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Topics - Stirk

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76
Forum Games and Roleplaying / Orion Alpha-The Secret War [RPG]
« on: September 16, 2014, 01:36:39 pm »
Monsters exist. Aliens exist. They are one and the same.

And the are much more frightening then you could imagine.

Shogoth, fishmen, mi-go, and far, far worse roam the earth.

We know this-it is impossible to keep hidden in modern times. Pictures, satellite images, and other forms of communication technology make secrets hard to keep.

But the public must not know. It isn't what some TV shows will show you, there won't be "mass panic" or anything like that. There will simply be mass loss of sanity. In this case, blissful ignorance will have to be kept, no matter how much we want to tell everyone. No matter how much we want to shout out. No matter what it costs to keep it that way.

Thus our job is two fold. One, to protect the people from the reality deviants, the cultists, the mind shattering horrors, and other terrestrial and extraterrestrial threats to humanity. Two, to make sure nobody finds out we are doing this.

Project ORION is our designation. The hunter who watches from far away. We are part of group Alpha, the first response to humanities threats. The Men In Black who show up out of nowhere and gun down whatever the problem is. They don't tell you a lot, just what you need to know. And it really is for your own good, for whatever little you know about the organization, you know that everything they do is in humanities best interest...

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

Orion Alpha, the game of hunting horrors! Here, you will be part of the shadowy government organization Orion, part of the first response team Alpha. That is what the name comes from, see? While this may or may not be inspired by Delta Green, we are definitely not affiliated with them or stealing their name in any way. You will be sent on missions, mostly "Raids" where you attack a known villain with a clear target, like busting a cult group. Sometimes you are sent on "Investigations", where you are asked to discover who the threat is and tasked with vaporizing it. You are well funded and thus well armed, but have to take care not to be found out. No blowing up entire buildings because you think you saw a cultist.

Generally this organization is mysterious and at times morally ambiguous, but you know it is humanity's best hope. They might ask you to do things like kidnapping uninvolved people, "neutralizing" witnesses, or even off political opponents, but what other choice do they have? The enemies of man are powerful and outright sadistic by our view. We can hope to defeat them without falling fully, but even the most idealistic in the group knows that you must become a little monstrous to fight monsters.

As for your equipment, you get a few useful gadgets and doodads, but nothing science fiction. Mostly things that can keep you fighting without going insane, such as special glasses that numb the effects of looking directly at the monsters. Project Orion is well funded, probably at least, and you have access to near unlimited resources. The higher ups generally decide what kind of weaponry is appropriate for a given mission and let you choose from the allowed weaponry. As the first response, you generally don't get anything heavier then a particularly large rifle, though circumstances can change quickly.

In the end, this is a game about men fighting the universe. Can we win? Maybe. Maybe you have to tell yourself full of hope. At the very least, you know that you can fix what is wrong. Buy a little time. Maybe just a second. Maybe an hour. A day. A year. Maybe even a lifetime, for all of humanity. All you know is that, for all you sacrifice, you must be getting something done.

Character Sheet:

Name:Your real name first, and in brackets any nickname or call sign: Example
John Smith [Joker]

History: What you did before joining Orion, and what got you involved. Orion typically recruits members of law enforcement, military, and other trained professionals who have so much as seen a Lovecraftian threat without going insane. Civilians are often recruited if they "prove themselves" against them, by surviving an attack or actively hunting out threats themselves.

Items: The weapons and equipment you have, to be filled out later.

Armor: 0 Irrelevant for now. How hard you are currently to hit effectively. Zero at the start.

For the following stats, you can distribute the following in order of skill: 1 Horrible, 1 Poor, 2 Average, 1 Excellent, 1 Superb, in order of magnitude.
Guns: How good you are with fire arms, including small arms, rifles, artillery, and anything else that works on the same general principle.
Melee: How good you are at hitting things. With other things, like your fists or swords. Might need some "assistance" to make it more powerful, but it is a little easier to take down humans non-fatally with this.
Doge:Your ability to not die. That means getting to cover, jumping out of the way of an incoming tentacle, or just having excellent reflexes.
Strength: How strong you are. Gives bonuses to melee attack and allows you to do more with your muscles, like running longer, picking up heavier things and weaponry. Also effects how much damage you can take.
Agility: How you can do things quickly. Gives bonuses to Guns, and lets you run faster, do acrobatics, and fine motor skills like picking locks. Also effects your speed.
Charisma: Your ability to work with people and animals. Gives bonuses to leadership, and lets you do things like convince the farmer the monster he saw was just his imagination or a demon, command dogs, and generally helps you avoid having to kill things.
Abilities: Magical or technological abilities that you currently don't have. Also skills that you learn to do especially well.

77
Forum Games and Roleplaying / [SG?] Unidentified Target-Eight Lives!
« on: September 13, 2014, 10:16:16 pm »
Well, today was my birthday (Two more years and I can purchase handguns!), so I thought when I got back from shooting things and watching anime that I might as well try something new. So here it is, my first suggestion game, forgive me for messing everything up ahead of time. In this game, we all play an unidentified man (Or woman?) who wakes up with amnesia. I would tell you more, but we have amnesia thus know nothing more.

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

I lean up in my bed, looking around at the unfamiliar surroundings.

The room I am in doesn't look like a hospital or cell. Why can't I remember anything?

It actually looks a lot like a hotel room. I am not even sure how I know what a hotel room looks like, I can't even remember what I look like.

I step carefully out of bed, deciding I at least know how to walk. In the corner of the room I see a mirror, and walk toward it. To know anything, one must know oneself. I think that is a quote or something, still no memory.

I look at the mirror, touching it, seeing the:

[Description of character! Things like age/gender/race/whatever]

78
Unnecessarily long back story go!
Spoiler (click to show/hide)

In this game, you play the member of a local Allen Detective Agency, focusing in the supernatural, or as it says on your business cards, "Strange and Occult". Normal people will probably look at you funny, as will most law enforcement, but there is an air about you that makes everyone treat you with respect.

Some people come in the front desk with private jobs, most of which are false leads or jokes. The real jobs of the Agency come from the US government. Not openly, of course, the ADE is an open Occult Detective Agency now. No, they leave a box outside the door, filled with grenades of holy water with a note  saying "Two Vampires Nearby. Smoke them. $20,000", or a text with "Werewolf, Blond. Take alive. 30k. Silver cuffs in your trunk"

You will have to act as a detective, finding leads and information. Track down the criminals. You will also have to act as a powerful weapon, defeating these super powered badguys with nothing more than a your gun and your wits. The true detective can do both, even if not actively on a job...

Character Sheet:

Name:What your name is

History: Who you are, and what lead you to the Agency

Items:You start off with one weapon that an American civilian could reasonably have, such as a Beretta handgun or a longsword, of your choice. Other items may be added, but aren't necessary.

Armor: 0 Irrelevant for now.

For the following stats, you can distribute the following in order of skill: 1 Horrible, 1 Poor, 2 Average, 1 Excellent, 1 Superb
Guns:
Melee:
Doge:
Strength:
Agility:
Charisma:
Abilities:

I hope everything is clear, I got a little lazy near the end with the Character sheet. Oh well, if it gets enough interest and is confusing enough, Ill rewrite it later.

79
Forum Games and Roleplaying / Journeys:RPG of Wandering
« on: August 22, 2014, 06:24:33 pm »
Journeys takes place in a world much different from our own, for the most part at least. Perhaps the most important difference to you is how the people live. Rather than the sprawling countries of our world, this world is inhabited by small or relatively small city-states, which are universally separated by miles and miles of uninhabited land. The culture, people, and even technology vary incredibly from this isolation, making each town feel like its own world. Perhaps one town may be a group of feudal farmers living in huts, while just a few days ride away is an underground bunker focused around a cold fusion reactor. This game is typically modern and occasionally light-scifi, you can find high-tech artificial intelligence or cybernetics or other marvels in the strangest places, though anything higher than modern technology is typically rare and might not even give its owner an advantage over the rest of the planet.

In this game, you play a Wanderer, Traveler, or whatever you care to call yourself. Whatever it is, it is the dangerous task of of transferring from one town to the next, occasionally getting involved when the situation calls for it. Maybe you are a trader, trying to earn a living buying items where they are plentiful and selling them where they are not. Maybe you are a mercenary, looking for work. Or maybe you are just lost, with no home to return to. Whatever the case, you have taken up a Journey and now wander these lands.

