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The Emerald Oubliette
You join the Joes as new recruits. No sooner do you walk in the door than you are thrown into the fire with an undercover assignment from Dial-Tone. What starts as a simple recon mission/field training turns into a full-blown op that even experienced Joes would hesitate to take on. You’re the Joes there. Are you the Joes for the job?
- G.I. Joe RPG (Renegade Games)
- closes February 9
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- Dresden Files
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Digimon GO!
When%20Pokemon%20GO!%20came%20out%20in%202016%2C%20one%20of%20the%20first%20things%20I%20thought%20to%20myself%20is%20that%20this%20concept%20would%20make%20so%20much%20more%20sense%20with%20Digimon%20than%20Pokemon.%20%22Evil%20Digimon%20are%20escaping%20into%20the%20real%20world%2C%20but%20all%20the%20real%20people%20can%20use%20their%20phones%20as%20Digivices%20and%20fight%20them%20off%22%20is%20an%20idea%20that%20the%20concept%20basically%20hands%20you%20for%20free.%0A%0AI%20brainstormed%20it%20for%20a%20while%2C%20but%20only%20really%20put%20thoughts%20to%20paper%20a%20couple%20years%20ago.%20I%20extrapolated%20on%20that%20concept%20into%20an%20alternate%20history%20where%20Digimon%20was%20more%20popular%20than%20Pokemon%2C%20and%20consequently%20Digimon%20Go!%20was%20the%20big%20hit%20game%20of%20the%20year.%20And%2C%20being%20Digimon%2C%20it%20only%20makes%20sense%20that%20the%20technology%20be%20expanded%20upon%20and%20happenstance%20make%20things%20a%20bit%20more%20than%20a%20game.%0A%0AThis%20game%20is%20going%20to%20be%20more%20heavily%20inspired%20by%20Digimon%20Tamers%20than%20any%20other%20flavor%20of%20Digimon%2C%20in%20that%20it's%20set%20in%20the%20real%20world%20instead%20of%20the%20digital%20world.%20Who%20knows%20what%20else%20you%20might%20discover%20at%20that%20point%3FWhen Pokemon GO! came out in 2016, one of the first things I thought to myself is that this concept would make so much more sense with Digimon than Pokemon. "Evil Digimon are escaping into the real world, but all the real people can use their phones as Digivices and fight them off" is an idea that the concept basically hands you for free.
I brainstormed it for a while, but only really put thoughts to paper a couple years ago. I extrapolated on that concept into an alternate history where Digimon was more popular than Pokemon, and consequently Digimon Go! was the big hit game of the year. And, being Digimon, it only makes sense that the technology be expanded upon and happenstance make things a bit more than a game.
This game is going to be more heavily inspired by Digimon Tamers than any other flavor of Digimon, in that it's set in the real world instead of the digital world. Who knows what else you might discover at that point?
%5Bfloatright%5D%5Bimg2%3D300%5Dhttps%3A%2F%2Fi.imgur.com%2FeO9tH1v.png%5B%2Fimg2%5D%5B%2Ffloatright%5D%5Bindent%5DThe%20year%20is%202049.%20Bandai-Namco%20has%20just%20celebrated%20the%2050th%20anniversary%20of%20the%20most%20successful%20multimedia%20franchise%20in%20the%20world.%20The%20original%20short%20film%20was%20re-released%20in%20theaters%20all%20around%20the%20world.%20The%20original%20Agumon%20balloon%20from%20the%20Macy's%20Thanksgiving%20Day%20Parade%20was%20brought%20out%20of%20retirement%20and%20hoisted%20above%20their%20corporate%20office%20in%20New%20York.%20And%2C%20most%20importantly%2C%20the%20re-launch%20of%20their%202016%20hit%20mobile%20game%20Digimon%20GO!%0A%0AThe%20game%20was%20released%20worldwide%20after%20a%20massive%20advertising%20campaign%2C%20demonstrating%20the%20advancement%20of%20their%20technology%20and%20the%20company's%20commitment%20to%20maintaing%20the%20spirit%20not%20only%20of%20the%20original%20game%2C%20but%20of%20the%20franchise%20as%20a%20whole.%20A%20love%20letter%20to%20all%20of%20Digimon's%20history%2C%20the%20good%2C%20bad%2C%20and%20even%20some%20of%20the%20messier%20parts.%20Advertisements%20showed%20Digimon%20escaping%20out%20of%20mobile%20devices%2C%20home%20appliances%2C%20electronic%20billboards%20and%20more%2C%20all%20causing%20havoc%20and%20chaos%20for%20people%20around%20the%20world.%20But%20the%20solution%2C%20ever%20present%2C%20is%20the%20Digidestined.%20As%20each%20and%20every%20person%20takes%20up%20their%20phones%2C%20they%20become%20the%20newest%20generation%20of%20Digidestined%2C%20and%20with%20their%20very%20own%20partner%20Digimon%2C%20fight%20back%20against%20the%20chaotic%20Strays%2C%20and%20against%20eachother%20in%20fierce%20territory%20battles.%5B%2Findent%5DThe year is 2049. Bandai-Namco has just celebrated the 50th anniversary of the most successful multimedia franchise in the world. The original short film was re-released in theaters all around the world. The original Agumon balloon from the Macy's Thanksgiving Day Parade was brought out of retirement and hoisted above their corporate office in New York. And, most importantly, the re-launch of their 2016 hit mobile game Digimon GO!
