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Topics - chubby2man

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1
Forum Games and Roleplaying / BRUTE SQUAD (5/5)
« on: May 14, 2024, 02:39:34 pm »
BRUTE SQUAD

The alarm blares loud and flashes red as the Brute Squad is roused. Set deep inside a fortified bunker, the Brute Squad is woken from their cryogenic slumber.


"Brute Squad! Today our Kingdom needs you! The savage so-called “Space Vikings” are launching a surprise raid on our Capital! The palace is under heavy assault, we need YOU to extract her and get her to a safe location."


The projection of the moustached captain, uniform slightly dishelved, nodded at you.


"Gear up, Brutes."




Welcome to Brute Squad. Where you would roll "attack/damage/ punch this guy in the face" you auto critically succeed your roll. This applies to anywhere your brute strength would come in handy.


Downside, any other type of roll you auto fail. You can still do basic tasks, but anywhere where a bit of skill or deftness would come in handy, you fail. Cost of being so Brutish. You may select one stat that you may roll regularly.



Weapons
-Melee Weapons allow you to leverage your innate strength to do tremendous damage. Add your power level to the damage you do
-Heavy ranged weapons (machine guns to laser cannons) just do the weapons damage but can potentially damage more foes.
-Explosives are also good.



Health and Damage
You start with 3 HP. Most attacks will do 1 HP of damage. Most regular unenhanced foes will also have 1 HP of health.


You start off being able to do your Level's worth of damage in unarmed attack. This does mean you are able to kill most people with your bare hands.



Quote from: Character Sheet
Name:
Appearance:
Health: 3/3
Level:1
Preferred Attribute: BRUTE/ and also pick either( Fast/Smart/Talky/Wise)
Skills: None!
Equipment: (Pick 2)
-Melee Weapon: 1 +lvl damage (Spend 2 picks for a Powered Weapon, which is 2 +lvl damage and can melt things)
-Heavy Machine Gun: 1 damage, good against squads
-Laser Cannon: 2 Damage (Good against Armor)
-Missile Launcher: Fire missiles (BOOM)
-Belt of Grenades: Multiple Booms!




Yes this game is dumb. Yes you can sneak, use the environment for better effects, and make plans. Yes you can all just run up and punch people in the face.

Looking for around 5 players.

2
Forum Games and Roleplaying / Fallen Star God
« on: May 10, 2024, 10:47:03 am »
You were minding your own business, weaving a few disparate nebulas together, half minding the temporal broadcast playing in the background. You were a Forger/Grower, minding your garden of stars.

Blissfully unaware of the Ravager's stalking you. 

Before you knew what was happening, their phase lances were stabbing you in the back, your matter and aether twisting together and colliding and destroying each other, releasing enough radiation to scour a dozen worlds. 

You fought back, of course, albeit with a more wounded ferocity. You grabbed a nearby star, disrupted it with an imbalance of aether. You crushed it down the throat of the nearest Ravager, satisfied as it's body exploded from the contained energy. 

But there were two more of them, and they surround you with nets and thorns, and though your roar shaked the very heavens they carved you to pieces. You were discarded, left to float through the void. 

Until you came to your new home.


What are you?

A. The Remnant Skull, the size of a mountain. Bone and scattered organic matter. 

B. The Heart Orb. Metal and energy,

C. The Shapeless Mass. Twisting mix of Aether and Matter.

D. Something else?


And What World did you fall on?

E. A Ruined one. They discovered a great magic or technology that brought the world to its knees.

F. A Jungle World. Lush with life, potential is unbound.

G. Desert World. Sand is everywhere, and life is harsh.

H. A Fantastic Realm. Here the mortals have harnessed the power of Aether.

I. Advanced World. Here the mortals have advanced their technology.
 


3
Forum Games and Roleplaying / The Adventurers Guild
« on: April 10, 2024, 04:16:50 pm »
The Adventurers Guild

The Guild was founded on an ale soaked table, lit by a sullen fireplace. The tavern was shelter for weary travelers, and worn down tradesmen, and weather-beaten farmers in town for the night. 

And of course, adventurers. Plucked from the populace for a lack of good sense and care for their own survival. Fate had gathered such a group of the rarest kind, the retired adventurer. 

An idea was hatched, to pool their experience and knowledge of the dangers of the trade, use their connections, and push the young and foolhardy into great wealth and treasures that they might share with their elders.

And so, clanking their mugs and tankards together, they sign their names onto a greasy paper.

The future seems much brighter in the light of the fire.




Welcome to Adventurer's Guild!
You play as the retired adventurers forming the management of the Guild. To start it's just you and the other founders.


-Each joining Founder adds 10 Gold to the Pot. Founder's get 1 share of the Guild.