Part of the game is the wandering itself, of course. You typically spend days away from civilization, though a particularly unlucky individual could find himself spending months in the dangers of the outdoors. As such, you need to keep yourself alive, which means you need food, water, and shelter. I am not going to make you play out every day, but you will have to find these things or die in the uncaring surroundings. Of course, you also have to maintain your weapons and any other items you use constantly, or you risk them breaking down when you need them most. Keep an eye on your fuel and ammunition as well, the world is dangerous and without them you are just as dead as if you didn't drink.

The other part of the game is interacting with the towns, much like a standard roll playing game. Some are good, places where you can stop for warm food and more bullets, while helping out on a quest to get some extra supplies. Some are evil, actively dangerous to those who enter them. Telling them apart can be a real problem. Generally, Wanderers are common enough in most areas to have services like Inns and gate guards, but rare enough that a Wanderer entering town is still an occasion and they often find free drinks or supplies waiting for them for the price of a good story.

Of course, few choose to "go it alone", most have at least one ally who they can trust with their life. This ally isn't necessarily human or even "truly" alive, the AI on an advanced sniper rifle is just as good an ally as another human is, and a talking cat could be a lot more useful then one might think. They watch your back while you sleep, draw fire so you can get to better cover, or just provide someone to talk to while you are just west of nowhere.

Now that that is done, time to make the character!

Character Sheet: Each item will be explained. Feel free to delete the explanation to put the information requested here.

Name: What your character likes to be called. It doesn't have to be a real name, and can very well change from town to town. At least put what their allies call them.

Inventory: You can start with almost any item you can logically have on you, I suggest a weapon, ammunition for that weapon, a cleaning kit, some food, something to hold water, a fire starter, a tent/shelter/bedding, repair kits, extra cloths for different weather, spare parts for whatever you are traveling on, extra boots, and whatever else you would want to have on you when traveling. Yes, that is a lot of items, no you don't have to list them all, but it would be more fun to. Keep in mind that over or under packing can be dangerous, sure bringing along a cow's worth of meet for just yourself might seem like a great idea, but it slows you down and attracts animals. This is also where you get your weapon, so choose wisely. You can technically bring a M134 minigun with you, but you are going to carry almost a ton of bullets, maintain it almost constantly, and be weighed down incredibly. Some towns might not even have the necessarily supplies for it, or if they do, might be too expensive, especially if you are buying bullets by the thousand. More practical guns, like shotguns or revolvers, need less attention to work reliably and you can carry plenty of bullets, or even make more in most countries using very common resources. A shotgun shell can even be made with paper and nails, if you don't mind the wear on your weapon, lesser damage, and possibility of this blowing up in your face. Melee weapons shouldn't be counted out here, of course! They require less maintenance (But still some) to work effectively, can often be light weight since you don't have to lug around ammunition, and a skilled Wanderer can even reliably deflect bullets! Of course you sacrifice range, intimidation, and the gracefulness of a gun for this, so the choice is yours! I wrote a lot more then I intended here.

Character Concept: The history, physical description, and whatever else of this character. Mostly for flavor, you could ignore it entirely if you wanted.

Ally: A brief or not so brief description of your ally. You only get one to start! Generally, they come with one impressive skill, and can do anything else at normal to above normal human capacity within reason. For example, you could make an ally who was a mechanic in his home town, and thus is skilled at repairing and maintaining machines. As mentioned, they don't have to be human. Use your imagination if you want. They can be another one of your items if you so desire, from your weapon to transpiration. This description should include their personality (I will have to control their actions sometimes), what they are, and what their skill is. It can also include things like why they follow you, their history with you, etc. You can also give them a weapon, which will presumably be maintained by them from your supplies. If you don't want an ally for whatever reason, look at the camera and growl "I work alone" in your best batman voice. Then put "None".

Transportation: The object that allows the wanderer to wander. This can be any land-based object that is reasonably realistic. Like with items, you must choose wisely. The transportation  is where you carry all your items, a larger transportation allows you to carry more. Its speed also allows you to get to new locations faster, away from trouble, and use less supplies to cover more ground. Again, be careful what you take. You could, for example, choose an M1 Abrams tank as you transportation, but it guzzles fuel at an almost impossible rate, is relatively slow over poor terrain, and every town you get close to assumes you are an invading force and responds accordingly. On the other end of the scale, something like an 18 wheeler may sound appealing as well, with the ability to take an impossible amount of supplies, but you will be seen as a great target for any thieves or bandits along the way and still require a lot of maintenance and fuel. The vehicle can be fictional, as long as it is relatively realistic. Land-ships, hovercraft, or whatever else all come with their own drawbacks and concerns. The vehicle doesn't have to consume normal fuel, or fuel at all, depending on what you choose, but will also have its own drawbacks. You could, for example, choose a mountain bike, but would go comparatively slow and doesn't have a lot of room for supplies. You could also choose, for example, a car that runs entirely on solar power or ethanol, but this requires sun/food that you might not have, higher-level technology to upkeep and repair, and generally are slower and weaker then gas-guzzling alternatives. Animals can also be used, as can anything else you can think of. Another wall of text.

Stats and skills: Finally, what your character is capable of. These will have to be changed and tweaked by me later, but for now we will just use generic labels. You get 2 "Poor", 3 "Average", and 2 "Excellent!". Each Stat has skills associated with it. The two types of skills are "Average skills", which most humans can at least do at a basic level, and "Advanced" skills, which require special knowlage or training to do well. I am not going to list them all here, as every activity should be able to fall under one of them. For each stat, you can take one advanced skill, which will be put into brackets after that skill. You can advance an average skill as well, to get a large bonus with it. For example, if your character uses a shotgun and you want him to be particularly skilled with it, under "Firearms" you could put "Excellent!(Shotgun)".

Firearms: Yes, this is a stat, not a skill. This is a dangerous world. Nobody denies this. Firearms are the best way for a wanderer to survive. Firearms stat allows your character to fire, maintain, and repair his gun correctly. It also allows you to recognize enemy weapons, create your own ammunition, throw things, and recognize other people's skills with weapons. This isn't an extensive list, anything having to do with firearms or ranged weaponry fit under this skill. Hunting, self defense, whatever it is you need, Firearms can provide it. Common skills include: Weapon type (ex "Shotgun", "Revolver", "Assault Rifle", "Sniper Rifle" etc), Ammunition Making, and Repair/Modify.

Dodge: Another stat, not skill. The most important part of a fight for a wanderer isn't to kill the opponent, but survive the encounter. As such, "Not getting hit" is pretty important. "Average" and below stats are able to use this against melee weapons fully, they may only "dodge" firearm attacks by jumping for cover. "Excellent!" users, however, may instead take the "Bullets" advance skill, which allows them to actually dodge bullets. This may sound impressive, but there is a heavy penalty, Excellent is not the highest you can go. It is just a starting point. It does give you enough chance to get an attack in yourself, but if your opponent is firing more then one shot you would be better off jumping for cover anyway. Common skills: For Cover, Vehicle Driving, and of course Bullets.

Melee: The last pure combat skill. Any form of close quarter combat falls in here, from fists to huge swords. This includes the ability to fight with the weapons, block with the weapons, maintain the weapons, identify weapons, identify skilled opponents, and anything else that involves sword/fist/knife play. As with Dodge, "Average" users may block other melee attacks with this, but can do nothing against bullets or other ranged attacks. "Excellent!" users may, however, take the advanced skill "Bullet Blocking", which allows them to block bullets at high penalty. Again, this isn't as impressive as it sounds, and will likely only let you get close enough to hit them if they are already pretty close, and you will still have problems against high powered or spreading weapons. Your weapon can break, always remember that! Common skills: Weapon (Sword, Knife, Martial Arts etc), Blocking (Melee, Bullets), Improvised Weaponry

Charisma: The ability to sway people to your side. While it may not, at first glance, seem like a particularly useful stat, experienced Wanderers learn fast its real value. Getting any decent price in an unfamiliar town, buying or selling, can often be based on how much the inhabitants like you. It is also used for things such as inspiring soldiers to fight for you, talking your way past a suspicious border guard, or even convincing a group of bandits to give up crime and let you go. Common skills include: Trading, Commanding, Making Friends (Nobility, Guards, Wanderers etc), and Intimidation

Strength: The physical abilities of the Wanderer. Strength is often used with other stats, granting bonuses, but is incredibly useful on its own. Strength is a determining factor on how well your character can resist damage, disease, hunger, thirst, tiredness, and all the other pains a Wanderer gets familiar with. It also grants bonuses to melee weapon damage. You can be granted bonuses to skills that don't normally require strength, exerting yourself but getting a better result. For example, lets say your wanderer came into town and just became friends with its king, just as a revolution is going on outside. He is cornered with his new friend, and decides to try and talk his way out. He reaches deep into his lungs, delivering a booming passionate speech non stop, that ends with him sweating and breathing hard. Yes it is a bit of a stretch, but he still gets a bonus based on his strength for it. Pure-strength skills require only physical exertion, running, lifting things, climbing, and carrying heavy equipment all require strength. Common skills include: Endurance (Water, Food, Rest), Walking (Sprinting, Distance, Pack Mule), and Recovery (Health).

