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Setting:HR Giger's Dark World
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==== 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
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