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Topics - Supernerd

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16
Forum Games and Roleplaying / CYOGTCG High School RPG. Game Thread 1
« on: June 21, 2021, 10:53:43 pm »
This thread is part of CYOGTCG High School RPG battles. If you are interested in signing up for the game, please visit the Core Thread.

17
GM Burnout Risk. There is a chance this game may be dropped, I might be biting off more than I can chew with this one. You have been warned.

Welcome to the world of CYOGTCG! Its like my previous CYOGTCG Suggestion Game, except each player gets their own character which cannot be forced to do stupid things by other players! (Don't worry, you can still do stupid things on your own).

You are a student enrolling at CYOGTCG Junior High School in the world of CYOGTCG! It is a world not too unlike the one we live in, except in this world everyone is obsessed with a weird card game called CYOGTCG! Its stands for "Create Your Own G Trading Card Game". Nobody knows what the first G stands for.

You head over to the school gymnasium, and the school principal, whose name is apparently "Cyoggy Pete", gives out a big speech about the new school year, safety and a bunch of other boring things you would expect.

After about 20 minutes or so, a big crystal-ball thing is brought out in order to determine the Deck Theme of the new students! You place your hand upon the crystal-ball thing to reveal your deck theme. Which is...

Spoiler: Character Application (click to show/hide)

~~~

Here are the standard CYOGTCG rules. Note that game events can subvert these rules in various ways. You don't need to memorize the rules immediately, but this post can serve as a reference guide when things are unclear.

Actual card creation will be handled in-game, and will be explained as needed.

Game Rules
1) You start off each game with 20 hearts, and 5 cards in your hand. For any given game, you and your opponent may decide to start with a different amount of any of those three things.
2) If you have 0 or less hearts, you lose.
3) At the start of each turn, you draw one card.
4) Unless stated otherwise, you can only play one card per turn.
5) Cards also have hearts. If they have 0 hearts, they go away, unless stated otherwise. If a card says it has attack power, it can only damage the player directly if they have no cards defending them.
6) If a card has zero hearts when you play it, it will be destroyed after it does its effect.
7) There is a kind of resource called Stars, and you start the game with 0 of them. Strong Cards cost Stars to play, and they can be gained with the effects of weak cards. This prevents your best cards from being played immediately. Cards may also have effects that cost stars to use. (Stars carry over between turns)
8) The player who goes second starts the game with one star.
9) You can also make up your own resources for your cards if you really want.
10) Cards cannot attack on the turn they are played unless otherwise stated, and can only attack once per turn unless otherwise stated. When a card attacks another card, both cards lose hearts equal to the other card's attack
11) By default, if a card is face down it cannot be attacked. Cards may be attackable when face down, in which case this must be declared when playing the card.
12) Face Down cards cannot protect you from being attacked until it is flipped up. If a facedown card does something it will be flipped.
13) The game will typically use the honor system, so players can randomize their own deck and draw cards without GM intervention. If you suspect someone is cheating, inform the GM. Its just sad if you feel the need to cheat in this game. For grudge matches, you can request the GM do all the random stuff.
14) Strive to avoid situations which will require a retcon. Those are a big pain to clean up.
15) In the event of a disagreement, the GM will decide what happens.
16) Don't be afraid to get creative with your deckbuilding!
17) If a card says it does something "At the end of each turn", this only means your own turns unless it specifically states otherwise.

Relative card strength
A card that costs no stars to play would typically have a combined stat total of 5. (Example, 2 attack and 3 hearts). Useful effects will generally lower this, and detrimental effects can raise it. You can also make cards with no hearts which act like "Spells". Each star a card costs will typically raise its base stat total by 3 or 4. Very high star costs can have ridiculous effects.

Keywords
Quickplay: This card does not count towards your one card per turn limit.
Agile: This card can attack the turn it is played.
Flying: Cannot be blocked by a card without flying.
Unique: Only one copy of this can be put into your deck.

18
Forum Games and Roleplaying / Multiverse Crash - IC: Jeoathica
« on: January 22, 2021, 03:04:41 pm »
Welcome to Jeoathica!

This is a relatively young world. This is a land of vast oceans, tall mountains, dense jungles and very large animals. Scattered tribes of people are the closest thing to civilization within this realm. This is a world of great potential however; with bountiful materials and immense quantities of untapped arcane energies. Oh, and I did I mention that you are a demigod here? That might help too.

