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Topics - Stirk

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16
Forum Games and Roleplaying / Anime Arms Race Core
« on: November 06, 2021, 10:14:05 pm »
Anime Arms Race! Its like Arms Race, but anime!

Team A was suddenly attacked by Team B. Presumably this means team B is the Badguys, but those details have yet to be written by the Fates. That is you guys - the Fates of Team A and Team B who write the fate of your chosen nation.

Every turn each team will receive one Protagonist, one Supporting Character, and one Character Development.

Protagonist is the equivalent to a main phase project in a typical arms race. You design a character who receives three Traits based on their description and design. Traits typically offer a bonus to the character or characters they support, but it can also do things like add functions not normally available for units. The more narrow a trait is, the more powerful it tends to be. Traits can be chosen directly without the need for a random roll. In addition to traits they have a Power rating, which is determined by a d20 dice. Protagonists tend to a single character. All of their equipment is considered part of the character, but may not be given to other characters outside of Character Development.

Supporting Characters are the bulk of your army, typically representing multiple characters at once. Supporting characters can be anything from the faceless mooks that Protagonists cut down by the dozens to a sidekick to a battleship that a Protagonist captains. Weaker than protagonists despite their numbers, they receive only one trait and d10 Power.

Character Development is this game's equivalent to Revisions. You have to choice to add 1d5 Power or a new Trait to any Protagonist or Supporting Character. This will represent something like a Protagonist training to become stronger, or receiving their mid-season upgrades, or other common cliches depending on the situation and advancement.

There are three lanes, each with four steps. The layout of 2 steps per lane is decided on by each team. You decide which lane to deploy each of your units in, or you can hold them back if you want to (mainly relevant for your Leaders). A partial victory pushes your enemy back half a step to their capital, a full victory pushes them back a full step, and a tie keeps everyone in the same position. You will start with everything at the half-step in the middle of the board. Making it to the final step allows you to attack the Leader regardless of their position.

Combat is decided by adding up all the Power on each side, then adding all bonuses for traits, then adding a random number to each side just for fun. The one with a higher Power in the end is the victor. Units on both side can become Incapacitated in the fighting, with the looser taking a majority of the losses. Incapacitation prevents the Unit from acting for a set number of turns explained to your side during the Incapacitation representing something like the unit spending time in the hospital, repairing their equipment, or being captured. Units may still undergo Character Development but may not be deployed in this state. Which unit is Incapacitated is random but weighted by Traits - if for example an Air Unit is fighting against a group entirely focused on fighting Air Units it is more likely to take an Incapacitation. If a Character takes two Incapacitations in a single fight it rolls two dice to decide how long it is out. If a character takes three Incapacitations then it dies. Death is therefore very rare unless you get unlucky or go up against overwhelming odds.

To achieve victory you must defeat the enemy Leader. Leaders are special Protagonist units that start out with 20 Power and traits that effect your entire army even when they are not deployed. Leaders can be deployed to the frontline like normal units, but will have a high odds of Incapacitation as the enemy Units will tend to aim for the high value target. Incapacitation removes the effects of their Leadership skills for the duration. Reaching the enemy capital with any of the three lines allows you to attack the enemy Leader even if they aren't deployed, are deployed elsewhere, or are incapacitated.

So what exactly makes this anime, Stirk? It is you my dear readers. While most arms races assume the game takes place in something close to reality this game assumes by default everything is happening in generic anime land. Don't be afraid to use cliches. Advanced technology and powerful magic are assumed to exist but not really make a difference since a school kid with a sword can cut through robots and golems as easily as they cut through a peasant with a pitch fork. It is assumed that you will need to fight directly up the lines without bypassing any - but otherwise the flavor of your nation and units is cast in a broad anime-style brush.

17
What would you do if you where to wake up in the stone age? Well you'd probably die. I know that is what I'd do. Surviving on your own isn't easy. Some of you with intense survival skills might be able to last a couple years, but what would you leave behind but an aged corpse? You need more people to thrive. You can't have a civilization with just one person.

So I'm lucky I have you.

Today I woke up in a completely alien world. Well not completely alien I guess. The trees are still trees and not like giant mushrooms or something. It might just be Earth in the past or a parallel world or whatever. Point is there isn't any signs of civilization anywhere. No roads, no planes, no smoke, no wireless connection, no houses....I've got a pretty good view from here and I can say there isn't any modern life anywhere near me. Still it doesn't look anything like where I went to bed so its not like I got kidnapped and dumped in the wilderness or something. Well I'm pretty sure I didn't. Unless this forum's clock just happens to be having some weird glitch right after the kidnapping.

See when I woke up I found out I still have my phone in my pocket. After panicking and trying out the more sensible options the phone afforded to me I realized there was only one thing I could really do with it: Connect to this forum. Not sure why. I can't even connect to any links posted here. Just this forum. I can post and read posts but there is something weird with the timeline. It looks like things fluctuate wildly. Posts I made an hour ago said I made them twenty minutes ago. Posts I made five minutes ago say I posted them ten minutes ago. So it can go in any direction. Days on your end could be weeks or even years on my end for all I know.

So here's the deal. I'm out here in the middle of nowhere in my PJs. You guys are going to tell me how to not die. I'm physically capable and moderately fit but don't really have any special skills so I'm going to need you to be very clear on what steps I need to take. If you need like years of experience to get something done its probably not going to happen unless I can get those years of experience myself. If I'm still alive at this step we can talk about how I can get myself out of the stone age.

And one last thing....my phone's battery is still going down. Until we find some way to recharge it try to keep things brief. If you copy and paste a book at me I'd probably use half my battery just trying to read it. Like I said, this thing dies and I'm dead too. Keep things short and simple and I might at least make it to the 'aged corpse' stage.

Thanks for your help, everyone. First thing is getting food right?

18
Forum Games and Roleplaying / METS (SG) 2031 Robot Revision Phase
« on: June 11, 2021, 06:06:28 pm »
Robots are the future! And your company is Robots! Therefore, your company is the future! In this game you act as a soon-to-be named Robot company, designing whatever type of Robots you think will get you money. This will work similar to a Weapon Design game, but your Robots don't necessarily have to be built for warfare - in times of peace a Roomba company might be making more than Deathbot Inc.

The Robots:
Robots have two types of "Parts". The first is Hardware, the physical components of the robot design. This includes things like chassis, add-ons like paint schemes or death blades, and anything on the physical side. The second is Software, the coding part of robot design. This includes anything that is digital instead of physical. Software is usually designed for a single purpose, but a Robot can run different types of software and change what software it is using so long as it has time and an internet connection. Hardware and Software are sold together in a "Package", which acts as a complete robot with all its accessories. When the economy is doing well you'll be able to sell more expensive packages, when the economy is doing poorly you'll sell more budget packages.

