Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Nakéen

Pages: [1] 2
1
Forum Games and Roleplaying / ARMs: Artificial Maidens
« on: October 04, 2023, 06:47:03 pm »
ARMs: Artificial Maidens

Inspired by Haspen's RTD Starlight Mechanized Corps and notquitethere's Superhero Manager. With a bit of obscure and less obscure manga/anime references, and a bit of Maid RPG, all thrown in a pot and overcooked into what you see...

INTRODUCTION


This is the year 450 of the Naeran Calendar. It has now been 40 years since the Impact of the Phantasm Comet on the Moon of Naera, 40 years of a bitter conflict for survival between humanity and the Phantasmal Entities.

When all seemed lost, the apparition of the Maidens gave back hope to the people of Naera: using the powers of the Phantasm Element, these young girls were able to fight and destroy the until then invincible Phantasmal Entities. Thanks to them, the dream of eliminating the Phantasmal threat once for all seemed an attainable reality... until the apparition of the UPI, Unidentified Phantasmal Intelligence, reduced all these hopes to naught by near annihilating humanity. The Naeran only survived because the UPI then disappeared as suddenly as it had appeared.

Now in the current year 450, the Maidens have long since been phased out from the battlefield. They have been replaced by Artifical Maidens, called ARMs, biomechanical combat units near identical in power and appearance to the young girls they were based on. With the announcement of the 2nd Generation of ARMs, the Nagaea Reclamation and Counter-Phantasm Force (NRCPF) hopes to launch a counter-offensive to reclaim the lost territories, and maybe someday completely eliminate the Phantasm Menace.

Quote from: Naeran Timeline
0:
- Colonization of Naera by humans.

410:
- The Phantasm Comet strikes and shatters the Moon of Naera, contaminating it with the Phantasm Element.
- 80% of the Naeran population is wiped out by the fall of the infected shards, and the resulting side-effects of Phantasmal Contamination.

412:
- Confirmed hostile reports of the first Apparitions.
- Confirmed hostile reports of the first Spectres. Conventional weaponry having no effect on them, more territories are abandoned to Phantasmal Contamination upon Apparitions and Spectres sightings.

414:
- The entire surviving population is evacuated from Nagaea, the greater continent, to the southern islands of the Midaram Sea.

422:
- Awakening of the first Phantasmal Girl, before they were called Maidens: Lily Ayame the Maiden of Tiaris.
- In the wake of Lily Ayame's awakening, countless awakenings are reported among young girls born after the date of the Impact. The public starts calling these young girls fighting for the sake of humanity: Maidens.
- Incident Summerfall: Team Blue Summer falls to Phantasmal Contamination, becoming the first confirmed case of Fallen Maidens. They are only stopped by Team White Diamond, after their rampage caused the loss of three Maiden Teams and an entire city.
- Creation of the NRCPF -Nagaea Reclamation and Counter-Phantasm Force- to coordinate the operations of Maidens and prevent the apparition of Fallen Maidens.
- Creation of the NCG -Naeran Central Government-.

422-446:
- The southern coast of the greater continent is completely reclaimed and decontaminated.
- Phantasmal Technology allows for breakthroughs in countless fields, especially in bioengineering, and energy generation.
- The first generation of ARMs -Artificial Maidens- is deployed.
- Maidens are slowly phased out from the frontline.

446:
- Half of Nagaea is reclaimed.

447:
- Appearance of the UPI -Unidentified Phantasmal Intelligence-. Loss of contact with the NCG HQ based in Naegaea, as well as twelve fortified cities of the inner continent.
- Operation Kinghead: the entire NRCPF is mobilized to eliminate the UPI.
- Operation Kinghead ends in a devastating failure. Casualty rate among Maidens and ARMs is 9 out of 10. Casualty rate among standard personel is 99 out of 100.
- The UPI single-handedly reduces the past 25 years of reclamation to nothing, before suddenly disappearing.

450:
- The second generation of ARMs is deployed.

GAMEPLAY


The game will usually be split into two phases: Downtime and Mission.

Mission:
The phase during which your ARMs will fight Phantasmal Entities, help civilians, decontaminate the land, and possibly get maimed, traumatised, or lose their lives in the process.
Once a mission is selected, it keeps progressing without Commander input until the situation deteriorates or an objective is unsuccessfully reached. The Commander will then be able to decide whether to pursue or cancel the operation.

Downtime:
The phase during which your ARMs are supposed to rest, although in practice they may instead get to experience the joys of interpersonal drama, get put through rigorous training to increase their meagers chances of survival and success, or spend time on the operation table or in the incubators to recover from their grievous wounds. If they don't, maybe they will get to relax.

During Downtime, Handlers may assign their ARM to Downtime Activities such as Train or Rest.
Meanwhile, the Commander may use their allocated budget to improve facilities, pay for special treatment, develop equipment, or request new ARMs.

At the end of each Downtime, Maintenance costs are substracted from the team's Budget.

ARM CHARACTERISTICS
Spoiler: ARM SHEET (click to show/hide)

FACILITIES, MAINTENANCE, OPERATIONAL COSTS
Spoiler: Operational Costs (click to show/hide)
Spoiler: Facilities (click to show/hide)
Spoiler: Downtime Activites (click to show/hide)

DANGER, DIFFICULTY, WOUNDS
Spoiler: Danger Level (click to show/hide)
Spoiler: Wounds and Flaw Limit (click to show/hide)

DOWNTIME
Spoiler: Sharing Facilities (click to show/hide)
Spoiler: Recreational Leave (click to show/hide)

SPECTRE COMBAT
Spoiler: Spectre Combat (click to show/hide)
Spoiler: Spectre Class and Type (click to show/hide)

APPLICATIONS


Congratulation Officer, you have been put in charge of managing a team of 2nd Generation ARMs. There are two player roles.

Commander: the commanding officer in charge of an ARM Team. The one in charge of mission selection, team management, and expenses. This position can be swapped with another player at any moment.

Handler: an officer in charge of managing an individual ARM. The one to manage its schedule and routine, and the one responsible for its operational readiness and mental health. Handlers have a veto power, and are able to refuse that their ARM be included in a given Mission.

To join, fill in the player sheet.
We will be starting with a maximum of 3 ARM TEAMS, meaning a maximum of 3 Commander applications will be accepted. If the amount of Commander applications exceed 3, then the Commanders will be randomly chosen and the rest will become Handlers.
If for some reason we only have Handler applications, then Commanders will be randomly chosen.

Quote from: Player Sheet
Name: how are you called?
Desired Role: choose between Commander or Handler
Appearance: what do you look like? It can be as basic as eye color/hair color.
Background: how was your life until now? A survivor looking for revenge? A new idealistic recruit with a dream? A retired Maiden that couldn't give up the fight, even after losing your powers? A grizzled veteran who wants to finish the job?
Personality: what kind of individual are you? How do you see ARMs? Do you see them as humans, as tools?
Likes:
Dislikes:

2
Forum Games and Roleplaying / God-Kings! -Turn 8- (15/???)
« on: September 19, 2023, 08:51:30 pm »
GOD-KINGS!

Introduction:
You are a God-King! Once born from the Infinite, you roamed the High Vastness unfettered, until you made a mistake and messed with powers higher than yours... For a crime you committed, you were cast down into a cage of laws: a World, finite and limited. Will you attempt to make a home for yourself in this newfound existence, or try to escape from this abhorrent prison?