You had a previous career. Options include, but are not limited to: 
-Fighter
-Loremaster(able to teach magic users)
-Cleric
-Rogue
-Ranger
-Peddlar
-Blacksmith
-Chirurgeon
-Something else


Please include a reason you are retired. Wizards and other such magic users are not prone to retirement so are not included. You may train students and adventurers in your particular profession, and may hire tutors to expand your students repertoire. 


-In addition to voting on the Guild's board you may perform 1 action. This includes, but is not limited to:
-Recruiting ( may recruit either 1 person with either strong martial or magic potential that you can customize, or a random number of people with random potential)
-Training (educate a member in your class, they gain a +1)
-Craft something (+1 items, rare materials will allow stronger crafts
-Drum up contracts ( get more jobs in)
-Sell magic artifacts( price can be highly variable)
-Work in Facility (Once you start building infrastructure you can work in them to improve their effects)
-And probably other stuff (Rangers can do a bit of scouting, Rogues can "deal" with problematic individuals, etc.)


Bold your Actions and your Votes!


Turns take place over the course of a season (~90 days). Any income is collected, then expenses are taken out. You have no income at the moment, and the Last Light Inn charges your new guild 30 GP a quarter for the use of a room and yard. 

Adventuring gear takes around 4 gold, you can forgo paying for this and the adventurer receives a -1 malus. Magic Users like Wizards require spell-books which cost 30 gold pieces.

Starting Vote:
-Decide name for the Guild. 
-Purchase a base. (500 gold to build a Tavern, the owner of the Last Light will sell it for 250. Optional)
-Decide any rules for the Guild (Optional.)
-Find a patron to invest in the Guild. (Optional.)

Current Status
Income: None
Expenses: 30 Gold a Quarter.
Adventurers:None!

Spoiler: What is this? (click to show/hide)

4
Forum Games and Roleplaying / Counsel of Wizards
« on: February 08, 2024, 05:19:09 pm »
Across the great nations of Panem, there are some that rise above the others. And these nations attract the attention of the powerful. Beings who can shape the very fabric of reality with their thoughts and more than a touch of magic.

Beings called Wizards.

Now of course, there is more to being a wizard than merely reality altering power. They MUST have a quest, a dream of impossibility that consumes them. These dreams often require a vast amount of resources and protection, which only a king or nation could provide.

And so it is known that a wizard will seek a nation, and a nation will buckle down and try to take advantage of the situation while they can, because it is better to be on the right side of a wizard than the wrong one.

Quote
Your a Wizard!
Name-
Appearance-
Speciality-  What spells does your wizard tend to cast? Examples include: Destruction, Configuration, Nature, Divination, Space. Time is an exiled option.
Now a proper wizard has a nation to serve and guide! Create a Nation!

Quote
A Nation Calls!
Name-
Description- Short description of what the nation is like, if other than human what race makes it up.
Traits- Give two words that describe this nation (Industrious, Warlike)
What problem is it facing?-Give a short description of an issue this nation is facing.
Why does it hate its neighbor- Give a reason why it hates one of its neighbors. Can be like stolen land or rival families or something.

However! This nation you create will not be the one your wizard joins! You will be assigned a random other nation, and yours will be given to someone else. Keep that in mind during creation!

And while advancing your nation's goals, you have your own goal to pursue as well. a wizard's goal is never easy. Simple, maybe, but never easy.

Spoiler: Goals (click to show/hide)

Goals will be assigned after Character Creation. We can modify your goal to suit your character better if you so desire.

Actions:
Turns will take place over a monthish. You can take actions where you do something, like Assisting your nation or delving into a ruin. However, describe what you are doing. Do not just say "I assist my nation". You can say, "I accompany a diplomatic trip to [here]" or "I support these conquests" or "I seduce and fall in love with our rival power's Queen."

You can research a spell. Spells are codified magic. They just cost time to create, usually just one turn, but more powerful spells can take 2 or more. Spells are more directed and thus more powerful than regular, unspelled casting.

You can perform rituals. You can make public rituals where everybody knows what you are doing or you can say Ritual and just tell me what you did. Some rituals require reagents, like a locke of your target's hair or a dragon's heart. Rituals can cause world changing effects, and are the most likely way for you to destroy the world.


Games ends with either the achievement of a Wizard's goals, the dissolution of all the nations, or the destruction of the world.

The secret communications and stuff will be done over discord (I never notice the Bay12 messages).Let me know if you have any questions.

5
Forum Games and Roleplaying / Lord of the Dark Dominion (SG)
« on: January 12, 2024, 11:31:07 am »
Lord of the Dark Dominion

Your head is anointed with blood. It burns hot against your skin as the priest traces the unholy symbols on your forehead. The sacrificial victim writhes next to you in his death throes. He was a prisoner in your dungeon, taken in battle. You close your eyes and try to tune out his cries.

