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Topics - sjm9876

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1
Forum Games and Roleplaying / Farmer's quest [SG]
« on: November 01, 2015, 02:46:25 pm »
It had been a fateful evening. You’d just been quietly drinking in the inn, hoping for a meal that wasn’t turnips, when those madmen had come in. A pair of wood elves, a half orc, a pair of dragonborn and some kind of human monk. Adventurer types - just keep your neck out of their blade line and it’d all be fine, right?

Wrong. One of the dragonborn came up to you, brandishing what looked like a piece of coal. He spoke common like someone who had never heard it, yet you couldn’t help but feel compelled by his words. To be more precise - “Take this to the Deep Halls, and get good reward.”. You hesitated, and this was followed by the word “Please” - and a flame brandished under your chin, held on a claw.

With a gulp, you fled the tavern, and it was only once you were home at the farm that you noticed you were clutching the piece of coal. Regretfully you realised that probably meant you’d accepted - and thus it would be best not to be seen by them again. So you packed your meager possessions into a bag - a few days rations, a change of clothes, and that lump of coal - picked up your walking staff, and set out.

As you set out, you passed back through the village - Bree, your home - sticking to the shadows. You didn’t do the best job of it, given the familiar elf sitting outside the inn yelling “Good Luck” to you. Again, the strange compulsion set in, and you realised that if you were leaving, you may as well do the task at hand. ‘Good reward’ sounded good to you.



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

Spoiler: Map (click to show/hide)



The guard on the Eastern gate is Harold. He’s a volunteer - and your rival in the local turnip growing competition. And, in true volunteer style, he’s hiding behind the gate, out of the wind, with a pipe. You wouldn’t expect anything more from Harold.

Still, he could cause you some trouble, so you take stock of your attributes. You’re a human male called… well, no one outside Bree knows you, so you suppose you could choose whatever name you like. But more importantly, you always excelled at a pair of things - strength certainly was useful at farming, as was constitution. But your dexterity might have helped make a little extra coin from the others in the village, and your charisma would get you out of any trouble you got into. And still, intelligence and wisdom would have given you a one up over the other, less educated, farmers, with fancy fertilisers. Oh, but of course there was a pair you kind of sucked at. Shame about that.

Regardless, you feel Harold won’t let you past easily. What you need, is a plan.



Spoiler: Character (click to show/hide)


2
Forum Games and Roleplaying / Shattered Souls [Multiplayer RPG]
« on: March 30, 2015, 07:50:07 am »
   The world of Alleria is a war torn place. Mercenaries fight alongside loyal soldiers in the endless feuds of city states, whilst merchants and craftsmen in cities mourn their lost husbands and wives. Foolhardy adventurers risk their lives for whispered rumours of power, whilst strange creatures guard the mountains that hem in the realm.

   The world around you is black. No light, no sound, no sensation. You try to turn your head, but nothing changes. Your head doesn’t even seem to react. Then you remember - flashes of blood, of violence; poison and deceit; a soft bed and family. You remember your death.

   Is this the afterlife? You ask yourself.
   NO. Comes the answer. YOU HAVE BEEN GIVEN A SECOND CHANCE.
   A pause follows, and the black lightens, a room coming into focus…

Spoiler: GM notes (click to show/hide)

Spoiler: Soul sheet (click to show/hide)

3
Forum Games and Roleplaying / Legends Return [Coop RPG]: Base thread
« on: January 20, 2015, 11:33:35 am »
“No longer will you be a weird Robinson Crusoe, imprisoned on an island of night surrounded by oceans of death.”
― Richard Matheson, I Am Legend


   In the past, gods and monsters roamed this Earth. Then along came the heroes, and one by one they all fell. The monsters from fear, and the gods from envy. In the end, none remained. They faded into myth and legend, each a ghost of a memory. But the thing about memories is that, in your dying breaths, they come flooding back.

   2024, and whilst the world has changed, it still remains much the same. Eight years have passed since all nuclear arsenals were finally disarmed. A great breakthrough for peace, they called it. Instead they only removed the deterrent - with no fear of recompense, Russia spread south, China west. They met and spread further, and what remained of Europe was “defensively” claimed by America. Two superpowers, locked together, a new World War.