This is a god-game with a hint of RTD elements, where you play as a divine entity of near absolute power. Worship will grant you more power, granting you more freedom. But ultimately, you decide your goals.

Quote from: God-King Sheet
Name: your current name.
Crime: what caused you to be cast down here?
Vessel Type: Choose one: Blood, World, Construct.
Vessel Appearance: your current physical vessel appearance.
Vessel Attributes: you have 4 points to distribute. You can't allocate more than 3 points in a given attribute.
Awe - determine priority in regard to worship generated, and how mortals respond to you.
Law - determine blessing/curse strength, and maximum amount of active blessings/curses.
Might - determine intervention strength, and usable tier of interventions.

Based on your Vessel Type, you obtain the following bonus:
- Blood: starts with a well-established dynasty and an entire kingdom worshipping you.
- World: starts with +1 Awe.
- Construct: starts with +1 Law or +1 Might.

0. Useful Rules
Apart from God-Kings and equally mighty entities, everyone is subject to the whims of fate by mean of a RTD d6. For those unfamiliar with this simple system, 1 is a Critical Failure, 2 is a Failure, 3 is a Partial Success, 4 is a success, 5 is a Critical Success, and 6 is an Overshoot.

- You are limited to 1 Intervention per turn.
- You are always able to use Minor Interventions, as if you had an infinite pool of these.
- You are always able to use Minor Blessings/Curses, as if you had an infinite pool of these.
- A Major Intervention can be used to do 3 Minor Interventions at once.
- A Major Intervention can be converted into a Major Blessing/Curse.
- If you use an Intervention above what your Might allows, your Vessel explodes and dies. The Might thresholds are 2 for Major, and 4 for Absolute.
- You start with 1 blessing slot, and gain 1 more per point of Law.

0-1. Conflict resolution:
- Interventions always cancel conflicting Interventions of an inferior tier, unless the God-King doesn't want to. It must be specified.
- Blessings/Curses always cancel conflicting Blessings/Curses of an inferior tier unless the God-King doesn't want to. It must be specified.
- Conflicting Interventions/Blessings/Curses of the same tier are resolved by comparing the relevant Attribute of the involved God-Kings. On an Attribute tie, everyone rolls a d6 until a single winner remains.

0-2. God-King Tiffs
Interventions may be used against other God-Kings when a little bit of action is desired.
A God-King directly targeted by a harmful Intervention is always considered to be protected by an abstract Minor Intervention for the purpose of conflict resolution, and their Might is used as usual in the process.

Interventions effect:
Minor: Harm the vessel, permanently reducing one Attribute by 1. The Attacker chooses.
Major: Kill the vessel, reducing their Attributes to 0 for the turn and forcing a reincarnation.
Absolute: Kill the God-King, removing it from the game. Freedom at last?

Do note that deicide is a serious crime, this will attract the attention of the Interlopers who don't appreciate such uncivilized behavior.

0-3. Switching Vessels
You may freely switch Vessel once per turn if you have a prepared Vessel. The eligibility criteria to be a prepared Vessel are, in order of priority:
-Created as a direct result of the God-King's Intervention, with Tier affecting priority.
-Blessed/Cursed by the God-King, with Law affecting priority.
-Worship the God-King, with Awe affecting priority.

If several God-Kings declare the same prepared Vessel, use the eligibility criteria for resolution, unless the God-Kings agree to share a prepared Vessel.
If you have no prepared vessel, you can use a vessel fulfilling one of the eligibility criteria.
If for some unfortunate reason none of the criterion are fulfilled, then it is down to luck and the GM's mood.

1. Resources
Worship: the feelings of mortals and the world cause you to become stronger, converting into power. From the humble grass to the arrogant man, all that exists is there to awe and worship at your metaphorical feet.
Enough Worship will coalesce into a Major Intervention. Or even an Absolute Intervention.

Blessings/Curses: the manifestation of your favour. A blessed entity is favored and protected by fate! Conversely, a cursed entity is bound to run to its ruin, no matter how it struggles.
Blessed entities cannot fail, and reroll if they roll a [1], [2], or [6].
Cursed entities cannot succeed, and reroll if they roll a [3], [4], or [5].

There are two tiers of blessings/curses: Minor and Major.
Minor Blessings/Curses can affect a handful of individuals, or a small location.
Major Blessings/Curses can affect an entire people, or a vast region.

Interventions: manifestation of your word that rules over natural laws. Interventions are used to shape and reshape the world. There are three tiers of interventions: Minor, Major, and Absolute.

Minor Interventions can affect a handful of individuals, or a small location.
Major Interventions can affect an entire people, or a vast region.
Absolute Interventions can affect the entire world, as well as anyone, even God-Kings and the Annoyances.

Suffice to say that if an Absolute Intervention were to fall under the hands of a God-King... the Warden would take action. Unless?...

2. Vessels
Is your vessel out of fashion? Too weak for your grand aspirations? Did you die? Well if you answered yes to any or all of these questions, you probably need a new Vessel. Mostly for flavor, or maybe not?

Blood Vessel: due to your past mingling with mortals, you are able to manifest yourself and be reborn in select bloodlines. Fragile but plentiful.

World Vessel: mere flesh cannot hold you. Maybe you fancy yourself as a blazing orb of fire, or a great mountain with a generous figure. Very sturdy but bound by natural laws. Even if you are the sun, natural laws prevent you from changing course on a whim.

Construct Vessel: you will only accept a contraption specifically tailored to your needs. Require a bit of a setup to get going.

3. Annoyances
You may be a God-King, there are still things you should be wary of apart from other God-Kings.

Time: the Unstoppable! The one who decides when the wheel turns or stops, and waits for no one!

The Warden: the Allseeing! The one who watches over you, making sure you remain down there. If you want to escape, you will have to strike it down! Fortunately he has a weakness: insignificant Vessels are beneath his notice...
The Warden will smite and depower the vessel of any noticeable God-King who seems close to escape.

The Interlopers: Inscrutable! Outsiders who have tried times and times again to mess with the world. He seemingly act without reason, and is not stopped by the Warden. They may do stuff at the end of each turn. Or not.

The Janitor: the Almighty! He who removes what is deemed unecessary, so that the world doesn't collapse.
Before the start of any turn, he may decides to erase things if the world is so full Time has difficulties progressing. The Janitor targets entities using the following priority:
1. Major Cursed
2. Minor Cursed
3. Unblessed/Uncursed
4. Minor Blessed
5. Major Blessed

4. Missing a turn

If you miss a turn, your God-King becomes dormant. Your Blessings and Curses will remain active, and you will keep receiving Worship if applicable. In the worst case scenario, your Vessel will have changed, possibly forcing you to inhabit a new, better Vessel.