You have what it takes to make of this world what you will. Will you bring prosperity to these lands? Perhaps destruction? Or maybe you just want to chill and drink smoothies or something who am I to judge?



Clich here for a link to the OOC/signup thread.

For optimal results, you'll want to participate in more than just one world. Note that this one has the additional restriction that you need to be running your own world in order to play in this thread.

19
Forum Games and Roleplaying / Multiverse Crash - OOC/signup Thread.
« on: January 17, 2021, 08:14:06 pm »
Welcome to the world of Multiverse Crash!

This is another one of my "experimental" game ideas. In this game, your character will exist in multiple worlds simultaneously; but the setting of each of these worlds is drastically different! In one world your character might be a simple office worker, in another world that same character might be a knight on a quest to slay a dragon, and in a third world your character might be one of the dragons!

However, the worlds are not completely isolated. When a major event happens to you in one world they may face consequences or similar events in other worlds too! To succeed in your lives, you'll can utilize the knowledge from other worlds to your advantage! Beware though, for in recent years there have been creatures lurking in worlds where they do not belong!

In one of the worlds, your character does not have a corresponding manifestation. That world is one of your own making! You'll be the one who is calling the shots within that world. How does the world work? Well, that's up to you. It could be a world of Fantasy, based on Modern times or Science Fiction. Maybe in your world everyone is a dog, or maybe the players in your world are even gods?

Before we can even begin to attempt to design characters, you'll need to create a world for characters to inhabit! To do that, use the below world application! Your world will need a name, ideally upwards of a paragraph to describe the world, and you will also need to determine what a player's character will be in this particular reality. Things such as species, age, career choices and other things can be restricted to fit your world, though players should still have plenty of room for character customization.

While it is not strictly necessary to GM a world in order to play, the game cannot start if we do not get a sufficient amount of World Applications. The Character Application we be added after that. Likewise, it is possible to just run a world if you so choose.

Spoiler: World Application (click to show/hide)

Here is a list of currently existing world:
Spoiler: World Lore: Wasteland (click to show/hide)
Spoiler: World Lore: Mechal (click to show/hide)
Spoiler: World Lore: Incindia (click to show/hide)
Spoiler: World Lore: Jeoathica (click to show/hide)

And here is what you use to apply to join!
I know there's a lot of world lore to go through, but you really need to go over the above world spoilers in order to understand what you can and cannot be, as it is drastically different across the worlds of the multiverse.
Spoiler: Characters Application (click to show/hide)
The official Discord is here. Use of it is optional.

IC Threads:
Lands Adrift
Wasteland
System Zero
Mechal
Incindia
Jeoathica

20
Dryad Rage 2: Another game about growing a Tree.

In this game, you will play as a magical creature called a Dryad; a magical creature whose life is tied to that of a tree. The greater the tree becomes, the more powerful you will get. If the tree dies, so too shall you. In order to survive, you will need to nurture your magical tree and protect it against wave after wave of hostile enemies. If you want to succeed you'll not only need power, but also cunning and the ability to think outside the box!

Each turn a certain amount of Mana will be created by your tree. Expending mana will allow you to do a number of essential things such as improving your characters abilities, improving your tree, healing and reviving players and possibly for casting certain powerful spells. Mana will be shared among all players and its up to you to decide how it should best be used.

To play, fill out the form over here. When you are done, Do not include information about the Locked Skilled in a post in the thread. This should instead be sent as a PM to me. As some of you may already know, I like to keep some secrets from my players. Questions about the game in general may be asked in thread.

Fair warning: The start of this game will feel very slow even if it is updating daily.

Spoiler: Signup Sheet Info (click to show/hide)
Spoiler: Blank Signup Sheet (click to show/hide)
Spoiler: Important Notes (click to show/hide)

21
Introduction

Hello and welcome to Land Wars, the forum based grand strategy game where the GM does as little work as possible! You basically just make shit up in accordance the rules and I'll just be the one who decides how combat scenes play out, and when something is too absurd to be tolerated.

To start things off, you will need to submit a map that is 500x500 pixels in size. The map does not need to be of particularly high quality, but I do need to be able to understand what is going on. When the game is ready to start, these maps will be merged into a single large map.

You will also need to decide on a theme. I'm going to be extremely lenient in regards to what is and is not allowed for this (But not quite as lenient as a certain other person who shall remain nameless); however take note that all players begin the game with the same amount of power. If you want a nation full of dragons, they'll be exceptionally weak dragons; as an example.

