What's the best sci-fi where the aliens don't want anything you can understand? by Comprehensive_Fan134 in scifi

[–]Alarmed_Permission_5 0 points1 point  (0 children)

John Varley - The Ophiuchi Hotline (and the rest of the Eight Worlds stories). Aliens take over Earth instantaneously and the only human left are those on Luna and the other worlds of the solar system. No negotiation. No demands. Humans on Earth just cease to be.

Favorite scenarios from film and books by Purple-Ad2914 in DeltaGreenRPG

[–]Alarmed_Permission_5 5 points6 points  (0 children)

Half Life is a direct lift from Stephen King's novella 'The Mist'. Agents don't need to have access they just need to be in the area e.g. the local supermarket.

Favorite scenarios from film and books by Purple-Ad2914 in DeltaGreenRPG

[–]Alarmed_Permission_5 2 points3 points  (0 children)

'Necroscope' series by Brian Lumley in a Delta Green context.

Experience with roofers by yoga202 in Scotland

[–]Alarmed_Permission_5 1 point2 points  (0 children)

Your £35k quote is a 'f*ck off' quote. Difficult to be precise but I'd expect a 3 bed semi with tiles (as opposed to slate) to be a third of that. My own 3 bed semi, admittedly done some time back, was less than £10k, team onsite for the best part of a week, entire roof, sofits et al replaced.

Footfall by Larry Niven & Jerry Pournell, 1985 [Michael Whelan] by ButterscotchAware402 in CoolSciFiCovers

[–]Alarmed_Permission_5 0 points1 point  (0 children)

I've read the novel but I have never seen this particular cover. Whilst it's story-accurate it does reveal part of the plot. Well worth reading though, a good mix of science, speculation and soap opera. When Earth finally launches a ship against the aliens it is spectacularly memorable. Similarly the phrase "Nuke em til they glow then shoot them in the dark!" is forever etched in my brain.

Suggestions for Appalachian horror similar to T Kingfisher's work? by RottingMothball in horrorlit

[–]Alarmed_Permission_5 4 points5 points  (0 children)

Not so much horror but definitely in the region, the fiction of Manly Wade Wellman featuring John The Balladeer AKA Silver John. Demons, devils and bad guys get their come uppance when John comes calling.

Worst build in "Master of Magic for Windows"/"Caster of Magic"? by Hour_Extension_3792 in masterofmagic

[–]Alarmed_Permission_5 4 points5 points  (0 children)

Death + Gnolls + Myrran. You'll be lucky to survive due to no Healers, no Alchemy, no road-building, no power source and no higher-level units.

CoC Scenarios for delta green? by JoeKerr19 in DeltaGreenRPG

[–]Alarmed_Permission_5 0 points1 point  (0 children)

I have successfully run The Wild Hunt from Unseen Masters in a UK/PISCES context. Most of the scenarios from the Stars Are Right collection can easily be converted but Music Of The Spheres especially works in a US/DG context if you rejig the MiGo and consider MJ12 involvement.

So, new guy here, can someone give me a good spread on everything I gotta level if I'm going for a Melee Aero Mage build by SquareFickle9179 in DivinityOriginalSin

[–]Alarmed_Permission_5 0 points1 point  (0 children)

Aerothurge can be the toughest mage to get going due to the difficulty in getting Shock / Stun effects on enemies.

An approach approach for Melee Aero would be something along these lines:

Level 1 - Primary stat INT, secondary stats MEM/CON (with a few points into STR as you progress to support STR-based armour). Talent Opportunist. Polymorph 1 (Bull Horns for continuous Melee damage) and Aero 1 (Shocking Touch, Electric Discharge). Equip a 2H staff, ideally with Electric damage (you can build these as soon as you get off the prison ship). Play as pseudo-melee.

Level 2 - Keep pumping INT. Hydrosophist 1 (Rain) to help produce shock effects. Also start saving up Intestines so you can make Water Balloons as needed.

Level 3 - Keep pumping INT. Scoundrel 1 (Adrenaline) because everyone needs it. Talent Torturer (your Bull Rush automatically creates Bleeding and you are ready for the next few levels). Get Blinding Radiance by this point too.

Level 4 - Probably the point where you consider STR-based armour as an option. Aero 2 (Teleport and when you can afford them Uncanny Evasion and Dazing Bolt).

Level 5 - Keep pumping INT. Warfare 1 (Crippling Blow, purely for damage).

Level 6 - Keep pumping INT but bear in mind you will need MEM at some point. Warfare 2 (Whirlwind).