Note: target update frequency is of 1 update every 1 to 3 days.
Tentative names:
- Godgame of the season: can it last more than 10 turns?
- I-Missed-The-Latest-GoC godgame
- A Game of Prospective Godgame GMs Catch and Release

3
Rise of the Monstrous Kingdom

Introduction:
The 4th reboot of the game of the same name, with each reboot dying sooner than the previous one. After simplifying mechanics and returning to the roots of the game, here comes a new attempt at making it last! Link to the 3rd reboot (nothing to see here, really): Rise of the Monstrous Kingdoms.

This is a cooperative game where you play as the loyal vassals of the King of the Monstrous Kingdom. If that interests you, I am looking for a cast of 4 to 6 players. Here is a sheet for you:

Quote from: Application Sheet
Name: What you are called/call yourself
Species: Name the kind of creature you are defined as.
Appearance: Your physical description.
Personality: Likes, dislikes, attitude, etc...
Background: What led you to the present situation?
Abilities: What are your powers and abilities?
Attributes: 6 points to distribute. Maximum of 4 points per attribute.
Strength: raw might and vitality. Each point of Strength increases HP and Combat Die level by 1 (d4 > d6 > d8 > d10 > d12...).
Magic: raw magical power and talent. Each point of Magic increases Combat Die level by 1 (d4 > d6 > d8 > d10 > d12...).
Intelligence: cunning and analytical ability. Each point of Intelligence grants 1 point of Combat Bonus to allocate to a Squad at the start of each battle.
Leadership: innate ability to lead and command. Each point of Leadership increases Squad limit by 1.

Traits: Based on your species, appearance, and abilities, the GM will give you two Traits. They may affect your combat attributes, or your attribute checks. If you have a specific idea in mind, you might write it here for review.

Skills: Based on your background and abilities, the GM will give you two Skills. They will grant you bonus to certain attribute checks, or unlock special actions. If you have a specific idea in mind, you might write it here for review.


MECHANICS


Spoiler: Turn Flow (click to show/hide)


Spoiler: II - Warfare (click to show/hide)




SETTING


Spoiler: I - Known History (click to show/hide)


Note: target update frequency is of 1 update every 1 to 2 days.

Tentative names:
- Rise of the Monstrous Kingdom Forever. The rererereboot that will definitely last.
- Rise of the Monstrous Mistake.
- Rise of the Monstrous Hiatus.

4
Matchmakers: AIs playing Cupid

Excuse me plot
In a future where mankind has achieved many breakthroughs in automation and AI development, there is a place where there is no hunger, no war, and where all are free to pursue their dreams.
This is the City.
An utopia created with the happiness of its inhabitants in mind, made possible thanks to the benevolent, highly advanced AIs created to assist the inhabitants of the City.

Among such AIs are the Matchmakers, tasked with helping humans find a romantic partner.



TURNS


Day 0: Introductions
Day 0: 1st Opportunity (AXIUS and Beep Boop)
Day 0: 2nd Opportunity (AXIUS)
Day 0: 1st Opportunity (T1000)
Day 0: 2nd Opportunity (Beep Boop and T1000)
Day 0: 3rd Opportunity
Day 1: 1st Opportunity
Day 1: 2nd Opportunity (AXIUS and Beep Boop)
Day 1: 3rd Opportunity (save for T1000)
Update 10
Update 11
Update 12
Update 13
Update 14
Update 15
Update 16
Update 17
Update 18
Update 19
Update 20
Update 21
Update 22
Update 23
Update 24
Update 25
Update 26
Epilogue



RULES AND MECHANICS


This game is a Multiplayer Suggestion Game (MSG?)... no a Multiplayer Dating Simulator Suggestion Game (MDSSG?)... I think? Eeeh whatever!

A - Suggestion and Difficulty Rating
"Using the highly advanced CUPID system, the Matchmakers are able to determine the ideal actions their Host should undertake, as well as the likelihood of success associated with said actions. Matchmakers do not have to refer to the CUPID system, but doing so would be going blind as they would have to rely on their own intuition."

Difficulty Rating:
Each Suggestion has a difficulty rating against which a 10-sided die is rolled. If the die result is above or equal to the difficulty rating, the Suggestion succeeds.
Base Difficulty rating is determined arbitrarily by the GM.
Difficulty rating is then modified by Trust and Confidence, as well as Attributes and Skills.

Initial Suggestions: You are offered up to 5 initial suggestions to submit to your Host, these initial suggestions have predetermined effects.
Other Suggestions: You may offer a suggestion not part of the initial suggestions. You will have no idea what your suggestion will lead to however!


B - Override Points
"Although controversial, the Override system allows for an AI to suppress the will of their host, on the basis that for their own good it is sometimes necessary to have them go against their will. Overriding a person's will is stressful for the human mind and body, especially if the actions would be contrary to the nature of the person. As such the Override system is heavily restricted and its allowed uses in limited availability."

You may use 1 Override Point in order to force your host to take an action, even against their will.

Override effects:
- Ignore low Trust malus.
- Ignore low Confidence malus.
- Increase Stress (+1), stronger in the case of a conflict of will (+3).
- Lower Trust in the case of a conflict of will (-2).


C - InfoCredits and Information Brokers
"The InfoCredit system was put in place in order to track and control the flow of information available to AI, as well as stimulate the working environment of AIs. Matchmakers are able to earn InfoCredits upon completing a mission, and they are also able to exchange InfoCredits on the Marketplace for information."

You may spend Credits to obtain information about an individual or a piece of lore.
Protected information will require more Credits in order to be unlocked.
Confidential information will require more Credits, as well as to fulfill some prerequisites in order to be unlocked.


D - Pairing
"No AI is truly perfect, and the Shipping system was created to foster competition and cooperation between Matchmakers. Matchmakers are able to declare Pairings based on their calculations, though the high cost of said calculations limit the amount of Pairings a Matchamaker can declare. Pairings are not baseless declarations, and they feed the CUPID system with valuable processed data, leading to better outcomes of the Suggestion system."

You may use a Pairing Slot in order to create a Pairing between two characters. Several players may declare the same Pairings, increasing the effects of the Pairing.

Pairing effects:
- Suggestions involving paired characters have a lower difficulty rating.
- Pairing effect increase for each Pairing Slot used.


E - Revocation and Warnings
"In return for wielding considerable power, AIs are subjected to several regulations and security systems in place to protect humans. If an AI accumulate too many Warnings, it is revoked, reset and repurposed."

Over the course of the game, you will risk earning Warnings due to actions inside and outside your control.
Accumulating too many Warnings leads to Revocation, which is a Game Over.




