Tumgik
#forbidden lands combat system
legionofmyth · 1 month
Text
Forbidden Lands by Free League Publishing
Venture into the dark fantasy world of Forbidden Lands by Free League Publishing! 🌌 Survive, explore, and conquer in this immersive sandbox RPG. Perfect for fans of gritty adventures and deep storytelling! #ForbiddenLands #RPG #TabletopGaming #FantasyRPG #FreeLeague
Forbidden Lands by Free League Publishing What is it? Forbidden Lands Forbidden Lands by Free League Publishing is a dark fantasy tabletop role-playing game set in a cursed and perilous world. Players take on the roles of adventurers and rogues exploring a land filled with ancient ruins, dangerous wilderness, and supernatural horrors. The setting is grim and gritty, emphasizing survival,…
0 notes
lets-try-some-writing · 6 months
Text
The Rites of Cybertron
Cybertronians are not without religion, nor are they lacking in holidays. While there are plenty of smaller ones scattered across the planet for various city states and historical events, Cybertronians have thirteen major holidays in celebration of the original thirteen. Although the celebrations are far less religious than the Primacy would like.
━━━━━━ ⊙ ❖ ⊙ ━━━━━━━━━━━━ ⊙ ❖ ⊙
The Rite of Prima
It is customary for every able bodied mech to endure the rite of Prima once a vorn on a pre-selected cycle that changes every few millennia. It is by far one of the most loathed or loved holidays. It completely depends on who is engaging in it.
The practice begins the moment the light of the nearest star touches Cybertron's surface. Every mech who is capable must then select a weapon and stand guard in absolute silence in a safe location of their choice. Rain or shine, they must keep to their station stoically until the local priest of the Primacy rings a bell just before sundown. Failure to stand guard will have them marked and prohibited from the remainder of the activities. All of this is done in remembrance of Prima's long watch and his supervision of Cybertron during its early history. It doesn't matter if anyone actually believes that is what went down. Not when they know that if they follow the tradition, the fun will begin in no time.
As soon as the bell is rung, that's when the true joy of the holiday begins. Every mech who stood guard is legally allowed to engage in a spar with whoever they make optic contact with first. The loser has a mark placed on their frame to indicate their loss and the winners will travel around their city state to fight other victors until one comes out on top. The victor of each city state (if a victor is found before the following cycle that is), will then be presented with a reward of their choosing by the Primacy. It is often so rare for a winner to turn up before the next morning that it is a grand event when one mech actually comes out on top.
Most are not fond of this holiday since it can lead to extreme crime spikes, but police are always on patrol and are forbidden to engage in the holiday so that they can stop troublemakers who wish to use the holiday as their chance to create chaos. Oftentimes, fights between high ranking combatants will be put on television for the population to watch throughout their activities. Those who don't participate will make bets.
All in all, it is one of the least reverent of holidays, but a well needed excuse for Cybertronian citizens to settle their scores legally and in a nonlethal manner. Although it has been said that long ago, Prima's rite was far more... mystical. A few who still follow the old faith have stated that when they hold their vigil, they maintain it for the entire cycle and in turn find themselves strengthened for trials to come.
The Rite of Recollection
The Rite of Recollection is a holiday devoted to Vector Prime and serves as an excuse for Cybertronian citizens to indulge in the wonders of the stars. While primarily focused around the young, The Rite of Recollection is a time for all of Cybertron. Mecha young or old will travel from every single corner of Cybertron in order to gather around with family or open locations for one sole purpose.
They gather to witness the stars.
Every light is turned off, save for the most essential. Work is put on hold, school is canceled, and not a spark is allowed to have a light brighter than a candle. All of Cybertron goes dark and its citizens come together quietly to watch as Cybertron finishes its rotation and a rare meteor shower graces the skies. The young are regaled with information on Cybertron's solar system and given sparklers to chase each other with in symbolization of Vector Prime's purpose as a keeper of space. Couples have been known to go out of their way to hunt down fragments of the meteors that land on the planet's surface to create gifts. Mentors will take the opportunity to witness constellations usually invisible due to light pollution. Vendors will sell trinkets modeled after the holiday, and quiet night markets will appear and promptly vanish over the course of a cycle.
Most of the cycle is laid back. The only ones who are frantic are the priests of the Primacy who throw their very sparks into recording as much as physically possible and try to collect as much meteor as they can. There are beliefs that the shards of meteor bring good luck, and the priests take that to another level and believe them to be a gift from Vector Prime himself that was sent from his divine domain amidst the space between the stars.
The Rite of Wisdom's Vigil
Modeled after the recorder Prime (Alpha Trion), Wisdom's Vigil is a deca-cycle long event dedicated to messing with everyone's perspectives. It was highjacked during the height of the golden age as a way to earn additional shanix through underhanded means, but its original purpose was quite clear. And despite the corruption, the Primacy was still able to maintain the event well enough to keep it going without completely losing its meaning.
Traditionally during Wisdom's Vigil, all Cybertronians under a certain age and with no serious health conditions, would be shipped to different parts of the planet to study a new culture and under a new mentor. It was one of the greatest student exchanges on the planet, and its entire function was to show citizens how others lived. With the Council's corruption, this ability to exchange students was limited to the higher castes and served as a form of political warfare amongst the higher castes. However, those who were able to engage in the holiday were required to adapt.
A mech from Iacon sent to Kaon would be taught the ways of Kaon and have to integrate into the culture as seamlessly as possible while serving under a new mentor in what was likely a completely different field than the one they were used to. A mech from Rodion sent to Praxus would need to roger up and adapt really quick just as much as a mech from Tarn would need to get used to falling a lot while being sent to Vos. Was the holiday chaotic? Absolutely. But it always yielded interesting results and gave every city a chance to share their culture. There have been many immigrants to various city states after those who engaged in the holiday found they preferred one culture over the one they were forged into.
The older Cybertronians who are not mentoring or being mentored have their own way of celebrating. The non religious will go to their closest archive and listen to various speakers who are brought in by the archives. The religious will go to an archivist and ask for the rite of confession. Upon being granted it, they will go somewhere where none save for the archivist can listen and pour out their spark, revealing whatever has been weighing them down and asking for guidance should they be lacking in information. This rite was hardly ever enacted prior to the war simply because many archivists were paid to sell whatever information they gleaned to the Council. Too many vanished after confessing, and so the rite died for all but the most unassuming individuals.
The Rite of Symbiosis
Developed as a way to honor Micronus Prime, the Rite of Symbiosis is a holiday that is actually banned in several city states with far more restrictive legislations when it comes to who counts as a citizen or not. The whole point of the rite is to celebrate the symbiotic relationships between minibots, intelligent mechanimals, symbiotes, and their carrier units. It is a time to remember how special such things are and how much stronger Cybertronians can be as a whole when they rely on one another, regardless of size or structure.
The rite begins for already bonded companions a few cycles before the actual holiday. It is customary for both parties involved in a companionship to go on some sort of trip or test their bond with trial. It doesn't need to be extreme, just something to reaffirm their reliance on one another. That is the only true holy aspect of the rite as the rest is largely commercial thanks to the Council. On the actual cycle of the rite, minibots without a companion who are looking for one will use their opportunity to show off their skill. The entire cycle is filled with performances from those looking for carrier units and carrier units attempting to show off their services to those looking for a team to hire. While technically one huge advertisement, there is actual joy to be found.
Circus teams have been known to be very prevalent and it is by far the best time to part ways and find new companions for carrier units who are unhappy with their situation. During the holiday minibots can also group together and legally register under one name if they fail to bond to anyone, therefore ensuring they are viewed as citizens sharing the same name instead of property to be owned. The rite is also the only time minibots and symbiotes who are unhappy can earn their freedom through contests. If an contest is issued, those watching much uphold it. The Primacy ensures this rite is honored.
Of course its not all hidden drama covered by a loose celebration. There are treats and dances. But the bit event revolves around the displays carrier units, minibots, symbiotes, and various teams put on to showcase their abilities. There is also a feast at the end of the whole event, but that is to be expected. Any holy aspect was long lost to ancient documents in the archives.
