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Topics - Man of Paper

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31
Forum Games and Roleplaying / MMA AR: Bei Bu Thread - Question 3
« on: August 03, 2021, 12:11:56 am »
Welcome to the Bei Bu.

Before we begin, we must determine who and what your people actually are.

What type of landscape did your people settle on? This place had a great impact on your people, and defined what became your peoples first Style. What Style was it? This Style is Unarmed and of a singular Element influenced by your people's surroundings. Proposals for Unarmed Styles should include the mindset it's practitioners aim to be in, as well as how the Element is utilized, and any techniques or strikes they specialize in.

You may refer to the Core Thread's rules for guidelines as well as ask me for basic input.

Spoiler: Map (click to show/hide)

32
Forum Games and Roleplaying / MMA AR: Zheng Mian Thread - Question 3
« on: August 03, 2021, 12:11:24 am »
Welcome to Zheng Mian.

Before we begin, we must determine who and what your people actually are.

What type of landscape did your people settle on? This place had a great impact on your people, and defined what became your peoples first Style. What Style was it? This Style is Unarmed and of a singular Element influenced by your people's surroundings. Proposals for Unarmed Styles should include the mindset it's practitioners aim to be in, as well as how the Element is utilized, and any techniques or strikes they specialize in.

You may refer to the Core Thread's rules for guidelines as well as ask me for basic input.

Spoiler: Map (click to show/hide)

33
Forum Games and Roleplaying / Magic Martial Arts Arms Race - Core Thread
« on: August 03, 2021, 12:10:28 am »

The worlds of the Zheng Mian and Bei Bu Nations of Warrior-Monks were, at one point in time, very separate. These continents were both homes to very spiritual but militaristic peoples, and their fighting styles were a deeply ingrained and important part of their beliefs and cultures as a whole. The gods of both worlds sought to bless their people with powers of the Elements, the Body, and the Mind, and as both civilizations grew they seamlessly integrated the blessings of the gods into their Styles.

Warrior Monks trained exclusively in melee combat utilizing Armed and Unarmed styles. Basic Armed Styles were some of the first ones to rise to prominence before the gods intervened. They required only the knowledge of oneself and the weapon that acted as an extension of their body. These Styles are often easier for Warrior Monks to learn and build upon, combining standard training with a weapon in addition to specialized techniques, strike focuses, mindsets, and combat doctrines. The ease with which these are learned lends itself to greater numbers of Warrior Monks practicing these Styles. Magical Armed Styles, on the other hand, prove to be very difficult to develop, learn, and master, leading to smaller numbers of Warrior Monks using these styles. Magical Armed Styles are able to use Elemental Magic to complement their fighting style, greatly increasing their strength on the battlefield. The Elemental Magic gifted by the gods is divided into five categories: Wood, Fire, Earth, Metal, and Water.

Unarmed Styles pushed the development of the Body and Mind further than their Armed counterparts. A stronger sense of inner perfection leads to every Unarmed Style having at least one Elemental affiliation, although they also unlock the ability to manipulate their own Qi to act as an extension of their will, something Magical Armed Styles are incapable of. The use of one's Qi has near limitless potential. Unarmed Styles are wildly varied in how complex they get thanks to the sheer number of possibilities perfection of oneself provides, meaning these Styles could be anywhere from the most ubiquitous to the rarest Styles utilized by Warrior Monks.

Unfortunately, these gods feuded between one another and had brought the peoples of the Zheng Mian and Bei Bu into being in order to settle their own differences. Both worlds were eventually folded together by these gods, merging the continents that'd been shaped to fit together precisely. The people, of course, do not realize they are being manipulated into believing the other is an enemy that must be fought and defeated, and willingly engage in combat.

The fold acts as a barrier that prevents the armies of either side to march directly onto the other's land. Instead, it brings the armies to a magical area of space devoid of all features but the light grey tile floors. In order to begin attacking the other continent, the warriors must first push their opponents out of this space where there are no variables but the warriors themselves. Once beyond the fold however, the nation's army can freely push through until they themselves are pushed back to and through the void space.

----------------

You are the gods of the Zheng Mian or Bei Bu. They are currently nondescript, as are their continents, as it will be up to you to create them. Once you decide on which team you will join, please announce it here and then join the discord server. You will be responsible for working with your teammates before the game proper begins to answer three sets of questions that will define your peoples and what they start this war with. They are all listed below so you can effectively discuss ideas, but will be answered over the course of three turns in the respective team threads. Once a vote has a general consensus I will roll using the same set of rules for standard turns outlined below:

What type of landscape did your people settle on? This place had a great impact on your people, and defined what became your peoples first Style. What Style was it? This Style is Unarmed and of a singular Element influenced by your people's surroundings. Proposals for Unarmed Styles should include the mindset it's practitioners aim to be in, as well as how the Element is utilized, and any techniques or strikes they specialize in.

