Galactic Roleplaying System

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Galactic Roleplaying System

Post by Vergil on Tue Apr 07, 2015 7:30 pm

Galactic Manual for Space-Stat-Playing

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Greetings, user. If you are reading this then it means you wish to instruct upon yourself the procedure known as "SpaceRP". If this is incorrect, please deactivate this module and return it to the local Intergalactic Directorate Association office immediately. If you can confirm that you wish to learn "SpaceRP" please proceed with the following index.


Table of Contents:


1. SpaceRP Character Information
2. Flagships and Mechs
3. Equipping Arsenal and Tech
4. Space Combat
5. Mechanical Afflictionary
6. Factions and Economy
7. Aftermission Options


Last edited by Vergil on Mon Apr 13, 2015 7:36 pm; edited 8 times in total

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SpaceRP Character Information

Post by Vergil on Tue Apr 07, 2015 8:40 pm

In SpaceRP, character profiles are submitted in the following format:

Spoiler:
Name: (If you don't know how to fill this out you're already fucked)
Gender: (For simplicity sake Male or Female)
Age: (Galactic Standard Time is the same as Earth time. 20 years is 20 years GST)
Appearance: (Picture or text is fine)
Profession: (Standard Statplay Class)
Specialization: (This will be either Captain/Officer/Operator/Engineer/Helmsman)
Bonus: (From Specialization)
Blood Type: (Standard human blood type. Otherwise "N/A" for inorganic characters.)

Weapon: (What you commit murder with)
Armor: (What helps prevent murder from happening to you)
Accessory: (For murdering with style)
Augment: (Only add this part if your character is cybernetic with no blood type.)

A-Ability: Title

+ (Name): (What your active skill does)

+ (Name): (Same as above, but does something different)

S-Ability:

+ (Name): (An inherent lingering effect or an effect that may be activated at the user's whim)

R-Ability:

+ (Name): (An effect that occurs under condition)

D-Ability:

+ (Name): (Your OP as fuck ability, for when you can't win without being a little bitch)

C-Ability Title

+ (Name): (An active ability only useable while in Space Combat)

+ (Name): (Same as above, but does something different)

LVL: 1
EXP: 0 / 50
RNK: 1
PROG: >>>>>>>>>>
SP: 0
SKP: 0
CP: 0

HP: TBD by host
MP: TBD by host
TP: TBD by host
ATK: TBD by host
DEF: TBD by host
INT: TBD by host
SPR: TBD by host
EVADE: TBD by host
CRIT: TBD by host
MOVE:TBD by host

You may have noticed several components in the profile skeleton that aren't in a normal standard Statplay. Well no shit, that's what differentiates a SpaceRP profile from a regular one. If there were no changed mechanics added then it might as well not be called "SpaceRP". You don't know what the extra shit does? Well no problem, that's why you're reading this. Here's a little insight on the different implementations.

Specialization: In SpaceRP, you are a part of a crew. You weren't selected to be a part of this crew because you're good at wiggling your ears like a malfunctioning granola bar, but rather the fact that you possess a skill that is actually useful. So useful in fact, that you were given a special classification for it. What do you mean, "Do I want to see you wiggle your ears anyway?" NO! For your Specialization you are either a Captain, an Officer, an Operator, an Engineer, or a Helmsman. The crew will usually also have a Scientist as an NPC. You will select one for your profile an add the corresponding bonus in the bonus section below it.

Captain: +10% EXP and Monetary end-of-mission and Aftermission rewards (+5% per Rank after 1) and has improved effectiveness in Diplomatic Aftermissions.
Officer: Increases Synchronization rate by 1/3rd and Rank Progress by 10% and has improved effectiveness in Training Aftermissions.
Operator: Increases Weapon Accuracy and Damage by 10% while in Space Combat (+5% per Rank after 1) and deals 15% more damage in Boarding Parties.
Engineer: Increases Shield effectiveness by 10% while in Space Combat (+5% per Rank after 1) and improves progress in Research Aftermissions.
Helmsman: Increases Evasion by 10% while in Space Combat (+5% per Rank after 1) and has improved effectiveness in Scouting Aftermissions.

