July272014

Starmetal: Scrap, Money, and Bartering

Scrap:

Their is not a universal currency in the wasteland, instead the game uses Scrap as a universal system of worth.

  • Basic Scrap Worth

1 scrap = 1 dkg (or 4 oz) of common scrap (iron,steel,etc,)

10 scrap = 1 dkg (or 4 oz) of uncommon scrap (copper,bronze,etc)

1000 scrap = 1 dkg (or 4 oz) of rare scrap (titanium, kikko ceramic,etc,)

Money:

While the game may use Scrap as the bases of all transactions most is people in world do not. Most civilized places use some form of money. This can be anything from a special type of local rock to metal coins to some kind of paper or clay point system.  For most money is just a symbol of worth however for the traveler who has to deal with many different currencies, it become a good to be bought or sold.  

Bartering:

(wip)

————-

Index: http://intragalactic-brain-bubbles.tumblr.com/starmetal

9PM

Starmetal: Social Maneuvering

Most of the time, simple conflict can be resolved via talking, and dice need not come out. But sometimes, wheny ou absolutely need to convince side B that your idea is the correct course of action, and they absolutely refuse to listen, then the dice may finaly see their use. Thus, the Social Maneuvering System.

Social Maneuvering, first and foremost, is not a form of combat. It is a different system entirely. Therefore, you can engage in it in regular combat, for dubious fun and profit, if need be.

It starts when at least two people agree that Social Maneuvering should come into play here. It can be any two people at the table, but at least one of them has to be involved in the conversation, whether an NPC they are GMing, or a PC they are playing.

At the core of it, the Social Maneuvering System is used to convince someone of something. However, the first step is for one side to come up with a vantage. After all, no matter how much you try to convince him otherwise, the cruel bandit warlord is not going to be easily convinced to return his captives “Just because”, no matter how high you roll.

So, the first step is to come up with a reason why they should care. While the Cruel Bandit warlord is not going to release his captives just because you asked him too a lot of times, offering something that he wants in return (such as the location of a secret cache of relics) or perhaps as a threat (Like saying the Commonwealth
has a vested interest in these captives return, and will destroy his him and his works) should he not return them would both be valid.

Once that is achieved, you may roll Charisma+Diplomacy. If you pass, the other side gets a String. She may choose to roll to remove the String
immediately after, should they choose. A roll to remove a string is not as simple as a roll to apply one. He may either roll Wisdom+Resolve to remain unshaken, throwing off the String with pure force of will, or Intellegence/Wisdom+(Relevant Skill) to remove it with superior knowledge.

For instance, he could roll, in the earlier case, Intelligence+Lore to know the Secret Cache really doesn’t have that much left in it, or Wisdom+War to know the Commonwealth would not oppose his forces over these meager captives.

If the string is removed, then the initial attacker can bring up more evidence to attempt to ingrain the String again. For instance, he could claim he found a secret door in the Cache that leads to even more, or that one of the captives is important enough for the Commonwealth to risk it. Unless the Warlord has something else to say in return,
such as “Now give me a reason why I should not mount your head upon my banner.”, making it an effort of Strings, and why you don’t want them: Strings are not merely osmething that is thrown on and ignored. When the Stringed person attempts a roll that opposes a String after he has failed to or chosen not to remove them, they are at a cumulative -10 to any roll that opposes the belief that String ingrains. Every (10-[Lower of Wisdom or Int Modifier]) hours, the person may make a roll to throw off a string, same as the ones as above, but the String applies a penalty to that roll all the same. Alternatively, they may spend a point of willpower to ignore the penalties of all their strings for a single action.