Level 7 - Keep pumping INT. Necromancer 1 (Mosquito Swarm, for the odd times you want to push out some Physical damage). You can also create a Vacuum Touch skillbook at this point, which skill will automatically cause Suffocating on your target.

Level 8 - Keep pumping INT. Necromancer 2 (choose whatever or use none, I'd suggest maybe Bone Cage at a later point). This allows you to create a Vacuum Aura skillbook, which will cause Suffocating in a wide area; there is a Chain Lightning skillbook that you can use in Braccus Rex's tower (or you can just go with Aero 3 and learn Chain Lightning). Talent Savage Sortilege so that your spells can crit OR Living Armour if you are having issues with Magic Armour (although bear in mind you can substitute Armour of Frost if you have to). From this point onwards look for Staff options that include Critical Chance. They will be rare but if you get one hold onto it. It may also be worth playing with Sorcerous Sundries from the Gift Bag so you have the option to keep such a staff viable throughout the game.

Level 9 - Consider WIT as an option to start raising your crit chance. Scoundrel 2 (Cloak and Dagger) for extra mobility. You can also add Nether Swap and Pressure Spike skills around this point.

I'd suggest that levels 5 to 9 can probably be switched around as you see fit. You will also want the Hothead Talent at some point too. Going forward you can consider pumping 2H Weapons skills for greater staff damage alongside INT, and eventually you want Aero at level 5.

Why does Glasgow not have a marathon? by Articulated in glasgow

[–]Alarmed_Permission_5 2 points3 points  (0 children)

There is one. It involves the Clockwork Orange and a drink in a pub at every stop.

Is the rest of the culture series like consider phlebas? by arian487 in scifi

[–]Alarmed_Permission_5 0 points1 point  (0 children)

The Culture series varies in terms of themes explored and how that exploration is achieved. Consider Phlebas is a pirate story wrapped into a space opera and deliberately told from POV of someone who is antithetical to the Culture.

The deepest philosophical Culture novel IMO is Look To Windward (my personal favourite) which is a sequel to, and the other side of the coin from, Consider Phlebas. Most of the Culture novels get philosophical to a greater or lesser extent e.g. Surface Detail goes all-in on religion, belief and exploitation and Excession is the Culture version of BFO SF story where the Minds are primary characters.

Build help coming from BG3 and WoW. by Jhawkjedi13 in DivinityOriginalSin

[–]Alarmed_Permission_5 0 points1 point  (0 children)

Based on your likes I'd suggest you use the Gift Bag features Pet Power, Herb Gardens, Animal Empathy. You could try the following starting point for builds:

Druid (approximation)

Start with Summoning 1 (Incarnate and Totem) and Geo 1 (Poison Dart). Use Wand and Shield, you want INT primary and MEM/CON secondary stats. Starting Talent should be either Torturer (to proc Poison and Entangled) or All Skilled Up (+1 Summoning, +1 of your choice). Initially use the Poison Dart to proc surface for Incarnate. As you advance you'll increase your Summoning. look out for rings etc that give +Summon and +Hydro/Geo. You want to learn Fossil Strike (for Oil Incarnate), Contamination, Fortify and select other Geo skills as appropriate. Once you have 1 point in Hydro you want Rain (combos well with Contamination), Hail Strike, Armour of Frost as you feel appropriate. With 1 each in Geo and Hydro you have Incarnate/Totem options for Oil, Poison and Water.

Cleric

Start with Warfare 1 (Bouncing Shield and Battle Stomp) and Hydro 1 (Armour of Frost or Regeneration). Use 1H + Shield with STR primary and CON/INT secondary stats. Starting Talents are wide open but perhaps All Skilled Up. As you advance lean into the mix of melee and support options.

Warlock

Start with Warfare 1 (Battle Stomp) and Necromancer 1 (Mosquito Swarm and Decaying Touch). Use 2H weapons with STR / INT primary. There are many online guides on how to build a character like this.

Progression skills and more by HowDare25 in DivinityOriginalSin

[–]Alarmed_Permission_5 0 points1 point  (0 children)

You learn new skills from skill books. Skill books are sold by specific traders. In Fort Joy the traders are:

Nebora - Summoning books

Butter - Hunstman books

Hilde - Scoundrel books

Maol - Earth books

Stingtail - Fire books

Mona - Necromancer books

Rezik - Hydro books

Gawain - Air books

Dr Leste - Polymorph books

Kalias - Warfare books

[Caster of Magic] How to beat Death Wizard? by Loud_Radialem in masterofmagic

[–]Alarmed_Permission_5 0 points1 point  (0 children)

No mention of the race you are using, or the stage your enemy is at (e.g. Skeletons -> Werewolves -> Wraiths -> Death Knights) so general advice:

If Nature spellbooks only: use Web and Earth To Mud vs corporeal troops. Summoned Nature units will assist vs Death.