Blood Type: Will be either A, B, AB, or O with a "-" or "+" at the end of it. Many mechs and weapons can only be used by characters with a specific Blood Type.

Augment: If the character is cybernetic, they are usually capable of augmentations and upgrades which are represented by an equippable slot. Characters in the player party that can equip an augment will not start the roleplay out with one.

A, S, R, D, and C-Abilities: The former four do the exact same thing as they would in a normal Statistical Roleplay, however C-Abilties (Crew Abilities) are active abilities that characters can only use while in Space Combat. C-Abilities can only be obtained via CP (Crew Points) which are awarded per rank up. C-Abilities will normally consume TP (Tech Points) instead of MP (Mana Points) to use.

RNK (Rank): Your character's numerically represented Specialization level. This increases every time you fill the Progress gauge.
PROG (Progress): Much like when a character levels up upon earning a sufficient amount of experience, a character will fill their Progress gauge at the end of every Space Combat mission. When the gauge is full, the character will Rank Up and be awarded with 1 Crew Point.


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Flagships and Mechs

Post by Vergil on Wed Apr 08, 2015 6:53 pm

Now we'll move on to the stats of Ships and Mechs. Shown below is a sample format for a Flagship.


Dread Auger
HULL: 120/120
SHD: 50/50 (+10% Engineer Bonus) (55/55)
CAP: 5/8
PLT: 35
EVA: 10% (+10% Helmsman Bonus) (11%)
MOVE: 3
SYNCH: 0%
POW: 200/250
COMM: 80% (50% Weapon - 30% Shield - 20% Engine)

HULL - This is the ship/mech's structural integrity. Once the HULL reaches 0 from receiving too much damage, it will be destroyed. If the player party's main Flagship reaches 0 HULL, the game will end. Deployed mechs and ships separate from the main Flagship will eject their pilots and remain in their occupied cell until picked up by the lead Flagship of either party (player or enemy).

SHD - The ship/mech's shield strength. Shield's will block incoming damage by their listed percentage on the equipment (listed in the profile thread page). If hit with a kinetic based weapon (explosions, rocket fists, physical attacks, etc.) the shield will take damage equal to the weapon's listed damage value reduced by the shield's absorption modifier, while sending the rest of the unabsorbed damage to the ship. The damage formula for kinetic attacks is as follows:
(Weapon Damage + Modifiers - Shield Absorption % - PLT). If hit with an energy based attack (beam weaponry, lasers, elemental damage) the shield will take the full brunt of the damage and must be depleted entirely before the remainder of the damage is sent to the hull. The damage formula for energy based weapons is listed as shown: (Weapon Damage + Modifiers - current SHD) with any excess damage being subtracted directly from the hull, as energy based attacks ignore PLT. SHD will regenerate 20% of its maximum value per turn at the beginning of each turn. If hit with an ionic attack, the shield will receive double damage and cannot regenerate past the ionized damage for the rest of the ionized duration (listed by the weapon/attack). Ionic damage is represented by the formula: (Ionic Damage + Modifiers x2 - SHD). Ionic damage cannot damage any ship/mech's HULL, however will instead deduct from the target ship/mech's POW supply, shutting off any equipment used that has its commitment (COMM) reduced. Ion damage priority reduction goes in the following order: Shield -> Unused/Reserve Power -> Committed Power. Equipment with the lowest Committed Power are shut off first, then the next lowest, and so on and so on. Equipment with same Committed Power will be shut off at random, and consecutive Ion attacks will reset the ionized duration to the duration of the last ionic attack used. Once ionization expires, everything that was previously damaged via Ionic Damage will return to their previous values. The current in command of a ship/mech may redistribute POW as a free action at the beginning of the turn in order to prioritize essential equipment to survive an ionic assault.