July262014
raisedamongstwolves:

So recently I’ve purchased the DayZ Standalone and logged a few hours.I wouldn’t say it’s enough to really judge it, especially because it’s still in alpha ( and tells you that right off the bat ) and is subject to change in many elements. With that said, I do have a few things I’d like to say about this game so far.People seem to be split down the middle on the stand alone(SA) and the mod that is played through Arma II at the moment. Before buying the SA I asked several streamers, a few friends and watched a crap ton of videos of it. I do own Arma II and the mod, let me say that right now. I’ve also enjoyed the mod the first six or seven months it came out, then I fell out of love with it and it’s quirks. The animations seemed.. glitchy and were ugly to watch. I didn’t enjoy the way the characters ran, and how stiff every action subsequent appeared once I began to really watch them. It began to bother me to no end. The zombies ran out you in such an erratic pattern that it was ridiculous, as soon as you were spotted they’d run at you in a serpentine like motion with the speed of The Flash himself. The zombies clipped through walls ( still do to an extent in the SA, but it’s bearable ) and from time to time would just hit you through the wall entirely. In my opinion ammo was far too common and guns seemed to be found just as easy which fueled the uproar of Bandit-ism, yeah, that has a nice ring to it. Now don’t get me wrong the mod is fucking fun in it’s own right, and I enjoyed the hell out of it with these flaws and the crazy community build from it. The standalone, however, for me, has been a great buy.The animations in general look a lot smoother and aren’t nearly as stiff.I absolutely love how the pockets in any clothing you’re wearing are accessible and the only spaces you have when starting out, instead of starting with a backpack. The clothes you wear actually can be utilized now, and you’ll realize that you’ll be trading your black jeans for cargo pants for the extra space they give you, same goes for your black shirt.The zombies are still fast, but they aren’t nearly as strategic when it comes to knowing how to serpentine. As mentioned above they DO still clip through walls from time to time,at least for me they have. As far as surviving goes, there’s a bit more to watch for this time, although as I write this I haven’t broken any bones, I’ll have to mess around with that later. 
Anyhow this time around it’s more than just Blood, Health, Hunger and Thirst. You’ll be watching for your Health, Blood, Thirst, Hunger, Energy and Stomach. You have an entire stomach to worry about now, so don’t get stuffed or you may throw up, lose valuable energy and become sick. I’m serious! It’s a lot harder to survive. You’ll need to disinfect your water before you drink it if you’ve gotten it from a well, lake, pond,etc. Remember those cans of beans? Yeah, well unless you’ve gotten a can opener, tough luck my friend! Before you ask, no, you cannot open it with that firemans axe you’ve just found. Dying of hunger? Are you going to eat that rotten apple and risk getting sick? or hope that you come across some fresh zucchini in time? One of the things that I think is pretty awesome is the fact that you can tear your shirt, or a shirt you’ve found into rags now, so you don’t always need bandages, however you cannot heal yourself like you were able to before. To use the contents of a medkit you now need another player present who is mindful and takes a syringe of your blood just incase somewhere along the way you are mutilated but manage to survive. You can always get a blood transfusion, but oops, you forgot to see if you both have the same blood type and now you’re dead. ;) Don’t worry though! if you manage to keep yourself in good condition, meaning even if you’ve bled out a bunch, but managed to bandage the wounds, kept yourself fed, hydrated and energized, you will automatically regenerate your health AND blood! Staying in good shape actually rewards you this time, and I’m pretty happy about that. Even though realistically we both know it’d take more than just time passing to really get you back up on your feet after being shot in the stomach, or mauled by vicious wall-phasing zombies. I haven’t managed to get a gun AND ammo that fits it, although I have found quite a few of both separately. The melee seems a lot more useful in the SA and I really enjoy it, but I have to say that I hadn’t played the mod too much after melee items were implemented. It seems the developers of the SA enjoyed the masks from, dare I say it, Infestation: Survivor Stories (otherwise known as War Z ) because I’ve found quite a few that are alike and I don’t remember finding any of those in the mod, ever. I have to say, and this is BY FAR THE BEST IMPLEMENTATION FOR ME: THE FUCKING BOW & ARROW. Oh dear god how in love I am with this particular weapon in a zombie apoc sim. Now I know the mod had the crossbow, and I endured using it simply because there was no bow, BUT NOW, there is and fucking hell do I love it. I don’t know how many times I sat there and complained about not being able to get a bow to my friends, and now that I am able to make one I’m completely ecstatic like a school girl with her first crush. It’s probably the best part of the SA for me, no joke.The inventory system is also a lot more fluid in my opinion. It’s straightforward and not nearly as clunky as it was in the mod. I don’t find myself struggling to pick items up, throw them away or replace them. It’s definitely more organized and simplified all while still giving off the same DayZ vibe. I don’t know about you but the games inventory system always felt unique to me and it retains that feeling.With all this being said, if you enjoyed the mod and are contemplating buying this, I say go for it. It’s worth it in my opinion. I’ve only played for a few hours total but I find myself at work thinking about the game and wanting to play it and not many games do that for me lately. I’m glad I took the chance and bought it because while I enjoyed the mod, and Infestation for awhile, it always felt like there was something missing and I don’t feel that way about this game EVEN THOUGH IT’S ONLY ALPHA.Now, I’m off to go play it. ;)I will no doubt be posting screenshots of me playing.

