Saturday, July 30, 2011

Skill System Candidate 2

I've been mulling over the skills system; in the current (prior) form, it's complicated, and also a lot of work. However, most of the ways I've attempted to simplify it only make it harder and harder to explain. This below system seems to be a good mix of strong mechanically and easy to understand, although if you have feedback, I invite it.

Augmented skills no longer exist. Instead, the same function will be folded into the skill system as a whole, without the d12 extra dice for "affinity". Additionally, you can no longer choose to use abilities at lower than your training level; instead, you will automatically use the skill at your current training level at all times. Additionally, there are no longer distinct abilities at every skill level; instead, if the skill grants abilities (actions you can take as a character), the abilities will be the same at every level, but they will be penalized or granted bonuses depending on your skill level.

Every skill is designated as being part of one of three tiers (a term no longer reserved for augmented skills). You can generically call these tiers "General", "Specialty", and "Super-specialty", although I may find better terms for them later. (Magic and other special skills may use different terms for the tiers, if they are appropriate). In order to get a higher-tier skill, you must meet certain requirements; usually, a certain training level in one or more lower-tier skills, and a minimum level in one or more ability scores. Gaining your first level in a higher-tier skill may also require a sacrifice of training levels in the prerequisite skill, unless you visit a skill trainer. Even then, super-specialty skills generally require some sort of quest to acquire. In the event that there are several specialties per generic skill, or multiple super-specialties per specialty, you may train in more than one, but you must train in each separately.

When you gain a higher-tier skill, you find that your abilities in that skill are improved. Abilities in general fall into one of six levels:
  • Untrained - You are severely penalized for using skills at this level
  • Amateur - You have a minor penalty using skills at this level
  • Journeyman - You use skills at this level normally
  • Advanced - You gain small bonus using skills at this level
  • Mastery - You gain a moderate bonus using skills at this level
  • Grand-mastery - You gain a large bonus using skills at this level


These ability levels are related to skill level as follows:



General tierSpecialty tierSuper-specialty tier
Skill Level 0
DC 5
Untrained - -
Skill Level 1
DC 15
AmateurJourneymanAdvanced
Skill Level 2
DC 25
JourneymanAdvancedMastery
Skill Level 3
DC 35
AdvancedMasteryGrand-Mastery

It is in your interest to gain specialty skills for actions you perform most; this gives you better skills in the long-term.

However, as the name implies, specialty skills have a narrower focus than generic skills. For example, take three mental skills: General Education, Knowledge: Physics, and High Knowledge: Astrophysics. These three skills fit into the three tiers, from general to super-specialty. An HK: Astrophysics roll may tell you a great deal about how you need to maneuver your spaceship to avoid asteroids, capture high-energy solar winds, or avoid dangerous quasars. However, it cannot be used to substitute for a general physics question, and a Know: Physics roll will cannot be used in place of a general knowledge check (for questions outside the domain of physics). Similarly, there should be a drawback to every specialty and super-specialty skill, such that it has an ever-increasing blind spot at higher tiers. As you become more powerful, keep your weaknesses in mind; if you gain enemies, it will be simple work for them to find a way to nullify your advantages, or worse.

Note that the same general rules regarding tiers apply to magic and other (previously augmented) special skills; however, in a way, they are arranged backwards; the skills you have the greatest control over are the higher-tier skills, while at lower levels, you are pigeon-holed into doing a few very specific things.

Draconian magic has three main skillsets per element, corresponding to the three tiers; these three are called Cantrips, Mentalisms, and Spells. They are all psionic styles of magic; the only arcane magic is done with engravings and enchantments, and is not usually used directly. However, you have varying levels of control; with Cantrips, you are limited to instant effect abilities, or in general, ones that require only knowing the ability and having the skill to pull it off--you do not need to control it after it is cast. (You may need to maintain it, but only in an on-off fashion.) In the middle, Mentalisms involve very coarse control; you may be able to tele-kinetically manipulate the fire in the area, or slice with a blade of wind as though it were in your hand, but finer control eludes you. At the high end, you can do much with Spells; you can manipulate things freely and delicately, using light or heavy touches, or making complex shapes. Exactly how capable you are depends on your skill level, of course...