CAP - The ship or mech's current weapon capacity. Every weapon is assigned a capacity value that may take up a ship/mech's capacity until the maximum capacity value is reached.

PLT - Stands for plating, and serves to mitigate kinetic damage by its numeric amount after shield absorption.

EVA - The evasion rate of a ship/mech which determines the probability of dodging attacks. Hit rate is determined by Weapon/Attack's accuracy minus the target EVA.

MOVE - How many cells a ship/mech may move, determined by the currently equipped engine.

SYNCH - Abbreviation for "Synchronization". Some weapons and C-abilities may be currently equipped but require the ship/mech to reach a certain Synchronization percentage before it may actually be used. SYNCH is passively gained by 5% at the beginning of each turn (after the first) and increased by 15% if the ship/mech successfully uses a weapon, as well as being reduced by 10% if the hull takes damage.

POW - The ship/mech's current and maximum power distribution. This displays how much power is currently being used by the vessel with the amount unused being reserve power.

COMM - Displays the committed power distributed across the vessel's equipment in percentage. It is listed from highest to lowest commitment value. Some equipment require a certain percentage of COMM to be used in addition to a specific POW value, and some equipment may give the option to provide extra bonuses should extra power be diverted to it past its required value.

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Equipping Arsenal and Tech

Post by Vergil on Thu Apr 09, 2015 8:50 pm

Now that we've covered status of vessels, it's time to learn about what goes on them. You can't have a ship or a mech without equipment, because that would be like having a sandwich with just bread. Do you like bread-only sandwiches? I sure as hell don't. Let's take a look at a few equipment examples for I discuss the components.

Beam Laser Mk-I - Basic beam cannon that fires 3 shots. 20 Energy Dmg x 3. Req: 50 POW, 1 CAP, 0%+ COMM. Range: 1-3 (80% Accuracy) 4 (70% Accuracy) 5 (60% Accuracy). Recharge: 2 Turns.

Spiral Missiles - A launcher than unleashes a salvo of 5 missiles that scatter to a target location. 60 Kinetic Dmg x 5. Req: 50 POW, 1 CAP, 0%+ COMM. Range: 1 (100% Accuracy/20%Recoil) 2-3(75% Accuracy) 4 (55% Accuracy). Ammo: 4/4. Recharge: 2 Turns.

Cosmo Spike - A high-powered fist strike charged by propulsion capable of sundering steel. 150 Kinetic Dmg. Req: 0 POW, 1 CAP, 30%+ COMM, 40% SYNCH. Range: Adjacent (100% Accuracy) (Mechs only). No recharge.

Iridescent Shield Generator - A top-of-the line shield that holds its own against ionized attacks. 30% Absorption Rate, Halves Ion Damage. Req: 75 POW, 1 CAP, 30%+ COMM. Grants an extra 5% Absorption rate per every extra 10% COMM diverted to it past the requirement (Max: 20% extra absorb).

Mach Boosters - Military-grade engines allowing fast travel through space. Gives base 3 MOVE and 10% EVA. Req: 50 POW, 1 CAP, 0%+ COMM. Allows an extra point of MOVE per 10% COMM diverted to it past the requirement (Max: 2 extra MOVE).

Might of Arjuna - An absolute destructive laser that decimates all in its path with unforgiving force. 200 Shield-Ignoring Energy Dmg. Req: 200 POW, 2 CAP, 100% COMM, 100% SYNCH. Range: Straight line with 3-Cell width (Cannot be avoided). Using this weapon resets SYNCH and shuts down all power until the next turn. Ammo: 1/1. Recharge: One mission.


