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Forum Games and Roleplaying / Doomed and Futile Rebellion (40k SG)
« on: July 11, 2023, 10:34:39 am »
The Imperium of Man is the cruelest and most bloody regime imaginable, spanning so many multitudes of stars that any one man means no more than a grain of sand on the seashore. It is beset by numberless threats within and without, which seek only to ravage and ruin. The God Emperor sits on His Golden Throne and is either powerless to intercede or cares not. The High Lords on Terra sit and politick while whole continents starve and are eradicated in the time it takes them to file a motion for higher tithes. The Adepta bicker and feud among themselves for snippets of power while the work of millennia crumbles around them. Whole worlds are ground to nothing between the gears of blind and senseless tyranny, and any hope of peaceful reform died dozens of epochs ago. The only recourse then, is violent rebellion in opposition to a galaxy-spanning dominion. All such uprisings are doomed to fail and this is no different.

It is, however, yours, and will live and die by your command.

Choose One(1) choice from each category below to determine the initial circumstances of your rebellion. Consider carefully, you cannot choose the same number twice. For Naval Forces and Industrial Capacity, choosing [1] will also provide the benefits of [3].

The Imperium of Man will not rest until your attempt at secession has been crushed, true victory is impossible but battles can be won and the end can be delayed. The only question is for how long and how many lives will be lost.

Naval Forces
[1] Renegade Chapter: Nearly a thousand of the legendary gene-sons of the Emperor, who for reasons unknown, have chosen to fight against their gene-sire. Their ancient history, true motivations, and battle doctrines are a mystery and impossible to determine ahead of time, but pound-for-pound their martial prowess is unmatched. It will have to be, if they intend to fight the Loyalist marines that will be sent in to counter them.
+A handful of veteran companies, with their own Battle Barge and four Strike Cruisers have rallied to your cause.
+Guaranteed to be non-Chaos, not related to the Alpha Legion, and to be committed to the bitter end.
-Their existence will enrage the Imperium even more than your succession already has.
[2] Full Battlefleet: By tongue or by guile, the rebellion has managed to coerce a true naval Battlefleet into backing them. Enough tonnage to enforce the Lex Imperialis on hundreds of stars, their macrocannons have been turned against the Adeptus Terra itself. Such a force would be sufficient to give a Crusade pause in the hands of a fool, let alone under a shrewd admiral.
+Seventy assorted Frigates, Destroyers, Cruisers, and Battleships have pledged to your banner.
-The fleet requires extreme resources and there's no certainty casualties can be replaced.
[3] Proper Battlegroup: For reasons of their own, the forces already assigned to the region have fallen in with the rebellion.  They aren't the most numerous but are at naval standard and can be expected to perform admirably against peer threats. It will take cunning leadership for them to stave off backlash from the Segmentum.
+Twenty-three Frigates, six Destroyers, and three Cruisers are at your disposal.
-The fleet requires heavy resources and it's no easier to replace lost ships.
[4] Ramshackle Armada: The very best the rebellion could muster on very short notice, this "fleet" has been subject to unspeakable tech-heresy. Their hulls are rusted and their munitions faulty but they are warp-faring and can fight, though they're just as likely to evaporate against the massed gunnery of the Imperial Navy.
+Thirty assorted "warships" comparable to Frigates are following your orders.
-The fleet is weak and fragile, but its resource requirements are equally small.
[5] Local Garrisons: While the rebellion has no true interstellar navy worth speaking of, their orbital defense platforms and system ships are up to par. At the least, they may dissuade petty opportunists before the Imperial Navy arrives.
+Basic orbital defenses are operational and may serve as a speedbump.
-The rebellion's force projection is questionable at best.
[6] Almost Nothing: The rebel leadership's authority is strictly planetside and it will be an ordeal to bribe smugglers into ferrying their troops between systems, but it must be done. Any enemy, no matter how weak, will be able to invade and bombard its worlds at its leisure. The Imperium is one thing, the vultures that may beat them to the rebellion's still-moving corpse are another.
+The fleet isn't draining any resources because the fleet doesn't exist.
-Anyone with a voidship will enjoy complete orbital supremacy against you.

Industrial Capacity
[1] Heretek Forge World: In defiance of the Cult Mechanicus, a Forge World has rejected the dictates of Mars and pledged its foundries to the rebel cause. Even alone it would be sufficient to meet the needs of a lesser Sector with much to spare but now it serves exclusively to amplify your own production. The specialty and philosophy of the Rogue Mechanicus remain to be seen, though they are guaranteed not to be in accord with Chaos. Only time will tell if they thrive or doom themselves in reckless innovation.
+Extreme production and research capacity once unchained from martian dogma.
+Views the rebellion as integral to their survival and back it nigh-unconditionally.
-The Adeptus Mechanicus will be personally invested in your annihilation.
[2] Orbital Shipyards: The planets of the rebellion possess a rare commodity, one or more shipyard(s) capable of churning out new warships. They are necessarily small and take a long time arriving but the ability to avoid stagnancy in their naval forces is a critical advantage.
+Capable of manufacturing Destroyers in years and Frigates in decades.
-The construction of warships requires constant, heavy resources.
[3] Refined Manufactorums: The planets of your rebellion are at the high Imperial standard, able to manufacture lasguns, armoured vehicles, and industrial goods at an interstellar scale. Further, its artisans are able to produce scarce sophisticated munitions, including plasma and melta technology.
+Imperium standard technology, respectable domestic manufacturing base.
-This industry requires external resources to sustain its operations.
[4] Mineral Extraction: The planets of the rebellion aren't primitive, per se, but the overwhelming majority of their industrial capacity is tuned toward extracting and purifying resources for industrial use. Its domestic production is feeble and demands improvisation for subpar results, though there's no lack of material for what manufactorums there are.
+Rapid, vast acquisition and refinement of resources critical to the war effort.
-Minimal industry capable of using those resources to manufacture material.
[5] Local Industry: The planets of the rebellion are primitive and barely reach the civilized Imperial standard. Lasguns are an enigma to manufactorums, let alone advanced alloys and warptech, but they are at least aware of what an assembly line is. Outside of external factors, the Imperial Guard will have an easier than expected time reclaiming its worlds.
+They're at least capable of manufacturing autoguns and could improve in theory.
-It will be a struggle to meaningfully contribute to the rebellion off-world.
[6] Archaic Backwater: The planets of the rebellion are largely incapable of comprehending what that means. Ranging from Feral to Feudal, gunpowder is a groundbreaking innovation to the population at large and the region as a whole is centuries of development behind being able to support an interstellar empire. It's questionable that they could put up any amount of resistance to an off-world invasion.
+A near-complete blank slate for constructing a society without Imperial influences.
-No means of manufacturing or maintaining military assets for the foreseeable future.