You can open cans with axes and the like but if you will 25 - 50% of the food that was in the can if you don’t open it with a can-opener, knife, or screwdriver.

raisedamongstwolves:

So recently I’ve purchased the DayZ Standalone and logged a few hours.
I wouldn’t say it’s enough to really judge it, especially because it’s still in alpha ( and tells you that right off the bat ) and is subject to change in many elements. With that said, I do have a few things I’d like to say about this game so far.

People seem to be split down the middle on the stand alone(SA) and the mod that is played through Arma II at the moment. Before buying the SA I asked several streamers, a few friends and watched a crap ton of videos of it. I do own Arma II and the mod, let me say that right now. I’ve also enjoyed the mod the first six or seven months it came out, then I fell out of love with it and it’s quirks. The animations seemed.. glitchy and were ugly to watch. I didn’t enjoy the way the characters ran, and how stiff every action subsequent appeared once I began to really watch them. It began to bother me to no end. The zombies ran out you in such an erratic pattern that it was ridiculous, as soon as you were spotted they’d run at you in a serpentine like motion with the speed of The Flash himself. The zombies clipped through walls ( still do to an extent in the SA, but it’s bearable ) and from time to time would just hit you through the wall entirely. In my opinion ammo was far too common and guns seemed to be found just as easy which fueled the uproar of Bandit-ism, yeah, that has a nice ring to it. Now don’t get me wrong the mod is fucking fun in it’s own right, and I enjoyed the hell out of it with these flaws and the crazy community build from it. 

The standalone, however, for me, has been a great buy.
The animations in general look a lot smoother and aren’t nearly as stiff.
I absolutely love how the pockets in any clothing you’re wearing are accessible and the only spaces you have when starting out, instead of starting with a backpack. The clothes you wear actually can be utilized now, and you’ll realize that you’ll be trading your black jeans for cargo pants for the extra space they give you, same goes for your black shirt.
The zombies are still fast, but they aren’t nearly as strategic when it comes to knowing how to serpentine. As mentioned above they DO still clip through walls from time to time,at least for me they have. 
As far as surviving goes, there’s a bit more to watch for this time, although as I write this I haven’t broken any bones, I’ll have to mess around with that later. 

Anyhow this time around it’s more than just Blood, Health, Hunger and Thirst. You’ll be watching for your Health, Blood, Thirst, Hunger, Energy and Stomach. You have an entire stomach to worry about now, so don’t get stuffed or you may throw up, lose valuable energy and become sick. I’m serious! It’s a lot harder to survive. You’ll need to disinfect your water before you drink it if you’ve gotten it from a well, lake, pond,etc. Remember those cans of beans? Yeah, well unless you’ve gotten a can opener, tough luck my friend! Before you ask, no, you cannot open it with that firemans axe you’ve just found. Dying of hunger? Are you going to eat that rotten apple and risk getting sick? or hope that you come across some fresh zucchini in time? One of the things that I think is pretty awesome is the fact that you can tear your shirt, or a shirt you’ve found into rags now, so you don’t always need bandages, however you cannot heal yourself like you were able to before. To use the contents of a medkit you now need another player present who is mindful and takes a syringe of your blood just incase somewhere along the way you are mutilated but manage to survive. You can always get a blood transfusion, but oops, you forgot to see if you both have the same blood type and now you’re dead. ;) Don’t worry though! if you manage to keep yourself in good condition, meaning even if you’ve bled out a bunch, but managed to bandage the wounds, kept yourself fed, hydrated and energized, you will automatically regenerate your health AND blood! Staying in good shape actually rewards you this time, and I’m pretty happy about that. Even though realistically we both know it’d take more than just time passing to really get you back up on your feet after being shot in the stomach, or mauled by vicious wall-phasing zombies. I haven’t managed to get a gun AND ammo that fits it, although I have found quite a few of both separately. The melee seems a lot more useful in the SA and I really enjoy it, but I have to say that I hadn’t played the mod too much after melee items were implemented. It seems the developers of the SA enjoyed the masks from, dare I say it, Infestation: Survivor Stories (otherwise known as War Z ) because I’ve found quite a few that are alike and I don’t remember finding any of those in the mod, ever. 