Game Mechanics

Troops: In this game you'll be able to design your own Soldiers. From ordinary swordsmen to magical walruses, these are the guys you will be sending to do things such as fighting in wars, maintaining order in your lands and just about everything else that can't be handled diplomatically (And sometimes for that too). Every soldier should have a name, and a description about a paragraph in length explaning what they do.

Soldiers can have a "Value" of more or less than 1. This means that a soldier can be about twice as strong but cost twice as much or that you can have a swarm of really weak guys. At the start of the game however, you are limited to soldiers with a value of no higher than 1. If you want stronger guys you'll need to train them up in game. Furthermore, the max point value of a troop you can research is equal to the amount of territories you own!

Each turn you can recruit a certain amount of troops. (Mentioned in detail below)

Heroes: A hero is a special kind of soldier, which is basically just a much better special version of one. Stuff like dragons etc. Heroes are recruited using projects. You can have a maximum of 3 heroes at any given time, and can only create 6 over the course of the entire game; so it is advised to carefully consider how they should be used.

Strategic Resources: Each map tile will have one special kind of resource. Soldiers designed to use strategic resources will be more powerful than an equivalent one that does not require them. Owning the tile associated with a resource will provide you with 100 of this resource each turn. These resources can be traded, stolen etc.

You get to make up the one on your home tile.

Additional Clarification: You start the game with 0 units of the strategic units and no troops that use it, but you can start the game with projects for troops that use it. Heroes may or may not be designed with strategic resources. Ordinary troops cannot use more units of strategic resources than their point cost. (But they can use less). Projects do not have a maximum strategic resource cost.

Projects: Each turn you can work on a number of projects. This is the way that you will be able to create new weapons, new types of units, recruit heroes, build military encampments and other things. You can build pretty much whatever you want, but the golden rule is that the value of what you make is equal to the amount of points that the project requires.

Each turn, you gain X+1 project points. X is equal to the number of territories you control.

Spoiler: Example Costs (click to show/hide)

How to play
Once the game starts, you will be able to do a number of things each turn. All of which must be specified in your post at the time you make it.

Recruitment: Each turn you can gain a certain amount of troops. The amount of points you can spend is always equal to the following formula. (I expect you to be able to do the math yourself).

(X+1)*100-(Y/50)
X is equal to the number of territories you control.
Y is equal to the point value of your troops at the start of the turn.

So if you have one territory and 2,000 points of troops at turn start, you would be able to recruit up to 160 points of troops on that turn. (Round to the nearest whole number, rounding up if the decimal is exactly .5)

Diplomacy: Other players may be willing to work together with you in order to deal with certain problems. Simple messages take no time to delivery, and should be in the game thread. It is also possible to trade things such as Strategic Resources, share certain kinds of research-like projects, or send non-hostile re-enforcements. "Trade" actions are not instant and will need to be validated in a GM update.

It is possible to betray someone in diplomatic deals, intercept other players deals, and other such shenanigans. It is also possible for them to become hostile as a result of such behavior.

Combat: Your ultimate goal is probably going to be world domination. In order to attack someone, you will need to make a separate post in the game (Separate from your standard update post) and specify the following things.

- Who you are attacking
- What your objectives are
- The troops that you are sending into battle
- Any other important things that need consideration
- The tactics that you intend to use.

On the next turn, the defender will then get an opportunity to prepare a defense strategy with whatever troops they have that are not committed elsewhere. If the defender is too far away, they may have multiple turns to prepare.

Note that the tactics you choose to employ will be the primary factor in who wins the battle, and how many troops will die.

Espionage: Sometimes you'll want to do something a bit more subtle, like interfering with an enemy project or stealing stuff. To do that, you will need to post in the game to announce that you are doing a stealth action and which territory you are doing that action in, and then send the rest of the information (As specified under combat) to the GM. At this time, other players with business in that territory should send the GM a PM with any relevant information about how their defenses are prepared.

A stealth action that takes place outside of your established territory will be MUCH less effective than a non-stealth equivalent action. Like, less than half, and using too many stealth actions will increase the odds of your plots being uncovered.

A "stealth" attack involving your entire military is almost guaranteed to fail. A good rule of thumb is to consider if the group you send can realistically traverse an area without getting spotted.