   Two years ago, an English researcher, whose name never leaked before he was swept away to America, claimed to have stumbled upon traces of power in certain people’s blood. Not the heroes, but the monsters - the killers and criminals, those who lacked the boundaries society tries so hard to reinforce. A theory was proposed, that this was the bloodlines of literal monsters. Most laughed, some tore holes - “If there are monsters, then where are the heroes?” In the end, the researcher concluded it boiled down to a matter of virtue. The true monsters neither wanted nor needed permission to reproduce.

   Today, the “new Allies” are desperate. The front is pushing west. Where once it lay by Poland, it now cuts Germany in two. Slowly but surely, they are losing, and the past is starting to flash before their eyes. Their decorated soldiers, their heroes, lie dead and dying in muddy fields, charred corpses buried in unmarked graves. Only their monsters remain. And that’s where you come in.

   You were - are - a monster. But when the Allies called, combing the streets and prisons, they noticed something exceptional about you. So they made you a offer you couldn’t refuse - many received promises of impunity, some joined just for the kicks, and some had more obscure payments - and you enlisted. You are the third wave - you do not know what happened to the first two. You sit in an empty warehouse, decorated with a handful of seats and a lot of soldiers, guns levelled at you. A single official stands nearby, though not so close as to be at risk. You have been told that he is going to oversee your training.

Spoiler: Overview (click to show/hide)

Spoiler: Mechanics (click to show/hide)

Spoiler: Sheet (click to show/hide)

Best sheets will be accepted. A good amount of RP is highly encouraged, and a convincing character may well earn GM fiat.

4
Forum Games and Roleplaying / The Makers (coop worldbuilding game)
« on: July 25, 2014, 11:19:36 am »
In the beginning, there were only the Makers, and the void. Eons passed, and the makers grew bored. And before long, they started to create. Islands drifted and vanished, brief sparks. A small sun flared and faded, and returned to nothing. But the Makers were not satisfied. They began to dabble in life, creating beings of thought - and destroying them. And so one became the
Arbiter, the channel by which all creation must occur. He bound the Makers to him, and to each other, and let them begin their true act of creation.

Spoiler: Basic rules (click to show/hide)
Spoiler: Pieces (click to show/hide)
Spoiler: Events (click to show/hide)
Spoiler: Sin (click to show/hide)
Spoiler: Power (click to show/hide)
Spoiler: Time (click to show/hide)

I'm looking to take 6 players. Each will start with 10 power. Events should ideally have a description with them.
To join, simply put in.


5
Forum Games and Roleplaying / The Lone Isle RPG III
« on: July 09, 2014, 11:40:21 am »
The Northern Continent. A land of vast woodlands and barren tundras, home once to Elves alone. Mira sheltered in the shallows of its coast, the frigid waters deterring many of the threats of the southern oceans. Then came the Men, pushing deep into the forests and driving the peaceful natives towards the cold. But the Elves fought back, pushing the invaders past the Carnsea, and an uneasy peace has now settled over the two. At the continents other end, clans of Trolls have settled scattered upon the coast, bound safely between the snows and the sea. Between the two lies the narrow Seatooth range, extending out into the waters to the south.

These mountains are breached by the Dwarven settlement of Khion, paths flowing down the slopes on either side of it. It sits independent of the Empire, instead embracing its role as the hub of land trade in the North. It has become a cosmopolitan haven, and even the races from sunnier climes have some small representation here. The city itself sits in a natural bowl, and whilst the original homes were carved into the rocky sides, steps have now joined them to lead down to the buildings they shelter.

Tonight these buildings are coated with snow, and the taverns windows glow bright but barren - the blizzard was one the likes many of the city’s newer occupants had never seen, and travelers to and from the city are scarce. The path down the easterly side of the range is equally sparse, but for the occasional mountain goat or small drake. However, the respites along the route thrive, snow piled against their walls. One such respite lies only two days walk from the city. The light shining through the crack of its remarkable clear door seems to be pure daylight, and closer inspection shows that the roof is dotted with runes. The threshold is similarly marked, and slightly warm to the touch, preventing the opening icing shut. The owner, a mage, heats food and drinks over a small conjured flame before passing them out across the room - the respites are well funded so that no traveler ever goes hungry. The atmosphere is relaxed, for it is warm and companionable, the bar bustling with noise and activity.

