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 - helmacon

Pages: [1] 2 3 4
1
Long did your kind live in the warren home, buried deep beneath the earth in an endless paradise of twisting tunnels and crawling bugs. You were roots without a stem, scratched across the world.

No More.
The mountains shattered, the burning sun and smoke. All rubble and death, rot and hate and fire in the tunnels.
You are few now, some small peoples gathered and sullen, you led those who you could find to the surface, that shunned expanse of myth.



It has has been a moon now since you crawled from your graves. The world here is not the one your legends tell of. The glow of fires still light the horizon at night and death surrounds you still. Forests  of burnt kindling and churned earth mark your journey. Death follows here as well. Your numbers grow thinner still. A great wounded beast crawls across the sky.

You find yourself upon a high hill. Some glimmers of life beckon from the horizons here.

You cannot go on like this. You must lead your people to a new home.

You survey the land with your second, his eyes keener than yours. He is younger, and a resolute hate sits in him. The fall broke his body, his best years. He will survive. He is a good ally. He relays all he sees, but the decision is yours.

Of all the desolation he sees, there are three hopes.



A. To the north-west a line of clear blue marks the horizon.

B. To the south, a small oasis of green in these blasted lands.

C. To the east the land is no different, but the sky grows clearer. A river flows.

2
The Houses of Ater: Part one
 The End of an Age


You represent the three ruling houses of the planet Ater. Ater is a frozen moon orbiting a gas giant in a binary star system, your civilization born in the myriad of caves and catacombs under the seabed. Only recently have you achieved industrialization, propelling yourself out of the dark ages, cracking the surface ice and catching your first glimpse of the stars only a few short generations ago.

The three houses are as such;
 
Spoiler: House Titan (click to show/hide)
Spoiler: House Silver (click to show/hide)
Spoiler: House Sky (click to show/hide)


Spoiler: Rules (click to show/hide)

Spoiler: Actions you can take (click to show/hide)



This is a cooperative game!
This is not meant to be an arms race. It was an intentional decision to have everything here in one thread. Ater is a small world, and it is difficult to hide your actions from one another. While you are perfectly capable of seizing the assets of the other houses and ruling Ater on your own (though you would probably lose some capacity in all the collateral damage) you have much to gain by working together, and it is up to you all to shape this new age. Negotiate and trade with the other factions. Exchanging tech, resource points and and items is free, though it can only be done on the turn you have it. You may need to frontload the costs to another house for research or production, and hope they hold up their end of the bargin on the next turn.



Year: 1385, The last year of the Age of Steam

The discovery of the third ring has destabilized the balance of Ater. The council of sages have declared this the beginning of a new age, and so christened the settlements on the surface to unify as House Sky. Representatives of the surface settlements draw together in council, navigating old politics and rivalries to forage new power, no longer bound to old masters.

Inside the ice, House Silver sill mourns the tragedy of Tath. The high king and all credible successors perished in one mighty blow with the formation of the rift a generation ago. An entire city destroyed in an instant, the echoes of its death heard round the world. Now, as the interim regent has passed away their nobles gather as well to elect a new king, least a succession crisis cripple them further.

House Titan as well has found itself at an inflection point. The end of a bloody civil war has found their old tyrant deposed and his corpse fed into the Heart Forge. The chaos that left them unable to advance in the face of House Silvers near collapse is at an end. The various warlords meet to decide who will rule them now, and cast a new crown from the forge.



In addition to spending your points this turn, you should each elect a ruler of your house. They will have no additional say over how points are spent, but will have sole power over the decisions on special event that may occur.



House Titan

Ruler: Vacant

Spoiler: Members (click to show/hide)
Spoiler: Tech (click to show/hide)


House Silver

Ruler: Vacant

Spoiler: Members (click to show/hide)
Spoiler: Tech (click to show/hide)


House Sky

Ruler: Vacant

Spoiler: Members (click to show/hide)
Spoiler: Tech (click to show/hide)



When you vote, put it in bold and most importantly Make ONLY ONE POST with your vote. These games generate enough information for me to sift through between turns without having to keep track of that info changing again after the fact. Your word is your bond. All those that violate it will be thrown into the forage as oath breakers, as tradition requires. Additionally, if anyone gathers up and consolidates the votes into one post for me to glance at will get a pat on the head and a thank you from me.