However, there are also other skillsets in each element, and you are free to take any or all branches as you wish by training in each in turn. (Understand, however, that you will typically lose training points in the prerequisite skill when you train in a higher tier for the first time) For example, instead of learning Cantrips for each element, you can learn Auric Effects; these affect your body and your surroundings and are typically used in conjunction with martial arts. You can also learn Dragon summoning skills at the super-specialty (Spell) level. There are other examples, but we'll leave it at that.

In sum:
* You always roll at your training level
* DC goes up with level, so be sure to raise your ability scores!
* Higher tier skills have prerequisites and blindspots, but are powerful
* Augmented skills are no longer special, and not quite as fixed

Wednesday, June 29, 2011

Skills and Techs

Although this might change in the final version, here's how the skills system is turning out now.

Skills are broken down into levels (and, in some cases, tiers, with each tier having a full set of levels). Each tier/skill level has a standard DC (difficulty rating), and a standard MP Cost (used to determine how many skills you use in combat). The abilities listed for each level will have that DC and that MP cost, always. Similarly, the XP costs to train a given level do not change.

In general, all the abilities that are listed for a skill will be variations on the same. The main difference is in the special bonuses attached to each level; at the lower levels, they come with hindrances, preventing you from using them effectively, while at the highest level, they offer special abilities.

There are four skill levels, numbered 0-3. Zero level is "Untrained"; first level is "Novice". Second level is "Competent"; at this level, you can expect to start getting skills that are not hindered or which have special effects. Third level contains mastery skills, which will tend to be specialized; either the skill itself will have specialty abilities at 3rd level, or you may select special abilities from a list, which are permanent to your character.

Certain skills are themselves a specialized version of another skill. For example, Martial Arts is a specialized version of Weapon Proficiency. These skills have prerequisites; in order to gain a level in Martial Arts, you must have an equal or greater level in Weapon Proficiency. In return, you may find yourself using abilities at a lower level than you did previously; Novice-level martial arts abilities may be equivalent to Competent-level weapon abilities, for example. Because the DC is lower, you will get more critical hit bonuses on the Martial Arts ability, which is especially helpful when taking multiple actions per round.

When you take multiple actions per round, you are said to be using a technique or "Tech". There are special rules that apply to techs.

First, you can only roll one skill roll per round; every other skill roll takes its AAR value. AAR stands for "All Average Rolls"; Every D4 is counted as 2, every D6 as 3, D8 as 4, and D12 as 6. For commonly used skills, you may want to write this number down for reference. Naturally, if your AAR is not high enough, you cannot perform the skill this way. This is especially important to remember if you take attribute damage, as it can substantially limit your options.

Second, any failed skill (Whether rolled or performed at AAR) ends your round immediately. You retain any unspent MP for defense actions, although the MP you spent on the failed skill is spent normally. Additionally, any ability that has the Turn Eater hindrance (usually seen on 0- and 1st-level abilities) will end your turn immediately, preventing you from using any other actions, including mental and social actions.

Third, if you gain critical success bonuses on any skill, you can refuse to apply them to that skill. If you do, they pass on to the next skill you apply during that round. If you do this, you can chain several skills together, producing a final attack with a stack of additional bonuses. This is especially useful for allowing you to specialize in other skills (Jump, run, acrobatics, perception, aim, etc) and apply these to relevant situations.

There are of course a couple caveats. If you use an ability with the hindrance Crit Eater (Almost all 0-level abilities have it), any critical successes you had previously disappear; they cannot be applied to that ability nor any that follow. Additionally, the GM may rule that certain skills are incompatible, meaning that you cannot use one to gain bonuses for the other. For example, critical success at lockpicking will not allow you to land strikes in a melee, nor will sword proficiency help at picking locks. In addition, any skill that takes more than a round to perform cannot be used as part of a tech; you cannot perform other actions leading up to the start of a long skill, nor chain other actions after its end.

Fourth, there are certain situations in which multiple people can contribute to one Tech. This is prevalent when discussing magic, but also works for knowledge skills, group combat, crafting, searching, and other cooperative tasks. Not all skills will qualify, and the above restrictions apply, can use long skills as long as they're being performed concurrently, or in some preset pattern. For example, multiple crafters of different kinds may work on a project in succession, rather than at the same time. You'll have to ask the GM what sort of cooperation they'll allow.