As your people expanded outward they required larger armies to face their growing number of enemies. What type of lands laid adjacent to yours did you desire enough to take by force? Describe two distinct biomes. What Basic Armed Style was developed to accomplish this? A Basic Armed Style proposal should include the weapon being developed as well as the overall combat doctrines drilled by Warrior Monks using the Style, in addition to the same subjects of mindset, and special strikes and techniques as an Unarmed proposal.

With your closest enemies conquered, your people sought to expand their influence and spread their beliefs to the ends of the continent. During this time the favor of the gods made itself known through the powers of the first Master who led the armies to the shores. This Master is likely to be relatively easy to bring into being, and so they shouldn't be considered the baseline difficulty for your own estimates of future Master proposals, especially if they're created alongside a new Style as this one is. Describe the Master and what makes them stand out on the battlefield. They also championed either a Magical Armed Style or a Qi-enhanced Unarmed Style. If describing a Magical Armed Style, remember to include the weapon that is developed for it, the Element that is used and how it is utilized, combat doctrines, mindset, special strikes, and techniques. If you decide to utilize a Qi-enhanced Unarmed Style, remember to include the Element for the base style, as well as what sort of Qi powers they use, whether they be "buffs" or "debuffs" they can apply or energy-based attacks. Remember though that while this Style is being designed for a unique character, the Style does not necessarily need to be made Unique and could potentially see more widespread use on the battlefield. Additionally, what were the three biomes conquered during this time?

----------------

To go into further details about the game and it's rules, I have divided everything into easy peasy spoilers below.

Spoiler: Turn Structure (click to show/hide)

Spoiler: The Dice Rules (click to show/hide)

Spoiler: Styles and Masters (click to show/hide)

Spoiler: EXPENSE!?! (click to show/hide)

Spoiler: Winning The Game (click to show/hide)


Spoiler: Map (click to show/hide)

34
Core Thread

Bio Phase, Turn 1

In order to curb the market on BioOrganic Weapons research and development, as well as the necessary response to outbreaks, we must first actually develop our BOWs. Currently the only samples on-hand are the ones purchased from the Black Market.

Toxoplasma Corpus: T. Corpus is based off of the commonly found Toxoplasma Gondii parasite. The parasite can live it's entire lifespan within a single host, but is driven to spread itself to preserve the species should the host's body inevitably begin to fail. T. Corpus infections typically start after the eggs are ingested. The eggs hatch and the small worm-like parasite burrows through the stomach lining and makes it's way into the bloodstream. The larvae can feed off of any tissue, but will tend to target the nervous system and can "hijack" it in order to manipulate the host's behaviors. T. Corpus infection rapidly makes it's way to the brain, where a combination of the feeding larvae and the hijacked nervous system cause the host to turn "rabid" or "feral" until the infection results in the host's termination. As larvae mature they will migrate back to the stomach to lay more eggs. The host's body will attempt to purge the parasitic eggs through vomiting and diarrhea as the infection enters it's final stages, but this only helps to spread the eggs to new hosts. Toxoplasma Corpus may infect a variety of species, but most readily make their homes in humans. Stockpile: 3 (0/3 Deployed)

We also managed to get our hands on a hefty stockpile of firearms and ammunition.

Samurai Edge: A 9mm semiautomatic handgun with a 15-round magazine. Reliable. Stockpile: Infinite // Deployment Limit: Company 

We can rename the T. Corpus parasite should we choose to, but we also have some more important things to consider. We have 2 Bio Actions to consider this turn, and can use them to develop new viruses, modify our current virus, or use both to develop a unique Boss pathogen.

We are also trying to maintain a positive public image, and what better way to do that than rebranding! We have until the end of the Deployment Phase this turn to create a logo to plaster on everything we own. This can be rendered through art or a textual description. When deciding on a new logo, make sure to decide which Continent we launch our public service campaign in. This will result in an increase in Relations with that continent!

Spoiler: Pathogenic Research (click to show/hide)
Spoiler: Mercenary Equipment (click to show/hide)
Spoiler: Relations (click to show/hide)

35
Core Thread

Bio Phase, Turn 1

In order to curb the market on BioOrganic Weapons research and development, as well as the necessary response to outbreaks, we must first actually develop our BOWs. Currently the only samples on-hand are the ones purchased from the Black Market.