Spoiler: Map, the world of Ater (click to show/hide)

3
Forum Games and Roleplaying / A new world: Opening Moves
« on: July 10, 2021, 09:29:50 pm »
A New World

Three mages gather in the center of an empire.

This world is conquered. All lesser species put to the soil. All threats defeated. All humanity united.
All secrets revealed.


The only thing left to do is to claim your rewards for your labor. Ascend, and become the gods of a new world.
The nascent realm is still formless, a portal open in the center chamber to its void.

It will be seeded.
A libation of water, flecked with algae and minnows. This will create oceans.
A handful of soil, rich and and filled with seeds. This will make great forests and plains.
Air, directed by a simple spell. Pure and clean and cold. This will make heavens.

You step forward, one by one, and each add your own contributions to the portal. What sort of world do you seek to make? Seek to rule?



Beneath the ritual room, beneath the heart of the empire, one last corruption makes its play.
It would not call itself a corruption.
The kobolds, long ignored, not a threat like the other races, are still extant. Their time is closing. Already their innocence fails to shield them. They are fighting a last war, a last purge they cannot hope to win. They are the last imperfection to be burned out.

But they are not without their own magics. They have been underestimated, and their shadows have learned of the new world to come. A single agent, a single hope. The spell will be subverted, the legacy will survive.

You will steal this new world from the mages. What seed will you carry with you into it?
 

4 slots open.
Reply with your position (Mage or Kobold) and your contribution to claim a place.

Spoiler:  Players (click to show/hide)




Rules

There are two kinds of actions. Godly Actions, and Worldly Actions. The incorporeal gods may only perform Godly Actions, until they can find a way otherwise.
The Kobold can perform Godly Actions and Worldly Actions.

Each action will cost action points (ap).
Each mage god has half of their divinity, and will receive 5 points each turn.
The kobold has half of each mages divinity and will receive 12 points each turn, so long as they wear the amulet. (above the divinity intended for one person you receive diminishing returns, which is why you get 12 instead of 15)

You do not have to work together, but you may find it difficult to achieve your goals and win the game if you don't.

If you want to perform an action that does not seem to fall under the archetypes listed below, ask me and ill tell you if you can/how much it will cost.

The effectiveness of each action taken will be rolled on a D6. There is no failure roll, unless it is in conflict with established order, simply degrees of success/control/effectiveness.
The effects of each action may change in later stages of the game as the world becomes more formed. (eg. What produces a mountain range at the start may only produce a single mountain by the end)

Spoiler: Godly Actions (click to show/hide)

Spoiler: Worldly Actions (click to show/hide)

4
Forum Games and Roleplaying / Architect of scales (Now with a Map!)
« on: August 31, 2020, 03:44:16 am »
You are a Kobold.

You are a small creature, with brown scales and a short snout. Your kind is considered the most wretched of the thinking species, and have traditionally lived under the shadows of others, stealing and begging to survive.

You have grown many years, and seen many things, but you have never quite seen them like others of your kind. You spent the years of your youth in the slums of the human capital, running sewers with the sneak thieves, but where they only saw an escape from the law, you studied the brickwork in the tunnels, and the flow of the water.
You prowled the deep with dragon seekers, delving into dwarven ruins where you saw pipes snaked between metal plating, gears still turning in the dark. When the treatise forbid such expeditions you found yourself in an eleven refuge. While your brethren dug burrows, and forged under the suspicious eyes of their elven benefactors you marveled at the way the trees seems to weave together above you, the huts you found hidden in the branches.