Agility: The fine motor skills of the wanderer, how well he can move small objects. Like Strength, this can give bonuses to other actions, as long as they require a gentle touch. Alone, it is often used to get resources. Fishing, butchering and cleaning animals, repairing cloths, and making many crafts requires agility. It also determines how fast you can run under normal circumstances, though it isn't an amazing difference and the running skills are still covered by strength. Common skills include: Survival (Fishing, Fire Building, Butchering), Crafts (Widdling, Metal Craft, Art etc), Perception (Hunting, Human, Weather)

Repair: The skill of maintaining and building. A wanderer relies on his machines to do their job, or he dies. The second his car breaks down and he can't fix it, he will just have to take what he can carry and move on before he is killed. The repair skill lets you fix items more skillfully, using less supplies and allowing the item to go longer without breaking down. It also allows you to build new things, such as a shelter or traps, using the available items. At "Excellent!" stat level, they are capable of understanding the basics of even high-tech items and can take the "Tech" advancement, allowing them to build, repair, and modify items even if they haven't seen them before, using only their knowlage of how to build things. Common Skills include: Repairing (Vehicles, Homes, etc), Creating (Shelter, Makeshift, Factory, etc), tech, and Medic (Human, Animal, Robotics)(Advanced)

I may add more Stats and skills at a later date, but this is what I decided on for now. We will see how all this goes. Feel free to ask questions. I am already at collage, and start in just a few days, so I may abandon this project or make short posts (which now that I think about it, might be a blessing) if I am not sufficiently entertained.

So let us begin!

80
Some people say that the Dreamlands reflect Jung's "Collective Unconsciousness". If that is true then it is no surprise how much it changed in the last century. Just the two world wars changed how we think about combat, fighting, and evil itself. Perhaps an even greater change in the dreamlands was brought about by the new forms of media, like television and video games. It is said that after black and white television was commonplace, people started dreaming in black and white. It is logical, then, that now that people control the character they are watching, they can control their dreams more often as well. Maybe that is the reason for all the new dreamers. But some feel that this isn't right. They feel something big is coming....

You are a Dreamer yourself. One day, through practice or accident, you found out you could control your dreams. You played in this world whenever you got the chance, bending the reality to your will. And one day, you found something that wouldn't bend, a door, a gate, a manhole cover. Something in your own mind that you couldn't control. You felt drawn into it.

So you opened it. You found a downward facing stairway, an elevator, a ladder, with only darkness below. And you walked/rode/stepped a dozen floors down, deep into the darkness. You found yourself greeted by a medieval drawbridge, an airport checkpoint, a club gate, each with two guards who fit the scene perfectly. The one on the right looked at you, shook his head, and stated "You are not yet ready."

You woke up with no memory of the dream you just had.

But you kept dreaming. More frequently, more vividly, with the playground in your head getting more impressive as you learn how to dream. You would find the door again, and once again brave its steps, with still no memory of last time. The guards would pause for moments, before the one on the left began shaking his head. "You are not yet worthy."

You kept dreaming. Every night now, just as vivid as real life, if not more so. One night, you felt the call once again. You now knew its exact location. As soon as you touched the doorknob, lifted the manhole, pushed the down button, you remembered your last two attempts and felt emboldened by them. You entered the darkness with confidence, stepping out in front of the gate proudly. The guards both looked at you. "You are ready."  Their eyes began to glow a bright light, as if they had been replaced with headlights. The gate opened, and you where allowed through...

You had become a Dreamer.

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

Dreamlands is a roleplaying game where you play a Dreamer, someone who has limited control over the dreamlands. This game is very, very, loosely based on "The Dreamquest of an Unknown Kadith" combined with the idea of "Lucid Dreaming". It is part fantasy, part modern, part horror....really, whatever, you're the Dreamer remember?

In this game, you will explore this land to unlock secrets, aid the troubled inhabitants, carve out a paradise for yourself, or just take down evil Dreamers, at first at least. I plan to have an overarching plot that will start when I start College in a few weeks. That is why this is "The Calm Before the Storm", Part I. If I find some people who want to stick with it within that time, and I don't get bored/overworked (My new phone helps me at least check up on this while working), we will start Part II "Dreamquest". Having multiple parts like this allows me to find the right feel for the game before starting, as well as working out the right mechanics. I pretty much just made the rules up arbitrarily while working, with no testing, so giving me a period to work things out better should help.

Without explaining too much of what the Dreamlands is or how it works (because it is more fun if you figure those out in character!) here are the rules you need to play.

This game has three character stats: Imagination, Focus, and Willpower.

Imagination is perhaps the most important stat here, as it allows you to manifest things. Think of it kind of like Magic Points in other games. Imagination is written X/Y, with X being how many you have left out of the total Y. You take points out of the total X to manifest things. The more points you take out, the more powerful, plentiful, or higher quality the final product is. One point of imagination is enough to manifest a weapon with a Damage of 1. Two points manifests a weapon with Damage of 2. Three is three and so on. Remember, however, that items made this way are temporary!

Example: Bob the Dreamer has an imagination of 7. He hasn't used any since he went to bed, so he has an imagination written down as 7/7. Bob is then attacked by a random zombie, and chooses to defend himself. He chooses to spend three imagination to manifest a rifle with Damage 3. His imagination is now 4/7 and he is using a rifle with Damage of 3. (This will look much more impressive when you do it, don't worry too much.)

Remember when I said this is temporary? Well, the idea manifested, but it is part of your Dream, not the Dreamland. If you ever lose Focus of it, or one of the many other rules I haven't covered yet, the weapon vanishes. It is important to note here that to manifest weapons with a Damage higher than 3, it takes Focus to keep for even one turn. More will be covered under the Focus section.

You can also build armor, which can take effect either of some kind of actual armor, you blocking anything coming to you, or anything else you can think of (Dreams are unlimited, after all.) This also takes one Imagination per point of damage, but can only stick around multiple turns if you burn an equal amount of Focus.

Example: Bob is in big trouble. The zombie was a lot stronger then it looked, and nearly has him dead. He thinks the next turn it will kill him, so he decides to hit his rifle butt to the ground and create a wall of dirt as armor using the last 4 of his 4/7 imagination. If the zombie's next attack does 4 or less, then Bob is unharmed. If it does 5 or more, then the difference hits Bob. If it does 3 or less, then he wasted at least one point of imagination, so be careful!

Of course, weapons and stuff aren't the only thing that you can manifest. Perhaps you want to try to manifest another person? This can go down in three ways. You can create a group of mindless grunts just as easily as you could make a weapon, who can attack your opponents while you do other, non attack action. They have a Damage Rating the same way a weapon does (1 damage=1 imagination), which is equal to their Willpower as well (Which will be covered later). They have some advantages over a normal weapon, such as the Dreamer being able to do other actions as his me are attacking as long as he can keep his focus, and they can soak up Damage for him, but can be killed and only have half the accuracy of a Dreamer. The second kind is essentially decoration, like a random butler or maid for your mansion. They basically follow the rules for normal item creation (detailed below) and can't fight, mostly just doing their job. You should probably make them permanent if you want to get its full effects.

