Table of Contents
LUGS General Notepad
Things to make games about:
Piracy
Building and running a kingdom / empire / country
Building and running a town (modern, fantasy, medieval, as a god)
Building and running a farm
Building and running a cafe
Organized crime
Warfare
Adventure
Wandering
Piracy
Building a Pirate's Base
Building Pirate Ships
Hiring a Pirate Crew
Hunting for Treasures
Plundering Other Vessels
Raiding Towns
Pirate versus Pirate
Fantasy Kingdom
Congratulations! You have been given the opportunity to rule over a small territory by the reigning king of your country! Keep things running smoothly, make sure taxes are collected and the king gets his share, keep the peasants from revolting and your neighbors from invading, and who knows – someday, you might be the one on the throne.
Resource Production
Before you can look forward to being the one on the largest throne in the land, though, you have to know how to utilize your resources - namely, how to build them, how to use them, and how to trade them when necessary.
Population
The people who live in your towns are your most basic resource; they work in your buildings, fields, and other places, and they generate trade with other towns and each other through their day-to-day activities, as well as taxes for you. Happy citizens tend to work harder, as do well-watched citizens. Heavily taxed and heavily abused citizens tend to work less effectively and may flee. It generally pays to treat your people well.
Farming
Farming is the basic cornerstone of feeding your people. Most people need little motivation to grow enough food to feed themselves; however, typically you need them to grow enough to feed your armies as well, to trade with neighbors, or to work on specific goals.
Mining
Mining is a good way to get stones for buildings and construction, and metals for making tools and equipment. Occasionally, your people may find rare gemstones or precious metals that can enrich your town greatly or be used in arcane rituals.
Logging
Logging is essential for getting the wood you need to build most things, from huts to mining supports to ballistas to towers. Unfortunately, trees tend to take a long time to grow back, at least without a bit of mystical intervention, so try not to clearcut the forests.
Fishing
If your town happens to be near a lake, your people can fish, providing an additional source of foods and occasional other trade goods.
Army Production
A town without defenses is sure to be overrun by the first bandit seige. As such, you will need to train some people in the art of war - and these will be the first in what will eventually become your army.
Conscription
The first step in creating an army is drafting soldiers. You can set policies for automatic drafting, which causes a small amount of unhappiness, or forcibly cause larger immediate drafts if you need troops immediately, which causes a large surge in unhappiness (nobody likes having their kids stolen for war). On the other hand, you can have a volunteer-only army, and let people join of their own will - which they will, if they are particularly loyal and either combatant or feeling threatened by events.
Organization
The second step in creating an army is to designate groups for a particular segment of troops. While technically not quite necessary, this will make your life easier if you don't have to refer to 24,000 soldiers individually by name.
Training
The third step in creating an army is training the troops in question. While anyone can field an army by dragging a few hundred peasants from the fields, handing them spears, and telling them to go attack the enemy, military discipline takes time and practice.
Armament
The final step in creating an army is providing that army with equipment. Some equipment requires training to use properly, while other equipment merely performs better in the hands of a professional; an untrained rider is more of a hazard to his fellows than the enemy, while an untrained spearman may still manage to get lucky in combat.
Pay Grade
How you pay your soldiers is as important as how you equip them. The rank and file, as well as those who lead them into battle, expect to be paid commensurately with their abilities and the risks you task them with. As such, if they feel shortchanged, their morale may suffer and they may even desert, taking their gear and skills with them!
Warfare
Assuming your soldiers survive long enough, they can learn to handle all sorts of weapons, armor, and other equipment. The more they learn, the tougher they become, giving them an edge over troops that only trained in one style of combat.
Health: Excellent / Very Good / Good / Average / Bad / Very Bad / Terrible
Wounds: Unhurt / Scratched / Mildly Wounded / Moderately Wounded / Badly Wounded / Severely Wounded / Critically Wounded / Dead
Morale: Excellent / Very Good / Good / Average / Bad / Very Bad / Terrible
Loyalty: Fanatical / Devoted / Very Good / Good / Neutral / Bad / Very Bad / Bitter / Treasonous
Skill: None / Novice / Basic / Practiced / Trained / Skilled / Proficient / Expert / Masterful
Modern Town
Resource Production
Population
Power
Water
Food
Money
Farm Life
Planting Crops
Planting Trees
Fishing
Caring for Animals
How do you acquire quest items?
Example 1
You need 25 Smellbetter Soap for a quest.
Smellbetter Soap is worth $100 per bar.
If you ask friends to send you some, it's free and you each get one, but you can only receive one free item per friend at a time, and there's a limit on how many items you can have waiting for you.
If you buy it from the maker after doing them a few favors, it costs $50 per bar.
If you buy it from a store in town, it's $100.
If you buy it from a town far from where it's made, it's $150.
If you buy it in World's End, it's $200 in World's End currency.
