Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

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

Topics - IronyOwl

Pages: [1] 2 3 ... 7
1
Forum Games and Roleplaying / [SG] The Planar Expedition [Good Friend]
« on: November 22, 2023, 01:30:37 am »
The scroll doesn't look like much. Coarse reed-paper, ragged around the edges, bound with a simple blue string rather than a wax seal.

The contents are... portentious, however.

A friend of yours has apparently acquired a position of some importance on a planar expedition, and he wants you to join him. You're not normally a fan of suicide missions, but you are a fan of eating. You've only recently acquired the qualifications for your chosen profession, and opportunities have been thin. Which makes you wonder why he'd ask for you by name in the first place.

You do have a few ideas, however.

The first would be your race. Major races all have talents and quirks that make them well suited to certain roles. It's not uncommon to want an elf on hand to handle agriculture, or a snakeman to manage a shrine. As for you...

A. Elf. You're beautiful and adept at controlling living things. Your flesh can be mended, mutated, or reverted without issue.
B. Dwarf. You're sturdy and hardworking. You can enhance or repair items as if crafting them from scratch.
C. Salamander. You're ambitious and cunning. You're immune to heat and flame.
D. Snakeman. You're ruthless and sinister. You can use social skills on otherworldy powers and divine skills on mortals.
E. Human. You're loyal and work well with others. You can trade hits or ailments between allies.
F. Orc. You're brutal and opportunistic. You can force foes to trade blows with you.
G. Other. Many races inhabit the land, some more capable than others.


The other obvious draw would be your recently acquired profession. You'd be lying if you said you made up for inexperience with talent, but at least he knows what you're capable of. Speaking of which...

H. Warrior. Your business is war, or at least looking tough just in case.
H1. Heavy Reaver. Armed with a two-handed sword and heavy armor, you focus on wading into battle and cleaving through multiple foes at once.
H2. Adaptable Warrior. Armed with a mace and medium armor, you focus on withstanding and grinding down whatever you come up against.
H3. Spear Dervish. Armed with a spear and light armor, you focus on getting in, hitting deep, and getting out.
H4. Battle Archer. Armed with a bow and light armor, you focus on keeping foes at range while whittling them down.
H5. Fire Battlemage. Armed with fire magic and medium armor, you focus on burning foes at close range.
H6. Frost Witch. Armed with frost magic and light armor, you focus on debilitating foes and utility options.
H7. Artillery Mage. Armed with lightning magic and fancy robes, you focus on decimating groups of foes from afar.
H8. Other Warrior. There's a lot of ways to fight and a lot of things to be good at fighting.

I. Specialist. Your business is being useful to people with exotic problems, or maybe just a lot of money.
I1. Biomancer. You can mutate and control living things.
I2. Necromancer. You can raise and empower the dead.
I3. Enchanter. You can imbue objects with magical properties.
I4. Alchemist. You can infuse or refine magical effects into or from materials.
I5. Golemancer. You can animate minions from base materials.
I6. Summoner. You can conjure and bind otherworldly creatures and forces.
I7. Priest. You can channel and bargain with otherwordly powers.
I8. Other Specialist. There are many magical or artisinal skills and many paths to leveraging those skills.


As to whether that combination would be handy to have on a planar expedition... well, yes, but that doesn't mean you'd survive it. Planar expeditions are notoriously dangerous; you're dealing with an entirely different reality functioning on entirely different rules. Most of them follow the same pattern- arrive, do alright, encounter something wild even by the local standards, and implode entirely. You don't envy your chances rolling those particular dice.

That said, the reason they're so dangerous is also why they're potentially so valuable. Anything from exotic monsters to precious stones might (or might not) be found in a given realm, and if you can survive long enough to exploit them- and again, that is a VERY big if- you can strike it rich in no time.

...come to think of it, you don't recall your friend being especially greedy. Ambitious, yes, and willing to take enough risks that he got him kicked out of where he was originally serving. But you suddenly wonder if he's up to something.

The only other things that comes to mind would be where you studied or where you're from originally. You don't see what either would have to do with anything, but you suppose that's what makes it a scheme rather than a plan. In any case...

