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Messages - Mlamlah

Pages: [1] 2 3 ... 140
1
Forum Games and Roleplaying / Re: Forum Games & Roleplaying Hall of Fame
« on: November 07, 2022, 09:54:42 pm »
Gonna go back 10 years to nominate the Last Night Troll http://www.bay12forums.com/smf/index.php?topic=118808.0 and Lordship http://www.bay12forums.com/smf/index.php?topic=121161.0.
The two games that helped me develop the entire flavor of many of my own suggestion games.

2
If we want another post this weekend i'm probably going to need a suggestion or two though.

3
You are absolutely correct! I was in a little bit of a hurry when i posted that, so i didnt have a chance to proofread well. Thank you for pointing it out.

4
Klevra, Mythic Matriarch
Spoiler (click to show/hide)

Seraph of The Untouched Glade
Spoiler (click to show/hide)

"We are not beholden to these." You indicate the dwarf and his attendants. "But we can use every ally. If you find these practices so detestable, assist in making them cease. Aid these raiders, and ingratiate yourself to them."
The direction helps her feel better about acting. The logic has some merit to her.

So, you settle in and wait, watching. The various slaves bundle up everything they can carry, enough that their travel will be heavily burdened. There is silverware, rich fabrics, and fine alcohol, and they sacrifice some of their own travelling supples in order to be able to carry greater wealth. Even the two remaining guards, and the slaver himself, gathers up a few things here and there.

If the Troglodytes were of a mind merely to gather up a little food and treasure, they could easily simply wait and snatch up what the caravan is leaving behind. But instead, they split into two groups of three to flank the heavily laden group as they pass on foot. Their attack is swift. Troglodytes are big, reptilian creatures, often contracted as labourers or cannon fodder by those races with more sophisticated societies. In a skirmish with advantages stacked in their favor, they can do quite well. Upon bursting out of hiding, the creatures lay into the group with stone tools and dull scavenged iron.
First, the guard protecting the rear of the caravan is set upon. Most of the initial attack is deflected by the mail shirt which renders such crude weapons inneffective, but is ultimately pierced in the neck by a rusty pickaxe. The other trio is seen however, allowing the alarm to be raised and for the group of slaves to now decide how to respond to this attack. They are chained together and cannot run, so a few grasp whatever they can use to defend themselves, but one immediately turns to his neighbor and begins to brutally assault them with their own manacles. Another troglodyte, choosing to fight for their freedom, or perhaps settling some grudge at the first chance.
It is when the slaver himself grabs a crossbow that Seraph chooses to intervene, aiming a blast of light at his eyes, lightblinding him. She then repeats the gesture with the final guard. She continues like that for the remainder of the fight, choosing not to employ brutal violence in a situation that devolves quickly into it. With her assistance, the fight grows a great deal more one sided, allowing the troglodytes to slay the remaining dwarves while suffering only minor injuries themselves. Those slaves who resist are also quickly slain, and the trogloyte chained with others succeeds in beating the goblin next to him to death. Once it becomes clear that there is no escape, the remaining slaves cease resistance. There is no way they could flee while still chained to the corpses of their fellows, and they are severely outmatched.

Seraph immediately approaches, and you sense a little disgust from her. She probably plans on defending these slaves, and ensuring they are set free. You yourself, are fairly certain that the troglodytes do not intend to be so generous. Perhaps they will enlist the help of the other captives in carrying some of the booty they have won away. They then may be added to the tribal larder of these fighters. This is a great victory for a group of this size, and will likely increase their influence among whatever other wandering bands they have good relationship's with. Perhaps the food gathered here will encourage the group to spawn young, and the treasure used to trade for better tools and weapons. It will be difficult to convince them to give up their prize, but also difficult to convince Klevra to back down. Perhaps however, you could convince her to allow you to negotiate on her behalf, if she is willing to lend you her body. Decisions.


GM NOTE
Spoiler (click to show/hide)

5
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: March 12, 2020, 05:49:34 pm »
Klevra, Mythic Matriarch
Spoiler (click to show/hide)

Seraph of The Untouched Glade
Spoiler (click to show/hide)

The temple has suffered significant losses in this attack, and will be vulnerable while the situation is rectified. It needs strong leadership, immediately, and you will likely have concerns beyond the day to day micromanaging of a collection of fanatics. With another round of quick appearances, you make your will known to the point it will not be disputed.
But there is more to this appointment than a mere leadership position. As your priestess, Haggen shall be in charge of performing the rituals to call upon you, providing offerings, and in acting as an extension of your spiritual will. For now she is content to immediately get to work, but to properly formalize the relationship you will eventually have to bind a little of your essence to her. Not a small thing, for one who has not attained godhood.