Adenovirus Type-N: Originally based off of the virus responsible for the Common Cold, Ad.N is coded to specifically target cells within the spinal column and brain, although an infected subject will eventually have affected cells throughout the body. Ad.N replicates within affected cells, causes cell death, and spreads itself to new cells to repeat the process. Ad.N infection results in reduced mental faculties, including intense bouts of rage and paranoia, severe mental degradation, and reduced mobility. Ad.N typically spreads through mucus and saliva. The immune system is capable, though not too often, of fighting off Ad.N infection before permanent damage is done. Ad.N targets vertebrates, but most readily finds it's hosts in humans. Stockpile: 3 (0/3 Deployed)

We also managed to get our hands on a hefty stockpile of firearms and ammunition.

Samurai Edge: A 9mm semiautomatic handgun with a 15-round magazine. Reliable. Stockpile: Infinite // Deployment Limit: Company 

We can rename the Adenovirus Type-N should we choose to, but we also have some more important things to consider. We have 2 Bio Actions to consider this turn, and can use them to develop new viruses, modify our current virus, or use both to develop a unique Boss pathogen.

We are also trying to maintain a positive public image, and what better way to do that than rebranding! We have until the end of the Deployment Phase this turn to create a logo to plaster on everything we own. This can be rendered through art or a textual description. When deciding on a new logo, make sure to decide which Continent we launch our public service campaign in. This will result in an increase in Relations with that continent!

Spoiler: Pathogenic Research (click to show/hide)
Spoiler: Mercenary Equipment (click to show/hide)
Spoiler: Relations (click to show/hide)

36
Forum Games and Roleplaying / Biocorp Conflict - Core Thread - Turn 2
« on: June 03, 2021, 05:16:55 pm »


In the mid-90's, a pharmaceutical corporation with some near-occult interests opened Pandora's Box and changed the world. A lab accident led to a severe mysterious outbreak in a nearby city that turned the infected into flesh-hungry undead. This pathogen rooted itself so deeply that nuclear weapons were unable to completely scourge the infected, and BioOrganic Weapons were unleashed upon the world. BOWs were defined as creatures created via mutation through pathogens or abominations created in a lab and meant to be deployed in a combat or terroristic capacity. The corporation tried to defend their actions by citing their research and advancement into highly advanced medical formulae. The pharmaceutical corporation dissolved under scrutiny after evidence showed work into, say, the cure for the common cold, took a backseat to work on BOWs, and their research was secured and locked away.

Unfortunately for the world, one man with too much access and debt, and ties to the pharmaceutical underworld, stole the documents he could and headed off to the black market. One company in particular, LifeChem, managed to outbid all others, but internal disagreements soon led to a schism that divided them. LifeChem and it's new sister company, Medtronic, maintained their positive public images by offering aid to countries affected by BOWs through funding and medical equipment. Funding just so happened to include security forces meant to protect corporate interests, and very quickly evolved into combat units trained specifically to combat BOWs. This brought a lot of good publicity to their respective companies.

Now, as both companies take their first steps into creation of their own BOWs, their relationship takes another turn. One LifeChem chairman killed two of Medtronic's, and since the chairfolk of these corps all came from the same four families, this added a Blood Feud to the already tense atmosphere. They were going to hit one another where it hurt most - the pockets. While deploying and engaging one's own BOWs would build public support and boost stock price, LifeChem and Medtronic prioritized the elimination of the rival's experiments. Orders were also given to their private security forces to engage the other company's and preventing them from boosting their own public appeal. Outright conflict in public was to be avoided of course, but people tended to avoid asking questions about the dead in a Biohazard zone. 

The world is in need of your help. Because of you. Time to take out the competition and monopolize global BOW deployment and containment. For money, and revenge.

----

Hello, players. You're going to be taking the side of LifeChem or Medtronic in an Arms Race-style game with rules detailed below. Eventually. Before the game proper there will be two "turns" in this thread to define and tailor the teams before anyone locks themselves into one side, with one pregame turn once the teams are divided with special rules to ensure a sufficient start. The plan is to move through the opening decisions quickly, so make sure your voice is heard! Once we move into the game itself we will begin utilizing the ruleset below.

Spoiler: The Two Questions (click to show/hide)

Spoiler: Turns & Phases (click to show/hide)




Spoiler: The World and You (click to show/hide)

Spoiler: Jerry's Final Thoughts (click to show/hide)

----

It's time to finally decide what kind of Pathogens each side will have.

LifeChem got it's hands on two classes of pathogens, but they were split between LifeChem and Medtronic. Which two were they?