Territory Annexation: In order to officially gain a new tile, you will need to complete a five point annexation project. This project cannot be started if any hostile forces are present on the tile, and will be halted if you are unable to maintain your military dominance on the tile for the project's full duration. Once you complete the annexation process, you will have all the benefits that come with the territory!

Despicable Neutrals: At game start, there will be several "Neutral" territories that may or may not have a standing army. These can and should be annexed as soon as possible. Diplomacy with these neutral territories is not possible and they are much easier to take than an enemy stronghold.

Other: If you want to do something that isn't really covered by the rules, ask the GM first. If you feel that something has not been adequately explained, please let me know.

The day does not end until the GM makes an "Update Post" that includes the update post of all players. Invalid actions may be changed without warning. Once this update post is made, all actions are finalized and the next turns action can be posted. Turns will generally be once every two real days, but may take a bit longer sometimes. All players are expected to post on time.

Application and action format:

The below code will show the correct format that all of your updates must be sent in. In addition, you will need to include a map with the initial application, but the map does not need to be on every post.

To clarify, the Owned Strategic Resources line is where you specify the resources for territories that you own, which you are getting each turn. The Supplies field is for where you specify the amount of each resource that you have.

The details field should explain everything from your heroes, troops, research projects etc. You start the game with 20 points of projects completed. You will need to use these to design your starting troop types, allocate to any heroes you want to start with, your home defenses, and possibly other things. At the end of each project name, include () brackets along with the number of points the project took as well as current progress if applicable. (1/5) (2/3) etc. The maximum point cost for a troop at the Start of the game is 5.

You also start with 2,000 points worth of troops.

The game begins when I feel that we have enough players.

Code: [Select]
Civilization Name:
Theme:
Day 0:
Home Territory:
Other Territories:
Owned Strategic Resources:

Current Troops:
Heroes:
Supplies:

Recruiting this turn:

[spoiler=Troop Designs]

[/spoiler]
[spoiler=Project Information]

[/spoiler]

If you guys like discord, you can talk about the game here by clicking this link. Joining the discord is in no way required for playing the game.

22
Forum Games and Roleplaying / Adventurer's Guild 2 - This is a thing now!
« on: February 01, 2020, 03:30:48 pm »
Some of you may recall Roboson's original Adventurer's Guild game, most renowned for its lightning fast updates and flexible character creation. After much consideration and procrastination, I am officially creating a successor!

Discord Link

In this game you play as an adventurer, going on quests for fame, glory and of course money! The detail of your race and abilities are up to you. We will generally roll with whatever crazy thing you want to be and only make modifications as needed if there are any problems. Over time your character can change and become more powerful, provided of course that you don't do anything to get yourself killed! Note that you'll need to go to the discord channel in order to actually play.

Here is a character sheet. Just post it in the #character-sheets channel, and once your name turns green you're good to start playing!

Spoiler: Sheet (click to show/hide)

23
(Decided to try my hand at making one of those suggestion things. I actually thought of this idea a while ago but only now decided to actually let this be a thing)

Welcome to the world of CYOGTCG! It is a world not too unlike the one we live in, except in this world everyone is obsessed with a weird card game called CYOGTCG! Its stands for "Create Your Own G Trading Card Game". Nobody knows what the first G stands for.

You are about to begin your first day at CYOGTCG Junior High School! This means that in the next couple of days, you will be able to create your own CYOGTCG deck from your soul.

But first... What is your name?
>_

24
Gridhood - Divine Duel: A tale of Eternal Hatred and Farming!

Here's a new take on an old classic. Two parts Gridhood, one part Arms Race! Same gridhood style, but there are only two gods. The gods are controlled by players and they hate eachother! The map will be dividen into two halves, and the gods are only able to directly affect things on their own half of the map!

The rest of the players start off as a Civilization, on a tile created by one of the gods. United under one god, stand alongside your fellow tribes and bring monotheism to this land through bloody war!

But before you do that, you'll need to master a little something called basic survival, and try not to starve to death!

Once the two god players are decided, the game can start in earnest! In order to encourage players to make god applications even if they don't think they will be accepted, the people who make a god application will get get top priority for getting to play as a civilization if they don't make the cut for godhood.

As the game progresses, new game mechanics will emerge. Rules will always be added to the first post so keep checking back here.

Spoiler: Playing as a god (click to show/hide)
Spoiler: Formatting Rules (click to show/hide)
Spoiler: God Application (click to show/hide)
All actions that affect a tile or involve a tile must include the tiles co-ordinates. No exceptions.

