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  Hey Everybody
Posted by: Kryogen - 10-06-2019, 12:00 PM - Forum: New Members Introduce Yourself Here - Replies (1)

Hi guys

I'm new here and have just gotten back into 40K. I have mustered a small Khorne Daemon army and was wondering when would be best to meet up. I've played a game recently but am very new to the rules so would appreciate if someone would be happy to have a skirmish or two so I can practice.

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  Dammerung WIP - Rules Material
Posted by: Steve Almighty - 17-04-2019, 10:29 AM - Forum: Dammerung - Replies (10)

A place to collect rules material for Dammerung as I write it.
Suggestions, comments, critique, etc all appreciated!




THE BASICS

For the times when rules structure are needed
Sometimes narrative works better

HOW TO DO THINGS
Taking part in a narrative
Dice
Rolling Dice
Modifiers – either add to/reduce target or add a d12

ACTIONS
What they are
How you perform them
Examples

TESTS
Types – Straight and Opposed
How/what you roll
Difficulty
Success
Failure
Critical Success and Failure

Extending a test over time
Teamwork (with ASSIST action)
Trying again

MODIFIERS
Can either add/reduce target or add a die to roll
If die added, only take highest roll

STEP BY STEP
Passage of time
Actions

GOLDEN RULES
Rule of cool
GMs word is final
Don’t be a dick
The social contract, both GM and player side

FATE
Fate points
Using for effects
Burning for bigger effects
Earning Fate basics
    the plan here is that Fate is your EXP
    You earn during play
    Can be used, and refreshes after a session when used
    OR can be burned to save you from death
    OR can be burned to upgrade your character!


COMBAT

BASICS
Description

NARRATIVE
Running combat as a narrative
Allowing freeform

TURN ORDER
How things work
In what order

INITIATIVE
All roll 1d12
At each step, ties roll off.

DECLARE ACTIONS
Say what you’re doing in reverse Initiative order, lowest to highest
How much you can do
Move, Attack, Aid, etc

RESOLVE
Complete actions, highest to lowest.
Change your declared action at a negative modifier

ACTIONS
List

MOVEMENT
Types.
How far.
Limits.


ATTACKS

Melee
Ranged
Other (special)

DEFENCE/ARMOUR
All roll

DAMAGE
All roll

OTHER ACTIONS
Hide, Heal, etc
Doing other things

AID
Declare that you are helping an action lower in order
Gives that action a bonus
Moves it up to your Initiative step (this round only)

ABANDON
Change your action
Causes negative modifier

INTERRUPT
Jump up for a negative modifier

READY ACTION
Prepare action, ready on trigger

WEAPONS
How they modify to combat rolls

WEAPON LISTS
Full equipment list, with rules and prices
Pistols
SMG
Rifles
Assault Rifles
Launchers (Grenade, Rocket, net, etc)
Hand Blades (swords, axes)
Long Blades (spears, etc)
Clubs (hammers, etc)
Special Melee (whip, bolas, etc)
ETC

WEAPON MODS
Things you can add to a weapon to improve them or your roll
Ranged
Melee

AMMUNITION
Standard and special ammo, and how it helps
Armour Piercing negates target armour
Incendiary ignites
Taser knocks unconscious
Tracer, no damage, can be tracked
Rockets, etc

EXPLOSIVES
How to use
List

ARMOUR
Description
List with prices
Shields too


DAMAGE AND HEALING

HEALTH
How it works

TAKING DAMAGE
What it does to you
effects

HEALING
Jjj


USING VANAHEIM

Combat with Vanaheim
Description
Recap what Vanaheim is

WHAT YOU SEE
A detailed description of possible Vanaheim overlays

ACTIONS
List of possible Vanaheim actions
    Scan (detailed info on target)
    Track (follow data signals)
    Map (locate objects)
    Infiltrate (access system)
    Disrupt (disrupt system)
    Communicate

EQUIPMENT
Equipment lists for Vanaheim access tools
Public Electronics list, cost, etc
Hardware
Software, and what they can do


IN OTHER WORLDS

The four digital realms
Recap what they are

ACCESS
Bifrost
Physical Connections
How you connect
What tools you use

AVATAR
How you appear in the digital spaces
How stats transfer (digital self reflection, same stats)
Always one set appearance (unless software)