The game was released worldwide after a massive advertising campaign, demonstrating the advancement of their technology and the company's commitment to maintaing the spirit not only of the original game, but of the franchise as a whole. A love letter to all of Digimon's history, the good, bad, and even some of the messier parts. Advertisements showed Digimon escaping out of mobile devices, home appliances, electronic billboards and more, all causing havoc and chaos for people around the world. But the solution, ever present, is the Digidestined. As each and every person takes up their phones, they become the newest generation of Digidestined, and with their very own partner Digimon, fight back against the chaotic Strays, and against eachother in fierce territory battles.
%5Bfloatleft%5D%5Bimg2%3D300%5Dhttps%3A%2F%2Fi.imgur.com%2FufJZ4Fr.png%5B%2Fimg2%5D%5B%2Ffloatleft%5D%5Bindent%5DThis%20evolution%20on%20the%20Digimon%20medium%20is%20only%20due%20to%20the%20advancement%20of%20augmented%20reality%20technology%20over%20the%20past%20three%20decades.%20No%20longer%20a%20confusing%20hobby%20project%2C%20AR%20has%20become%20so%20ubiquitous%20in%20the%20world%20that%20it's%20hard%20to%20find%20anyone%20not%20using%20it%2C%20from%20the%20largest%20enterprises%20in%20the%20country%20to%20even%20the%20smallest%20mom%20and%20pop%20shops.%20Public%20transportation%20have%20virtual%20marquees%20that%20seem%20to%20float%20above%20the%20vehicles%3B%20Restaurants%20host%20virtual%20menus%20at%20every%20table%3B%20Even%20the%20cheapest%20mobile%20phones%20can%20provide%20a%20person%20with%20a%20full%20heads%20up%20display%3B%20And%20somehow%2C%20fashions%20shows%20have%20only%20gotten%20more%20confusing%20with%20the%20addition%20of%20virtual%20accessories%20and%20garments.%0A%0AAnd%20now%3F%20It's%20host%20to%20digital%20monsters.%0A%0AI%20hope%20you%20don't%20get%20tired%20of%20the%20prefix%20%22digi%22%20being%20arbitrarily%20attached%20to%20things%20because%20hoo-boy.%20It's%20everywhere.%5B%2Findent%5DThis evolution on the Digimon medium is only due to the advancement of augmented reality technology over the past three decades. No longer a confusing hobby project, AR has become so ubiquitous in the world that it's hard to find anyone not using it, from the largest enterprises in the country to even the smallest mom and pop shops. Public transportation have virtual marquees that seem to float above the vehicles; Restaurants host virtual menus at every table; Even the cheapest mobile phones can provide a person with a full heads up display; And somehow, fashions shows have only gotten more confusing with the addition of virtual accessories and garments.
And now? It's host to digital monsters.