The third, possibly most useful, is the Companion. Companions are part of the Dreamer's dream, but are able to act independently even when he isn't there. Companions always do what the Dreamer has asked, and have actual intelligence and emotions, acting like an actual human in every way. Companions can attack separately from the Dreamer in a single turn, and can be empowered temporarily like a weapon, with one Imagination adding one point to their Damage (But not Willpower). You need to burn focus if you empower it by more than 3, much like a weapon. You can use armor to protect your companion much like yourself. If a companion is injured, they can be healed by the Dreamer who manifested them, using one point of imagination to heal one point of damage. If they are killed, they teleport back to the Dreamer's home until he can heal them. If the dreamer's home is cut off (By the Dreamer being woken up), then they will start to vanish, slowly becoming translucent, and get desperate to reach the Dreamer. If the Dreamer returns within 24 Dreamland hours, it may be saved and will teleport to his home as soon as possible. If the Dreamer is ever killed or loses his ability to dream, it collapses to the ground in a fit of powerful emotion (Which depends on the personality of the Companion.) and starts to disappear slowly. Other Dreamers may funnel Imagination to it, in which case it will use its energy to act on its emotions, trying to find the Dreamer or avenge his death. To manifest a companion, you must invest twice as much Damage/Willpower you want it to have in your own Imagination/Focus/ AND Willpower. That is, if you want it to have 1 Damage/ 1 Willpower, you must invest 2 imagination/2 Focus/ 2 Willpower to have it permanently manifest. They can later be upgraded, for what it would cost to manifest it at its new stats. You currently can't go over 3 Damage/ 3 Willpower for balance reasons, but this rule may change.

Manifesting buildings is probably the only other odd thing to make. If you want to make something large like a castle, it is probably going to take a few nights worth of Imagination. An arbitrary number I just made up is that 1 Imagination= about square feet of construction material. You can invest more points to make the object more detailed, stronger, etc. You can stretch it to be more, but it will generally be weaker, and if you actually focus on any part of it it will look "Pixalated". You can move your "Home" to connect to any place where you have control, control being anywhere you have done permanent construction. With this you can make anything from a mansion to a fort to a cave to whatever. Remember, it is your dream!

For everything else: As I said before, it is generally based on quality and quantity of what you want. One Imagination point is enough to get either a whole cart of decent-quality bread, one loaf of incredibly high quality bread, or a whole room full of wormbait bread. You can create any item you want, even if you don't know how the object is made. Any object you make works like you expect it to, not necessarily like it does, if it even works at all. For the bread example, the bread tastes different for whoever eats it, with each person tasting what they think "Bread" tastes like. If someone never tasted high quality bread before, then they just imagine what they think it would taste like. For another example, a Dreamer decided to make a radio. The radio plays songs just as he remembers them, even if he remembers them wrong. If someone opens it up, they would find dozens of wires and other random parts that don't connect anywhere.

The final note on manifesting is that it doesn't seem to work as well near civilians of the Dreamlands. While you may be able to move mountains and level forests alone or when fighting monsters, when near civilians the best you can hope for is a weapon they would use there. There are many theories to this, but I already have written too much.

Focus: Your characters ability to keep his mind pointed at all the right things. While Imagination lets you manifest things, Focus keeps them manifested. As stated before, Focus can be used to keep shields up in combat, as well as to keep powerful weapons manifested. I think this would be best shown in an example:

Bob survived the zombie attack a long time ago, and is now much more powerful. Now he is facing a monster of all the zombies he has ever killed sewn together. His Imagination is 15/15 and his focus is 10/10. He decides he wants to manifest a Damage 5 Anti-materiel rifle, and promptly does so. This takes 5 Imagination, of course, making it 10/15. But he has to focus to make something so powerful stay in this world. The rifle does 5 damage, which is 2 more than 3. This means he must use 2 focus for each turn he wants to keep the rifle manifested, including the turn he manifested it. So he now has 8/10 Focus. Next turn, he keeps it manifested. He now has 10/15 Imagination, because he didn't need to manifest a new sword, but has 6/10 Focus, because he still needs to keep focused.

Focus is also needed to keep items manifested under difficult situations, but isn't used up. Your current focus is calculated every time your character is hit, and if the Damage you are hit with is greater than your current Focus, than you lose every temporary manifested item that you have, including weapons and armor.

Example:

Bob is still fighting the Zombie Frankenstien, and is now hit! His focus is 6/10. If he is hit for 7 or more damage, the rifle he is holding will vanish spectacularly.

Finally, Focus can be used to make things part of Dreamland. Most things you manifest are part of the Dreamer's Dream, vanishing if he loses focus or wakes up. If you use Focus, they will stay forever. Focus can be used to keep normal items, house parts, and weapons permanently. A general rule is that for every 1 Imagination you spent to manifest it, it takes 1 Focus to keep it permanently manifested. Weapons can only become permanent if they are 3 Damage or less, higher than that is simply to powerful for you to bring into the world. For now, at least.

Willpower: The strength of your character's will. If Imagination is your characters MP, than this is your characters HP. As everything, it is shown with X/Y, going down as you spend it.

Its main focus is of course, keeping you from dieing. When you hit 0/Y willpower, you wake up, simply unable to keep yourself dreaming under all the damage. As a Dreamer, this is basically your character "dieing", except he can come back the in-game next day when you return to sleep. This does, however, kick you out of the Dreamland long enough for your enemies or opponents to accomplish their goals, and should be avoided at all costs.

Your character can permanently die, however, if they reach 0 willpower in a "Nightmare" situation. "Nightmare" situations are created at dramatically appropriate moments, either by the sheer will of hatred between two Dreamers or a naturally occurring phenomena in the Dreamlands or from a Monster's ability. Everything looks monstrous, fluffy trees becoming thorny bushes, the sky goes dark, attacks have a viscose tint to them that wasn't there before. When you reach 0 willpower here, you lose your ability to dream. You wake up, sitting up with a start, while breathing deeply as your heart tries to retreat from your chest. You don't remember what happened in the Dreamlands, losing all the memories you had gained there, and sleep uneasily from that day out.

That is about all it for the three stats. I might need to add more, and I will need to balance these three. But how better to do that then trying them out?

Finally, about your "Home". This is basically your "Spawn Point" to the dreamlands. It is a place, connected too but separate from the dreamlands, where you do your normal dreaming. While you are here you functionally have unlimited stats, but are unable to use it to effect the dreamworld. Nothing permanent can be made here. You can't use these stats to heal your Companion or anything else you brought in from the dreamlands.

Every time you enter the dreamlands, you come in through your "home" through some kind of door or gate, which is the same every time. This always leads to something that goes downwards, and ends in a gate with two guards. These guards will wordlessly give you any permanent weapon you have made here and allow you to enter. You will end up at a random place in the non-hostile part of the dreamlands if you haven't linked your home to a place in the dreamlands. To move your home to a fixed place, you simply have to claim it by building some form of base, then desire to link it. Generally you put it to some kind of door you can walk through, or a gate, or a garage door. Nobody else can enter your Home under any circumstances, they would simply find a random door with a wall on the other side if they tried following you.

Every time you wake up, you go about your business in the Waking World. If you where forced awake, then life goes on without you. If you woke up naturally, then the world "Pauses", as it does for everyone. Not a lot goes on while you go about your business. Then, when you return to sleep, you will be fully healed and returned to the general area you left, if you desire. Nobody remembers waking up in the Dreamlands, but you do remember what happened there. You only seem to naturally awaken during relaxing times, like after a big fight, rather than at random.

The rest, you might have to find out yourself, or I will have to right more. I am sorry for any poor quality writing, and for my many spelling/grammar issues. I am getting rather tired near the end of this, and will probably have to rewrite/update pieces later. Stick with me people! I only reread it once or twice.

And with that, here is the character sheet. Remember, Dreams are unlimited! You can manifest anything you want, as long as you can imagine it. You get twenty points (For now) to distribute through the three stats.

Character Sheet:
Name:
Imagination:
Focus:
Willpower:

Any information about this character: Mainly so you can tell the back story of your character, his personalty, and anything else that makes him interesting. This isn't really part of the character sheet, but is an important part of the character. So who wants to try it? Feel free to ask any questions, I am sure I was unclear with many things, and left out things I shouldn't have.

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It is a pitch black night. An empty street. The only sound that can be heard is the echoing footsteps of a single man. Behind the man, a sewer cover is silently removed. Dozens tentacles exit the sewer silently. The beast crawls up behind the man, still without making a sound. Suddenly, the tentacles lash out like bullets toward the back of the man. Inches before the impact, the man takes a single step to the side. The deadly tentacle hit nothing but the road, splattering the black tar as if it was a puddle. The man took another step, to his other side, leaving a second tentacle to the same fate. A third flies toward the back of the man’s head. He casually grabs it, without looking back, and in a single motion rips the tentacle from the body, sending fountains of blood from the creature. The formally silent assailant gives off an inhuman scream…
-----------------------------------------
-That is not dead which can eternal lie, And with strange aeons even death may die.