The priest continues, calling on the dark gods of your people. You can smell the sweat mixed with incense wafting from his thick dark robes. You sweat as well, undeneath the elaborate finery they foiseted upon you for the ceremony.

Despite the heat, you feel a cold tendril slither up your spine. You can't be sure if it might only be your imagination, but you can't deny the flicker of the torches in your sight.

The priest steps back and takes the crown of your people from a proffered cushion. The crown is:

A.  A band of black iron, the crown of the Voldrung. Forged for the warrior kings of old, lords of war. Word: Sword.

B. A golden crown, crafted with gold from Iosung mines, and studded with rare jewels from a dozen lands brought by the ships of the Iosung. Word: Wealth.

C. A diadem of silver with a blood red ruby in the center distinguishes the crown of the Scylling, mages beyond compare. The jewel is said to contain the soul of the first Emperor, betrayed and trapped by his Scylling sorcerer. Word: Sorcery.

D. A circlet of ebony wings announces the lord of the Tiathul, rangers and wardens of the dark forest and masters of its secret paths. Word: Shadow.




Your coronation is a sparser affair than it might have been. Your cousin has claimed the lordship as well, and some among your glittering, grasping courtiers have flocked to their banner. It was your mother who died, but in the Dominion often one must prove themselves to be a worthy heir.

But you were the one closer to the crown, and now your cousin is in the hills with their army, and you have the lordship, only answerable to the God-King. Your rival claimant is said to be the opposite of you in many respects, being a:

Man or
 Woman


and is

-Cruel: In contrast your Virtue shines bright. Your nature and voting choices will lean towards the benevolent side. Your fellow Lords of the Dark will not admire you for this.

-Heroic: In contrast your villainy and ruthlessness marks you well. Your nature and voting choices will lean more towards evil options.Your fellow Lords will respect you more.

Guide a new Lord of the Dark Dominion, answerable only to the God-King. Master the pit of vipers that make up your court, and scheme against your rival lords. How high can you ascend before it all crashes down?
 


6
Forum Games and Roleplaying / Remnant of Hope: God Game
« on: November 10, 2023, 10:13:03 pm »
Remnant of Hope: God Game

Across the many worlds, a darkness spread. It corrupted all things, twisting what it took to destroy and defile. Where the dread hordes were turned back, the Darkness wormed its way into the hearts of the mortals, turning brother against sister.  Even the gods were not immune, some wallowing in the dark embracing power, while others were cut down.

Some worlds and their gods resisted, building massive fortresses and devoting all of themselves to war. These too fell, undone by endless legions or left ignored to strangle themselves waiting for an enemy who never came.

Looking out on the great darkness around them, a group of gods came upon a new strategy. They would create their worlds, worlds worth fighting for. The corruption will come, as it always does, but they would work together, incarnate into their worlds and fight side by side.

Could that be enough?

God/World Creation
Create your god and your world!

Quote from: Your God
God Name:
Description:

And, perhaps more importantly, the world you created.

Quote from: Your World
World Name:
General Description: The general theme or vibe, major populations, what’s going on right now.
Additional info: Elaborate here Keep it somewhat slim for now.

And three questions you must answer:
1.What is cool/interesting about your world that might interest another
2. What is beautiful about your world that must be protected?
3. What has the Darkness corrupted?

And then finally your Avatar, your champion who will take a portion of your power and take the fight to the Darkness.
(Is your Avatar the same as your god? Are they different? God-in-man or empowered mortal? Up to you! Is a bucket of seawater the same as the ocean?  Only rules are your Avatar must be of your world and can be killed.)

Quote from: Your Avatar
Name:
Description:
Might: 2
Weapons: Everyone starts with an Intrinsic. Choose either Companion or Artifact in addition. Each start with 1 Might.
-Intrinsic: Part of your being, could be an inborn power or training in a martial art (wields magic/ swordmaster/ implacable will could be good examples).
-Companion: Allies who share in part your power. (Could be a single ally, a group of friends, up to a great army)
-Artifact: Items of great power. (A gun, book of unholy secrets, a sword drawn from stone.)


Plan is either have everyone spend a single turn on their own world before being summoned together, or just start everyone on one world. You will have several turns on that world either defeating monsters and threats or helping communities and creating things.

Will be taking several players; not first come, first serve so feel free to take some time thinking about your sheet if you need to.

7
In ages past, your ancestors settled the fair land of Jotuun. The ice had not yet come, and out sun was warm in the sky. We were reavers, conquerors in red and gold and we sailed the stars. We were titans, striding the stars.