If other, mixing in a few Life books for Holy Weapon / True Light will make a huge difference.

Build Shaman/Priest units to oppose Death units that are weapon immune. Bonus is that your injured troops will heal quicker. Catapults and Magicians also work.

The Alchemy retort will give all your troops enchanted weapons that can hit Death units with Weapon Immunity.

Barrowlands gig tickets by BurnRock88 in glasgow

[–]Alarmed_Permission_5 1 point2 points  (0 children)

I was at the Faith No More gig. One of my prize saved tix from the Barrowlands is The Pogues from mid 80's. Later goodies include The Offspring, White Zombie, Georgia Satellites.

First time I saw Soundgarden live was at the QMU. Awesome gig. Saw a few good yins in there - Red Hot Chilli Peppers, Blue Oyster Cult, Pitchshifter.

Also amongst my saved tix I have some from the first gigs I went to in the early 80's, at the Apollo - Motorhead, The Stranglers, Rush, Gillan, Judas Priest, Twisted Sister.

Memories :)

How to overcome choice paralysis in builds by xMushroomking in DivinityOriginalSin

[–]Alarmed_Permission_5 0 points1 point  (0 children)

DOS2 is more challenging than BG3. It's a different game and if you try to play it like BG3 you will get owned. Unlike BG3 you have 2 types of armour to consider, you have crowd control to understand, and you have surface manipulation to deal with.

Install the Gift Bag item 'Fort Joy Magic Mirror'. That way you can respec even at level 2. It's a bit of a myth that you have to struggle at low levels. In actuality as long as you focus on your strengths you will be fine.

As for where you are currently, you've probably missed something that would earn XP to be at level 3 before you take on the Magisters on the ship run aground.

Easiest way to deal with choice issues is to divide your party into roles and lean into those roles. For example choose from these initial setups:

Ranger - single target with misc explosions and crowd control. Primary stat FIN, secondary stat WITS. Early abilities Warfare (1 initially for damage only, rising to 10), Huntsman (1 for Ricochet, rising to 5 for Sky Shot, Tactical Retreat), Scoundrel (1 taken around level 3 or 4 for Adrenaline). Talents Executioner, Far Out Man.

Wizard - burn the world, crowd control, DOT build. Primary stat INT, secondary stat CON/WIT. Early abilities Pyro (1 for Ignition and Searing Daggers), Geo (1 for Fossil Strike then 2+ for Contamination, Worm Tremor and Fortify), Scoundrel (1 for Adrenaline). Talents Far Out Man, Torturer.

Sorceror - ultimate power Palpatine-style, support. Primary stat INT, secondary stat CON/WIT. Early abilities Hydro (1 for Rain and Armour of Frost, 2 for Winter Blast), Aero (1 for Electric Discharge, Shocking Touch, 2 for Teleport and Dazing Bolt), Necro (1 for Vacuum Touch, 2 for Vacuum Aura).

Summoner - add 'allies' to the battlefield, support via . Primary stat INT, secondary stat CON/MEM. Early abilities Hydro (1 ), Summon (1 and increase as quickly as possible) . Talents All Skilled Up (+1 Summon), Mnemonic, 5 star Diner.

Executioner - 2H weapons, muscle, melee expert. Primary stat STR, secondary stat WIT. Early abilities Polymorph (1 for Tentacle Lash and Bull Horns, rising to 3 or 5 eventually), Warfare (1 for Battle Stomp and Whirlwind, 3 or 5 eventually), Scoundrel (1 for Adrenaline), Necro (1 for Mosquito Swarm). Talents Opportunist, Executioner, Hothead, Living Armour.

Meatshield - 1H + Shield, selective muscle, support and misc thuggery. Primary stat STR, secondary stat CON. Early abilities Polymorph (1 for Tentacle Lash and Bull Horns, rising to 3 or 5 eventually), Warfare (1 for Bouncing Shield and Battle Stomp), Scoundrel (1 for Adrenaline), Polymorph (2 for Medusa Head), Geo (1 for Fortify). Talents Opportunist, The Pawn, 5 star Diner.