A quote said to come from the Necronomicon itself. Its meaning has been argued by everyone who managed to keep hold of sanity after reading it. But that doesn’t matter to you. You have come up with your own meaning. Even death may die. Nothing is eternal. If even death itself can be killed, why can’t everything else? A creature that has seen eternity is bound to see something more powerful then it one day. Perhaps, that more powerful being could be you.
Death May Die is supposed to be something of a cross between Call of Cthulhlu and Feng Shui. A game where you can fight the horrors of the universe with a Desert Eagle in each hand, dodge a full volley of machine gun bullets, then fight a dozen fish men using a crowbar. Death may Die is the opposite of my other “Man VS Myth” RPG, Operation Archangel, which attempts realism with a little given away to game balance and game play. Here, realism is thrown out of a five story window, only to get up and brush itself off. It is then shot down by Badassness and is now in intensive care.

Unlike several of my other Role Plays around here, which were made pretty much on impulse, I have been planning DMD for a few months now, actually writing rules and making sure I have plenty of time before actually starting the game. So yes, I will probably actually stick to this one. This was initially going to be a prototype run, but I decided it probably wouldn't be much different than an actual run.

General Rule Outline
Spoiler (click to show/hide)
Character Sheet:
Spoiler (click to show/hide)
Character Sheet Explanation:
Spoiler (click to show/hide)
Remember, if you are unsure of something, just ask. Now let’s raise some R’lyeh!


82
Forum Games and Roleplaying / Apocalypse Mercenaries
« on: December 27, 2013, 03:56:42 pm »
They say the land you live on was once a lush “Eden”. The natural plant and animal life was peaceful and plentiful, nobody ever starved. The water was so clean you could drink out of a river. The technology was incredibly advanced. The medical science allowed everyone to live for centuries, with only violent death ever ending lives, and violent death was rare.

No one seems to know how much of that is true and how much is myth, but one thing is for sure. Compared to the current world, it certainly was Eden.

There was a massive war. Nuclear, chemical, biological, and unknown weapons of mass destruction ravished the landscape. The natural wildlife was perverted, some say accidentally some say purposefully, to angry killing machines. The rivers are polluted with radiation and deadly chemicals. People struggle to hold on to any technology they can find. And people die. It is rare to live to middle age in most cities.
The nations, if they had existed after all, had broken up into small city-states. These checker the landscape. Each is unique, in law, technology, and even terrain. Some are bustling cities with skyscrapers, running water, and even robotic servants. Some are little more than a hole in the ground, with tents made out of putrid leather, tasteless alcohol in place of water, and lice ridden slaves. But each are small, the area of influence is typically less than twenty miles. Each is far apart.

The only job that can get work anywhere seems to be a mercenary. Fortunately, you are a mercenary. A hired gun that wanders the land.
Your personality and circumstance could be anything. You could be a man of justice, who left his home state to make the world a better place, or a sadist who was kicked out. You could be a rich man who got bored one day, or someone who has to take any job just to survive. The only thing that all mercenaries have in common is the job.

Will you be clever enough to survive and flourish as an Apocalypse Mercenary?
------------
Character Creation
Name:
Items:
Int:
End:
Str:
Gun:
Mle:
Agi:
Bio:
Mode:
Status:
Additional:

Breakdown-
Name. This is what your character is called. It can be a name we have on Earth, or one native to the city you came from. Not much gameplay effect, but more exotic names are easier to remember. After all, who are you going to remember more, the man who’s named John Smith or the guy going around yelling “I AM DON DALA AFT VON FLUFFY!”? Of course, being well known can be either good or bad, so be careful.

Items. The equipment you have. Most items are self-explanatory. Weapons are similar to what we find on Earth, strikingly so. While in this story Japan and Russia may not have existed, you will still find Katana and Ak-47s.

An important thing to remember as a mercenary is that you have a limited amount you can carry, and on harder “modes” have to take care of your equipment. You might think walking around with a .50 BMG ant material rifle sound cool, but the gun and ammunition are incredibly heavy and require a lot of service to work properly.

Weapon damage is based off of caliber, and aim is based on your Gun skill and particular weapon/situation. Your starting items will be assigned to you based off of the other factors, but you can request something if you have a preference.
Stats (Int,End,Str, Gun,Mle, Agi)

Stats are what define your character. Is he smart and weak? Is he good with guns but as delicate as a flower? Strong and fast, but his motorcycle is smarter than him?

To keep things simple, there are several “categories” that each stat has
Horrible
Poor
Average
Above Average
Great

There are more, but that is all you need at creation. Each stat starts out at “Average”, and you can lower it or raise it by lowering another stat the same amount. For example, to raise the Gun stat to “Great”, I could lower my Melee stat to “Horrible”. You can also split the penalty to two stats, so if I wanted a weak gunner I could raise Gun to “Great”, lowering Strength and Melee to “Poor”.
Bio: The story of your character so far. It should include a brief description of his home state and the reason you left, as well as any flavor you want to add. It should also include current location and what they are doing there, this could be their home civilization if they haven’t left yet.

Mode: There are three game “modes” detailing how the game will be played. The modes are “Realistic”, “Medium”, and “Cinematic”. Generally, these mods detail how difficult and realistic the game is.

Realistic mode-The most difficult mode. You have to eat, drink, and sleep regularly. Ammunition may be difficult to come by, depending on your weapon choice. Weapons jam easier and are more difficult to repair. Wounds are slow and difficult to heal, and bleeding can be a real problem. Almost all rolls are more difficult as well. If you want to play a somewhat-realistic survival game, this is the mode you want.
Cinematic mode- The least difficult. Eating or drinking heals you a little but isn’t necessary, you almost never run out of ammunition and your weapons never jam. Your carrying capacity is increased. You can shrug off enemy attacks and heal rapidly. All rolls are easier. If you want to play a mercenary with a desert eagle in each hand, this is the mode you are looking for.
Medium mode- take a guess. You still have to eat, drink, and sleep, but not nearly as often as in Realistic mode. Ammunition has to be found, but is abundant. Guns may jam if you treat them really bad. You don’t bleed, but need medical treatment or a healing item to heal quickly. Generally, this is like the average character in a video game.

Be aware that what mode you choose also applies to the enemies. If you’re an action hero in Cinematic mode shrugging off enemy fire, then the bandit leader you’re fighting is also an action star who can shrug off small arms fire.

Status- Wounded, bleeding, poisoned, tired, hungry, thirst….those kinds of things, and whatever else I have to note here.

Additional- Anything I forgot. More of a place holder, really.

With that, let’s start!

83
Mod Releases / Dwarf Fortress: Modern! ⊕ Version .28 ⊕
« on: December 03, 2013, 06:43:08 pm »
Dwarf fortress modern is an attempt to keep the style and feel of dwarf fortress and bring it to a modern setting, while adding to the fun! New weapons and vehicles for your military, as well as things like factories for your civilians, this mod attempts to keep some fantasy aspects while making the game much more similar to the modern day. Many more things have been added, just read this forum a little bit to find out what! I am always looking for new suggestions and answering questions, don't hesitate to post!Last version 34





Change log

Civilian
Added oil, which can be processed into petroleum
Added petroleum, which has many uses, from making energy to explosives
Added energy, from burning petroleum, in the form of capacitors. Helps a lot with industry!
Added alternative energy, made at a millstone. Not as strong as petroleum, but can be built without oil.
Added cars, which speed up your dwarves and act as pets.
Added factory, produces furniture and goods
Added arc furnace, makes steel,aluminum, and lead efficiently from energy
Added computer, that trains your dwarves
Added chemistry workshop. Makes soap, as well as preforming other functions involving chemistry, like making kevlar.
Added trucks, that transport more goods
Added clothing for flavor
Added chainsaws and drills
Added corn
Added soda
Added new animals!
   Added Dairy and Farm Cow. Dairy cows produce more milk, while Farm Cows are larger
   Added Farm variants of all "Tame" animals you would expect to eat, from turkeys to sheep. Generally, they produce more (Such as eggs or wool), and have slightly more meat. May or may not eat more then typical, always cost about the same.