25
This is the newest version of CYOGTCG. A long time ago someone called Varkarrus created a variant of 1,000 blank white cards and it was extremely fun. I'm bringing it back once again, which I have probably done at least four times now. The quirk this time? When you start playing you design an entire deck for yourself! I'll balance the actual card stats myself. (Fair warning, things will never be 100% balanced)

Game Rules
1) You start off each game with 20 hearts, and 5 cards in your hand. For any given game, you and your opponent may decide to start with a different amount of any of those three things.
2) If you have 0 or less hearts, you lose.
3) At the start of each turn, you draw one card.
4) Unless stated otherwise, you can only play one card per turn.
5) Cards also have hearts. If they have 0 hearts, they go away, unless stated otherwise. If a card says it has attack power, it can only damage the player directly if they have no cards defending them.
6) If a card has zero hearts when you play it, it will be destroyed after it does its effect.
7) There is a kind of resource called Stars, and you start the game with 0 of them. Strong Cards cost Stars to play, and they can be gained with the effects of weak cards. This prevents your best cards from being played immediately. Cards may also have effects that cost stars to use. (Stars carry over between turns)
8) The player who goes second starts the game with one star.
9) You can also make up your own resources for your cards if you really want.
10) Cards cannot attack on the turn they are played unless otherwise stated, and can only attack once per turn unless otherwise stated. When a card attacks another card, both cards lose hearts equal to the other card's attack
11) By default, if a card is face down it cannot be attacked. Cards may be attackable when face down, in which case this must be declared when playing the card.
12) Face Down cards cannot protect you from being attacked until it is flipped up. If a facedown card does something it will be flipped.
13) The game will typically use the honor system, so players can randomize their own deck and draw cards without GM intervention. If you suspect someone is cheating, inform the GM. Its just sad if you feel the need to cheat in this game. For grudge matches, you can request the GM do all the random stuff.
14) Strive to avoid situations which will require a retcon. Those are a big pain to clean up.
15) In the event of a disagreement, the GM will decide what happens.
16) Don't be afraid to get creative with your deckbuilding!
17) If a card says it does something "At the end of each turn", this only means your own turns unless it specifically states otherwise.

Relative card strength
A card that costs no stars to play would typically have a combined stat total of 5. (Example, 2 attack and 3 hearts). Useful effects will generally lower this, and detrimental effects can raise it. You can also make cards with no hearts which act like "Spells". Each star a card costs will typically raise its base stat total by 3 or 4. Very high star costs can have ridiculous effects.

Tips
Cards can do all kinds of things if you want them to! Want to attack on the turn a card is played? You can give it an effect to let it do that. Don't like only playing one card per turn? Make some cards that don't count towards the limit, and some other cards that let you draw more cards!

You'll want to consider your "Star economy". You can have just a few cards with a very high star cost, or maybe an equal amount of star generators and star consumers. Or maybe just skip the stars altogether and have a lot of basic cards.

You can give cards effects that trigger when they are destroyed, when they attack, when they are attacked, when played alongside another card, cards with an effect depending on how long the game has been going on for, or any number of things really. Surprise me!

Deck Creation
Decks will start out with 40 cards. This may be negotiable in the future. You can have multiple copies of the same card in your deck and I recommend having at least a few multiples to make this a bit easier on the GM. For each card you want to make, provide the following information. PM your card information to the GM, do not post it in the thread!

1) Card Name
2) Star Cost if applicable
3) Card effects and/or flavor text
4) Hearts and Attack.
5) Card background color (All cards will have a very light background)
6) A picture for the card. All pictures should be 100 x 180 pixels in size. (100 vertical and 180 horizontal)

It is recommended to use terms such as "Low" or "High" when discussing what you want a card's stats to be. The GM reserves the right to refuse any card for any reason.

Facedown Cards
In the event that a card says it can be placed face down, use this image to represent the face down card. Somewhere along the lines it was decided that this is to be the back of all CYOGTCG cards forever. Its a tradition I don't intend to break.



Player Mechanics
These game mechanics are used by some cards and cannot easily be explained with card text alone. You only need to pay attention to these if a card actually uses them.

Spoiler: Player Mechanics (click to show/hide)

26
Today I have decided to do a little experiment. I'm going to take the framework for one of my typical games... And run it for just a single person! I noticed that I have been dropping a lot of my own games recently and I want to investigate what the cause of this might be; if a game only has one active player, then would it suffer from the same issues?