In the corner of the room is a fireplace, fuel-less, and around this is a handful of filled seats. On these seats are a number of travelers, trading their tales.

Spoiler: GM Intro: (click to show/hide)

Spoiler: The System (click to show/hide)

Spoiler: The Lone Isle (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Races (click to show/hide)

Spoiler: Character sheet: (click to show/hide)

Don’t think I missed anything :P

6
Forum Games and Roleplaying / In the Necromancer's Shadow IC
« on: February 23, 2014, 02:59:54 pm »
OOC Link

Quote from: Letter from the last living village in the kingdom of Biarule to its neighbours
Cyne Alwyht - remember this name. It is a name you should fear, lest his like ever come again. Once, he was ruler of this land. King before the fall. Then the armies of Arlandia marched upon us. They razed the ground as they came, and when the King rode to meet them in challenge, he was slain with neither care nor mercy.
 I do not know how we should have fared if Arlandria had had us at their feet. I was not alive during that strained decade where our people were little more than slaves to the barbarian troops. Regardless, I can scarce imagine it was a fate worse than that which did follow.
 It began as a murmuring, in the outskirt villages of Parbrook.
 ‘The King has returned,’ they whispered, ‘and no blade may kill him now.’
 At first, we did not believe the news. We laughed at the messengers with sadness, for they teased us with our own dreams. Then the raids began. Patrols disappeared. Entire towns were found destroyed and empty.
 Our people rose up in rebellion. We did not think of those we had lost to the attacks, only of what we had gained. Soon the people of Arlandria were fleeing - their remnants huddles in a single force, poised nonetheless to destroy the seized rebel capital.
 Then, overnight, they vanished. Come daylight there was no sign they had ever existed. We thought ourselves blessed, for what but the gods could have done such a thing. Our answer was given the next night, as the walls resounded with the pounding of flesh and stone. The gates burst beneath the mass of the horde, and we stared into the eyes of friends long dead and enemies far fresher. We scattered, spirit broken even in those who were physically not, and we ran.
 Some few escaped that slaughter. Most did not. Over the course of years the cities were torn down, and their stones formed a vast tower in on the site of old Parbrook. In the topmost chamber of the tower, surveying the lands below, sat a throne of skulls - and on this throne sat the King, Cyne Alwyht.
 He had not been content to die in battle. He had not been content to surrender his throne. And so he had made a pact with dark forces I can only imagine. He returned from the depths where only death may tread, and tore our lands asunder. Only the utmost edges escaped his influence - and it is here we shelter now. Our ancestors still walk their streets, along with horrors that I could not describe within these pages. They are the servants of the Necromancer, and they are our captors.

Quote from: Letter from the King of Arlandria to the surrounding kingdoms
Twenty years have passed since the fall of Biarule. Twenty years of fear and struggle, the pressure at the borders ever growing. And yet, this last year, it has begun to fall. Now, the merest drips of the horde break on our walls, and even our furthest reaching scouts find nothing they cannot handle alone. To be frank, I do not know the cause, and this troubles me. But these are merely the worries of an old man.
 No, the point of this letter is to ask if this is the case elsewhere - and if so, to carry to you a proposition. Now is the time to reclaim the fallen kingdom. And failing this, to slay the Necromancer himself.