Galactic Location
[1] Isolated in Segmentum Tempesteus: The rebellion took place in the galactic south, on the farthest fringes of the Astronomicon's guiding light. In such distant void, the long arm of Terra reaches its limit and the inhuman Other rears its sensory appendages.
+The Imperium is barely aware of this region and will take over a century to retaliate.
+Numerous small Minor Xenos polities in the area that can be allied with or conquered.
-These Minor Xenos remember the Great Crusade and most of them hate humanity.
[2] Low Priority Region in Segmentum Pacificus: The rebellion took place in the galactic east, where the fires of eternal war rage quieter. Long ago, the Great Crusade cleansed this region of alien life but Mankind has yet to fully settle and exploit the habitable worlds that remain.
+The region is of low importance to the Imperium and blessedly free of most external threats.
-It is of low importance because most of its planets are barely developed or populated.
[3] Between Warfronts in Segmentum Ultima: The rebellion took place in the far galactic west, in the middle of other, more urgent threats. This fortune has earned them a reprieve just as surely as it has ensured their future struggle.
+The Imperium has more pressing concerns nearby, and will focus on them for the time being.
-Those pressing concerns are likely to become your pressing concerns if they aren't suppressed.
[4] On the Fringes of Segmentum Obscurus: The rebellion took place in the galactic north, near to the taint in the Eye of Terror. Here, the lure of Chaos is an ever-present temptation that the multitudes must stand firm against.
+The Imperium has more urgent heresy to crush and infrequently sends its forces so far afield.
-If they aren't kept at bay, vile Chaos reavers and daemonic whispers will scour your worlds.
[5] Near Critical Systems in Segmentum Ultima: The rebellion took place in the near galactic west, surrounded by sites of critical interest. Its opening salvos and skirmishes determined if it would merit massed force or be swiftly forgotten.
+There are several heavily-fortified planets that, if taken mostly intact, could be an invaluable asset to the rebellion.
-The Imperium considers this region to be a high-priority and will soon retaliate with overwhelming force.
[6] In Spitting Distance of Terra, in the Segmentum Solar: The rebellion took place in the galactic center, in an audacious rejection of The Throne's authority. Destruction was inevitable anywhere, but here, the prayer of any more than the briefest of delays was in vain.
+The rebellion has reached the attention of the illustrious High Lords of Terra, who dedicated an entire two-hour meeting to it.
-The Imperium will reroute a handful of Crusades and mobilize a fractional percentage of the full might of the Imperial Navy.

Scale of the Rebellion
[1] Multiple Sectors: Centuries of bloated bureaucracy, the Imperial fleet's inability to address external threats, and arrogant misrule by the Segmentum Lords has taken secessionist sentiment to a fever pitch.
+Over one-hundred systems have sworn to the rebellion and can boast economy of scale, if nothing else.
+Thousands more are sympathetic and could be swayed to join the rebellion if the war seemed winnable.
-These stars are almost certainly lacking something critical or are in a terrible strategic position.
[2] Full Sector: The logistical needs of distant warfronts have forced the Sector Lord to levy unsustainable tithes. Broken by starvation and stripped of their best sons, it's no surprise that their subordinates have declared independence.
+Twenty systems have declared open rebellion and hundreds more hide treasonous sympathies.
-The loss of so many systems will alarm nearby Sectors, who are likely to retaliate on their own.
[3] Partial Sector: Nepotism within a small handful of noble families and subtle mismanagement for their own enrichment has had dire consequences. In an act of rebellion, the masses of several planets have overthrown their administration and yet more may join them.
+A dozen systems have risen in rebellion and dozens more could be swayed to join them.
-The Sector the rebellion has torn itself from, and its garrisons, will be thrown into disarray.
[4] Full Subsector: Continued useless shipments in response to the region's requests for relief and demands for resources its worlds lack entirely or simply cannot produce have strained trust in the Imperium to the point of snapping.
+Six systems have rebelled and a dozen more are watching their initial struggle with bated breath.
-Neighbouring Subsectors are obligated to join together in putting down the rebellion.
[5] Several Systems: An Astropath's misinterpretation of a critical message led to a crackdown on revolutionary sentiment that wasn't there. Paranoia in the leadership saw this spread and in their panic, they caused the uprising they were trying to stop.
+Three systems have banded together in a mass-uprising and six more are likely to join them.
-If the rest of the Subsector can't stop the rebellion in a timely manner, the Sector at large will mobilize.
[6] Lone System: The circumstances that caused the rebellion are isolated to a single world and it is alone in its attempt at secession. Expansion against an enormously larger foe will be difficult but staying isolated is to await the inevitable.
+One system has dared to defy the million stars of the Imperium, and likely has reason to think it can win.
-As far as every other system is concerned, they are upstart traitors and must be crushed.

Population Loyalty
[1] Rabid Fanaticism: No matter their leadership, industrial capacity, or strategic position, the masses are hell-bent on rebellion. They are so utterly committed to the cause that even the thought of surrender is incomprehensible.
+The masses are gripped by frenzied (secular) zeal and won't consider laying down their weapons, even in the face of annihilation.
+Their enthusiasm is contagious and will likely smooth over assimilating former Loyalist elements.
-Mobs may go too far against suspected Loyalist infiltrators or recently conquered populations.
[2] Willing To Fight: The masses have extensive grievances and are prepared to endure misery and struggle if that's what it takes to win their independence. Their dedication is intense but it is within the bounds of reason.
+The population is committed to the war-effort and have realistic expectations of what it will require of them.
-The rebellion isn't made up of zealots and they may lose their resolve if victory seems impossible.
[3] Overconfident: n the rebelling territories, the Imperium is a distant abstraction, a far away metaphor for their overseers to harp on. The masses are eager to throw off their shackles and fight but they fail to grasp the sheer scale of the endeavour, or their odds of success.
+The masses are eager to embrace any propaganda of their impending victory, no matter the facts.
-If the masses realize how outnumbered and outgunned they truly are, they'll break immediately.
[4] Desperate and Skeptical: There is no delusion among the masses of what they're doing and what the consequences will be, but they have been pushed to the breaking point and feel there's no other escape. They will fight until no hope remains, and they have little left.
+The masses will become increasingly driven by the cause with each victory that's won.
-If the masses believe they can win some concessions, they'll likely betray the rebellion.
[5] Riddled with Loyalists: Many among the masses agree with the rebellion but there are many who don't, and most among those are clever enough to keep quiet. The war effort will be plagued by sabotage and treachery, to say nothing of domestic industry and logistics.
+Constant paranoia and propaganda may be able to reverse hostile sentiments, over time.
-All manner of spies and saboteurs will be running rampant through population centers.
[6] Forced at Gunpoint: The rebellion commenced without the consent of the masses, who still pledge loyalty to Terra. Outside of the military and key administrative and industrial positions, there is little to no sympathy for the struggle. Even the most basic governmental functions will be an ordeal and a counter-revolution is likely inevitable.
+The Inquisition will only have to commit a bare minimum of atrocities to reclaim lost territory.
-Suppressing the looming uprising will take substantial time, effort, and resources.