Powering your equipment


In addition to the name and description, weapons will display how much base damage they will deal before any outside modifiers, and then the requirements to power the weapon. Beam Laser Mk-I requires 50 POW diverted to it with no specific COMM distribution as denoted by the 0%+ and takes up 1 CAP slot. Cosmo Spike however, does not require a specific numeric POW investment, but requires at least 30% of the vessel's total COMM and at least 40% Synchronization to be reached in order to be powered. This means if a vessel's max POW is 100, then 30 of it must be diverted to the Cosmo Spike in order for it to be used. Might of Arjuna is a considerably powerful weapon, but not without its drawbacks. Might of Arjuna may only be used if the vessel diverts its entire COMM supply into it and if the vessel has at least 200 POW. When a weapon requires both a base POW amount and a specific COMM supply, the higher value will always be used. Weapons will often also have recharge times in which a vessel must wait the specified amount of turns before using it again. Diverting power away from the weapon's requirement will automatically put it at the initial recharge time and will only begin to count away when the requirement is met again. Weapons may also have an ammunition amount which determine how many times they may be used before they need to be replenished (Most of the time this will be by a C-Ability or buying the ammo from a supplier). Beam Laser Mk-I also has a range of a maximum of 5 cells, but as you can see, it has varying accuracy at specific ranges. It is most favorably used at 1 to 3 cells, with targets 4 or 5 cells away being more difficult to hit. Spiral Missiles are explosive and therefore dangerous if fired too close. If Spiral Missiles is fired point-blank, then the user will take damage equal to the recoil percentage for each successful hit. There will be some weapons that only ships may use that mechs cannot and vice-versa, and such weapons will list their restrictions.

As with weapons, shields may also be powered to be used by vessels. Though a vessel may equip as many weapons as their CAP will allow, each vessel may only equip one shield at a time. If power is diverted away from a shield's requirement, it will shut off and will have to recharge from 0% when the requirement is met again. It is common for shields to allow extra power diversion past the requirement for extra absorption.

Engines provide a vessel's base MOVE stat and EVA. Like shields, each vessel may only have one equipped at a time. If a vessel does not meet the requirements to power its engines then it may not move or evade any attacks unless specified otherwise via outside source. Extra power may be diverted into engines to allow extra movement.

Upgrades

Vessels may also have upgrades on them that provide additional advantages and do not require CAP, POW, or COMM to use unless otherwise stated. They will be listed on the mech's profile page. Here are some examples of certain available upgrades:

External Memory: Begins a battle with 30% SYNCH

Advanced Weapons Bay: All weapons CAP will not exceed more than 1

Cloaking Device: Allows a vessel to Stealth for 1 turn by resetting 70% SYNCH

Negative Energy Panels: Grants a 50% chance to convert incoming Ionic damage into useable POW (can exceed max POW) for 3 turns.

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Space Combat

Post by Vergil on Fri Apr 10, 2015 8:49 pm

So now that we have our vessel stats and vessel equips, it is now time to learn how all of it is applied in battle. Like standard RP's space combat takes place on a cell-based grid with each participating vessel occupying the cells on the map. Unlike standard Statplays, space combat is also a clusterfuck (mainly for me because I have to calculate all the damage). All participating units will act in the same way as they would in a normal Statplay, however flagships containing a crew will perform its action rather differently. Each turn, every member of the crew may use one C-Ability or perform the appropriate action for their specialization. C-Abilities as previously stated, are essentially the A-Abilities used in space combat, and draw from TP instead of MP for cost. Below are the roles each specialization acts upon in a flagship and what they can do in their turn.


Crew Roles in Ships

Captain: Normally the first to take their turn, the captain will issue orders to the crew. If another crew member is incapacitated or otherwise unavailable to perform their role, the captain may act in their stead. (With no specialization bonus applied.) As the cohesion between the captain and his crew grows stronger, synchronization rate will build faster. Captains may take their turn by distributing power to the ship's equipment, and/or using a C-Ability.

Officer: Will act as a second-in-line for the captain if needed. Officers may take their turn by using one of their C-Abilities to support the flagship or supervise another crew member, giving them a boost to their rank specialization bonuses, treating it as if the rank of the two crew members was combined.

Operator: The weapons operator of the crew. The operator is responsible for targeting enemy vessels and utilizing a ship's weapons to fire at them. Operators may spend their turn using a C-Ability or firing a weapon.