Robot example:
Deathbot Inc (TM) Ninja Roomba: Roomba Chassis, Deathblade Attachment, Melee Software

Every Turn you will get to design one piece of Hardware and one piece of Software, with a dice roll deciding the quality of each. You will get one Revision a turn, which can be used on either Hardware or Software. Your end product doesn't necessarily have to be a full-Robot, you can sell Packages that consist only of accessories for your or other company's robots. In general selling accessories with the robot lets you charge more for the robot, where if you sell the accessory separately you'll sell less of it but be able to market your robot cheaper. Hardware and Software will generally have traits and a blurb describing said traits, typically including the price for said piece.

The World
The World of Robotic is fast-growing indeed! At the start of the game (We'll call it 2030) you have roughly modern technology. That means you'll start out making Roombas and not Maidbots. After this technology will start to develop at a rapid pace. Every Turn represents one year, you can expect a product to become outdated in 5 years. How the technology of this world advances will depend a lot on your Company, so long as you manage to say successful and solvent.

Every Turn there will be several events mostly beyond your control. The first is Economy, which tells the overall health of the economy. This is a random dice roll with a bonus or penalty based on the previous Economy roll. When the Economy is doing well people will want more expensive things, when the economy is doing poorly they'll want the cheapest money can buy. The second is Current Events, which rolls first for a number of events then a separate roll for each to determine how "Good" they are. Bad current events are things that are bad for your company, Good current events are things that are Good for your company. This will have some variation based on your company (a War breaking out would be good for a weapons company but bad for a company that sells civilian heavy equipment that could be weaponized by insurgents and thus gets banned).

The Competition
Everyone wants a slice of the pie. As time goes on a number of competitors will rise and fall. Competition isn't necessarily a bad thing, unless they go out of their way to prevent it you will be able to sell generic accessories and software that works on other company's machine's. But it isn't necessarily a good thing either, they want the same money you want and most are willing to get vicious to get it. Competition typically has a name, a focus, price range, and quality. If you have a product with the same focus and price range you'll have to have a higher Quality or you will face significant penalties. If you have an accessory package for the same price range and quality you will instead receive a bonus.

The Company
Here is the part you come in! The Company can be anything from Space Exploration to mining to fancy toys based entirely on player input!

-Company Name: What we will call the Company and the SG
-Company Health: Healthy (5). Every turn you perform well you'll go up in health, every turn you perform poorly you go down. If you ever make it to 0 you loose. You may burn 1 Health for 1 Revision at any time.
-Company Focus: The History of your Company up to today. You can branch out into other focuses later if you want, you just won't have anything to back up if you get bad rolls.
-Company Designs: A list of company Hardware and Software, including all obsolete designs from ages past. At the start of the game you will get Two Hardware and Two Software designs.
-Company Packages: A list of what robots and packages you're trying to sell. Will probably have to wait until after the designs to actually fill this out!

19
Forum Games and Roleplaying / Multiverse Crash *WASTELAND*
« on: January 31, 2021, 04:50:03 pm »
Discolored snow falls from the eternally clouded sky on to a blackened field. Those who had lived before would have thought it was ash raining down - and in a way they would be right. That coal-black snow piling on the ground probably has more contaminants than water. Normal humans wouldn't dare so much as touch it with their bare hands for fear of the countless maladies they'd contact in an instant. Less-normal humans would still worry at what could be hidden under the snow. Still as far as weather goes in the Wasteland, this is at least survivable to be out in. You can't afford to be picky.

*******
"Doctor Osiris the Wise" (Jedediah Nils)

You have some difficulty with your first steps in the outside world. Specifically it seems that at some point during your efforts to keep the world out the world decided to return the favor and keep you in. At least you probably haven't been in the labyrinth long enough for this much dirt to pile up over the entrance. It looks like someone put it there deliberately and there are faint traces of magic deeper within.

*******
Alexander Compact

You've been quite lucky the last month... Well as lucky as anyone struggling to survive in this world can be. You managed to find a nice bunker in the floor of a ruined house. It looks like its original owner never made it, so its stocked to the brim with supplies.

Or was at least. After a relatively comfortable month you are already running low on food and water. There is some basic equipment that you'll be able to take with you, but you'll probably have to leave the real bed behind. There is a small safe with a handful of firearms, a locker with a gas mask and some winter gear, and a box full of survival supplies in a tidy layout. You'll probably be able to replace some of your old gear and stock up on some new equipment before you make your way out.

Nothing could ruin this month!

********
Zing

You're starting to loose your way because of the snow. It isn't particularly disorienting in itself, but it is covering up the month-old human tracks you where following. Even your enhanced eyesight can't follow someone after this snow covers their path.

At the moment you arn't particularly starving. Your last meal wasn't filling but it was relatively recent. Two humans somehow managed to run into each other. These two humans then tried to kill each other for whatever reason. One looks like he got away, while the other barely managed to hold on to life. They bandaged their own arm and leg and tried to move around on a simple crutch. When you found them they could no longer move as an infection was starting to claim them. It was merciful if anything.

It was then that you ran into these tracks by chance. They arn't related to the fight before given the age, but it does probably mean humans think this is a safe path.

********
Daisy Summers

Your antenna arn't giving you a warning. This is probably the first time in a week that it stopped going off. And probably the longest it remained off for months. Truly this is a good opportunity to rest if you can find somewhere out of the snow!

Though that would probably be difficult given that everything around here has been totally leveled. There was a few rural shelters on this path and most are at least halfway destroyed. Some have underground shelters that managed to make it but what are the chances of finding one under the snow?

You notice something odd. Which is particularly odd because your antenna are saying nothing is odd. There is a small depression in the snow where it looks like some of it is melting.

20
You have been toldthe short history of this Reality, all that remains is to introduce those who will be creating the rest of it.

In a form rather suited to his name, The Lock and the Key has promised to Seal off this Reality from outside influence. Perhaps one of The Lock and Key's Outsider friends, the giant stone millipede Petra of Stone arrives from through one of the many Gates. Nostalgic for a time before his time, Ik wishes to return to Nothing. The Civilized warrior Hannah takes an interest in the working of mortals who have as of yet failed to materialize on this Reality. Likewise the Awe inspiring Dakka! has taken a similar interest in mortal conflict. Resol, the Biggest Loser, wishes for all to be equal in its many eyes as Loosers. The confusingly crossed out Stria is also here. Longing Traveler Calnoch has dreams of making their ideal home a reality. Finally Ezpé the Light of Hope seeks to bring her gift to the soon to be mortals of the soon to be world.

Joining them is the Gates, who have already proven to be an influence on this Reality by granting it many of its gods. With no Self to introduce the Gates are currently nameless.
There is One Mighty Major Gate, standing proudly above its kin.
There are Three Contemporary Medium Gates, one barely hanging on to existence and soon to fade (2 Ticks), one of below average lifespan (5 Ticks), and one set to live the average amount for its type (7 Ticks).
There are Five Transient Minor Gates, who's existence may fade with no warning to the gods attempting to gain their power.