The Rite of Bounty
Created vorns before the Council was even formed, the Rite of Bounty is exactly what it sounds like. Made to honor Alchemist Prime, the only holy aspect about the whole thing is the fact that every bot will pray over their fuel before mixing and consuming. There entire cycle is one giant potluck and food fest. Mecha prepare stellar cycles in advance, collecting wild energon and additives to add to their creations. Then when the cycle arrives, brewers, mixers, purifiers, bartenders, and other fuel concoctors will emerge as one with their creations.
Every city is filled with vendors and stalls. Fuel is absolutely everywhere, often being given out for free as a way of sharing the joy. High-grade and energex flow like a river and drunk mecha are absolutely everywhere. The young are given treats and taught to purify energon safely. The old will bicker over who's energon is better and which high-grade is superior. The higher castes can't even get involved because it is simply too wild of an event. Not even the police are willing to try and stop whatever goes down for that whole cycle.
The people are happy, fueled, and more often than not, drunk off their afts. Not even the Primacy gets around it. They purposefully push their priests to go learn to mix up high grade to honor Alchemist. Many young brewers and fuel mixers have found their spotlight in winning one of the many many competitions across Cybertron during the course of the rite.
Those who still abide by the old faith tend to be a little quieter in their celebration and spend the cycle carefully creating a fancy meal for their loved ones with purely foraged supplies. But those mecha are few and far between. Most are more than happy to go get drunk with the rest.
The Rite of Convergence
Made to honor Nexus Prime, this holiday is still heavily commercialized, but it has managed to maintain some of its holy origins. During the rite, combiners, split sparks, and those who holds close bonds are given their chance to shine. The cycle begins with song where those who are bound to another will come together and sing a blessing of their own creation or choice. This lasts until halfway through the cycle when the solemn atmosphere will lift and festivities will slowly begin.
First, combiner teams will parade through the streets, showcasing their unity in their combined form. It is the only cycle they are allowed to wander fully combined without mission orders, so most relish in it. Combiner teams will often engage in games to showcase their unity in mind and frame after their various parades, all of which are observed keenly by the public. Most of the time, combiner teams, being so rare, will represent their entire city. They will go up against other teams in activities which the public vote on and the winners of said activities are allowed to select their next assignment and even change their city allegiance if they so desire.
Most regular mecha will engage in smaller versions of the combiner games. It is akin to the rite of symbiosis, but mean to include everyone. Mecha who may not know each other will group up and play to win. Teams of veterans will gather to prove their worth. It doesn't matter where one comes from. If you have a team or a partner, you can join the games. The most popular game amongst non-combiner teams is what they call the stilt wars. Mecha will group up and try to turn themselves into a makeshift combiner by standing on shoulders and swinging smaller companions around like arms. It's an absolute mess, but its the most fun many have all vorn long.
The religious will gather in quiet places to pray as one, usually holding servos and chanting in sync to try and feel Cybertron. Those who adhere to the old faith will enjoy the festivities for a time, but they will spent at least half the cycle communing with Cybertron itself through whatever means they deem appropriate.
The Rite of the Wilds
Developed in honor of Onyx Prime, the rite of the wilds is largely an excuse for those who have embraced Onyx's teachings to show their worth. Beastformers from around the entirety of the empire come together to perform feats and legally preach regarding the benefits of taking on an animalistic alternate mode. But that is not all, not in the slightest. The average Cybertronian will spent the cycle wandering.
Previously forbidden wilderness reserves are opened to those who feel inclined to explore. Guides are given and the cycle is dedicated to learning. Young Cyber-felines and Cyber-hounds are given or sold to those who want one. Various other mechanimals are put on display for those in need of a pet to take a look at. And surprisingly, seekers use the Rite of the Wilds as an excuse to show off their skills. They have their own holidays to celebrate the gift of flight, but since Onyx had wings, they take every excuse to show off.
The skies are filled with seekers and other flight frames showing their skills. The ground is covered in various dealers and animal sellers. The wilds are busy with guides taking eager mid-caste mecha around to see the natural wonders of Cybertron. Stations are set up to educate the young and give them the chance to interact with wild creatures under the watch of a a handler. It is a simple celebration and not nearly as beloved as many others, but enjoyed all the same.
Those who adhere to the old faith are known to up and vanish for the entire cycle before turning up like nothing happened a few deca-cycles later. No one is entirely sure why they do this, but they always head into the wilds, so most assume its a communion thing much like the Rite of Convergence.
The Rite of the Shapeshifter's Revelry
Created to honor Amalgamous Prime, the Rite of the Shapeshifter's Revelry is fully intended for stress relief. Those who participate will select a new identity and become the person they are imitating for the entire cycle. Mecha will go to increadible lengths to match their target, even prepping stellar cycles in advance. It is a test of skill, and it is during this time that many an actor makes their debut. There have even been actors so good at their jobs that they have been outright mistaken for their identity. Comedic relief regularly comes from those with the same faked identity participating in a battle of wits regarding who knows their target best.
It is a time of fun and mischief. Harmless pranks will be played on the unsuspecting and masked parades are all but mandatory. The young will try their hardest to emulate their mentors and the older amongst society will aim for greater challenges. Not even the Council and higher castes are exempt. Everyone tries to imitate someone. Although emulating a deceased Prime was outlawed after one particular incident where the population were convinced Onyx Prime returned from the dead when a shapeshifter got too excited. Even still, it is considered an increadible honor to have someone mimic you during the rite. As such, there is incentive amongst the population to be memorable if not loved.
Those who adhere to the old faith do not emulate. Instead they will wear masks based off horrific creatures from folklore. Their reasoning is quite simple. They are attempting to ward off the evil that lurks. Not even they know what it is, but it is tradition and they adhere to it.
The Rite of Discovery
Modeled in honor of Quintus Prime, the Rite of Discovery is about what it presents itself as. Most average civilians cannot actively participate, but they are all encouraged to watch as Cybertron's brightest minds gather together for debates, exhibitions, and scholarly discussion. Geniuses from every plausable field will gather in the center of whatever city state they live in and will group together to show off the fruits of their labor. It is not merely for pride's sake either. By showing off their work, they can gain additional funding, support, and assistance from potential investors.
Philosophers will all debate over heated questions (a fact that the council has abused to remove dissenters quietly). Physicists will work on group projects and try to one each other up in space bridge design. Researchers will present their findings on foreign worlds and get into bawls over who found what first. Astronomers will attempt to murder one another with their optics as they argue over star distances. Linguists will screech at anyone and everyone who disrespects their dialect in strange shifting tongues. Archivists with their digits too far deep into certain files will actively try and assault one another over translation issues. Not even medics are exempt. Doctors from around the world can and will create line long grudges over potential medical malpractice.
It is some of the most amazing argumentation of all time, and civilians love to watch. Not just because of the arguments of course. Civilians are able to watch the pinnacle of the Cybertronian race at work and are even able to watch many young upstarts cement themselves amongst the greatest of the great. Anyone who cares for drama knows to keep their optics and audials on the rite while it progresses. Most who engage in the rite get into controversy at some point.
Those who lived through the reign of the Quintessons devote their entire sparks to throwing effective middle fingers at their former overlords with their accomplishments. Many a scientist has laughed maniacally after presenting something the Quints would have never allowed.
The Rite of Truth
The Rite of Truth is not one that anyone loves a great deal. It is one of the few holidays that the Primacy fully owns, and the entire purpose of it is to get everyone to confess their sins. The story of Liege Maximo is told all throughout the rite and not a spark can go anywhere without getting it preached to them by a priest. Civilians are required to be silent unless they are going to be confessing something. Most opt to speak over private comms to avoid a priest or religious fanatic trying to get them to speak their truth. Those who are caught speaking without confessing something or other can be fined by the Primacy. It is by far one of the least liked holidays ever, even if it does get everyone a cycle off work.
Most are encouraged to actively rat on one another and become a whistleblower if they don't want to confess anything personal. This has led to the rise and fall of many an organization since the Primacy will take all big confessions seriously. The Council has used this to their advantage many many times. The average mech will usually take the change to drag skeletons out of the closet regarding those they dislike (at least if they are particularly spiteful). The best of the tea will make it into the media in no time.