Leader of the Rebellion
[1] Gene-Sculpted Paragon: The end result of a noble selective breeding and gene-culling program spanning millennia, it is no exaggeration to say this man is most likely the best out of any given trillion. More than that, he is a genuinely humble man who found the excesses of the Imperium obscene, and rebelled for the sake of the common citizen.
+An ingenious prodigy in every field, nigh-unrivaled orator and diplomat, functionally prescient strategist, and consummate duelist.
+From a highly prestigious bloodline famed among the noble houses, and genuinely cares about the masses beneath his rule.
-If there are any downsides to him, it's that he is too perfect and will have difficulty finding a successor in several centuries.
[2] Scheming Rogue Trader: Among the wealthiest individuals in a dozen Sectors, with the lofty credentials and storied career to prove it. Fortune alone cannot slake the thirst for authority which has driven him into willful treason.
+A smooth, silver-tongued negotiator with an enormous personal treasury and an opulent flagship Cruiser.
-Incredible arrogance and hunger for power, no real consideration for the masses, only how he is perceived.
[3] Ruthless Pirate Lord: Coated in grime and festooned in ill-gotten gains, this raider admiral was already in a lifelong struggle against the Imperium. Throwing his lot in with the winds of rebellion was only a natural progression.
+An excellent void admiral and vicious warrior who comes with his own fleet of a dozen dilapidated Frigates.
-Blinded by greed and will insist on extracting tribute from the masses and raiding Loyalists whenever possible.
[4] Jaded Imperial General: This officer of the Imperial Guard has seen and done the unspeakable over centuries of struggle for the Throne. He is old, old and tired of fighting for faraway bureaucrats when he has the strength to seize control for himself.
+The veteran commander of a hundred campaigns, a brilliant ground tactician with twenty elite regiments under him.
-No personal charisma, will resort to hellish martial law and brutal crackdowns to keep order, much like the Imperium.
[5] Common Demagogue: One of untold quintillions of forgotten men, one more part of the rabble risen to violent rule. There is no lineage behind him, no legacy worth mentioning, he came from nothing and without this rebellion he would be nothing.
+Came from less than nothing and is a master at rabble-rousing, guerilla warfare, and subtle infiltration.
-Lack of pedigree destroys all legitimacy in the sight of powerful nobles that might've otherwise joined.
[6] Inbred Planetary Governor: True fools are rare in the highest echelons of the Imperium, but these beneficiaries of nepotism are unmistakable and from time to time, one fails to realize how vulnerable their position is. Corpulent, boorish, and vulgar, it's doubtful this man could lead a petty food cart, let alone a rebellion.
+Excellent at sniffing out disloyalty, real or imagined, and stopping even the best assassination attempts.
-Occasionally, he'll stop holding lavish feasts to personally micromanage random critical tasks.

2
It is the 41st Millennium. For more than a hundred centuries the Emperor of Mankind has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. But for all their multitudes, they are barely enough to hold off the ever-present threat to humanity from aliens, heretics, mutants -- and far, far worse. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

These are not the tales of those times, nor of mankind's triumphant rise and subsequent fall, nor of the eldar's unquestioned primacy and desolate despair in the wake of near-annihilation, nor of the numberless orkoid's wanton slaughter and perpetual mirth. Rather, these are the tales of a lesser, stranger race, in older days going onward, and the struggles and sagas known, perhaps, to them and them alone. The whims of fate paired with the breadth of their wisdom will determine whether they survive the horrors that await, if not intact, alive and untainted, while the narrowest of branching paths promises they be vaunted and exalted to an empire that may bring the galaxy to shake.

Such thoughts are as far from the present as the rise of man from the first rising of algal murk on Terra's cradle. In this distant era, the most fundamental questions are to be answered and they, more than any other, will determine the future course.


In the infancy of the Milky Way Galaxy, where did the star system soon to be home to this struggling race coalesce?

The Galactic North: In the here and the now distant yet not absent, the system can take solace in idyllic isolation but in time, the story of the eldar will be told and the prospect of enduring its ending is slim to none.
The Galactic East: Only one system amid a sea of nameless stars, the potential for life arising is great indeed, as is the progress that such pitched competition will force on nascent species.
The Galactic West: Farflung and sparse in density, the teeming dark is broken only by the light of nebulae which clog its ranges and give rise to esoteric superstitions among the rare few reared and raised within their embrace.
The Galactic South: Ancient beyond reckoning and bearing thin soil for lively seed, of no consequence to the reaches beyond, its scarcity could be argued as a purchase of precious time to the desperate.
The Galactic Center: Silent now, yet treacherous and terrible in the times to come, any risen here would face man at its grandest height of mercy and wonder, and suffer along their side, legacies of the past forgotten in favour of rabid zeal upon the onset of its dreaded fall.

3
Forum Games and Roleplaying / You are a Self-Hating Demonspawn
« on: March 19, 2020, 11:00:14 pm »
In ancient times the illustrious empire of Ushanad held sway over the land, such was their power, even the wildest tribes couldn't deny it and bent the knee. For a time the lordly council ruled wisely but with great power comes greater temptation and over the centuries, corruption festered in the ruling caste. Eventually the nobility slaughtered the righteous among their ranks, summoned the darkest demons from the deepest pits of Hell, and swore their souls to them for rule everlasting. They were given unto temptation, and bestowed the youth and sorcerous blood to indulge it. An age of darkness ensued before the empire's downtrodden rose in rebellion and the surviving nobility were scattered to the wind, never to rule again. The contemporary legacy of that tainted lineage are known as Tieflings.

You are not a Tiefling and have more loathing for them than any wholly mortal frame can hold. If you'll listen to one rattle on they'll wax poetic about their infernal heritage, the guilt they've inherited, and the discrimination they face- and then the inn's patrons will clap, give condolences, and toss coins in their cup. If you weren't wearing a hood you'd be chased out of town and burnt at the stake. They go on about how close their souls are to Hell, how much they struggle with that twinge of temptation and try their best to be good- while listeners nod and offer pithy platitudes. Hell is breathing down your neck. You aren't tempted, you're commanded, and every minute of every day is a struggle to reject it and the intrusive thoughts, grotesque compulsions, and hideous nightmares that your own flesh, blood, and blackened soul demands. Damnation isn't a choice you can make, it's looming, laughing on the other side of death's door and for all you know you're already condemned. You don't care what comes after, what matters is the here and now, and you've dedicated your life to getting through each and every day. You might not be Good, but you damned sure try.

That's all any Demonspawn with an atrophied, shuddering husk of a conscience can do.

So, why did you come to the Winking Jester's Inn today?

You heard a whisper on the grapevine that a monster in man's skin would be here.
You need work and misbegotten son of Hell or no, this is the best place in town for a hired blade to find it.
You'd like to sleep under a watertight roof for once and rumor has it the Innkeeper here values privacy.

4

Across the boundless expanse of the cosmos, untold billions of worlds are born, grow old, and in time, ancient. Many of these are born of natural processes, swiftly forgotten, or the side project an individual deity, either eager to test their limits or satiate their urge to see art. Some of these worlds are beautiful, and indeed, some of the most successful are fortunate enough to derive an intelligent mortal race. The luckiest worlds, however, are overseen by a pantheon of deities, and beneath their guiding hand, are able to truly prosper.

True, their infighting inevitably causes some measure of strife and woe among the mortals, but their urge to compete drives innovation, which in turn drives industry, and eventually, progress. Exotic, otherwise impossible forms of life and entire systems of untold sorceries are born from their divinely inspired designs. Indeed, it cannot be argued that a pantheon isn't the ideal for any world to truly expand in growth, and as these six divines, five goddesses, one god meet on the outskirts of a newborn, empty reality, there isn't a doubt in their minds that one way or another, they're to see its potential through to the fullest. But first, they have to decide, while the shape of things are yet unbound and may be molded, what sort of reality is it they want to see?