Fifth, you will notice that certain weapons and skills have a "Crit pool" (term subject to change) that contains unique or rare kinds of bonuses. For example, long or chain-type weapons might have the "Trip" bonus in their crit pool, while an assassin's dagger may have the "Stamina Attribute Damage" bonus. When using that skill or weapon, and ONLY when using it, you may opt to transform a normal critical hit into one of these specials. If you inherited bonuses from earlier in the round, you may use them to select from the crit pool; however, the crit pool is not passed down to the next skill in the line. Unless otherwise noted, special crits do not stack (can only be successfully used once per round, and cannot be used more than once per ability), and you must successfully perform the ability (land the attack, etc) for the crit to take effect.

If the enemy has armor or a magic effect that blocks that specific type of critical, the armor automatically wins, even if the opponent does not take a defense action; however, the armor takes damage from the blow, and so has a limited number of uses. If you notice the armor break when selecting such a crit, the next time you use it, it will likely get through.

Note that the tech system is extremely powerful, and also extremely flexible. It allows characters to specialize in various skills and apply them to related situations; however, it also exposes the vulnerabilities of a given fighting style. If most of your skills revolve around a particular attribute (Strength, perception, etc), you are far more vulnerable to attribute damage; if you rely on some particular skill or item a lot (A sword, the running skill, etc), enemies can adjust the situation to prevent you from using them (Disarming you, spreading caltrops or other hindrances, etc). If you wear armor or make other notable changes to defend your weaknesses, you risk tipping off a well-informed enemy as to what sort of skills you excel at. However, if your style is spread among many skills, you'll have less experience in each of them.

The tech system is also useful for GMs. Since the DSP settings (as currently envisioned) use humans as much or more than monsters, there has to be a way to mix things up without giving the GM extra work. However, the "Monster Manual" concept from the D20 and similar systems gives the players an even chance of having out-of-character knowledge of the fighting tactics and weaknesses of an enemy. For the DSP, therefore, a good GM can choose to create a generic fighting style that a group of opponents use; for example, enemies that use blinding attacks, tripping weapons, martial arts, and swimming skills to drown opponents.

The GM can have any number of mooks (lesser random encounters) that use that style, but facing them will be entirely different than fighting mooks of another style, meaning that they are essentially different monster types. And until the players first see or hear of this fighting style, they can't make any preparation, but once they do, they can start devising countermeasures, and certain characters may choose to specialize in fighting against that style. If that style of mooks becomes a major part of the story, those that specialized in fighting that style become major players themselves.

On the other hand, players that have a glaring weakness in their fighting style and then become famous will find that enemies quickly adapt; they may find that enemies start having armor that blocks their specials, and weapons or skills that overcome their weaknesses. At times like that, teamwork is particularly important, as long as the entire party doesn't have the same weaknesses.

All in all, I really like how it's turning out. There's some drudge work I need to do before it's ready for a playtest (filling out skill lists, equipment lists, bonus lists, etc), but I'd like to see it--and I'd like to PLAY it. It seems like it'll be a lot of fun. I hope you'll like it too!

Thursday, June 23, 2011

Profile: Ooria

Ooria (also spelled Uria) is a mountainous nation in the southwest of Contel, on the planet Draco in its First Age. It contains almost no meadows or pastures for commercial farming, and conducts a great deal of trade with Seyona in the east for food. Its principle exports are stone and metal; however, these exports are largely from a few mines and quarries. Most of the population of the nation is spread out in relatively small townships, many of which are unreachable by normal means.

However, Ooria is not a nation of normal means. Its military is divided into two divisions: The Valkyries in the sky and the Earth Monks on the land. Each has a special form of magic that is unique on the continent; the Valkyries store weapons in extradimensional pouches, leap into the sky with air magic, and rain down blades on their enemy, while Earth Monks eschew the normal limitation on earth magic and manipulate stone and dirt at long distances.

Adding to this dichotomy, the Valkyries and Earth Monks face a sharp gender divide; the Valkyries are a female-only military branch, and the Earth Monks are a male-only branch. Institutionally, both are fully recognized and respected by the government, and both are respected and somewhat feared by the populace. There is also a grudging mutual respect between the two, but it is a respect that often comes with doubt, petty arguments, and other friction. The Valkyries are the only all-female military on the planet, and are given commensurate respect.