 You stand before the King in the throne room of Arlandria, the best that the kingdoms could muster. The King himself stands in stark contrast, old and weak, his brow heavy with the weight of the crown. He pushes himself - ever so slowly - to his feet, and the red of his robes slides from the gold of the throne. His face lies grim, as if proclaiming a death sentence.
 ‘You all know why you are here.’ His eyes glance at the group gathered before him. ‘But for the sake of formality, allow me to repeat them.’
 ‘You are tasked with settling in the lands to the North, in the shadow of the Necromancer’s tower. The specifics of how and where will be left down to you. We have provided you with the basics you might require, all of which are loaded into the wagon outside. You have been chosen as the best of the best, as those in which we can put the greatest faith of survival.’ The King pauses, eyes flicking between the people in the room - the religious and the blasphemous, the gunners and the warriors. Differences set aside at the call from him. A sad smile settles over his face, and his tongue flicks out, moistening his lips.
 ‘May you die as heroes.’
-----
 The king sighed as he hobbled to the exit. The best of the best. Again, the sad smile touched his lips, as he shook his head. He motioned to someone out of sight as he exited the throne room, and a younger man took his place. He was dressed in simple attire, with dual pistols hanging from his belt, and his long blonde hair hid his left eye from view. His right shone a vibrant green, though one corner was clouded where a small scar slips across the corner.
 His gaze moves across the group arrayed before him, and he nods, once, before leading them to a side door. The room that follows is small, barely big enough to contain the group, and in the centre is a table supporting a couple of sheets of parchment. The first is aged and crinkling, and appears to be a map. The second is a list of supplies.
 ‘You know your job, right? We leave immediately - first though, we need to choose where we’re settling down.’ He taps the map. ‘This is the lay of the land. I’m just a supervisor, so I’ll leave the final choice up to you, but bear in mind that the closer we are to the tower the worse things will get.’ He pauses a moment, seemingly distracted, as a hand raises to stroke his scar. His other points to the list. ‘And this is what we’ve got to take with us. I doubt we could get our hands on anything else, but if there’s anything seriously lacking, do say.’

Spoiler: Map (click to show/hide)
Spoiler: Supplies (click to show/hide)



7
Forum Games and Roleplaying / In the Necromancer's Shadow RPG: OOC
« on: February 19, 2014, 10:52:11 am »
IC link

Quote from: Letter from the last living village in the kingdom of Biarule to its neighbours
Cyne Alwyht - remember this name. It is a name you should fear, lest his like ever come again. Once, he was ruler of this land. King before the fall. Then the armies of Arlandia marched upon us. They razed the ground as they came, and when the King rode to meet them in challenge, he was slain with neither care nor mercy.
 I do not know how we should have fared if Arlandria had had us at their feet. I was not alive during that strained decade where our people were little more than slaves to the barbarian troops. Regardless, I can scarce imagine it was a fate worse than that which did follow.
 It began as a murmuring, in the outskirt villages of Parbrook.
 ‘The King has returned,’ they whispered, ‘and no blade may kill him now.’
 At first, we did not believe the news. We laughed at the messengers with sadness, for they teased us with our own dreams. Then the raids began. Patrols disappeared. Entire towns were found destroyed and empty.
 Our people rose up in rebellion. We did not think of those we had lost to the attacks, only of what we had gained. Soon the people of Arlandria were fleeing - their remnants huddles in a single force, poised nonetheless to destroy the seized rebel capital.
 Then, overnight, they vanished. Come daylight there was no sign they had ever existed. We thought ourselves blessed, for what but the gods could have done such a thing. Our answer was given the next night, as the walls resounded with the pounding of flesh and stone. The gates burst beneath the mass of the horde, and we stared into the eyes of friends long dead and enemies far fresher. We scattered, spirit broken even in those who were physically not, and we ran.
 Some few escaped that slaughter. Most did not. Over the course of years the cities were torn down, and their stones formed a vast tower in on the site of old Parbrook. In the topmost chamber of the tower, surveying the lands below, sat a throne of skulls - and on this throne sat the King, Cyne Alwyht.
 He had not been content to die in battle. He had not been content to surrender his throne. And so he had made a pact with dark forces I can only imagine. He returned from the depths where only death may tread, and tore our lands asunder. Only the utmost edges escaped his influence - and it is here we shelter now. Our ancestors still walk their streets, along with horrors that I could not describe within these pages. They are the servants of the Necromancer, and they are our captors.