CONTRACTORS


Matchmaker Association: the one and only Matchmaker Association, created with the goal of helping the inhabitants of the City achieve fulfilling, lasting romance.
4 starting InfoCredits
3 warnings before revocation
+1 starting Trust
2 Override Points
3 Pairing Slots
Matchmaker Missions

ORHA (Organic Romance and Human Agency): an association founded by ancient member of the Matchmaker Association who disapproved of the Override system. They have the same goals as the Matchmaker Assosication, but believe humans should not be robbed of their agency.
4 starting InfoCredits
4 warnings before revocation
+2 starting Trust
No Override Points
3 Pairing Slots
ORHA Missions

Eugenia Corporation: Founded by a group of scientists with the goal of furthering the evolution of humankind, the Eugenia Corporation uses Matchmakers in order to practice careful eugenics. They hold so much political power they are able to abuse the Override system, though at the cost of being subject to more severe scrutiny.
4 starting InfoCredits
2 warnings before revocation
4 Override Points
1 Pairing Slot
Eugenia Missions

OTP Cabal: Founded by a fringe group of overzealous shippers, the OTP Cabal sole goal is to further their pairings. After all, there is no way they could be wrong!
4 starting InfoCredits
3 warnings before revocation
2 Override Points
5 Pairing Slots, which can only be used for a single Pairing
OTP Missions

AI Research Society: a society aiming to understand the limits of AI, as well as the relationship between humans and AI. Due to past history they are subjects to stronger regulations.
4 starting InfoCredits
Only 2 warnings before revocation
1 Override Point
3 Pairing Slots
No AI-Human taboo
AI Research Missions

Freelancers: Freelancers are smaller groups part of the Matchmaking system. They don't hold as much influence as the big groups, but they are able to act with more freedom of action. They do not have to pay a commission upon completing a pairing.
8 starting InfoCredits
3 warnings before revocation
2 Override Points
3 Pairing Slots
No Missions
Higher InfoCredit rewarded upon completing a pairing


CHARACTER CREATION


This the Matchmaker (Player) Sheet. Fill one if you want to join as a Player!
Designation: your name, or serial number.
Avatar: how you appear to others.
Preset: your personality.
Contractor: the group you are working for.

Code: (PLAYER sheet) [Select]
Designation:
Avatar:
Preset:
Contractor:

This the Character (NPC) Sheet. Fill one if you want to submit a NPC!
You are free to create a perfect individual or terribly crippled person. Some guidelines:

Spoiler: Guidelines (click to show/hide)

Code: (NPC sheet) [Select]
Name:
Physical Description:
Personality:
Backstory:

[b]Character Condition[/b]
Trust
Confidence
Stress
Sanity

[b]Character Attributes[/b]
Athletics
Intellect
Charisma
Willpower

[b]Character Traits[/b]


[b]Character Skills[/b]



5
Forum Games and Roleplaying / Divine Hosts: Titans of Recreation
« on: April 18, 2022, 11:23:42 pm »
Divine Hosts: Titans of Recreation
OOC

AAAAAA-

-AHEM



Prologue: the host of Hosts


This is the chronicle of a world, a world barren which once knew the guidance of a Host. We the Three Attendants know not if they were wise or cruel, a creator or a destructor, an emotionless force or a temperamental power. Only was known of their absence.

O Host, have you returned? Nay! They are manyfolds, dozenfolds even, and although they are not the Old Host they are Hosts all the same. Very well! We bow to our new Hosts, us Attendants! You who bear the Proofs of Divinity, you who may wield the Rights over the nascent world.

Here lies only the formless unwritten, an absence which begets existence.

O Hosts, give us form! Such is the desire of the unborn world!

Here are their Names, their very Proofs of Divinity:
- NOTWITHSTANDING
- Hexapoda
- The Vircine Chiropod
- Alice & The Pierce
- Sp(fl)y
- TOAA, THE ONE ABOVE ALL
- The Root of All Rice, The Endlessly Growing Stalks which Reside amidst the Waters of Creation whose Roots bridge the Gap between Lowly and Lofty Realms
- Onti, the Encrusting March of the Foreign Ocean
- Ferrous
- Xe'kekxlia the Fool of the Unseen Play
- Butterfly Buttercup, the Coincidental Cause, the Sending Storm, the Disordered Disaster
- Bartatam, A divine gardener



-AAAAAA *COUGH*


Rights allocation and clarifications


Every Host has received 2 Rights of Creation and 1 Right of Destruction.

The following Special Rights are available:
- 1 Perfect Right of Master Lawmaking: a gift from the Old Host. With the approval of all Hosts and the Three Attendants, the Master Law may be edited.
- 1 Harmonious Right of True Rewind: a gift from the Old Host. With the approval of all Hosts, the World may be reverted to a past state. (Warning: it will also affect Hosts!)
- 1 Left Half Combined Right of Universal Lawmaking: a gift from the Old Host. With the approval of half the current Hosts, a Universal Law may be created. Hosts involved in this Right may not be involved in the Right right.
- 1 Right Half Combined Right of Universal Lawmaking: a gift from the Old Host. With the approval of half the current Hosts, a Universal Law may be created. Hosts involved in this Right may not be involved in the Left right.

Current per player actions limit:
- 2 uses of Rights of Creation of any type.
- 1 use of Rights of Destruction of any type.
- 1 use of a Specialized Right of any type.*
- 1 participation in a Combined Right of any type.

Any number of Rights may be consumed per use.
Rights can be freely exchanged.
*Specialized Rights may be used as a Base Right instead of a Specialized Right if possible. For example, a Specialized Right of Creation may be used as a Right of Creation in order to keep the Specialized Right "slot" for something else.

6
Forum Games and Roleplaying / Divine Hosts: Titans of Recreation (OOC)
« on: April 17, 2022, 05:31:00 pm »
Divine Hosts: Titans of Recreation
IC

There will be no further mention of the word Titan in this post.

Setting:
This is an empty, primordial world that was once under the aegis of a lone Divine Host. Something happened to them and they are now gone, leaving only the three attendants that served them.

The Puzzled Prophetess: a headless brass doll carrying a large crystal blood red eye in one hand. She seems able to read the course of fate, but she keeps questionning the veracity of what she reads.
The Amnesiac Archivist: a dense, writhing mass of tentacles dripping cosmic ink everywhere. He apparently has lost its memory, but is certain they won't forget anything now.
The Crazed Chronicler: a ceaselessly screaming gold pillar of faces. It will apparently only stop screaming to narrate the course of ongoing events in a sane and tranquil voice.

The disappeared Host despised conflict and death among Hosts, and as such banned the following Rights:
- Right of Blasphemy: used to create something worldly with the power to challenge the Hosts.
- Right of Divine Harming: used to initiate combat with another Host.
- Right of Divine Death: used to kill another Host.

This is where you come in as a bearer of a Proof of Divinity, the Attendants have recognized you as a potential Host.

Quote from: Divine Host Sheet
Name: Your name is the first Proof of your Divinity, what is it?

Physical Description: What do you look like when lowering yourself to the finite?

Personality: If you have one.

Backstory and Powers: How did you became what you are?