If there is anything in this Reality besides that listed here (and of course the Nothing), it is well hidden. It is now up to the Gods' many hands to shape as they see fit.

Spoiler: Gods (click to show/hide)
Spoiler: Gates (click to show/hide)

21
In the beginning, this Reality was filled with Nothing. This rather unstable existence was soon frayed. Holes had begun forming immediately to other Realities where, for the most part, there was Something. It was here that the Gods where born. Beings of great power, stewards of this Reality, set to either shut away the foreign entities or embrace and use them for their power purposes. More and more gods began to form - some simply jumping from a foreign reality fully formed.

Now there is Nothing, Gates, and Gods. Its a start at least. The Gates and Gods certainly have their work cut out for them.
***********************

This game has three stats, known as Influences.

Outer Influence: Influence over things from Other Realities. You raise this influence by capturing and controlling Gates. Outer influence is what you use to drag things through the Gates. You have comparatively little control over what the target is, you must be general with what you wish to bring in. For example if you where to summon a new race, you could specify their environment and temperament (a warlike aquatic race!) but would not be able to specify they have the ability to shoot lightning from their fins or that they all have green eyes. In return for this ambiguity Outsiders tend to be more powerful than an equivalent expenditure of Inner influence. They are also more difficult to control - as you simply invited them in rather than creating them.

Inner Influence: Influence over This Reality. You raise this influence by receiving worship from Mortals, tied to the number of mortals and their quality of worship. Inner influence is used to do all standard God things like making planets, races, and lightning bolts to smite those who look at you funny. As your creations anything made with Inner influence is much easier to control, and you can get as arbitrarily detailed as you want. Prices are based entirely on GM will and $$$Pricechecks, but in general spending more means a creation will either be better at what it does or more numerous.

Self Influence: Influence over the relatively stable energy mass known as you. You use this to hold yourself together. Mainly acts as hit points, you fall apart unable to control your own Self if it hits zero. Recovers at a rate of one per turn up to 10.

There are three known types of gates:
Major Gates: 3 Outer points per turn. Permanent, large, and connecting to a diverse array of other Realities Major Gates are a useful resource for the Gods to squabble over. Rare as a result.
Medium Gates: 2 Outer points per turn. Last for 2d6 Ticks, shown next to the gate. Less powerful, adaptable, and stable than a Major Gate but still a valuable resource for those looking for Outside help.
Minor Gates: 1 Outer points per turn. Last for 1d6 ticks, hidden from players by default. Often connecting only to a single world, Minor Gates are comparatively common place and transient holes in reality that nonetheless can offer considerable strength to a god that is diligent enough to gobble up control of enough of them.

Gates are physical locations and must be physically controlled by a God for the God to have control of the gate. If there is no opposition this can be done simply by spending a point of Inner Influence to take control of the surrounding area and bend the biome to something appropriate, or by sending Mortals to take the location if they happen to be near it. If there is opposition control will go to whoever ends up having control over the physical location at the end of the Tick. Control can be given away freely to others or shared among individuals (so long as it is at least a Medium Gate).

Every Tick, an Outsider will enter reality through one of the Gates. This will be a random Gate weighted toward the higher tiers and ignoring Sealed gates. The Outsider's identity will also be random. It could be a new race of mortals, a weapon, a technology, new magic, or anything else. Including an Invader. Invaders are Godlike beings with similar powers to your own, but with a hatred for every one of you and everything you stand for. Invaders tend to try and do as much damage as possible before they either dissipate or are put down, while everything else will be neutral regardless of who owns the gate. Higher tier gates will have stronger Outsiders. Invaders will vanish when their gate does as they no longer have energy pouring in from back home, meaning Invaders from Major Gates are permanent.

If you do not want an Outsider coming through your gate you may Seal it. Sealing a gate costs Inner Influence and reduces the income of the gate by one. You only need to spend a single point of Influence to seal the gate, but breaking a Seal costs as much Influence as making the Seal had cost. Sealed gates may still be used to spend Outside Influence as usual, unless they where Minor Gates.

Your Sphere influences both Inner and Outer Influence spending by increasing the relative power of things close to your Sphere. Things summoned using Outer Influence are likely to have some relevance to your Sphere.

Spoiler: Character Sheet (click to show/hide)

22


It was a normal morning in Saint Ark's Port. Massive ships moved cargo in and out of their holds. Sometimes that cargo was people who rushed eagerly to the neon lights of the city or the transit to the Cigar. In the center of the clear tropical sky was the sun sending its pleasant rays down to its favorite islands. In the park in the port, exotic birds sang on palm trees. Children made castles in a sand box. Nearby stores had open windows to let the cool island breeze inside.

Nobody saw the unprecedented daytime invasion happening.

They came from the sea. An attack from underwater nobody was expecting. Hundreds, then thousands of monsters emerged from the ocean. Despite their individual weakness they seem to have tactical direction. They first overwhelmed the daytime defenses. They entered the city through the openings they made. They split up. Half went to wreak havoc in the city, half began to sabotage the military equipment. Saint Ark's Guard scrambled into action. They'd be ready to face the threat in minutes.

In other words, they'd be ready too late. Civilians began running from the incoming tide of monsters. Shops slammed their doors and windows, then began boarding the place up as if preparing for a hurricane. Everyone took shelter. Those on the far side of the city had the luxury of enough time to get to safety.

Those in the park where too close to the ocean for that. The flood was here before anyone could react. Maybe the shops could become shelters just in time. But those in the park would never be able to make it inside.

A young girl in an angelic dress emerges out from one of the surrounding shops. She stands defiantly in front of the sandbox and the trembling children within. Her amulet grows as bright as a beacon.

It is clear to anyone with combat experience that she doesn't have a chance. She's not strong enough to even defeat the Slimes before her. She'd be lucky if she was even able to hold them off long enough for a single person to escape the park.

((And that is [[Probably]] where you come in. As fate would have it, a hardened military veteran, a mage from the far north, and an aged scholar capable of holding back the tide of enemies happen to be around this park. Will these men rise up to the occasion and become heroes? Or will they ignore this plot hook, let civilians die, and derail the GM's plans?

The park is near the a port, you can see the ocean from here. Passed the destroyed wall. You'd have to walk through here to get to the main city, or to transit to somewhere else. It is surrounded by shops and businesses of whatever type that you could be in and see everything that was going on outside.

If you want, you can explain what you where doing in the park before saying how you're reacting to the monsters. The monsters in the park are currently Shades and Slimes, clearly Level 1 fights, but there are a significant number of them. ))

23
Forum Games and Roleplaying / Shards of the Sky- A forum JRPG (OOC)
« on: October 18, 2020, 08:22:54 pm »
Our sky has offered the world below many blessings. No life would exist on the surface without the warmth of the sun, nor without the cool shower of rain. Yet the ever-generous expanse above this world had seen fit to offer four additional blessings no less impressive. These are the Shards of the Sky, or Shards for short. They are the primary resource powering the modern world. Renewable both in the sense that they continue to fall to the ground and they regain the "energy" they radiate over time, Shards are an integral part to every day life. They can be found in everything from coffee makers to weapons, from airships to sneakers, from medicine to sports equipment.