I have to say, and this is BY FAR THE BEST IMPLEMENTATION FOR ME: THE FUCKING BOW & ARROW
Oh dear god how in love I am with this particular weapon in a zombie apoc sim. Now I know the mod had the crossbow, and I endured using it simply because there was no bow, BUT NOW, there is and fucking hell do I love it. I don’t know how many times I sat there and complained about not being able to get a bow to my friends, and now that I am able to make one I’m completely ecstatic like a school girl with her first crush. It’s probably the best part of the SA for me, no joke.

The inventory system is also a lot more fluid in my opinion. It’s straightforward and not nearly as clunky as it was in the mod. I don’t find myself struggling to pick items up, throw them away or replace them. It’s definitely more organized and simplified all while still giving off the same DayZ vibe. I don’t know about you but the games inventory system always felt unique to me and it retains that feeling.

With all this being said, if you enjoyed the mod and are contemplating buying this, I say go for it. It’s worth it in my opinion. I’ve only played for a few hours total but I find myself at work thinking about the game and wanting to play it and not many games do that for me lately. I’m glad I took the chance and bought it because while I enjoyed the mod, and Infestation for awhile, it always felt like there was something missing and I don’t feel that way about this game EVEN THOUGH IT’S ONLY ALPHA.

Now, I’m off to go play it. ;)
I will no doubt be posting screenshots of me playing.

You can open cans with axes and the like but if you will 25 - 50% of the food that was in the can if you don’t open it with a can-opener, knife, or screwdriver.

July242014

The Start of Active Development!

When developing game their are forms of development I use:

  • Passive: Were I just brainstorm and play with ideas
  • Constructive: Where I write down game rule and lore
  • Active: Playtesting and making changes and writing rules/lore as the testing is happening.

Tomorrow starts the first Active Development game for Starmetal Wasteland. I look forward to it and hope my testers have made their Alpha Character Sheets.

July232014
6PM
July222014

Starmetal Races: Human

image

Human Lore:

Humans or Homo-sapiens are last of the genus Homo, the oldest of the great races (dating back to at least 50,100 B.I. [Before Impact]), and the only great race from before The Impact.  Humans have the greatness endurance and stamina of the great races (with the exemption of the Automatons) as well as being naturally proficiency with survival, melee, and primitive weapons (like slings and javelins). Humans are also very hearty and despite their number being greatly diminished during The Impact and Long Winter they are still one of the most populace of the great races. While humans many not seem like anything special they are one of the most hardy of all the great races. Their bodies can survive harsh punishment and their natural and well established social ways lead them to a greater range of communal advantages. Lastly Humans by their nature are good and throwing.

Human Stats :

- Health Bonus = +5 wounds

- + 10 to stamina

- Adrenaline: When a 2 or less wounds, and in active danger, humans gains +15 to all rolls for a number of rounds equal to her Stamina Mod + Endurance Level at the cost of 2 hunger and 1 thirst per round.

