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Topics - Digital Hellhound

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1
POSTCARDS FROM ETERNITY: A PARADOX MEGACAMPAIGN
---CK3-EU4-V2-HOI4---


The grand tapestry of history is a work of many hands and brushes. Some leave clearer marks than others, and these are collected, transcribed, analyzed and written into chronicles and academic works by renowned historians. Others leave less behind to know them by. Even the strangest and most unusual of destinies can be hidden in the great and terrible chaos of the years. Destinies such as yours.

You are a lone soul given immortality by a chance encounter with greater powers, a fluke of time and place. What shall the history of your life be - what shall you witness, where are you to go? The only evidence of your life is left in letters, journals, transcripts, chance mentions in footnotes and glimpses in the background of pictures. It is through these that we collect your story, the secret history of this world....

***

Hello and welcome to this Paradox Megacampaign AAR! This is not the first place I have posted this AAR - I started it over on Sufficient Velocity here, but lack of participation has led me to take it elsewhere as well. So for the benefit of Bay 12 as well - a mildly interactive AAR going through the Paradox games. We have already started, but future votes will be presented here as well so you can join in.

All in-universe posts of this AAR will be framed as letters, journals, excerpts from books and chronicles, bits of plays, songs or poems, transcripts of audio and other 'found footage' written by, describing or influenced by our protagonist, an immortal individual. This is a little experimental and I shall do my best to keep things legible and clearly tied to in-game events.

This will be heavily narrative AAR, dealing with the mysteries of this world and the story of our protagonist. I will, of course, provide 'out-of-character' updates on the state of the world when appropriate. Screenshots and maps will be there to provide context for narrative segments and events.

We will be starting with Crusader Kings 3, in the 1066 bookmark. The fan-made converters and any other necessary editing and modding will take us through Europa Universalis 4, Victoria 2 and finally Hearts of Iron 4. With HoI4, I intend to mod in a lot of content based on everything that has happened in this AAR, so at that stage we are not just talking about converter output. HoI4 is much less emergent and dynamic than the other Paradox titles, so writing it a scenario is necessary (and fun). If the end product is functional enough, I'll happily upload it here for your enjoyment.

Without further ado...

***

History diverges from ours in the 1060s, when a terrible plague sweeps over the old world. This unnatural, malignant cataclysm plunges the continent into chaos and anarchy. But how far do the effects ripple? Does society merely waver, or does it crash into darkness and disunity like never before?

These votes have already been completed.

[X] (Shattered World: Duchies) The plague causes a significant collapse of state power. The old order is virtually destroyed. Regional lords seize power in their wake, none claiming the crowns of kings or emperors.

In Shattered World start, realms are broken up into individual duchies or counties. No large kingdoms or empires exist, and must be created during play. AI aggressiveness is increased for this purpose. This will create a considerably different world going onwards into EU4. Religions will remain the same, but they are likely to diverge due to the disunited nature of the world - expect big, prominent heresies in possibly strange places.

In the chaotic aftermath, one soul finds their existence forever changed, cursed or blessed with never-ending life. Where does this transformation take place, and to whom?

[X] Origin. Tuscany, Italian.
[X] Name. Mario Guerra.
[X] Gender. Male.

Spoiler: Starting Situation (click to show/hide)

2
Based on the great original by Iituem. I'll let them tell how it is, with some edits:

In this game, players take on the role of great titans of creation, shaping a new world. I will take seven players, and there are a handful of rules set up to give this game an ending and some basic structure.  There is no particular turn order, you create as and when you want once we start, as it is not possible to win this game.

Rules

 - Each Titan starts with 1000 points.  No more points may be earned.
 - Creating a new law or amending an existing law (or set of laws) of physics costs 250 points, or 20 if limited to a specific area (e.g. anti-gravity, magical ley lines, halt of ageing, the rudiments of a magic system).
 - Altering the cosmos costs 100 points. (e.g. A new moon, a new sun, destroying a world, tearing a rift in space and time)
 - Creating a major geographical feature costs 50 points (e.g. mountain, sea, jungles etc).
 - Creating a new broad family of life costs 50 points (e.g. trees, giant mushroom forests, dragonkin, giant vortices of light-reflecting obsidian).
 - Creating a new sapient race costs 50 points, but note: In this game, this race will never become more advanced than the Bronze Age.
 - Creating a specific new type of creature or plantlife costs 10 points (e.g. dragons, trolls, golems, triffids, cinnamon, chaos mushrooms).
 - Creating a special landmark costs 25 points (e.g. magical monolith, motherlode of gold, well of sorrows).
 - Creating a special artefact costs 50 points (e.g. the infinity sword, the bottomless bag, the bone of contention).
 - More rules and costs, as and when needed.

 - When you are out of points, or decide to retire, each Titan's final act is to create a god to steward the world in their absence, and then the Titans move on to another world.

There we have it. I will be writing the results of your creations and drawing a Wonderdraft map as we go along to represent our fine new world. I have no immediate plans for what to do with the resulting world, but it's a nice communal worldbuilding session that anyone can then use for their own purposes! The original was already great fun on its own. You are free to go wild with your creations, but creating blatant expies of some existing franchise or meme creations is heavily frowned upon.

Titan App

Name:
Appearance:

Eventual God Design (Do this at the end)

Name:
Sphere:
Typical depictions:
Preferred form of worship: (prayer, animal sacrifice, sapient sacrifice, ritual destruction of objects of value)
Expected Boons: (what kind of rewards the deity supposedly gives the faithful)

3

CAVEMAN'S ARSENAL
You are: an Alien Smuggler of Superpowers

Well - everything's gone to shit, but it's going to be just fine. The Authority's on your tail and you've got a cargo hold full of serums that'll get you put behind bars for a good century anywhere in civilized space, sure. The 'safe and unmonitored' route to Xhorhas IV you were promised turned out to be neither of those things, and you got made before you got even half-way to your buyer. There's no way you'll be outrunning a fleet of Authority cruisers in your little nameless space tub, so there's no point in wasting your fuel trying to escape any further. Everybody who gets in this line of work knows the risks. Hauling around super-enhancement serums distilled from species and... things from around the galaxy can be very profitable, but it's also definitely very illegal.
 
That's alright. This isn't your first space rodeo. You're about to do what you in the business call a Caveman's Arsenal.

It's one of the oldest tricks in the book, and it only takes a few things. You need a little time, a primitive inhabited planet, and the best poker face in the galaxy. See, the native non-interference laws say you can't interact with any cute little pre-spaceflight sapients you come across. Now, you don't care much for the law, but the cops will, and that's what you're counting on. You're going to dump your entire cargo on the primitives and claim they just went and manifested these abilities on their own. They'll never believe it, but they can't prove it didn't happen either.

So you've found this out-of-the-way, fairly boring system with a single inhabited planet - named, in a typical display of originality, 'Earth' by the locals. Taking into account relativistic travel time, you've got a century here before the authorities arrive. You've got hundreds of serums in your cargo hold, and all of them have to be gone by then. So better get to work - but you're not just gonna drop all of them in one go. That'd leave too much in the way of evidence. Naw, you've gotta feed them into the population over time, one by one... and you might as well have some fun along the way. Of course, once you're all done and the heat's died down, you'll just return, round up the natives, and distill them back into neat little serums to sell on. It's the perfect crime.