Fallen Stars represent the element of Fire. A twinkling ball of light pleasantly warm to the touch, Fallen Stars look exactly as if you had plucked a twinkling star from the night sky. With a more subtle but no less beautiful glow, the Moon Rocks of the Earth element look as if you had taken a piece of one of the three moons. Scholars say that this is indeed the case - with the rocks being pulled toward our world from the rings surrounding one of the moons. Together these are the Gifts of the Night, Shards that fall when the sun is down. With a fluffy texture that could easily be confused for a ball of cotton in constant motion, Fallen clouds represent the element of Wind. Finally the jagged puzzle-piece shaped Fallen Sky represents either Water or Ice depending on your home nation. It is cool to the touch and easy to handle despite often having jagged edges. These two represent the Gifts of the Day, which fall when the sun rules the sky.

Size directly relates to the amount of power and magical energy produced by a Shard. In general the bigger it is, the more powerful it will be. As such despite many shards falling to the world every day the primary method of finding a significant amount large enough to be of practical use is (quite ironically) digging those that had fallen since the birth of the world from the ground. Fertile mines have historically been fought over due to the obvious economic and military advantage of holding them. Shards are utilized in two main ways: integrating them into equipment or machinery and invoking their powers directly. Integrating can very in complexity depending on its purpose, at the simple end a sword might have a Fallen Star built into its handle to invoke fire to the blade or strength to the wielder. On the complex side an engine in a main battle tank would have a complicated system allowing the machinery to turn the energy produced by the shard into motion of the tank's treads. Invoking involves taking a Shard and transforming its power into a magic effect. Invoking often uses shards built into jewelry, wands, staffs, or other such equipment depending on the culture the Magia hails from. While anyone with willpower can invoke a Shard, it takes great skill and training to do so in an effective way.

But this world isn't made of Shards, it is made of people. People like you. There are two main continents surrounded by smaller islands, each covered with a variety of nations with their own unique politics and culture. They've fought among each other, conquered each other, forged and broken deals, traded goods and culture, and everything else you'd expect nations to do with themselves. For a time, the world has been mostly peaceful. Minor conflicts between deniable third-parties and mercenaries (and monsters) still pop up on occasion, but the average civilian could sleep peacefully knowing their town wouldn't be overrun by an opposing army anytime soon. That peace would not last.

With the four blessings came a single curse. Shards of the Night. Dark as the Abyss between the stars. When they fall to the world, monsters appear. This is typically nothing that the locals can't handle, with many organizations formed to protect civilians from the larger shards that generate more powerful monsters. Most people live normal lives protected from such creatures thanks to their valiant efforts.

But unknown to all but a few, a Shard of the Night of unprecedented size has Fallen to this world. Joining it as if attracted to its power is countless smaller Shards of various sizes, enough to cover the world in Darkness. For the first time in history the beloved sky has become an invading enemy. Those who have identified the threat have christened the seven largest shards as the "Lords of the Night", which together represent a threat to the very world.

Hope is not lost. Between the two continents sits a city by the name of Saint Ark's Port. This city attracts people across the world for both business and pleasure. People like our Heroes. Will they be able to band together to save our world? Or will the Lords of the Night triumph in the end?

*******

So yeah. JRPG like setting. I left the nations vague so you can feel free to design your own character how you'd like, we'll probably end up visiting their homelands if this doesn't die in a month.