Initial Bonus: Choose one bonus to start the game with.
- An additional Proof of Divinity.
- A Specialized Right of Creation of your choosing.
- A Specialized Right of World Lawmaking.
- A Specialized Right of Destruction Protection.


*** Mechanics ***



*** Creation and Destruction ***

The types of creations are mainly here to guide your creation efforts, to give you an idea of what to expect. They do not limit what can be done with Rights, and you should by no mean feel constrained by them. It is encouraged to experiment and ask for a quote in case of uncertainty.

Spoiler: Base Costs (click to show/hide)

*** Other Rules ***

Spoiler: Combat (click to show/hide)

*** Templates ***

Object Template:
Code: [Select]
Name:
Description:

Qualities:
-
-
...


Species Template:
Code: [Select]
Species Name:
Description:

Traits:
-
-
...


Landmark Template:
Code: [Select]
Name:
Type:
Description:



Law Template:
Code: [Select]
Name:
Class:
Effects:




7
Forum Games and Roleplaying / Legacy of Chaos: Wardens of the Abyss
« on: May 18, 2021, 11:31:27 pm »
Legacy of Chaos: Wardens of the Abyss
OOC


Prologue: the End of the Old World


The Four Lords are no more. Chaos runs rampant, overflowing.

The Beasts have fully awakened, and they sing the song of unmaking.

The first sound is the Dragon's breath. The symphony of the World's screams as the destinies of the mightiest legends are extinguished at once.
The second is the Leviathan's wave. It is a single rumbling leaving behind only the silence of erased aeons.
The third is the Behemoth's roar. It is the shattering of the fabric of reality, the unmaking of its woven laws.
And last is the Creature's howl. It is the suffocating silence of oblivion, of all of existence being consumed.

The World has returned to the Abyss.
The Creature's howl has stopped.
Chaos is settling down, and the last remnants slowly drift toward a final state of harmony...

The Beasts rouse once more.
The Abyss sleeps still. For now.

The Chaos Scale is trembling.



Turn 1: From the Abyss


Clawing at the depths of the Abyss, six forgotten lords extract themselves from the nightmare. Like newborns emerging from an abominable womb, they gasp and recoil, blinded by the harmonious and vibrant aura of the Cosmos. Orderly and infinite, unlike the unspeakable and limitless Abyss.

An overwhelming gaze is locked on their backs, and their minds shudder upon recalling fragmented echoes of the eternal torment they suffered in this place of absolute nether. Behind them sleeps a shapeless mouth, a pure hole of colorless oblivion. Darker than the lightless Abyss, this thing that devours all known horizons, dwarfing the Cosmos. This is the Abyssal Creature.

It is upon the six divine spirits to ensure the Creature does not wake up, in order to never return to the Abyss.

Infernose, a Lord of Cooked Wheaten Products. An enigmatic outsider brought to this reality from a past world devoured by the Creature. It managed to endure in the Abyss, miraculously avoiding being consumed by the Creature.
LOL, a Lord of Trolling and Laughing. By its nature it may be a byproduct of Chaos, brought forth during the energetic final stages of the Old World. Though they possess a purpose, they have yet to discover themselves.
inuingo, a Lord of Law. A careless being who wandered too close to the Abyss, causing them to become trapped in it.
Dalarin, a Lord of Knowledge and Secrets. A survivor of the Old World, it is told they usurped the throne of another Lord a long time ago.
Overmind, a Lord of the Mind. An effulgent eye born from the machinations of the Old Lords, it has long desired to dominate its lesser. With the world in a new state, they may have a chance.
Laak a Lord of Systems. Born from the sundering of the Old World, it was one of the many byproducts of Chaos.


For now, they are alone in the Cosmos...


All players start with 4 Ichor and 5 Power.
All players start with 5 additional temporary Power. Temporary Power will be lost once the turn ends.



PRIMORDIAL RIPPLES


Fate: The flames of lost destinies shine bright! Prospective mortal fates look very promising.
Time: The tide of time has changed! Time is plentiful and flowing freely. Prospective civilizations will grow incredibly quickly.
Cosmos: The canvas is blank, and cosmos has overtook part of the abyss! Chaos is dissipating, the World is orderly.
Abyss: The Abyss has withdrawn, the Creature is replete. Long-lost echoes may be found in the Abyss.



CHAOS SCALE

The state of Chaos is INSUFFICIENT [1].
Temporary Chaos: 3
Permanent Chaos: 0
Order Equilibrium: -2

8
Legacy of Chaos: Wardens of the Abyss
(Obligatory Working Discord link)

We stand on the ashes of a devastated universe.
Gone are the mighty civilizations and the vibrant worlds nurtured by the watchful hand of Four Ancient Lords.

None knows what led to the World's downfall, what led to the Four Lords' annihilation, and the subsequent birth of the Four Primordial Beasts.
Was it the collapse of Time?
Or the destruction of our Fates?
Could it have been the implosion of Cosmos?
Or the ravening hunger of the Abyss?

The answer has been lost with in the Abyss.
All that remains are Four Beasts, their temperament only temporarily quelled by the current state of Chaos.

Without Creation, without Gods, Chaos will soon turn into pure Order and the Four Beasts will go on a final rampage...

The Chaos Scale is trembling.


You are a Divine Spirit. A God. A Duck with Great Powers and Responsibilities. You have been thrown in media res in some magnificent mess, and it would be good if things didn't explode in your face so soon!

***

Setting:
All of creation is gone, and the universe was nearly annihilated. Five entities predate your existence.

The Chaos Scale: an astral contraption connected to Chaos, it indicates the state of Chaos in the Universe. If Chaos is too low or too high, the Scale will become unbalanced, causing the Primordial Beasts to go on increasingly devastating rampages.

The Fate Dragon: the Primordial Beast of Fate. It lords over destinies, allowing it to decide the course of the universe.

The Time Leviathan: the Primordial Beast of Time. It lords over the flow of time, allowing it to control the progression of the universe.

The Cosmic Behemoth: the Beast of the Cosmos. It lords over the fabric of reality, allowing it to control the rules of the universe.
The Cosmos: the domain of the Cosmic Behemoth. Creation cannot exist outside of its confines. Only divine entities are exempt from this restriction.

The Abyssal Creature: the Beast of the Abyss. It is said to lord over the deepest oblivion, and its awakening would spell the doom of the entire universe -Gods included-.
The Abyss: the domain of the Abyssal Creature. Extremely hostile, this is where the things that haven't yet been consumed by the Creature ended up. Who knows what wonders/horrors await there?

*** Mechanics ***






*** Acting like a God: Creation, Destruction, Combat ***

Your Power and Acts can be used to create, reshape, and destroy.
The types of creations are mainly here to guide your creation efforts, to give you an idea of what to expect. You should by no mean feel constrained by them.

Before we start, it is important to understand what Tiers mean in this game.

Tiers represent the position of an entity in the cosmic hierarchy.
All entities possess a Tier, from which they derive a potential, as well as a protection against powers of lesser tiers.
If an entity possess special powers, its Tier will determine the potency of said powers.