Quote from: Letter from the King of Arlandria to the surrounding kingdoms
Twenty years have passed since the fall of Biarule. Twenty years of fear and struggle, the pressure at the borders ever growing. And yet, this last year, it has begun to fall. Now, the merest drips of the horde break on our walls, and even our furthest reaching scouts find nothing they cannot handle alone. To be frank, I do not know the cause, and this troubles me. But these are merely the worries of an old man.
 No, the point of this letter is to ask if this is the case elsewhere - and if so, to carry to you a proposition. Now is the time to reclaim the fallen kingdom. And failing this, to slay the Necromancer himself.

 You stand before the King in the throne room of Arlandria, the best that the kingdoms could muster. The King himself stands in stark contrast, old and weak, his brow heavy with the weight of the crown. He pushes himself - ever so slowly - to his feet, and the red of his robes slides from the gold of the throne. His face lies grim, as if proclaiming a death sentence.
 ‘You all know why you are here.’ His eyes glance at the group gathered before him. ‘But for the sake of formality, allow me to repeat them.’
 ‘You are tasked with settling in the lands to the North, in the shadow of the Necromancer’s tower. The specifics of how and where will be left down to you. We have provided you with the basics you might require, all of which are loaded into the wagon outside. You have been chosen as the best of the best, as those in which we can put the greatest faith of survival.’ The King pauses, eyes flicking between the people in the room - the religious and the blasphemous, the gunners and the warriors. Differences set aside at the call from him. A sad smile settles over his face, and his tongue flicks out, moistening his lips.
 ‘May you die as heroes.’

----------

 The Necromancer’s shadow is a dark caravan/townbuilding RPG inspired by Darkest Dungeon (and also partly by Jundial). You are not expected to win, nor to survive intact. Morale will fall, and your characters will develop crippling fears and disorders as they watch the horrors slowly overcome them. your characters need food and sleep.
 It is set in a human world, where the closest mortals can get to magic is religion - even then these abilities are often much less spectacular than in a fantasy world.
 A d20ish system will be used, and a GM character will be included in the party.

Spoiler: Morale (click to show/hide)
Spoiler: Relationships (click to show/hide)

Spoiler: Resources (click to show/hide)
Spoiler: Projects (click to show/hide)
Spoiler: Skills (click to show/hide)

Spoiler: Combat (click to show/hide)
Spoiler: Abilities (click to show/hide)
Spoiler: Levels (click to show/hide)

Spoiler: Day and Night (click to show/hide)

Spoiler: Character sheet (click to show/hide)

Spoiler: Map (click to show/hide)



Spoiler: Healing (click to show/hide)
Spoiler: The wagon (click to show/hide)
Spoiler: Village (click to show/hide)


8
Forum Games and Roleplaying / Dawn of Worlds IC
« on: January 13, 2014, 01:29:43 pm »
PLEASE DO NOT POST HERE UNLESS IT IS A GAME POST. AN OOC THREAD CAN BE FOUND HERE.

Reserved post


9
Forum Games and Roleplaying / Dawn of Worlds: OOC - Coop World Generation
« on: January 12, 2014, 01:26:07 pm »
IC Thread

Pre-start intro text
So recently I stumbled upon this little gem:
Dawn of Worlds.
A relatively simple system for cooperative world making.

As a brief summary - gameplay is divided into 3 ages - land (geography, predominantly), races, and relations.
Participants can perform certain actions, such as founding a race, commanding them, or terraforming. These cost Power, the exact cost depending on the action and age.
2d6 power is gained per turn.
The link above provides the full rules.

If a game were to occur, I would act as a moderator, settling disputes and judging 'fair play' - no unjustifiable destruction.
A certain amount of RP would be expected.

10
Forum Games and Roleplaying / The Lone Isle RPG: The return
« on: December 23, 2013, 11:01:09 am »
’Would you like to hear a story? Yes? Then gather closer. For once the story begins, who knows where it will end. But of course, every story needs a setting. And here is ours. A world, at our fingertips, where the flame of life flickers and dances at our every whim.’