I hope you don't get tired of the prefix "digi" being arbitrarily attached to things because hoo-boy. It's everywhere.- Mutants & Masterminds 3e
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- Pathfinder 1e
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Spring Skips its Turn
"No winter lasts forever; no spring skips its turn." -Hal Borland
This is an almost post apocalyptic game set a couple years after the global winter that came for everyone and never ended. Civilization is collapsing rapidly, supplies are starting to become hard to find, and millions, if not billions, are dead. I say "almost post" because while things are continuing to get worse, there are still places in which humanity is struggling to hold on.
Major themes will be:
- cold weather wilderness survival
- scarcity of resources
- absence of civil authority
- altruism vs desperation
- ???
I'm looking for one to four players who are willing to work together and will help me explore these themes, both in relatively relaxed times of plenty and during emergencies of all kinds.
I'm new to GURPS and this new Myth-Weavers, and learning as I go. I've decided to take players who are interested and willing to work around the "under construction" nature of the game. If one person applies and I like their application and character, we'll just start slowly. If more people apply, I'll work them into the ongoing story until we reach the cap of 4.
- GURPS
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The Sword of the Dales
Eager for an opportunity to become legendary adventures, your band has traveled to Shadowdale to answer a call for aid from Lhaeo, scribe to Elminster, the infamous sage of Shadowdale. Instructed to meet Lhaeo at the Old Skull Inn, whereupon additional information will be provided, you have chosen to rise to the call. Lhaeo has decided to entrust the future of Daggerdale to your band of adventurers--its fate, along with that of Randal Morn, lies in your hands.
The Sword of the Dales is an Advanced Dungeons & Dragons 2e module set in the Forgotten Realms. It is designed for three to six characters, and provides a very nice balance of social encounters and puzzles with a relatively low amount of combat. Your ability to communicate and work together will prove more valuable than your ability to whack a goblin with a sword.
As an established band of adventurers, the assumption is that you know one another at the start and have worked together before. I encourage you to perhaps collaborate and come up with a name for your band, maybe even choose a leader. In any case, your exploits would be well known to one another and to those around you. Certainly Lhaeo would have heard of your actions in the Dalelands. Please include a brief description of one such exploit when you create your characters that would be known to the group.
This is the first of a trilogy of adventures, I would very much like it if we continued on once this first adventure is complete! Please read below, and if you have any questions, please let me know! Thanks!
Posting Rate: I post from work during the week, but realize that not everyone has that luxury. For a game to succeed, it has to proceed at a reasonable rate. I will post most days, I expect characters to post at least 3-4 times per week to keep the game moving.
Starting Experience: 5,000 XP plus any applicable bonuses for prime requisites. The module is designed for characters of 1st through 4th level, this will start most characters around level 3 while also allowing some flexibility for multi-class or even dual class characters.
Attributes: Roll 4d6 dropping the lowest die, scores may be arranged to taste. If the result is completely unplayable (I trust your discretion), then you may scrap the scores and roll again.
Sources Allowed: Player's Handbook, Tome of Magic, Forgotten Realms Adventures.
Starting Gear: Roll for initial character funds as usual. Multi-class characters use the most advantageous die range of their classes.
Show Spell Acquisition:
- Bards: Bards who reach 2nd level receive a spellbook with 1d4 spells (intelligence checks must be made to see if the bard can learn a given spell), additional spells must be acquired through play.
- Wizards: Wizards begin with a spellbook containing 3d4 1st level spells, two of which must be read magic and detect magic, which all wizards learn as part of their training. The remaining spells may be chosen by the player (intelligence checks must be made to see if the wizard can learn these additional spells). At each level beyond 1st, the wizard may choose a new spell for their spellbook (intelligence checks must be made to see if the wizard can learn these additional spells).
- Specialists: Specialists follow the same rules as wizards, except whenever a specialist reaches a new level, he automatically gains one spell of his school to add to his spellbook (no roll for learning the spell need be made). Note that specialists receive +15% when learning spells from their school and -15% when learning spells from other schools.
Show Optional Rules:
- Proficiencies: Rules for proficiencies are not in effect. If your character would possess a certain skill set, we can explore it through background and roleplay. Weapon specialization is available to single-class fighters only.
- Encumbrance: I'm not interested in tracking encumbrance, but rely on common sense.
- Initiative: Standard initiative procedure is in effect, I think it's particularly well suited to pbp. Players declare actions prior to initiative being rolled. Casting times for spells apply. For characters with multiple attacks, the standard rules apply.