Of course that is not all of it. Since most mecha decide to remain at home to escape the Primacy, small traditions have taken root. Most often, families and close comrades will gather to share a meal together and sort old scores and bitter grudges in a polite private manner. Secrets are shared and revealed. Drama is dealt with. It is a quiet affair for those who decide to be decent and not throw shade at everyone and everything that has ever wronged them.
The Rite of the Fallen
Created as both a warning and another way to help citizens deal with their issues, the Rite of the Fallen is complex. The Rite of the Fallen differs for absolutely everyone. Those who have issues and things they wish to repent for will have the one they wronged decide what they are to do (those whose victims are no longer living will go to a sanctioned friend or priest). These remorseful sparks will then spend the entirety of the rite fulfilling whatever they were ordered to do. Other mecha without anything they wish to outwardly deal with will spend the cycle mourning the dead or something they lost. Almost all of Cybertron will scrub off their colors to lament.
The story of the Fallen is retold to the young through quiet retellings. The old will gather and quietly grieve whatever they have lost. Often, those who grieve are not even grieving for themselves. If one has nothing to lament, then it is polite to lament alongside one who is suffering. Every mech is obliged to mourn alongside those who are already doing so. The religious aspect of the whole affair is found with the common prayer uttered by even the unfaithful in order to bring a cold comfort to they who suffer.
Those who follow the old faith know more of the Fallen, and instead of lamenting, they curse. They utter curses to keep the Unmaker away. They prepare elaborate strings of prayers to ensure that the evil cast away once never returns. They remember what was, and they fear its reawakening more than anything.
The Rite of the Arisen
There were genuine attempts made to turn the Rite of the Arisen into a holiday celebrating the reigning Prime, but that was shelved after a while. A separate holiday was made for that affair, leaving the Rite of the Arisen to fulfill its purpose.
The population are largely dubious about the mythical Thirteenth Prime, and often they can mix him and Primus together to create one legendary entity. This has resulted in the Rite of the Arisen turning into a celebration of the largest wave of newsparks to emerge from the Well each vorn. The cycle is never the same every vorn, so when it does come and the newsparks emerge, the rite is enacted in full. Every mech wanting to mentor a fresh mind will present themselves and go through a series of religious rites if they are faithful.
The Thirteenth represents rebirth, so often, those who recently passed away will have their designation given to one who emerges from the Well. A name can be left as an inheritance, and those who were given it can offer it to a newspark freely. It is a special event, a bond between the young and the old. There is no specific procedure, it simply it. The magical experience of watching new life emerge from Cybertron's core is special enough.
Those who adhere to the old faith will watch every time the rite begins. They wait, they observe, and they eagerly hope for the cycle when the lost Thirteenth Prime will return to the living realm. Many a priest is there to watch and warily write down designations of those they may find of interest.
Life is a gift, and all of Cybertron knows that when the rite begins.
200 notes · View notes
theresattrpgforthat · 11 months
Note
I'm a TTRPG designer, and also a big fan of the video game Terraria. I'm stuck on fun ways to handle material gathering and crafting. Send me some inspiration! Thanks!
THEME: Gathering and Crafting
Hello friend! Putting this one together was very fun. I hope you enjoy it!
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Stoneburner, by Fari RPGs.
Stoneburner is a sci-fantasy solo-friendly demon-hunting community-building tabletop role-playing game.Inspired by the new school revolution movement, players take on the role of a group of dwarves who must assume control of a demon haunted mine, along with its accompanying settlement, which they inherited after the death of their distant relative.The game focuses on the dwarves' journey as they navigate the challenges of their new responsibilities, rebuild a new thriving community, and clear the mine of its fire spitting monsters.
A techno-fantasy game of exploration and survival. You’ll be delving into a mine to extract resources and attempting to maintain and protect your community not just from magical beasts, but also greedy and plotting rivals. The system is built on Breathless, which is pretty rules-lite on the face but has a lot of possibility to expand, borrowing quite a bit from the NSR but giving the GM specific cues where they have a license to complicate the story. You’ll find a lot of familiar pieces here, with character classes, special abilities, and loot tables. Stoneburner isn’t fully ready to be published quite yet, but in the meantime you can check out the free preview!
Hostile (Rules and Setting), by Zozer Games.
Welcome to the gritty, retro-future universe of HOSTILE. Based on the Cepheus Engine, these rules add in realistic combat rules as well as setting-specific rules from some of the eighteen HOSTILE supplements. When combined with its companion book, the HOSTILE Setting, you will have a complete, stand-alone, retro-future sci-fi game. HOSTILE is a gritty, near future roleplaying setting that is inspired by movies like Outland, Bladerunner and Alien. It is a universe of mining installations, harsh moons, industrial facilities, hostile planets and brutal, utilitarian spacecraft.
When I looked up info about this game, HOSTILE was described as not an ALIEN RPG, but rather an RPG that you could plug Alien into. It’s a space horror setting, but what kind of space horror is up to you. The Rulebook has rules on trade, salvaging, and other pieces of resource management, while the setting book contains construction rules for your own mega-ton spaceship. There’s also plenty of colonies, survival rules, campaign advice and encounter tables. If this is interesting to you, I’d recommend checking out the Double Shift Bundle, which offers both the Rulebook and the Setting Book for 20% off.
Forbidden Lands, by Free League Publishing.
Forbidden Lands is a new take on classic fantasy roleplaying. In this open-world survival roleplaying game, you’re not heroes sent on missions dictated by others - instead, you are raiders and rogues bent on making your own mark on a cursed world. You will discover lost tombs, fight terrible monsters, wander the wild lands and, if you live long enough, build your own stronghold to defend.
As raiders and rogues, in Forbidden Lands you will need to scavenge to survive. Built on Free League’s Year Zero Engine, this game uses an abstract resource called consumables which your characters will have to find regularly, because food goes bad and you can only carry so many things. The game focuses on the dangers of the road, although not all dangers are terrifying - you’re not fighting orcs all the time - sometimes you’re just battling mosquitoes and cold weather. There’s also rules about building, maintaining, and defending a stronghold, which sounds kind of similar to building and defending your house in Terraria. There’s a lot to keep track of in Forbidden Lands, and as long as you don’t mind playing characters with a somewhat loose moral compass, this game might be for you!
A Fistful of Darkness, by monkeyEcho.
A Fistful of Darkness is a Weird West Fantasy hack of Blades in the Dark with heavy emphasis on the fantasy part. It’s not intended to be an accurate history lesson or a simulation of past times. It is designed to be a cinematic game which lets you play all those Weird West tropes towards the end of the world.
Imagine a world with the magic and mystery of the frontier: wide open plains of the Old Wild West in all its beauty and madness, where violence and sacrifice dominate every single day. Now add the Hellstone rush, underground mayhem in mines and brand new sciences & machines. Don’t forget immigration, injustice, vigilante justice, outlaws, gunslingers, slick talkers and setting suns. This all in the face of an impending doom: Demons and the four riders bringing the end of the world as you know it. How do you make it to the top of this powder keg, which side will you take in the impending war and how much will your soul suffer? Let’s play to find out!
Forged in the Dark games abstract your resources a bit, but the Hellstone of A Fistful of Darkness is so important to the setting that you’ll find yourselves doing whatever you can to get your hands on it. It’s a crafting material, it’s currency, and it’s the bringer of mutations and curses, what with it being a demonic material and all. Because you’ll be running a group playbook alongside your own characters, you’ll be working together to improve your tools, allies, abilities and home base, especially if you choose the Scavengers Posse. If you like action and suspense as much as you like inventory and communal goals, then this game is for you.
LOOT, by Gila RPGs.
Do you love loot? Then you're in the right place.
Go on quests, find loot, do it all over again. Your character is entirely defined by the loot they wear and carry. Loot is generated and passed out at the end of each quest with a dynamic loot pool system.
This is an application of the LUMEN system that eschews dice. Players have a number of uses for each of their approaches, which can be spent to overcome obstacles. Complications arise when you have to cobble together a solution using a different approach, or when you avoid marking an approach at all. This is a game still in a free playtest, so the designer is happy to hear feedback if you decide to give it a whirl!
110 notes · View notes
bonefall · 1 year
Note
Since I think it's safe to say the Erins are too busy shoving River Ripple's first love in the freezer and are likely preparing a second, I doubt his past home will effect early RiverClan in terms of it's culture. Does the River Kingdom retain what little we saw of the park cats' culture in BB!DOTC, because I thought the Cats of the Park had a lot of potential.