Now, you have come to your age. You have seen the power of the other races, and how your kind are looked down upon, the misery and poverty and even slavery they endure. You have come to a final conclusion.

Your people will never be free, until they have a land of their own. This is your mission, and what you create will be your legacy. You are the architect of scales, and you will build a capital for the Kobolds.


You will forage into the high wilderness, the lands which have never been claimed, and build a such a place as has never existed before. You have made many friends in your time so far, and they have come to share your dream. Go boldly, and keep each other safe. The high wilderness is not an easy place.



Among your friends is another someone equally exceptional as you. They are;

A. The iron-worker, who learned from human smiths and knows the secrets of earth no kobold has know before.
B. The seeker-champion, A fearless hero who fought off many great beasts in your time in the deapths.
C. The heretic-druid, who learned from the elves to grow plants all his own, and thus spurns the traditions of your kind.


Though only one accompanies you, they have all given you their blessings and advice.
You will choose to settle at;

A. A rich vein of ore, which the iron-worker has identified for you. It is valuable to trade even if you can not work it yourself.
B. A defensible hilltop the seeker-champion has identified for you. It is near a forest, and even without fortifications it provides good sight and natural defense.
C. A low river glade the heretic-druid has identified for you. The soil is deep and rich, and many plants and bugs grow easily here.



The game will end when the architect has died. What you have accomplished by that time will determine the future of your project. Will it go on to be the seat of an empire, heralding the coming of an age of kobolds? or will it be nothing more than a tiny warren, a refuge for a few dozen poor souls. Your success, or failure, will determine this.

5
Forum Games and Roleplaying / Colony Ship
« on: January 18, 2020, 10:03:46 pm »
Colony Ship

   In the year 2205, the remaining powers of old earth were faced with their imminent demise. The planet had deteriorated beyond a point from which we could stabilize. Seeing the end of all they had fought for, they managed to put aside their differences and unify at last to work for the good of humanity and it's future. They built a massive colony ship in orbit, the last hope for mankind. A grand structure of dark steel and shining solar panels, representing the very peak of human achievement in it's architecture and technology. 

You are the grand council to which the ships operation has been entrusted until such time as it can find a new home for those aboard. Choose wisely, least all of humanity perish from you hands.

Based loosly on the game SeedShip by John Ayliff.



Each member of the council is a representative of one of the communities living within the colony ship. When joining, please describe weather your community is primarily Militant, Scientific, or Cultural because the distribution of the population in the ship will effect the opportunities, events, and actions that are available to you.



You have arrived at the first prospective planet as identified by observatories on old earth.

This planet has

Earth like Gravity*
Moderate Temperatures*
An actively toxic atmosphere *
A biosphere of microorganisms*
All necessary resources, in small amounts.*

It is up to you to decide if the colony should settle here, or move on to another star system.

6
Forum Games and Roleplaying / There is something in the woods
« on: October 22, 2019, 02:58:08 am »
There is something in the woods...

It's an old woods, that surrounds the town. Pines and dogwoods on the mountain side, undercut by little streams here and there. Ferns in red dirt litter the floor, and bird calls seem to echo through the trees. Bear country, they say, though you have never seen one.
The town it'self is small, but larger than it could be. It used to base a lumber camp, but now days it's mostly the mine and the inertia of those who've lived here all their lives that keep it on the map. You find it boring, but it's 40 miles to the next over, and your little truck eats gas like it has no business doing.

Who are you, by the way?

A. A young boy, with quick hands and no concept of empathy.
B. A teenage girl, with a misanthropy too strong for your age.
C. Someone else...

Your house was on the edge of town, and you used to wonder out into the woods on your own where the mountain ends and the hills were shallow enough to travel without too much effort. You never thought much of it; just a place to go where you can be alone with your thoughts, where you can drop the mask for just a little. Today though, you found something. Further out than you usually go, though not the farthest you've been. There it was. A few miles into the pines and seemingly untouched, covered in dust.

It was...