ACTIONS
How you act (just like real world)
Interacting with the environment
Data Caches
Communication
Link to physical servers

COMBAT
Just like real world
Special kinds of actions (flight possible, etc)

EQUIPMENT
Equipment for access list
Hardware
Wired Connections
Wireless much more expensive and difficult (negative modifier to actions, easier to disrupt)
Software (avatar enhancements and weapons)

MAGIC
Software Spells
How to use them List, with prices etc


THE ENVIRONMENT

Falling
Declare t

Suffocating
Includes drowning and asphyxiation

Fire
Declare t

Electrocution
Declare t

ACID
Declare t

Cold
Declare t

fatigue
Declare t

blindness
Declare t

Starvation/thirst
Declare t

Sleep deprivation
Declare t

Deafness
Declare t

Impact
Declare t

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  Dammerung WIP - Character Creation
Posted by: Steve Almighty - 17-04-2019, 10:28 AM - Forum: Dammerung - Replies (13)

A place to collect character creation material for Dammerung as I write it.
Suggestions, comments, critique, etc all appreciated!




CHARACTER CREATION

Character Creation
Process

CONCEPT
Narrative concepts

ARCHETYPES
Types of character you can play
Subdivided into Force/Endurance/Style
(choose one column for bonus points to spend)
Below archetypes divided by the three
Some good at Force for example, others at Style.
    Scout
    Healer
    Priest
    Crusader (fighter with a mission)
    Artist/Performer
    Rogue
    Mage/Warlock (magic user)
    Destroyer
    Defender
    ETC. Needs refining.

SLOTS
Points based first step
Set points by level of game (as chosen by GM)
Assign to categories in any way
    Abilities
        Gives points to buy them
    Enhancements/Augmentations
        Points to buy them at start
    Lifestyle
        social class
        value of home
        income (plus source chosen)
    Resources
        Gives you starting weapons, gear,
        ETC
Similar to Shadowrun assignment system, but with more freedom o spread points around categories

QUALITIES
Character traits, merits and flaws (all roleplay based)
Taking flaws lets you have merits, or possibly additional slots for next step.
    Merits include digital security access, etc.
Also sets up Health, Lifestyle, Fate, Merits, Flaws, etc

ABILITES
Force/Endurance/Style
    What they mean thematically
    Differences
Assign points X/X/X between three columns
Points buy
Some archetypes described
    Ability groups given under defined classes
    Simple way of organizing and building
        Not a set thing you must use
All abilities start at 12 as a target number for rolls
    (untrained)
Spending a point drops it by one. Buy in 1 for 1.
    Drop ability (min 5 at creation) to reduce     target number when using skill

Single cost for one entire group (ie: Melee Force)
Others bought individually

ENHANCEMENTS
Cybernetic Augmentations
    varying levels of quality
Genetic Enhancements
    prenatal or post-birth
    enhancing
    genetic splicing
What they do
How to use them

Can have none at all!)
Specific races described, with groups of augmentations or genetic engineering and defining cultural items like pointed ears.
(Light elves engineered, dark elves augmented)
(Dwarves and Giants both)
(Humans base, with pretty much any other types)


LIFESTYLE
social class
value of home
Income
    define source of income

RESOURCES
Money!!!!!
Equipment lists
Blocks of basic equipment (class based)

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  Dammerung WIP - Lore Material
Posted by: Steve Almighty - 17-04-2019, 10:27 AM - Forum: Dammerung - Replies (2)

A place to collect lore material for Dammerung as I write it.
Suggestions, comments, critique, etc all appreciated!




CHAPTER 1: INTRODUCTION

Welcome to DAMMERUNG, a storytelling and roleplaying adventure game in which you take on a role in a futuristic world inspired by the ancient mythology of the Norse realms. Odin, Thor, Asgard and World Serpents are all here, but in form you have not seen them before. The Gods are machines. The races are transhuman, enhance with cybernetic technology, and longships fly on fiery jets as raiders fire from their decks with bullets, shells and rockets.
The world of DAMMERUNG is a harsh one, putting players in a world where everyone struggles to survive, to advance themselves, and to upgrade their bodies. This is a world where a Jarl rules his settlement supreme, where authority is enforced on the back of mechanical goats, and where the gods are not only real but programmed to keep humanity desperate and afraid.