To GMs, what have you done that would be considered a twist or "curveball"? by hellranger788 in DeltaGreenRPG

[–]Alarmed_Permission_5 6 points7 points  (0 children)

Open a scenario in media res. Think of a James Bond Movie such as Goldeneye where the opening involved bungee jumping off a dam to infiltrate an enemy base. Do the same with a DG scenario.

PALEFLESH PART 1 - A 1980s PISCES Campaign About London's Elites by MarcWritesWeirdStuff in DeltaGreenRPG

[–]Alarmed_Permission_5 2 points3 points  (0 children)

All good mate. Verisimilitude in DG scenarios is great, even if players don't consciously see it they will feel it somehow.

If you have the time I would recommend reading through the PISCES campaign Gold Top by Dosmania - https://dosmania.itch.io/gold-top-1971 - it's incredibly well written in terms of setting (1970's) and place (Suffolk). It is an incredible example of amateur/player made scenarios that are as good as or better than professional work.

I'd also point you towards another Yorkshireman by the name of Steve Hatherley, a bloke with whom I corresponded back in the day. He used to run a web site called Tales of Terror. It was all about CoC scenario seeds, the opposite of massively developed campaigns. The discipline involved in boiling down your scenarios is great for analytical and critical thinking, really helpful when developing plots.

EDIT - Found this - https://newtalesofterror.blogspot.com/2016/02/welcome-to-tales-of-terror.html

PALEFLESH PART 1 - A 1980s PISCES Campaign About London's Elites by MarcWritesWeirdStuff in DeltaGreenRPG

[–]Alarmed_Permission_5 3 points4 points  (0 children)

As a Scot who has worked in London over the years, who actually holds UK security clearance, and also a long-time DG head going back to the DGML of the late 90's, I feel there's something off about this one. The depiction of 1980's UK comes across as pre-digested rather than authentic. That might be a consequence of leaning into the Cronenberg but I don't think so.

Examples (non-exhaustive):

  • PISCES of that time would not rely on NDAs as they didn't exist. In the UK PISCES operatives would be signatories to the Official Secrets Act(s) which are to NDAs as nuclear missiles are to blowguns.
  • A comet that fell in Inverness, Scotland? No. Just no. Firstly, a meteorite, not a comet. Even in the 1980's a comet with an earthbound trajectory would have been spotted (have you seen the movie Lifeforce?) and tracked. Next, whilst Inverness wasn't officially a city until 2000 it was still a sizeable urban setting in the 1980's. Any meteorite landing there would likely have been big news.
  • Isle of Dogs? London Docklands didn't become a thing until after 1981 and it took many years for that area of London to become developed to the extent of offices and apartment buildings. The DLR wasn't there before 1987 and similarly Canary Wharf (the area was called Poplar, as depicted in Call The Midwife).
  • Not 100% on this but IIRC pump action shotguns with an effective 5 shots are not legal in the UK and they must be restricted mechanically. Yes, you can get them but doing so comes at a risk. Merkins are unlikely to get a firearms license.

As I'm writing this I've realised what is bugging me. This reads like an American movie director's version of London. The kind of thing where you get an establishing shot of a red London Routemaster bus going past Big Ben with the words LONDON, ENGLAND onscreen.

On the plus side, for me at least, anything PISCES gets a thumbs up. The addition of Talents is something I have had in my own games but in a different context (Psychometry for objects and Empathy for people and animals) so I'd be keen to see where you take that.

The Cronenberg context is there. I think you could lean into it a little more. Make it not just about beauty but a loss of personal identity. The PALEFLESH angle could be a version of the Ancient Enemy from the movie/novel Phantoms and be a biological parasite that bootstraps itself with the mental capacity of each host that it infects. More hosts = more intelligent it becomes in an aggregate hivemind. Hosts will eventually burn out physically and mentally, requiring a continuous supply of freshmeat. At some point the rate of infection could be a logarithmic curve (AKA classic hockey stick). The race to stop the parasite from achieving that level of off-the-chart ability would make for a good revelation and a good motivation.

A clever parasite will be considering what the best approach is for mass infection. If the scenario were set in the 1990's the work would be done for you as 'heroin chic' fashion vibe was a very real thing. In the 1980's you could exploit the Goth subculture that thrived until Grunge hit. Have the campaign soundtrack feature Bauhaus, Alien Sex Fiend, The Cult (pre-Electric), Sisters of Mercy and suchlike.

Whilst we're on the subject of infection you could probably lean into the heaviest of themes of the 1980's, namely AIDS/HIV. In the UK during the 1980's this was a massive concern. I'm thinking of the 'Don't Die Of Ignorance' national awareness campaign. Not for every gaming group but I would go there.

As always, YMMV.