                But the Republic cast us down. Mustering their fleets and legions, they crushed our kingdoms and cursed our planet to an eternal winter. They forced us into mines and quarries, forced to labor while they watch from their towers and orbital stations.

                However, rumor has trickled in that the Republic has collapsed. The ships orbiting your world have vanished, removing the threat of orbital bombardment. And your people have not been idle, discovering the secrets of Cold Steel, a hard metal resistant to energy fire.

                It is time for champions to rise, and for the galaxy to fear the Space Viking’s coming once again.



Welcome to Risky Space Vikings! You play as Viking Champions, seeking to gain wealth and power by raiding through the galaxy. However, for now you are stuck on your home planet of Jotuun.



First Create your Character:

Spoiler: Your Character (click to show/hide)



Spoiler: Crew (click to show/hide)

Spoiler: Skills (click to show/hide)

So you have your crew ready to raid, how do you do that?


Well, you sign on to a raid!

First, pick your target. You will be typically informed of their general level of defense, and what special resources they may provide. Sometimes there may be Unique targets that the largest raid can go after.


Then, you decide upon on the terms of the Raid, a Raid-Oath, where you decide the Order of Battle and the incentives for anyone to take the vanguard. And perhaps most importantly, how to split up the loot!


Note, Raid-Oaths are open to all Vikings to join, if they have the means to travel (you need not provide a berth on a ship even if you have an opening) but if they do have a ship or, in these beginning stages, feet, they may join the Raid.


Raid Oaths need to include these things.

-A Unique name to help the GM to keep track, and of course the target of your raid.

- How to split the plunder (expect per gang/unit provided), in particular on how to deal with limited special items like Reactors or Cold Steel

-Any benefits for being in the Vanguard (priority on special items or extra reinbursement for lost units)

-Order of Battle- This is where you list your champion and what units you are taking with you. YOU MUST INCLUDE THE STATS NEXT TO YOUR UNITS (like 2A/2D/10H/.2U) If you would include a cumulative total of the stats at the top or bottom that would be fantastic. Once you unlock ships please sort by what ship you are on as well.

The writer of the Raid-Oaths will be known as the Raid-leader and gain additional prestige from a successful raid.

Raid Oaths should not mention specific players, characters, or pacts. They are a banner raised attracting eager warriors! The Oaths may however give special benefits to the Raid-Leader, Ship owners, or participants in the Vanguard.

To encourage a few larger raids (outside of being safer and less risky) the larger raids will have priority for the wealthiest targets.


Example:

Quote from:  Example Raid Oath

These Vikings swear to the undertaking of the raid of PLACENAME.  Each Champion receives 1 share, and an additional share for each unit contributed, of the total plunder. You may bid your shares on Special Items, highest bid 24 hours after the end of the Raid gets the item, and the shares worth of credits is distributed to the rest of

 Those in the Vanguard receive an additional share per contributing Champion or gang.



Order of Battle: Total attributes -15A/18/63H/1.2U

Vanguard:

Ragnar (1A/2D/1H)

 - Ragnar's 2 Viking Gangs (2A/2D/10H/.2U)

----

Main Line

(Raid Leader) Freja (1A/2D/1H)

 -Freja's 3 Viking Gangs (2A/2D/10H/.2U)



Sven (1A/2D/1H)

 -Sven's 1 Viking Gang (2A/2D/10H/.2)



After the Raid

At the start of the next turn, I will inform everyone how the raids went, and include the spoils and casualties next to the raid. Spoils will be considered on my end to go into a pool for each raid, the GM will not be involved with distributing the loot to each player. The terms of the Raid Oath govern the distribution, and the Raid Oath Leader is responsible for ensuring the correct distribution takes place.

Each champion in the Raid gets 1 prestige, and the Raid Leader gets an additional 1 prestige.

Units can be destroyed, and you will be informed of that in the Raid post. Champions can be wounded, but that is typically only when they are among the last standing or in the vanguard. If your champion is wounded, they must spend a turn resting not on a raid, though they may still use their skill to craft or train.


Spoiler: Why have a Vanguard? (click to show/hide)



Pacts are formed between specific players. This can be used to pool resources to purchase ship(s) or units. Pacts/Contract's terms are to be decided on between players.Hopefully any disagreements should be resolved by the players. In case of severe disagreements, it may be arbitrated by the GM or settled via a duel between two champions. It will be up to the members of the pact to track any profit or asset sharing.


And below will include a deeper look into the skills and what you can do with them. Note more will be unlocked as the Vikings progress.