 The lone isle. The land in the void. Viewed from outside, there is at first nothing. Then come closer, and the near transparent streams of water flowing from its rim into the immeasurable depths become visible, the land itself seemingly ripped from the surface of some greater world. As you come closer still three distinct landmasses emerge out of the fog, surrounding within them a gargantuan spring, from which fresh waters spring eternal.
 Some say this spring was formed by the spirit Water as its gift to the world, as Earth gave rock, Air wind, and Fire motion. Others say the spirits simply came upon the land at a later time. Regardless, it was they who truly made the Isle what it is today. For they made the peoples of the lands. From Earth were born the dwarves, hardy and practical. Men arrived from Air, infinitely resourceful. Orcs were kindled from Fire, warlike and honourable. And from Water sprung forth the Mira, peaceful and graceful beyond compare.
 But even more was to come. Bitter rivalries sprang up between the traditional and practical Earth and the innovative and creative Air, and between the aggressive Fire and the peaceful Water. And new life sprang up between those who were not opposed. Between Earth and Water came the trolls. Peaceful shepherds at peace, their stamina and regeneration made them powerful foes once roused. Elves came from between Water and Air, gifted in the arts of all kinds, and possessing a unique attunement with nature. From Air and Fire came the Drow, a race of thieves and assassins, with the violence of the orcs but without their morales. And from Fire and Earth came the Ogres, physically powerful and aggressive, but sparse and isolated from their innate savagery.
 And now, now the gods seem to rest, but for indulging the wishes of some of their more pious followers. The magic of the world now lies focused in runes, a language some say was written by the gods themselves. The land abounds nonetheless with peoples of all professions and kinds, from mages who seek only to discover more of the tongueless language, to mercenaries seeking gold and glory.

’Ah, such a vibrant place, so full of life. But all of it so…. irrelevant. What we need are characters. Heroes. Perhaps even villains. We shall call them…. the Fated. yes. it seems to fit.’

 Gamblers speak of the Grey Lady, snake eyes and charms. Adventurers speak of the fates, the tides of battle. Some cultists even speak of Ranog, the god of randomness, though we know that there are no gods besides the Four. But we shall call this figure, this force, simply luck. And it favours few. In fact, it favours so few, that the chances of them ever meeting are one in a million. And as we all know, one in a million chances happen nine times out of ten.

’And what a coincidence, such a chance is happening right now. I’ll be quiet, and let the story flow. After all, we wouldn’t want to break the story, would we?’

 We look now to a single island, floating in the middle of the sea, on the isle in the void. On this island, there is a city. A hub of the world, where it’s cultures and races mingle and mix in peace. But not all is so quiet. A number of houses lie in ruins in the wealthy district. A mansion, once spanning a road by an overhead walkway, lies sundered in two, passage between it’s halves blocked by rubble. The palace lies unharmed. Most would say thankfully, too. A few scorch marks ordain it’s walls along with the banners parading the royal crest, but it stands. And in the courtyard in front a single soldier kneels before the queen, an elvish spearman, as a plume is mounted on his helm. We could call him Fated, and no doubt he will have a part to play in many tales to come, but he is not the focus of this one. Nor is the focus on the corpse lying in the park next door, a dragon, terrifying even in death. In it’s belly rest a number of spear wounds, courtesy of the now-knight we saw moments earlier. The Alchemist, who many consider mad, and rightfully so, crawls over the cadaver with cleaver in hand, seeking new materials for experiments so volatile that his laboratory sits on a separate outcrop of rock out in the bay itself. Another Fated, another world changer. Another that is not ours.
 No, ours are elsewhere. They still rest in this city, this crossroads, besides which the spring that replenishes the oceans of the world glistens in the light. But they rest beyond the reach of the mists that fall from this titanic column, in a place known to many as the home of those who have no home. The Traveller’s Rest, perched on the third of three tiers, overlooking the frantic recovery occurring down below, and ignoring it completely. The inn is a place of rest for those better accustomed to panic and haste, and only the ending of the Isle itself could break the rest of those within. Whilst a rather different place to the inn on the bottom tier, with it’s smell of fish and the sea, but it has a similar agreement with those looking for workers - that is, a free drink in return for listening to a list of jobs in need of doing. It profits everyone. Including a number of figures sitting at various positions in the room.
 A bell rings as the barman walks round said bar, made of crimson bloodwood and screaming opulence almost as much as the finery the man wears himself. His gold ringed hand clutches a sheaf of papers and he sighs at the rabble occupying his shop. The lower inn received major damage in the dragon attack - mainly the lighting of it’s stores - and its usual custom has come here instead. Then he plasters a weak smile over his face, and calls for all those seeking work.