Example 2
You need to acquire fifty wolf pelts for a quest.
They are acquired, of course, from wolves.
You can kill wolves, and if you are a decent tanner, skin them and get wolf pelts.
You can buy wolf pelts on the market from people who are decent tanners.
Or you can buy them from World's End, where they have a set value and occasionally appear in Chekhov's Bag.
Example 3
You need five hundred pounds of wheat flour in order to bake the largest loaf of bread the world has ever seen. You can do this by raising wheat crops and then grinding the resulting wheat in a mill, or by buying wheat flour on the open market.
Secret Agent SciFi Gear
The Shades: An ultra-tech heads-up display system built into a pair of sunglasses, including a polarizing glare filter, optical display, twin bone-conduction speaker conduits in the framing, and an omnifrequency transceiver that allows the wearer to listen in on nearby communications. The Shades are typically transparent with overlay, but can be switched between visual modes using a set of full-spectrum lenses built into the bridge, allowing for binocular-zoom, ultraviolet, infrared, night vision, thermal-enhanced vision, and tactical vision. Built-in interface processors allow the Shades to connect to weapons and equipment to display pertinent data such as remaining rounds, fuel, speed, and the like in the wearer's visual field.
The Falcon: A customized handgun that is designed to be receptive to the Shades' interface, providing additional benefits to corrective aiming and displaying a crosshair on the display surface to show where the Falcon is presently pointing. The Falcon is also designed to be able to adapt to variable ammunition calibers, allowing it to be reloaded with any type of field ammo while maintaining most of the round's original properties. Customizable through a variety of attachments, the Falcon can be transmuted into nearly any weapon type through reconfiguration of ammunition, barrel, and attachments.
The Suit: A business suit coat, shirt, and trousers manufactured using a treated nanomesh fiber that gives each piece an enhanced resistance to bullets and beam weapons, while not limiting the user's motion. It is incredibly durable, and does not rip or tear under even the most abusive circumstances. The Suit as a whole also interfaces with the Shades, incorporating sensors that provide a passive sense of the surrounding environment to alert the wearer to enemies that may be otherwise out of sight.
The Tie: A thin red business tie that is made of the same material as The Suit, and that will not tear or rip under nearly any circumstances. It conceals an electronic mutable lockpick that allows the wearer to override various types of security systems.
The Shoes: These shoes might look like ordinary dress shoes, but they are actually custom-fit for the wearer, and contain a variety of enhancements for optimum performance, such as providing additional spring for better leaps and strides, maximum traction to ignore the effects of treacherous surfaces, metal reinforcement to provide extra kick to any escape, and even a concealed compartment for storing small items of value in each heel.
The Card: This device, the size and shape of a credit card, can be turned into any identification card - including magnetic strips, optical recognition data, or other codes - that has been analyzed by the Shades. This allows the owner to briefly examine a target's credit card, security pass, or driver's license and make a duplicate or altered version later.
The Key: This device looks like a blank key, but in actuality it is a highly sophisticated work of microengineering with over twenty-thousand pressure pins controlled by a servo unit in the key's base. By examining a key with the Shades, the wearer can store its unique shape, thus allowing them to program the Key to duplicate it later and giving them access to whatever the original key opens. Alternatively, the Key can be inserted into a lock and attempt to mold itself to fit; this takes some time, but can be useful if the original is nowhere in sight. Given sufficient exposure to an area, the Key can improve its algorithms, speeding up the time required to open other unfamiliar locks as it develops a master key profile.
The Phone: This smartphone is smarter than some people, having access to terabytes of stored data, the ability to access and control various objects, and interpret commands from the user. In addition, it serves as the 'brain' behind the user's equipment network, maintaining a satellite uplink to the Agency, uploading and downloading items as needed, and acting as a keypad.
The Sampler: This device looks similar to an asthma inhaler, but comes with attachments for inserting solid, liquid, or gaseous matter (or when used without attachments, samples the air). The Sampler then runs an analysis on the contents to determine more about them, which it transmits to the Phone and Shades. Information about materials the Phone cannot recognize can be transmitted back to the Agency for review and study.
Red Cross: Healing Bullet
“So, I'm not really a big fan of promoting firearm medicine. Shooting someone to heal their injuries? It seems, I dunno, counter-intuitive. But if you're gonna be slinging around bullets that change the laws of nature, may as well have a few that help instead of harm. These bullets are plastic, so they won't inflict much damage on impact - not that getting shot by a high-velocity round ever feels fantastic on bare skin - and when the round shatters, it releases the stuff inside, making a little cloud of healing mystical vapors. Isn't that nice. Just remember which round you're using before you switch back to shooting at the enemy, wouldja?”
Effects: Inflicts half normal damage, all Bash, armor defends. Also cures (damage x 1.5) LP for anyone caught in the area of the healing cloud who is not in a sealed suit.