Spoiler:  Lo, Divines! (click to show/hide)

5

Lo, Divines, and behold! Before you lies a rare sight, a nascent reality, only barely insulated from the Void. It is utterly empty, and each and every one of you can sense the raw, untapped potential within, begging to be fulfilled. This realm is new and weak, only able to sustain the works of ten at a time, and while this of no consequence for those of you already establishing yourselves, rest assured, for everyone of you to fall, there are innumerable others waiting to take your place. The ultimate shape of creation is yours to dictate, and what comes after only the Fates may determine.

Spoiler: Deity Mechanics (click to show/hide)
Spoiler: Race Mechanics (click to show/hide)
Spoiler: Planes (click to show/hide)
Spoiler: Commerce (click to show/hide)
Spoiler: Template (click to show/hide)

Current Deities:
Spoiler: Ednaera, (Nakéen) (click to show/hide)
Spoiler: Guar, (Roboson) (click to show/hide)

Deceased Deities:
None, so far!

Abandoning Deities:
Spoiler: Saddiyya, (micelus) (click to show/hide)

Wait-listed Deities:
None, so far!

6
Forum Games and Roleplaying / You are a 40k Planetary Governor (SG)
« on: October 22, 2018, 03:13:09 am »
Citizen of the Imperium, through inconceivable effort or impossible happenstance, you have been appointed Planetary Governor of Trevantis V, a recently colonized planet on the easternmost fringe of Segmentum Ultima. Ordinarily, you would not have been chosen, but following a heretical uprising, a series of pirate raids, and the near-total destruction of the world's infrastructure your predecessor was executed for his incompetence and the High Lords of Terra were forced to find a replacement on short notice. You happened to meet the bare minimum qualifications, and given your system's isolation, you will be allowed to exert an otherwise unacceptable degree of independence in your authority. Know this, should you fail in your duties, you will be removed and replaced. Do not fail.

-In the Name of the God Emperor.


Who are you, to have been given such an honor?

Esteemed Aristocrat- As the fourth heir to a Segmentum Solar hive world Governor's position, you never expected to rule but your talent for statecraft did not go unnoticed, it was deemed unacceptable to let your skills go to waste, and your family managed to pull enough strings and call in enough favors to get you appointed Planetary Governor.
  + 10 bonus to diplomacy and persuasion
  + 400,000k starting Thrones
  + Influence among the nobility

Imperial Guard General- Once a lowly conscript, your tenacity saw you rise through the ranks until you led a regiment of your own, and following a brilliant campaign which saved an entire sector, in recognition of your efforts you've been rewarded the position of Planetary Governor.
  + 10 bonus to military command
  + One regiment of veteran Imperial Guardsmen and their equipment
  + Bonus population from your settling troops and their families

Former Rogue Trader- For decades you have braved the Warp, plying goods from across the Imperium and furthering the boundaries of known space, and have been granted the opportunity to retire as a Planetary Governor.
  + 5 bonus to both diplomacy and persuasion, and military command
  + 200,000k starting Thrones
  + Tarask-class Merchantman with additional Lance batteries

7
Forum Games and Roleplaying / Divine Mantle (Interdimensional Deity SG)
« on: September 08, 2018, 12:37:50 am »
You are a god, an immortal entity of nigh-incomprehensible power. Reality is comprised of nigh-infinite planes of every type imaginable, each with their own races, pantheons, and laws of magic. Deities are able to travel between planes at will, and sufficiently advanced magic allows mortals to travel between planes. As a deity, your vast strength grows from the worship of mortals, the sacrifice of their valuables, the consumption of their souls, and the spread of your Mantle's influence.

No deity is truly omnipotent, and only a few come close, however vast their power is, it is finite and should it run thin, they'll suffer and eventually starve. Divine Intervention of any sort, be it blessings, miracles, or manifesting a direct avatar, costs an amount of power equivalent to the strength of the Divine Intervention. There are only a handful of ways to reduce the power lost in divine intervention, and chief among them are Mantles. A Mantle is an aspect of reality over which a deity reigns, and so long as they act within the Mantle, the cost of divine intervention is halved. They range from incredibly specific to immensely broad, and the more specific a Mantle is, the more effective divine intervention is within its constraints.

As an example, a Mantle giving power over Fire could be anything from 'Sparks' to 'Burning' to 'Heat.' The only ways to gain a Mantle are through being worshiped as a god of the Mantle, trading with other deities, and consuming the essence of a slain deity. Mantles are not exclusive, many gods reign over the same, and some aspire to be the only god of a Mantle. Each deity possesses at least one Mantle, and while there is no upper limit to the amount of Mantles, most elder gods begin to consolidate their power somewhere around thirty.

Being a deity, you have a personal plane of reality where your worshipper's souls go when they die. There, your power is enhanced threefold, and you are able to freely manifest. Your godly realm's appearance is subject to your desires, and if you have no preference, it will design itself in accordance to your personality, your worshipper's beliefs, and of course, your Mantles.

Every deity, no matter how weak or mighty, young or ancient, possesses a self-assigned goal which they pursue with single-minded devotion, and you are no different. Whether your aspirations are lofty, humble, or utterly banal is your choice, and a god can change their goal at any moment, but each deity must have something to strive for.

You are a young god, born a mere handful of centuries ago, and only possess a single Mantle, which has had a tremendous impact on who you are as a deity.

What is your godly name?

How does your true form manifest?

Which Mantle do you claim?

What is your current goal?

8
Forum Games and Roleplaying / Age of Decay, (SG)
« on: August 09, 2018, 04:58:26 pm »
The age of creation has come and gone, and in its place, the age of decay has begun. Most of the gods are slain, crippled and maimed, languishing in chains, utterly unhinged and insane, knowingly cruel and willfully malevolent, corrupt and twisted shadows of what they once were, or at best, absolutely apathetic to the plight of mortals. The few morally upright gods that remain are weak and enslaved by their stronger peers, have gone into hiding with their followers, or do what they can to safeguard the last of their faithful in their crumbling heavenly realms, without the courage or the power to make a difference in the prime reality. A handful of gods remain with the will and the strength to stand against the coming darkness, but they are few and far between, flickering candles soon to be snuffed out.

In the absence of the gods, the mantle of stars has commenced its decomposition. Each year to pass, an abandoned heavenly realm is consumed by the encroaching void, and a star forever fades from the night sky. Each decade, the sun itself dims as its eternal fire begins to cool, and sooner or later, it will burn its last and remain no more than ashes until the end of time. Already, it is gray and each winter seems to be harsher and longer than the last.

Beneath the rotting cosmos, the world below has fallen into despair. The knowledge and prosperity of empires long-past has failed, man-eating monsters once thought extinct have returned with a vengeance, and all manner of plague, famine, and catastrophe struggle to shatter the few bastions of civilization that still strive to survive the end of days. In ancient times, mankind suffered dark ages, but then, they knew that no matter how dire their straights, the gods watched over them, and one day their suffering would come to an end. Those alive in this age of decay know no mercy. To them, the end is inevitable, a matter of time, all that remains is how long they have left.