Engineer: The engineer will oversee the ship's shield and repair damages done to the ship. Engineers may spend their turn using a C-Ability or repair the ship's HULL for 5% of its maximum amount plus an additional 1% per rank after their first.

Helmsman: The navigator of the crew. The helmsman is responsible for actually moving the ship, so it would be advisable for the helmsman to take their turn before the operator in order to position in range for attacks. The helmsman may take their turn by using a C-Ability, or actually moving the ship.

Mechs

Mechs can only be occupied by one character at a time and are deployed into battle by the main flagship. A crew member piloting a mech will provide their specialization bonus to it, while being able to control the mech's entire systems. A character piloting a mech may take their turn by distributing power if they wish, moving, and then using a C-Ability or attacking with a weapon. Only an engineer may repair a mech for their act action. If a mech's HULL reaches 0, the pilot must eject and wait in the cell they occupied until either the main flagship retrieves them (by moving adjacent to them and using the action: Rescue (Name). If an enemy flagship moves to an adjacent cell of an ejected pilot, they may capture them as a prisoner. Having prisoners makes it a deterrent for the player party to attack the flagship holding the prisoner... unless the weapons operator really, really hates that person and decides to be "an opportunist" by having their "finger slip". Most enemies are stupid and will not eject from their vessels, opting to go down with it. That is because I am a sadist and manually removed most of their eject buttons. Ahahahahahaha, this is what happens when I have too much time on my hands; I travel into space and deliberately sabotage military-grade technology because I have nothing better to do. For enemies fortunate enough and intelligent enough to eject before being blown to smithereens, they too must occupy the cell and wait for a flagship to either rescue or capture them. Mechs have the option to re-board the flagships that they deployed from for repairs by reaching an adjacent cell of the flagship and using the action: Rejoin. From there, engineers may use their repair action on the mech instead of the ship for their turn.

Boarding Enemy Flagships

When a command flagship's shields are down and is rendered immobilized (either by having the engines shut down or detained by a weapon), a ship in an adjacent cell may choose to send any number of their crew members as a boarding party to attack the enemy flagship. Note that a ship must have at least one member stay behind on the ship during a boarding party, which is why mechs may not board enemy ships. Starting a boarding party puts the current mission on hold and initiates an "intermission" in which a battle within the other ship takes place. Boarding parties provide an alternative to destroying an enemy flagship and allows its resources to remain intact for capture if successful, allowing for more rewards at the end of the mission. If the player boarding party fails the attempt during the intermission, all participating members are held as prisoners (or in some cases perma-death, or as I like to call it: "lolgitgudmakeanewchar").

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Mechanical Afflictionary

Post by Vergil on Mon Apr 13, 2015 7:05 pm

Just as there is an afflictionary for standard Statplays that shows the available status ailments and buffs for characters, there is a separate list of ailments and buffs for vessels and cybernetic characters as shown below (may be updated as needed):

Positive:

Overdrive - Increases a vessel's kinetic damage output by 50%.

Bolstered - Doubles shield absorption rate.

Motivated - Increases the damage output of Beam/Aura/Shadow/Dark Matter based weaponry by 50%.

Charged - Increases a vessel's energy damage output or cybernetic unit's INT-based attacks output by 50%.

Nano-Repair - The vessel or cybernetic unit is receiving rapid recovery from nanomachines. Restores a set percentage of HULL or cybernetic unit's HP over the duration.

Speed Flash - The vessel may attack using two weapons for the turn. If bestowed upon a cybernetic unit, they may perform an additional basic attack in addition to their Act action.

Ion-proof - The vessel becomes immune to Ion-based attacks for the duration.

Stealth - The vessel becomes cloaked for a set duration, and may be exposed prematurely if it attacks or is revealed by an enemy skill or weapon.

Reinforced - All kinetic damage taken after mitigation from PLT is halved.

Power Surge - Double maximum POW for the duration.

Negative:

Fire Breach - The afflicted takes 15% damage to its HULL per turn until a repair action is performed on it 3 times. Applying this affliction again resets the count. (Ships only)

Hacked - The vessel or cybernetic unit is being controlled by an outside source that will control the unit during their turn.