Bonfire: Inferno Bullet
“Incendiary rounds are nothing new. Nasty stuff, burns while in flight and all. Has a good chance of setting a car on fire if it punches through the gas tank. And, of course, it isn't civilian legal. Neither is this - a bullet that strikes, then releases a cloud of vapor that bursts into intense flames, burning briefly but intensely enough to set most combustibles alight. Some of the boys call it the Hollywood bullet because it makes those movies where you shoot a tank of gas and it explodes actually possible in real life. The Geneva Convention probably has a thing or two to say about setting enemy combatants on fire for grins, too.”
Effects: Inflicts normal damage in Bullet damage, plus normal damage in Fire damage. If armor value is exceeded or if target is combustible, target catches fire for (damage / 3) points of damage per round until extinguished.
Lightning: Electroshock Bullet
“Oh hell yeah, now this is one of those sorts of bullets you'll just love to get a reason to shoot people with. Most of the time, we engage civilian targets with tasers as one of those 'less-than-lethal' enforcement tools - but damned if we haven't wanted to inflict some electrical suffering on our armed and armored adversaries. Well, the Electroshock Bullet is the answer to our prayers. It's a full-powered bullet - none of that soft rubber or plastic nonsense - and on impact it generates a high-powered electrical blast. Might put a perp down, might put them into cardiac arrest, but the point is it puts them out of action and fast.”
Effects: Inflicts normal damage in Bullet damage, plus normal damage in Shock damage. Shock damage doubles and ignores AV if target is wearing metal armor. Shock damage causes an immediate -1 to all actions per 5 points of damage, and target must make a Con doubled roll with all penalties applied or be knocked prone and incapable of actions for two seconds. Any living target who takes more than 1/2 LP in shock damage in a short period must make a Survival Test with shock penalties applied or go into cardiac arrest.
Shards: Fragmentation Bullet
“This is one of those bullets you're gonna either love or hate. You might love it because if it gets through, it can put down trouble permanent-like, or you might hate it because it makes one hell of a mess if it strikes an unarmored target, which is bad if you didn't mean to hit them. Shredding someone's torso like tissue paper can make new recruits sick to their stomachs. Then again, if you need to stop some drugged-up maniac that won't respond to pain or blood loss while the drugs are in effect, you need something that's going to put them down from sheer trauma. Put one of these in his leg, and it'll take the leg off. See if he can walk away from THAT.”
Bomb: Explosive Bullet
“This is another one of those rounds you don't really want to use unless you're certain the situation calls for it. It's an exploding bullet. And when I say 'explode', I mean 'blows up a spot real good'. This isn't the sort of thing you break out in the shopping mall to stop a knife-wielding mugger. This is what you bring when you're dealing with some cartel thugs in an armored car, or need to blast in a door, this is your round.”
Access Hacking
In order to gain access to a system, you need a legitimate user connected to the system, a certain amount of traffic packets to analyze, and a certain amount of time spent processing that traffic. The amount of packets and time required depends on the level of encryption of the connection. Once the encryption key is broken, one can then monitor traffic until a login / password combination are sent (or forcibly disconnect the target user so that they reauthenticate themselves), which can then be used to log into the system.
Interesting Events
Explosive Sledgehammer Day! Explosives strapped to sledgehammers. San Juanito, San Juan de la Vega, Mexico.
Interesting Animals
Saarloos Wolfhound – a new breed that kept the appearance and size (and most characteristics) of a wolf. It weighs upwards of 100 pounds and is highly intelligent and strong willed, with a strong pack instinct and a face that will deter even the most determined door-to-door salesman. A superintelligent domesticated wolf, basically.
Alderil Notes
-<norm> -ara/ira -ara/iga -ara/ija -ama/ima -aza/iza
Fire Blizzard Thunder Water
Step 1:
Base damage of spell –
Damage = SpellPower x 4 + (Level x SpellPower x MagicPower x 32)
Step 2:
Equipment modifier –
Is caster using a magic enhancer? Add magic enhancer percentages:
Damage = Damage x (100 + Enhancements)/100
Targeting modifier –
Is target split between multiple enemies when it is usually a single target spell? If so:
Damage = Damage / 2
(This does not apply to spells that are always multitarget.)
Boosted modifier –
Is caster in Trance state?:
Damage = Damage x 2
Randomizer –
Damage = (Damage x (224,225)/256) + 1
Magic defense –
Damage = Damage x (255 - target magic defense)/256) + 1
(Some spells ignore Magic Defense.)
Shell status:
Damage = (Damage x 170/256) + 1
Target is in Trance:
Damage = Damage / 2
Elemental Checks – If any of these pass, stop checking:
Target is Petrified:
Damage = 0
ForceField for Element is in effect:
Damage = 0
Target absorbs element:
Damage = same, AtkType = Heal
Target immune to element:
Damage = 0
Target resistant to element:
Damage = Damage / 2
Target weak to element:
Damage = Damage x 2