(Choose twice, duplicates allowed)
J. The Elven Kingdom of Highblossom. Large, prosperous, and perpetually nervous about the western defenses holding back the magical hellstorms that threaten to sweep in and bring abject ruin in one fell swoop. Gain benefits related to commerce, mana harvesting, and elven pursuits.
K. The Dwarven Kingdom of Grimtallow. Positioned along a mountain range dividing Highblossom from a fetid undead marsh, the current king is known for being quite a bit more imperialistic than most dwarves. Gain benefits related to conquest, undead, and dwarven pursuits.
L. The Orcish Stronghold of Saltmarrow. Positioned at a desolate pass and over a chasm infested with crustacean hive horrors, Saltmarrow serves as a vital trading point for those who can bribe or fight their way through the orcs. Gain benefits related to endless carnage, trade, and orcish pursuits.
M. The Salamander City-States of Mount Doom. Ringing a volcano south of Grimtallow's range and east of Saltmarrow's pass, Mount Doom is surrounded by bickering city-states seeking to one-up each other through military might and ostentatious megaprojects. Gain benefits related to volcanic activity, megaprojects, and salamander pursuits.
N. Other Location. There are many lands further afield or simply more obscure than the above four, which are generally regarded as the extent of civilization locally.


Options exhausted regarding just what your friend is after, you turn to what YOU want. You're the kind of person who...

(Choose three, duplicates allowed)
O. Aggressive. You solve problems directly and without hesitation.
P. Tenacious. You don't give up easily.
Q. Flexible. You're good at going around problems rather than through them.
R. Analytical. You ponder what's under the surface.
S. Corrupt. Your boss is the highest bidder at any given moment.
T. Ruthless. You go hard when you go at all.
U. Diplomatic. You're good at working with others.

2
Torturedaunt
A Majestic Primal Succubus Dungeon with Touhou and slime girls


Spoiler: Incomplete Modlist (click to show/hide)
Spoiler: Succing Procedure (click to show/hide)

-Updates-
Update 1: Snubbed (Early Spring - Mid Summer, Year 100)
Update 2: No Escape (Mid Summer - Early Winter, Year 100)
Update 3: Gifts (Early Winter - Early Spring, Year 100-101)
Update 4: Crowded (Early Spring - Late Summer, Year 101)
Update 5: Life and Death (Late Summer - Early Winter, Year 101)
Update 6: Reaper (Early Winter - Late Winter, Year 101)
Update 7: Misery (Early Spring - Early Winter, Year 102)
Update 8: Batman (Early Winter - Early Summer, Year 102-103)
Update 9: Treachery (Early Summer - Early Autumn, Year 103)
Update 10: Flow (Mid Autumn - Mid Spring, Year 103-104)

3
Forum Games and Roleplaying / [SG] Jade Serpents
« on: December 15, 2022, 03:15:55 pm »
The Demon Emperor has been defeated, the House of Curled Flowers has been broken, and the wicked Ministers have been punished. With the return of The Watcher to his sanctuary, the Celestial Pomegranate to its perch, and the victorious hero to his throne, peace and prosperity have returned to the land. Even now, a great celebration is being held in honor of this bright new future.

You, the greatest sorcerer in all the lands, were not invited.

As you consider the hideous fate that awaits all who forget your beneficence, your thoughts turn to your unique talents... as well as which robes will best accent your already striking form when you announce your ruinous decree.


What is your ancestry?

A. Snake Tribe. Cruel and wise, snakes are prone to towering success and toppling downfall.
B. Bat Tribe. Hungry and perceptive, bats are prone to local dominance and widespread irrelevance.
C. Bull Tribe. Aggressive and proud, bulls are prone to trampling large problems and tripping over small ones.
D. Rabbit Tribe. Pliable and soft, rabbits are prone to success from below and failure from above.
E. Other. Many races inhabit the land, some stranger or more exotic than others.


How strong does this blood run in you?

F. Functional. One must dig to discover proof of your heritage.
G. Ornamental. A few telltale signs mark your lineage.
H. Ceremonial. You shine with the radiance of your blood.
I. Divine. Your flesh is more pure than pure.
J. Other. Generations of inbreeding, race-mixing, divine curse, and alchemical alteration can produce some truly peculiar entities.


What is your greatest treasure?

K. A golden pomegranate which contains your life force.
L. A jade urn which contains a great evil.
M. An opulent ring which commands the fealty of a demon.
N. A beautiful princess who will never see her homeland again.
O. Other. There are many treasures in the world, each wondrous in their own particular manner.