Spoiler:  Drillmaster/Units (click to show/hide)






Spoiler: Shipmaker/Ships (click to show/hide)

8
Forum Games and Roleplaying / TOMB SPIRIT
« on: August 31, 2023, 11:40:26 am »
You are a Tomb Spirit.



You guard this tomb, in particular. Gold, jewels, and crafts litter the ground all along the sarcophagus, in which lies the great God-King Mardoth.

You are pretty sure that’s not your body in there. A great shining orb lays inserted on top of the sarcophagus, the lock and seal that you are compelled to protect. If it is removed, the God-King will reawaken. Which would be bad.

It’s not too bad a job, all things considered. Better than being the slaves in the murals on the walls.

The complex you reside in is vast, but fallen into disuse and mostly lifeless. You have skeletons and spiders keeping you company.

Time passes , but you are hardly aware of it. You lie dormant, passive. The occasional flicker of memory stirs you, but you are content.

You hardly remember better.


Until one day there was a disturbance at the edge of the complex. A pickaxe tumbled through a side door, and in came 4 ROBBERS AND LOOTERS . Two fearful humans with pickaxes, a towering boastful orc with an axe, and an arrogant elf armed with a wand stride into your statue garden.

The orc braces against a statue and shoves it to the ground. It shatters and the brute laughs.

You (metaphorically) see red. (Everything is rather gray to you. Except the orb, which is blue.)

Filled with unexpected power and purpose  to DESTROY THE DEFILERS (but maybe it would be nice to have some friends), you decide to:

A. Animate a few statues to attack You can pick a target to focus on, otherwise it will go after nearest intruder.

B. Animate all the statues a little bit, allowing them to move when no one is looking at them. Pick a target for them to cluster on.

C. Write in. Can mutate some giant spiders up, reanimate some skeletons. Have the door plead with them to turn around.

Spoiler (click to show/hide)

9
Forum Games and Roleplaying / SPYMASTER: Daggers and Intrigue (SG)
« on: July 10, 2023, 05:38:24 pm »
SPYMASTER: Daggers and Intrigue

You are a spymaster!

You handle the clandestine matters for your liege lord, finding and keeping the secrets and spies that keep a royal court lively. You will have agents to mange, sources to cultivate, and of course keeping your secret organization happy (we’ll get there in a bit). You may also have to get your hands dirty from time to time.

You have only recently donned the eponymous black cloak of the profession, but you have the skills and knowledge to draw the attention of one particular member of the royal family…

Your name is:

And your Trait is:
Such as devious, suave, silent, or write your own in!


And who do you Serve?


A. King Gyrus: Be the spymaster to the king with unmatched access and resources. However, the king is old and set in his ways, your opportunity to influence him may be limited. His successor may also supplant you with their own choice. You start at the top, but can you keep it?


B. Princess Lenora: Be the spymaster to the King’s heir, and hopefully the future queen if you do your job well! She is competent and smart, but her husband is brute and the nobility hate her. If you can keep the daggers from her back you’ll have a clear path to trusted position beside the throne.


C. Prince Richard: Be the spymaster for the bright and bold Prince! Second born to the king, he has long embraced the role as the spare, but many whisper he would make a far better ruler than Lenora. He also cares for little outside of hunting, tourneys, and war, so you would have pretty much free rein to pursue your agenda. For the more ambitious and cunning, service to Prince Richard would be quite rewarding.


(Inspired by a game that I recently realized I participated in six years ago: SPAMMASTER)
(Also very much inspired by Crusader Kings!)

10
Forum Games and Roleplaying / Rise of the Mighty
« on: February 27, 2023, 12:27:36 pm »
It was a swift ship, sleek and low and black flag billowing.  It pounced out from a sheltered cove, and you could only watch in dread as your lumbering vessel tried to escape, the atheric engine increasing in pitch as it shifted wind and water to gain whatever speed it could.
 
 
There was no fortunate escape, or miraculous wind securing a race to freedom. The pirates sent a cannonball soaring over the deck in warning, and the merchant captain argued with the navigator and struck the colors. The hum of the aetheric engine lowered, and the wind dissipated, allowing the pirates to board.
 
 
You’re not sure what happened next, as the navigator waved his hand and blue fire consumed the pirate’s captain before a musket ball blew through the spellcaster’s head. Steel flashed and a deadly brawl spread throughout the ships. Only later do you recall the merchant captain slipping below the deck, and the hum of the aetheric engines rise to a fevered pitch. The pirates had the upper hand, but fate had other plans for you as the ship erupted around you in a flash of light and aetherium. The last sight you recall is burning eyes in the darkness before the water swallows you whole.
 
 


You wake up. The sheets are rough against your skin, but in a bed you lay, surrounded by 4 wooden walls. Daylight streams through a open window, the sounds of the sea being carried with it. Only a few minutes pass before the door opens and you are greeted with a cry of surprise to see you awake.
 