In BB, there are two major cultural groups at the beginning of DOTC. There's the Park Cats, and the Tribe Cats.
Everything about the Clans is a mix of these two things. Clanmew is the child of Parkmew and Old Tribemew, the naming system borrows from both cultures, and even the things that Clan Culture has come to value is a continued conversation from the ancient period.
Here's how I've divided them so far;
PARK CAT CULTURE:
Nature is a thing to be observed and respected. The river is alive and has a will of its own, you do not control the natural world.
"Vandalism" is a very serious sin; to intentionally ruin a place.
Battles are discussed beforehand, times and places are agreed on between parties, diplomacy is a value.
Combat is ceremonial, goal is to impress the King
"Decorum" is a virtue because not upsetting human parkgoers was a serious concern.
King owns the land; 'leases' it out to individuals and approves challenges between cats.
Generally more individualist
Born nameless, "titles" collected over time, often bestowed by the King. A "true" name that is very long is a status symbol. Mentor's best known name + Paw typically the first name a cat carries.
Mentor/Apprentice system very personal, a one-on-one experience to learn what they know
Religion is nature-based, inner peace, meditation, and enjoying the bounty of the world are part of their spirituality.
TRIBE CAT CULTURE:
Nature is a thing to be guarded and managed. The natural world is in a constant state of flux and you, like it or not, are a participant in it
"Poaching" is a very serious sin; to wrongfully kill animals, either because the animal was forbidden or its materials were wasted.
Battles are discouraged, but BRUTAL when they do happen. To choose to fight is to "make prey" of your opponent, and a sign of extreme disrespect or even carries a serious accusation.
Combat is ferocious, goal is to hurt opponent into submission
"Nobility" is a virtue, meaning that you value your reputation and that of others, state your intentions clearly, and provide for those around you.
Wards collectively oversee and manage the land they live in, as if Clans were able to see themselves as smaller parts of a greater whole
Generally more collectivist
Born with two names; a given name (Gray), and a last name (Wing). Alterations can be done for major achievements, especially for last names.
Young cats learn from many adults, based on their interests, talents, and familial connections.
Religion is ancestor-based. Honoring spirits and listening to their wisdom is part of their spirituality.
If you look closely, you can see values that were taken, forgotten, or changed with time. Some things are even a mix of both!
97 notes · View notes
usafphantom2 · 6 months
Text
Tumblr media
Ability to intercept an SR-71: Victor Belenko states the Mig-25 cannot intercept the SR-71 for several reasons: The SR-71 fly too high and too fast; the Mig cannot reach it or catch it. The missiles lack the velocity to overtake the SR-71 and in the event of a head on missile fire (The Golden BB), the Guidance system cannot adjust to the high closure rate of the SR-71.
The Mig-25 has a jam proof radar but cannot distinguish targets below 1,640 feet due to ground clutter. The radar was so powerful it could burn through jamming signals by approaching bombers.
Upon dismantling the Mig-25, the data was analyzed by the Foreign Technology Division of the Air Force at Dayton, Ohio. There were many surprises:
 
1The Mig had been manufactured in February 1976 and thus was one of their latest most sophisticated production aircraft.
2Transistor circuitry was not used but instead the Soviets relied on vacuum tubes for most of their electronics. The Soviets reasoned the vacuum tubes were less affected by EMP waves in the case of nuclear attack; were more resistant to temperature extremes and they were easy to replace in remote airfields where transistors may not be readily available if repairs were needed.
3Welding was done by hand.
4Rivet heads were exposed in areas not critical to parasitic aerodynamic drag.
5Pilot forward vision was highly obstructed.
6With huge Tumansky R-15D-300 engines the Mig was considered almost a rocket.
7Pilots were forbidden to exceed Mach 2.5. There was a total of three engine instruments and the airspeed indicator was redlined at 2.8 Mach.
8Above Mach 2.8 the engines would overheat and burn up. The Americans had clocked a Mig-25 over Israel at Mach 3.2 in 1973. Upon landing in Egypt, the engines were totally destroyed. We did not understand that the engine destruction was inevitable.
9The combat radius is 186 miles.
10Without using afterburner; staying at optimum altitude and not maneuvering, the Mig can fly in a straight line for 744 miles.
11The plane was so heavy at 64,200 pounds, that according to early rumors Soviet designers had to eliminate a pilot ejection system. However this was disproved.  Most MiG-25s used the KM-1 ejector seat. The last versions used an early variant of the famous K-36 seat. The speed record for the fastest successful ejection (Mach 2.67) is held by a KM-1 equipped MiG-25.
12Maximum operational altitude: Carrying two missiles, 78,740 feet (for maximum two minutes duration); carrying four missiles, 68,900 feet is maximum.
13Maximum altitude of missiles: 88,588 feet.
14Maximum G load: With full fuel tanks 2.2 G's is max; with near empty fuel tanks, 5 G's is dangerous. The Mig-25 cannot turn inside a U.S. F-4 Phantom fighter!
15The plane was made of steel alloy, not high temperature titanium, although strips of titanium was used in areas of high heat concentration.
16In a tight turn the missiles could be ripped from the wings. thesr71blackbird.com/Aircraft/Stori…
@Habubrats71 via X
21 notes · View notes
infernal-general · 5 months
Text
Fight talk on the dash *cough* @metaladam made me FINALLY write this post I've been wanting to in years.
War machine.
Tumblr media
Rozália is an absolute, devastating all rounder when it comes to combat. Versatile in every way possible, if her hand to hand combat was to fail, she can fall back on weapon proficiency, if the situation gets worse she can spike it with her powers. If everything isn't enough, then comes the Hellfire as last resort of mass & raw destruction. She is extremely dangerous because she is both trained and by now in tune with her power.
Stats:
8'5 (260 cm) & weighs around 350 lbs (160 kg) of muscle and bone
15 years of general training regarding warfare & combat
Approximately 7-8 years of martial arts training
Honing, perfecting those skills over 170 years.
Can comfortably lift up to 400-460 lbs (180-210 kg), up to 660 lbs (300 kg) with effort; she doesn't risk going higher than that
Close combat: You don't want that to happen. One would logically think she is relying on her strength, instead the trick lies in acrobatics. Which brings to the first of many terrifying facts: she is fully in control of her body and bodyweight to be a taekwondo acrobat. Her physical strength isn't increased by any spell/magic/deal; she simply adapted to her height and weight in the afterlife with multiple training styles & heavy emphasis on own bodyweight training. Imagine the force her punch/kick can carry. Improvisation, adaption play a large role as well, she's versed in more than enough styles to mix them together as counter. No problems regarding endurance either, she's trained to participate in active warfare 24 hours straight, then oversee the damages, deaths, wounded, quick repair plans. Pain tolerance. That one stems from her terrific reaction regarding any substance; she hasn't taken any painkillers since the incident happened, worried how they would be amplified by her flawed system.
Tumblr media
That left her growing almost comfortable with being in pain, making her tolerate almost ridicously high. And if it wasn't enough, that combined with her healing factor on steroids if the injury isn't from something angelic.
Her anatomy is perfectly designed for close combat: her feet are covered by armored plates with openings to allow desired mobility and flexibility with talons to not only bruise but shred with kicks:
Tumblr media
Her horns are sturdy, sharp, tilted forwards and she totally impaled a few people before, making retaliating blows difficult if not outright dangerous to land
Tumblr media Tumblr media
Her blood is liquid hellfire, so even if one succeeds in wounding her...well they are still getting the worst of it. A purely physical fight against her is rigged from the start due to her anatomy.
Still, there was one draw in her career: In the Viper club, where using magic in the ring is forbidden, against her own relative @phoenixborn who was generational traumatized by her existence & wanted to defeat her own literal demon haunting her since childhood. It wasn't because they were related and she let her off easy. But because Cindy, although not as durable but just as slippery and skilled, utilized joint locks and breaks. So Rozy couldn't really continue with a broken left knee and right elbow, healing would've taken too much time without her powers so...a very bregrunding draw. It wasn't the pain stopping her mind you. But the imbalance.