A. An alter of some sort. Covered in red wax, with strange symbols scratched into the wood underneath.
B. An old shack, (cottage?) with the window frames empty and the door broken down by the elements.
C. A stash in a hollowed out tree. A long gun, a knife, and an old booklet wrapped in leather.

7
The Company of Gods



Our story begins well after the birth of reality.

After the war of the elements, when the lovers land and sea had enslaved the fire, locked it down below, and it's survivors held refuge in their last kingdom of the sun. When the Air had been torn to all ends, only whispers now in the high and far places, it's true form forever lost to time. When the ambitions of the elements had settled, and the world grew still.

Now, as it must always be, four new ambitions have arisen. They are formless, and powerful, and will shape the world to come.

Spoiler (click to show/hide)



The world is large.
It is a single massive landmass, surrounded by oceans.
   - The oceans are shallow
There is no moon.
The day is 24 hours.
The sun is yellow.

Life is only just multi-cellular.


These things can be changed if you wish.

8
Forum Games and Roleplaying / A People of Wondering Stars
« on: June 02, 2019, 11:27:58 pm »
You are Marcus Madalius, the grand director of the colony of Auralia, located on the pristine planet of D-55497. It was a dream planet, perfectly in the Goldilocks zone, equal gravity to earth, full biosphere and only technically outside of legal claim by the Federation. Your colony had grown quickly and was even looking to expand soon to another settlement on the surface.

That colony was in ash now before you. When the Bugs came, you sent for help. A message to the Federation. They didn't care. Worse, they had forsaken you. You had settled outside of treaty terms, and the bugs had claim. They disowned you and yours, a rouge people. You didn't stand a chance.
You fought anyways though. Your people built sky cannons and stockpiled guns and trained for weeks, and lasted all of 5 minuets when the invasion came. They slaughtered everyone with a weapon when they came down, with no time to even throw down arms. Your people were decimated, your buildings burned. This was a world for the bugs. One they had apparently taken great interest in. 

They have given you 2 days, in their infinite mercy. 2 days to pack up what you can and leave. You're loading back into that grand colony ship your father came down in, nearly a century out of date now, and with less than half of what it arrived with.

Two days is not a lot of time, so as the leader (for now) you have a decision to make. What will you prioritize?

(Choose two of the following. One for each day. You may choose the same thing twice.)

A. Scavenge what weapons are left. The bugs don't seem to care to stop you, but they follow you with their eyes as you walk past, and shift their weapons. Better not make any sudden movements.

B. Industrial equipment. Farming machines, metal shops, printer arrays, it would all be useful, even necessary if you want to start again. Easier to take these now than try to start again.

C. Technological equipment. Advanced computational arrays, power generators, sensor packages. All this should have a variety of practical uses.

D. Supplies. Your people need to eat. Make sure they can. 

9
Forum Games and Roleplaying / You are a dungeon heart (♥)
« on: January 19, 2019, 11:07:28 pm »
The Heart of a dungeon. ♥

You are the very heart of a dungeon, a nexus of magical energies fused onto some chance substrate and cycled until, by chance recursion, a form of sentience arose within you. Deep within the earth, you are a being of immense potential and unique outlook, but you know none of this. In fact, you know nothing at all. Perhaps you should change that.


You look deep into your past, and find the nature of your existence.

A. You are a natural dungeon. A coincidence of crossing ley lines that did alight upon some speck of gemstone or conducive ore. Your ley lines will bring you a passive income of raw mana, but you are a wild thing, and must learn the nuance of this world for yourself.

B. You are a seeded dungeon. Countless millennia ago some great power sought to make you, perhaps in their service, or perhaps not. They have passed on long ago, but you have not. That great ritual of power that thrust you into the earth has finally born fruit, and you have come about in your own free will. There is knowledge seeded within you that will provide a passive research as you untangle it's complexities, but with your benefactors missing, you will need to manifest such machinations on your own.


You are what you are, and you take solace in this fact, but there is more to life than the past. In the countless years as your mind has began to flicker to life you have learned to sense your surroundings in all number of ways.