A ROLEPLAYING GAME
A roleplaying game is more or less how it sounds – a game in which you play a role. A world is laid out, either in vast scope showing you a grand landscape, or on a much smaller scale, putting you in he heart of a small but dense and exciting settlement.
One nominated player takes on the rule of Games Master (often abbreviated to GM) and creates a tableau. They chose or create a setting within the wide world of possibilities DAMMERUNG and Norse mythology offers, and in this crafts a story which offers excitement and adventure. Their adventure can take on many themes, many genres, and into this steps a collection of other players each taking on a single solitary role in that world. In essence the GM sets out a world, and the players are each a single character within that world, free to interact with any elements they find within. The players push forward a narrative by choosing to explore and to investigate, and as they do he GM reveals more of the world around them.
Roleplaying games work very much on he grounds of cause and effect. As he GM reveals an environment, puzzle or hazard, players then discuss amongst themselves (in or out of character) their next best move, and then announce to the GM what they plan to do, whether this means exploring further, attacking an enemy, or something more special and intricate. The GM then narrates the outcome of those decisions, and reveals the next part of the challenge ahead.

NORDIC CYBERPUNK
Nordic Cyberpunk is an odd term, because it tries to merge two terms at opposite ends of a spectrum. The Norse world is one of the old world – fantasy monster and epic stories. Cyberpunk on the other hand is a vision of a dirty, gritty future filled with advanced technology and just as advanced terrors and opportunity to break your place in the world.
DAMMERUNG brings these together to create a new world – one of high adventure in an open world, but populated by advanced technology and monsters deeply rooted in that concept. This is a world where gods overlook the world through digital plains, their divinity nothing but programming beyond the understanding of mere mortals. Where the monsters which roam the world are creations of genetic or robotic science. Where humanity has branched itself off into new racial groups not through evolution of the manipulation of gods, but through cybernetic augmentation and genetic engineering.
Worlds have been redesigned into living breathing space, overlaid with layers of digital spaces and computerized realms which can be accesses for a price, or at great personal risk.

WHAT YOU PLAY AS
Within the world of DAMMERUNG, you play a character based on old Norse archetypes, but you have a lot of freedom to add your own spin to these concepts.
Everything you would expect of the old myths is there – ancient raiders, priests, heroes and villains, as well as the smallest of people to the mightiest of monsters. You have the option of playing a baseline humans, or augmenting yourself into a transhuman variation of the races which populated the nine realms of Norse mythology. Elves have made themselves nimble and athletic for example, and Trolls have made themselves sturdy and strong, and on top of each of these you can add the whole scope of human endeavor and ambition to create a fully humanized person to take on the role of. You can be a warrior, an explorer, a thief or a scout. A con artist, an ambassador, a scholar or priest. You can focus yourself on the working of machines, or dedicate yourself the healing of flesh. Whatever profession or drive you can possibly imagine a person having is available for you to explore within this world, using any range of tools and talents to become a great hero worthy of song.
Or villain. That’s your choice too.

    •    TRANSHUMAN is a phrase you are likely to see throughout this book, and one that maybe needs a little explanation. The term was first coined by French philosopher Pierre Teilhard de Chardin in his 1949 book ‘The Future Of Mankind’, in which he wrote: Liberty: That is to say, the chance offered to every man (by removing obstacles and placing the appropriate means at his disposal) of ‘trans-humanizing’ himself by developing his potentialities to the fullest extent.“ In subsequent years the term entered modern parlance as a phrase meaning :to become more than human”. It became a philosophical movement which advocates for transforming  humanity and defeating inherent biological flaws by making sophisticated technology such as genetic engineering and cybernetic augmentation widely available to anyone who wants. Proponents of this philosophy advocate for people being allowed to upgrade themselves easily with machinery and gene manipulation as a way to overcome disabilities or to defeat harsh climate conditions which could make areas uninhabitable for humans. A Transhuman could upgrade to be able to exist underwater for example, or perhaps better survive the environmental extremes on other worlds. Quite often modern culture represents Transhumanism more inherent problems, such as those who choose to augment not for survival or to overcome physical challenges, but for combat, espionage and to generally cheat at life. This ethical debate is one often had in media and amongst Transhumanism philosophers, and both sides of this coin have representation within the RPG setting of DAMMERUNG.