Military

Added weapons. Each weapon has its own characteristics, with its own strengths and weaknesses.
   Assault rifles. Ak74, M16, FNC, Ak107,and more
   Sniper rifles- Dragnovs and SG 550s
   Heavy weapons- Hecate Anti-materiel rifles
   Shotguns- Benelli, Saiga, and Striker
   Thief weapons- Combat knife and Makarovs
   Pistols- Beretta, Jericho, aforementioned Makarov, M1911 and more!
   Sub machine guns- Uzi, MP5, P90
   All guns now have Melee attack! "Knife" or "Bayonet"
   And more!
Added tank depot
   Can use tank
   Can use jeep
   Can use CIWS
   Can use machinegun
   Can use helicopter
   Can use F-16
   Can use UVAs
Goblins now have access to vehicals!
Added prisoner workshop. See misc for more.
New enemy and neutral civilizations!
Weapons will now all be made of steel (or wood, or ady.)
Armor will be made of Kevlar (Or ady)
New armors
   Dragon skin- more protection, with a higher chance of not protecting at all!
   Interceptor body armor- powerful but localized protection
   Some armor's names changed.
   All armor now protects a lot more, but has a chance of not blocking anything at all!

Civilizations:
   Tyrannians. The holy democratic people's republic of Tyrannia, which is a communistic state not located in Tyrannia. They are powerful, with tanks and other vehicles in castes, but are not typically hostile.
   Blacklisted. They are always hostile and come in great numbers with some powerful castes who have some interesting moves, basically goblins with fancy gimmicks, more skill, and less vehicals.
   Umbra. Living shadow, almost as weak as normal shadows. Mainly they are meant to show up during the months nobody else is trying to kill you to keep you awake.

MISC


Alley races. Basically they are animals you can turn into dwarves. Can be made in the prisoner workshop for now
  Nekomata, which can be made from cats, if you kill an enemy that drops an item for it
  PMC, which are private military contractors, who can be bought from the humans
  Hyper-intelligent dogs who are a cast of normal dogs. Can be trained to act like a dwarf.
  Converts, who are captured goblins. A lot more dangerous to make.
Two new secrets
   Cultists, who can turn into Avatars of Cathlulu. They can randomly infiltrate your civilization, much like vampires, and randomly explode into giant, tentacled monsters who can face an entire army with ease.
   Alchemists, who can shoot fire and do other moves. Not fully implemented. (Mostly, they just set themselves on fire.)
Two new megabeasts
   Angel. A powerful humanoid with regenerative abilities, she will take a lot of bullets to get down, and more to stay down. You can keep one as a pet if you manage to cage one somehow.
   Juggernaut- A giant tank. Not much more to say about it.
   Brobdingnagian- Giant humans with the power to multiply and regenerate
   Metals moved. You should now be able to find lead, steel, and petroleum in almost any location.
And more!

Plans for future/Bugfix
Test and post Bombolla.
Fixed Computers. Thanks Baffler, again!
Adding .22LR-well, guns that would be .22LR if they where in our world, we all know how my ammunition works. Produces twice as much as other hand guns, fixing your ammunition shortage forever! Great for having your soldiers and cops plink at targets for some experience, and can take down small game, but your going to want to pull out something heavier for the Goblin invasion or Forgotten Beast attack.
Fix M16s not showing up.

Rebalanced all guns AGAIN!! It looks like they keep getting weaker with every new version that comes out  :-\.

Tutorial


This is a major mod, and some things I added could get confusing without help, especially with people new to modding or dwarf fortress itself. So in the spoiler is a list of brief tutorials to get you started easier!
Spoiler (click to show/hide)

84
Intro: Don't worry, won't be getting into back story yet. The general idea of this game, Through The Portal, is to mix quasi-realistic sci-fi games with, well, fantastic fantasy games. And to waste my extra free time. And to try to polish-up my combat system a little. But mostly to mend two genres together and see what happens.

I may end up writing to much, but please to not be intimidated. If you want me to do the bare-bones for your character, I will comply. Don't worry, even if I write an essay for every turn, you can write a sentence response if you really want to.

-----Combat----

Like the general idea of the game, combat is supposed to mix the general idea of "pseudo realism" with high fantasy, mixing elements from GURPS, Dungeons and Dragons, and my own deranged mind. Here goes nothing!

When you get into combat, you will see a sheet that looks something like this:

[Enemy Name]
Health: [Approximate health. This will be what you can sense, not an exact number. For example, Good, Wounded, Almost Dead, Ect.]
Size: [Both approximate strength and how hard it is to hit. A dragon may be strong, but it is an easy target.]
Distance: [Distance, in a fictional distance which I make up on the spot]
Action: [The action the enemy is preforming, like aiming or picking his nose]
Additional Status: [Anything else, like if the character is bleeding.]

That means you have found an enemy! It is possible he hasn't seen you yet. For an example, we will use "Random Goblin #1" for the rest of this combat situation.

Random Goblin #1
Health: Perfect
Size: Small Human
Distance: 100
Action: Sleeping
Additional Status: None

As you can see, the RG hasn't seen you coming, due to him being asleep. This gives you a chance to make a sneak attack, which allows you to make a turn of movement yourself, without him being able to react. A "turn" is about two seconds, or the amount of time it takes to make an action in combat. Each post will be a turn, giving you time to react to your enemy if you want. During this time, you could preform a standard "combat action", which are:

Aim: Take a moment to line up that shot. This gives a bonus to being able to hit, as well as allowing you to aim for a specific object/body part.
Rush: Get closer to your enemy, so you can hit em with your close ranged weapon. You can also rush in the opposite direction.
Attack: The bread and butter of combat. Put two seconds worth of bullets in your opponent, swing your sword as fast as you can, or whatever your attack is.
Reload: Put some bullets back in your gun or some magic back in your sword.

which all take a turn to use. You can be as poetic or blunt as you want for each one. For example, you could say "I look down my X4 holographic scope, a nervous feeling filling my body as I move the cross hairs toward the goblin's head." to aim at the goblins head, or the much simpler "Aim: Head".

If you are not feeling the "combat actions" at the moment, there are also "Special actions", which are created by the player. These can be anything, but may take several turns to be able to do. These can really be anything your character should be able to do, allowing you for random bonuses or damage depending on what you are doing. For an example of this, you could crouch on the ground, to lower your size and improving your aim, but slowing you down. Or you could pull out your giant sword and threaten your enemy with it. Or you could start dancing the macarana.

For now, lets just start with the RG. Just aim at him, he wont wake up, and pull the trigger. What is that you say? You don't have a weapon? Well that won't do. Here take this!

Ranger Sniper Rifle [2d6][5/6]

This is a small gun to demonstrate weapon stats. The first brackets are the damage, based on an amount of dice. For this example, the sniper rifle would do 2d6 damage. That is 2 dice of 6 damage each, meaning it will do between 2-12 damage, depending on how I roll your dice. The second bracket is your chances of hitting. This is a percentage, based on the dice. For this example, you have a chance of 5 to hit on a six sided die. So if you rolled a one, two, three, four, or five, you would hit and do the damage. However if you rolled a six, you would miss. Aiming improves this score, aiming for a specific part is effected by the score, rather then a pure hit/miss. For this example, if you were aiming for RG's head, a one would hit his forehead, a two would be a little to the right, and so on and so forth.

So now take your new gun and shoot that random goblin!

Random Goblin #1
Health: Almost dead
Size: Small Human
Distance: 100
Action: Bleeding (Bad)
Additional Status: None

You aim your Ranger carefully at the center of the goblin, carefully pulling its trigger for the first time. A bullet travels above the speed of sound toward the unfortunate creature, hitting him right next to his heart. Blood begins to soak through his wool tunic, creating a red blot, as he falls over.

Good job! You almost killed him in one shot! As you can see, he is now bleeding. "Bleeding" is a mechanism added to this game in an attempt at some form of realism. As you can imagine, bleeding is a major problem. Exsanguination (blood loss) is the biggest cause of death in real battle fields, and this is no less true in this world. Bleeding can have several stages, any attack that does 2 or over adds to your bleeding. However, people in both worlds are rather sturdy, an average strength character would have to be at "Bleeding (Danger)" to start feeling the effects in a noticeable way. Random weaklings, like our goblin friend, are not usually so lucky, and the little blood he has lost is enough to knock him out and eventually kill him. Bleeding (Along with the rest of your damage) can be cured by healing, which will be covered later.

Look out! From behind you, a random goblin appears! He must have been the others friend, and had heard the gunshot!

Random Goblin #2
Health: Perfect
Size: Small Human
Distance: 5
Action: Attacking
Additional Status: None

As you can see, he is within a distance of 10, or melee range. You can now hit each other with swords, knives, and other assorted weaponry. And he has an ambush on you, giving him a free attack.

The goblin quickly brings down his small dagger, cutting deep into your leg!