The Valkyries and Earth Monks both travel through the mountainous nation in order to hold it together. They intercept bandits, find missing people, deliver supplies and mail, assist those who need medicine, etc. For this reason, they are typically trained in many such tasks. The Valkyries are used more for carrying supplies, although the Earth Monks take over in particularly bad weather; the Earth Monks are better at tracking, foraging, medicine, and other tasks, although the Valkyries are trained in such things as well, and can be employed to cover very wide ground at once.

Ooria was by all accounts founded by an Offworlder, one of the few places where they're historically recorded. It is assumed that they came from Terra, but the details are lost to time. In addition to forcibly equalizing gender roles in the country, the founder also made a pact with a peculiar evoloid species, the Laras. Laras are winged humanoids that seem to gain energy or nutrition from wind or altitude; although they can survive at ground level, staying long causes them to waste away and die. Additionally, they are an aggressively empathic race, such that being touched by another living being--especially without permission--is very close to traumatic. They remain humanoid in appearance, and intelligent, but as a species have little interaction with humans.

The pact between Ooria and the Laras is one of necessity for the Laras; the Oorians agree to give them what food, material, and care they need, with minimal contact, in exchange for scavenged goods. Laras, not needing to rest, circulate around the entire continent; they tend to pick at battle sites, abandoned houses, and other untended places, picking up anything that seems valuable and returning it to some central storehouse only they know of. When they must trade something with the Oorians, they trade from this storehouse, or from their own individual stocks. They tend to trade a lot of armor and weapons (not knowing, or perhaps caring that the Oorians manufacture such, and value them less than most), but also may have rings, necklaces, books, bags, etc.

Cino, the capital of Ooria, is on a hollowed-out mountaintop, and is one of the few places on the continent high enough for Laras to live comfortably for long periods of time. It has many floors, all of stone and metal, with the monarch living at the very peak. The monarch's floor is triangular and has supports at its three corners, each leading to the roof of a building below; one building houses the Valkyries, one the Earth Monks, and one houses the civilian government. Although this was clearly done for philosophical reasons, everyone involved admits that the arrangement is exceedingly unpopular and impractical.

Cina more than most is a city that fears both weather and seismic events. They do not have much glass in the city, and the high winds allow rain to get through wooden walls or shutters if they are poorly made; they are also in excellent position to be struck by lightning, although they have sufficient grounding that it's not a problem most of the time. The biggest fear is an earthquake; they are high enough up that any shaking of the earth below creates great torque, quickly becoming powerful enough that no magical support is sufficient to prevent damage. For that reason, a great number of earth mages and Earth Monks are dispatched to the base of the mountain to constantly monitor, ward, and protect the city. By the end of the first era, the city had still been nearly wiped out twice by seismic events, but was rebuilt both times.

News, or lack thereof

AMA just came and went this last weekend. I was invited along at the last minute by friends, and considered bringing DSRPG to the game room for a test.

In the end, I didn't have enough ready for a playtest, especially not since I was working most of the time I was there (manning the club table, if you must know). However, the deadline made me get serious, and it showed me that it's not really all that far from being ready. The biggest problem between me and playtest-ready Alpha 2 is the skill system.

In some ways, I'm not sure what to do with it. Basically, the skill system categorizes abilities into some level of some skill, and pretty much every level of every skill has something. The skills themselves get special bonuses and hindrances, which are themselves distinct from lesser bonuses (from skill criticals, equipment, etc) and lesser hindrances (from equipment, etc); these specials vary in strength, and can be powerful like Aspect bonuses, or barely more than crits.

A major question for me, though, is how to balance it. The DC of a skill goes up 10 when you use a higher level ability (5-15-25-35); if it didn't go up, you would get 2 extra crits for the same roll. That means additional specials, or the lost hindrances, must surpass that in value.

In some places, it's not hard to understand. For example, the Level 0 Weapon Proficiency(X) attack ability "Whack" has no specials and two hindrances: "Turn Eater" and "Crit Eater". That means that you cannot crit with the attack at all, and it will be the last thing you do in a round, even if you have additional MP. Considering that's the "Untrained" level of skill usage, hardly surprising. When you go up to the Level 1 skill "Slash", you lose "Crit Eater"; it's still the last thing you do in a round, but now you can at least make use of a high roll to crit the enemy. It's not until you hit Level 2 that you can make multiple attacks per round.