The planet's not a terribly interesting one, but it's got potential. Several continents, water, plenty of life, supporting a considerable population of sapients. These 'humans' inhabit a scattering of nations, displaying a simply delightful degree of primitive tribalism and in-fighting. That'll be to your advantage, if you just want to provoke a war that destroys their little civilization and brings the population down to a more manageable number.

Of course, you could inject some of the other inhabitants, too. Non-sapients can't talk, barring restricted mind-scrubbing techniques, so there's no chance of it ever getting back to you. Might be entertaining, too – seeing how they do against a member of the local animal or plant life supersized and supercharged with a few choice serums. You've got a century to spend here. Might as well make a show out of it. There's a market for that kind of footage, too, whether the buyers want to call it 'scientific research material' or 'the best entertainment in the galaxy'.

A closer look at the planet tells you quite a bit about the technology level and societal frameworks you'll be dealing with. As a generalization, the world is...

***

A) A world of bronze and iron, ruled by tribes with delusions of grandeur. Their cultures show an interesting degree of complexity, though, and ideas of 'demigods' and 'monsters' form an excellent framework to tie your gifts into. The ancient world, in roughly 500 BC.

B) A world of steel and steam, where swollen empires subject less fortunate peoples to admirable oppression, and technology advances at a steady pace. Unswerving faith in science promises impossible advances daily – a promising framework to help explain your gifts. The early 19th century and the Industrial Revolution.

C) A world of electronics and atoms, teetering on the precipice of nuclear destruction between two superpowers. Human learning and technology is growing at a considerable pace – something that may not be entirely desirable, but should make for interesting uses and advances with your gifts. The Cold War and towards the modern day.

D) A world of data and technology, seeking its way, bleeding the planet dry as the population continues to swell. Advances in technology portent interstellar travel within a century – but offer an easy framework to explain away the source of your gifts. The present day.

4
Forum Games and Roleplaying / The Rime: a Frostpunk Western RPG (IC)
« on: July 22, 2018, 07:10:04 pm »
THE RIME.
TERMINUS LINE.
WINTER 1870.

These tracks took lives to build. They worked to the bone in the cold and dark. You could tell a seasoned laborer from the digits missing from his hand, gnawed off in the night by frostbite. The unprepared bid farewell to limbs and good health for the rest of their lives. The unfortunate died. Cold and rigid carcasses line the route from Apex to Ossuary, beneath the ice, forgotten. Few of those who now take the line know of the blood shed to lay the rails. Few care to dwell on such things, safe in their heated compartments, blessed by the smoke-belching engines and fur-lined seats.

Of course, there are those who remember - who think of the men who oversaw the work, the captains of rail and industry, the drillmasters. Colder hearts can scarcely be found, they say, even in the Rime. The blood is on their hands. Pursuit of profit denied warmth to good, working men. Greed killed, as greed does. But what is the common man to do? They are beyond justice.

Five exceptional individuals board the train along its long route from the Thaw across the heart of the Rime. By chance, or perhaps fate, they share a destination. They are bound together, until the Rime claims them or they find what they seek.


***


Ronald 'Frostbite' McCarthy

Home is somewhere along this line, it occurs to you. The Terminus Express forms the main artery feeding the Rime, stopping at every town with any claim to the title. Coal and firewood is unloaded at every stop - it does rather make the journey drag on - to be used or hauled further to isolated settlements. The fuel filling the first ten wagons is the lifeblood of the Rime. Sure, there's coal in the Rime, trapped in frozen ground, and Cauldron survives well enough burning the vapors underneath, but few could survive here fully on their own. As loathe as Rimers are to admit it, you are dependent on the Inners and their supplies. By the time this train reaches its terminus in Ossuary, it will have saved thousands and thousands.

Assuming, that is, that it does reach its destination. You know too well the madness of the greedy and desperate. Coal bandits prey on the line. The train might be a behemoth of blackened steel and steam-fed power, but it doesn't take much to stop it even so. A simple blockade on the rails will force the engine to a halt to avoid collision. Raiders can just jump aboard, with the thing's limited speed - go any faster, and you'll slip off the treacherous ice on the tracks. There's always a chance for an attack.

You're not going home, however much your thoughts drift back to the place. You've left it behind long ago - and besides, it'd take a long trek through the wilds to even get there from the nearest station. It's work that's brought you aboard the Terminus. A town by the name of Stalwart is looking for hired guns to deal with a bandit problem. Someone over there mentioned your name, and a letter found you. The mayor's paying well enough in scrip or supplies for the job, and you've never said no to shooting people who oughta be shot anyway.

There's only a few passenger compartments in the train, and the damn thing's packed to the gills. You're one of the lucky ones, you're informed; in exchange for helping defend the train if it comes under attack, you've been given a compartment where there's space enough to sit. There's six other people stuck in there with you, shoulder-to-shoulder like kelpers in a slaughterhouse. At least you can share body warmth. You do the polite thing and try your best to pretend you're not at all uncomfortable. You suspect everyone else is busy doing the same.


Ulien Inervios

Your sisters and your diving suit are the only things you have left from your old life, and you are very acutely aware that neither of them is at hand's reach now. The suit is safely stowed away in the train's cargo wagon, sure, but your sisters are another matter. You've sent them ahead to stay with Lukas, a friend in Stalwart, and are on your way to join them. You wish you could've traveled with them, but money is tight and you had to take what you could get. It pains you to be apart from them - Lukas is trustworthy and a good friend, but he's not family. The sooner you can get to Stalwart, the better.

The Terminus Express grinds on at a steady pace, steam rising from the rails as it passes. The engine breathes out gusts of black smoke without pause - a good thing, too, since if it stopped, so would the heating in the compartments. It's chilly enough as it is. The Inner girl sharing the cabin with you is shivering already, much as she tries to put on a brave face.

They say bandits attack in these parts. You're a few miles out of Cauldron, by your reckoning, with endless miles still to go before Stalwart. That's a lot of time for things to go badly wrong. You have your sixshooter hidden in the folds of your dress just in case. The barrel is cold against your leg, even through the leather holster. Bandits might be the least of possible problems, though. At least you can shoot bandits. Engine trouble or ruined tracks or the train slipping off the rails are all very real possibilities which the gun can't do anything against. You hope they have qualified engineers on board to take care of that sort of thing - or you'll have to step in, with the little understanding of these machines that you have.

You lean back against your sit and try to get comfortable. It's rather impossible with the other passengers pressing against you on both sides, though. You thought it a lucky break to get in here in exchange for pledging to defend the train, but you're beginning to rethink that. The air is both cold and humid with everyone's sweat. Someone's elbow finds your ribs with astonishing regularity. This might be a long journey.