Now for the JRPG like mechanics!

~~~Character Creation~~~
Name:
Description:
Background:
Class:
Attack/Defense/Balance:
Moves: (Name, Type, Option, and Description)
Limit Break:
Crit Support:
Weapon(Damage Type):

To create a character, you will need to choose a Class. Classes are Martial, Magia, or Support.

-Martials are physical fighters who hit people with big swords, bullets, or basically anything else. Their Moves typically cost BREAK to use, and they have increased BREAK gain compared to the other classes. They have stronger Attack and Defense, but weaker Magic attack and Magic defense.
Martial Moves: Attack, Attack, Attack, Buff

-Magia are magical fighters capable of invoking SHARDS to both blast enemies with fireballs while supporting allies with fire shields. Their Moves typically cost SHARDS to use and they have an increased SHARD pool compared to the other classes. They have stronger Magic Attack and Magic Defense, but weaker Attack and Defense.
Magia Moves: Attack, Attack, Buff, Support

-Supports are those who focus on making their allies the best fighters they can be. While healing is usually seen as their most important duty, they are fully capable of changing the face of the battlefield with their Support abilities. At game start, two of their Moves cost SHARDS while two cost BREAK. Their stats are balanced.
Support Moves: Attack, Buff, Support Support

Stirk, what is that Moves nonsense you ask? Moves are the spells, techniques, and abilities that your particular character has. You will start with four moves, who's type depends on what Class you chose. Moves consist of a Name, Type, Option, and Description. The Move's Type determines what you can do with it. There are three Types, Attack, Buff, and Support. Attack Moves target enemies, and automatically do damage in addition to their Option. Buff Moves target one of your comrades and raise a/multiple Stats based on the Option. Support moves target an alley and have a special effect based on their Option.

Options are what make the moves unique. At level 1, each Move will have one Option. Options are essentially what special effect the move will have. Some examples for Attack Options are: Extra Damage, Poison, Multiple Target, Attack Type, and DEF Debuff. Attack Options can only effect the attack target, so you could not raise your own Attack from an Attack move. Buff moves raise an Ally's stats(Attack/Def/MAttack/MDef/Critical/Evade/HP/SHARDS) depending on what Option you choose. You can also choose effects like Multiple Target and Cost Type, but with only one Option at level 1 you should probably just pick a stat to buff. Buffs can stack on repeated casting up to a CAP of 50%, renewing the time limit on each cast. Support Moves have a variety of options that buff your allies without Buffing them. Examples: Protect from Physical Attack, Evade Magic, Heal HP, Cure Ailment, Remove Debuff, Revive, BREAK up.

As you level up you will be able to either upgrade old Moves or form new ones with multiple Options. Options are able to stack, if you choose Extra Damage twice you'll receive more extra damage, if you choose Buff Attack twice you'll receive a larger buff, if you choose Heal twice you receive more healing. In addition, you may choose a Negative Options to give yourself an additional Positive Option. Negative Options are things that make the technique "worse" in return for the extra power. Some examples: Expensive Cost, Absorbs Health, Debuffs Caster (Defense), Caster gets (Ailment). At the start you may optionally choose one Negative Option per move.

Limit Breaks work like normal Moves, but are significantly more powerful. You can choose 4 Options for your Limit Break. You can activate a Limit Break when your BREAK is over 100. You can choose Options from any of the Types as you see fit, but can only choose one target without a Multiple Target option (so that one enemy would get all penalties and one ally all bonuses). By default it will deal more damage than a Move, you can trade this damage away for an extra two Options. You may have a Negative Option for Limit Breaks. For those unfamiliar with the concept, BREAK is a bar that goes up after every successful attack or when you take damage.

Critical Supports are a special ability that activates when an Ally that has chosen you as a Critical Support scores a critical hit. This gives you an opportunity to make what is effectively a free move. You may choose Options from any of the three categories, but all negative effects can only fall on the target of the Critical and all positives on the person who made the Critical Hit. In the case of multiple critical hits in one turn, effects on the character will only activate once while effects on the enemy will activate for everyone who got hit by a critical hit. You may not choose Negative Options for Critical Supports. Multiple Players can choose the same ally as a Critical Support. Critical Support will not do an attack's worth of damage unless this is their Option.

Weapons can be about anything you'd find in an RPG, keeping in mind you're at the first level and liable to replace it. Every weapon has an attack type: Cutting, Slashing, Bashing, Fire, Wind, Water, or Earth. Cutting, Slashing, and Bashing are considered Physical Attacks and will deal damage based off the user's Attack stat by default. Fire, Wind, Water, and Earth are considered Elemental attacks and deal damage based off of MAttack by default. There arn't any RPS elements to this, enemy Monsters will simply have different resistances that will provide a bonus or penalty to certain attacks. Moves will by default do the same damage as the user's weapon, Options can be used to change this for each move. Options can also be used to make a Physical attack do damage based off your Mattack or an Elemental attack to deal damage based on Attack. You may only have one Attack Type at this level, future weapons will be able to have multiple types and do a fraction of their damage in each type.

Attack/Defense/Balance are your three options to further customize your stats. In general I will be dictating what your statups are at level up based on your chose here and class. The Attack Focus raises Attack, Mattack, and Crit but lowers Defense, MDefense, and Evasion while Defense raises MDefence, Evasion, and Defense at the cost of Attack, Mattack, and Crit. Balanced raises and lowers none of your stats.

The stats are: HP/SHARDS/ATTACK/DEFENSE/MAGIC ATTACK/MAGIC DEFENSE/EVASION/CRIT

HP is HP, Shards is MANA equivalent. Attacks are typically calculated by first seeing if the attacker hits based off the target's Evasion. Magic attacks (Any attack that uses the MAttack stat) usually ignore the target's Evasion. On a hit, the target rolls to see if they got a Critical Hit. If they do they multiply their final damage by 1.5, and their Crit Support activates if a player is the one critting. Damage is calculated by (Attack+Bonuses-Def)*Modifiers. If the attack is Evaded, then the target makes a normal Counter Attack with their weapon that can't miss. This game is turn based with the Players' turn coming before the enemy's turn. All attacks will be processed in logical order rather than post order (so if you buff someone who posted an attack, the attack will get the buff) unless the player specifies when their attack should be in the lineup.

And that should be everything! As always, ask if there are any questions. Below is a Sample Character that should help limit the confusion.

Spoiler (click to show/hide)

24
You look at the sparkling star-shaped badge in your hand. Pressed proudly at the top with old-world machinery is the word "Errant" followed by your personal details. Nobody on this continent can hope to make a decent forgery, but it ain't that hard to shoot an unlucky enforcer in the back and take his badge if you really wanted one. In your other hand rests your new "Errant's bible". Mostly stuff you already went over in training. They went through the trouble of making sure you knew how to read just to check the badge and bible. If you got any questions and someone else has ever had the answer, it might just be in the bible.

You pull up the fresh-off-the-press book and skim through some cursory information.

First thing it talks about is the "Old World" across the ocean. Most enforcers where born there, this section must be for the colonials and the natives. A land of "science and progress!" with hundreds of different nations and dozens of languages and people. The place where guns, trains, and immigrants come from. The section on politics will probably be outdated by the time the ink finishes drying but it gives you a good sense on who hates who. About three hundred years back the Old World discovered the new one. Maybe rediscovered is a better word for it. Some of the stuff over here looks a lot like mythology they had back there, plus there where folks living here already. Either way there was the first literal and figurative gold rush after the ships came back. You see the fancy plants and monsters that you can't turn over a rock without running into around here just don't exist back there. Just filling up a ship's cargo bay full of leaves or fur would let you live the good life if you made it back. Things have calmed down since then, but bringing things to port for the Old World will probably always be a staple of the New World economy. You'll probably never go here. It ain't hard, ship tickets are relatively affordable for an Enforcer, they just got "law and order" figured out back there. For the most part. Natives can't survive long there unless they build up an immunity first. Things ain't going well back there, for various reasons immigration to the New World has been increasing.