Who is your strongest foe?

P. A lone swordsman.
Q. A wily king.
R. A jealous sorcerer.
S. Your most trusted lieutenant.
T. The greatest sorcerer in all the lands.
U. Other. There are many dangerous individuals vying with each other across the land, and it takes little to make an enemy of one.

5
Play With Your Buddies / The Grimsparkle Estate: Week 3: Blood Price
« on: December 18, 2021, 08:13:52 pm »


Ruin has come to our family...

You will arrive along the Old Road...

Spoiler: The Old Road (click to show/hide)
Spoiler: Home Sweet Home (click to show/hide)
Spoiler: New Recruits (click to show/hide)

6
It was no natural storm that wrecked you. The dark, hungry waters and haunting, howling winds felt alive as they buffeted the ship. It was a large craft, well built and well crewed, but it could withstand such fury only so long.

You had known taking passage on a pirate ship might be dangerous, and that swinging this far out from Hyrule's shores definitely would be. But you had business that could not be settled otherwise, and the captain claimed to have run this route before. Perhaps this is what you get for trusting a moblin.

Now you've washed up on a sandy tropical beach, amidst the wreckage and survivors of the ship. You have no idea where you are, but danger won't be far. You'll need to gather allies, materials, and your wits if you're to survive here, let alone thrive or escape.

Spoiler: System and Setting (click to show/hide)
Spoiler: Maps and Time (click to show/hide)
Spoiler: Signups (click to show/hide)

7
Forum Games and Roleplaying / The Last Ember [Turn 0: The Ashen Wastes]
« on: November 16, 2020, 12:50:52 am »
The King of the Gods is dead. The sun has fallen from the sky, chaos rages across the land, and you, the last of the True Gods, must flee beyond the borders of the world. Into the Ashen Wastes, a howling abyss of lightning and ash, where nothing natural lives and nothing sane tries to. You do not know what awaits you there, but it cannot be worse than being run down by the Usurper's hounds.

Spoiler: Mechanics (click to show/hide)
Spoiler: Divine Bloodlines (click to show/hide)
Spoiler: Mortal Lineages (click to show/hide)
Code: (Character Creation) [Select]
[b]Name:[/b] Naming conventions vary wildly, but harsh or guttural sounds dominate. Titles and epithets are common, especially among the powerful and notorious.
[b]Bloodline:[/b] Select an option from the Divine Bloodlines spoiler. Custom bloodlines or irregularities (a Glowcoil that bleeds silver, a foreign horror shoehorned into the Green Gold bloodline) may also be listed here.
[b]Stats:[/b] You have eight points to assign to the stats listed under the Mechanics spoiler. You may assign them all to one stat, divide them evenly, or anything in between. Bear in mind that your traits will be based in part on what stats you select here.
[b]Appearance:[/b] Most deities look like one of the mortal races, but there are exceptions. If you know what Tenets you want, you may list them here as well.
[b]Personality:[/b] Most gods are arrogant and cruel... but then most gods are dead. Otherwise divines are as varied as mortals in outlook and behavior.
[b]Backstory:[/b] What were you doing before the world ended?
Accepted applicants will have a chance to select followers, kin, and treasures to flee into the void with, as well as review their traits before they become finalized. Player count uncertain, but probably 5-7.

8
Roll To Dodge / Elf Academy [Turn 8: A Good Thrashing]
« on: May 11, 2020, 01:29:23 am »
You are an elf. You dwell in a fancy elf city. You attend a fancy elf academy. You do these things because elves are the best, and also because if you're insufficiently elflike you get harvested for reagents so elfier elves can do elfier things with their elf magics.

Anyway, if you do well in Elf Academy you get to live forever and do literally whatever you want in a fancy elf city.

Good luck!