Spoiler: Ulien Inervios (click to show/hide)

Fiona McDougan of Cormwall ('Fry')

The Rime is so very pretty, but it is also so very, very cold. An expanse of blinding white snow stretches on through the window, broken at times by distance markers made shiny with ice crystal sheens. On occasion, there's a patch of slick bare rock or a distant frost-hugged mountain. Somewhat amusingly, the map you saw identified the peaks as islands. It's either very out of date, or part of that peculiar Rimer humor you're still trying to understand.

The train is a marvel - tons of steel and wood thundering away faster than any horse through this cold land - but, um, this compartment could be a bit larger. There are seven people jammed into a space you don't think was intended for more than five. They all look quite interesting - Rimers typically are - but you've not had a chance for much conversation yet. Perhaps you should change that soon.

You're headed for Stalwart - for no real reason, but someone you met mentioned the local saloon offered the worst meals he had ever tasted, and you thought that perhaps you could help rectify that and find work at the same time. If not there, then something else. There seems to be a lot going on in Stalwart; you've met quite a few Rimers heading that way already. Plenty of opportunities for a lady of your skill and will to start making a new life. Certainly since your funds are running quite low!

Spoiler: Fiona 'Fry' McDougan (click to show/hide)

Sir Rimelight ('The Croc')

There was a time you could've had a compartment all to your own. There was a time when you could've bought this entire train. At least you were offered a place in a seated compartment - having to stand all the way like the common poor would've been... irritating - after you implied that you'd help shoot some bandits dead, if necessary. Not that you are terribly flush with scrip at the moment, either. You made some bad investments in Marrow - misplaced trust - slight errors of judgement - and in any case, they're all dead now, so it's no use dwelling on it. You'll get what's yours in time, and for now, you'll get by as you always do.

The Terminus Express continues on towards new opportunities. Stalwart's hiring hard men, and that's where you're headed. Frankly, it's little more than an excuse. If there's nothing of worth there, you'll find something else. You just needed to get out of Marrow. The bodies, well, they weren't great company, and it was best to get out of the town before anyone started asking unwelcome questions. It wouldn't do to kill everyone there, after all.

You show none of your discomfort, but this is simply not a very restful journey. You're starting to think you should begin a conversation with one of your fellow passengers, just to distract your mind from the discomfort of being packed in here with six other people and their luggage. Nobody seems too keen on talking to you, per se, but that is fine. You find you sometimes have that effect on people.

Spoiler: Sir Rimelight (click to show/hide)

Cormac Hess

You're going deep into the Rime, getting as far away as you can from people who might recognize you, who might return to finish what they stared. Bandits are popular nowhere, however much they are tolerated by the pragmatic and the cunning. It's probably best to shed your old life as much as you can. Further East await new opportunities, new beginnings. You intend to follow the Terminus Line to Stalwart at the least. They're hiring men there - to kill bandits, supposedly. The idea holds a strange twisted appeal, but you might as well seek out the bandits and join them instead. Maybe you'll take some other job; there's been plenty of killing in your life in the last year. There are better ways to survive.

The train company gave you a seat in a compartment in exchange for some empty promise of shooting bandits if they came after the train. You don't expect you'll have to. Only idiots would attack a train of this type - you noticed the rotary gun up top as soon as you came near, for one - at this time of year, with easier targets aplenty. Idiots or the desperate, you suppose. A bandit's life is not an easy one.

It's a nice compartment, all in all - pelts on the walls and seats, heating, plenty of space to stretch your legs as long as the fellow opposite isn't also stretching any at the same time. Everyone's very close together, but it sorta reminds you of the old family pit - cramped even before the kids were all full-grown, but damned if it wasn't nice and cozy. These people don't look all that keen to share body warmth, though. A few of them look rich enough to make good targets... if you were still a bandit, you mean. You can't help but to wonder what's inside their bags and suitcases - especially the one with the fancy lock.

Spoiler: Cormac Hess (click to show/hide)

***

All

The compartment holds seven people; a brown-haired young man concealed beneath many furs that some know as 'Frostbite', a tall and gaunt woman with short grey hair by the name of Ulien Inervios, a strangely healthy-looking woman with sun-warmed skin and what seems to be a parasol at her side going by the name of Fiona 'Fry' McDougan, an imposing man in a suit with crocodile leather shoes and a regal fur cloak on his shoulders known to many as Sir Rimelight, or the 'Croc', and a short and wiry man with black hair and Rimer-pale skin by the name of Cormac Hess.

In the window seats - already sitting there when the rest entered - are two men. The first is a stout and short gentleman with neat brown hair and spectacles. He has a strong jawline broken by what might be whip scars. He wears a practical wool-lined coat over a fine suit and vest. He looks wealthy, but not Inner wealthy; too practical, too rough and provincial. His attention is focused on a newspaper he's perusing, but his eyes rise above the rim of the paper every now and then to steal a look at his fellow passengers. A large revolver decorated in silver sits at his hip.
   
The man opposite him has the look of a hired gun. The barrel of a stocky rifle peeks out of his bag. He keeps his eye on the others at all times, except for the gentleman in front of him. There is something to them screaming of 'gentleman and his bodyguard'.

The train continues its long circuit of the Terminus Line. The unchanging landscape rolls past through the window. If there is trouble on the way, it has yet to rear its ugly head.

5

IC thread here!

You've come to chase the edge of the world, then? Well, you ain't the first, and you ain't gonna be the last. New land keeps coming in every day, keeps lurin' you in, long as the seas keep fallin'. It might be frozen and blasted now, but hold on for a decade and two, hell, you've got yourself some prime Thawed land. But maybe you're after some other dream? You a sixshooter, a gunslinger, come to blast out a life from the barrel of your gun? Did you come to hunt the white bears and the deep crocs, a proper trencher? Or to delve deep into the icy black sea, lookin' for riches beneath the waves? You fleein' something, or chasin' it? Or maybe you've been here all your life... born in the cold and dark or down in the frozen depths themselves?

Well, there's room for all kinds here in the Rime, so long as you remember to keep your fires burnin' an' your belly full. Night in the Rime kills a man without his heat. Reckon the cold might not be the worst of your troubles, though. If the coal bandits, or the beasts, or the Mer don't get you - who's to say your mind's strong enough to take the Rime? Stare long enough into that black ocean, don't know what'll stare right back at you. Will the vast dark frontier break you, like so many - or do you have what it takes to survive? Life's short, cold and unforgivin' for a Rimer... but there's glory and profit to be made here, for the good and the lucky. It's the free frontier; the Wild East, and it's nothing if not a land of opportunity.


***

Welcome to the Rime. A world far removed from ours, where humanity survives on an expanding stretch of land in the grip of an endless icy black sea. Out on the wild, icy frontier, men and women fight for survival and a place in the sun. The sea level's falling every year, revealing new land to be claimed - but it's land that's bare, frozen and dead. Give a few decades, and the sun will do its inevitable work, warming up the earth, bringing in fresh green growth from the interior. If you can hold on for those few decades, you'll have acres and acres of prime land to pass down to your descendants - a fact that brings thousands and thousands of pioneers in to settle the rim of the world. Others, less keen on tending to the earth, find other employment. Many try their hand at ranching. 'Kelpers', or sea cattle, are raised and butchered in their thousands and thousands by enterprising cattle barons. Oceanic trenches scar the rising land, forming frozen 'rivers' as the waters around them drop away. Trappers and kelp farmers make full use of these trenches and the aquatic life they hold, competing with native beasts such as the terrifying white bear or the cunning trencher croc for the bounty of the waters. Others mine the earth or even venture underwater for prime veins in makeshift cold diving suits. Some come simply to run businesses or make new lives in the scarce frontier towns, trusting in community for survival.