The young Gnoll is a dignified creature. Not a warrior's stature, but possessing instead the vigor of youth and eyes which miss little. And she is of course known for her bright red coat of fur. Young, graceful and charismatic, she is open minded and educated enough to get along with more than just other gnolls, whose savage culture often causes the "civilised" races to look upon them with disdain. Conversely however, she possesses a mixture of casual brutality and measured kindness that has respectively prevented her from having weakness taken advantage of while also earning her deep seated loyalty from a chosen few touched by her occassional displays of selfless magnanimity. She is not a particularly experienced warrior or shaman, but she has the makings of a skilled leader.
Where before she had been directing her chosen loyalists in the cleanup, she quickly broadens the scope, issuing quick orders to the menials. First, the dead are to be stripped and stockpiled. Anything of use is to be claimed and then divided later. The bodies of the dead are to be immediately stored in the cooler bowels of the ziggurat, so that they may later be added to the larders. Exceptions are made for the former priestess and those who fought most valiantly in the defense. They will be given the treatment of honored dead, so that their spirits may be more easily called on for assistance in the future. Once that has been done, rudimentary repairs must begin immediately on the defensive wall, and scouts sent out to search for potential threats. There are many who might seize on such a vulnerability, and all potential threats must be accounted for.

One exception to the stripping and butchering of the dead, are those surface-worlders who had come here first prepared to battle with the monstrous cult of Klevra, but instead died defending her temple. Seraph's companions, dead to a one. When you return to her, you find that she has respectfully arrayed the bodies, and cast wards and blessings upon them. Funeral rite protections, which will prevent the violation of these bodies. None will rise from the dead, and any who would attempt to disturb their rest with any dark magic will risk the wrath of the surface gods. You see treasures and useful tools on the persons of these individuals, but sense a grim resolve from her which leaves you certain she would not agree to take anything from the bodies. Perhaps it is something you can revisit on your return. She makes immediate preparations to leave, returning to the party's mounts to retrieve her own, and sufficient supplies that she can be confident in spending a few days on the road. The other mounts she leaves behind, as well as whatever possessions remain in their saddles.


...

The creature is not terribly difficult to track, though the trail of ichor it had left behind it has since evaporated into the air during your brief dalliance setting to order the affairs at the temple. It left anything directly in its path casually destroyed, ripped apart by a multitude of limbs and barely slowing as it went past. Your own spectral gaze is untethered to the body of your host, so you find details she misses, but it is not hard even for her light dependent eyes to follow the trail at first. Cavern flora, fleeing wildlife, and even rock formations have been left destroyed, carving a straight path. A straight path, rather than a meandering one. This is not mindless, wandering destruction as with some of the terrors of the deep, this is purposeful travel. Which leaves a question. Was it trying to destroy your temple? You? Or was the ziggurat simply another thing in the way of its true destination?
Seraph, provides further information, sometimes speaking aloud to communicate ideas more clearly. "Similar creatures have been appearing on the surface. Attacking temples, the strongholds of mystical orders. Even lone hermit sages." She has theories as to why. An attempt to strangle the magical traditions of the world? Or to lay the groundwork for an invasion of some kind? All attempts to communicate have failed, even as one might to animals. These are creatures with alien minds, or no minds at all.

The line of "discussion", is interrupted by something you see ahead, which you alert your companion to. She dismounts to approach more cautiously, hands readying a spell to make it easier for her to see. You almost warn her, before she sharply insists she is only readying the spell, and does not intend to give herself away.
Ahead, the shattered remnants of some caravan sits. About a half dozen corpses lay scattered in pieces, blood and entrails staining the equally scattered remnants of several carts and their contents. A dozen or so more individuals pick through the wreckage, most chained, but one particularly despondent looking dwarf is dressed in finery. A slaver, who has fallen afoul of bad luck. What he does not see, that you do however, are a small band of troglodytes with hungry eyes and crude weapons, lying in ambush for when the group sets off again, no doubt overburdened with whatever they can carry from the wreckage of the caravan.