Spoiler: Mechanics (click to show/hide)
Spoiler: Skills and Evaluations (click to show/hide)
Code: (Character Sheet) [Select]
[b]Name:[/b] Suitably elfy, I hope. The instructors will be very judgemental about proper names.
[b]Appearance:[/b] Suitably elfy, I hope. If you thought elves were judgemental about names, wait until you see how they react to appearances!
[b]Origin:[/b] Select one of: Commoner, Bastard, Failure, Fake. This will determine your starting penalty.
-Commoner: You're a filthy peasant. You're poor, so nobody will give you free stuff without a good reason.
-Bastard: You're a product of a real elf's side gigs. You're one elf's trophy and another elf's pawn, so the fields you're expected to excel in will be defined by others.
-Failure: You're so talentless your fancy elf family tossed you into the git gud or git ground up for parts bin. You suck, so you don't start with a buddy in a position to be useful to you.
-Fake: You're a clone, golem, or otherwise not-quite-authentic-elf. You don't officially exist, so you don't start with an opulent two-story bungalow of glass, pearl, glowing quartz in your preferred colors, and precious metals of your choosing.
[b]Skills:[/b] Select one Precept, one Particular, and one Precipitation to start at +1 (Novice) in.
[b]Backstory:[/b] How'd the elfiest elf to ever elf come to be trying to learn magic and not get thrown in the not-elf-grinder? Haha, a mere technicality, I'm sure.
I'll be taking 8 players, selected for quality and how fun I estimate they'll be.

9
Forum Games and Roleplaying / Grim Idols [Turn 1: Evil Pays]
« on: January 09, 2020, 01:36:10 am »
It's official. The great colony of Heartbeat, entertainment capital of the entire system, has been destroyed by a giant eldritch abomination. Refugees are flooding into the other colonies, the populace cries out in boredom and despair, and the system's leaders have finally agreed that something must be done about the alien nightmares raining from the sky.

More importantly, you are officially ruined. Everything you had was invested in Heartbeat and its morally fluid entertainment venues. You're down to listing your valuable organs and grudges people would pay to enact against you on your asset reports.

Fortunately, these two problems can help solve one another. To battle this unprecedented menace, the colonies will need individuals of incredible talent, able to not only battle the forces of evil, but lift the spirits of the people and ideally pay for themselves in the process. The richest and most powerful settlements on the planet aren't made of money, you know! Which means they will also need people capable of identifying, nurturing, and directing these unstable divas under catastrophic circumstances whilst pursuing ulterior motives.

In short, the fate of the world depends upon idol managers such as yourself. With Heartbeat in ruins, both your kind and the clay you work with should be in ready supply; all you need to do is get your foot in the door before those debt collectors show up, and you'll be set.

...oh, and there's the whole gargantuan not-of-this-world alien horrors to worry about thing, but you're sure that'll be fine.

Spoiler: Management For Dummies (click to show/hide)
Spoiler: Species and Creeds (click to show/hide)

Code: (Signup Sheet) [Select]
Name: Pick a name, something that screams competence and trustworthiness
Species: Pick a species from the Species and Creeds spoiler, or invent your own
Creed: Pick 2 Creeds from the Species and Creeds spoiler
Specialties: Pick any 2 Specialties. Specialties can be virtually any simple concept and there is no master list to choose from. Recommendations:
-Genres (Romance, Rebellion, Happy) or qualities (Hotheaded, Alcoholism, Grace) if you want to deal with Idols and arrange Gigs like a normal Manager
-Phenomena (Electricity, Mind Control, Acid) or concepts (Biology, Liquids, Cybernetics) if you want to personally conduct research
-Materials (Steel, Cryoglass, Shock Coral) or equipment (Lasers, Melee Weapons, Jump Jets) if you want to personally build, repair, or refine things
Appearance: What you look like outside the promotional posters
Personality: What you're like on the inside
Backstory: How'd you end up losing it all when Heartbeat fell?
Looking for six players, waitlisters or observers might be able to vote on NPC actions.

10
You are Bala Crownhawk, Sultan of the known world and most powerful man alive. If everything goes smoothly, you will not be killed today.

"I take it we are both clear on your function at today's festivities?"

The Grand Vizier is the scariest man you have ever seen, and almost certainly the most dangerous. You nod furiously, and his grim, gaunt face tightens slightly into momentarily approving malice.

"For your sake, let us hope so."

Until three days ago, you were a simple youth of the Imperial Harem- a great walled garden complex housing the Sultan's distant kin. Supposedly it's used to hold the "valuable but dangerous," but aside from the Black Prince you never met anyone particularly dangerous in there. Certainly not moreso than the pudgy guards who manned the gates, patrolled the walls, and occasionally helped themselves to one of the noble-blooded girls inside.

Of course, every now and then somebody inside would be taken outside, where they would be granted lavish riches and titles, or butchered like a common goat. You were therefore understandably concerned when two corpulent thugs grabbed you by the arms and dragged you off. The man you were brought to looked gaunt and evil, clad in luxurious silks and bearing that charming noble-smile that threatened terrible consequences for disagreement.