One thing has become clear to you, in order to advance in this world, you must embrace physicality. You must project beyond the ethereal vortex that is your own mind. Your first creation will be your greatest, borne from the sole physical core of your body, soaked in your power for a thousand thousand years. You must form a mind for it, and a body. Take care, they will be your greatest ally, and your sole phylactery.

A. A humanoid creature of brilliant light, borne of a glistening gemstone at its core. While more than capable in a fight, its true power lies in its mind. In time, it will be capable of magics of its own, and excels in research and forethought. It's features now are shrouded and indistinct, but will settle with time and experience.

B. A massive animalistic form of power, grown from a purified bit of metal at its heart. While sharp of mind and wit, its true power lies in its physical strength. In time, it may forge artifacts themselves from raw earth, and it has a talent to extract resources from even the most barren plot. It's form is shifting and indistinct, but it will settle with time and experience.

C. A roaring cloud of rainbow glass and color, projected from raw crystalized magics. It is smart and strong, but not overpowering in either respect. It is a living paradox, sustained by will. In time, it may learn to project this will and pull the otherwise unobtainable into your grasp. It's presence is chaotic and indistinct, but it will settle with time and experience, hopefully.   


And so you must begin. Your first servant is not you. It is the first other existence you have known from yourself. It is linked to you, as you are linked to it, but it is but a baby to you, and looks to you for guidance. What will you have it do?


10
Forum Games and Roleplaying / Stellar Warlords (6/6) Turn 1
« on: August 27, 2018, 10:27:27 pm »
Stellar Warlords.

At the genesis of interstellar travel, earth and humanity as a whole were united. They colonized many worlds with great superluminal Ark ships, which streaked through the cosmos with the brilliant light of a united ambition. These were the early days, when it seemed nothing could stop us.

You all arrived on an ark ship together to the Massie Sector (Sector MS-3) of space. You are each a founder, an individual tasked with the settlement and operation of a colony here. There are several suitable worlds you can choose from, and they each have advantages and disadvantages. You will split the resources for colonization on the ark equally but be warned. This is no longer the glory days of a united cosmos. When the ark dropped to subluminal speeds you quickly began to catch a backlog of messages from the core worlds. Rebellion, Civil war, and something more… alien were sowing chaos in our distant home. The implications were obvious. Humanity was no longer united, and there was no higher authority to keep you in line. Establish your colonies, build your alliances and federations, and wrest control of this system for yourself. You have the opportunity to be a fresh start to humanity here, and if these others think to endanger that then they must die in fire.



Your First Star System:
Spoiler (click to show/hide)


Game mechanics:
Spoiler (click to show/hide)


Sign Up Sheet:

Faction leader name:
Faction Name:

Faction Fluff: (It doesn't have to be anything long, but give us an idea of who you are.)

Starting System Specs: (See above "Your First Star System")


Sign up sheets are public. No exceptions.

11
Life Advice / Third party liability?
« on: July 04, 2018, 08:26:29 am »
Recently, I had to purchase a money order at a local store.

They screwed it up. The order was voided, and I was told that the pending charge would be dropped from my account in 24 hours.

It was not. Within 24 hours the amount was charged to my account.

After a few days of dealing with people at the store, printing bank statements, and a lot of waiting for people, they paid me back the amount for the money order.

My question is this. I have incurred late fees on my rent because I did not have access to my funds to pay rent during that time. When I initially talked to a manager at the store, I was told that if they found that they did need to reimburse my money, they would take care of additional fees because of thier mistake. Today, when I received the original amount, the manager denied ever saying that, and they claimed that they were not liable for any additional fees I had incurred.

It seems to me that since they essentially took my money illegally, they are liable for the financial damages I have incurred because of that. Is that true?