WHAT YOU MIGHT BE DOING
Living in the worlds of DAMMERUNG means working to survive. There are no social benefits here, no social safety net. Everyone is out for themselves and those closest to them, working either for their own benefit or that of their community. For player characters, this will often mean taking on freelance work to explore the world and do work that may or may not be within the bounds of the local law.
The types of jobs available are as varied as the wide possibilities for characters are. You may find yourself working for the local authority (a Jarl, or one of their enforcers), for a local business owner (corporate or independent) or for simple people on the street in desperate need of help. They may ask you to help them find something or someone lost, or to take something which doesn’t belong to them. You may need to recover something, break something, steal it or deliver it. You may be called on to act nice to make a deal, or to act mean to scare some idiot who owes money.
A local farmer may need you to protect his family from raiders. A corporate enforcer may need a distraction caused in another town. A Jarl may need their favourite longship returned to them.
Sessions might also take you out of the material worlds and into the digital, transferring your consciousness into electronic realms to find and extract data, to spy on the material, or to uncover the greater plots of more powerful beings.
And if you’re very, very lucky (or unlucky as the case may be) you might even draw the attention of the gods themselves and be called on to play on role in the great saga of all. Fancy a trip to Hel?

GAME CONCEPTS
At a very base level the game needs little to play. This rulebook gives you everything you need to get started with the mechanics of the game, character creation, equipment lists and an introductory scenario to get you into the setting. The only other thing you will need are separate character sheets for each player to make their own character notes on, and a collection of twelve sided dice (often referred to as d12).
Dice are rolled in DAMMERUNG whenever your character wants to perform an action which has inherent danger or a risk of failure. It is a randomizing element common in most roleplaying games intended to create a line between what a player character can do at will, and those actions which are not so easy that they can be accomplished every time.
In such cases, DAMMERUNG calls on you as the player making the action to roll either one or a small collection of twelve sided dice (d12). Each roll will compete with a set target number determined by your character’s abilities and the difficulty of the action (modified by other environmental factors), with success being judged by a single roll which equals or exceeds the target number.
Example: Gunnar lifts his cybernetic arms and sends a mental activation code into them, releasing the concealed pistols in his forearms. He points them towards his enemy, a cybernetic horror known as a Draugr, and opens fire. As a ranged firearms specialist, he has made sure to upgrade his Pistols skill. This means that he takes one d12, and must roll a 6 or higher to hit his target.
He has also invested heavily in a cybernetic scope system in his eyes, so instead he rolls two dice (2d12), and only needs to score a 6 or higher on one of them to succeed at the action.

SPECIFICITY
At times rules will be fairly general, but at others another will be specific. There will also be times when certain rules seem to override others but in very specific cases. Rules should always be taken as standing in all cases, except where a specific rule says otherwise. Exceptions trump general.

ROUNDING DOWN
Should you encounter any situations where the rules ask you to divide a number such as a target or number of dice, always round down (so for example 3 divided in half becomes 1.5, and is rounded down to 1).


CHAPTER 2: CYBERNETIC MYTHOLOGY

DAMMERUNG puts you in a place where many social elements of the real world translate easily, but others don’t. Much of the design will be familiar, and some of it vastly different from anything you would see in the world world. Human (and Transhuman) interaction is mostly as you would expect it, but many social norms and the rules of engagement are based more on much older social structures rooted in deep mysticism and a code of honour towards the self, the clan and the gods.

MYTH AND MACHINE
Picture the world as tree. Scratch that. Picture it as an organizational diagram, lines pulsing with digital code between nine core hubs on which stand all of reality. Digital branches reaching up from roots of power, sending information around under watchful and baleful eyes. At the heart of the grid are the five core worlds, where the little, mortal people move about their daily lives. Above them the digital pantheon, where lines of code give life to ancient gods. Below all that is what passes for the recycle bin, filled to the brim with scrap code and lost files, protected by ancient and lost menaces.

DAMMERUNG is a world of mythology in which the stories of the ancient Norse sagas are completely true, and made manifest in a technologically advanced culture which stretches over nine realms of reality. This is a reality where the gods are constructs A.I. (Artificial Intelligence) with no oversight or regulation – complete controllers of reality but recognized and worshipped for what they truly are. Ancient races are given new form here, as advances in Genetic Engineering and Cybernetic Augmentation allow humanity to far exceed and transcend its own physical limitations. Social groups such the Elves make themselves lean and athletic (although there is rivalry, often bloody, between those who engineer and those who augment). The Trolls meanwhile make themselves large, intimidating and physically powerful, both for laborious work and for combat.
Vast metropoli constantly lit by neon light sit amongst wide, open plains where animals still run free. Sky-ships soar over fields, mountains and oceans, all of which you are likely to find smaller settlements of wood and steel where those brave few who live from the land still maintain themselves, or explorers and prospectors from the cities work on finding more natural resources to expand their wealth.