He claimed you were the new Sultan, which didn't sound right but you weren't about to argue. A few days later and you're still not dead and are supposedly about to meet with the Six Royal Sheikhs- the Sultan's immediate vassals, ruling over the lush heartlands around the Great Spring, source of all life in the land. The Grand Vizier insists your job is to keep them in line by being very Sultan-y, and has given you... a few tips on this. Most of it feels like it's going over your head, which hopefully won't cost you yours.

As you sit on the jeweled throne, awaiting some of the most powerful men in the realm to bow at your feet, ever-conscious of the shadow to your side, you try to remind yourself of who you are and what you have to work with.

What were your interests? Life in the Imperial Harem is confined but luxurious; you could never leave, but it was spacious and well-apportioned enough that you seldom wished to, save to go on fantastical adventures. (Pick One)
A. Athletics. Racing, wrestling, climbing trees and interior walls (the guards look poorly upon scaling the outer walls) were all great sport, and helped you develop your athletic ability and competitive camaraderie.
B. Mischief. Sneaking, skulking, eavesdropping, and snatching (there was little to steal that you couldn't have normally, but that wasn't the point) were all thrilling larks, and helped you develop your subtlety and sense of discretion.
C. Learning. Reading, researching, and even transcribing (literacy and the time to copy texts are both rare and valued commodities) were all noble pursuits, and helped you develop your mind and appreciation for knowledge.

Who were your friends? With a large pool of distant cousins and political exiles to draw from and little to do beyond leisure, you had plenty of opportunity to make friends. (Pick Two)
D. Galmuz the Brazen. This large, mustachioed man seduced the daughter of a Sheikh, and no doubt would have been executed had the noble thought he could get away with it. Instead he was placed here to ensure his lover's loyalty to her arranged marriage. He's jovial and competitive, always willing to arm wrestle or spar, though he partakes of women rarely enough that you suspect he's never truly forgotten about his lost love.
E. Tsur the Black. This lean, brooding youth is a little older than you, and the eldest son of your uncle, the infamous Black Prince- the eldest son of the Sultan's younger brother, and thus first in line for the throne should something unfortunate befall the Sultan and his only son. The ambitious and ruthless Black Prince and his children were locked in here to avoid just such an occurrence, but Tsur has inherited some of his father's ambition and bitterness at being kept from his rightful place.
F. Mor the Fat. One of your cousins, Mor is hardly what you'd call dangerous, and was likely placed in here for safekeeping. Despite being pudgy, he's a hard worker and a fantastic gardener. He's eager to get out and make something of himself, and sometimes laments being born noble for interfering with that.
G. Tulura the Mother. This beautiful woman was born here, and boasts several woven lineages from various Sultans and their kin. She's wasted no time continuing this proud tradition, producing several children with another layer of highborn pedigree. She's popular for obvious reasons, but you know she resents not being wedded for her impeccable lineage and wants to make sure her children aren't similarly overlooked.
H. Gia the Cackling. This ancient woman tried to poison her son-in-law to win her daughter's husband a throne, and is probably alive only because executing an old woman is neither heroic-sounding nor terribly impressive. She regrets nothing, and cackles constantly at trying to murder a Sheikh's son and "getting away with it." She's quite knowledgeable about a variety of subjects, and remarkably pleasant and doting when you're not in the way of her political ambitions.

Where were your vices? With little to do but enjoy yourself... well, you did that. A lot. Quite exceptionally, you like to think. (Pick Three)
I. Preening. You spent a great deal of time ensuring your appearance was impeccable, and consider yourself more artistic and regal as a result.
J. Women. You enjoyed yourself quite a bit with the fairer sex, and consider yourself more diplomatic and alluring as a result.
K. Brawling. You got into more than a few less than friendly fistfights, and consider yourself tougher and more intimidating as a result.
L. Napping. You dozed off in luxurious comfort quite a bit, and consider yourself more relaxed and serene as a result.
M. Reading. You indulged readily in ancient legends and fantastic tales, and consider yourself more imaginative and cultured as a result.
N. Collecting. You hoarded and sought out as many valuables and curiosities as you could find in confinement, and consider yourself more perceptive and knowledgeable as a result.
O. Eating. You sampled the many fine cuisines available to you frequently and with relish, and consider yourself more refined and gregarious as a result.