Ionized - The afflicted cannot recover SHD or lost POW done by Ion damage for the duration. Cybernetic Units cannot use Act actions for the duration instead.

Tracked - The afflicted vessel or cybernetic unit has their location marked and is revealed by the opposing party.

Scanned - The afflicted vessel has their interior leaked to the opposing party. Reveals all crew members of the afflicted vessel and their stats.

(Part) Offline - The specified part of a vessel is disabled and cannot be used.

Corroded - Reduces PLT rating by half.

Immobilized - The vessel has become unabled to use a Move Action.


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Factions and Economy

Post by Vergil on Mon Apr 13, 2015 7:19 pm

Throughout SpaceRP, reputation between factions will be recorded. There will be numerous amounts of factions in the roleplay that the player party may choose to befriend or set rivalries with. This in turn affects the game's economy and the varying prices for equipment and commodities that each faction will sell. Friendly factions for instance may sell ammo and rare equipment for discounted prices, while more hostile factions may sell the same ammo types and equipment for much higher, or choose to downright refuse service at all. It is also important for the player party to remain on good terms with whatever faction they choose to serve under; they write your paychecks after all, and you may find your mission rewards and funding lacking if you choose to consistently back-talk your superiors about how their mothers are so fat that the Geneva Convention listed her existence as too dangerous for human society and/or piss in their coffee... seriously, you may even end up with a court-martial or dishonorable discharge. Ideally, it would be best to befriend as many factions as possible, however since many factions are at odds with other factions, it is not possible to make allies with everyone... there wouldn't be a war in the first place if that were the case. Existing factions will vary from session to session in any amount of roleplays done under this style (depending on each and every plot). If such wealth allows, the player party may choose to invest in businesses across the galaxy for a chance to see exponential returns. Individual players may develop notoriety and become well-known celebrities, eventually making some businesses sending them offers on endorsements. Too much fame can be a bad thing, as this will allow your enemies to track you down much easily, and you may wake up to find a horse's head next to your pillow in the morning depending on how bad a scandal you stir up. That should about cover factions and economy.

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Aftermission Options

Post by Vergil on Mon Apr 13, 2015 7:35 pm

After a combat mission is completed, there are several things that crew members may do upon the ship. Available events will be listed on the main flagship's task board that players can enlist in to earn advantages that will be granted to the party. While taking one of these missions, the member will not be available for the next combat mission with the exception of special conditions, and at least one member must remain available for the next combat mission. Some examples of aftermission tasks may include:

Diplomacy: The crew member must travel to a set coordinates to meet with a member of a specified faction. Depending on how well the crew member can speak to the advocate without looking like a complete jackass will determine the results of the task. In most cases, if all goes well it will result in additional funding for missions as well as increased reputation with the faction.

Research: The scientist on-board the ship will sometimes require assistance in reaching the next step of technological advancement. A crew member undergoing this task may help the scientist with various blueprints, tools, and scientific discussion. Success will result in hastened progress toward the next groundbreaking find... screw-ups may result in pissing off the scientist or in worst-case scenarios complete and total destruction of the laboratory and/or death via violent explosion. It may be advised not to volunteer to handle test tubes.

Scouting: The scouting party will choose paths leading to discoveries of new locations and planets that the party may travel to, or explore destinations upon planets for any places of worthwhile attention. You generally cannot fail these unless you're slacking off so hard that you should be considered a hindrance to your entire team. In which case it is highly advisable that they terminate you immediately.

Mercenary: When the objectives that Mission Command pays you is not enough, you can be enlisted for grunt work asked by other factions to take out a target or retrieve a special item. The pay may or may not be suitable to your liking, so you should know that you may consider the fact that the target party may try to outbuy you to turn on your employers, or if it a retrieval-based mercenary mission, you may choose to keep the item in question for yourself at the cost of negative reputation.

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Re: Galactic Roleplaying System

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