- survival and endurance, cost half as much to level up

- Start with 1 free level of Thrown Proficiency

- +5 vs illness

- 7 background points

- Normal vision

Society:

Religion: —

Relations: Do to the harsh in environment of the post-impact world and the fact that human civilization alone pre-date all other great races by thousands of years, humans tend to be dis-trustful of other races if not down right xenophobic. This is especially true of any race linked to Tauma like the Star Blooded.

Common Languages: English, Spanish, French, German, Russian, Arabic, Farsi (Persian), Mandarin, Hindi, Ect.

Pop. : 25 Million - 1 Billion World Wide

July182014

Starmetal: Addictions (wip)

Addiction Roll: Roll under 2 x [current willpower] or gain a level

Levels:

  • You must use you [addiction] 2 x [Addiction Level] per week or take double side effects.
  • It takes 2 weeks x [Addiction Level] of not using [Addiction] AT ALL to to lower the addiction level down by one level.
  • Their is a max of 7 levels
  • Stella: If you use stella control more then 20 time a week, roll for addiction.
With each level of addiction your healing and sanity recovery speed is slowed by 10%. (max -70%)
at level 4 or higher loss -[Addiction Level]  sanity per day.
  • Drug ()
  • Alcohol:
July122014

There’s a Man in the Woods

July112014

Starmetal: Relic update

GS-7 (Gauss Spiker - Mark 7): Designed to compete with the MX-35 Firefly to be the replacement for the M-16 and its brethren as the new US standard assault rifle. It was made to be the first mass produced gauss weapon in history, however It lost to the MX-35 due to poor reliability and mediocre damage. It was saved from obscurity by US special forces, CIA, and FBI due to its low recoil and also silent nature.

Does not take the gun penalty to stealth.

Class: SA: Rifle (Automatic) / Accuracy: +15 / Damage: 1d10 + 2 (I) / Range 55yd. / Fire Rate: S/6/30 /  / Load rate: 1 Round  / Jam Rate: +8 / Clip: 40 /Tag:  Mag, P(-4,) 2n, Upkeep (Craft [scii]/5/3x#) / Wt. 7 lbs / Cost: 2000 Scrap / Availability:  Relic 1 / 10 scrap per clip

July102014

Uraniummoon don’t watch!

A stunning video based on fossils of a 410-million-year-old arachnid — one of the first predators on land — recreates the animal walking. It was produced by Dr Russell Garwood from The University of Manchester and Jason Dunlop from the Museum für Naturkunde, Berlin,

July72014

"Internet friendship is not real"

Reblog if this is a lie and you have made amazing friends on the internet.

(via sifronnamasuke)

July42014

Hyrule Total War: Hyrule Historia

Chapter 4:  Gerudo Wars / Ep. 4: Forest Fire

Info: The Great Deku Tree acts with haste to assemble an alliance of as many forest nations as he can to assault the Gohma Hive before their numbers get out of hand. The traitor Mido follows Sulkaris, warning her that the Great Deku Tree has named a new Sage. With the Gohma Hive located and an alliance with the Deku Scrubs and Wolfos secure, Chief Mirora must lead the armies to exterminate the arachnid’s nest and their eggs.

written by: UndyingNephalim

Game Development Forums

7PM

Hyrule Total War: Hyrule Historia

Chapter 4:  Gerudo Wars / Ep. 3:  Resurgence

Info: As the Gerudo Wars breaks out across Hyrule, conflict is arising in the Kokiri Forest. Tired of being sub-servant to the Great Deku Tree, the Kokiri Chief Mido makes an uneasy alliance with the spirit of Sulkaris in hopes of killing his master and taking his place. The Great Deku Tree must protect his grove from the sudden swarm of Gohma unleashed by the Fallen Sage.

written by: UndyingNephalim

Game Development Forums

7PM

Hyrule Total War: Hyrule Historia

Chapter 4: Gerudo Wars / Ep. 2: The Fall of Hyrule

Info: Ganondorf’s armies march upon Hyrule Castle as Princess Zelda exposes the traitor Agahnim. She must now defend the castle with her armies as civilians evacuate the city and escape from Ganondorf’s onslaught.

written by: UndyingNephalim

Game Development Forums

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