Seraph roils in conflict about what to do, once this is relayed to her. Her instinct is to defend them from the coming attack, but these are slavers, perhaps better rid from the world. Of course, it is also possible the troglodytes have some legitimate grievance to settle. Or is it better to simply stay out of this conflict all together? You sense, that you could easily sway her decision with a diplomatic nudge. You understand the world down here far better than her after all, and despite your evil nature there is value in that experience. At least so she reasons.

6
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: March 07, 2020, 02:07:23 am »
As a point of clarification, none of the offerings by your servants have been conditional. Each fully intends to follow through with their promise regardless of wether they are given command of the temple. They do however, have to remain alive to fulfill their promise, and if one is given greater resources the results of their efforts may ultimately be more impressive.

7
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: March 07, 2020, 12:34:52 am »
Though tethered to your host, your metaphysical leash extends long enough that you can appear before those with the talent to see you. Clearly, whoever inherits your temple will need to be able to communicate with you under little fuss anyway, and it indicates the bare minimum of power required to be a worthwhile shaman or priestess.
So, one at a time, you summon the attention of each. It is easy enough to draw them into a trance, providing them a vision of what to them is certainly a divine presence. Your command is simple. Provide tribute to your Ancestor-God. Those who provide the most worthy tribute, will be the new head of your temple, and will help you usher in the age of your return.

First, you call upon the one least distracted by the aftermath of the battle. A Gnoll male named Grippa Festermetal, in the least desirable bowels of the temple. It is a wonder that one so clearly low in the hierarchy has the talent and power to answer your call, but he is at least interesting. A distant decendant, who has spent their life at the forge making weapons from a poisonous alloy which has since claimed the use of his legs. That and fume madness have not prevented him from developing a following among the lowly menials however, and in fact have helped enhance his reputation as a wise sage. When you appear before him, he recoils as if kicked, and grovels before you. It as if he instinctively recognizes you by your visage, and reacts appropriately despite the fact that without physical form you are unable to deliver a blow to establish your dominance and contempt for one so pathetic. "I will craft for you, the cruelest weapon to ever be grasped in my claws!" He snivels. "A weapon of pain so terrible that even those who manage to flee after touching its bite, will live lives of agony foreverafter!" You have no doubt that such a thing is possible, or that the skills of this male have as much to do with the taste of dark power you sense in him as much as any mundane skills. The weapons he makes for your rabble of cultists may not be elegant, well balanced things, but they certainly seem to be of a kind effective in their own way. He is surely capable of something far better for the one he considers an enshrined deity.

Next is the temple's Beastmistress, Ngura Twice-Born. Some of your more ambitious breeding projects led to progeny with truly fantastic physical traits, but rather disappointing mental acuity. Such however, was not a net loss, and even to this day the offspring of such monsters have themselves continued to be bred and crossbred as beasts of war. The current director of the temple's efforts is a (mostly) goblin woman of savage cunning and unyielding curiosity, but little political ambition. You have no doubt that whatever power you put into her hands will be directed towards expanding her stable, and increasing the scope of her experimentation into your monstrous offspring. When she realizes who you are, she sweeps two of her three arms into an elaborate bow. "Mistress. My stable is your stable. But you may have the pick from them for the most loyal bodygaurds in any of the caverns." A malicious glimmer enters her eye. "And i suspect, that given how empty the heads of these creatures are you might one day be able to control them as if your own limbs, given proper experimentation." She is already eager to begin, convinced that you will be as intrigued by the idea as she is. You move to the next potential before giving her any idea as to wether your feelings are inclined one way or another.

If the jockeying for the temple's leadership were to fall to a contest of the might of individual leaders, you have no doubt that Beolag "The Scourge" would be the victor. She is unquestionably the greatest fighter in the temple, and your contribution to her bloodline is obvious. A gnoll in shape, but standing towering to match almost the trolls in height, and with scales rather than fur. She is a monster that could tear near any to pieces, but wields a flail all the same. Unfortunately, it is obvious that she is not very bright, though her commitment to traditional values is somewhat endearing. She vows to bring you the broken body of a tribal chief or chieftess, and suitably ugly males in tribute. It does not seem to have occurred to her that you will be unable to take appropriate advantage of such gifts in your current state however, and you doubt that your delicate companion will agree to allow you to borrow her body for such frivolous pursuits. Truly, a pity. But there is worth in having captives to barter, or to reward loyal servants with.