A - Bacterial: Targets of bacterial BOW pathogens have symptoms similar to standard flu-like illnesses, letting infection disguise itself for a time. In combination with a high rate of division, this can cause pathogen spread to outpace the spread of other pathogens, but it is more difficult to have the bacteria transfer as many potential effects to the infected. As a result, Bacterial BOWs tend to share most of the physical characteristics of their natural counterpart. [Examples of Bacterial BOWs would be similar to your standard zombie human and the special infected in The Zombie Hunters]

B - Viral: Viral BOW pathogens spread most readily across species in comparison to it's counterparts, but do not spread as fast overall. A viral pathogen can be very difficult to purge, although there is a risk of eventual vaccination development. Viruses can transfer their mutations more effectively than Bacteria, but are still largely restricted by the host's physical form. [Examples of Viral BOWs include some of the more exotic fare, such as Lickers from RE and Tanks from L4D, while also including your normal lesser type of zombies]

C - Fungal: A fungal BOW pathogen is a lifeform of it's own that utilizes hosts for sustenance. Fungal BOW pathogens spread slowly, as the fungus needs to take root in the body, but can readily spread across multiple species. Fungal BOWs are less restricted by their host's form than Bacteria or Virii, but fungal pathogens make themselves more obvious than the rest of the pathogens across all stages of infection, making them somewhat easier to combat though difficult to root out entirely. Fungal BOWs generally appear like their hosts, but fungal growths and fugus-related mutations can heavily augment the host's appearance. [Examples of Fungal BOWs include things like The Last of Us' cast of infected and The Flood from Halo]

D - Parasitic: Parasitic BOW pathogens are lifeforms of their own not unlike Fungal BOW pathogens. Parasites have the lowest overall endurance and slowest potential spread out of the various pathogens if environmental factors are ignored thanks to their relative large sizes and slow reproductive cycles. They can lay dormant in a host for a period of time without showing symptoms, allowing them to spread further than fungal pathogens before any alarm is raised, but may have more difficulty surviving outside a host than their Fungal counterpart. They are also wholly unrestricted by the host's physiology, often with a passing resemblance at most to the host in the parasite's final form. [Examples of Parasitic BOWs include Las Plagas from RE4, Xenomorphs from Alien, and Venom's Symbiote in Spider-Man]

E - Eldritch: A whisper in the wind. Shadows that flee from your sight. Many of life's strange mysteries can, it seems, be attributed to a plane of reality beyond our own. Eldritch BOWs are each unique, pulled through the thin veil between the mortal world and madness thanks to judicious use of fringe science. Once unleashed, Eldritch horrors are difficult if not outright impossible to guide or control. Unlike the other pathogens, Eldritch BOWs tend to spread through the mind, not the body, but they are more than capable of ravaging a physical form all the same. They can be difficult to discover, as there is usually only a single powerful target to root out, even if their influence is readily apparent. They are also the hardest BOWs to kill on an individual basis. Non-boss BOWs can be created through eldritch pathogens, but are almost always linked to a Boss (outlined below) and will become neutralized upon the Boss' defeat. [Examples of Eldritch BOWs include Lovecraftian cosmic entities, 40K's Tyranids, and a variety of SCP creatures.]

Note that both sides cannot be assigned the same pathogen type.

37
Tensions are rising! The evil Reds conspire to strike at democracy and take away our freedoms! But do not worry! When our barbaric foes inevitably unleash nuclear fire, you, yes you, can rest comfortably safe within a brand new Vault, brought to you by Vault-Tec! Philadelphia, birthplace of America, is sure to be a target of heathen missiles! For a small fee, Vault-Tec will send you an application for admission into the illustrious Vault 98! Be safe from above in the City of Brotherly Love!

Guarantee your safety today!




You are one of many people who've paid the $1200 application fee to attempt to get their families admitted into Vault 98 should the worst come to pass. Luckily, you and your family passed inspection! Unluckily, the worst did come to pass! Your families were ushered underground at Penn's Landing into Vault 98, but somehow no Vault-Tec employees managed to make their way inside before the doors sealed behind your. A quick inspection of the Vault has shown the bare necessities are available to survive for quite a while, but it won't last forever. Without any form of leadership, each family has elected a representative to a Vault Council in order to organize the denizens of 98. It didn't take long for the people of 98 to find evidence of something extremely nefarious: Vault-Tec had intended to use the Vault and it's people in an experiment! What was the experiment?


----


Okay, so some rules for this game so you'se actually know what's up. This is a single-team PvE game where you players will be answering prompts like the above "What was the experiment?" in a proposal for your team to look over. Multiple submissions can be made, but ultimately one will need to be voted on in order to proceed. Proposals will receive two behind-the-scenes dice rolls, one to determine overall effectiveness of the proposal, and the other to determine Karma drift modified by the intrinsic nature of the proposal.