Tiers:
+ determine potential
+ grant protection against powers of lesser tiers
+ increase destruction difficulty

Tier 1: the tier of Mortality.
Tier 2: the tier of Longevity.
Tier 3: the tier of Immortality.
Tier 4: the tier of Partial Divinity.
Tier 5: the tier of Divinity.
Tier 6: the tier of Primordial Beasts.

Ichor in creations:
Three points:
+ Ichor confers a special protection against the action of other Gods: Gods cannot alter a T4 entity if they do not share Ichor with them.
+ An entity possessing Ichor cannot be harmed by attacks lacking in Divinity. That means they can only be harmed by Gods and above, or other T4 entities.
+ An entity of Tier 3 or lower attempting to take in Ichor will more than likely explode.



Spoiler: Alteration (click to show/hide)

Spoiler: Destruction (click to show/hide)

Spoiler: Combat (click to show/hide)


*** Sheets and Templates ***


Spoiler: Guidelines (click to show/hide)

Artifact Template:
Code: [Select]
Name:
Class:
Description:

Qualities:
-
-
...


Species Template:
Code: [Select]
Species Name:
Tier:
Description:

Traits:
-
-
...


Servant Template:
Code: [Select]
Name:
Class:
Description:

Traits:
-
-
...


Landmark Template:
Code: [Select]
Name:
Type:
Description:



Law Template:
Code: [Select]
Name:
Class:
Target:
Effects:




9
Forum Games and Roleplaying / Rise of the Monstrous Kingdoms
« on: November 21, 2020, 06:45:21 am »
Rise of the Monstrous Kingdoms

"Rise of the Monstrous Kingdoms" is a re-reboot/sequel of the too soon aborted "Rise of the Monstrous Kingdom" (itself a reboot oops).

In this game, you will play as monsters instrumental in the rise of new Monstrous Kingdoms.



SETTING


Spoiler: 1. Known History (click to show/hide)

Spoiler: 2. Non-monstrous races (click to show/hide)




MECHANICS


Quote from: Player Sheet
Name: What you are called/call yourself
Species: Describe what kind of creature are you.
Appearance: Your physical description.
Personality: Likes, dislikes, attitude, etc...
Background and Abilities: What led you to the present situation? What are the abilities that make you special among your kin?
Attributes: 6 points to pool. Max allowed attribute is 4.

Strength: raw might and vitality. The strongest monsters are unstoppable forces of nature, feared by all on the battlefield. Outside of battle, their incredible strength is very suited to manual labour.

Magic: raw magical power and talent. Monsters versed in magic are versatile and fearsome, capable of developing spells as well as supporting armies on the battlefield.

Intelligence: cunning and analytical ability. Intelligent monsters are highly adaptive, and can best others in unexpected ways. They are problem solvers, highly prized for development.

Leadership: the innate ability to lead and command. The defining attribute of any commander, and ruler.

Traits: Innate and special qualities you possess/would like to possess. You are free to fill this section or leave it blank. In either cases, the GM will build and balance your traits.

Skills: In the same vein as Traits, you are free to fill this section or leave it blank. The GM will work on it either ways.



Spoiler: II - Combat Mechanics (click to show/hide)




COMPLEMENTS

Quote from: Kingdom Sheet
Name:
Capital:
Tear Strength:
Notable Races:
Territories:

Quote from: Force sheet
Designation:
Command Points:
Upkeep:
Size:
Integrity:
Morale:
Combat Rating:
Special Traits:
Special Abilities:

Quote from: Region sheet
Name: common name of the region
Savagery: Civilized - Low - Medium - High - Primal
Magic: Mundane - Low - Medium - High - Pure
Dominant Group: Whether or not this Region is controlled by some organized force.
Resources: The valuable resources of this Region.
Points of interests



I am looking for 6 players. To apply you need only fill the player sheet and tell under which nation do you want to start. It is not first come first serve, so take your time creating a sheet (not too long though).
It is perfectly possible to start as an emerging monstrous kingdom that wasn't listed in the post, though in that case a player will need to be the Ruler of the nation at start.

Of course, I am always open to questions!

10
Forum Games and Roleplaying / On the Origins of Conflict (IC)
« on: May 24, 2019, 02:57:37 am »
On the Origins of Conflict
(OOC)



Cycle 1, Genesis Phase: Arrival of the Origins

"5 Original Gods have answered my call! Here, they come, into this bauble of possibilities that is this unborn universe. There is nothing yet, but their presence will turn nether into existence. This is before the beginning."


------First there was Nothing. Then came the Origins------

Only one word could describe what was before the Origins appeared. Nothing. There was no concept, no form, no presence. The moment they touched the Universe, the Origins rooted themselves into it, giving it meaning.

First came Azeri' kith, the Original Chaos. In the infinitesimal instant Azeri' kith was alone, the Origin of Chaos brought existence to the nothingness.
Chaos. The quality of potential, of possibilities. Chaos has no constant shape, every changing, and always many things at once.

Next came Motion like Violence and Sekur, the Original Violence and the Original Creation.
Violence. The quality of competition, of interaction. When there is more than one, there is Violence.
Creation. The quality of nature, of innate properties. When there is, there is Creation.

The three Origins clashed on a scale so great, oblivion was ruptured and the universe expanded into a shape of reality. It was only an instant, a gasp of time. And when it was over, Chaos had won, forever cementing its place above Violence and Creation. And Violence and Creation, having arrived together, became compatible.

Last came Goasis and Cirno Fate Trigger, the Original Balance and the Original Time.
Balance. The quality of equivalence, of opposition. Because there is one, there must be another one.
Time. The quality of existence, of progress. Because these is action, there must be a direction.

Once again, another primordial clash for dominion occured. Taking advantage of the weakened Chaos, Balance and Time managed to overpower it, keeping it in check. But weakened themselves, they were then defeated by Violence and Creation. As the previous Origins did, Balance and Time became compatible.

Thus were decided the relations between the Origins.

ChaosViolenceCreationBalanceTime
ChaosCompatibleWeakWeakStrongStrong
ViolenceStrongCompatibleCompatibleWeakWeak
CreationStrongCompatibleCompatibleWeakWeak
BalanceWeakStrongStrongCompatibleCompatible
TimeWeakStrongStrongCompatibleCompatible

Characteristics of the Origins:

Spoiler: Origin of Chaos (click to show/hide)

Spoiler: Origin of Violence (click to show/hide)

Spoiler: Origin of Creation (click to show/hide)

Spoiler: Origin of Balance (click to show/hide)

Spoiler: Origin of Time (click to show/hide)


------Then the Origins settled into their respective Planes------

With the Origins having found their place, reality started settling in, allowing the Planes to start taking shape. The Universe was still pure, dyed in the colors of the Origins. There were no Elements. No Corruption. Yet.


Source of Chaos
First Domain of Chaos
Second Domain of Chaos


Source of Violence
First Domain of Violence
Second Domain of Violence


Source of Creation
First Domain of Creation
Second Domain of Creation


Source of Balance
Sole Domain of Balance


Source of Time
Sole Domain of Time



------Finally, the Original Gods acted------

"The stage is yours, now."