However, having gotten rid of those hindrances, what makes the mastery level weapon proficiency worth it? If I just add one bonus' worth, it's not worth the increased DC. If I add two, that's a heck of an improvement over previous levels. What's thematically appropriate? Under what circumstances would you use a mastery level sword attack anyway--knowing that the increased DC makes it harder to overcome an enemy's defense action? Are they highly specialized attacks, do they auto-succeed against certain defenses... what are they?

This needs more thought, and there are many similar questions for each skill that must be added. It's a confusing thing.

Monday, May 30, 2011

Storylines

The Demonsword Universe canon has a number of places in the timeline that should be filled in with books eventually. These detail characters and events that are canonical to the setting. The lists below are not final or official, and represent only currently underway or planned stories.

Canon stories:
* Immortal Dawn (The book of Deus Exterra) - 1st Transition (1st to 2nd Age). A man from Terra, who takes on the alias Deus, meets up with his past. As hints start to surface that Terra is looking for a way to reach him, he goes around warning them that the world he left is one not likely to be friendly. But when the gates between the worlds open, what he sees is not at all familiar, and more hostile than he was expecting...
* Spendthrift of Chaos (The book of Domino Effect) - 1st Age/Terra. At the dawn of industrial holography, a technology poised to change the world, a man fed up with politics decides to start his own holography-based nation in the sky. But when legislation the world over threatens to put control over the most powerful of all technologies, against which there is no defense, in the hands of only a chosen few, he makes the riskiest gamble in human history, before or since: he releases it to everyone, everywhere, no matter their purpose.

Non-canon stories (Worldbuilding):
* Lady Void (Short Story) - 1st Age/Draco. A voidling makes a brief stop in an odd town...
* On the Shoulders of giants - 1st Age/Terra. A new breed of Archon meets the world. (Forge Archon)
* Dojo - 4th age? [post hoc categorization]
* There Are No Demons - 3rd Transition? [post hoc categorization]

Thursday, May 26, 2011

Setting: Terra (First Age)

The First Age setting is centered on what's known as the Pan-Terranic Wars. Technically, there was a long period leading up to the wars that is considered First Age chronologically, but setting information will be principally centered on this era. Note: if the name didn't give it away, the Terra setting is a modified version of Earth, presumably at some unspecified point in our future. It contains various modifications to the landscape (due to wars either in First Age or Zero Age), and none of the familiar faces are around, but the names and places can be kept.

The Pan-Terranic Wars were kicked off by Domino Effect; he provided power, in the form of holographic tokens, to anyone in the world, at random. Because these often ended up in the hands of the destitute, the desperate, and the criminal, there was once again a struggle for power; government forces the world over were no longer the top of the food chain. Terrorists, anarchists, and legitimate revolutionaries all fought, across millions of familiar locations.

Unfortunately, this also kicked off many invasions, secessions, and other military ambitions. Charismatic people the world over tried to gather force, and many were swatted down either by each other or existing Government forces. Similarly, some places folded these empowered individuals into the police or military, although they could, in general, not be forced, except through fear.

The power that Domino's tokens bestowed was "One holographic device of any kind." It became quickly known, however, that a holographic implant which provided superpowers was considered "one device." It did not match up to the power that Domino Effect had (many tried, none came close to success), and in fact it usually only conferred one type of special ability. People with these implants were referred to by Domino himself as Archons, although they went by many common names (Supers, freaks, heroes, demons, monsters, angels, Tim, whatever).

Archons have a number of characteristics in common; they all are granted a limited visual enhancement (notably, this allows archons to write sigils only visible to other archons), are somewhat resistant to damage, and are capable of flight (although many aren't good enough to land without killing themselves, and not all are aware of the capability in the first place).

Additionally, Archons choose a special ability, usually some form of kinesis (pyro, cryo, etc). These powers are not related to the elemental abilities of the other setting (Draco, or the Terra-Draco settings later on); instead, they are increasingly sophisticated programs that evolve with the user's psyche. The better the character understands their ability, the more powerful their abilities become, and the more complex the abilities they can use are.

Archons are not invincible to small weapons fire, much less to stronger military holography. They are generally faster, and their ability to destroy is far higher. For those with certain powers, their ability to create or repair is also far higher; some use this to restore cities, heal people, and so on.

(Although it's assumed that Domino could bring back the dead if he really wanted, it's generally assumed that people past a certain point are gone for all intents and purposes. There are those who try to worship Domino, but nothing comes of it, and he makes an effort to dissuade them.)