Karma will largely determine how you're viewed by other factions.

Each prompt will define your faction or a period of time for the faction in some way, and will likely have long-lasting effects. Think very hard about what effects the prompt could possibly have.

Any military, scientific, social, etc. advancements that are made will be summarized in the Vault 98 spoiler. Other spoilers, such as Diplomacy, will be added as necessary as time goes on.

Fallout canon will be flexible, but there will be an attempt at a level of adherence to it on my end. This shouldn't be too much of a problem, since the Fallout universe is fuckin ridiculous.

If you're familiar with how I did Preliminary Turns in Mechanized Warfare and how much I enjoyed it, this is essentially a game made entirely of that fused with my love of New Vegas and my knowledge of the only place I've lived fused with frustration over Boston being used for Fallout 4 when Philly is way more important. We also won that one sportball game against them.

Also, read this before writing your proposal. I put this last to see who's not gonna read. There is one clear experiment going on, which is a remote observation of Vault 98. The evidence of another experiment is intentionally being placed to observe their reactions. You will actually be designing the red herring, so please avoid designing an experiment about remote observation. If you see a teammate propose the actual experiment please feel free to point and make fun of them.

Spoiler: Vault 98 Experiment (click to show/hide)

38
Forum Games and Roleplaying / Rogue Race - Protagonist's Thread/Design
« on: January 14, 2021, 10:18:09 pm »
An Adventurer Is You!

Welcome to Rogue Race! Your only goal is to repeatedly send peons into dungeons run by other dudes in order to purloin all the loot and get a "modest" finder's fee for yourselves! It's the Design Phase! Discuss with your teammates what kind of road you wish to go down and get a general theme for your team. Will you be D&D-style adventurers? Borderlands Vault Hunters? Doomguys? You are restricted only by your own preferences! And your team's majority preference, obviously.

If you have any questions, feel free to ask here or on the Discord linked in the core thread!

Spoiler: Protagonist Caches (click to show/hide)

39
Forum Games and Roleplaying / Rogue Race - Dungeonmancer's Thread/Design
« on: January 14, 2021, 10:17:49 pm »
There's some cake in the back...

Welcome to Rogue Race! Your only goal is to build a dungeon from the ground up (or down, and maybe not even with ground!) and fill it with dudes, traps, and more bigger, badder dudes in order to protect your hoards from the hordes! It's the Design Phase! Discuss with your teammates what kind of road you wish to go down and get a general theme for your team. Will you run a fantasy dungeon crawl? A science facility overrun by demons? A classic looter-shooter? You are restricted only by your own preferences! And your team's majority preference, obviously.

If you have any questions, feel free to ask here or on the Discord linked in the core thread!

Spoiler: Dungeonmancer Caches (click to show/hide)

40
Forum Games and Roleplaying / Rogue Race - Core Thread
« on: January 14, 2021, 10:17:30 pm »

What do you get when you cross someone deciding to work on their arms race and a computer turning into a brick? Why, you get another arms race, but this time something that can be run from a phone! As such, expect shorter updates than I usually put forth as well as a faster turn rate more akin to literally anything that doesn't move at a glacial pace.


You are in a place! And it feels like a Roguelite!

This place is definitely a thing! And so are you! But what kind of thing are you?

Will you choose to be a Dungeonmancer or are you a Protagonist? Will you be responsible for creating a dungeon floor-by-floor, including foes big and small, traps, and bosses? Or will you be creating people who want nothing more than to dungeon dive, as well as their particular specialties, personal equipment, and potential loot for all dungeoneers past and present?

The setting will be...flexible! Any mixture of ideas will be equally viable and balanced to provide MAXIMUM FUN! An angry space marine and a hyperwizard will both have the same level of issues to overcome when tackling the Den of the Dimensionbeast full of Topiary Golems, so don't worry about your aesthetic being ineffective against whatever the other side may decide to bring!

Expect Protagonists to lose frequently at first! Starting loot tables are practically nonexistent! But in order to give the Protagonists the chance to catch up, developments on both sides will add items to the Protagonist loot table. (But MoP you said you wanted to make this playable from your phone, won't loot tables complicate things? No you jackhole, I'll be using an actual notebook)

Turns will be divided into three parts that matter to you: the Design Phase, where you propose new floors/mobs/loot/heroes/anything; the Revision Phase, where you alter previous creations; and the Planning Phase, where you decide who to deploy where with what and how. There is a super secret fourth phase known as the Action Phase, where I do some writing and tell you what you did wrong and make you feel bad about your mistakes. 

