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Setting:HR Giger's Dark World
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==combat== sector is not secure! i repeat sector is not secure! organics detected! -drekketh guard (this section is an experiment by savagereaper! it is not final) Sooner than later you will have to face your fears and fight a hostile creature of some kind. here is the section explaining how combat works in darkseed's setting. 1. a character's physical ability ::a characters physical abillities are defined by past experinces like e.g. this character visits the gym a lot or this character runs a lot or conversely the character is crippled in some way. 2. parties involved ::no battle is one-sided who are the combatants? lets say a human character is fighting a indidvidual drekketh guard. this person has viseted the gym sometimes and he has a shovel and a 9mm pistol. and the drekketh guard has minor cybernetic muscle enhancements and a blade biomechanioid (more on weapons later) so the human has a minor strengh enhancement but he also has a very powerful ranged weapon: the 9mm pistol but his melee weapon is kinda weak for dealing with anything above electro-vermin. but the guard dosent have a ranged weapon. 3. combat ::the combat is handled by using the rules below: ===Equipment, Artifacts and Weapons=== various equipment for use inside and outside of combat. (needs wammnebu's homebrew magic) ==== General rules for Items: ==== For the sake of simplicity, as well as encouraging improvising. We are going to make weapons, items and artifacts use the same system. Essentially everything is a weapon if you throw it hard enough, and lots of things will have side effects beyond its normal usage. Additionally objects will have a presence that wil be felt by the senses. ;Impact :Does the object do physical damage, psychic damage, sensory damage :;Sensory Damage ::Sensory damage harms the senses. ::Example A flash bang grenade will affect the eyes for instance. :;Psychic Damage <!--yes we can have swords that do emotional wounds--> ::This type of damage will impact your inner senses, mental well being, sanity, and emotional health. ::For the most part these will be side effects to other weapons(being dazed will be orientation damage), but their could be science fiction weapons that will do psychic damage. :;Physical Damage ::This will do damage that actually affects the body. Can also affect the External senses. ;Severity :How much damage an object does to the senses :*None ::Does not do any damage :*Mild ::Can cause discomfort, damage could be added if character is sensitive :*Moderate ::Can do some sensory damage ::Damage could be added over frequent use :*Severe ::Does a high amount of sensory damage ::Can do instantaneous damage :*Extreme ::Can destroy a sensory organ ::Roll D20 to determine whether it causes extreme damage. ;Encumberance :How weighty or difficult to hold is the object :*None ::Object is negligible in encumberance (coins, bullets, amulets) :*Small ::Object takes up space, but can easily be held in one hand (handgun, stapler) :*Bulky ::Object can be easily held with two hands or on your back (backpack, light machinegun) :*Cumbersome ::Object can be held with two hands with great difficulty (double rocket launchers (i know this is bs i just couident think of anything else) :*Large ::Object can be moved, but but not carried. :*Immovable ::Object is too heavy or two large to move {| class="wikitable" style="float:center; margin-left: 10px; width: 80%;" !colspan="2"|'''Object Name''' |- !colspan="2"|''Object Summary'' |- |'''Origin''' | Common/Uncommon/Rare Lightword/Darkworld |- |'''Encumberance''' | Encumberance |- |''' Cost ''' | If it expends a currency to use <br> Bullets, health, adrenaline |- |'''Offensive Impact''' |When you use it against someone what does it affect |- |'''Offensive Severity''' |How much damage does it do against a person <br> healing objects do negative damage |- |'''Offensive Range''' | Area of effect? On impact? Missile? |- |'''Residual Impact''' |A side effect of damage done by using the object |- |'''Residual Severity''' | See Severity Chart |- |'''Offensive Range''' | Area of effect? On impact? Missile? |- |'''Stasis Impact''' |If the object naturally emits an sensory damage |- |'''Stasis Severity''' |See Severity Chart |- |'''Stasis Range''' | Area of effect? On impact? Missile? |- |'''Other Characteristics''' |misc specialty rules and tags. |} So for example, lets stat a shotgun. {| class="wikitable" style="float:center; margin-left: 10px; width: 40%;" !colspan="2"|'''Shotgun''' |- !colspan="2"|''Favored weapon of home defense and hunting'' |- |'''Origin''' | Common Lightworld |- |'''Encumberance''' | Bulky |- |''' Cost ''' | Shotgun Shells |- |'''Offensive Impact(Severity)''' |Physical Health (Severe Positive) |- |'''Offensive Range''' | Medium Ranged |- |'''Residual Impact(Severity)''' |Hearing (moderate) |- |'''Residual Range''' | Area of effect large |- |'''Stasis Impact (Severity)''' |None |- |'''Stasis Range''' |None |- |'''Other Characteristics''' |Firearms, hunters, police, civilians |} ===== Light World versus Dark World Tech ===== On both sides of the world, they find the tech of the others bizarre and repulsive. Dark worlders often do not have the strength or coordination to use lightworld object, additionally they find the "divorcing" between man and technology to cause a severe and painful disconnect. Darkworlders tend to be more sensitive in almost all aspects. This is both dangerous and exploitable. ===== Biomechanical Items ===== If you are