Unless a true hero arises, to do what the gods of old couldn't do and make things right, in a thousand years the world will be no more than a maggot ridden corpse, a mere memory in the minds of the starved spirits that once claimed divinity.


Come the thousand hells or heaven high waters, you intend to be that hero.

But first, who are you?

A Mortal: One in a million, you're already a hero, and you've already made the world a better place, but your efforts will mean nothing if there's no world left to save. You're a truly exceptional mortal, able to do what others could never dream of doing, but in the end, you're only mortal, and will that be enough?

An Angel: The immortal servant of a forgotten god, against all odds, you withstood the corruption that consumed your old master and as you fled, claimed a mote of divinity. With this, you wield power beyond compare, but compared to the coming end, you are but a speck of sand before the tsunami. You're more than any man, but do you have the strength to restore what was lost?

A Deity: Either the recently awaken shard of an old god or a young god, newly born into a dying world, you are a fledgling divinity with the repair what was broken and a flock of humble faithful ready to see your will be done. Though you are a mere infant compared to your elders, you have the youthful vigor they lack and the unmatched potential of a god, but will it be sufficient to succeed where your predecessors failed?

Spoiler:  GM Note (click to show/hide)

9
- http://www.classicmarvelforever.com/cms/ultimate-powers-list.html
-
https://www.random.org

- Using the above links, roll 1d4 to determine the number of categories your powers fall under, then roll the resulting number of 1d100's to determine which categories your powers fall under.
- Next, roll 1d6+2 or 2d6-2 to determine your number of powers, then roll the resulting number of 1d100's in any of the previously rolled categories at your discretion, to determine the specifics of your powerset.
- Superpowers work on a tier system ranging from tier 1 to tier 20. A tier 1 power confers a slight edge over an ordinary citizen, a tier 5 power is enough to confront a squad of trained professionals on equal footing, a tier 10 power could destroy a small town with little difficulty, a tier 15 power could destroy a small country with little difficulty, and a tier 20 power could pose a threat to human civilization if the user were so inclined.
- The vast majority of superpowers are between tiers 1 and 5, with a few uncommon outliers ranging from 6 to 10. Powers at tiers 11 through 15 are extremely rare and widely feared. Powers between tier 16 and 20 fleetingly extraordinary, one in a million, if that, and spoken of only in hushed whispers.
- To determine which tier your superpowers fall under you receive a stipend of power points. Power points can be spent to upgrade a superpower's tier at the cost of 1 per tier between tiers 1-5, 2 per tier between tiers 6-10, 3 per tier between tiers 11-15, and 4 per tiers between tiers 16-20.
- To acquire additional points you can sacrifice an unwanted power or an unused category at a 1:1 ratio. There is no limit to the amount of sacrifices you can make, as long as you have at least one power and category remaining afterward.
- In contrast to sacrifices, you can spend power points to obtain additional superpower rolls, at the cost 2 for a category you already have, and 4 for a randomly generated category you lack.
- By default superpowers begin at tier 1 and can be further enhanced with power points. Generally, the more superpowers you have, the weaker they are, and vice versa.
- To represent this, if you have four or less powers you receive two power points, whereas if you have eight or more powers you lose 2 power points. This bonus or malus applies before any sacrifices or additional rolls have been made.
- To determine your power point total, if you chose to roll 1d6+2 you can choose to take a guaranteed 10 power points OR you can roll 2d6+2 and take the result. Likewise if you chose to roll 2d6-2 you can choose to take a guaranteed 8 power points, OR, you can roll 2d6 and take the result.


This is some Original Content™ I made around a week ago and decided to share with you. I know it isn't technically a forum game, but I thought you might be interested. Feel free to use it for role-playing, keep it fresh.

10
Forum Games and Roleplaying / You are a Young Wizard (SG)
« on: June 12, 2018, 02:15:30 pm »
You are a youth on the cusp of adulthood and have spent nearly the entirety of your life learning the arcane arts. You're decades if not centuries from mastery, but you've made enough headway in your chosen discipline to earn the title Wizard. With nothing save the robes on your back and a precious spellbook tucked away, you've set out into the world as an adventurer.

Before we begin, we must know who you are.

Are you a man, or are you a woman?

As Wizards do not concern themselves with the physical, the sex of a Wizard is of little consequence. That said, several cabals, disciplines, and opportunities are open only to one sex or the other, and a Wizard's sex often influences the perceptions of their mundane counterparts.

Now that that's out of the way, what race do you come from?

Human: Humans, the descendents of a once prosperous interplanar empire, are cursed with short lives, but are often tempered with great ambition and a broad insight that others may lack.
Half-Orc: The result of an Orc coupling with a Human, Half-Orcs often lack finer intellect and are widely despised, but have an impressive physique, and an innate talent for warfare.
Elf: Elves are endowed with millennia long lives, immense intelligence, inhuman grace, and unmatched arcane talent, but the mystic mastery of life and death eludes them.
Dwarves: Dwarves are as sturdy, slow-to-age, and patient as the mountains they call home and almost never forget anything they've learned, but their connection to the arcane is subdued.

With that in mind, which discipline have you achieved basic competency in?

Evocation: The arcane art of unchained destruction in each of its myriad forms, favored by those who prefer simple solutions to complex problems.
Illusion: The arcane art of deceiving and misleading the primary senses of one's foes, a potent discipline, but easily countered by skilled abjurers or those of exceptionally strong will.
Abjuration: The arcane art of shielding oneself from magic and dispelling the curses and spells of one's foes, often used in concert with other schools of sorcery.
Communion: The arcane art of calling on the denizens of other planes, be it for favors martial, arcane, or informational, usually requiring extensive knowledge and careful ritual.
Transmutation: The arcane art of shifting the physical form of oneself or another, often for combat or for disguise, but clever mages are even able to heal the wounds of others.
Necromancy: The arcane art of bending death itself to one's whims, to reanimate corpses as unthinking cannibals thralls, flay the life from the living, and even twist souls to one's own ends.
Restoration: The arcane art of manipulating the benign essence of life, to heal the direst of wounds in mere moments, turn the undead to dust, and even bring the dead back to life.
Elementalism: The arcane art of controlling one of the primary elements, fire, earth, water, and air, each of which has its own strengths, weaknesses, and alien planes.
Divination: The arcane art of sight without seeing, understanding each of the thousand tongues, deriving the exact function of an ancient artifact, and discerning the whereabouts of one's foes.
Artifice: The arcane art of binding the energies of magic to artifacts, with which, anyone is able to channel the effects of imbued spells, be they mundane or be they arcane.
Enchantment: The arcane art of shaping the minds of another to one's will, to follow their commands and further their ambitions, or experience a sudden, overwhelming emotion.

So be it. Lastly, how did you come to an understanding of the arcane?

You were taught at an Academy: Recognizing your talent, one of the many Wizard's schools across the land took you in, and taught you all you needed to know and more. You may select an additional discipline from the above, thanks to the academy's extensive curriculum.
You were apprenticed to a Master: In need of a domestic servant or to sate their loneliness, a renowned master of your art took you in and taught you until you came of age. You have a measure of expertise in your discipline unusual for one of your age, thanks to your master's skill.
You taught yourself: Stumbling upon a deceased Wizard's spellbook or awakening an arcane spark, you've struggled to learn the rudiments of a single discipline. You receive no benefit but the satisfaction that your progress is due to you and you alone.