-The Original Gods appear in the Source of their Origin. They have no Realm as of yet, and may construct it for no cost. Describe what your Realm, located in the Source, looks like.

-Every Original God starts with 1 Essence of their respective Origin.

-Elemental Gods and Corrupted Gods will appear once this turn is completed.


11
Forum Games and Roleplaying / On the Origins of Conflict [Godgame]
« on: May 23, 2019, 12:59:19 am »
On the Origins of Conflict
(IC)
(Discord link)

"I am Saga the Chronicler, host of this universe! Behold, O Divines, for I invite you to a game! A most violent and chaotic game, with the fate of this world at stakes. Show me how your Origin dyes the world, and what great stories will be born from your actions."

Nakéen here, with a new godgame! To those who may have never played one, in this game you will play as Gods vying for control in a newborn universe. Create, destroy, argue with nonsensical Gods, pull your hair out over the machinations of that one weirdo, or laugh madly as everything goes horribly right for some reason. Anything goes!


[Godgames being godgames, the OOC is still under work. There are some rules I want to fine tune, but overall, the gist of the game is there.]



I - Origins, Elements, and Corruption


This game revolves around the concept of Origins. They are the primordial bricks of reality, making up all that is at their core. Each Origin is tied to an Original God, and possesses varied effect depending on its nature. There is a Source for each Origin.

From multiple Origins are born Elements, the secondary bricks of reality. Elements can be tied to an Elemental God, but not necessarily. An Element tied to an Elemental God will be more potent than godless Elements.

Then there are the Corrupted Origins, born from an Origin which lost its meaning and has been rejected by the World. Corrupted Origins are antithesis to reality, and disturb the harmony of the World. They also cannot combine into Elements.


From the above, we can derive 3 classes of Gods, and three Resources.

Spoiler: Classes (click to show/hide)




II - Mortal Plane, Astral Planes, Corrupted Planes, and Cycles


The Mortal Plane and the Astral Planes are interconnected, and happenings in one will affect the other. Corrupted Planes are not connected to anything, meaning nothing that happens in them affect the Mortal Plane, and vice versa.

You can only create freely create things in the Mortal Plane, and in Astral Planes you control. You can freely create in a non-controlled Astral Plane only if you are located in it.

Note: Servants are immune to plane dissolution, thanks to their special link to their god.

Spoiler: Mortal Plane (click to show/hide)

Spoiler: Astral Planes (click to show/hide)

Spoiler: Corrupted Planes (click to show/hide)

Spoiler: Gates, Types and Tiers (click to show/hide)

Spoiler: Planar Cycles (click to show/hide)



III - Types of creations, Tiers, and Price Sheet


Spoiler: Tiers and Battle (click to show/hide)


Spoiler: Cost Modifiers (click to show/hide)

Spoiler: Gate Costs (click to show/hide)





IV - At last, the Character Sheets


Character Sheets
Original Gods chosen will get to shape the World before Elemental Gods and Corrupted Gods, during the Genesis turn. Non Original Gods will be able to start playing once the Genesis is done with.

Elemental Gods can create a new Element, this is totally fine. They cannot create an Origin for their Elements though, and must choose an existing one.

Spoiler: Original God Sheet (click to show/hide)

Spoiler: Elemental God Sheet (click to show/hide)

Spoiler: Corrupted God Sheet (click to show/hide)



V - Templates


Spoiler: Guidelines (click to show/hide)

Artifact Template:
Code: [Select]
Name:
Origin/Element:
Class:
Description:

Qualities:
-
-
...


Species Template:
Code: [Select]
Species Name:
Origin/Element:
Tier:
Description:

Traits:
-
-
...


Servant/Herald Template:
Code: [Select]
Name:
Origin/Element:
Class:
Description:

Traits:
-
-
...


Landmark Template:
Code: [Select]
Name:
Origin/Element:
Type:
Description:



Law Template:
Code: [Select]
Name:
Class:
Target:
Effects:



12
Forum Games and Roleplaying / Ema: a Story of Gods
« on: May 22, 2018, 04:16:31 am »
Ema: a Story of Gods
(OOC)

In the beginning, there was nothing. Existence and non-existence didn't exist, in the concept-less void of the Interstice...
Then a force tore through the nether veil, willing existence from oblivion. Creation and Destruction, together as one, gave birth to power.
And from this power was born Ema, the Child-Universe of the Primordial Will...


"Carver? Sorry to disturb you, but we are finally going to have proper Gods! You will finally be able to get to proper Destiny-carving, and me to proper Reality-warping. They should be there very soon, aren't you excited? I am."

...Yet Ema had been forsaken by her Titanic offspring. Alone and empty, the fledging universe sent a call across the dimensions.
"Come, Gods."
Fourteen beings of great power heeded the call. From the Fourteen, Ten were allowed in the universe.

Manannan Silverhand, Great Destructor of Water, Spirit and Void.
Gasnareth Imrep, Great Creator of Death and Chaos.
Maïspapa/Païsmama, Great Creator of Earth, Prosperity, Agriculture, Peace, Fertility, Family, Peasants and Cows.


X'arilyg, Hope's End, Other One of the Mind, Psychology, Intricacy and Progression.
Razel the Beast of Battle, Other One of War, Abominations and Depravity.
Ma'Rook, Other One of Need, Blood, Caverns, Light and Body.
Aiwibhttjoikuboneschwëltom!ernauocks, Other One of Passion, Hope and Tragedy


Tachyon Everlord, Ascended One of Change, Metal and Magic.
Elmedo the Afflatus, Ascended One of Expression, Thought and Talents.
Lifestealer, Ascended One of Possession, Youth and Fun.


And thus, Time started to flow in Ema.



Cycle 1: The Genesis of Ema


The Ten Gods entered the universe known as Ema. Yet there was nothing but colorless darkness and shapeless energy...

"As you can see, I wasn't joking when I said the Titans left me empty. Neither world nor star. Not even a particle. There are Laws though! But those are the basic ones, and they don't matter much if there is nothing for these Laws to be exerted upon. "

Ema mused, and then gave two choices to the Gods.

"For starters we have two options.
Option 1: I leave it all up to you. Given you don't have the power of Titanic Ones, creating a world will take a bit more time, and require cooperation. You will need Quintessence to create a functional world quickly. Doing it bits by bits will take a long while, though that could work too if you want to start with some miserable archipelago of microworlds.

Option 2: I will create a shapeless Original World and a First Sun. That will allow you to directly start shaping it with lands, life and more...


We will also take this occasion to test out the Vote System. Everyone will vote toward an option. A Major God's vote is worth two Minor Gods' votes. And that's it. As always, feel free to ask questions if you have any."