I haven't been able to find legal documentation on the issue, but every bank website I have read states that they would be liable in a situation like that, and the existence of third party liability insurance indicates to me that there is likely legal precedent for that. Can someone more knowledgeable in the area inform me on that? Or if you aren't comfortable dispensing unofficial "legal consul" Which I suppose this could be considered, could you point me towards relevant documentation that I could look into myself?     

12
Forum Games and Roleplaying / Island [SG]
« on: June 23, 2018, 01:56:30 am »
This is a group suggestion game where the players control a single character.

Island
an SG


You awaken in the white sand shore of a tropical island. The sun is blindingly bright and hot, and shorebirds cry and wheel overhead, occasionally dipping down into the sapphire blue waters that stretch out before you. The shoreline is smooth and sandy here, but you can see birds perched on rocky outcroppings further out into the water. Behind you a jungle canopy looms, casting cool shadows from the branches of tall palms.

You try to remember where you are, who you are, but everything is fuzzy. You remember a ship of some sort, people screaming, dark waters rising through the passages, but nothing more. Perhaps time will reveal more about your past, but for now you feel that the heat of the sun is a more pressing concern.

Looking down, you notice a small waterlogged cat seated in front of you. It steps up onto your foot and meows at you, as though it expects you to sort out its present situation.
What do you do?

13
Core Thread: http://www.bay12forums.com/smf/index.php?topic=169909.0

Welcome to the League of Heroes
Your choice of starting Hero is as follows.
Spoiler: John Maxwell (click to show/hide)

Spoiler: P-Man (click to show/hide)



Remember that you can re-write the fluff to any of the characters I give you, but the core attributes can not be changed.


Spoiler: Map of the World (click to show/hide)

Spoiler: State of the Leauge (click to show/hide)


Your current headquarters can support 3 characters.

14
Forum Games and Roleplaying / Council Of Villains: Deployment Phase
« on: March 17, 2018, 02:08:00 am »
Core Thread: http://www.bay12forums.com/smf/index.php?topic=169909.0

Welcome to the Council of Villains!
Your choice of starting Villain is as follows.
Spoiler: Charon (click to show/hide)

Spoiler: Brian Matter (click to show/hide)


Remember that you can re-write the fluff to any of the characters I give you, but the core attributes can not be changed.


Spoiler: Map of the World (click to show/hide)

Spoiler: State of the Council (click to show/hide)


Your current boardroom can support 3 characters.

15
Page: A Superhero Arms Race-esque game

Hero Thread: http://www.bay12forums.com/smf/index.php?topic=169911.0
Villain Thread: http://www.bay12forums.com/smf/index.php?topic=169910.0

In this game you will help control one of two opposing factions, either the League of Heroes, or the Council of Villains. (Renamable if you so wish) You will recruit other super powered individuals to your faction, research fancy new gadgets and gizmos, and build massive secret (or not so secret) projects to accomplish your goal.
The game will deviate significantly from the original arms race formula, so much so that I hesitate to even call it an Arms race. Instead of two constant fronts there will be four areas that are always open to both sides. It will be up to you to choose who to deploy to which area, and the team you choose will help determine weather you keep the city safe or rob it blind. Succeeding in an area will provide a onetime boost in reputation and money. You will need to succeed again next year for another round of resources. The resource system will be expanded upon later in the thread.
The other major deviation is the characters themselves. Instead of a large (and largely nameless) army, you will have a much small group of persistent characters. Each character will have several stats, and sometimes a power set. Stats can naturally change as the hero gains experience, but this process can be forced with the right tech or enough money. The different types of stats are as followed.
Spoiler: Combat, Melee: (click to show/hide)
Spoiler: Combat, Ranged: (click to show/hide)
Spoiler: Intellect: (click to show/hide)
Spoiler: Hit points (click to show/hide)

The amount of damage done to a character is determined by weapon/power strength. The combat stats work as modifiers on the chance to hit.