Spoiler: Game (click to show/hide)
Spoiler: Mechanics (click to show/hide)
Spoiler: Races (click to show/hide)
Spoiler: Class (click to show/hide)
Spoiler: Combat (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Sheet (click to show/hide)

Spoiler: Misc (click to show/hide)

11
The date is 1967. The place, Newark Asylum. From the distant city comes the chopping of propellers and the crackling of embers as aircabs lift the inhabitants beyond the reach of the flames. One passes outside of the window of your cell, a magical orb of an engine topped with a rotor, the gondola hanging underneath it furnished with instruments and rudders to guide the vehicle. From your prison, you are safe however. The fire is none of your concern, threatening only those who mocked you and imprisoned you. There are others out there who are much kinder. They found you, and taught you. They confirmed your fears, and your dreams. Everything you thought you had seen, felt, or heard was real. And it was coming for you.
 A guard comes to your door now. A key rattles in the lock and you blink as the stark lights from the corridor hit your eyes. You grin at the figure who stands besides him. The Master they call him. The head of the Order, defender of Newark. King of the Asylum. If he was here, then the fires were more than a mere accident. A gate to the planes was open. He leads you down the corridor to an elevator, which rattles as it moves deep underground, and eventually ends in a circular room. Here he leaves you, whilst he gathers more inmates. When four of you are present, he brings in a small cube, and pressing the switch on it’s lid, it projects a flickering image onto the screen before you. A seal, a circle of 6 orbs surrounding a silver shield. The top orb is golden, the next white; blue; black; brown; and red. then the Master begins to speak, the sigil as the backdrop.
 ‘You have all seen the flames from your cells, I am sure. Then you know why you have been released. A gate to the plane of fire is open in the city, and we have decided it will be your task to close it. Remember your training. Are there any questions?’


Spoiler: Character Creation (click to show/hide)

This is to be a RPG, with ? players, inspired partly by the upcoming game The Order, and partly by my completely lost motivation with NaNo.
The world is a steampunk era, but run through with magic, and under constant threat from things not of our dimension.
The game will feature a battle grid, because it will help :D

12
Forum Games and Roleplaying / In the Blood. [RPG: Started at last!]
« on: October 04, 2013, 01:51:42 pm »
   Blood runs down my chest as I pin the man to the wall. Even in the state he’s in, his unconscious stirrings still threaten to tear him from my single hand. In the other, the grip of the his pistol drips with sweat. The shot echoes around the room, and sends a wet chunk into my cheek. I run then, because the sound will draw the others out like moths to a flame. I know of at least twenty of them in the nearby area - now nineteen, and each even angrier than before. By dawn they will be after blood.
   Welcome to my life.
- Donor & Survivor.