It's iconic of this time period that food and shelter are no longer primary concerns of anyone, anywhere--there is enough holographic technology the world over to produce food and potable water from mud and fusion power, and given that sort of power, a roof over your head is nothing. This brought huge swaths of the planet out of poverty, while at the same time enabling psychos in the first and third world nations. Those who had previously had all that they needed to survive became feral, while those who had been feral with hunger and disease were content just to survive without fighting tooth and nail for it. (This is not entirely true in either case, but even partially true as it was, the irony was lost on nobody)

It is to be said that psychos with power were the exception, not the rule. The tokens that Domino spread around the world (dubbed "Pandora Keys" by the enigmatic Mr. Stage) were spread with a literal, mathematical randomness. Some people who received them discarded them; others hoarded or sold them; others used them to create machinery in some literal sense (usually production facilities, but also more transient things, like cars, spaceships, giant mecha, or bad approximations of androids. Unfortunately, Domino did not have the methods necessary for artificial intelligence, and so attempts at such failed in this period).

Even those who did accept the archon package did not tend to fall into the psychotic category as a rule. In particular, people who had any interest in fantasy, sci-fi, and role-playing would often request such things without considering the consequences, and while some of them would go mad or make horrific mistakes, most of them were not psychotic. Additionally, police and military the world over would often take such powers without debate, in order to improve their ability to defend and keep peace (or, in some cases, attack and destroy).

One thing missing from this setting is any sense of genetic or bodily manipulation. Although Domino allowed cyborg implants in some cases (generally, when an existing Archon gets another wish), he would not be party to anything related to chemical or biological weapons, genetic manipulation, mutations, etc. He was also not typically willing to grant mind-altering powers, and when he did, they only affected other Archons, not non-augmented humans.

In speaking of Domino, it would be remiss to mention his occasional interference. Typically, if any particular situation got out of hand (defined as thousands of casualties, or the threat of such), he or his Blackhats would intervene. He was also very quick to intervene when any post-nuclear-grade weapons were deployed, even if they were not based on his technology; these weapons could level cities or worse, and he did not suffer their use under any circumstances. (Although some had speculated that they were the sort of weapons his floating sanctuary, Blackhat City, was vulnerable to, this has been shown false more than once.)

Aside from that, most of the world saw little of Domino. When he did interfere, he made headlines the world over, but the rest of the time, there was more than enough going on locally to occupy any and every journalist. In particular, although he and his city were attacked a great many times by individuals, groups, and even militaries, few such events occurred in populated areas, and even fewer were recorded or reported.

Towards the end of the Pan-Terranic Wars, governments began being populated by increasingly militaristic Archons, and rebellions started getting put down with more severity. Given that what Domino was trying to achieved was in principle equality, he failed miserably.

And if it weren't for what happened next, ushering in the Second Age, that might have been the end of it...

Tuesday, May 10, 2011

Profile: Blackhat City

Blackhat City is an enormous flying city in Terra during its first age, and continuing into the Terra-Draco wars. Built on top of a 2 mile radius plate of black iron, it has a wide 'brim' around its circumference, and a number of uniformly tall, black buildings in the center; designed, it is assumed, explicitly to look like a black stove pipe hat. It contained what was both the largest and most advanced power source of its era, a large fusion generator contained in a pocket dimension. Its fall marked, and indeed was a part of the apocalypse that spawned the Third Age. It is related to, but not the same as, the Blackhats, an organization of combat-specialist holographists stationed in the city under the direct command of Domino Effect himself.

Formed by Domino Effect using advanced holography, Blackhat City was envisioned to be a worldwide, independent sanctuary for holography researchers, largely as a reaction to fearmongoring and sweeping legislation that was making all forms of such research criminal. Following its revelation, hostilities between him and nations worldwide threatened this ideal, at which point he created the Spare Change project and seeded holographic programs worldwide. These programs were used for both good and evil, but Domino, this city, and his enigmatic band of elites known as the Blackhats made every effort to maintain peace and punish misuse of the technology.