Armed combat: Almost as versatile as with her body and mindful of her surroundings, almost anything can be a weapon. That being said, her usual arsenal consists of her twin hussar swords (modeled after Polish winged hussar sabres), one blessed, one filled with and forged in Hellfire. Although traditional fencing isn't exactly how her style would be described, she still excels in as her own style with a sturdy base taught since early childhood.
Five short daggers with their grip, infused with her hellfire, therefore she is able to control the blades with her mind; faint crimson trails show the daggers' path. A silent, unexpected truly assassin weapon.
4.5 feet tall (54 inches), -not counting the hidden blades at the ends- recurve bow to cover long range. It also has a tiny scope above the grip which can be flipped out in case of using it very long range. The quiver of hellfire infused arrows is strapped to her right thigh; she is ambidextrous but prefers to handle this weapon with her right. Draw weight around 60-70lbs (27-31 kg). Perfectly able to handle heavier draw warbows as well as crossbows.
Thanks to her upbringing and the revolution Rozy is a great esquetarian, capable of precise archery from horseback along with the usual hussar techniques.
Modern guns, rifles, handguns are weapons she actually has a struggle using and would rather avoid. Along with more difficult/unorthodox weaponry such as zhua-iron claw designed to pull someone, off horseback, swordbreaker long daggers & hook swords. That she doesn't have enough experience with handling and/or effectively counter her own arsenal.
Hellfire: may god give you strength. You will need it.
2 notes · View notes
thegamemaster1 · 1 year
Text
Top 5 best games for ps5 in 2023
Hello everyone today I'll explain some of the best games you can play on the PlayStation 5 in this 2023.
5. Horizon Forbidden West
Tumblr media
Aloy's post-apocalyptic adventure that began in Horizon Zero Dawn continues in Horizon Forbidden West, which takes us to the Forbidden West after which this open-world adventure is named. But the sequel goes far beyond exploring new areas of its universe, getting to know the protagonist better, and delving into the interesting background of how the cataclysm that caused the dominance of the machines occurred. The Guerrilla game improves on its predecessor in everything: in the narrative, in the combat, in the graphics and in the production values ​​in general.
4. Spiderman Miles Morales
Tumblr media
Though not a full-blown sequel, this standalone expansion sends Peter Parker on vacation, leaving his young spider apprentice Miles Morales to look after New York. Building on the solid foundations of Insomniac's first game, New York has been covered in snow, holiday cheer, and next-gen polish. The improvements aren't just cosmetic, however - the eponymous hero has a few more spider powers at his disposal than Peter Parker, and these are cleverly accommodated with new gameplay mechanics that, while they don't reinvent the wheel, do put just enough of a twist so it feels fresh.
3. Final Fantasy VII Remake
Tumblr media
Final Fantasy VII Remake is one of the best remakes ever made. Square Enix's JRPG adapts a portion of the original work, until the release of Midgar, but doing more than just a simple reinvention of the classic: it's its own game. Of course, seeing the 1997 characters and environments with modern and generally overwhelming graphics is amazing, but even more so is a new, agile and strategic combat system, how the story is self-aware that another Final Fantasy VII exists, the deepening of previously undeveloped characters and the interesting expansion of the plot. All this, with slight visual improvements, is in Intergrade, which also expands the game with a DLC dedicated to Yuffie, who is difficult not to like, who stars in some great sequence and who gives a twist to the confrontations.
2. God of War Ragnarok
Tumblr media
Kratos adventure through the Nordic lands comes to an end in God of War: Ragnarok, a sequel that keeps the level of the previous title at bay by providing a truly remarkable narrative depth and, of course, much more breadth in the playable systems, both in terms of combat and puzzles. The situations that we live with the god of war and his son Atreus are overwhelming, exciting and are up to the closing of a series that has become part of the Olympus of video games.
Elden Ring
Tumblr media
Elden Ring is much more than the adaptation of the FromSoftware formula to the open world. It is one of the best games ever. The Intermediate Lands is an endless and tremendously dense setting, full of dungeons, levels that will remain in our memories as the best Souls settings, with secrets hidden everywhere, and with the capacity to surprise at every turn. All of this complemented by a deeper, more dynamic, fun and also accessible combat system, allowing a wide variety of play styles without detracting from that great feeling of overcoming a challenge that seemed impossible. And for those who want to investigate and pay attention to details, with a plot background that is at the best level of the titles directed by Hidetaka Miyazaki.
Thank you for stopping by, hope you liked the content.
4 notes · View notes
guidedbynors · 1 year
Text
Journal of a Paid GM: Part 6: Bad Fantasy Novels Make Good Inspiration
Tumblr media
When I was a kid, say 7th, 8th, 9th grade, I was severely dyslexic. I am still dyslexic. It isn't something that goes away. I learned to adjust. To compensate. To read. The above image is the cover of the first book I ever read. First novel, anyway. I don't count See Spot Run or Hop on Pop.
I was an avid Diablo II fan when it came out in. . . whenever it did. It was only natural that when a friend of mine who also played let me barrow the book he'd just read that was based on the game, I was determined to struggle through it. I think it took me something like 9 months to work through it. But I did.
Why do I bring this up? Well, because Richard A. Knaak, the author of the above book, put me on a path I am still on today. Coinciding with my love of Diablo II and my determination to read the tie-in novel, came my 8th grade English teacher. While I couldn't write papers, I could dictate them to my parents. My English teacher told me I should be a writer. That the work I was turning in was different than my peers. I didn't see how. She, of course, knew I was dyslexic and wasn't writing my own papers and that my parents were helping me, but for whatever reason, she thought that was what I needed to hear. I hope it was the thing she believed to be true, also.
So, how does this have anything to do being a paid GM? Pretty much everything. I'm not going to pretend I think Richard A. Knaak's work is quality fiction. That sounds snobbish. Let me get this right. . . I love Knaak's books. I recently discovered the Legends of the Dragon Realm omnibuses. I'd only ever read books he'd written in OTHER peoples worlds, and so picked up the first omnibus (books 1-3 in the series).
Tumblr media
Firedrake, the first novel set in The Dragonrealm is. . . dated. That's a nice way to put it. It has some unsavory tropes and depictions of women in it that are frankly difficult to read without rolling your eyes and shutting the book completely. There's also liberal uses of the construct of race, superior races. It makes me grimace just thinking about it. But its also written at a breakneck speed. It focuses on things happening and happening right now. There's no slow burn here. And this is why I think it's actually the exact type of book that is helpful in running TTRPGs.
*NOTE: I think it bears saying that reading novels such as these must be done with a critical eye. The stereotypes and tropes it relies on are disappointing. This is a book from 1989. The same sensibilities do not apply. This isn't an excuse, but it is a reason. The great thing about D&D and other TTRPGs today, is that they try to eliminate these unfortunate fantasy tropes. (I believe there are other books you could find that function in the same way as this book. . . maybe without the sexist and racial insensitivities).
I read a review of the D&D movie the other day. It was all about how fun and fast and interesting the combat scenes were. I haven't seen the movie--and probably won't. But this review struck a cord with me. It mentioned how the reality of D&D 5e is so far flung from what the movie portrays, why is there not a reimagined combat system that feels cinematic and cool like the movie? I don't know why--I do know there are better combat systems out there, Forbidden Lands is one of them, Warlock! is another. But these are not D&D. As someone who runs 5e as a paid GM, this review, and indeed, Richard A. Knaak's Legends of the Dragonrealm remind me what the best part of D&D can be. Fast paced, frantic, fun. There shouldn't be times in which players are wondering what to do. If there is--DMs should throw something into the session that makes them react and DO something. That's what Knaak's stories are all about. There very akin to Jack Vance's work, though less science fantasy and more hard fantasy fiction.
(I still have 1 seat in my bi-weekly Eberron campaign of 5e. Check out Demon Wastes Rising. There is still time to sign up before out next session on Sunday.)
In planning for my next session, which is on Sunday, I created a list of 10 "Action Triggers" to spring on my players at any given time. If there's a point at which they are all wondering. . . what do we do now? And sorta milling about with indecision, I can introduce these triggers at any time. Something like: The local bandit clan set a building on fire in retribution for one of their numbers being imprisoned.