from the light world, you don't get to just use a biomechanical weapon. If you pick up a biomechanical blade to use, it will eventually wither and die, and you cant just "pick up" a darkworlder's biomechanical gun. These biomechanical devices must be integrated into the body. This can have all manner of positive effects, heightened senses, new abilities, weapons that do not breakdown or deplete. However these items just as much wear you as you wear them. They become integrated into your body, they are a part of your body, and you must feel them, understand them and take care of them. Some pieces act as an additional limb, while others have a mind of their own. ;Integration pains :When you first begin to integrate with the items, you are going to have problems, the problems are related to where they are in relation to your body. You will take on the background "novice biomechanoid" and "growing pains" Additionally, when the weapons are fully grown into your body, they will now impact your own senses. A biomechanical sword for instance will give a sense of pleasure when you kill, but if it is broken, you will feel the pain of it happening. Other biomechancical objects will have their own side effects. ;New nutrition :Your biomechanical weapons will now take not only stamina, but nutrition from foods of the dark world. You may not like it, but you are going to have to eat their food now. ;Biomechanical in the Light World (Based on the fact that you cant see the alien parasite egg in Darkseed) :When you return to the world of light, your biomechanical objects will not be visible, but do not be fooled, it is not a bad dream. They are all still there. YOU can see them, you can feel them, you can feel them hunger. Your weapons from the dark world are not visible/do not function in the world of the light. implants dissapear and the limbs they replaced return. you will still need to feed them however ===Initiative and detection=== Turn order for combat will be determined primarily by you Sensations. Though with higher levels of sensation will be able to react first. ;Overriding Dice If a particular enemy has a certain trait affected by sensation (for instance Noisy, or Repugnant), then those with the high levels of that sensation will react first. :;Acute ::Someone with acute or higher moves to the top of the initiative list. If two or more people have acute sensations than the one who is higher goes fir the one closest to the enemy goes first. :;Ascended ::Someone with an ascended sensation long detected the enemy before they wished to be known. Not does only move ahead of someone with acute sensation, but they also receive a free action before combat begins. ;Formula for Dice :For everyone else, initiative is determined by the following formula. Sight + Sound + Orientation + 1d6 ;Awareness/unawareness traits :Those with traits that affect awareness (such as paranoid, keen, slow-response, inattentive, etc) will not actually be used to affect turn order. Instead, the players will gain or lose an action. Dependending on whether or not This stacks with ascended. This also means those without actions will not be able to fight for the first round. ===Sensation and Stunting=== Your sensations are both your greatest asset and your greatest weakness. If a creature is particularly repulsive to one of your senses, its going to negatively impact your ability to fight him, unless you do something about it. So for example you detect a creature using your sense of smell, because it is acute. However this repugnant being will overwhelm you if you get too close, and you will be nauseous. So you are going to need to use some sort of range attack or way to dull your senses. The idea here is to avoid having a "Sanity" meter. But instead have the horrific creatures bring negative impacts in a different way. Note this works against enemies as well (so a being with hyper sensitive sight can be overwhelmed by a flashlight). ===Wounds=== Instead of health, there will be "wounds" most attacks will do 1d4 wounds. If you have the max number of wounds bad things happen. Certain artifacts and traits can affect this. There are going to be only a few health bars, and none have very much health. ;Vital Wounds :The stuff that keeps you alive (Head, brain, heart, vital organs, blood). :The average person can take X vital wounds :If you take the max number of Vital wounds you are dead ;Limbic Wounds :The average person can take 2X limbic wounds :If you take the max number of limbic wounds you are immobile, and take one vital wound. ;Psychic Wounds. :Your mental ability to understand what you are seeing. :The average person can take 3x psychic wounds :This health scales and the more it is damaged, the more the character will act involuntarily (based either on his traits or the GM's discretion). ;Physiological Health :This is your stamina and energy. Doing certain strenuous actions will give you a physiological wound. :This stat will vary the most out of any, and will be heavily based on the character. :When the maximum number of wounds is reached the person is unable to move, and could take psychic or limbic damage. ===Combat Method=== ;Definitions :;Base ::The amount of damage an object has the potential to hit. :;Attacker's Chance ::Representing the various factors that lead to the weapon doing the max possible damage (weapon strength, skill, experience, other factors. ::This will be using a d6 :;Defender's Chance ::Armor, flexibility, luck, divine intervention, bible on your heart, etc. These are the things that prevent the Base from doing the max amount of damage. :;Modifiers ::Modifiers are things that will impact a person's ability in combat, and can be anything from environment to skill, to protections :;Barriers ::Barriers prevent something from happening. The chances will determined by using a d6. The D6 will determine what percentage of damage the object does. ;D6 :1 = None :2 = One-Fourth :3 = Half :4 = Three-Fourths :5 = Whole :6 = One and a half. Combat will be resolved using the following formula (Attacker's Roll - Defender's Roll)*Base Damage ====Modifiers and Barriers===== Modifiers will not affect the final dice, but instead how many times the player can re roll (or roll multiple dice). A Barrier, will be something that prevents one side from rolling. If a person is behind cover or you are punching someone wearing armor, then the attack isn't going to do anything. Similarly an environmental attack (the room collapsing in on enemies) isn't going to actually measure armor defense. What counts as a barriers versus modifier is up to the GM's Discretion. ;Resolving Barriers :Barriers can be resolved on of two ways :;GM Fiat ::The GM can determine whether or not this counts as a barrier. :;A D20 roll. A simple D20 role can determine whether or not the barrier works or not. *11 - 20 The Barrier works as a barrier *6-10 The Barrier works as a modifier *1-5 The Barrier fails. === Item List === ==== Light World Weapons ==== improvised weapon: any everyday implement that has been repurposed as a weapon. rarity: trivial, stats: d3 wounds and roll 1d20 against a random number determined by the gm to see if the weapon breaks. knife: A simple knife of any kind. rarity: common, stats: 1d4 wounds 9mm pistol: most common ballistic weapon in the possesion of light worlders. rarity: uncommon, stats: 1d4 damage submachine gun: the most common fully automatic firearm, issued to light world police units. rarity: medium, stats: 3 shots per round but only has d3 wounds per hit. assault rifle: more powerful automatic option, ammumition will most likely be limited. rarity: medium to rare stats: roll 1d6 for shots per round and d3 wounds each shotgun: a simple boomstick of moderate power good for kicking ass and taking names! rarity: medium, damage: 1d6 point blank d3 at 10 feet and useless after 30 feet double barrel shotgun: one stick, twice the boom! rarity: medium, damage: if you are using one barrel at a time please refer to the stats for the regular shotgun above if you are using both barrels double the stats above. ==== Dark World Weapons ==== ;blade biomechaniod :Small blade made of a unidenifiable metal substance with bits of inlaid bio-matrix standard issue for all drekketh guards. rarity: common damage: 1d4 wounds ;pistol biomechanoid :A weapon fashioned with metal with bio-matricies capable of synthisising projectiles to launch out of the mouth (barrel) of the creature. issued to drekketh guard subjigation teams. rarity: common, damage: 1d4 wounds ;submachine biomech :A fully automatic weapon that grows its own ammumition, automatically fires at a high cyclic rate, issued to drekketh guard subjuigation teams. rarity: medium, damage: 3 shots per round but only does d3 wounds per hit ;rifle biomechanoid :high caliber living assualt weapon, lower cyclic rate but higher damage output also issued to drekketh guard shock troops and sargents. rarity: medium to rare, damage: 1d4 shots per round but 1d6 damage ;arc caster :a weapon that creates either a arc of energy between the wielder and the target or launches a ball of lightning the weapon is powered by a implanted bioelctricity generator it can fire 1d4 blasts of both kinds every hour rarity: rare, damage: D3 wounds per round of sustained arc 1d6 for ball lightning. ;dart rifle biomech :A living biomechanoid dart rifle, it grows deadly darts with a powerful neurotoxin and fires them using compressed air inside its lungs it also has a scope on top, issued to dark world assassins. rarity: medium, damage: 1d4 wounds + 1 every hour until the poison wears off ;scattergun biomechanoid :a living shotgun: uses special electromagnets in its body powered by bioelectricity generators to fire ferromagnetic pellets loaded in a chamber on its back. it is issued to drekketh guard sargeants and shock troops. rarity: medium, damage: 1d6 (within 5 feet) 1d4 (medium range) and after 30 feet the weapon looses effectiveness. ;twin scattergun :a conjoined twin scattergun biomechaniod. fires faster than a light world double shotgun but is in turn more resource expensive. rarity: rare damage: [[File:Biosword.png|thumb|left|The sword of The Dark World is an extension of the weilder's nervous system. They feel the wind rush past the blade, the pain of parrying the blade against metal, and the intense pleasure of cutting flesh. Those guards who use it prowl for enemies to impale with their blade.]] ;sword biomechanoid :This sword is made from a biomechanical metal that the user can retract at will to get a biomechanical hand back. rarity: rare, stats: ;chaingun biomechanoid :a mounted biomechaniod chaingun, it grows its own amumition and the bullets travel at hypersonic speeds, and the gun is mounted on the top of gun emplacements in high security areas integrates only temporarily with the human body. [[File:Geiger turret Outline.png|thumb|right|The Biomechanical Turret temporarily affixes to the user. While it does have its own powersource the connection will drain the stamina of the user. Additionally, those who have yet to adapt to the biomechanical nature of The Dark World riskes becomming overwhelmed by the weapon.]]
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