11
You are a Norscan, strong and proud, devoted to the Dark Gods of your ancestors. You are a Warrior of Chaos, dedicated to one of the Four, or each in equal measure, and your highest goal is to attain the honor of Daemon Princedom, and achieve immortality in eternal service to that which you worship.

You've become a man in your own right, and have left your tribe to forge your own path. The way will be fraught with flesh-tearing mind-rending danger, and should you fail in your quest, your soul is forfeit, damned to never-ending torment, or at best, cessation of existence in oblivion. Like your ancestors and your kinsmen, you wouldn't have it any other way.

You've begun to walk the Path To Glory, and you will reach its end, or you will die trying.


Most Marauders are fodder, to be thrown into battle and slaughtered wholesale. But you, you're different and the Ruinous Powers have taken notice. How do you stand out?
[Choose Two]

Your strength is unparalleled, and your might leaves your peers in awe. [+1d4 melee damage, +2 carrying capacity]
You're hardier than the rest, where they fall, you stand tall, throw back your shoulders and laugh. [+4 HP, +1d2 HP recovery, +2 poison resistance]
You're quick on your feet and never stumble or miss a shot in a game of hatchet-throw. [+2 to stealth, +2 to hit-chance, +2 to dodge chance]
You're quiet as a mouse and cunning as a serpent, when you don't want to be found, you won't. [+4 to stealth, +2 to thieving]
Your skill at arms is unmatched, even among the greatest in your old tribe. [+4 to hit, 20% chance to crit instead of 10%]
You're as educated as a Northman can be, and have a deep understanding of the world.[+Literacy, +2 to lore, speak 1d3 languages]
Your tongue is keen as silver and smooth as silk, with a word, you can convince almost anyone to do almost anything. [+4 to speech]
You're greedy to the core, and have great talent in both haggling for what you want and taking it from bodies of the slain. [+2 to bargain, +2 to looting]
All Norscan are devoted to the Dark Gods, but your unflinching fanaticism would make a raving cultist's blood run cold. [+1d2 to Favor acquisition, +1 to Blessing quality]
You're massive and built like an ogre, next to you, the others might as well be children. [+1d4 melee damage, +2 carrying capacity, +4 HP, +2 poison resistance, +2 to intimidation, -2 to stealth, +20% armor cost][Two Choices]
Your soul can see what others cannot, the Winds of Magic flow at your command, and in-time, great sorcery will be yours. [+Magic is unlocked][Two Choices]

Spoiler:  GM Note (click to show/hide)

12
In the year 2220 the world is a grim and dark place, filled with crime-riddled urban sprawl and barren wasteland, swamped with pollution. What's left of the U.S. government is ineffective and corrupt, and the mega-corporations and criminal cartels have by and large taken its place. In the near-apocalyptic aftermath of WW3, global climate change, and economic collapse, technology has advanced to heights unimaginable to those of the past, but the knowledge of its manufacture remains in the hands of a mysterious few.

Little over forty years ago, a blindingly bright light hit worldwide and in its glow, the first supers emerged. In the confusion that followed, many tried to use their powers for good, but many more used them to further their own ends and for years, anarchy reigned. In time, society recovered and in the interest of preserving order, the government established the Meta Reform Initiative, (MRI), a federal agency dedicated to gathering supers, training them, equipping them, and enlisting their aid in quelling the new wave of crime and terrorism, ostensibly to prevent another bright war, but in reality, to keep supers under surveillance and control.

At the moment, there are three super classifications, Villians are supers that use their powers to defy the law for personal profit or philosophy, Heroes are supers that have joined the MRI and use their powers to enforce the law and stop rogue Metas with a minimum of collateral damage, and Vigilantes are supers that have taken the law into their own hands, and dole out their own, often brutal version of justice on the streets.

You are a teenager in the USA's northeastern mega-metropolitan sprawl's slums, and only yesterday, you manifested superpowers of your own. Whether you embrace Villiany, Heroism, Vigilantism, or go Rogue is up to you but remember, the world is a dangerous place, and your survival isn't guaranteed.

Orion Schulz

Quote from:  Starting Circumstances
18

You can hardly believe it. You've Triggered, and now you're one of Them. A Meta, Para, Post-human, no bullshit or beating around the bush, you're a genuine, honest-to-god, bona-fide Super. A Changer to be exact. You dig deep inside for half a minute, and slowly but surely, your arms and legs split into the powerful slippery and spiked tentacles you still haven't gotten quite used to. Another thirty seconds, and they're back to the way they were. Damn, you don't know if you're ever gonna get used to this, but you guess you've got to.

Recently, you've been doing well for yourself. The time you spent with the Slick-Steppers street gang has left you with little over $800 dollars, untraceable, in cash, and by some miracle, a clean criminal record. Whew. At the moment, you're sitting in room 636 of one of Green Rose Tenement's establishments in the Eastside district by the coast, it's got a bedroom, a bathroom, a closet, and best of all, as long as you can pay the $300 dollar rent every four weeks, the Land Lady doesn't ask any questions. You're a super, and the world is your oyster.

What do you do?


Ethan Summers

Quote from:  Starting Circumstances
7

You've Triggered. T-R-I-G-G-E-R-E-D, you say the word, Triggered. TRIGGERED. Triggered. Crazy, but now your words have power, and as long as they're none the wiser, you can influence anyone listening with a sentence at most. Of course, the standard restrictions mostly apply, you can't have someone outright shoot themselves, but you could have them say, hand you their gun and walk away with their hands on their head. Ordering someone to do your bidding without even knowing they've been commanded... It's an incredibly potent power, and you've got a hunch you'll put it to use in the coming days.

Life has not been kind to you. First, you got fired from the job you've worked six years so the manager could promote their bratty little nephew, then, you were kicked out of your own home on a fraudulent drug charge your asshole of a neighbor cooked up, and last, but certainly not least, your childhood sweetheart informed you she'd been seeing other people for months, and had been waiting for an opportunity to let you down easy. Everything you've ever known went up in smoke, and in less than a week, everything you'd spent your entire life building came tumbling down. Come to think of it, that's probably why you Triggered in the first place. You have what's left of your life savings after a foreclosed bank account, $60 dollars, and you're out on the streets without a roof to sleep under.

What do you do?


Jocko Nix

Quote from:  Starting Circumstances
16

Quote from:  Starting Tinker-tech
5


You're sitting in room 485 of Eastside's Green Rose Tenements, staring at a pile of junk and the chrome bracelet sitting on-top of it. You don't know what came over you, actually you do, you just can't believe it. After months, no, years of being left in the dark, your endless efforts to try and learn everything there is to learn paid dividends and you Triggered. You didn't set out expecting or even trying to Trigger but the concept always lingered in the back of your mind, and sometimes, late at night, you'd imagine what it'd be like. And now it's happened, and you're a Tinker.