Everywhere, fuel in the form of wood and coal imported from the thawed-down and settled interior is desperately fought over. Temperatures drop to levels too low for humans to survive on Rime nights, and running out of heat is a guaranteed death sentence. Bandits prey on coal trains and stashes of frontier towns. The further one gets from the interior and its railroads, the scarcer fuel is and the harder it is to replace, making sure only the bravest or most foolhardy venture to the very edges of the world.

No rules or laws govern men here. Life is struggle... but it is also opportunity and freedom. This is the Rime, the edge of the world. If you can survive here long enough for Thaw, you can be set for life.

While the land may be barren and almost lifeless, the oceans are not. Though entirely inhospitable to humans - death is almost instant, should one fall into the waters unprotected - the black seas support the Mer; a race of nimble and slender humanoids well-adapted to underwater life. Yet the seas continue to fall, and the Mer, their homes lost to the capricious land, grow ever more aggressive and lost, their settlements left open to the skies and men to destroy. They face the choice of venturing deeper into the ocean - or rising to land, either to attack the world of Man or to join it. With enough water to fill their lungs and to keep their flesh hydrated, a Mer can survive indefinitely on the surface, unbothered by the deathly cold of the weather.

So, in short, it's a western set in an icy frontier - 'Frostpunk' in the sense of aesthetics and themes, nothing to do with the game of the same name. You take the role of gunslingers, explorers, hunters, scholars, con artists and various other inhabitants of the Rime, making new lives in the dark and cold. Danger and opportunity await!

This will be a self-contained 'episode' to start with - something with a set end in mind - as a way to introduce the world and see how the mechanics shape up. The game might continue after that, but I intend there to be at least the one episode (and wouldn't it be something, having a game that actually reaches its end?).

***

Spoiler: General Mechanics (click to show/hide)
Spoiler: Heat and Survival (click to show/hide)
Spoiler: Origins (click to show/hide)
Spoiler: Traits (click to show/hide)
Spoiler: Character Apps (click to show/hide)

Player List
1. Stirk - Ronald "Frostbite" McCarthy
2. Egan_BW - Ulien Inervios
3. Dwarmin - Fiona McDougan of Cormwall ('Fry')
4. IronyOwl - Sir Rimelight "The Croc" (Alaric Addington)
5. hector13 - Cormac Hess

Waitlist
1. Persus13 - Albert Tremain
2. Interus - Warren Heath
3. Jerick - Doc James Leary
4. dgr11897 - Falerion ('Octo-Faced Freak', 'Avalanche')
5. crazyabe - 'Jonah'
6.

This is not first-come first-serve! Quality and effort will be rewarded. Feel free to ask whatever questions pop into your head. Rules and mechanics might be fine-tuned as we go along.

6
TURN 0

Under Jupiter's baleful gaze, the Ark Bharatama carries on its eternal yearly circuit of Sol. One of many forgotten colonies-to-be, she has made her way in the light of the Sun ever since her launch in the last days of the Indian nation on Old Earth, never settling down as her builders intended. Instead, she claimed a much more significant destiny; a free ship, a neutral zone for all Sol's inhabitants. Here, free tech, information, bodies for hire and wealth all gather and mix, luring in Solars wherever she goes. A hundred lesser ships trail in her wake while their owners and crews see to business aboard.

Five Solars have come, for their own reasons. One, like many, comes for answers. Another watches, listens, and sees, hiding its true nature. A third searches for salvation for a people who will never accept her. One is lost in a world he hates, but perseveres, devoted to his nation and his mission. Yet another simply seeks work, offering its deadly skillset and ship to any willing to pay.

Perhaps they will join forces; perhaps their ways will part. Sol has something for every soul, or so they say.

***

Captain Gurshin Broo

Chatter on the 'net was that there'd be interesting work aplenty up for grabs on the Ark. That's usually been true, in Captain Gurshin Broo's experience. Four decades offering his guns and ship in the darkest corners of the Solar System has given Broo a good sense of where his particular skill-set is going to be needed next.

The Ark is packed full, as always. Solars of every form and origin wander her halls and gilded corridors, from Orbitals - ranging in appearance from the angelic to the obscene to simply incredibly strange - to backwater loners jumping at every sight and sound. Broo thinks it even spotted some Earthborn earlier, though it may have just been an Orbital with a plain designer body. The cyborg can only imagine the effect the splendor of the ship could have on an Earthborn, anyway, though the ornamentation of her stately corridors cannot quite hide the original stark industrial nature of the ship. Regardless, the Ark's inhabitants have given it their best shot. At points, the ship looks rather like a palace in the style of Old India - but Broo's seen it all before. The cyborg is here to shop, and shop it shall.

The Market has its physical stalls and places, but Broo does not need to go near to be hit with an immediate wave of incoming data and comms attempts. It is thankful for its robust security system; this place is usually rife with worms and spy-code just waiting for a vulnerable Caster to overwhelm. Broo lets the safer messages wash over him. Oh, yes. This place is hiring.

Team or sole body sought for confidential mission. Contact Akhigbe, Mwenye, information broker, for further details. Payment in tech, information, or currency of choice. Those seeking to waste my time should not expect to live pleasant futures.

...prospective artificers invited to showcase by Lazarus Andrei Gulth, master biocrafter, Room of Petals, Seventh Gate...

QUERY. 60203430. ATHWHKLGL. NN42009991. KEY CODE: ZENITH. AWAITING ANSWER.

...name is Líle de la Croix. I require assistance. I dare not speak more here. Please, if there is a merciful soul out there, seek me out on the Observation Deck...

BOUNTIES: For Slavers of New Hong Kong. EACH CONSTRUCT FREED & EACH MASTER KILLED Will Result In Reward! -Captain Glass, Void Cavalry.

Employment: Retrieval of stolen property. Employer: BioHab Consortium. Payment: Negotiable.


There is much, much more. Broo could delve deeper into the job market, but that's not the only draw of the Ark. There are always contacts to be made, wares to browse, people to kill... Broo rolls over to a terrace overlooking the main Market. A hardlight art display flickers from from to form here. There are a handful of others; a Remnant (Enceladus, if it knows its savages) with a distinct lack of augs showing up on its scans, a juggernaut of a bioroid that Broo automatically sizes up for strengths and weaknesses and concludes it has more of the former, and two seemingly purestrain humans - though that seems hardly possible. Could they be Earthborn? How curious.