In many respects, Red Haggen is the obvious choice. A cunning gnoll devoted to your worship, and popular among the bulk of the cult's population. Despite being relatively young, she has already mastered the art of blessing pregnancies with your corrupting influence, and can ensure that young are born with a touch more than the contributions of mere parentage. However, that she is so talented so young also worries you. What could she accomplish, given time? For now, it is fine, but you do not plan to share glory with any future upstarts. She offers to return to her old tribe, and to return it to the fold as warriors sworn to your cause. You suspect of course, that she would claim command of the tribe in question, but given the performance of your cultists it may be valuable to have hardened troops available.

Finally, Urgut the Outcast, a Dwarven Hag of considerable age, but also shamanistic talents. She is skilled in divinations and knowledgeable in the ways of the Cavern Gods, but is a known fugitive actively hunted by several of the Dwarf Clans for crimes too terrible for civilized beings to contemplate. You of course, are perfectly happy to contemplate such crimes, which include kinslaying, the desecration of holy places, and violation of the tombs of the honored dead. It is entirely likely that the spirits of those Urgut disturbed still plague the communities they once lived in to this very day. Upon your arrival she fixes you with her one remaining eye, and a sharptoothed grin. "The gamble has paid off!" She cackles. "Allow me into your tomb, and i will give you a second tether. To your very own bones! That way, you might offer direction to the temple, no matter where you are." You do not entirely trust the hag, and perhaps sensing your hesitancy, she provides an alternative. "Or... i might entreat the dark gods for aid. They are fickle deities, and will surely extract a price, but i am certain that i can acquire for you a great boon! I just... eh-" Embarassment colors her features. "-i just wont know what it is beforehand."

...

You are still fairly certain that left to their own devices, at least a few of these individuals will end up killing eachother, but you at least have some things to consider. You return to the Lady Seraph, who has gathered up the bodies of her fallen comrades to confer upon them some kind of surface world rite to the dead. She does not look up when she addresses you, appearing to be in serene concentration. "Have you finished your business here? Or is there some final preparations you would like to make?" She frowns as your mind touches hers, somewhat fouling the purity of her own thoughts.

You suppose you could render the decision about who should become leader presently, now that offers have been made to you. Or you could wait until after your return, when the various forms of tribute have been properly presented. Though, given that you now understand the capabilities of your temple's various leaders, you could also draw upon their talents and resources to aid you with the threats of the caverns. Seraph is a capable mage who can destroy most conventional threats she might face, so long as she can see them coming, and your own awareness of and knowledge about the caverns will help ensure that the two of you are not flat footed, but it may still be worthwhile to make at least some modest preparations.

8
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: March 05, 2020, 03:32:07 pm »
Your memory may take some time to return fully, but some things you remember clearly.

Once, you were merely one cub in a litter of many, born to a tribal matriarch by an insignificant father. Even as a cub, you were unsatisfied with mere survival however. You felt that primal need to dominate, to be the sole master of everything within your grasp. Most of your siblings did not last long, instead killed and eaten by yourself and a single sister. Eventually, she too was beaten, in a duel to determine who would be groomed to lead the tribe. It was of course, you.

As you came into the full strength of adulthood however, you grew resentful of your own mother, so savage and powerful. Her death, achieved through cunning rather than fair battle, ensured that you were not only the greatest and strongest of your tribe, but also its undisputed leader. From then you took to war, building a reputation by killing the matriarch's of all the other tribes and taking their sons as captive mates. Only the most subservient of tribal leaders were left alive, for any too strong were a threat not only to your growing rule of the tribes, but also to your feelings of superiority.

While your dominance became more complete, your might as a savage fighter more famed, so too did your legend grow in other ways. You took more mates than you can rightly count, enough that you could grow quite discerning in your own tastes. Gnoll's admire the hideous, and you had the pick of the most monstrous of your own people. Your litters made you proud with their own ugliness, their occassional deformity, and a savage strength clearly inherited from their mother. You began, however, to consider the possibilities of yet more horrifying young. More monstrous. The next step was dark magic and deals with the Cavern Gods.   