NEW LEGENDS
DAMMERUNG takes everything that was old and considered part of norse tradition and folklore and applies as the literal reality of a world, translating all of it into a new, technologically advanced context. Much of what you would imagine when you think of the Norse (or Vikings) exists here – tribal settlements, codes of honour, raids on distant lands and acknowledgment of the gods who overlook the world and grant their blessings (or curses) onto the mortals below them.

    •    SIDE BAR – keeping the real world out of it
    •    SIDE BAR – the realities of norse society, its not all nice

YOUR SAGAS
The type of game you might be in
Types of adventure
Narrative and moral themes that can be played to

RACES OF OLD
Various races, such as Dwarves, Elves and Trolls as genetic engineered or cybernetically enhanced. Transhuman.
SIDE BAR – other places get Dark Elves wrong. In Norse, they are the SAME as Dwarves.

DANGERS BEYOND
Monsters


CHAPTER 3: THE NINE REALMS

THE WORLD TREE
What is it?
Not the real world, this is a Norse mythology world

THE PHYSICAL WORLDS
Actual places you can go
Midgard (humans)
Nidavelir (dwarves) – underground tunnels, settlements
    is also Svartalfheim (dark elves) - metal
Jotunheim (ice giants) - mountains
Alfheim (light elves) – genetic engineering – natural spaces and forests
Muspelheim  - land of fire

All part of real world.
Different areas may represent concepts.
Mountains for example can be generically called “Jotun”, and underground “Nidavellir”.
???
???
???

THE HEAVENS
Digital
Asgard (secure data internety thing)
Vanaheim (AR overlay on world)

THE DEEP PLACES
Digital
Nilheim (archive)
Hel (recycle bin)

BIFROST
The digital gateway.
Firewall and access route into all digital realms.

MIDGARD
The core world, mostly human but fairly diverse.

Nidavelir/SVARTALFHEIM
What is it?

Jotenheim
What is it?

Alfheim
What is it?

MUSPELHEIM
What is it?

Asgard
What is it?

VANAHEIM
What is it?

NIFLHEIM
What is it?

HEL
Dice, etc


CHAPTER 4: YOUR WORLD

LIVING IN MIDGARD
Start in Midgard
Expansions for other realms

THE CORE REALM
What Midgard looks like

CITIES
How they are fashioned
Chaotic arrangement

How they are ruled
    Konnungar (Kings) rules large areas of land and many tribes
    Jarls control cities
    Karls free people
    Thralls those with no property, wild people
Mjolnir – the hammer of thor, a security/military force
    Hersir, the commander under a Jarl
    Jomsvik, the base honour bound military and police force, riding massive mechanical goats
    Berzerkers, brutal special forces without honour
    Housecarls, personal bodyguard of jarl

    •    SIDE BAR – no sex bas social roles unlike in real Norse society

Life in a technological sprawl

SETTLEMENTS
Small villages out in the plains
Social structure very similar to cities, but without oppressive military police force (or at least, to the same degree).
Mjolnir maintain a presence, but working for local King rather than Jarl.
    Hersir and Mjolnir answer to Konnungar
    Housecarls work for Jarl
Simple life
Farms, mines, etc

THE WILDS
Living wild
Scavenging
Raiders

WEALTH
Currency
Having money
What it gets you

THE ESSENTIALS
Where food comes from
Shopping, on demand deliery, etc
Etc

TECHNOLOGY
Level of tech
Academia

ENTERTAINMENT
Forms of entertainment
Television is a thing

JACKING IN
How to access Vanaheim
What Vanaheim can do
Asgard is locked
Ways into Asgard

CRIME
Yes.
There is a lot of it.
Avoiding it.
Committing crime.
Organizations.
Gangs.
Law enforcement.