Spoiler: Broo's Ship (Unnamed) (click to show/hide)

***

Zahir Spencer

It is a brave new world, and Zahir Spencer hates every bit of it. There are so many freakish people, beings, made ghoulish and unnatural by their augs and surgeries. There is so much noise, so much data battering on the Caster he's been forced to obtain to get anything done out here. He's considered turning it off to get some peace, but apparently that's somehow viewed as 'suspicious' among these people. Besides, he understands its value. He is on a mission, after all. This is just an irritant. One of many.

Zahir's spent an unhappy series of journeys aboard automated cargo ships headed outwards, seeking to get away from the Orbitals and their watching eyes. From what he's heard, this is a place where tech is sold without much question - perfect for the needs of the Dominion. The funds the Dominion was able to obtain for his mission are dwindling rapidly, though. The Orbitals claimed they'd moved beyond money; clearly the rest of the Solar System hadn't. Or perhaps that was just more lies, too.

Zahir overlooks the Market, trying not to look too hard at the beings there. Messages keep coming in on his Caster - he supposes he'll have to check them eventually. There are others nearby, and one, blessedly, looks human, a young woman. It's probably best not to trust appearances, though. The others are strange, unnatural - only one of them looks even remotely human. Zahir supposes circumstances might force him to work with beings such as them, regardless.


***

Brooklyn of Clan Spyche

She can feel the poison in her blood, like a whisper, always at the back of her mind.

For her, Bloodburn is a slow death. For those she left behind on Enceladus, it burns higher every day, growing in their veins, polluting their corpses beyond use. Her mission is an urgent one. Brooklyn has come to the Ark in her search; she has heard of a scientist here, specializing in engineered diseases. It was not mentioned if he specialized in curing them or creating them, but either way, it is a lead - the only she's had so far.

She does not know where to find the scientist, though, not yet - an unfortunate delay. But... there is a rich trade in knowledge and favors here. Someone is bound to know.

Her masters have outfitted her with new augmentations, to go with her own. The most curious of them is an extensive series of modules she spent a day in surgery for, capable of masking the signals and radiation any piece of technology is bound to send off. It is a powerful tool, for certain.

The Market she overlooks hosts a great number of merchants and peddlers - a disdained lot, in her old life, but powerful here. There are offers here, in the datastream, ready to be plucked. Some are more insistent than others. Her Caster has already blocked out several attempts at intrusion. Others are nearby, beneath a strange, shifting sculpture of light - a strange, heavy bioroid, a multi-limbed cyborg, and two humans - purestrain, though it seems improbable. In her experience, limited as it may be, nobody goes around that primitive in Sol. It is probably another vain affectation of these Orbitals she keeps seeing. In any case, they may be of some assistance as she pursues her goal - but just as well, it may be best to work alone.


***

OCOS-998

The Ark Bharatama - a place of information, of technology and of commerce. It was given high priority in her briefing files, and she agrees with that decision. She has already saved footage of several points of interest for upload - but the real secrets are not so easily found. Sightings of some elusive figures of interest have been repeatedly reported on the Ark. She cannot take such reports at face value, of course, but they bear investigation. Certainly, the Ark has many employers seeking bodies to go into the Black of the outer system. That is information more valuable to the Orbitals than any material good.

The Market is abuzz with activity. Trades and offers clog up her monitoring programs. Sometimes, something devious tries to enter her systems, but she is quick to backtrace them and disabuse their senders of the notion. Payment in the Market comes in many forms - primitive currency, commonly in the Credits of Tharsis Anchorage, forms a part, but she is more intrigued by offers information, technology and favors. Of course, should she wish it, any Orbital could upload as much wealth for her use as she could possibly want. It is such a crude form of exchange, but if needs must...

998 notes a few oddities nearby - even by Sol's strange standards. She watches them while giving the perfect impression her attention is fully on the delightfully rustic hardlight sculpture hanging above them - a simple trick, with her ocular implants. One of them is an Earthborn, by all accounts. It's not that rare for them to leave the surface, of course, but this one must be a fresh arrival - she can sense no augs at all anywhere on him! There's also a bioroid that sends off threat warnings in her cortex just from her looking at it, a Remnant with rather ramshackle-looking augments, and a mercenary automata - correction, cyborg. How interesting!

Spoiler: OCOS-998 (MonkeyHead) (click to show/hide)

***

Medulla-3

Do Machines possess souls? A famous philosophical conundrum. The android community has long been split into three camps of varying size on the issue. The Certains argue that, yes, all sapient beings, well including Machinekind, do possess souls. The Potentials hold that souls exist, and that Machines may or may not have them. The Deniers reject the idea that Machinekind can possess souls, and often refuse the idea of a soul entirely. This is not even touching on the opinions of the larger Machine community, nor on intriguing questions such as - if sapient beings possess souls, what is the point they will begin to possess them? And what is a Soul, in the end? Is it something quantifiable? My humble work cannot hope to answer such questions, but I will touch upon them regardless, hoping my gentle readers will show some measure of mercy...

Medulla-3 pauses her processing (a treatise by the name of 'Does This Unit Have A Soul?', by an obscure android philosopher known as Cortex) and studies the sights in front of her. She has been here for some time, watching. The Market is a curious place - she has even received some offers of organics for consumption - but it is the people here that interest her more. It's nothing she hasn't seen before, not truly, but seeing them mingling, working, communicating in so many ways - it is a rare experience. Data comes into her Caster in a steady stream. There's always work to be had here on the Ark.

Others are watching her, in turn. A cyborg warrior who might even be a match for her, a Remnant of, she thinks, Enceladian origin, and two seemingly purestrain humans. She's only consumed a handful of purestrains, and half of them bore foreign pathogens or nanotech in their bodies. Not that she'd just go and eat them. Not without orders, at least. Those she hasn't received in some time, but there is plenty of information, and sources of information, aboard this ship. She has never left here empty-handed.


***

Concept


7
This be the OOC thread. IC thread can be found here!


¤SOLAR¤

The Sol System of the 23rd Century is a strange, fractured world. The light of her star shelters all of Earth's lost children; a hundred thousand distinct societies and factions, a million strains of Man and Machine, billions of strange, sovereign souls building their own future, making their own path across the breadth of the System. This is not a Mankind united and whole. Earth stands a scarred ruin, poor and desolate, and in the absence of her guidance, Man's scattered colonies, stations and refuges have grown lone and independent. To survive, they have changed, evolved, adapted. Mechanical, biotechnological and mental augmentations and alterations are not merely commonplace, they are practically omnipresent.

It is a place of wonder, of endless diversity, of impossible technology, of powerful faith, of endless creation. And it is also a place of danger, of secrets; a place of Mankind in its countless forms and pursuits.

In the outer reaches of Sol, far from the Sun's radiance, the less successful of Earth's offspring wait to be discovered. Old, failed colonies, isolationist stations, lost ships, outcast groups, unorthodox research stations - they all exist outside the web of communication and trade that holds the inner system together; known as 'echoes', they draw in the foolish and the bold to seek riches, knowledge, technology and fame for themselves. Inwards, the struggles and rivalries of Sol's endless factions and individuals provide ample work, passion or simple entertainment for thousands and thousands of her denizens.