Our bible connects the New and Old world with the Colonies. You see they cut the New World into three parts, the "Colonies", the "Frontier", and the "Darkness". You keep the Colonies and Frontier from eating each other and getting eaten by the various monsters. Colonies where first set up by folks from the Old World to collect New World goods and ship them back to the Old World. It ain't easy, even the well established colonies of today have to fight off various angry critters on top of all the diseases. Those sent with military escorts had a bit of an easier time, though poor folks trying to run away from persecution, debt, or whatever else floated their boat where left to fend for themselves. That's where the Knights Errant came in. Back in the Old World they where a military class that would wonder around fixing problems in various kingdoms and what had you. A few of them wondered across the pond and started protecting the colonies regardless of where their home nation was. Thanks to them the colonies didn't get wiped away in a sea of claws, jaws, and blood. Eventually they got around to making a more official organization just for the new world. We ain't knights no more, but we kept the "Errant".

Anyway they're a scarce couple of towns mostly to the East. Those by the sea are connected by railway, the further west you go the more likely you'll have to take a trail. Most Settlements in the colonies are the permanent type with walls and gates and guards, folks can live in relative safety and comfort but they'll never strike it real big unless someone on the Frontier is feeling particularly generous. They'll still have problems if a particularly ornery band of outlaws is gunning for their trails or rails, and even some of the weaker monsters can slip right by the guards, but for the most part you can go to sleep and expect to see them standing the next day.

Now the frontier is a different story. To the West and South of the Colonies are the folk willing to take risks to make real money. The frontier is mostly filled with boom towns following whatever the new trend is or exploiting the local resource. One town could be panning for gold while the next one over sends hunting parties after a certain critter while just down the river they're trying to cultivate a special plant. All three could be gone next month either as they get stomped flat or find a better place to ply their trade. Traders, craftsman, and other sorts follow the frontiersman looking for a slice of the pie. Sometimes they make it even bigger than the folk doing the more dangerous work. Criminals from back east like to hide out in this kind of place, there ain't too many lawmen asking questions and nobody thinks a new face is suspicious if the town just got founded yesterday. Others just live in a log cabin alone away from the rest of civilization. The local wildlife tends to be stronger and angrier than back in the colonies. Overall it is a place that holds high risk high reward for the good folk, meaning they mostly rely on themselves. And any wandering Errant that happens to be passing by.

As for the Darkness? Not on any map. Only the suicidaly brave step foot in the Darkness. Its like the land itself hates you personally and wants you dead. Surviving five minutes in the Darkness is considered a feat worthy of the strongest worriers to those unfortunate enough to live nearby it. Everything in the book on it is prefaced with warnings to stay the hell away. If you're chasing someone and they run into the darkness you're legally allowed to mark 'em dead without even pretending to look for the body. If you ever end up here you've either given up on life or the whole continent is in danger. Legends say that heroes have often had to travel into the Darkness to fight a great evil for the sake of the world....and about a century back the Errant had to do just that. At the very least there wouldn't be much of civilization on the continent left if they hadn't.

Speaking of civilization on the continent, lets talk about the other folks. There are many different people that live on this land aside from Old Worlders. Mostly you'll run into the big three. You'll occasionally run into some other folk if you travel far enough, but you'll mostly see these kinds of people if you stick near Old World lands. Notably the book says this is mostly the Old Wolder's distinction, the New Worlders typically identify by tribe, clan, or kingdom unless they're culturally adapted to being a new worlder. It generalizes a bit too, you'll occasionally see individuals or whole tribes that fall out of the normal.

Historically the first New World folks the Old World folks interacted with is the Tree Folk. They're found all throughout the Colonies and Frontier, despite what you'd think it ain't always around trees. They're typically good at identifying and using the plants of the New World to near magical effects. Thanks to this, their lifespan tends to span centuries if they can avoid falling prey to the harsh land. Overall they can be identified by their pointy ears and gangly body, their tribe can be easily identified by physical characteristics brought about by their plant conception. As an example, your bible describes the Red-Lipped tribe which routinely consumes a fruit that leaves their lips and mouths a bright red. Their medicinal knowledge was instrumental in keeping the pathogens of the old world from decimating the new world. However this tends to tie them closely to the land they live in. In most cases the plants they ingest must be routinely eaten to maintain the effect. If they leave without a stable supply, they will often become sick and perish as their body has relied on them for so long. Most of their medicinal knowledge works well on other folk, though to date nobody has been able to replicate their lifespan even when replicating their diet. Their technology is generally considered to be lower medieval before the arrival of old worlders, with some variations between tribes. Governments tend to be some form of monarchy, with some exceptions noted.

The second to be encountered was the Beast Folk. These folk have a natural affinity for what they call "spirits", allowing them to perform various miraculous actions that had astonished the Old Worlders. Some listed examples are moving objects, setting inexplicable fires, and launching lightning from their bows. They are typically nomadic hunters living in the Frontier, using a variety of New and Old World beasts as mounts. Unlike the Tree Folk the Beast Folk's name is very descriptive. They each have visible animalistic traits that tends to be loosely related to the local wildlife. One example in the book is a tribe of fishermen who have fins, scales, and the occasional claw or tentacle. Their technology was effectively in the stone age until the arrival of the Old Worlders, of the three groups they have latched on most eagerly to the offerings of the old world and depending on the deposition of the tribe trade or steal for them. Leadership varies from tribe to tribe more so than with other folk, though it is often tribal or clan based.

Then there is the Hill Folk. Named both for the hills they mine and the Hills they built, the Hill Folk make up a large Empire to the south. While the folk to the north had difficulty interacting between the tribes due to the dangerous wilderness and the Tree Folk's reliance on local plant life, the Hill Folk underwent massive building projects creating secure cities and roads allowing more interaction and eventually leading to one Empire subjugating all its neighbors. They're technology was likewise higher than the rest of the continent, with comparatively advanced metalworking and writing. They have access to a special form of gold that, when forged with a more solid metal, creates an "enchanted" piece giving a variety of benefits to its wielder. The Old Worlders have long been in conflict with the Hill Folk Empire, the Errant are legally banned in the Empire whereas their northern neighbors often signed treaties allowing them to patrol. Physically they tend to be short and hairy. A few can be found in the Frontier and Colonies, typically those from the subjugated parts of the Empire making a run for it with whatever they can carry. If they're lucky, that is "something covered in gold" and they can live the rest of their life comfortably in the colonies.

In all cases, you can expect both hostile and friendly interactions. As it said earlier contact between tribes was rare for various reasons...the exception being "Wanderers" or whatever else the local tribes called them. The rare people who would travel from tribe to tribe trading, spreading news and information, offering assistance in times of need, or even making war on the larger tribes. They'd often become something resembling legendary figures as they'd collect equipment and knowledge from each group they'd come across, giving them an impressive array of tricks and tools. Their purpose was close enough to Errants that many decided to join up just for the paycheck and logistical support, with the treaties the Errants made with the tribes legally allowing them to become full members. That is about when they started printing race and physical description on the badge, since some Old Wolders where worried that their enemies would steal badges and use them as an excuse to break into colonies and cause trouble.

Ah, that brings you back to the badge doesn't it? Right bellow "Errant" is your name. What is it? On the back is your physical description and race. What does it say?

25