CHAPTER 5: DIGITAL PANTHEON

INTRO
Basic digitized version of the norse god origin story
How the gods control the worlds
Rebelling against the gods (whole realms suffer)
    Jotunheim for example

ODIN
The core god, a powerful AI
Hugin and Munin – watching over sall

FREYA
Population control
Genetic manipulation control

HEIMDALL
Utter surveillance of everything

THOR
Controls

LOKI
Basically a virus
Works to irrtate and cause glitches in other systems which can be exploited
Can be coaxed into certain actions by players

NORNS
There is a plan. Odin’s plan. The Norns work to make the world in which that plan can be realized.


CHAPTER 6: AUGMENTED REALITY

VANAHEIM
What it is
How you use it
How it looks like
What you can do

Normal uses
Communication
Entertainment
Crime

DIGITAL SORCERY
Affecting the material from the digital
Using Vanaheim to control electrics



CHAPTER 7: THE VAULTS

ASGARD
Secure internet
Backdoor code
Getting in
Defences
Valhalla - saving the code of the dead

NIFLHEIM
Locked vaults of data
Data archive
Getting in
Hazards

HEL
Vast storage
All deleted material
 - deleted dead digital selves (can be freed!)
 - Returning To Life (clones, or robotic forms?)
Chaotic, jumbled, scrambled code
Getting in
Hazards
Digital Monsters
Hel Herself (an AI who keeps itself hidden)

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  Dammerung v3
Posted by: Steve Almighty - 01-04-2019, 12:33 PM - Forum: Dammerung - Replies (14)

I've discussed the basic concept here:
1: http://forum.dark-worlds.co.uk/showthread.php?tid=1882
2: http://forum.dark-worlds.co.uk/showthread.php?tid=1968

To recap - norse mythology as a cyberpunk setting.
The gods are AI, everything is machinery, etc.




I come to you today to bounce general world ideas around and get some feedback if I can. Those with knowledge of such norsey things wqould be especially welcome to chime in.


RACES:
Everything is technically the same base-line species, but nobody cares.
The term in the context of this world groups people together partially by culture groups, but predominantly by the Augmentations they have.
People quite often adopt certain Augs based on a culture they identify with, so to a degree start out basic as babies and are augmented into a society themed on the Norse races.
Augments can also be either mechanical or genetically engineered (birth or after).

For example those who augment to be stronger might be Trolls and Giants (who would be tall, but not gigantic).
Those who augment for tools become Dwarves (whcih also comes with size reduction to make the body strong enough for the load).
Those who augment for agility would be known as Elves, split between those who augment with machinery (Dark Elves) and those augmented with genetic engineering (Light Elves).
Humans and others can still augment however they want, but there are these distinct culture groups. Quite possible a person can be mistaken for being in one they're not, because they've augmented in a similar fashion.

Obviously, some people can choose not to augment at all.


WORLDS:
A big things is the nine realms of Norse mythology, and how they translate.
I'm totally abandoning an idea of this being the real world, and instead just saying "this is a world of nine realms, get over it".

So, we have nine realms.
To start, There are five physical worlds that can be physically visited.
Midgard, Nidavellir, Jotunheim, Alfheim and Svartalfheim.
My current working plan is that these are all parts of the same world, and different ways of describing different areas of the world and the settlements there.
For example Midgard is the core surface world, quite diverse and where Humans are most common.
Nidavellir would be underground. Tunnels, sewers, and settlements where Dwarves are most common.
Jotunheim is the mountains. Any mountains. A place Trolls and Giants are most common.
The question I'm trying to work around is Alfheim and Svartalfheim, the lands of Light and Dark Elves. My feeling is that Alfheim would be nice, natural places where Light Elves are common. Forests perhaps. But how to then distinguish the places where Dark Elves live in a way that goes along with Norse mythology?
Annoyingly Svartalfheim is often thought to be the same place as Nidavellir, and also home to Dwarves, and I need a way to distinguish it. Would it work to say that Svartalfheim is natural underground caverns? And Nidavellir refers only to man-made structures and tunnels beneath the surface? That might work?

And I'm only now realizing that I forgot Muspelheim, the land of fire.
Hows this - Svartalfheim and Nidavellir be the same. And Muspelheim be the ninth realm, the lands beneath Nidavellir where the caverns are natural and run with fire and lava. That could work, and add tension between the Dwarves and Dark Elves.