---


Spoiler: Backstory (click to show/hide)


Spoiler: Mechanics (click to show/hide)

Spoiler: Classes (click to show/hide)

Spoiler: Character App (click to show/hide)

Apps are chosen based on quality; this ain't first-come, first-serve.

Player List
1. Zahir Spencer [Taricus]
2. Brooklyn of Clan Spyche [Dwarmin]
3. OCOS-998 [MonkeyHead]
4. Medulla-3 [GiglameshDespair]
5. Karysse Sharid/Dogbite [Rolepgeek]

Waitlist
1. Jira Alcyone [Tiruin]
2. Vladlen Polzin [Playergamer]
3. Headache [somemildmanneredidiot]
4. Galactica Minor [IronyOwl]
5. Sir Bedivere Dagonet of Dublin [Ghazkull]
6. Jilosko Thompson/Oklahoma/Bastard [My Name Is Immaterial]
7. Jackson Bradford [Pencil_Art]
8. Erdus Midun, HARBINGER OF THE CLEANSING FIRE [Ardent Debater]
9. Auto-Colony 22 Heavy Personal Weapon System MK33 Designation 60892, Onboard AI Unit [Egan_BW]
10. Alfy Gena [DigitalDemon]
11. Antony Berners-Lee II [TheBiggerFish]
12. Woxir [snowdwarf]
13. Catherine [AbstractTraitorHero]


That was quite a bit of writing. Please ask any questions that might pop into mind!

8
Around The World In X Days!
A Worldbuilding Voyage

I've been playing the wonderful 80 Days recently and it gave me the idea for a game. We collaboratively write a story/build a world by describing the journey of an adventurer/explorer across the world.

Each player tells about a city/place and sends our character onwards to the next, where the next player picks up. They come up with whatever adventures, people, wonders they can imagine, write it up, and on goes the next. The goal is just to write and worldbuild through these places, forming an explorer-slash-adventurer's dream world in the process. Adventure! Mystery! Wonder! Are things we'll hopefully include.

Spoiler: Basic Rules (click to show/hide)

Feel free to mention if you think something's missing.

I'm happy to answer any questions you might have, but in the meantime, let's get started! As said, you don't need to have a similar format or length for your posts.

***

Day 0. Setting Out.

Today, my faithful readers, is the day! I have said my farewells to friends and family, given my beloved city one last walk, and set out to see the world! My dream is finally coming to pass. Years of poring over old maps and reading the accounts of others... how I've waited for today. At last, I may see all their wondrous cities and lands for myself.

I have prepared sturdy travelling clothes, some products for the general maintenance of my person (one cannot neglect one's appearance simply because they are on the road!), a number of other essentials, and a modest sum of money I hope will last me at least a month or two. I have no doubt I can earn what I may need on my travels.

Siran is fast falling behind. I cannot deny a I felt a certain forlorn longing as I reached the far end of the Lion Bridge. I will miss Siran; her long, winding streets, the quiet and irresistible scents of her coffee-houses, the sea of blue lights of the city at night - and much more, of course, I will miss her people.

But I have made my decision. Siran is a city of many wonders, but there are untold more in the world outside her walls. I will not rest until I have seen it all!

I write these words from a clanking carriage on the Great West Road. Pleasant green countryside rolls by, dotted by tangled villages, their houses built close together and crowned with wild flowers. By nightfall, I will be at the first stop of my journey - the city of...

9
The vomit-inducing lurch of teleportation finishes and the five of you are deposited onto a cold metal floor. As you look up from the breakfast you've left in a steaming pool in front of you, you're blinded by an explosion of light from a line of spotlights beaming down at you. Holding your hands and/or other appendages to shield your eyes, you realize you're in a vast, white-walled chamber, and the thrumming of the floor suggests on a spaceship.

A moment later a pair of doors on an elevated balcony above the line of spotlights open with a hiss and someone enters. You take in an enormous moustache, a military cap and uniform, all on a man of such wide-shouldered, stout proportions it seems impossible for him to have fitted through the door. Then he speaks, or booms, rather:

'Well! Welcome, rookies, to the Lux Aeterna, finest ship in the galaxy! Now, you might have some questions - like 'where am I?' or 'why did you suddenly abduct me from my peaceful home planet?' - but let me ask you something first! ARE YOU READY? TO JOIN THE FIGHT FOR JUSTICE? AND HEROISM? I'm General Tullion, and I'm offering you a once-in-a-lifetime chance to become one of the greatest, the most beloved, the most famous, the undoubtedly most dangerous HEROES IN! THE! GALAXY! Uh, one of those things, at least.

'Now, getting you here wasn't cheap, so before you ask, no, you can't actually say no. Also, no, there's no portion of galactic law that justifies our ruthless, arbitrary shanghaing of you for the job. No, you can't go home. Ever. But! Don't be so negative about it. I'll tell you what's in it for you! While on the job, you'll make your mark, your fortune, your legacy, on this galaxy! You'll see new places and meet new people! Travel all known space, and a bit of unknown too! You'll experience things that'll blow your mind! And those of your enemies. I'm talking about - Guns! Cash! And Glory! So, don't keep me in suspense any longer! What do you say!'


***




Player List
1. Evil Roy - Harry Baldman
2. Speaks - Toaster
3. Crit - NAV
4. London Tanner - Ruludos
5. Erin Strand - Twinwolf

Waitlist
1. Vi - Kevak
2. Ogdo - DoctorMcTaalik
3. Avery Protagoniste - Hiddenleafguy
4. Loa - ATHATH
5. Ard Nog - The Moonlit Shadow
6. 'Bob' - Salsacookies
7. Sexy Sid - Generally me
8. ??  - Yoink
9. John Johnson - Person
10. Brawn the Bodyguard - SaberToothTiger
11. Vissilik VARR-6 - IronyOwl
12. Linton Rayner - AzyWng

The Heroic Dead
1. Vissilik - IronyOwl (Killed by Captain of Nazi airship after dooming it on a collision course of certain doom.)

Spoiler: Character App (click to show/hide)

There we go! Ask any questions that might pop into yer head.

10
Other Games / Total War: Warhammer! Now with 2! And 3!
« on: January 14, 2015, 06:42:58 am »
I hope I didn't totally miss an existing thread, but Creative Assembly have finally confirmed what everyone hoped/knew; Total Waaaaagh War: Warhammer is on the way!

...granted, no pictures or concrete information yet, but the hype train is now rocketing out of the station. Aaaah.

11
Forum Games and Roleplaying / Psychopompos
« on: December 17, 2014, 12:00:21 pm »
PSYCHOPOMPOS

You are a Psychopomp - a Guide of the Dead, dedicated to showing the dead the way onward. You and untold others live in service of the vast bureaucracy of the Underworld, standng guard over all mortal souls and ensuring their passing into their chosen afterlives. Wars that have rent heavens have been fought over souls; you make certain they never will again. You guide the dead, and let nothing come before it.