 
A local fisherman found you and a few other survivors on a beach, piled you into his boat and took you back to his village, Seatree. A trip he made with all speed, engine strained to its limit. For while finding one Mighty on a beach is remarkable, finding several is a portent not seen since the ages of Myth.
 
 
So rise, ye Mighty. Deeds fell and great are yet to be done.
 


Welcome to Rise of the Mighty. You play as Mighty, divinely empowered heroes and champions in a world wracked by disaster. You are in the land of Logadia, split from the Eternal City and the Republic by the Abyss which has consumed the seas.
 
Creating your Mighty:
-Name:
-Appearance:
-Goals/Ambitions: Why burning desire led to you being chosen?
-Aspects: Start with 3 Aspects
A word representing a portion of the divine fire empowering your abilities. Aspects can be elemental, such as fire or night, human nature, such as love or vengeance, or a skill such as sword or dance. (Godbound words good example). Possessing an Aspect changes and empowers you just by having it, what way do your aspects effect you? Examples: Fire-can control fire and is immune to it. Vengence-You never miss against someone who has harmed you. Dance-  Dancing is just as restful as sleep to you, and are able to communicate with any intelligent creature with your body language.
 
Three Stats: Assign 4 dice, no category can start with more than 2.
Prowess: Physical ability, from fighting to dexterity. Can be used for acts of both physical strength and dexterity.
Resolve: Strength of spirit and convictions. Can be used for convincing others, wielding raw power and resisting corruption.
Cunning: Intelligence and Plotting. Can be used for rituals, designing machines, crafting complicated plots.

In addition, come up with two gifts based on your aspect(s). Gifts are bound to a single aspect. Gifts are abilities/miracles that you can easily call upon. 
 
When you perform an action that has a possibility of failure or interesting consequences,  choose a stat that is related to your action. The rating in the stat will be rolled, (example Prowess:2 will roll 2d6 and take the highest of the two dice.)
A roll of 6 suceeds, no extra consequences resulting from the action.
A roll of 4-5 suceeds, however there is an extra complication.
A roll of 1-3 fails.
 
Your effectiveness and possible consequences are fiction dependent, but when the odds are bleak and the situation is do or die, your action becomes desperate. When performing a desperate action, you gain an additional XP, however, the dangers and possible consequences are more severe. You can volunteer to take desperate actions to increase your position or effect while also gaining the additional XP.
 
Spoiler: Gifts and Dominion (click to show/hide)

Spoiler: Character Sheet (click to show/hide)

Spoiler: Actions (click to show/hide)

Spoiler: Leveling Up (click to show/hide)

Spoiler: The World (click to show/hide)

Spoiler: The Mighty (click to show/hide)

Spoiler: Words/Aspects (click to show/hide)

11
Forum Games and Roleplaying / Lich King: Stone and Bone (SG)
« on: July 27, 2022, 09:47:18 pm »
You are a Lich King, one who tore the wheel of life and death and made it a tower for your ambitions. You are dead and yet alive, cursed to wander the world and feel not the wind tousling your hair or the bite into a crisp apple. Either through your will or unlucky circumstance you find yourself a lord of the dark and the evil. Enemies will come for you, rivals to steal your power and the virtuous set to right the world of wrongs. You must find the strength and the cunning to deal with these foes, else you return to ash and dust.

What you do with this power, dark though it may be, is of course up to you.




The initial negotiations were not going as smoothly as you had hoped.


“So you’re saying that you’ll use. . . the undead as labor for our farms and fields?” Headman Habber asked, confusion evident in his eyes. His rough hand kneaded at the back of his neck, dirt caked into the creases of his skin.


“Exactly so! Being tireless and uncaring of their labor, they would make excellent workers.” You explain.

“Well, on top of being rather dark, one might say, what. . . what exactly would we do then, if these skeletons are plowing our fields?” Habber grabs another sack of grain and hoists it onto his wagon as he asks his question. The ox looks at you woefully.


“Well, whatever you want, really. You could use the time to pursue your own interests, or I could always use more skilled hands at the tower-”


Habber tuts at you, barely breaking his stride of heaving another sack of grain in.. “Relocation and job retraining? Folks around here won’t be too crazy for all that.”


“I wouldn’t be forcing them to move to the tower,” you sputter. “ I assure you, I just want to help the people of this village live more fulfilled and vibrant lives.”


You can almost hear Habber roll his eyes at that one.


“Okay, sure. What’s the catch though? Aside from working with some sort of necromancer and being surrounded by walking corpses. What do you get out of all this? And just who do you think you are?” Habber challenges, facing you and crossing his arms.