For many months following its inception, the city was empty, and often kept in storage (it maintains a pocket dimension as part of the function of its "engine"; this helps it hover and is used to warp around the planet). During this time, Domino did not have any political following and was widely regarded as an untrustworthy loose cannon at best, and a megalomaniacal terrorist at worst. However, following a sharp change in the political clime, Domino among others felt that many governments worldwide were threatening, kidnapping, torturing, or killing holography researchers, and stepped in repeatedly to save them and offer sanctuary. From that time, the city never sat in storage, preferring instead to warp over unpopulated areas or oceans if it had no legitimate destination. As time went on, it became clear both to refugees and outsiders that Domino had no ambitions of conquest or other malicious ends, and many joined either his city or his direct service of their own accord. The highest known count of the citizens of Blackhat City at any time was somewhere over 90,000.

The principle technologies of the city are its engine and power source, but they are by far not the most important or advanced. The city itself had the most powerful shielding capabilities ever known, and concealed many holographic weapons that made full use of the power source, though they were used but rarely, and only in self-defense. Additionally, it has holographic inhibitor arrays capable of shutting down unshielded holography within a radius of about a mile. It also had top-rate atomic-level fabrication, analysis, testing, and research facilities, along with large materials stockpiles largely acquired by disassembling garbage dumps. Its medical facilities, while added late, also would become top of their class. For the citizens living in it, food and water are unending and waste is completely handled, and various gardens and other places exist in extradimensional spaces.

When the city begins the process of warping, a disclike portal appears to one side of the city, and it begins to move into it using strictly horizontal slide. Depending on Domino's wishes, it may also rotate around the center of the city; this is usually the case when he, or the Blackhats, are at a place on the brim not facing the portal. The appearance of the portal on the other end is concurrent with a distinctive, low echoing boom and a number of electric pops and fizzles. (Domino has stated that the electric noises are a quality control issue originally, but that he likes the noise enough to not fix it.) The disappearance of the portal comes with similar electic spatter, but the noise is more implosive. The portal does not tend to give off much light of its own accord, although it is visible on dark nights, assuming that the other side of the portal is also dark. When warping to space, a modified form of the portal can be used to prevent air from bleeding around the corners of the city.

The city was also, on occasion, used to perform live concerts. Although Domino was not himself a musical performer, in conjunction with Mr. Stage, he became enthralled with the idea of communicating with and manipulating people by means of music. The latter was principally used only in combat conditions, but on occasion, Domino would simply park the city over a city, suburb, or other crowded region, play a selection of music (whatever entertained him at the time; usually inspirational music in genres like rock, metal, pop, etc), and he and his Stage magicians would choreograph their actions to it on the fly. Typically, this included a lot of lights, flying people, holographic graphics, etc. Although these events were impromptu and never announced in advance, and despite the imposing figure of Blackhat city, it is rumored (but never officially proclaimed) that these events never caused serious traffic accidents, fires, deaths, or other calamities.

The city is capable of travelling in hard vaccuum and surviving without outside resources or power, but it never did so for long periods. When it is in space, a crystalline dome covers the entire city, from the brim to the highest buildings. At Domino's whim, it has visited various places in the solar system, but (in offical canon) he never took it interstellar distances. Domino also maintained a few limited, manned research, mining, and storage facilities across the system, which helped recovery during the third age; however, he did not trust them enough to grant the occupants access to superior technology. While many of these facilities were only connected to Blackhat City by portal, some also had their own ships for emergency use.

The destruction of Blackhat City came at the end of the Terra-Draco Wars, during a time known as the Reign of Fire. One criminal, having in their hands the full codebase Domino Effect had been using to perform all of his effects, started a campaign to wipe out all people from Draco on both worlds in an effort to purify them; his weapons were post-nuclear grade, meaning that their expected yields exceeded the capabilities of nuclear weapons. An assault team led by Deus Exterra located the criminal, but were unable to make enough progress to kill him; against all advice, Domino Effect brought Blackhat City in to assist, and by doing so turned the tide of the battle. However, the city's shields were no longer impenetrable, given the weapons the criminal was using, and the city was destroyed. As part of that, the reactor overloaded and destroyed a 50-mile wide spherical crater; as an unfortunate consequence, the blast destroyed a large part of the Dragon System that is the source of power for the people of Draco. Between these two events, dimensional effects appeared worldwide that interfered with the minds of all living things, causing insanity in virtually all cases. This led to the Third Age, and very nearly caused an extinction of all life on both planets. Additionally, Domino Effect, Deus Exterra, Erika Exterra, and many others perished.