Does this have anything, really, to do with the plot? Maybe. I don't know yet. But it's something exciting for players to deal with--so it will spur them to action and create improved drama. The point is, and it sounds like the D&D movie captured this, this game is about action. Things need to happen. If they don't, why are we playing? Sly Flourish does a great job of focusing on this aspect of the game in his Return of the Lazy Dungeon Master prep book. I enjoy using the book and would recommend it to anyone GM who wants to make their games just better--in, like, every way.
I hope this has been helpful. It's been less about the being a paid GM and more about where to find inspiration for our games. Hopefully it still holds, as I think it points out another aspect of why we, both GMs and players, love to play these games--adventures in imaginations.
3 notes · View notes
digital-meat · 2 years
Text
favorite TTRPGs
People are posting their favorite RPGs so I'm dropping some of mine
Fantastic Medieval Campaigns, or Basic Fantasy RPG
Tumblr media
This is cheating. It's just classic D&D rewritten. No connection to WotC or even TSR, however. And BFRPG has stuff like a replacement for THAC0. These are OSR systems and the best option for dungeon crawling games you may ever see. All have rules available for free and decades of great content so you'll always have an adventure to run, and making your own is a blast. Best of all, these are Free!
Forbidden Lands
Tumblr media
If I'm not running a dungeon crawl focused game this is what I run instead, or one of the similar RPGs. Forbidden Lands is dark sword and sorcery with a delicious janky combat system, Strong but vulnerable characters, and very robust hexcrawling. Presentation is like top shelf OSR stuff. And skill rolls have a built in push your luck mechanic, so everything can have stakes. Very good for emulating classic sword and sorcery fantasy like Fafhrd and the Grey Mouser.
I haven't played other Year Zero Engine games but I'm inclined to recommend them too because the design on this one is so tight.
Ryuutama
Tumblr media
If you're the kind of gamer who wants comfy character exploration, and to just explore a fantasy world, maybe it's a little plot-heavy or railroaded I don't care tell me about the characters! Then you could do a lot worse than Ryuutama. It still has a setup for combat, but it's light and mostly depends on how good your breakfast was. The travel system is good but can get monotonous unless your GM is filling in lots of roleplay content (which they should with this game). Probably my favorite compromise between Adventure Gaming and Storygaming.
3 notes · View notes
amageish · 2 years
Text
With 2022 drawing to an end, I’m going to talk a bit about my top five favourite games of the year...
Is that a thing people do on Tumblr? Well, it’s a thing I’m going to do because I need to ramble about my fixations somewhere!
5) Kirby and the Forgotten Land
Tumblr media
I feel like I was too hard on Kirby and the Forgotten Land when it came out. When it first released, I was surprisingly indifferent to it? I enjoyed it overall, sure, but found it to be a surprisingly “safe” game for Kirby’s first* 3D outing... but as the year has gone on I have grown to appreciate it more.
In the game, you play as Kirby (or, if you’re the second player, Bandana Dee) and explore an Earth-like planet, trying to rescue Waddle Dees and solve the mystery of what is happening... Like most Kirby games, it takes a hard turn into cosmic horror in the last 30 minutes, but the game is still a very cute, relaxing, and cozy experience overall...
*Yes, yes, I have played Kirby’s Blowout Blast. I meant, like, traditional 3D Kirby.
4) Horizon Forbidden West
Tumblr media
I’m not convinced I actually... like open world games, to be honest? Like, there’s so much discourse about map markers and progression and the best ways of guiding someone across a world, but my general experience of open world games is getting bored very quickly, regardless of the approach the progression takes...
I do really like Horizon though and I think that’s primarily because of the strength of its worldbuilding. I played the original game on a whim, but I was surprised by how much I enjoyed the world, the mysteries, and the characters... and Horizon Forbidden West really just improved on all of those! The parts of the world explored in the Forbidden West feels a lot more unique then other pieces of media, in both design and lore, and due to it being a sequel it is able to lean into worldbuilding around things that were plot twists in the original game.
Also this is one of the only non-indie games where there were enough queer characters that, at a certain point, I lost track of how many there were. So that’s neat too.
3) Potionomics
Tumblr media
I think Potionomics is the defining 2022 game for me. It just embodies a lot of what I played overall this year, as a game including life simulation, deckbuilding, and romance elements...
In Potionomics, you play as Sylvia, who has just inherited her uncle’s potion shop. With the help of a talking owl that just so happens to be living in the store, you have to brew potions and ascend to greatness, while navigating such #relatable challenges as “debt” and “anxiety.”
I think I’m always going to love games that gamify ordinary experiences. There’s just something inherently entertaining to me of the absurdity of having a deck-building system full of normal experiences and where the main goal of “combat” is to sell people a potion without accidentally getting too stressed and having a panic attack...
2) Marvel’s Midnight Suns
Tumblr media
I think Midnight Suns could have been marketed a little bit better. I’m not an advertising expert, of course, but my impulse is that if you have a game that is half Fire-Emblem-style socialization and slice-of-life antics, then maybe you should... advertise that half of the game and not just show off the combat? As, yeah, this is a tactical card-based Marvel superhero game, but it is also a game where you can run around the Abbey trying to find the cat of your adopted Sapphic ghost mom Agatha Harkness.
I’m really enjoying both sides of the game. The combat is sleek and fun, the social aspects are really entertaining, and they have made the loop between them very fulfilling. Plus the Hero Ops provide so many easter eggs and cameos that this is easily the most fleshed-out a superhero game’s world has felt, at least to me.
1) Monster Roadtrip
Tumblr media
Breaking News: Amageish likes Monster Prom.
In Monster Roadtrip, you join your friends Polly Giest (a party-loving ghost) and Scott Howl (a very caring and very stupid werewolf) on a roadtrip. With up to four players, you take turns choosing where to go and trying to avoid any of your stats reaching 0, which would leave you stranded on the side of the road...
I think this is the best-balanced Monster Prom series game thus far by a country mile. In this game, every choice you make will modify your stats in both positive and negative ways, allowing for a lot more adaptability then previous entries. It’s also a much more refined multiplayer experience as all players sharing resources means you’re constantly engaged in what as happening, as opposed to previous titles where, if your friends weren’t actively trying to romance the same people as each other, your experiences were largely unconnected from each other. This game also doesn’t require or expect you to be interested in sex and romance, which is very nice...
Beyond that, this game is just very funny. I think they nail down their tone more and more every time. It has a lot of unique art and sprites used for one-two scenes, which are just a delight to see.
And that’s my thoughts! It’s been a solid year for games, at least from what I’ve played, and I enjoyed what I played!!!
2 notes · View notes
awlumii · 2 years
Note
So basically this au is sort of a forbidden love/ reincarnation au style thing, and Cyno is this mysterious, powerful sorcerer who practices dark arts living in this dark, creepy woods outside your town, who is basically a folktale to the villagers. You’re basically the village healer who dabbles in magic to find cures to diseases and help nurse your people. It’s got a soft worldbuilding/ magic system style about it and focuses on atmosphere rather than structure to the worldbuilding (one reason being because I’m lazy and another being I genuinely love soft worldbuilding.)
Now, get ready for a lore dump:
Basically, a few centuries or millennia ago, you and Cyno were a couple (you still being a healer and him being a wizard but not a sorcerer— in this au, the word ‘sorcerer’ specifically comes with connotations of practicing dark magic), living together pretty happily: your standard fairytale romance.
One day, some disaster struck, and you were killed in this event. Cyno pleaded with the gods to bring you back to life, but they refused, claiming that it was not in their power to decide these things nor give them to him. Unable to accept this, he started turning to forbidden magic: pulling stars from the sky to demand answers, capturing sprites and spirits and harnessing their pure forms of magic to try and find a way to bring you back.
As he practiced such things, he grew increasingly powerful and one may even say corrupt, focused singlemindedly on his goal to bring you back from the grave. However, he was meddling with affairs and reaching levels of power a human never should, and so the gods told him to stop, giving him one chance to go back to his old ways of life and forget about you. He refused, and when one god tried to force him to stop, he managed to overpower them, which shocked the heavens even further: he literally had the power to rival a god, and win. After leaving, Cyno continued to practice these arts, either not noticing or not caring the harm he was causing to his surroundings. He lost himself in his desire to bring you back, even losing his heart itself, until all that remained in his chest was an empty, gaping void. (He’s not evil: he just went too far and crossed too many lines, and now is paying the price for his mistakes.)