Don't panic. If you had a character sheet right now, you would have a small amount of health removed and would be losing a bit of blood. But to better teach your melee combat, here, take these.

Enchanted Long Sword (3d6)

As you can see, this is another weapon. A sword this time. As you can see, it has the same damage, in the same design of the gun. Why does it have more damage, you ask? Well, the wound produced by a long weapon like a knife or sword causes a large wound, more bleeding, usually magical, and can be used more times in a close combat situation. Alright, it is mostly for balance. But why doesn't it have an accuracy, you may ask? Its simple. While stats in gun combat give you bonuses, stats in sword fight give you a chance to dodge. Your standard chance to doge is your dexterity/2/6, that is half your dexterity over a six sided die. This can change if you are fighting a skilled opponent, or a blindingly fast one. You can increase your chances to hit your opponent, who doges the same way, by leveling up your weapon skill. Someone with a longsword 6 (Incredibly skilled) will be able to hit someone even with dexterity 12, someone with longsword 0 will have difficulty hitting someone with dexterity 3. If dodging is not your thing, you can also Block. Blocking isn't a very realistic form of combat, but you are using a magical sword, so realism is kind of out the door. Blocking is instead focused on your strength and skill with the weapon, but has much less a chance of succeeding, being your strength/4+your weapon skill /12.

What is that? You think this means ranged characters have a lot more advantages then close ranged characters? Of course they do, they have guns. Close ranged characters at HIGH levels and magical benefits may be able to doge a subsonic bullet, or even block them if you are using some crazy magic. But armor can help out a lot, giving close characters a chance to survive. And here is your armor!

Enchanted Mail (1d6) (-1)

As you can see, the armor has a damage rating like the weapons do. If you are wearing armor, you roll a dice then subtract it from the damage the enemy would do to you. For example, if your enemy would have done 6 damage, and you rolled to block 7 damages, you would not receive any damage. The second number is the penalty to doge and speed. A lower number lowers your ability to doge, for example if you rolled a 4 doge it would turn into a 3 doge with this armor. Most armors are magical, or really heavy high tech, making it the choice for close ranged characters. Armors are not perfect, however. Each has a weak spot that can be aimed for if you find it, negating damage. This is so someone in good armor isn't completely invincible.  Now lets try it out!

Random Goblin #2
Health: Dead
Size: Small Human
Distance: 5
Action: Attacking
Additional Status: None

The goblin slashes his small dagger, but the attack clanks harmlessly off your chain armor!

Next turn:

You counter attack, your sword cutting through the Goblin's neck like butter!

Wow! You just killed the goblin in one hit! While it is certainly possible with normal attacks, what you just scored was a "critical attack". A critical attack happens when you score a perfect dice, for example a 6/6. This means you hit a vital. Or probably hit a vital. On weak enemies like the goblin, it will be 100% kill. On stronger/larger enemies, a separate dice may be added to see how much extra damage and bleeding is done. These can also happen to you, if you are unlucky.

Now that you have defeated your enemies, lets get you healed. Here, take this.

Healing Gel (2d6)

As you can see, this is a rather potent healing gel. Healing gel is an advanced medicine from our reality, it utilizes stem cells and pseudo stem sells to immediately heal minor damage. While it won't bring back your hand, it will patch up 2 dice of 6 damage and stop half of the healing in bleeding.

Now that you are completely healed and done fighting the enemy, go out and explore the world! It is pretty much a wide open sandbox, you can explore the ever expanding world. You can loot the villages, help and befriend them, whatever you want. Dice are thrown about whenever I feel like it, and it makes since. Now go forth, explore! I just wanted to get my new prototype combat system into the tutorial, the rest will just show up naturally.

Besides, I probably scared mostly everyone away with a ridiculously long tutorial. And everyone will probably have questions anyway, in which I will revise the tutorial.

-----Character Sheet-----

The most important part of the story, the main character. That is, you. The first choice you have to make is between "Our Reality", and "Fantasy". Each will get a small blurb explaining their overarching themes with a list of races you can choose from. To see what is going on with both of them, you can read the Fluff

---Our Reality---

The land of science fiction, in the near far future. The main focus of these creatures is guns and ranged weapons, with hundreds of models based of modern guns that I make up as we go along. The technology, everything from mechanical engineering to bio mechanics. As they have entered the portal on their own free will, for the most part, this can mean they are more aggressive, though that is not necessarily true. Raiders, looking for a quick dollar, are unfortunately common. However, many are there for peaceful purposes. Some are looking to explore, pushed forward by their sense of adventure or in a quest for knowlage, bettering the places they meet. Some are there in a quest for money or power, catching the untapped markets with their corporations. Some are just hired guns, getting pay checks for their family back home. Some are sociopaths, coming to this world to destroy and kill whatever they can get their hands on. But what you are, is up to you.

Human: Even in the near far future, humanity has changed little. I assume you know the relative strengths and weaknesses of a human. They mostly focus on guns, where their skills are most suited for. The only other notable thing is that both worlds have humans. This makes it easier to disguise yourself, and also gives you a bonus to charismatic rolls.

Lupine: Man's best friend, joining them in the stars. Essentially, Lupine are a race of human/dog hybrids. The reality is a little more complicated, with extensive gene engineering and breeding, the end result is the only thing people can agree on. Lupine are larger then normal humans, as well as being stronger. They have hair all over their body, a dog like snout, and generally stand on four legs with the ability to stand on two if necessary. They can be any species of dog, though their general characteristics change are mostly only in looks to avoid the health danger. They don't, however, have quite the mental capacity humans have, being slightly dim witted. They also have trouble going against a human they are on the same side with, keeping the strong loyalty their ancestors are famous for. Thus they rarely enter the portal alone, typically either serving as a grunt for a group or as a faithful friend to an adventurer.

Augmented: Augmented are, at the base, human. But they have both gained and lost something. Something mechanical or biological has been done to their body. This makes them one of the most varied classes of all. Augmentation always comes at a price, however. This can be anything from a man who replaced his legs with tank tracks, allowing him to be faster but slows his reaction time, to making yourself a cyborg with a machine gun in your chest, giving you a greater amount of fire power in exchange for speed. Biological augmentation has similar effects, the change is mostly cosmetic. One thing all Augmented have in common is that they are looked down upon. Our reality doesn't hate them completely, with only a little casual racism left, but the fantasy reality sees them as a symbol of our reality, making them almost universally despised. If your choosing your character, please state the augmentation you have chosen and its desired effect in the bio.

----Fantasy----
The land of Magic, most of which is stuck in what you think of when the words "High Fantasy" are spoken. The lands vary greatly, with every town having its own culture and government, essentially making them their own country. Magic is present in most societies, often used in many of the same applications we apply technology, though this varies from country to country. Every country uses magic in the military out of pure necessity. The game mostly takes place at their home, meaning they have an even more varied amount of jobs, ranging from farmer to paladin. Some are defenders of justice, protecting the people from the more dangerous "invaders". Others have attempted to become heroes, but instead have become despicable terrorists. Some are just looking to live their lives and found themselves in dangerous situations.

Standard Fantasy Races: The lands are incredibly diverse, allowing for any fantasy race to be chosen, with the relative strengths and weaknesses. This include, but are not limited to, Human, Elves, Orcs, Goblins, Dwarves.... All of witch have their own advantages and disadvantages. I would list them all, but haven't I already written too much?

Wizards: Wizards, mages, spell slingers, whatever your location likes to call them. While not technically a race, there are enough differences to make this a separate race. Wizards wield spells instead of weapons, with the spells acting as a ranged weapon, with a turn limit instead of ammo. Wizards take many jobs depending on the country they are from. This can be anything from a respected head-of the guard to a hated outcast to a blue-caller repairman.


----Character Sheet----

Now finally, the thing you need to play. Just copy this and fill out the necessary information, and we can get started!


Name: [Your name, purely cosmetic]
Items: [Ill put them, but if it isn't clear from your job/bio just put a general weapon class.]
Profession: [Your job. This can depend on what reality you are from.]
Race: [Your race, chosen from the above]
Health: [Your hitpoints. Strength*2]
Additional Status: [Made for combat, much like on the enemy sheet earlier.]
Skills: [Based off of race/profession/bio. Leave this blank, to be filled in by me.]
Bio: [Your life before you started. For our reality, this includes reasons that you came, for fantasy this would be a short description of your job and the land you came from. I would also need to know your current location, if you choose fantasy.]
Stats: [Also based on your race/profession/bio. Please leave these blank, to be filled in later by me.]
Strength: [ Does what is described in combat, as well as being used to roll things involving your Strength. Also gives bonus damage to melee attacks]
Dexterity:[ See combat, has effect on speed]
Reflexes: [ An important stat in combat, giving bonuses to ranged combat and reflex roles]
Intelligence:[ A stat that allows you to manipulate magic and technology]
Charisma: [Gives bonuses to allies in combat, used for charisma rolls. Also helps in getting the locals friendly to you.]
Anything I forgot: [ A catchall term to get anything I forgot, because writing this took a long time and I got tired and forgetful.]