11
Roll To Dodge / Wizard Kingdom RTD [Turn 15: Items of Power]
« on: September 10, 2018, 07:02:05 pm »
Seven months ago, the Royal Council decreed the crown princess, still in regency, the ward of the capital's Mage's Guild. Coincidentally, fifteen weeks later the sky darkened with seething nightmares, living fears and mutated wildlife began stalking the land, and a great column of unreality rose around the former capital, like a beckoning monument heralding the end of sanity and physical reality as you know it.

Anyway, you've made your way to a promising village where you hope to start up a new life in this terror-infested land. Sure, the sky is constantly shrouded by strange purple clouds, the plants and animals are mutated and strange when they resemble natural beings at all, and that pillar of madness keeps dancing faintly on the horizon no matter where you are in the (presumably former) kingdom.

But hey, you gotta start somewhere, right?

Spoiler: Mechanics (click to show/hide)
Spoiler: Missions and You (click to show/hide)
Spoiler: Skills (click to show/hide)
Code: (Character Sheet) [Select]
[b]Name:[/b] What do they call you?
[b]Description:[/b] What do you look like, physically?
[b]Primary Skill:[/b] Select or invent one skill to start at +5
[b]Secondary Skills:[/b] Select or invent two skills to start at +3
[b]Precious Item:[/b] In addition to clothing, tools, and other such necessities, you start with a particularly useful and fancy item.
[b]Backstory:[/b] How you came to this particular village and what you intend to do now.
Code: (Village Sheet) [Select]
[b]Location:[/b]
-Central Duchies. Alarmingly close to the maelstrom, the central duchies were known as river-laden and slightly hilly before the, uh, incident. Now they're home to some of the more alarming sightings of... things.
-Northern Duchies. Heavily forested, they were once a good frontier for industry and wild game. They are now infested with mobile plant life none too fond of the meatlings' current shenanigans.
-Eastern Duchies. Largely coastal, they were once a hotbed of intrigue and pointless backstabbing. They are now overrun by various benthic horrors.
-Southern Duchies. Soggy and fertile, they were once a combination of noxious swamp and fertile farmland. They are now stalked by magical beasts and renegade constructs.
-Western Duchies. Arid and desolate, they were once considered the second best source of magecraft in the kingdom. They are now divided between bickering factions of undead and living.
[b]Size:[/b]
-Small. The village was never much to look at, and now it needs your help.
-Medium. The village has a good base to work with, and at least one special resource available. It's also a tempting target.
-Large. The village has an impressive population and developed infrastructure, plus one special resource and two plentiful basic resources. It's also besieged by at least one powerful foe.
[b]Situation:[/b]
-Isolated. The village is wedged atop a mountain, behind a thick forest, or otherwise placed in a defensible but cramped spot.
-Connected: The village is located atop a hill, in a forest, or otherwise placed in a somewhat defensible, somewhat accessible location.
-Open: The village is located in the middle of a field, right in front of a forest, or otherwise in a wide open, utterly indefensible place.
[b]Terrible Secret:[/b] The village probably has something special about it. What is that thing?
I'll take as many players as I can hold, but I'll probably only be able to run 6-8 at a time; the rest will have to idle away in the village, harvesting grain or making cups.

12
Play With Your Buddies / Crucible Princess [Update 6: Savage Beasts]
« on: August 11, 2018, 05:59:39 pm »

GET IN HERE NERDS WE'RE RAISING A PRINCESS



-Begin
-Begin without backstory you uncultured swine
-Violate causality

Good to know where we stand.



Please don't name either butts please don't name either butts please don't name either butts


Please choose a delivery option.


Please be older than the princess please be older than the princess please be older than the princess


"When would you say it all started to go wrong?"


Finally, our daughter will need a blood tie, because she's the corniest horror villain.

13
Through the veil between worlds, you hear the siren call. The delectable allure of power, barbed as it always is with cost and consequence. A baited hook thrown by one with no idea what they bargain with.

You bite.

The space between worlds is neither familiar nor foreign to you, and you ride the tunnels of prophecy and light with mild indifference. You can make out little of your destination, the whispers and flashes of sight-beyond-sight too numerous and foreign to make sense of, but you can plainly see that you ride for savagery and discord.