Success or failure of something's creation will depend on a roll of 2d6, with 6, 7, and 8 all counting as Average-level rolls, with 2 being Utter Failures where you get nothing, not even soup, and 12s are Unexpected Boons, where you get the awesomest of results with a little extra awesome for awesome measure. Rolls are modified by up to +/-4 based on the difficulty of creation!

Every turn will consist of 2 Designs and 2 Revisions for MAXIMUM GAINS!

Dungeonmancers and Protagonists have slightly considerations when it comes to deployment during the Planning Phase. Dungeonmancers can only deploy one type of floor for every floor level they have (so if they design two different floors meant to be level 2 they will have to choose one), and each creature/mob you make will have a FLOOR LIMIT which determines how many floors they can be placed on. Some units may also have special rules for deployment, but those will be covered as they crop up. They will also be responsible for assigning bosses, which follow the same general rules as floors. Floors can also come with unique room slots like Trap Rooms or Puzzle Rooms that may need filling with designed traps and puzzles, but do not need to be filled. Which may sometimes be wise, since those sorts of rooms tend to reward those who conquer them.

Protagonists don't have as much to take into consideration, relying mostly on RNG for their runs to be successful. They do have means to tilt the odds in their favor, though! When creating things to add to loot tables the items will receive a Rarity rating that determines what kind of chests they appear in - Common, Uncommon, Rare, Ultra Rare, and Legendary! Better things tend to be less common, but are better than worse things! Do not despair however! Each Protagonists brings along their own equipment and traits that are guaranteed to appear, and may even modify the dungeon against the Dungeonmancer's wills!

Chests will appear based on a floor's parameters, with rarity rates at; Common - 40%, Uncommon - 30%, Rare - 20%, Ultra Rare - 8%, Legendary - 2%, barring any external modifying factors, with the loot inside chosen randomly from the appropriate pool. If there are no viable options for a chest's level of rarity then it will default to the level beneath it.

Items will also have potential uses and synergies that won't be explicitly stated, so go nuts!

Finally, here's the starting inventories so that you can get a better idea of how things mesh together! Note that everything is generic and I'll modify things once a general theme emerges from this first turn's actions.

Spoiler: Dungeonmancer Caches (click to show/hide)

Spoiler: Protagonist Caches (click to show/hide)

41
Welcome, you brave and noble few, to the Malachian Security Forces.
Core Thread

You will be fighting against Syndicate activities and aggression in an effort to pry them from The Deregulated Zone in order to ensure stability is retained and our old benefactors don't abandon us completely. One step at a time though! If we're going to be kicking those backstabbing  assholes out of Malach Point and off our rock, we're going to need people properly trained to do so.

During this first turn you will be forming the first two squads and their commanders that The Syndicate will be deploying. Here's how it works, and I'll provide a template you can use if you wish. If you don't though, and if you want to, say, write something more akin to a lore piece, just make sure all the important info is in there!

Squad Name: Self-explanatory, I hope.
Race Makeup: Malachian, Earthbound, or Integrated, affects tactics and effectiveness in different environments, as well as having some influence on effectiveness in Overt vs Covert Ops. Note that at the moment you only have access to Malachians, as you have not yet captured territory in The Deregulated Zone. This is mostly here just as a placeholder for when you have choices.
Commander Name: Also self-explanatory, I hope.
Commander Details: This is where you lump together all the important shit that could affect how the Commander runs the squad. Personal beliefs, background pre-MSF, training, education, preferred tactics, childhood traumas...just about anything that you can think of that could describe the Commander and have some sway on things.

The first two squads designed by each team will be balanced against one another and set the foundation for the difficulty scale for creation of squads in later actions. Note that this does not mean if both sides go insane with their squad creation that all four will be easier to do and break the difficulty curve for the remainder of the game - they will instead all be hammered with a high difficulty while I laugh at your attempt to cheese the system.

And finally, remember that this is set in some sort of dystopian cyberpunk space opera with a touch of environmental apocalypse a la Mad Max, so flavor it up with whatever you think would be appropriate!

If you have any questions, comments or concerns, ask Twinwolf since this is essentially a modified version of her commanders, except also don't, I'm kidding, just ask me.


Spoiler: The Deregulated Zone (click to show/hide)
Spoiler: Malach Point (click to show/hide)

42
Welcome to The Syndicate, my brothers-in-arms.
Core Thread

You will be fighting against MSF aggression in an effort to claim Malach Point for those who need it most: the Earthbound trying to flee this dying rock. One step at a time though! If we're going to be kicking those bootlicking corporatist assholes out of Malach Point and off our rock, we're going to need people properly trained to do so.

During this first turn you will be forming the first two squads and their commanders that The Syndicate will be deploying. Here's how it works, and I'll provide a template you can use if you wish. If you don't though, and if you want to, say, write something more akin to a lore piece, just make sure all the important info is in there!