On top of all of the physical realms is Vanaheim. Oroginally a realm of some gods, it is now a closer god-like realm close to the material.
Given that I'm working with the gods being programs, this works.
Vanaheim describes a basic information network which can be accessed from the physical world, and which can be viewed through Augmented Reality. It can give you an overlay over the world, allow you to scan some things for more information, and hack/distupt some systems. Even reprogram some things you can get sight of.
Think of it as your AR internet.



We add onto that the digital realms.
These Realms are literally digital spaces which can only be accessed through VR. They are kept locked, and have to be broken into through Bifrost - the digital gateway and firewall against intrusion.

Asgard is at the top. it is the most secure and nota place to tread, because its where the actual AI Gods reside. Rumour has it that when augmented warriors die, a program called Valkerie downloads their personality and saves it to a database called Valhalla, hidden within Asgard.


Then you have Niflheim, a realm of snow, fog and mist. This is a secure server, an archive for the gods and for some powerful figures in the material worlds. Storage space here can be rented for a price, as can access for those looking to be naughty.

Finally, Helheim, essentially the Recycle Bin of the digital plains. Discarded personality files end up here, as well as plans and designs for a number of systems and creatures which are discarded by those higher up. Everything which has ever been deleted ends up here, but it is highly dangerous to even attempt to access it. They say that dying in Helheim can kill you in real life too, and that amongst the detritus within there is even a discard god who has named herself for her new domain.



Those are my current setting thoughts while I work through other things.

Your thoughts?

Thanks in advance.

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  Hello everyone
Posted by: SniffBuster - 19-03-2019, 02:05 PM - Forum: New Members Introduce Yourself Here - Replies (4)

My name is Cameron and I am looking to join a game with a nice group of people. I am a complete newbie and will need to been shown the ropes, that is if anyone is willing xD

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  Hello
Posted by: edward_munns - 03-01-2019, 02:18 PM - Forum: New Members Introduce Yourself Here - Replies (4)

Hello all

Happy new year.  One of my resolutions this year was to get back into gaming.  I've collcted and gamed 40k on and off for the last 20 years, but haven't played in the last two years due to work and becoming a dad.  I'm keen to get back into gaming and am looking for a willing volunteer to show me the ropes again (having never played 8th edition).

I am an Imperial player through and through, with a large IG army, three flavours of SM and some Knights.  i always run with a 'fluffy' army - I enjoy the narrative side of the hobby and don't aim for competitive lists - I take what I like the look of, not what's most likely to win (getting my excuses in for the forthcoming defeats early...)

I look forward to hearing from you.

Ed

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  Wotcha
Posted by: Kehpyi - 30-12-2018, 04:32 AM - Forum: New Members Introduce Yourself Here - Replies (5)

Hello everyone I was wondering if in the near future you'd have me come along to a couple of sessions and see if there's any games I can join? I found it impossible to get my family to enjoy a simple board game this Christmas hols and I think I'm going to have to look outside of my blood relatives for entertainment. 

I used to play DnD and Magic way back in the day and would love to join a DnD session if no one would mind a little handholding. Otherwise I love simple but fun games like Munchkin and the like. Not sure I can face going through my disorganised card collection to make a magic deck tbh though. 

I'm a Mom in my thirties so when I last was with a regular gaming group it was all on stone tablets and they hadn't invented colour yet.

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  Hello
Posted by: Mualphatautau - 13-11-2018, 12:44 AM - Forum: New Members Introduce Yourself Here - Replies (13)

Hi,

I have recently been introduced to DnD (5e) through one of my friends (Autumn Thriller on here) and have been playing through his homebrewed campaign, which is going really well (well apart from one of our party dying the last session Tongue).

I found out about this group through Autumn Thriller and am looking to come to a session one Tuesday.

Matt

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  H.E.L.L.O
Posted by: AutumnThriller - 04-11-2018, 05:46 PM - Forum: New Members Introduce Yourself Here - Replies (5)

Heya!

I've been a fareham-dweller for pretty much my entire life but have just recently been made aware of your online abode by Mr Ben W (May have totally referred the wrong Ben in sign up...oops).

I'll probably swing along (and maybe bring a friend or two at later dates) to the Tuesday sessions - I'm pretty much a keen D&D player (5e), new to everything else but curious. I have also done a small share of DMing a homebrew campaign which has gone well Big Grin and I'm now running the same campaign for work colleagues ^^.

Luke

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