You strike the end of the tunnel with impressive force, a force echoed as you manifest under a storm of ash and lightning. Chitinous corpses are hurled away from the impact, piling into mounds of sacrificial victims. But what catches your attention most are your neighbors: Four beings of great power slowly rise nearby, drawn here by the same lure as you. This was a mass summoning.

Only a being of incredible power and hubris would dare summon a creature of your strength and ambition, let alone five at once. It rests before you in plain view, perched atop a haphazard throne of chitin and bone. Like the victims on the ground and the primitive warriors scattered throughout the area, it looks like a chitinous, hunched, crablike humanoid, with four legs, pincers for hands, a protective shell over its back and head, and a single, cyclopean eye.

However, where the victims and warriors are shades of black or brown, with glowing red eyes in the living, this creature's shell is bleached white, and its eye glows a radioactive, emerald green. Its life force has been leeched away to power its foul magics, leaving it brittle and frail... but no less potent. You have little doubt it would see the world burn for its ambition, and judging by the ratio of corpses to living members of its kind, it may have already done so.

It leans forward, studying its new... servants. The binding is more ultimatum than shield, and you could easily shatter it if you were willing to endure the ruinous consequences. Your new master rules by fear and absolute power, and seems to have maintained this approach with five entities each approaching him in power. A bold move, to be sure.

The eye continues to bore into you, and you are reminded that while your new host may be mad, he is no fool. A fool does not summon five demonic lieutenants to further his mad ambitions. A fool does not have vast swathes of his own people sacrificed to power such a ritual. And a fool does not give a being of your caliber pause, knowing you can rebel only at great cost... at least for the moment.

So not a fool, though perhaps quite mad. History may be the final arbiter of that, and you suspect a new chapter is just beginning. A wondrous chapter, filled with whatever you decree it be filled with. Grand ambitions or simple greed. Changing the very face of the world or simply amassing material wealth. Being waited on by legions of fanatical servants or dwelling in an ashen wasteland scoured of any unsightly distractions.

That eye continues to stare. What does it see?

Spoiler: Basic Actions (click to show/hide)
Spoiler: The Devourers (click to show/hide)
Spoiler: The Chosen (click to show/hide)
Spoiler: The Cattle (click to show/hide)
Code: (Character Sheet) [Select]
[b]Name:[/b] What you insist upon being called. Demonic names run the gamut, from simple and arbitrary to elaborate poems of their true nature.
[b]Mana Types:[/b] You begin with two Fetishes of any chosen Mana. These may be thematically linked (Ice, Death), diametrically opposed (Love, Hate), or have no apparent connection (Lightning, Plague). They may even be the same type, in which case you will begin with two separate Fetishes devoted to the same Mana type.
[b]Appearance:[/b] What you look like. Demonic appearance varies wildly, but on 'average' a being of your power would be around half again as tall as an 'average' mortal.
[b]Personality:[/b] How you tend to act and think, what you want, and what others tend to see in you. Ruthless ambition and relentless greed tend to be innate to most Demons, but there are exceptions and nuance even there. For everything else, Demonic minds can vary as much as their physical forms.
[b]Backstory:[/b] Anything noteworthy about your origins or past. Demons may be spawned like mortals, forged like tools, arise spontaneously, or come into being through stranger methods. They may wander in solitude or infest great warrens, answer only to themselves or serve in vast hierarchies, and contemplate serenity or ceaselessly toil. They may learn wondrous new things, reject their past, and seek a brighter future, or have come into being with the same talents and outlook they carry today. Whatever the case, you are now powerful enough to not be trifled with.
Five players, selected on whim and estimated quality. Feel free to ask questions.

14
Roll To Dodge / Wizard Princess RTD [Turn 15: Sideshow]
« on: January 15, 2018, 03:36:01 am »
With the death of fair King Albert, the throne has passed to his young daughter Marcille. As Marcille is not yet of age, it falls to the kingdom's wise and judicious Council to determine her proper tutors, suitors, and general regency.

They cannot agree on anything.

In a fit of desperation, madness, and spite, the Council finally issued itself an ultimatum: If they could not agree on proper guardians by the stroke of midnight, then by all the gods the young princess would be sent to the local Mages Guild.

They did not agree by midnight.