You shrug your shoulders and tell him:


A-Just a Material Interest: You want a portion of the resources produced by the village. Being a lich, you don’t exactly require their foodstuffs, but you can begin to amass a stockpile for trade or hosting the living at your tower.


B-... And Your Bodies: Only when they die, of course! No need for a rush, just an assurance that when the villagers die, their bodies won’t be consecrated or burned. It's not like they are using them by that point! (Includes Option A)


C-... And Your Souls: Explain that as their local Lich King, their souls would be in much better keeping with you! Their God of Light has so many followers, they don’t care about the little guys anymore. You can give their prayers and pleas all of your attention, giving them the top notch service they can’t get from the big gods. (Includes Option A and B)


D- There is No Catch! Nope, no evil plot here. You just want to help out your neighbors!

E. Or Something Else?

And of course, you inform Habber of your name.
Name:?


Spoiler (click to show/hide)

12
Forum Games and Roleplaying / Trials of a Space Lord
« on: May 12, 2022, 02:42:35 pm »
The Beginning, or Down With the Ship


You walk with a sense of purpose down the rumbling hallway, not letting the sirens piercing the air reach your countenance.

You were a Space Lord, even with your ship breaking around you it would not do to show fear.


You reach the door to your personal hanger and press your hand to the bio lock. It opens with a hiss, and you strangle the sudden terror that threatens to seize your heart.

Your escape craft is gone. Arathorn, your treacherous second in command, likely took it right out from under you.


You rush back down the hallway. A common escape pod will have to do.

Crewmen press around you as push and shove your way through the throng as the Federation fighters continue to pound your dying cruiser

A fight almost breaks out as you force your way into one of the last of the pods, but you brandish your las pistol and the crew step back as the hatch seals in place.

The pod jettisons off into the void, one of a shoal of spiraling pods. The Indomitable, your cruiser, continues to halfheartedly provide covering fire from its turrets into the swarm of fighters around it, even as boarding ships latch onto its hull. But the cruiser is set to crash into the planet below, you won’t see it used against you.


Perhaps you can scavenge and raise her carcass back to life when you return to power.

You were a Space Lord, master of all you survey, and you shall rise again.


What is your name? The more self important the better.

All Space Lords are masters and shapers in some way. What is your preferred method?

A. Gene-Splicer: Master of mutations, you can shape creatures and men into their fullest potential and beyond. Little in the way of biology is beyond your grasp.

B. Cyber-Crafter: Robotics expert and master of cyborgs, you can make wonderous and terrible technology. Circuits and metal bend to your will, and inventions fly forth from your mind.

C. Mystic-Maker: The strange and weird is your domain. Through ancient and forgotten arts you summon your legion, one that science cannot understand.

13
Forum Games and Roleplaying / Of Seals and Trumpets: Angel SG
« on: April 16, 2022, 03:54:56 pm »

It was a holy mountain you descended upon, one host to surely a dozen prophets and hundreds of burnt offerings. A place of reverence and reflection, a thousand thousand prayers, dreams, and sacrifices stretching back to when the first men huddled tight around a fire and hoped the dark would retreat, if even for a night.

You had to make a subtle entry. No pillar of light or storm of fire. The stars in the sky underwent a gentle realignment, a nod to the new Warden of Alesia.


That’s you.


You are an Angel, a servant of Good and the Most High God, Lord of 142, maybe 143 worlds depending on how the conquest of Serphos was going.

You were assigned to Alesia by the Council of Thrones, the authority just under that of the Lord himself. Your main directive was to foster as much Good as possible, and protect the world from demonic incursions.

Alesia was a Border world, meaning heaven and hell both possessed a claim. In a gentlemanly agreement both principalities agreed not to send hosts and legions and do outright battle over this world and it’s souls, ruining the world for both sides.

Instead, they send an Angel like you to represent the interests of Heaven. Work in the background and make the world a better place. Make sure that a Hell doesn’t take it over.


Track down the former warden who went rogue.


Anyways, no pillar of fire, but you arrived in  a gust of wind, carrying the scent of a incense that you found on a crusade on a far away world and fell in love with. A beam of sunlight may have also slipped past a cloud and illuminated the holy site you arrived at.

All suitably subtle still, you assure yourself.

Three holy men. . . Wait actually two holy men and one woman kneel before you. Their bodies practically radiate with Good, years spent in mediation and prayer leaving their very bones saturated with the energy.


“Oh High One, we call on you in our time of need. Darkness and woe overtake the earth, evil besieges us and rules over the hearts of our kings. We ask for your wisdom and mercy over our people. High One, we call on you in our time of need. . .”


They repeat this mantra, cracked lips and parched throats endlessly repeating. They can’t see your true form yet, as the sight of all the wings and your radiant form may very shock and kill them.