Honestly, you'd thought you'd end up a Thinker if anything, but you can't complain, this is even better. Slightly worried someone might walk in, you take a minute to make sure you're the only soul in your three room apartment, and once you're satisfied no-one's eavesdropping, you grit your teeth and slide the bracelet on your wrist. The relief when it doesn't explode is palpable and as you examine the Tinker-tech, it all comes flooding back. Hours in a semi-conscious haze, calculating, analyzing, slowly coming to an understanding, and this is the result.

Unnamed Tinker-tech Bracelet: It's made of a strange metallic plastic, and appears to passively monitor your vitals and display them on a nifty screen. Not the most useful thing in the world, but it doubles as a wrist-watch and proof of concept.

You get the impression if you want to build something more complicated, you're going to need some material, a workshop, and a power source. There's enough scrap from the pillaged guts of your refrigerator to tide your material needs for a few more days, and you figure a common tool-set and bench should be enough for simpler experiments, but you're going to have to get creative for electricity. Maybe the $400 dollars in your wallet could help...

What do you do?

Spoiler:  Jocko Nix, (NRDL) (click to show/hide)

Lilly Sharpe

Quote from:  Starting Circumstances
17

They've always called you tiny, little, bitchy, and they might've been right but now no-one'll ever say it to your face. No, not after you Triggered. You remember what went down in vivid, flawless detail. Almost a decade ago, you joined the Alleyway Reavers, a minor street gang in the Eastside district to survive. At first, it was hard and you had to do a lot of things you aren't proud of, but over the years, you managed to build a connection with the rest of the gang, and eventually, they became your family, and you, theirs. For a while, life was good, as good as it could be for a homeless street thug. It would've stayed that way if it wasn't for the Cargo 290, a much larger, much more organized gang.

Little by little, the Cargo 290 muscled in on the Alleyway Reaver's turf, and bit by bit, they disrupted the black market. The Alleyway Reavers fought them tooth-and-nail under the city's flickering lights, and they put up a good showing, but they were outnumbered, outgunned, and no matter how motivated they were, they didn't stand a chance against the Cargo 290's team of Metas. Eventually, the Cargo 290 started doing hits on crack-houses and abandoned businesses, trying to pin down the Alleyway Reaver's headquarters, and after two months of digging, they found it. The Alleyway Reavers were gunned down by the dozen and for every Cargo 290 thug that went down, three more took their place.

When the night was over, your brothers-and-sisters in crime were dead or scattered to the winds, and an unlucky few, yourself included, were captured. They tied you in a dark room somewhere no-one could hear you scream, and then, they went to work. They demanded you tell them where the rest of your gang was, but you didn't know and even if you did, you wouldn't have told them. They thought you were lying, so they tortured you, and as minutes turned to hours turned to days, something inside you snapped, and broke loose in a fit of vengeful, furious rage. They'd tried to break you, but you didn't give in, and in your deepest darkest hour, your inner strength awakened and in your rage, the pain they inflicted on you was their undoing.

That happened yesterday, you don't have any idea how many goons you tore apart, and you've got nothing to show for it but a new set of scars, a pistol you pinched from a corpse, and little over $600 dollars in cash. You honestly don't know where to go from here. At least a dozen, maybe two, maybe three of their men are dead, and the Cargo 290 will be hunting you, but you don't care, you're ready for them and nothing they do can hurt you anymore than they already have. There's still a few Alleyway Reavers left, maybe you could get them back together and start a new gang. Maybe you could sign up for the MRI, you never really liked them, but they'd protect you, give you a place to sleep, and train and equip you to use your newfound strength. Of course, you could always take things into your own hands, and handle their whole gang yourself.


Jackie Lexis

Quote from:  Starting Circumstances
1

Your last name is Lexis, and as a slum-raised orphan, that's the only thing you know about your real family. The kids on the street always called you Jackie, and Amie did too, and Amie always knew what he was doing, so you did too. Amie's the boss and father figure of near two dozen street urchins just like you, and ever since you could walk, you've been pan-handling for spare change and scavenging for scrap to sell to keep everyone's bellies full. You're good at it, too, the best in the whole Gang. Every time you bring in a nice haul, Amie gives you that smile, the one that says he's proud of you, and that sense of approval, that's what you live for. You're not really a kid anymore and you're starting to wonder and worry about how things are gonna be once you're all grown up. Or even, once the whole Gang's all grown up. Amie's almost thirty, and he's different from when he was when he raised you, but deep down, he's still the same kid.

His thirtieth birthday's in a week, and you wanted to get him something special for the occasion, so you went a bit deeper in the slums than you usually do. You're out of the Northside streets, into Eastside gangster territory, and you've made a mistake. You found a mint-condition antique set of X-Acto knives some rich kid or someone stupid had left in a dumpster, and you knew they'd be the perfect gift for Amie, but, then it got shot. Blown to pieces by a shotgun blast, ripped apart, bent, broken, and ruined. Half a dozen men in black pants and green shirts walked into the alleyway, toting guns, knives, and baseball bats, and when they saw the look on your face, they laughed and for the first time since you were a kid throwing tantrums, you got pissed.

Something deep inside you broke, and running on berserk instinct, you glare at the dumpster and everyone's jaws dropped as a light blue energy wraps around it, shatters it, and levitates the scraps to weld them onto your skin. With a wave of a hand, the bits and pieces of the knife set fuse into a single blade, leap up, and stab into your arm, but it doesn't hurt, and as you realize you can shift it in and out, you begin to put the pieces together. You've Triggered, you're a Meta, and now you can make these bastards pay for ruining Amie's birthday. One of the gangsters panics and shoots you straight in the heart, but your rusty chest-piece deflects it and all they did was chip the paint. The rest are getting ready to brawl and now it's your turn to strike.

What do you do?


Seth Vimes

Quote from:  Starting Circumstances
9

You're a little exasperated, because recently, your life's been a train-wreck. Last week, a Meta Villain tried to strangle you with a telekinetically-controlled length of wire for your wallet and as you suffocated, you screamed for help and the choking stopped. The wire fell to the concrete with a clatter and after staring at you like you were a ghost in the flesh, they ran away faster than you've ever seen someone move. You felt a bit of pressure in the back of your head, and it was giving you a headache, so you willed it to go away and the wire slid up into the air to follow the fleeing Villain. That was a week ago, and after a metric shitload of deep thought on the matter, you've come to the conclusion that you've Triggered as a Trump, and gained the power to cancel out powers.

It's a bit strange, to have the power to deny supers their powers, and the more you think, the more you realize the only way you're putting it to use is if you fight Metas. But how would you do that? Vigilantism in these streets is near-suicidal, and you don't know if you have what it takes to be a Villain. If you went Rogue, there's no way your power could make money, you'd be indistinguishable from an average citizen, not to mention how much trouble you'd have keeping it all under wraps. If nothing else, the MRI would be ecstatic to have someone with your abilities among them, but do you really want to sell-out to the government? Do you even care that you're a super? The bank you had your life savings in has foreclosed without compensation, you've barely got $90 in your wallet, and sooner or later, you've got to pay rent!

What do you do?