...

For now however, your thoughts must return to the present. Further contemplation of your life before must be secondary to other pursuits.
Your incorporeal consciousness returns to the current circumstances, surveying a decrepit fortress in a pocket of the vast caverns beneath. It is a monolithic pyramid, dedicated to your glory and encircled with a low defensive wall, but the wall has been breached, scattered stone and bodies gathered at the point of that breach, the results of a frenzied defense. The bodies are robed, mostly Gnolls, but also a healthy mix of the other subterranean races, goblins, dwarves, dark elves, and troglodytes among them, some being hideously malformed by mutation or self mutilation.
The trail of corpses continues in lower concentrations, continuing further towards and then up your own once-mighty obelisk. At the very end of the trail of damage, is a hulking corpse. When alive, it had been a shapeless mass of flailing mismatched limbs, teeth and eyes. Now, it is a pile of meat, swiftly dissolving into a black ichor which has already begun to dissolve the corpses of those cultists closeby, as well as whoever among those still living happened to get any blood from the creature upon their person. You ignore the screams of agony, not particularly concerned. Instead you bring your attention to your reluctant ally.

She is revoltingly beautiful, a contrast to the ugliness you held so dear to your heart during your living life. A surface world being belonging to a people calling themselves "humans". You are sure you have dealt with humans before, but do not quite recall the specific traits of that race. Not yet, at least. Regardless, this one is difficult to look at. Features, perfectly symmetrical, delicate, and colored with a sorrow drawn from surveying the devastation and wasted life below. Her frame too, is much the same. Delicate. Slight. Weak.
And yet, without her you never could have beaten this foe. It was a terrible creature, capable of drowning out either your darkness or her light. This is a thing born from neither, an enemy to both the shadow races, and those above. In fact, similar creatures have been invading both realms, and it is just such a reason that this frail thing took to journey underneath, with a party of champions that have now each been claimed by the underworld.

You consider. Awakening you was a desperate action from your priesthood, who were desperate to defend the temple. It took the sacrifice of the lives and souls of many of your adherents to accomplish this. It was a stupid action, given your explicit instructions in the sacred texts you left for them, you needed a few more centuries to recover. Still, this "human" proved the temporary remedy to your problem. With her consent, you tethered your consciousness to her body, the power within her proving sufficient protection to prevent her from being consumed utterly by the act of cohabitation. Other hosts would not be so resilient, could only ever be temporary.

She senses you looking upon her, and gazes upon you in turn. An inner eye, rather than a physical one, but you still choose to simplify communication by appearing before her as an apparition, visible only to those with sight beyond sight. For now, you choose the representation of yourself you currently remember best, a mighty gnoll matriarch, decorated with the bones of your enemies. "We should follow the trail it left to get here." She points beyond the defensive wall, indicating the path it may have left in its wake. You were a skilled tracker in life, and could potentially draw upon those skills in order to discover clues as to the origin of this monstrosity. It surprises you that she has already ascertained this much, is it possible that as you looked upon your own history, she saw her own glimpses of it?

But you see fragments of the thoughts within her own mind too. A revolting kindness, which you could manipulate. Your daughter, the High Priestess of this temple, died in the fighting, and will leave a power vacuum for the leadership. If you leave, it is very likely that by the time you return a new leader will have established their dominance, killing their rivals and establishing themselves. This is not inherently a bad thing, but if you hope to exert some control in who becomes the new leader of your minions, you will need to stay, take the measure of things, and uplift whoever you favor. To convince this Magus all you really have to do is appeal to the sickening sympathy in her heart, leveraging the death of your kin to extract a concession. However, the trail may very well grow cold while you take stock and establish control at your temple.
Decisions. A first of many.


GM NOTE
Spoiler (click to show/hide)

9
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: March 03, 2020, 12:00:40 am »
I'm locking it in Klevra the Gnoll now just because it might take me a day or two to put out a good update, but i was impressed enough with Kolm Darkstone that i think he could potentially come in as a character, either a former lieutenant or a rival to our Dark Protagonist.

10
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: March 01, 2020, 11:29:47 am »
After a moment's thought, any particular preferences as to the sex of the host? Shall it simply match that of the dark one?