Recourses:
Money: Used to fund/modify projects and research. Money is gained when successfully defending a city (or robbing it) and can be gained in a variety of other ways as well. Money can be converted to influence at a slight loss if necessary.
Influence: Used to fund/modify projects and research. Influence is gained when successfully defending a city (or terrorizing it) and can be gained in a variety of other ways as well. Influence may also be needed to gain access to other things. Influence can be converted to reputation at a slight loss if necessary.
Reputation: Reputation is unique to each unit. Reputation will modify recruitment results and may allow a character access to various other things as well. Recruitment is the only action for which the modifier will be constant. 100 reputation will give a modifier of (1.0) to the roll. You can spend as much or as little reputation on a recruitment roll as you like. A number modified outside of the 1-6 range will default to the closest number.

Projects/Research will have a baseline Money and Influence cost. This is the actual cost of procuring materials and paying for labor. Influence is for either getting the research/project approved, or keeping it a secret, depending on the nature of it. Additional money/influence beyond the baseline will provide modifiers to the roll. Paying the full cost of the project/research again will give a +1 modifier. Each additional +1 will require you to double all currently invested funds/influence. Rolls can not be modified outside of the 1-6 range.

Charecters:
Each character will have a character sheet that lists their stats. An example is provided below.
Spoiler: Example character (click to show/hide)
Each character can perform one action per turn. This can be one of the aforementioned Project/Research/Recruitment actions, or it could be attacking or defending a city. The intellect trait will modify research and project actions. Large projects may require more than one turn of attention from a character. They can be pulled off of the project/research at any time, but another character attempting to take over the project will have extra difficulties for the first turn they work on it. Barring special events, you will only have one character per project/research. No doubling up.

Projects:
The project and research phase will take place before the standard deployment phase. You can start 1 project or research per turn, with no maximum to the number you can have active at once. Whatever you choose as your project or research during said phase will have a money, influence, and time given for it, and will become open for assignment. A character can be assigned to work the project/research during the deployment phase. Once a project has been worked on for an appropriate amount of time, it will receive a roll with appropriate modifiers from the character that performed the last research action to determine the result.

Map and areas:
The beautiful map was made by me. A display of my MS paint skills. The city names were pulled from a generator and suggested by the blokes in the Spires race discord.
Spoiler (click to show/hide)

Dagos – A cold port city. The northerly location makes it gives it freezing weather year-round, and a seemingly constant murky darkness. Because of the cold, it has a relatively low homeless population, but organized crime of the more mundane variety is common. The city sees a good deal of trade. This City is currently under control of the Blue government.

Water City – Named by the late Johiah Parmala, Water City is the only landlocked city in the game. It has an arid climate, and a massive unemployment problem. It produces many natural resources and is a prime location for a number of businesses. It is under the control of the blue government.

Alfredonia – An epicenter of culture, Alfredonia is situated in a comfortable temperate region with between two mountain ranges. It is a prime tourist destination with delicious food and prevalent music. The eastern side holds the seedier, less developed parts of society, poverty is apparent. It is under the control of the red government.

Chaamirie -  A massive source of trade and industry, you can find anything you are looking for in the city of Chaamirie. The city experiences an arid dry season and a wet season of warm rains. The population is massive and ranges from high class elites in glass towers to shantytowns and group shelters in abandoned warehouses. It’s easy to contact black market dealers in the less reputable parts of town, and crime is frequent and violent. It is under control of the red government.




Starting Choices

The League of Heroes
A coalition of Heroes striving to preserve good and order in the world.
Starting Hero Choice:
Spoiler: John Maxwell (click to show/hide)

Spoiler: P-Man (click to show/hide)

The Council of Villains
A group of Villains, intent on using thier powers for personal gain.
Starting Villain choice:
Spoiler: Charon (click to show/hide)

Spoiler: Brian Matter (click to show/hide)

Your starting choices are going to be noticeably better than your immediate recruits. This is ok. All characters will get better as they gain experience, and you will have opportunities and your own research to improve them.

That's it for the rules (For now at least!) Jump in the threads and have fun! Updates Tomorrow afternoon.

Pages: [1] 2 3 4