No Guide could tend to all those lost and fallen; you have a specialization, a sphere of persons, circumstances, endings you care for. This makes sure - or tries to - that the Guides do not step on eachother's toes or fight over their subjects - neglected or mistreated souls will quickly become lost Spirits or malevolent Wraiths. These spheres range from broad to quite specific; the dead of a certain culture or social class, the followers of a certain faith, all youths with red hair, only those who drown in winter storms... What is your sphere?

The spawn of a million worlds and pantheons, the Guides rarely look alike, or even of the same species. Control over your form is one of the perks of the job, but What is your preferred appearance?

And, of course - What is your name?

12
Roll To Dodge / Elysium - A World of A Thousand Gods (Chapter I)
« on: July 31, 2014, 09:01:18 am »
:::ELYSIUM:::
-The Battleground of A Thousand Gods-

The Gods of Elysium rule their strongholds and towers across the vast red plains of their world, ever-squabbling and fighting among themselves. To those they serve, they are divine, possessed of impossible power - to a more advanced eye, they are simply a breed of transhuman, their power maintained by powerful technology. In the end, it is the same. These gods command sworn armies and champions to go across the land, battling eachother and protecting the peasantry from the dangers of the land when they bother. Gene-grafted champions, vat-grown and blindly loyal, sacrifice and dedicate their acts to their patrons for further favors and rewards. Servants gifted with divine technology roam the land doing their bidding. Great machine- and flesh-beasts and monsters are unleashed by intention or accident. Entire villages may be slaughtered in dedication to a patron god; great heroics performed in their honor.

Lately, others have taken an interest in this strange world. It is evident truth Elysium is the center of the universe, the only home of mankind and other races - but it appears there may be further universes. The barriers of reality are weakening; some whisper of an Abomination, a devourer of worlds... but that is all far away. Still, it is clear the people of other worlds are coming to Elysium, with their own plots and machinations that may threaten the power of the gods.

A shaky alliance of divinities has called together their champions and servants to fulfill their will. They are to be sent out, gifted with a mighty Myrmidon to carry them, to fight, investigate and honor the gods wherever they go.

The red wastes are dangerous, especially now, and the gods make poor allies for eachother - it is only natural they should aim to accomplish their own, private goals in secret as well. Should these champions serve them well, they will be rewarded; but they may just as well soon be bones and dust to be swallowed up by the earth.

---


Spoiler: The System (click to show/hide)

Spoiler: Combat Actions (click to show/hide)


---


Spoiler: Example Champion (click to show/hide)

Player List
1. Warbreaker Kazren, Champion of Rennahn (Draignean)
2. The Everchild, Champion of Basius (Yoink)
3. Fenrik, Champion of Nilvath (adwarf)
4. Dust, Champion of The Weaver (IronyOwl)
5. Arlia the Shaman, Champion of Aeraimua (Samarkand)

Waitlist
1. Malbjorn of Hal'grath (Cheesecake)
2. Plasma Electra Lazzara of Colossal Hugh Jay-Jay (Harry Baldman)
3. Harkus Wildblood of Gartuk (VinnietheDead)
4. Ahlona of Coula (wolfchild)
5. Akkar Gustemica of Orolo (The Ensorceler)
6. Orion of Ophiuchus (Salsacookies)
7. Sindis Yager of Jenshin (BlitzDungeoneer)

---

I'll be taking 5 players. Quality comes over speed, this isn't first-come first-serve. Length of apps can be much longer than the example.

13
Forum Games and Roleplaying / Narrative by Trope: Fourth Edition!
« on: December 28, 2013, 06:11:53 pm »
Yes, it is that time again! Narrative by Trope is a beloved Bay 12 classic, or, atleast, will be after we reboot it enough times.

I'll let Gatleos speak for me;

Spoiler: Spiel (click to show/hide)
Spoiler: Rulez (click to show/hide)

Thanks, Gat. The idea's simple, and if in doubt, you can click on the links there to see how the previous threads worked. Without further ado, though;

***

Ave Machina is a first-person Action RPG by Keystone Studios, set in an alternate world perhaps best described as Gaslamp Fantasy. It has received two story-driven expansions to date, each offering new missions, characters and gameplay.

Provides examples of:

Stern Chase: The game begins at the conclusion of one of these. Implied to begin anew if you let Charwood go in the Glassworks.

Waistcoat of Style: The Vilano brothers like to wear these. If idle chatter is anything to go by, the rest of the team thinks they look ridiculous. This will even affect their comments to the player if he or she ends up wearing them.

Hypno Pendulum: What the Doctor's Artifice is, essentially. If you piss off Kara too much, she will use one on you, to hilarious effect. Of course, Fridge Horror sets in when you realize she's implied to use it regularly on her family...

14
The Return was six months ago.

And yet it has barely begun.

Entire regions of the Earth remain battlefields. Burned-out husks of cities litter the world, stomping grounds for the Ancients. Humanity has survived the beginning, taking victories where it could, fighting back with what weapons it had, defending what had to be defended and abandoning the rest. The entire world is at war - the old alliances have collapsed and become little else than paper, replaced by the only things that were prepared for this war - the ancient conspiracies and forgotten state divisions, the remote research facilities and the guarded military bases. The cities and countries that remain 'safe' live in eternal fear, putting their faith in conventional weapons of limited use - and the stranger weapons of half-humans and experimental technology. But even they are rarely enough to stop the Ancients.

The Deep Ones rule the oceans, the forces of mankind huddled in a handful of protected safe harbors. With every incursion, they grow more numerous, enslaving what they do not devour. The primordial Titans roam unchecked, rising from the very earth itself. They leave destruction in their wake, treating the insect-like mankind with indifference at best. From the hungry void, the Star Gods are finally beginning to arrive en masse, descending from the skies with alien technology and minds. Stranger or worse beings roam in the darkness, ever-hungry, ever-hunting. 

The ballistic missile, the nuke, the gas cloud still remain humanity's most effective weapons, but when those stockpiles have been emptied, what then? When the Ancients have adapted and changed, what then?

Taskforce EUROPA has defended the continent to the best of its ability, saving much, losing more. But to kill Titans, men are not enough - and so EUROPA has begun building Olympians, great war machines towering above the highest skyscrapers, powered by the remains of Ancients themselves. Experimental weapons are being converted to use for their warships and armies. But their energy weapons are inferior copies of the Star Gods' bio-technology, their missiles barely enough to pierce Abyssal crests. It remains to be seen if anything they possess will be enough, in the end.

Over the Atlantic, where Central America falls deeper and deeper under the sway of the Deep Ones and where vast Titans battle Star Gods throughout the north, the US government has announced the USMW program - Mechanized Walkers, smaller cousins of the Olympians. Unlike EUROPA's creations, they are claimed to be pure human technology, crewed by unaltered men and women - but will this symbolic victory be of any worth against the Ancient Return?

In Russia, the Ark Projekt continues its development of the KOSCHEI fighters, rumoured to be capable of flight outside the atmosphere. They've proved to be effective, but as the Return begins in earnest even they can be overwhelmed and swept aside. Their other weapon, a joint project with China and East Asia, are the Hounds, inhuman amalgamations of technology and Enemy flesh shaped after predators, powered by imprisoned Ancients tortured to the point of feral madness. They give the machines minds of their own, crazed by bloodlust, like animals. The danger of 'bleed-over' to the pilots is brushed aside in the face of the greater and increasingly possible danger of human extinction. 