With that, you can now play!



----Back story----

To be honest, I didn't think I would start writing this much, so there is not much time for a back story. Ill write the full version tomorrow, and just get the bare bones up today. Sorry about this.

Generally, both sides were working on separate portal projects at the same time that had connected to each other, allowing a permanent hole to be formed. Our realty saw this as an opportunity, and thousands flocked to the new world, where untold bounty lay. The Fantasy world is almost unlimited, it seems that no matter were you go, there are only more and more nations, all with different people. And an untold amount of money. So yeah. I said it was bear bones, don't look at me like that.


I am sorry if I wrote to much and scared everyone away. I will finish the back story tomorrow, I want to at least gauge the reaction to this to see if anyone wants to play before I spend even more time writing this. Ill respond tomorrow as well, this took a LOT more time then I thought it would to write.

85
It was an average day, at the beginning. No one knows why, no one knows how, but that changed fast. Not immediately, but fast. At first it was just a strange thing here and there, a werewolf in Canada here, a golum in Jerusalem, just random strange things happening. But it just kept getting worse and worse. Zombies started appearing in New York, Vampires in Moscow, a dragon attack in Japan. Something was changing in the world, it was as all of the myths humans had ever believed in, all of fears humanity has ever had, had decided to start materializing themselves. At first there was panic, people ran to their bunkers and nearly resorted to shooting each other on the streets.

But humanity is a lot stronger then we give ourselves credit for. The governments of the world, spurred into action by the strange happenings, had pulled together in order to create a powerful organization in a mission dubbed "Operation Archangel". The brave men and women of Archangel stand up to the strange happenings, gun and hand, and let these things, dubbed "freaks" in slang. They come from all walks of life, most effected negatively by the freaks in some way. You are one of these archangels. Civilization has gone on almost normally for most citizens thanks to this work, though hundreds of thousands have died so far. The darkness gains power every day, but the Archangels remain a bright candle in the night....

PART II
A Cruel Angel's Thesis
An Angel is Just a Demon Waiting To Fall
Or An Demon is Just a Fallen Angel.

The candle of humanity continues to shine, growing more brightly with each passing hour. The candle throws a flickering light, sending images dancing around the room. But with light comes shadow, specters dancing across the the walls. What threats are true, what shadows are harmless, what specters still hide in the darkness beyond, all mysteries that may soon be uncovered. Will that little candle of humanity glow into a bright inferno, casting out all shadow once and for all? Or is it merely flickering before going out?

Even in the short time since you have joined Archangel, the strange occurrences are only becoming more frequent, more powerful, and stranger. Though through the combined efforts of Archangel and the military and police forces of the world, there was not yet a major catastrophe, but hundreds still die every day to the effects of the Freaks. Perhaps the most interesting occurrence, and the one to be thought about the most, was the discovery of a "bubble outside reality". While the Freaks before had been combated on the Earth, there has been a discovery of a lone house. This house, while harmless and empty, was discovered to not be on Earth. Communications and troops could be sent in and out, however the GPS and compasses where thrown off upon entering. It is theorized that these may grow, offering a vast new battle field for the fine soldiers of Archangel to combat...

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

-----------------------------------------------
Character Sheet:

Name:
Age:
Equipment:
HP:
Stats: Distribute 30, maximum 15. 10 is average, 15 is professional, 5 is below average
Int: Intelligence, helps with knowlage scores and social rolls
Str: Strength, helps with physical roles and HP
Agi: Helps with swiftness scores and dodging
Skills: Ill put these in, based on the other things.
Advantages: A skill or psychological advantage that may come in useful. You can have up to three, but must scale with disadvantages, and the more you have the less effect they can have individually. You can choose most mundane things, from combat training to advanced memory, from electronic skills to medical training.
Disadvantages: The negative version of advantages. They have to be equivalent to the advantages, except in a negative way. It fallows the same rules as advantages. This can also be anything from PSTD to utter pacifism, from being a psychopath to being afraid of blood.
Perks: A kind of mini-advantage, it follows many the same rules as advantages, but has less effect. These are typically less-useful skills that help make your character more interesting, and can be anything from being good with dogs to being particularly pitiable, from the ability to tap dance to the ability to sing opera.
Quirks: The flip side of perks. They are minor disadvantages that serve to make your character interesting. This can be anything from an obsession with cats to being bad with people, from a habit of talking to yourself to being mildly afraid of heights.
Bio: Your life up to this point. Can include anything you find important, though it usually needs to include your job, since that helps decide
your skill set. It can also include things like why you are fighting for the organization, anything important in your life up to this point.

May or may not be added to later. Anyone want to start?

86
DF Modding / Dwarf Fortress: Modern. Histories of Industry and Warfare
« on: October 18, 2012, 12:16:55 am »
Dwarf fortress modern is an attempt to keep the style and feel of dwarf fortress and bring it to a modern setting, while adding to the fun! New weapons and vehicles for your military, as well as things like factories for your civilians, this mod attempts to keep some fantasy aspects while making the game much more similar to the modern day. Many more things have  been added, just read this forum a little bit to find out what! And of course, I am looking for a lot of suggestions to see what you guys want, don't hesitate to suggest something!

http://dffd.wimbli.com/file.php?id=7049 Download the current version!

--------------Change log---------------

--------------Civilian--------------
Added oil
Added petroleum
Added energy, from burning petroleum
Added cars, which speed up your dwarves and act as pets.
Added factory, produces furniture and goods
Added arc furnace, makes steel and lead better
Added computer, that trains your dwarves
Added chemistry workshop. Makes soap, as well as preforming other functions involving chemistry, like making Kevlar.
Added trucks, that transport goods better
Added clothing for flavor
Added chainsaws and drills
Added corn
Added soda
----------------Military----------
Added weapons. To many to list.
   Assault rifles. Ak74, M16
   Sniper rifles- Dragnovs and SG 550s
   Heavy weapons- Armbrusts and anti-personel mines
   Cinematic weapons- Large revolvers and miniguns. Only available from rare special moods.
   Shotguns- Benelli, Saiga, and Striker
   Thief weapons- Combat knife and Makarovs
   Pistols- Beretta
   Sub machine guns- Uzi
   And more!
Added tank depot
   Can use tank
   Can use jeep
   Can use CIWS
   Can use machinegun
   Can use helicopter
   Can use F-16
Added prisoner workshop. See misc for more.
Added explosive weapons and traps
Added new enemies.
   Helicopters
   Missiles
   Bombers
   The vehicles you can use
Weapons will now all be made of steel (or wood, or candy.)
Armor will be made of Kevlar (Or candy)
New armor
   Dragon skin

--------------------MISC----------------
Two new civs
   Tyrannians. The holy democratic people's republic of Tyrannia, which is a communistic state not located in Tyrannia. They are powerful, with tanks and other vehicles in casts, but are not always hostile.
   Blacklisted. They are always hostile and come in great numbers with some powerful castes who have some interesting moves, who are made to fight with.
Alley races. Basically they are animals you can turn into dwarves. Can be made in the prisoner workshop for now
  Nekomata, which can be made from cats, if you kill an enemy that drops an item for it
  PMC, which are private military contractors, who can be bought from the humans
  Hyper-intellegent dogs who are a cast of normal dogs. Can be trained to act like a dwarf.
  Converts, who are captured goblins. A lot more dangerous to make.
Two new secrets
   Cultists, who can turn into Avatars of Cathlulu. Careful, since they can get lucky and turn into a powerful monster that needs an army to take down
   Alchemists, who can shoot fire and do other moves. Not fully implemented.
Two new megabeasts
   Angel. A powerful humanoid with regenerative abilities, she will take a lot of bullets to get down, and more to stay down. You can keep one as a pet if you manage to cage one somehow.
   Juggernaut- A giant tank. Not much more to say about it.
   Metals moved. You should now be able to find lead, steel, and petroleum in any location.
And more!

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