The panic and fury of this act has done nothing to endear the Council to itself, but you don't care. Because as the greatest wizard to ever live, the wisest soul in all the land, and as soon as you recapture those spiders the most qualified individual to instruct young royalty ever, you are going to train the best princess ever!


Spoiler: Mechanics (click to show/hide)
Spoiler: Magic (click to show/hide)


Code: (Character Sheet) [Select]
[b]Name:[/b] What you call yourself. Years from now people will say this was the best name to entrust a child monarch to ever!
[b]Physical Description:[/b] What you appear to be... TO THE UNTRAINED EYE!!!
[b]Personality:[/b] What five minutes of standing near you reveals to even the most optimistic peasant.
[b]Primary Skill:[/b] You start at +3 Adept at one skill, selected from the Magic spoiler above or custom invented by yourself. Nonmagical skills are valid, and indeed most normal people would have some.
[b]Secondary Skill:[/b] You start at +2 Apprentice at one skill.
[b]Tertiary Skill:[/b] You start at either +2 Apprentice to another skill, or +1 Novice at two skills.
[b]Proof of Genius:[/b] There's one thing in particular you're especially proud of, something you've done here at the guild which is just amazing, and no amount of terrified peasants worrying about their families can dull your enthusiasm! What is that thing?
Probably 8 players maximum, selected by arbitrary whim if we get too many.

15
You are Alicia Denrose Nithrilium Addoir-Tarkon, daughter of Milairia Octava Estonia Celstrum and Orvim Oldorim Addasus Addoir-Tarkon, niece to the Duke of Attoine, grandniece to the Duchess of Skybough, grandcousin to the Count of Mol, grandcousin to the Countess of Eldla, great grandcousin to the Countess of Ekkem... and of course, great great grandcousin to the good King Of All Dora.

You are currently sitting in a leaky barn.

Your idiot mother, upon losing your father, found herself in some difficulty securing a proper marriage for one of such bearing and dignity as herself. Truly, it would be difficult to find another in the kingdom worthy of her illustrious bloodline, of her elegant beauty, of her subtle wit. Which perhaps in some small part explains why she instead chose to debase herself with a wandering vagrant like some common whore, then marry herself off to him just to make the shame official.

You are currently sitting. In a leaky barn.

Your stepfather insists it is an "amazing stronghold." He also insists on touching you, insisting you are "one of the family," feeding you hog slop served on bits of garbage, and of course defiling idiot noblewomen in his free time. Which is all of it, because he lacks any semblance of a trade or skills. Much as he has convinced your mother to do, he acquires food and lodging via shamelessly performing tasks no other entity can or will. He refers to this as "adventuring."

You are currently. Sitting.

You take a deep breath and try to think on the positive side, which doesn't exist. You tried very hard- perhaps a bit desperately, in retrospect, what with the on your knees pleading and all- to avoid being shipped off to a hole in the middle of the wasteland, but your father's family was never terribly fond of him and thought the excursion would be good for you, while your mother's insisted you should go where she went. They didn't say or let slip as much, but removing competition might have been a factor also- with you far away and in the household of a wild animal, your dignity and ability to woo visiting princes has been shattered along with every other hope and prospect you ever had.

You take a few more breaths, trying very hard not to scream. You doubt the literal monster your stepfather employs would notice anything amiss, but your mother's longsuffering steward Ogdin would be most upset at the young mistress shrieking repeatedly. As they are both currently mopping up the catastrophe your stepfather and his "friends" call a "party," doing so would be rude and unladylike.

You are CURRENTLY. SITTING. IN A-

You abruptly stand up, cheerfully proclaiming that you'd like some fresh air. Good Ogdin responds to that with appropriately concerned bewilderment, but you wave him off and assure him you'll stick to the good balcony. The one with crenelations to ward off arrows for when people try to kill whoever's living here, and a floor that was made by something with thumbs so as not to collapse instantly when trod upon. Obviously it'd have to be a balcony so you aren't eaten by wild hogs. You wish you were making that up.

Your stepfather gave you a knife so you wouldn't be eaten by wild hogs on his own estate.

It's a short trip to the balcony, where you breathe in the fresh air, wave off thoughts of hurling yourself off the edge, and consider your next move. Not hurling yourself off the edge. Not hurling yourself off the edge. Not- you know what? Maybe you should just think about what a loss it'd be to the world if you didn't have children.



Pages: [1] 2 3 ... 7