All over the world, humanity is creating new weapons... but it may still prove far too little. Without the Shackled, mankind will fall... but their blood calls out to them, every night, and as they grow more and more powerful they begin to lose more and more of their humanity.

Spoiler: That sounds familiar! (click to show/hide)

The Earth is ancient, both in body and in mind. Mortal life has not always ruled it, and their age is now at an end. Its old masters, the Titans, are awakening, terrifying giants kilometres in size, carrying mountains - or even cities - on their backs. But they are not the only beings looking to master the world - from the abyssal depths that connect all worlds, the Deep Ones rise, singing dreams of prophecy and destruction, bending man's will to their own and bringing madness wherever they go. From the black void between worlds come the Star Gods, grown fat from devouring stars, alien and incomprehensible to man in their goals and thoughts. And beyond, even stranger and more ancient beings, turn to Earth with hunger on their minds.

This all was foreseen. Forces and invididuals from the dawn of history have long prepared for this day. Beneath the illusion of everyday normal life, ancient conspiracies and prophecies of doom form a network of defense, employing the Enemy's own weapons against it. Ancient-mortal hybrids fill their ranks, and slumbering beasts bound to the will of mortal bodies are their potent weapons. But will these halfbreeds and imprisoned gods retain loyalty to a dying race when their true brethren arrive?

The ever-advancing technology of mankind may prove surprisingly devastating against these beings, but will it be enough? Once the nuclear stockpiles are emptied, the ballistic missiles wasted, the armies of humanity broken and scattered and their defenses cracked open, who will step up to guard mankind? Secret, long-buried projects in deep underground complexes? The weapons of the enemy turned against them? It will not be the 'simple willpower and courage of normal men and women', in times where your mind and body can be taken from you by the mere thoughts of dark gods.

---
Spoiler: Whasss' going on? (click to show/hide)

The Ancients

Spoiler: Primordial Titans (click to show/hide)
Spoiler: The Abyssals/Deep Ones (click to show/hide)
Spoiler: Star Gods (click to show/hide)

Spoiler: The Shackled (click to show/hide)
Spoiler: Unique Ancients (click to show/hide)

Spoiler: So what's different? (click to show/hide)


---

Spoiler: Nifty. Can I play? (click to show/hide)

Spoiler: Character Application (click to show/hide)

Spoiler: Playing the Enemy (click to show/hide)

Spoiler: Enemy Application (click to show/hide)

Player List
1. adwarf - Alfonz Wulfric (Imprisoned Unique)
2. Caellath - Alexis Zielkov (Prototype Superman)
3. Tiruin - Alessa T. Tairon (Star God Hybrid)
4. wolfchild - Calla (Abyssal Hybrid)
5. mcclay - Alex Vondgas (Imprisoned Titan)
6. Talarion - Aaron Gray (Abyssal Hybrid)

Enemy List
1. Toaster - SarCha the Broodlord (Abyssal Great Mother)
2. Xantalos - 'Quaritch' (Unique Ancient)
3. Harry Baldman - Jitch 4758/The Egg (Unique 'Ancient')
4. draco1234 - Rourk (Wilderness Form Titan)
5. Criptfeind - The Bishop of Detroit (Inhabited Form Titan)
6. Objective - Shaix-Jilaid (Wilderness Form Titan)
7. miauw62 - Stronghold (Star God Collector)
8. Rolepgeek - Estelle/Horseman-4 (Unique Ancient)

Waitlist
1. GUNINARUNIN - Rick Neil Ronin (USMW Pilot)
2. Draignean - Razvan 'Roz' Moro (Imprisoned Unique)
3. SomeStupidGuy -
4. sjm9876 - Harold 'Irontooth' Rorikson (Unique Hybrid)
5. Unholy_Pariah - Bruce (Unique Hybrid)

Returning players may use their old characters (that includes Enemies) or create new ones. If the first, there may be some sort of multiple-choice questions thing to determine what you've been doing in these past six months, though not necessarily. Please repost your old app if you wish to continue playing them - without the Superweapons of the new apps, mind you.

New players - I can guarantee someone's gonna die sooner or later, so the waitlist isn't that a bad place. The more people on it, the more comfortable I feel killing everyone off.

15
+++Chapter I+++
ARRIVAL

Before anything else, you spend a few minutes looking down at the sprawling Hive, watching the rain come down on the millions scurrying about in the shadow of the port highrise. It seems endless, coming down in a hammering torrent, making the insect-like sea of people quicken their pace when they leave their petty shelters and temporary reprieves. You can't escape the rain on this world. From space, you can only see banks of clouds, black and grey, a vast shroud isolating the people below from the stars and the void. You suppose it gives them their false sense of security. The tops of Hive spires disappear into the clouds, reaching for blue sky in vain.

You let your gaze wander along the endless mass of Hive towers and the hab-blocks at their feet, like moss hanging to ancient trees. Water above, water below, though you're grateful you can't see the ocean beneath the spires. Blackwater Hive spreads far beyond your sight, the capital of this hellhole of a world. Over the rain, you can hear shrill alarms.

You look away. She died a long way from home.

Your name is Dezler. You take the jobs the arbites file away, against those who pay too well and don't make enough noise to reach the Emperor's justice. It's a living, and you know just how little a difference you're making. But then, the last thing you want is the wrong kind of attention. The kind that leads to a man showing up on your door with a gun in one hand and the stylized I in the other. You know just how unforgiving the world is, know just what happens to the idealists when they try to stand up.

A job didn't bring you here, though. It was an emotionless voxcast from a half-machine Administratum adept, to him, a minor note that didn't warrant three sentences. Junior Scribe Sabbat Dezler deceased. The God-Emperor Protects.

They'd put it down as an accident, but you've received another message, from someone claiming to be her friend, saying she needed to talk with you, said there was something else. You didn't waste time. You've had the opportunity to attain a wide variety of skills over an eventful career and you're gonna find out what the hell happened, no matter who stands in your way. Better that than that waste away with cheap amasec and Obscura, letting the grief kill you too.

You're not a young man anymore, and as you head down, your thoughts drift back to your past and the choices that brought you here...

Spoiler: Profile (click to show/hide)

---


Vote! - these choices form your background, but also your characteristics, skills and talents.

1. she died a long way from home. (What is your Home World?)
a) the cold plains of the Frontier World of Salvation
b) the toil of the Mechanicus Forge World of Atoxim
c) the endless spires of the Hive World of Oublenmach
d) the life on the treacherous sands of the Death World of Bastrot
e) the devotion of the Imperial World of Redoubt

2. you've had the opportunity to attain a wide variety of skills over an eventful career. (Where did you learn your unique set of skills?)
a) life on the other side of the law, in the company of conmen, gangers, thieves, and worse
b) in the God-Emperor's Adeptus Arbites, fighting the scum on the streets every step of the way
c) on a tour of service in the Imperial Guard, one of the lucky few to win a patch of land and retirement

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