This will be sort of like a suggestion game, but if you get accepted then nobody else can make your character do stupid things. Your character would be 100% your own!

If you want to play, character for yourself as well as what your character's goals should be. You can be as detailed or as simplistic as you like, but as I am only going to accept one player for this experiment I would recommend you make your application a high quality one as I will be picking the application I like the most. You don't need to worry too much about your character fitting a specific world; the game world will be designed with your character in mind.

Applications are currently OPEN

27
Roll To Dodge / Roll to Slay the Pink Dragon!
« on: February 21, 2019, 12:26:24 am »
Turn 0

You and your allies arrive at the infamous Cavern of almost but not quite certain doom within the Theoretically Infinite Mountain Range. You have been tasked with slaying the mighty Pink Dragon, which now stands right in front of you! You have a feeling that this is going to get Incredibly Silly.

Spoiler: Enemies (click to show/hide)

28
Forum Games and Roleplaying / Gridland Survival Z: IC Thread
« on: September 01, 2018, 02:08:16 pm »
Turn 1


Spoiler: Legend (click to show/hide)

Click here for the OOC/Shipping thread

Remember. You will find all the rules to the game on the first post of the OOC thread. The extended character descriptions are on the second post of that thread, which you will need to use to see your ability costs. Please ask there and not here if you have any questions.

You find yourselves washed up on a purple-tier beach at F6...

To the north: you can see what appears to be a plateau.
To the east: you can see what appears to be an ocean.
To the south: you can see what appears to be a beach.
To the west: you can see what appears to be a farmland.

Tutorial: Staying together is not strictly mandatory, but if you don't then this might be a very short game. The next update will take longer than normal to give you an opportunity to co-ordinate. You won't find any resources on purple tiles, so you'll have to move! Remember that moving to a while tile will trigger a battle.

Spoiler: Character Status (click to show/hide)

29

Click here for the IC thread

Welcome to the world of Gridland Survival Z! This is a variation of a variation of some other game that I hosted in the past or something. It takes inspiration from Gridland Survival, Black Zenith and something else I can't seem to remember the name of...

Its sort of like my old game, but with less starving to death and more combat. This one has sort of an anime vibe to it. Your main objective is to survive for as long as possible. Fend off waves of monsters using whatever abilities you would like to have. You'll have to be clever though! You'll need to make proper use of the limited resources available to you and communicate effectively with your team if you want to last for very long!

(Warning: Teamwork is mandatory)

Game Mechanics (More will be added later as they become relevant. All rules will be added to the first post)

Spoiler: Player Characters (click to show/hide)
Spoiler: Food and Energy (click to show/hide)
Spoiler: Abilities (click to show/hide)
Spoiler: Energy Multiplier (click to show/hide)
Spoiler: Scouting (click to show/hide)
Spoiler: New Players (click to show/hide)

Signup Sheet
This game is not first come first serve. If you want to play this game you'll need your sheet to be of decent quality. The below signup template has a bit of fluff information to give me an idea of your characters "Theme" and whatnot. This is pretty flexible. I would recommend that you trend towards a human-like character but this is not mandatory.

Below that is an ability list. You can have as many abilities as you want (As long as it is less than twenty). However! The more abilities you have the more energy you will expend. I advise only getting the abilities you think you will need. Note that "passive" abilities cost more than active ones.

It goes without saying, but if you try to cheat the system then your application will not be accepted.

Spoiler: Signup Template (click to show/hide)

30
CLICK HERE for the OOC thread!

Psychic channels open up to your mind. T'agsassith is a world that barely clings to existence. It had been destroyed from millennia of neglect by the former resident God of the Night. All that remains now are memories, which somehow appear to be taking physical form; a fantastical dreamscape dimension... Or perhaps a nightmare!

Two things come to mind. You could interact with this world, to learn from its history or try to heal it... Or you can accept the death of this world and open your mind to it to draw its residual power into yourself. But beware: the more you open your mind the more vulnerable you become to its influence!

Unique world rule:
This is a world of thoughts. A demigod can "Enter" the world simply by thinking about it hard enough. This does not actually change their physical location, and thus it can be inhabited at the same time as another world. Interacting with this world can affect the real you in other worlds! This can be either good or bad...

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