.

So are we going to use the Tomorrow Legion thing?

Probably not. You're free to have your own loyalties but the party isn't going to be under anyone by default, though the PCs might be in charge of their own faction.

So what is the plot then?

Current plot outline is fighting the Coalition. You will either discover a potential Macguffin that would allow your victory or have to gather allies to take them on depending on the flavor of the party. Or some combination of both. Said macguffin would also depend on the party's flavor. Either way will end up with a couple of sidequests fighting non-Coalition things to get to the end goal.

What is the Coalition?

A group of skull fetishists who are just kinda blatantly Nazi ripoffs. Hate everyone who isn't human and most people who are. Dress in all black covered in skulls. Ride in cars shaped like skulls. Have robots shaped like skulls. Look like stormtroopers, but covered in skulls. Cover everything that isn't already covered in skulls in spikes. Black spikes.

They arn't subtle villains. Presumably so you can just come out of a rift and go "yeah those guys are bad news".

Do I need books for this?

You can head over to the Discord and I can talk you through character creation.

Anything else I should know?

If you're familiar with Rifts, Megadamage is a lot more rare in the SW version. It is basically for heavy weapons and heavy armor here, but also doesn't splat non-mega things instantly. Just something to keep in mind.

Can I have gear from other Save World Games?

Sure. Like characters where meant to be transferable gear was too. This includes core if you particularly like anything in the core book.

14
Team A! The most A Team there is! First order of business is deciding a name for your nation.

Second order of business is deciding the layout for the 7 Steps on your side. Since there is way too many of those you can be generic, mostly they will interact with Traits.

Third order of business is deciding your Leader. As a reminder your Leader is like the King in chess, starts out with 20 Power, and has traits that give bonuses to all your units. Their description likely explains the basics of what your nation is design wise.

Fourth order of business is deciding your three starting Supporting Units. These three will be at 5 Power at the start each and assumed to consist of your entire armed forces at the start of the war.

After that, it is time to start the game for real!

Map:
        AC
A1     A2     A3
A4     A5     A6
B4     B5     B6
B1     B2     B3
        BC

Example Unit Sheet:
Name:
Description:
Traits:

15
Team B! The most B Team there is! First order of business is deciding a name for your nation.

Second order of business is deciding the layout for the 7 Steps on your side. Since there is way too many of those you can be generic, mostly they will interact with Traits.

Third order of business is deciding your Leader. As a reminder your Leader is like the King in chess, starts out with 20 Power, and has traits that give bonuses to all your units. Their description likely explains the basics of what your nation is design wise.

Fourth order of business is deciding your three starting Supporting Units. These three will be at 5 Power at the start and assumed to consist of your entire armed forces at the start of the war.

After that, it is time to start the game for real!

Map:
        AC
A1     A2     A3
A4     A5     A6
B4     B5     B6
B1     B2     B3
        BC

Example Unit Sheet:
Name:
Description:
Traits:

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