Eventually, the gods decided that he was too dangerous, and had to be punished. Working together, they stripped him of most of his powers (though by human standards, he is still insanely powerful) and cast him down to the woods: a dark, mysterious forest with labyrinthine paths and twisting, maze-like trees and palpable, black shadows. They gave him a lantern which could only be filled with the light of a star— something difficult to come by in a land with an empty sky— and shackled him to the woods with a little chime around his ankle, filled with the songs of the spirits he harnessed beforehand. This was to be his prison for all of eternity.
Ever since, he has been wondering the woods alone with his star and his chime, and myths of a malevolent, mysterious, not-to-be-trusted sorcerer have spread around local areas, though these myths are very vague and don’t really tell listeners anything other than ‘don’t go into the woods and if you run into him, or you’re screwed.’
The gods weren’t done yet with him, however: to add salt to the wound, they decided they would bring you back after all, but he wouldn’t know it was the same you from the past: every time he saw you, if he ever did, he would be reminded of the old you, and his empty chest would sting at the memories of those happy days spent by your side long gone by.
Fast forward, and as I said, you’re a healer in your village. A disease breaks out (I’ll get to this in more later) and you go to gather some herbs and flowers to try and combat it, including this one type of flower that grows on the borders of the forest and the woods. Because of your fatigue, you end up stumbling into the woods, and get lost. Cyno shows up and leads you back to the forest (because you remind him of somebody he knew long ago), after which you leave some flowers for him as a thank you.
That’s all I’ve properly written so far, but worry not: there is more to ramble about.
In the next chapter (spoilers ahead for anyone who’s already read the first few parts), I’m thinking that you keep leaving flowers for him now and again, meanwhile the disease is getting worse and more people are being infected. You possibly catch it yourself, and when you next leave a few flowers for Cyno, he leaves a batch of berries back.
But these are no ordinary berries, because I found a way to make them angsty.
Basically, because you were a healer in your old life, the same disease broke out while you were still alive, and together you cultivated a berry to cure it. Cyno found a way to grow these in his garden in the woods as a memento of something he did with you in the past. When you leave that bunch of flowers in the present, he recognises the symptoms and decides (again based on the fact that you simply remind him of the old you) to give you a few berries to help you and your village out. It makes him feel like he’s sharing something with you again (and he is: he’s just cursed so that he’ll never know it.)
And the taste of the berries is quite literally bittersweet: they used to be sweet when you grew them together in the past, but since your death and his banishment, Cyno has found that the soil in the woods is not fertile, and so the berries, though still initially sweet, take on a bitter aftertaste: not too far off the main emotions of the story.
I also have some more ideas for future plot threads but I have a little too many, so I need to organise my thoughts before continuing…
The whole forbidden love thing comes from not the gods disliking you falling back in love, but rather that Cyno himself won’t allow himself to fall in love with you because he’ll feel like he’s betraying the old you, not knowing that you’re basically exactly the same person. (More angst: yay!)
The woods itself is very mysterious, and I’ll keep it that way, I think: nobody, not even the gods, know where it came from, or what lives inside it, or how old it is: the woods is actually out of the gods’ reach to manipulate. They can stick Cyno in there, but once he’s in, whatever happens in there is out of their control.
I really want to write a scene where he captures a star for you and gifts it to you, too… I have plans for it and oh my goskskaoaolana
(I can send you a few links to the stuff I’ve already written for it if you’re interested… :,))
…Apologies for the essay but I cannot express how much I love this au…
-🎻anon
dawg you had me at worldbuilding, i am so fucking intrigued by this, WHAT
the way cyno can overpower a god and the ambiguity of the forest is so fucking amazing — it reminds me a little of greek/roman mythology and the way that the gods of the pantheon seem to be all-powerful, but not even they can toy with things such as fate... this au has me fucking stimming i'm so djhdsidhsvdjsbd AAAAA YOU'RE SO AMAZING YOU'RE LITERALLY THE FUCKING COOLEST EVER
Tumblr media
4 notes · View notes
legionofmyth · 11 months
Text
Forbidden Lands - Combat System
Ready to level up your Forbidden Lands game? 🎲 Our latest video dives deep into the combat system, making you the tactical genius you were born to be! Don't miss this chance to master the mechanics of this killer tabletop RPG. Watch now! #ForbiddenLands #TTRPG #CombatSystem
Forbidden Lands – Core Game A Simple Rescue – (Intro Adventure) Unlock the secrets of Forbidden Lands combat! This video dives into dice rolls, tactics, and game mechanics for this hit tabletop RPG. Master your next adventure! Ready to master the combat system in Forbidden Lands by Free League Publishing? In this video, we break down the nitty-gritty of battles, dice rolls, and tactical maneuvers…
Tumblr media
View On WordPress
0 notes
kerlondog · 2 years
Text
Mass effect 2 best armor
Tumblr media
#Mass effect 2 best armor series
(These can be a welcome sight if you’ve burdened yourself with a less-than-ideal, underperforming weapon that looked really good in the shop window.) Forward stationsĮvery forward station you call down to a planet has an option to change your loadout (as well as a research station to make new gear in some cases) on one side. Blood Dragon Armor: Benefits: Power Recharge Speed 10, Power Damage 30, Shields 20 Location: Presidium Commons, Kanala Exports, found in the Bank area. When you’re about to walk into a big fight - usually around the climax of a priority ops (main storyline) mission, you’ll be prompted with a loadout screen. There are a couple notable exceptions to this rule: the Nexus, where you stay in your civilian clothes and don’t carry guns, and Kadara Port, where guns are forbidden (though you do get the loadout screen when you leave the city for the Badlands). Whenever you leave the Tempest and land on a planet, you’ll get a loadout screen where you can tailor your gear to match what you expect to face - though tailoring usually just means picking your best armor and weapons and calling it good.
#Mass effect 2 best armor series
This is the first in a series of blog posts Christina on the RPG systems of Mass Effect 2.Mass Effect: Andromeda guide: Hunting the Archon walkthrough This adds depth to character progression for you and your squad: It’s important to invest in both finishing-move powers like throw and cryo-freeze, and defense-killers like warp and overload.Ĭhristina Norman is the Lead Gameplay Designer for Mass Effect 2. While weaker enemies can be defeated with powers alone, strong enemies require teamwork to drop their defenses so they can be finished with powers. The best way of getting rid of a defensive barrier is the warp power, but the soldier’s concussive shot is also quite effective.ĭefenses add significant tactical depth to combat. Like shields, barriers block most powers, but are vulnerable to rapid-fire weapons. The best way of breaking through enemy armor is using incendiary ammo, incinerate, or warp.īarrier: Only biotic enemies like vanguards can generate defensive biotic barriers. Armor is effective at blocking most powers, but is vulnerable to hard-hitting weapons like sniper rifles and heavy pistols. The best way of getting rid of shields is using disruptor ammo, or the engineer’s overload power.Īrmor: While most enemies will wear light tactical armor, only enemies wearing the heaviest or most technologically advanced armor will have an armor defense. Shotguns are also effective as they launch many projectiles with each blast. Shields are effective at blocking most powers, but are vulnerable to rapid-fire weapons like submachine guns and assault rifles. Shields: The most common enemy defense is the kinetic barrier, or shield. Only powerful enemies have a defense bar, weaker enemies are always vulnerable. Once the defense bar is gone, he is vulnerable to all your powers. As long as the bar is visible, your target is resistant to powers, but all powers deplete his defense bar. not completely rip off the enemy armor, best bet would be to weaken the armor some. These defenses are displayed in a bar over the enemy’s health bar. achievement in Mass Effect 2: Incinerate the armor of 25 enemies. More importantly, if your enemy was resisting your powers, there was nothing you could do about it.įor Mass Effect 2 we’ve combined enemy resists with defensive shields, armor, and barriers. In ME1 enemies would sometimes resist your powers, but it wasn’t clear when they would, or why. Here there was a target composed of 41 - in. One area we wanted to improve in Mass Effect 2 was enemy power resists. In 1850, the Navy made an experiment at Portsmouth, to try the effect of.