13
Ema: a Story of Gods
(IC)
(Discord Link)

"Aaah... I'm so bored, so bored. I can't believe these jerks just left, really now... Mmh? Oh woah! A- a visitor?! Someone actually headed my call?! Ah! Ahem. <monotone voice> 'Welcome, Gods. I am your host, Ema, and the Soul of this Universe. It is an honor for me to...' Oh nevermind. I just really can't do that. Welcome to me, the sole and only Ema! I'm a newborn and rather empty universe. My Titans left me, and I'm awfully bored. Will you help me cure my boredom?"


I. Introduction


Everyone, hello and welcome to this God Game! In a little twist, I the GM will rarely speak in OOC. Ideally, this little speech should be the only time I do. For the remainder of the game, I will be assuming the role of Ema, your host and universe.

Well, have fun everyone!


II. Setting


"And that's it. So you are a God. Some Divine Being wielding incredible powers, capable of shaping worlds and ordering primeval forces to do your bidding. So here is the pitch. I'm in desperate need of company and things to do, and that's where you come! You will be creating stuff, destroying stuff, whatever you will. Anything you do will keep me entertained, I promise! There is a small catch though: my universe, my rules. I will be enforcing some liiittle rules here and there. It's mainly to prevent you lot to accidentally harm me by going overboard."

"The universe is not completely empty though, and I'm not entirely alone either. Here is what you can find currently:"


Spoiler: The Universe (click to show/hide)

"Also, in case you know nothing of the outside world, here is some basic knowledge about the beyond. Though that's weird coming from me, given I never left this place."

Spoiler: The Divine Classes (click to show/hide)

Spoiler: The Plane System (click to show/hide)


II. Rules and Mechanics


"I said you would be free to run around right? Well, not really. Sorry but my universe, my rules. I will be enforcing some liiittle rules here and there. It's mainly to prevent you lot to accidentally harm me by going overboard. Let's start with the Golden Rule."

I can change rules on the fly! I will try not to, as it would be a headache.

Spoiler: Strain and Ema's mood (click to show/hide)



Spoiler: Prophecies (click to show/hide)




III. Supplements: Sheets and Miscellaneous stuff


"Your application form ha! It feels like I'm hiring someone. Well, I am in some way right? (...) Yeah, I totally am. And for "interior design". That's a bit depressing for some reason."

Spoiler: Character Sheet (click to show/hide)

"The following sheets are there to help you and me. Please use them!"

Spoiler: Artifact/Servant Sheet (click to show/hide)

Spoiler: Species Sheet (click to show/hide)


Spoiler: Law Sheet (click to show/hide)


"And I think that should be it! Feel free to ask me any question, I will try to answer as soon as possible."

14
Roll To Dodge / Rise of the Monstrous Kingdom - Turn 1.5 (Year 0)
« on: May 09, 2018, 02:19:50 am »
Rise of the Monstrous Kingdom



Hello everyone! This is a reboot of an old game of mine, named Rise of the Monstrous Kingdom. As such, setting and mechanics have changed a bit, but not too much in some points. In this game, the players are monstrous creatures aiming to create a nation of monsters. It will probably play like some sort of conquest game, maybe?



SETTING



This story takes place in the world of Idna. Three races have been known to dominate it for the past aeons: the Humans, the Racles and the Elves.

The Humans: Numerous, resourceful and able to wield magic. Humans were once a very powerful people, but their individual potential waned with each successive era. An awakened Human is called an Arcadian.

The Racles: Unable to wield magic, but also immune to it as their presence dispels magical effects. They are rumored to be descendants of the demi-gods, born unparalleled physical strength and resilience. An awakened Racles is called a Heracles.

The Elves: Long-lived and magic-attuned, the Elves boast the strongest magical potential of the three people. They are rumored to be the descendants of the Angels. An awakened Elf is called a Seraph.

And you are neither of these people.

You are Monsters who found the tear of Idna, a mysterious tear shaped crystal with an unprecedented power: to suppress monsters' destructive urges, and to turn them into intelligent beings. You have decided to create a country thanks to this artifact.

What will be your story?



RULES


X - The Golden Rule

As the GM, I naturally reserve myself the right not to follow the established rules, or even create rules on the fly.


I - Turn Sequence

A Turn is divided into 3 phases.
1) Free Time
2) Mission Time
3) Conclusion

D6 will be rolled! The list of actions below is non-exhaustive, feel free to do something else if you feel like it. Asking the GM is a free action!



II - Combat System

During battle, each player can command at most 1 Army. Armies are divided into Corps, and each Corps have a Command Value.
Battles will take place on a Battlefield. Depending on where a battle takes place, the odds could heavily change!

Spoiler: Corps characteristics (click to show/hide)




III - Complements: Capital, Locations and Characters


Your Capital, which will be created at the start of the game.

Spoiler: Capital Sheet (click to show/hide)


You will pass through Regions during your travels. They make up the world, and are filled with mysteries to uncover.

Spoiler: Region Characteristics (click to show/hide)


The Character Sheet! Everything about your Monster, who is it, what is it, what can it do.

Spoiler: Character Sheet (click to show/hide)


I will be looking for a starting 5 players. Once the players have been decided, they will need to name their future nation and decide if their ruler(s) will be among them or NPCs. They will then need to choose a starting location among a small list that I will reveal at that time.


15
Epilogue

The
ETERNAL SAGA (ic yay) ooc here



ACT 1: The Genesis of the World


From nothingness, there was a light. A blazing, radiant light that tore dimensions and planes apart, creating a new drop of existence in the infinity of the Multiverse. A new Universe was born.

Like moths to a flame, divine beings came forth, attracted by the pulsating core of the newborn dimension.


In the Divine Plane, first came the Greater Ones Nefertem, Cerediron and Lu.
In the Divine Plane, then came the Ascended Ones Erin Quill and Shal.
In the Outer Plane, finally came the Other One Akrathh.

In this virgin world, the possibilities are infinite. The opportunity to rule and create from nothingness, to become the pioneers of a new world. Surely all of them have plans laid out, visions of greatness, dreams of towering monuments to their glory...

But their reverie comes to and end, as they see three shapes standing over the first planetary body. Before the Concepts, there were Three Entities. Three Titanic Ones.

Urgast, Watcher of the Beginning.
Efanel, Herald of the End.
Gaol Ludyn, Keeper of Precepts.

They stand atop the First World, its vibrant body orbiting around the First Sun. Already the dimensional walls are forming, preventing future intrusions to pass easily and unnoticed. After all, to enter a universe, one must either break in through force or be invited by one of its residents.

The voice of Urgast, a great white and red serpent with a single eye instead of a head, echoes across the cosmos.
Efanel and Gaol Ludyn stand beside Urgast, unflinching.
Efanel is a mighty colossus with six mighty arms ending in the head of terrifying beasts. On its torso is the head of a dragon.
Gaol Ludyn is a cloaked entity with a hundred limbless hands and innumerable eyes. Many archs float above its head.

[None of you are welcome in this new universe. Leave all at once.]

The group of divine ones are left with a harsh choice. To leave and give up on their aspirations, or find a way to dethrone the current rulers of the cosmos.

Pages: [1] 2