Squad Name: Self-explanatory, I hope.
Race Makeup: Malachian, Earthbound, or Integrated, affects tactics and effectiveness in different environments, as well as having some influence on effectiveness in Overt vs Covert Ops. Note that at the moment you only have access to Earthbound, as you have not yet gained any influence on Malach Station. This is mostly here just as a placeholder for when you have choices.
Commander Name: Also self-explanatory, I hope.
Commander Details: This is where you lump together all the important shit that could affect how the Commander runs the squad. Personal beliefs, background pre-Syndicate, training, education, preferred tactics, childhood traumas...just about anything that you can think of that could describe the Commander and have some sway on things.

The first two squads designed by each team will be balanced against one another and set the foundation for the difficulty scale for creation of squads in later actions. Note that this does not mean if both sides go insane with their squad creation that all four will be easier to do and break the difficulty curve for the remainder of the game - they will instead all be hammered with a high difficulty while I laugh at your attempt to cheese the system.

And finally, remember that this is set in some sort of dystopian cyberpunk space opera with a touch of environmental apocalypse a la Mad Max, so flavor it up with whatever you think would be appropriate!

If you have any questions, comments or concerns, ask Twinwolf since this is essentially a modified version of her commanders, except also don't, I'm kidding, just ask me.


Spoiler: The Deregulated Zone (click to show/hide)
Spoiler: Malach Point (click to show/hide)

43
Forum Games and Roleplaying / Orbital Disobedience: A MoP Arms Race-y Game
« on: September 04, 2020, 03:19:43 am »

GM Note: Team threads will be up once I wake up, posting this since it's done as a bit of hype and advertisement for itself. Feel free to declare yourself for one team or the other in the meantime! And feel free to discuss the game and ask questions for me to answer once I regain consciousness.

Also, team threads:
Malachian Security Force
The Syndicate
I lied about no discord this early, blame my players in other games filling up my channels with OD talk

MALACH POINT represents the pinnacle of current human progression. Malach Point is an orbital Superstation, a massive structure built in zero-g that is capable of housing and sustaining a population of a few million people very comfortably, with all the amenities of life planetside minus the ability to get a breath of air outside. While people can maintain their personal beliefs aboard the station, the massive population is largely focused on the singular goal of pushing humanity's reach past it's own system and to distant stars.

THE DEREGULATED ZONE is what people now call Earth. Repeated natural and man-made disasters over the course of centuries set the planet on a course of irreversible uninhabitability. As the best and brightest cut away from their terrestrial homes, taking the attention and funding of the powers-that-be with them, those left on Earth were forced to deal with increasingly rough circumstances largely on their own. The Deregulated Zone is made up of endlessly shifting states, alliances, militias, cybergangs, and anything else you could use to refer to a group of people. The planet itself is largely hot and dry, with the most comfortable areas around the poles. There are plenty of major population centers built up across the globe, but they're often choked with smog and just as uncomfortable as the rest of the planet - though at least one could find a VR Den to jack into for a little escape.

Malach Point was built as a joint effort by the Outer System Extraplanetary Alliance, the Martian Research Initiative, and the Solar Trade Union. It was originally meant to observe and study The Deregulated Zone over the course of decades while providing the Earthbound with better opportunities off-planet (so long as you won the lottery). Things went well for a couple generations, and while O.S.E.A. and The Initiative disagreed on how things on the station were run, the Solar Trade Union was an effective mediator - likely a result of having all the money in the relationship.

This changed with the dissolution of the Solar Trade Union, who were not only in charge of bankrolling operations in Malach Point, but overseeing and regulating the transport of goods and people to and from the station as well.  Scandals paired with just generally bad business decisions led to an unrecoverable loss of profits and eventual bankruptcy. Without a middleman to cool off the ambitions of OSEA and MRI they began to work to undermine one another. As one was largely responsible for the resources the station required, and the other required to maintain and improve Malach Point, conflict between these two, even if it wasn't violent, left the people of Malach Point to endure the worst of their disagreements. Things managed to stabilize for the average Malachian, but unrest had begun to foment.

The conflict between OSEA and MRI saw the sabotage of OSEA operations Earthside (as the resources were going toward Malach Point, they oversaw the resource extraction down there too). Industrial operations ground to a halt on a global level as there was not enough funding to rebuild a large portion of OSEA's operations. This ripple effect not only crippled industry, but the economy of the Deregulated Zone, if it could be called that, imploded as the fragile system now saw a large percentage of people unable to work and produce goods.