Walmer! King of the Mountains, looking down across the continent and the rest of its inhabitants. The forests of your hometown allow you to raise Green monsters with a small bonus. Further up the mountain the hidden hostprings give you access to a viable Red breeding ground, in addition to resting the muscles of your tired men/Monsters. There are often jokes about how the Walmer hotsprings alone would be worth invading our nation for - jokes young children have taken seriously. They can often be seen "patrolling" the path with broomsticks and their house pets insuring no Albadonians sneak in while our backs our turned.

Wait, Red and Green...that ain't right. What where the Walmer names for the elements again?

Speaking of elements, it is now time to pick out are starting monsters. We get One of Each of the four major elements, with Three Traits and One Quirk for each Monster. Keep in mind that Capturing and Breeding have a random aspect to them, so this is our one chance to 100% decide what our armory is like!

If you want to write any additional lore for Walmer, feel free. There isn't like a competition or anything. Some people just like doing that.

OOC

26
Albadonia! Born by the sea, raised by the sea, raising Monsters in/by the sea, you are masters of the coastline. As one would expect you are able to Breed Blue Monsters in the Ocean for a small bonus, a more closely guarded secret is your utilization of Flash Storms. Every sailor knows how to read the sky, and the Albadonian sky is often filled by the thundering clouds of a Flash Storm. By raising a metal rod into the air we direct that energy into an incubation chamber, giving a small bonus to Red breeding!

Wait, Red and Blue...that ain't right. What where the Albadonian names for the elements again?

Speaking of elements, it is now time to pick out are starting monsters. We get One of Each of the four major elements, with Three Traits and One Quirk for each Monster. Keep in mind that Capturing and Breeding have a random aspect to them, so this is our one chance to 100% decide what our armory is like!

If you want to write any additional lore for Albadonia, feel free. There isn't like a competition or anything. Some people just like doing that.

OOC

27
In our world, monsters have been a part of daily life since before history was written. Not only are they our friends, allies, source of labor, travel, and food as you would expect from more mundane animals: their unique abilities have allowed our civilization to flourish comfortably with their aid. Our streets lit up by a warm bioluminescent glow, our water supply moves by the will of specially bred creatures, our homes are warmed by the eternal fire in the bellies of our trusted hearths. As you would expect those ranchers, breeders, and trainers that allow for all the utilities provided by such creatures are well respected.

Sadly to say this peaceful co-existence doesn't extend to all monsters - nor even our fellow man. The two major nations ruling over the wilderness continent of Calvaria are gearing up for combat. While the causes of war are many, the end result is the same. We must claim the territories in the name of our homeland. Even as wilderness the locations prove valuable as breeding, hunting, and taming grounds - offering both tactical and civilian benefits worth fighting a war over.

Spoiler: Monster Stats (click to show/hide)

Spoiler: Breeding (click to show/hide)

Spoiler: Capturing (click to show/hide)

Training: While all Monsters must go under extensive training to be any use to humans (barring those that are naturally inclined for the job we give them), Training allows for specialized customization of single units. This can be introducing a new Trait or reducing the downsides of a Quirk. Training is rolled, with a bonus or penalty based on the difficulty of the action and the Traits of the creature. Using the running example, we could attempt to Train our unit of Dragon Steeds to defend their bellies (reducing their Quirk), or we could attempt to regain lost ground by training them to have better speed or stamina. Since we have a Trait making them better to train, we are likely to come out on top with any of these choice. As a learned trait this can't be passed on to the next generation or even a second unit: only this unit will gain the new trait.

Deployment: By default, each Unit has three Sections that may be deployed either separately or together. Loss of Units typically result in loss of Sections, leading to its elimination if all three sections are removed. How big a section is depends on the Size of a creature, particularly large creatures may represent all three sections by themselves. Even if a Unit is destroyed, you will usually have breeding stock remaining of that species and can use that species as normal in Breeding. Units can be deployed to three Regions, detailed later. Regions have four Modes of control: No, Partial, Major, and Full. Your access to the region depends on how much control you have over it, dominating a region will allow you to utilize all of its resources. Once a Region is under Full Control you may launch an assault at the enemy's capital directly, winning the game once you achieve Full Control of it. You may express any tactics and strategies each unit is to use in each region during this phase.

Spoiler: Regions (click to show/hide)

Season: Each Turn/Season follows this pattern:
Capture Phase
Breeding Phrase
Training Phrase
Deployment

With a Combat Report Following Deployment. Turn 0 will instead focus on creating the first 3 Monsters for each nation, one for each element. This will be considered a single phase.

Now you say, "Stirk, what about the People? You keep talking about the monsters, but what if we want to make something else?"

Generally, the current state of warfare revolves around a small amount of humans deploying and commanding large amount of monsters. Both nations are considered rural, with little manpower to waste compared to the vast amount of monsters available to them. If one side's forces are depleted, the remaining humans are likely to surrender if unable to flee, and will be detained until the end of the war. Mundane technology is around the black-powder era, with smooth bore muskets with detachable bayonets being common among hunters. Most monsters can be felled by concentrated small arm/cannon fire, and smaller creatures can be felled by melee weapons. Humans are expected to fight alongside their monsters until the fight becomes unwinnable. Generally humans deliberately targeting other humans is considered ungentlemanly, historically such strategies have unleashed hordes of angry combat monsters on everyone in the general area making everyone's day worse on more populated continents. Things could change on Calvaria based on your orders. If you wish to upgrade the human's equipment, the best way to do that would be by making a monster that is meant to be used as equipment - either breeding a small creature with a usable ability or making a larger creature who's value lies in its parts. In this case "deploying" them would represent slaughtering them and creating said parts. "Training" can be used to give Monsters specialized equipment, including equipment either made from or that is other monsters.

I reserve the right to rewrite these rules should this somehow not work out. Without further delay, let us begin!

Albadonia IC
Walmer IC

28
Forum Games and Roleplaying / Precinct 4 (Superhero Management SG)
« on: February 22, 2020, 03:17:02 pm »
Mornin' Chief. Its going to be weird calling you that. You're lucky they just stuck you with a desk job after what you pulled last week, but the city owes you waaaay to much to just fire you. Here is your coffee and today's paperwork. There is going to be a lot of both from here on out.

First up is restructuring and hiring. Our sector has five X-class precincts, and we have a limited hiring pool to share. Anyone you impress enough will definitely want to work with you over the others, but its been hard going pulling people out of the vigilante life. Your old sidekick fits that category, they'd probably rip their own arms off before letting the city transfer them to another precinct. Otherwise we ain't really in competition, but we have to share or the criminals will find our weak point and exploit it to hell and back.

Our last chief had a three-point organizing scheme. I'll use it just for the convenience, feel free to change things around if you think up a better system. First point is the "Average Joe". He changed this name around a lot, trying to come up with a way to say "Average Person" without making them sound powerless or making the supers sound like freaks. AJs are people who don't have any special powers, or have powers too weak to make a difference. This includes beat cops, detectives, SWAT-team members, and everything else that you can do without shooting lasers out of your eyes. Their performance depends on skill, equipment, training, and numbers... well that goes for everyone, but they rely on the "equipment" part a bit more than Supers. All the other precincts tend to underestimate AJs and they're pretty common hires, so we will usually have more of them than SKs or Heros. Sidekicks are the next class, people with some power that they have limited control over, or a power just barely strong enough to bring them out of AJ class. Their abilities give them a bit more options than AJs, and with time, experience, and training they'll grow stronger likely turning themselves into Heroes. Your old sidekick is one example of that, they're now a fine hero in their own right following in your footsteps. Sidekicks will need support in dangerous or difficult situations, unless they are particularly powerful and lucky. Last but certainly not least is the Heroes. Heroes are professional power users who know exactly what they're doing. They are idols to the public, often becoming icons to their location to the point permanent transfer from one precinct to another is incredibly difficult. Still they are very useful if you can manage it, or if you can pick up some "Freelancers" who work without government oversight. Their experience and abilities mean they excel at nearly any role given to them even outside of their specialties, which tend to be potent on their own. With you suck behind a desk we just have your old Sidekick for now. Come to think of it you still need to fill out their profile. They'd do it themselves, but we both figured you need to get used to filling out forms.