In front of the three saints lies the object of their entireties. It is a

A. A Sword. Wielded by a knight who defended the poor and the innocent, struck down defending the defenseless. You are a Destroyer, formed for holy war and defeat of evil.

B. A Staff. Carried by a prophet, who brought wisdom and life to all those he blessed. You are a Loremaster, master of the secret names of God.

C. A Harp. Played by a woman who never shrunk from the Truth in her songs, whose light breathed life into all who heard her. You are a Singer, a maker and shaper of stories.

And also, what is your name?

14
Forum Games and Roleplaying / Frostbound (God SG)
« on: March 05, 2022, 07:29:18 pm »
Frostbound:

An endless sky stretched out around you as you plunged through the atmosphere.


Clutched beneath you was your Totem, crafted from your own essence to create a shelter from the cold.


Beneath you was Frostbound, stretching for tens of thousands of miles. It was a bleak wasteland of ice and rock, prowled by beastial gods and ancient predators. Mountains scrape the heavens, and in their gorges lie the huddled remnants of civilization. Life is demanding and brutally short in this land of ice and snow, but they survive. Until they draw the attention of the monsters that wander the land, and they are snatched up for a snack.


Frostbound, true name forgotten and buried, is both God, and the realm itself. Frostbound is old, older than the knowledge of the Wisest of the Lords, even older than the primordial Fires that birthed your universe. Here, all is Frostbound, from unending sky to the rocky crags that mark the borders of the world.


Around you was a shield of blessed fire, protecting you from Frostbound’s wrath and cold, and through the flames you could see other spears of fire dive from the sky, hundreds of arrows falling in unison, piercing the sky together. This was an expedition, an invasion of the foolish and brave. None would trust the others implicitly, but this way some would make it to ground.


As expected, there was a response from the hoary old god.


A great Sormwind, laden with crystals the size of mountains and dark with fury, arose from the earth. Those gods unlucky enough to be caught in its path were smothered like embers in a breath, crushed or torn to shreds.


Frostbound was ancient and cantankerous. None of the gods who claimed wisdom as a virtue would venture here, kings dared not for their authority withered in the cold, nor those who valued their survival above all us.


 No, you came because:


A- You are a god of the Hunt, and there is no greater place to seek beasts, abominations, and titans to slay than here on Frostbound.

B- You are a god of the Sun, and there are few darker places that deserve the light of mercy, justice, and growth.

C-You are a god of Knowledge, and within the vast ruins that Frostbound has buried are secrets worth dying for.

D- You are a god of Artifice, and between the raw materials and the testing grounds, there are few places better suited for your forge.

E- You are a god of Ice, come to die.

F- Write-In options here (per GM approval)

You will have two other aspects to pick in the coming votes, this vote is for your main domain.

Also: What is your name?

And what is one of your Forms? (You will be able to shapeshift from human size to giant, but what do you tend to look like?)


15
Forum Games and Roleplaying / Elder Scrolls: Godbound IC
« on: January 27, 2022, 05:30:02 pm »
Godbound


Dragon flames. Time will warp. Screams and spells cast into the sky

You awake in your cell, surrounded by damp stone walls. To your left and right lie bodies dessicated by age and time. You notice around their necks black metal collars, shimmering with malice and magic. You raise a hand to your own neck, and at your touch the collar wrapped tight around it crumbles to dust.

You are a prisoner in Helgen, an outpost at the border of the Empire and Skyrim. You don’t know how long you’ve been imprisoned (131 days, 4 hours, 33 minutes, 27 seconds for Hlaalu, and 36 days, 6 hours, 12 minutes, and 54 seconds for Tiros) , you just remember the Dragon attack breaking the mundanity, the shouts of alarm and the roar of the dragon. Then it got. . . hazy.

You feel different now. Your senses feel alive, and Words rattle around in your mind, Words that feel like they were always there and just waiting for you to WAKE UP.

You are all in a similar situation, each in a separate cell in the same hallway. Your bindings are undone, but the rusty cell doors are still shut and locked. For now the hallway is empty, to the east is the guard station, and to the west lies a storage room where you are pretty sure your things are kept.

You have all of your powers and abilities chosen on your character sheet.  How do you feel different?


Girtek awakens to life in somewhat different circumstances, in the storage room, body forming out of the discarded tools and stone, his gem humming to life. The room is cluttered with chests and various crates. Girtek  is alone in the room.

And with that the game begins! Feel free to post your actions, generally I’ll resolve them in posting order, but you can put qualifiers like going first or last, or wait until your cell doors are opened.

Spoiler: Actions (click to show/hide)

Oh, and Tiros' cell door somehow became unhinged in the attack, and falls with a clatter onto the ground.

Elder Scrolls Godbound OOC

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