Spoiler:  Seth Vimes, (Glass) (click to show/hide)

13
In the year 2220 the world is a grim and dark place, filled with crime-riddled urban sprawl and barren wasteland, swamped with pollution. What's left of the U.S. government is ineffective and corrupt, and the mega-corporations and criminal cartels have by and large taken its place. In the near-apocalyptic aftermath of WW3, global climate change, and economic collapse, technology has advanced to heights unimaginable to those of the past, but the knowledge of its manufacture remains in the hands of a mysterious few.

Little over forty years ago, a blindingly bright light hit worldwide and in its glow, the first supers emerged. In the confusion that followed, many tried to use their powers for good, but many more used them to further their own ends and for years, anarchy reigned. In time, society recovered and in the interest of preserving order, the government established the Meta Reform Initiative, (MRI), a federal agency dedicated to gathering supers, training them, equipping them, and enlisting their aid in quelling the wave of crime and terrorism, ostensibly to prevent another bright war, but in reality, to keep supers under surveillance and control.

At the moment, there are three super classifications, Villians are supers that use their powers to defy the law for personal profit or philosophy, Heroes are supers that have joined the MRI and use their powers to enforce the law and stop rogue Metas with a minimum of collateral damage, and Vigilantes are supers that have taken the law into their own hands, and dole out their own, often brutal version of justice on the streets.

You are a teenager in the USA's northeastern mega-metropolitan sprawl's slums, and only yesterday, you manifested superpowers of your own. Whether you embrace Villiany, Heroism, Vigilantism, or go Rogue is up to you but remember, the world is a dangerous place, and your survival isn't guaranteed.

Spoiler:  Rules (click to show/hide)
Spoiler:  Character Sheet (click to show/hide)
Current PC's:

Spoiler:  Orion Schulz (click to show/hide)
Spoiler:  Ethan Summers (click to show/hide)
Spoiler:  Jocko Nix (click to show/hide)
Spoiler:  Lilly Sharpe (click to show/hide)
Spoiler:  Jackie Lexis (click to show/hide)
Spoiler:  Seth Vimes (click to show/hide)

Waitlisted PC's


14
Forum Games and Roleplaying / SPAMHERO, The Legend of Sum Gai!
« on: April 18, 2018, 06:54:58 pm »
You are a Hero, a wandering adventurer of great power. You have four Personal Stats, Martial, Vigor, Cunning, and Charm which display your personal might, and two stats, Wealth and Renown which display the legacy you'll leave behind, your "final score" if you will.

The Stats:

Martial: Your physical prowess; skill at arms, strength, and dexterity.
Vigor: Your overall resilience; resisting poison, wounds, and possession.
Cunning: Your mental prowess; cleverness, education, and sharpness of wit.
Charm: Your charisma; inspiring, convincing, and intimidating others.

Wealth: The treasure you've accumulated over the course of your adventures, it can be spent to acquire followers, equipment, and favors, or hoarded to improve your financial standing.
Renown: The notoriety, good or ill, you've acquired throughout your adventures, it waxes and wanes, eventually fading away, unless you've been immortalized in legend.

As Heroic as you are, you are mortal, and over time, old age will begin to claim you. At first, it is a mere number, a marker of how far you've come, but eventually your stats will decline, eventually culminating in death when you're Vigor reaches a negative number.

On your adventures, assuming you survive you're bound to come across items beyond the mundane and far superior to any other. These items and oftimes blessings are called Boons, and bolster your Personal Stats so long as they are equipped. Boons come in many forms, are incredibly rare, and almost always require an adventure or great sacrifice to obtain.

Over time, you will gather friends and hirelings, Companions and Followers respectively, and they will accompany you on your adventures. Companions have their own Personal Stats and will follow you to hell and back, Followers come in large numbers, don't have Personal Stats, are usually only loyal as long as they're paid, and will generally refuse to accompany you on particularly dangerous quests without some form of extra compensation.

The world is by and large in its Early Iron Age, and at least at first, can be considered equivalent to a Dwarf Fortress's world's Age of Myth. Fearsome monsters prey on civilized men, marauding barbarians ravage the edges of civilization, and countless ruins from a time before time beckon intrepid treasure seekers. It is an Age of Adventure, and as a determined Hero, the world is yours to take.

What is your Name? No Titles, not yet, those will come later.
Which of the four Personal Stats do you want to receive a bonus in?

Spoiler:  GM Note (click to show/hide)

15
Forum Games and Roleplaying / You are a Cult Leader (SG)
« on: April 15, 2018, 06:34:29 pm »
You are the leader of a fledgling cult, and as its founder, you command the unconditional, fanatical loyalty of its sparse few members. Like all cult leaders, you are a staggeringly egotistical psychopath with a distinct deficit of morality, though whether you bare your true self proudly or hide it behind a benign facade is up to you.

Before the fate of your congregation can be determined, a series of questions must be answered to the best of your ability.

Choose One of the following:

What type of world does this cult exist in?

Primeval: The bulk of the mortals of this world have yet to advance beyond the stone age, though in the jeweled cradle of civilization, they pride themselves in their mastery of bronze. The titanic beasts of the distant past still prey on mortals, and the ancient ruins of a bygone era yet remain, waiting to be unearthed.

Antiquity: The majority of the mortal peoples have bent the knee to a magnificent empire which has come to subjugate most of the known world, their knowledge of architecture, agriculture, and artisanry is unparalleled and while the emperor's court rules with an iron fist, beyond their borders, only barbarism reigns.

Low Medieval: Following the collapse of an ancient glorious empire such as the world had never seen and will never see again, the victorious tribes have begun to settle and over the course of generations, adopt bits and pieces of the once-dominant culture, namely, the mastery of iron and the beginnings of siegecraft.

High Medieval: The days of squalor have ceased to be and a semblance of order has begun to exert itself, in the form of feudal dynasties, a centralized church, the completion of sturdy stone keeps, and perhaps greatest of all, the use of costly steel in weapons and armors.

Renaissance: The age of the sword and shield has come to pass and the age of pike and shot has established itself, the strength of the dynasties of old has begun to dwindle though they hold steadfast, and the discovery of new lands across the vast sea has sparked a new age of conquest.

Early Modern: The pike, musket, and cannon have fallen by the wayside and in their place, the six-shooter, carbine, and gatling have come into vogue, the old lands have begun to stagnate, though the frontier of new lands has yet to be fully tamed, and in many a thirst for manifest destiny has yet to be quenched.

Late Modern: The world has been colonized and settled to the fullest extent, and though poverty looms in many places, for the first time the promise of modernization has reached every man, woman, and child, but the legacy of the past has been forgotten, and with it, the purpose that drived their ancestors has been abandoned.

Near Future: With the full settlement of the world overpopulation was inevitable and in this day and age, thousands of vast cemented cities shelter the teeming masses of mortals from the polluted wastes beyond their walls. The advance of progress has yet to cease, leading to technological marvels unimaginable only a century ago, and though the dynasties of yore are long dead, the spirit of their rule lives on in corporate hegemony.

Far Future: The homeworld of the ancients has been destroyed by their negligent greed and in the present, their descendents dwell in a dozen fleets of unfathomably colossal ark-ships, and ply the stars in search of a new planet to call home. Not yet post-scarcity, some degree of hierarchy has begun to form within the hulls of the colonization vessels and as the centuries go by, the knowledge of the nature of the truly miraculous technology surrounding them begins to fade into superstition.

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