11
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: February 29, 2020, 05:31:28 pm »
The Dark Beneath is mythic on the surface for the horrors it contains. Predation is the most common theme, wether the predator is a many-limbed horror of alien mind, or a tribe of beastfolk intent on enslaving the useful and eating the weak. Such a cruel existence forges a certain mindset. One must dominate, or be dominated. One must crush, or be crushed.
From this, you built a kingdom. Uniting tribes, conquering the cities of the underground, taming creatures so alien as to draw disgust from surfacelanders, and making alliances with things too terrible for most to even contemplate.

Though you are from the caverns, from whence did you first come?

Spoiler (click to show/hide)

Regardless of your origin, a cult has persisted in your name. It is partially the machinations of this cult which have laid the groundwork for your return, though they have waned and weakened over time, now beset by enemies that have worked to hinder the very goal which has now been realized.
What kind of cult now sits at your side?

Spoiler (click to show/hide)

Your consciousness has been a guttering candle, ever in danger of going out without a body to house it. Fortunate for you that you found someone nearly as desperate, with the will not to be consumed entirely by sharing a body with you. A hero, on a crusade to destroy a great evil that threatens the surface and caverns both. It took time, but you have cultivated a relationship of convenience with this hero. Who are they?
Spoiler (click to show/hide)

Finally, there is a dark thing. An evil thing within the depths. A dark mirror of your own nature, now seeking to wipe out the last vestiges of your own cult, and become the unrivalled ruler of all. What are they?
Spoiler (click to show/hide)

12
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: February 29, 2020, 01:45:29 pm »
The Current Tally

The Dark Sea: 2
The Deep Caverns: 3
The Frozen Mountains: 2
The Vast Steppes: 1

Envy: 3
Lust: 3
Pride: 2

Heroism: 4
Betrayal: 3
Unity: 1

Heroic Alliance: 3
Cultist Sacrifice: 3
Artifact Possesssion: 1

So far we are looking at a game starting off in a setting deep beneath the earth, featuring a capricious villain that has spread their progeny throughout the caverns, but might grow jealous and wrathful once they realize that their descendants have since established themselves as powers after they them-self fell from their mighty heights.
An expedition from the surface was undertaken to slay our Dark Lord, who has since allied with a champion. Perhaps even one of those who slew them, though they perhaps require the sacrifice of loyal cultists to guarantee the strengh of that bond, and should that alliance go south it may be possible to retreat into the body of a lesser underling.

The ties are perfectly acceptable, but i'll allow any last minute votes if anyone hops in over the next hour or two.

13
Forum Games and Roleplaying / Re: Heroic Lineage [SG]
« on: February 28, 2020, 03:38:41 pm »
PTW!

14
Forum Games and Roleplaying / Re: Dark Resurrection (SG)
« on: February 28, 2020, 01:58:51 pm »
By the by, Cultist option is cut short.
Thanks! I think i was tweaking some wording and must have copy pasted wrong at some point. Fixed now.

15
Once, you were mighty. A dark lord, a figure of awe and terror, rallying together forces awed by your power and cunning. You struck down heroes of old, forced dark chieftains to submit to your authority, and crushed armies. It was not to be so forever though, and eventually the tide turned against you, the forces of light seizing upon some weakness to depose you from your throne.
You knew however, that this was not only a possibility, but functionally inevitable. So you prepared, plotting and toiling to lay the groundwork for your return.

This, you remember. But details are still fuzzy, and it takes effort to draw those details into focus. You consider first, that which you ruled over. The heart of your dark domain, within which will certainly be the focus of your return.
Where was your seat of power?

Spoiler (click to show/hide)

As your consciousness slowly awakens, you consider your life. The kind of person you were, the kind of villain. Whatever has changed, there is one central truth about you, which shapes your past, and will remain a driving force of your future.
What Sin Are You Known For?
Spoiler (click to show/hide)

With memories of your life returning, with it comes the bitter pill of that which delivered you unto death. The memory leaves a sour taste, but it is vital that you take from that memory a lesson. Never must you repeat the sins of the past.
Though many factors likely contributed, what was the tipping point which ultimately led to your defeat?
Spoiler (click to show/hide)

Finally, with at least the shape of your past forming, you must consider your present.
What is the manner in which you find yourself returned?
Spoiler (click to show/hide)

GM NOTE
Spoiler (click to show/hide)

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