Tumblr media
0 notes
demifiendrsa · 3 years
Photo
Tumblr media Tumblr media
[Rumor] Shin Megami Tensei V release date along with gameplay and story details was accidentally posted early on the official Japanese website. It’ll launch for Nintendo Switch on November 11, 2021 in Japan. Atlus had announced previously that the game would be given a simultaneous global launch release, so the date could be close for other territories.
Description
The latest mainline title in the Shin Megami Tensei series! Since Shin Megami Tensei‘s first release in 1992, the series has gained in popularity for its dark world view, anarchic scenarios, and original combat systems with demons and deities as allies.
Shin Megami Tensei V combines the unique charm of the series with the high quality visuals of the latest hardware.
The game will deliver a new demon experience like never before.
Story / Character
The main character, a high school student living an ordinary life, wanders into another world called “Da’ath.” The hero fuses with a mysterious man and becomes a “Naobino,” a forbidden being, throwing himself into a battle between gods and demons.
Tumblr media
Da’ath
In the mysterious world “Da’ath,” where desert is found all over, various gods and demons are scattered about, including demons as large as mountains and giant birds flying in the sky.
Demons
As you explore Da’ath, you’ll face over 200 demons.
In addition to familiar demons, several demons newly drawn by Masayuki Doi, the character designer of this title, will also appear.
Tumblr media
System
D-at, an untamed land, is under attack by powerful demons. The protagonist clears his way through to pursue the truth. Make use of various means to advance, such as growing the power of Naobino and sometimes utilizing the power of the demons themselves.
The end of the game can diverge in many ways. What is the future you will choose?
Limited Edition
As this was only listed on the Japanese website, for now, there is no guarantee that this limited edition will be released outside of Japan.
Shin Megami Tensei V First Limited Edition “Forbidden Naobino box”
The first limited edition of Shin Megami Tensei V. This box condenses the game’s charm, packed with plenty of demons and music that embody Shin Megami Tensei V. It also includes an item resembling the hero Naobino, considered a “forbidden being” in the game.
List of Specs
Platform: Nintendo Switch
Genre: RPG
Release Date: November 11, 2021
Players: 1 person
Prices:
CERO Rating: C (for ages 15 and up)
Standard Edition: 8,890 yen (9,878 yen including tax)
Limited Edition: 14,800 yen (16,280 yen including tax)
Digital version: 9,878 yen
52 notes · View notes
usafphantom2 · 1 month
Text
Tumblr media Tumblr media Tumblr media
Did you know that a Russian left communist Russia with a MIG 25? He left because he wanted to see the United States when he got here he was shocked at what he found. It wasn’t like what the communist propaganda had told him.
Lt Viktor Belenko with very low fuel landed his Mig-25 at Hakodate Airport in northern Japan, running off the end of the short runway. His defection to the West gave the United States the opportunity to closely examine the Mig-25. The aircraft was completely dismantled and then carefully inspected by aviation scientists and engineers from both Japan and the United States. President Ford granted Belenko asylum in the United States and the pilot underwent five months of questioning and interrogation. The United States Government established a Trust Fund for him and the interest alone afforded Belenko very comfortable living in the U.S. He was a free man, at last, to do as he pleased.
Upon dismantling the Mig-25, the data was analyzed by the Foreign Technology Division of the Air Force at Dayton, Ohio. There were many surprises:
The Mig had been manufactured in February 1976 and thus was one of their latest most sophisticated production aircraft.
Transistor circuitry was not used but instead the Soviets relied on vacuum tubes for most of their electronics. The Soviets reasoned the vacuum tubes were less affected by EMP waves in the case of nuclear attack; were more resistant to temperature extremes and they were easy to replace in remote airfields where transistors may not be readily available if repairs were needed.
Pilot forward vision was highly obstructed.
With huge Tumansky R-15D-300 engines the Mig was considered almost a rocket.
Pilots were forbidden to exceed Mach 2.5.
There was a total of three engine instruments and the airspeed indicator was redlined at 2.8 Mach.
Above Mach 2.8 the engines would overheat and burn up. The Americans had clocked a Mig-25 over Israel at Mach 3.2 in 1973.
The combat radius is 186 miles.
Without using afterburner; staying at optimum altitude and not maneuvering, the Mig can fly in a straight line for 744 miles.
The plane was so heavy at 64,200 pounds, that according to early rumors Soviet designers had to eliminate a pilot ejection system. However this was disproved. Most MiG-25s used the KM-1 ejector seat. The last versions used an early variant of the famous K-36 seat. The speed record for the fastest successful ejection (Mach 2.67) is held by a KM-1 equipped MiG-25.
Maximum altitude of missiles: 88,588 feet.
Maximum G load: With full fuel tanks 2.2 G's is max; with near empty fuel tanks, 5 G's is dangerous. The Mig-25 cannot turn inside a U.S. F-4 Phantom fighter!
Belenko states the Mig-25 cannot intercept the SR-71 for several reasons: The SR-71 fly too high and too fast; the Mig cannot reach it or catch it. The missiles lack the velocity to overtake the SR-71 and in the event of a head on missile fire (The Golden BB), the Guidance system cannot adjust to the high closure rate of the SR-71.
The Mig-25 has a jam proof radar but cannot distinguish targets below 1,640 feet due to ground clutter. The radar was so powerful it could burn through jamming signals by approaching bombers.
The pilot duties were to take off, turn on the auto pilot and await instructions to fire the missiles from ground controllers. The Mig-25 had a superb auto pilot and digital communications from an onboard computer to ground controllers. Credit is given to the Soviets for building a high altitude Interceptor in a short period of time with the materials and engines available to them in 1967 in order to counter the perceived threat of the XB-70.
On November 12, 1976, sixty-seven days after the defection of Belenko and his Mig-25 to the West, the United States and Japan returned the Mig-25 to Russia...in dismantled pieces. I strongly recommend reading his MiG Pilot I bought my copy on Amazon, but they were running low on copies even though the book is 30 years old.
Linda Sheffield
@Habubrats71 via X
17 notes · View notes
neproxrezi · 3 years
Text
hoooly shit elden ring got announced. seven months. i havent made a longer post about a fromsoft game in a while (theres too many different ones now to give them a collective name. souls like? soulsborne? soulsbornekiro? soulsbornekiroring? it's just all too much i think from now on i shall collectively call them Doug), so i thought i'd have a bit of a think about what i actually want out of a new Doug from them
disclaimer: this will all be wildly subjective and catered to my personal terrible tastes
please god not too many cathedrals, i've had my fill of churches in ds3
that said i'm a sucker for that weird stone head some dude has in the trailer in a church looking environment, and i love that fromsoft's solution to making things look a bit more churchy is to just absolutely fucking plaster them in half-melted candles
it looked like the player character sits at a campfire in the trailer. are we going to get to make camp? we already sorta-know there'll be a day-night system from some older leaks
if so, it'd be nice if we got to do things like make our own food at camp, we've had similar in the past with siegbrau, rice and sake and doing little things like that is lovely for feeling more like you're a character in the world. that said, i have a personal deep hatred for hunger bars. i'd want the food to be optional.
obviously a character creation engine that lets me make something truly hideous. in addition, ds3 and bloodborne have a hidden slider that lets you make an asymmetrical face. i'd quite like access to it, mr miyazaki
fuck it just put an easy difficulty option in for the sole purpose of pissing people off who don't want one to be there. maybe just tell them there's one
this mostly comes from the fact i didn't enjoy dark souls 3's combat that much, but i really hope there's a cool gimmick to the combat to keep things interesting. obviously there's mounted combat, but there'll probably be places you can't use it. ds3 took shields away from the player and just.. sorta didn't give you anything interesting enough as a replacement imo, the weapon arts are largely shit and there's only so much fun to be had with roll-roll-roll-R1
i know whenever a game is open world there's the whole 'boy i hope this big open world has things to do in it' thing but... i want some big empty spaces to just chill in, like ds1 anor londo and shadow of the colossus' forbidden lands
and obviously the final boss fight will be us putting a sad old fuck out of their misery while they try put us out of ours, but this time i'd like it to be a woman rather than a man. maybe itll be the queen from that backstory page (vaati EXPLAIN)
31 notes · View notes