Former Sidekick Profile: (Suggest the Name, Powers, Backstory, etc).

After that we need to find out who else is going to be working with us. I've developed a "Point System" to estimate who we can get away with. With your name attached, we can probably spend 1000 points from the following list:

AJ: 100 Points Per Man
SK: "Gloria" (Telekinetic) 300 Points
SK: "Bulldozer" (Super-Strength) 300 Points
SK: "Gene/Generator" (Electricity Producer) 300 Points
SK: "Abyss" (Controls Darkness) 300 Points

Everyone else will go to one of the other precincts with no hard feelings. We should probably get that done to move on to the rest of today's business. If you have any questions about your new role, don't hesitate to ask.

29
Forum Games and Roleplaying / Turf War: Cyberpunk 2020 (OOC)
« on: February 13, 2020, 05:14:02 pm »
Boostergangers have long been considered an irremovable part of modern culture. No matter how hard the corporations, police, or other gangs try to wipe them out they always stick around like a bad infection. Historical attempts to limit their power and damage typically took the form of bloody, expensive crackdowns or simply giving up and walling off the inflicted areas as "Combat Zones" allowing them free reign so long as they stay away from the more civilized parts of town. Yet recently corporations have begun seeing them as a potential asset. While certainly lacking in finesse compared to the corporation's own forces or hired contractors, they act as cheap, disposable, and deniable foot-soldiers who can be deployed in-masse for the price of their rifles (so long as they are allowed to keep the weapons for their own purposes after the job is done). This has increasingly resulted in an escalating proxy war between the local corporations and their allied boostergangs.

Word on the street is it started with a standard mission. Corporation A hired a couple of gangers to hit a warehouse owned by Corporation B. What A and B are always changes depending on who is telling the story, but they're always big names. Turns out Corporation B was hiding some major tech in that little warehouse and sent a team into the no-go zone to recover it. The locals didn't cooperate with the corpo forces. They'd either hightail it or start shooting, significantly hampering their investigation efforts. Reasoning that locals will have an easier time navigating the area, Company B took a page from A's book and handed a bunch of guns to the gang's rivals in return for capturing and returning the stolen property. The property was recovered after a major gunfight deep in the city, so the story goes. This incident proved the viability of utilizing booster gangers both in and out of their territory, leading to other local corporations capitalizing on the new trend. Night City saw the rise and fall of multiple gangs as one would take on a corporate sponsor and expand, step on the wrong toes and get suppressed, or forgo corporate backing only to get pushed out by someone who took the guns. Its been full out corporate warfare. The nights are filled with gangers blasting each other with high-quality equipment fresh off the assembly line. The days are too, if you're unfortunate enough to find yourself in a combat zone or the fighting spilled out again.

Now where you come in. A man came to you with a job. Jason, a fixer working for... well, he isn't telling you who he is working for. All he will tell you is that his "sponsors" got burned with their attempts at buying their own personal booster gang. So they came up with plan B, if they can't buy one they'd make one. Your mission is to take the streets for yourself. Jason and "the company" will provide you with payment, information, and the occasional armament. You are left with absolute discretion on how you do the rest. Recruit members, make allies, crush the enemy personally...He'll offer advice, but in the end the decisions all fall on you. Will you raise a violent combat gang striking fear into the population of our fair city? A noble self-defense gang making the streets safe again? Or perhaps a poser or party gang? We will see soon enough.

------

Cyberpunk 2020! Something I've wanted to try out entirely due to hype for 2077. As the opening blurb said, this scenario is focused around The Gangs of Night City either from or inspired by the Night City Sourcebook. Its Cyberpunk! Trade your humanity to have more guns in your body! Recruit followers with Rock an Roll! Be Stylish!

Character creation follows the standard rules, with the following additions:
-You may choose to have 50 points instead of rolling for character points
-The lifepaths are optional. If you choose the charts you may pick the background flavor instead of rolling randomly.
-Non-core 2E books are accepted, as are skills and equipment from them.

The Discord server will serve as a quick way to answer any questions you have about character creation.

Without further ado, lets get cracking!

30
Web 3.0 hit, a major revolution in internet availability and connectivity arrived one day with much fanfare. Groups of satellites networked together to allow high-speed internet worldwide, even in rural areas with little or no infrastructure to support it. Advances in data structure meant that even if the Earth faced a worldwide apocalypse, the satellite network would allow the internet to exist unimpeded.

Which is a good thing too. Since that has already happened.

As a popular cliche, many of the now-survivors where ready for a zombie invasion (even if it was just fantasizing about how they would survive). Nobody ever thought it would happen of course, and the logistics of how and why are the major topic of conspiracy boards to this day. Which is to say one week after it started, just in time for it to hit basically...everywhere. Walking dead walking the streets. As the one eventuality basically everyone is prepared for, everyone has something to offer to everyone else. With the power of the Internet, all those people are just a click away. You can get advice on medicine, food, weapons, survival strategies, places and people to avoid, useful organizations...if there is something you want to know, someone will have an opinion on it. Someone like you!

More specifically, literally and actually you! In this game, you take on the duty of forumers on stillalive.com, the most popular post-apocalyptic forum available to the general public. The protagonist, the titular Fresh_Meat_746, is a naive individual taking your freely-given advice. They're probably the one person who hasn't even bothered fantasizing about the now-current state of the world. In short, they're clueless with no applicable skills at all. They'll definitely die without your advice, and will probably listen to whatever people tell them to do. If they arn't dead, they will continue posting with status updates asking for more advice and the story will continue. In short, a gimmicky SG in a zombie land with internet connection.

Well, let's start!
---------------------------------

Subforum: Rules
Thread: Rules (MOD_TEAM)
Just because they have anarchy out there doesn't mean we let that fly here. This is the list of rules and guidelines all are expected to abide by.
0) Listen to the Mods. Mod voice is in red. Failure to comply with modvoice will result in punishment depending on the severity, including but not limited to a warning, ban, and swift execution at the hands of our moderation team.
1) Hide your powerlevel. Mods won't stop you, just be smart about doxing yourself. Bad guys read this too. Don't post anything that could be dangerous to you unless you can handle danger. Location is a biggie, if you must send your location do it to trusted persons through DM. Zombies can't read, but there are other brain-dead monsters out there.
2) USE THE APPROPRIATE SUBFORUM! We've had it with group recruiters and 18+ adds spamming up the advice pages. This is really what we added the "execution" option for.
3) No autoplay videos. No fake out screamers, pointlessly blasted dubstep, and other "ear rape" are all BANNED. They weren't even funny before. Now they just attract zombies.
4) Remember your deadiquette. Not much point in having a password on your phone anymore, if you come across a corpse with an account here be sure to post their cause of death in the Death subforum from their account. We'd probably figure it out when they never post again, but piece of mind is nice.
5) Emergency subforum is for things that will kill you in 30 minutes or less. We get it, starving to death is an emergency too, but our 24/7 quick response advice can only work if we limit it to the zombie-at-the-door problems.
6)....

....


Subforum: General_Advice
Thread: Please Help! (Fresh_Meat_746)

Help help HELP! I was trying to get somewhere safe by plane, but we had to make a quick stop in uh, a city. A city that had a lot of people. A lot of people who are now hungry for brains. Turns out the quick stop turned into an overnight delay. I guess the stop must have been taken over by zombies too? Anyway, they put me in a hotel for the night. I see zombies out my window, but I'm on the fourth floor. I'm OK, at least right now. But I have NO IDEA what to do! I'm basically curled up in the bathroom hoping that someone, anyone can help me. I have no idea how to even start not dying. Please, please, please help me!

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