   In the year 2010, a seemingly unassuming man was the victim of a merciless attack on the streets of London. The corpse was found a week later, entirely drained, floating in the Thames. Two years later, came the 2012 Olympics. A challenge for athletes on a level playing field. Except for Antonin Dvorak, a Russian marathon runner and biochemist. He won with a lead of almost two miles. The ensuing drugs test found nothing, and the man was declared a victor.
   Skip forward another two years, and two things are on the increase - motiveless murders, and the usage of a crimson fluid drug nicknamed ‘Blood.’ It grants the user superhuman physical ability, for seemingly no payoff. It is not uncommon to see the drug on construction sites, or at the homes of manual labourers. Then some worrying research emerges - the drug bonds with a person’s DNA. An addiction from a molecular level. And when Blood really does start to run out, users get restless.
   It took the gates of the Palace being literally torn from their hinges for the creator to come forward. A certain Dr. Dvorak, biochemist. The drug comes from blood found only in a small proportion of the population. Ingestion of this causes the actual effects. Addicts, far from being horrified, were thrilled. No processing, no chemicals. Just a thrill so au naturale that all you needed was a knife. A hunt ensued. People began to disappear - the kind of individuals with lineages dating back clearly to one of the many ancient civilisations. In desperation, the government rounded up the victims. far from protecting them, they sacrificed them, sealing them in small sections of their cities, and releasing them from the bonds of the law. Sheep before predators with a hunger to match their strength.
   But it was not long before even these supplies died. Those ‘donors’ that lived disappeared, untraceable. Soon, the killings started again. The addicts, commonly called ‘vamps,’ ran riot, tearing the cities apart. Crazed by hunger and the depravities they had committed, they took what they wanted from wherever they could get it. In the end, even the police could not stop them, and retreated, bent and broken.
   Over the last year, things have returned to a degree of normalcy. After all, normal is only what you’re used to. Weapons are present on most hips, although guns remain thankfully rare. people work and sleep, and pray they don’t disappear. And if they do, everyone pretends not to notice.

Spoiler: Game (click to show/hide)
Spoiler: Sheet (click to show/hide)
Spoiler: Core Mechanic (click to show/hide)
Spoiler: Relationships (click to show/hide)

((OOC: This is also the world i plan to use for my NaNoWrimo project.
1) This means it will probably hiatus in november. Also
2) Any feedback is appreciated))

13
 'In the space where worlds meet there is a gap. No, not a gap. An overlap. Like that bit of a Venn diagram. They have those in your world right? Well, anyway, the void is kind of like that. It's the place where the socks that vanish in the wash go. It's the gap down the back of the sofa. It's the place the bag of holding leads to. Here, anything goes. And I do mean anything.'

This is a fairly lighthearted RTD, whereby the entire game is generated using a Random Adjective Generator. Mechanics will most likely be made up on the spot, depending on the adjectives, but will consist of modifiers applied to d6.
 Taking around 6 characters for now.

Spoiler: Rolls (click to show/hide)

Spoiler: App (click to show/hide)



14
Creative Projects / The lone isle wiki
« on: September 22, 2013, 10:04:16 am »
For a long time I've had a certain universe in my head. I've used it a few times in forum games, and things have started getting a little difficult to keep track of. Thus I ask - would there be any interest in a wiki?
 It would be moderated purely by me to start, because the world is my personal project, but you would be perfectly entitled to use the world, and suggest any locations, characters etc....


Link.

15
Forum Games and Roleplaying / Incarnation RPG
« on: August 18, 2013, 12:39:54 pm »
   Sleepily, you drift over the void. Waiting, but not watching, for you do not have the power to see. It shames you, being so weak. But there is nothing you can do without an opening. You dream of a shape, of a form. Of a life once held, and the powers you held there. And suddenly a drop of them returns. An island world takes shape in your mind’s eye. It has changed since you left. Creatures scurry over it’s surface, unknowing, unsuspecting of what floats around them. Waters flow of it’s edge, only to loop under and upwards, reemerging in a mile high spring from the centre of the oceans. A tiny island rests beside the geyser, and around it sits three continents. The northernmost, ranging from white to green, passing round to the southernmost, from greens to reds and yellows. The westernmost is more vibrant, mountains blending into rivers and foliage. It is here that you attention is inexorably drawn, and in particular to one small cleft in the coastline.
   There is a cavern here, deep underground. A battle is fought, for the safety of many. Either way, some of the few will die. A dwarf, or a dragon. But neither are as they appear. Both pulse with power before your gaze. Power so close to release. So close to you. you can taste it on a tongue that fades as soon as it arrived. Feel it in shifting limbs. Form begins to flood you in anticipation. But what form is it? What strengths will be bestowed on you in this new life?


Spoiler: Explanation (click to show/hide)

Spoiler: System (click to show/hide)

Spoiler: World (click to show/hide)

Spoiler: App (click to show/hide)

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