In response, OSEA set up a blockade around Deimos, the Martian moon MRI was centered around. The tension rose until someone opened fire. Some said it was an MRI defensive platform orbiting the moon, while others claim an OSEAN combat freighter was the guilty party. Regardless, OSEA's more experienced spacefarers and wildly numerous vessels clashed with the technological marvels of the MRI. It was a brief but brutal confrontation that saw both sides crippled. OSEA's fleet was sent limping back home with a small fraction of what they'd come with, and Deimos was bearing the brunt of orbital bombardment from wreckage and stray munitions. Both sides decided to call a ceasefire and finally come to negotiations on how to proceed.

Unfortunately, negotiations seemed to drag on and on, leaving the fates of Malach Point and The Deregulated Zone in limbo. This brings us to the penultimate chapter of our story.

The Syndicate is an extensive criminal network based in DRZ-Cascadia (NW United States) but with influence across the globe. With the vacuum left at the top of the ladder by the biggest players in the system, The Syndicate saw an opportunity to move in on operations in Malach Point and ultimately take over control of who gets to leave the planet first. It had become easy for The Syndicate to gain recruits in the aftermath of the disasters in the DRZ as well as Deimos. People were unhappy, and The Syndicate was offering them the opportunity to take control of their own fates.

Malachian Security Forces are largely responsible for what semblance of stability remains in Malach Point and, on some level, the security of planetside locations vital to Malach Point operations. The MSF might not necessarily enjoy waiting on the project's old benefactors to come to some sort of decision that'd affect the lives of millions on the station and billions planetside, and they were doing their best to ensure both citizens of Malach Point and the Earthbound didn't give in to baser desires and further worsen and complicate the situation.

The Syndicate and MSF were aware of one another, and knew they stood on opposite ends of the field. With people in the station and on the planet growing disillusioned, both sides knew they had to take the opportunity to ensure their will was followed through before the other ruined everything.


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So a brief summary before the rules: While it isn't entirely clear, the setting is heavily influenced by sources such as Blade Runner, The Expanse, The Fifth Element, Shadowrun, Judge Dredd, and a small sprinkle of Spacestation 13. This is, as stated in the title, another arms-race-ish game where two sides (The Syndicate and Malachian Security Forces) will get increasingly frustrated as they fail to win as quickly as they'd like to. If you are unfamiliar with Arms Races, I'd suggest taking a peek at any number of previous ARs on the forum, particularly Intercontinental Arms Race, Iron Behemoths, and the still-active Chiaroscuro Arms Race, all of which had some sort of influence on this game.

Now to the chonky bits!

Spoiler: The World And You (click to show/hide)

Spoiler: Turns and Phases (click to show/hide)

Spoiler: Designs and Revisions (click to show/hide)


Spoiler: Squads (click to show/hide)

Spoiler: Races (click to show/hide)

Spoiler: Overt Station Actions (click to show/hide)

Spoiler: Victory (click to show/hide)

Spoiler: Preliminary Turns (click to show/hide)

Springer's MoP's Final Thoughts: Since I've been working on this on and off for a few days between a bunch of other stuff, it is possible that I missed vital information somewhere. While I don't expect it to be the case, consider this an "Early Access" release of Orbital Disobedience, just in case. I'll be awake eventually to fix whatever may need it and respond to nerd inquiries, but I'm fucking glad to finally just have the idea out of my brain. I feel myself physically relaxing. Maybe sleep will actually be sleep for the first time in two weeks!

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I've had a brainworm I need to get out so I can focus completely on other things.

Welcome to A Serious Space Hoedown Of Legendary Events! A.S.S.H.O.L.E.! The first step of any adventure, as we all well know, is Character Creation. Luckily for you, all the characters are created! You as a collective simply need to decide on which one you will play as!

Spoiler: Nigel (click to show/hide)

Spoiler: Diz the Appendaged (click to show/hide)

Spoiler: BuddyBot (click to show/hide)

Spoiler: S.H.I.P. (click to show/hide)

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DF Dwarf Mode Discussion / Dwarf vs Cat
« on: April 26, 2020, 09:27:00 pm »
I’m running my first actual fort in a couple years, mostly since my pc what itself and can’t do anything more than start up and run DF (so I apologize for the lack of screenshot as I am phoneposting and bad at the internet)

My guys are having some emotional issues, but nothing that’s proven to be an issue. Not until I saw a combat log of a tantruming engraver assaulting a local cat. I expected it to explode into gore, but then all he did was grab a few of it’s toes before moving to it’s neck and ear and then finally just calming down. He didn’t do anything but grab, and the cat didn’t react past evading his first two attempt to pet it (typical cat).

Is this intended behavior? Because it was the most adorable tantrum I ever witnessed.

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