- Hovering on Death's Door: While I hope it won't come into play, the rules for hovering on death's door are in effect. Not trying to kill you guys, trying to have a great time.
- Hit Points: Maximum hit points at first level, roll for any additional levels. This helps increase survivability a bit.
- AD&D 2e
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- Mutants & Masterminds 3e
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The Blood Lords
The ghost king of Geb rules a nation where the living and undead work uneasily side-by-side. The power behind the throne, and the true rulers of Geb, are the Blood Lords: a scheming group of undying necromancers whose whims affect millions. Joining the Blood Lords isn’t easy, but your band of less-than-good-hearted troubleshooters is destined to ascend their ranks for exposing a dangerous plot to the nation.
The danger increases once your characters become Blood Lords, as the intrigues of the undead rulers are fiercest against each other. Powerful factions and ancient secrets are all playthings in the deadly trickery. Your Blood Lords must fight from the borders of the nation to the sepulchral halls of power to claim their authority over the land of the dead!
This is going to be a playthrough of the full Blood Lords AP from Paizo. I am fully in support of players who are completely new to the game joining. I am looking for up to 5 players.
Posting Schedule: I am an adult with a full time job so some of this may be a little less set in stone than I am laying out. The main thing I ask is if you are going to be out for a bit let us know. I am going to be reading and responding at least once a day. I would like everyone involved to try to get 2-3 posts a week so we can keep things moving. More is great obviously.
Tech: Roll20 for combat maps. If there is a big demand I can set up a discord for OOC stuff.
General Rules: I do not have many rules. Mostly I request that everyone be polite and respectful of each other and avoid PvP. Despite being evil you guys are still a team.
*If you are familiar with this adventure path I know the first few books at least are pretty combat heavy. I will be pairing down some of the combats that don't really add anything interesting so that it's less of a slog going through the early game. I am planning on keeping it roughly 50/50 with a slight lean towards role-playing and exploration.
If that all sounds good head on over to the character creation tab and create a new thread with your application.
- Pathfinder 2e
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The Suicide Squad - Bite the Curb
You used to be a supervillain.
I mean, you still are, but you used to be one too. A mad scientist, mercenary, metahuman, whatever - you used your powers for personal gain, and you got caught. The Big Blue Boy Scout, The Bat, The Amazon if you were worth it- or maybe fucking Bouncing Boy or Matter Eater Lad brought you in. Either way, you got caught; they locked you in a hole and threw away the hole.
Belle Reve is the worst prison on Earth. Life is hell, and it's a slow hell at that. But one day, you got an offer - just a simple little job, and they'll shave a few years off your sentence. After all, they can't ask Superman to destabilize a foreign power, right? There would be Hell to pay, and down that road lies a metahuman arms race that will only end one way - a superpowered boot on the neck of the human race, forever.
So instead, they have you - the blackest of Black Ops. Task Force X. That's what your handler insists on calling your little team. But that's not what everyone else call you...
Welcome to the Suicide Squad.
Character Creation
I have a collection if premade villains, which might be useful depending on how quick we go through characters! Players are also free to create their own supervillains (either existing ones, or their own creations).
We'll be using a homebrew system based on an old hack of the Ghostbusters RPG - I'll post the system and the sample characters up in their own thread shortly.
Setting Notes
Superhero universes can be big and difficult to pin down. They are like the world we live in, until they aren't. The Big Two have always had different approaches to this; Marvel focused on "The World Outside Your Window", where heroes operated out of New York City and could find themselves fighting actual real-world "bad guys", whereas DC was always more of a "secondary world" approach - things were different, and always had been. The heroes were based out of two separate "capital cities" - Metropolis was New York by day, while Gotham was New York by night.
In saying that, Marvel has massive changes like the Savage Land existing in the Antarctic, while DC has real-world geopolitical tensions being reflected in their fictional countries (look up the history of Qurac, for instance), so there is a decent amount of overlap between the two styles.
But, writers will have these constructed worlds behave just like our own, even as reality-warping heroes have been around for generations; Gods are provably real and can be spoken to, yet Republicans still run on a Christian ticket. Science hasn't cured cancer, when there are scientists who can turn people into dinosaurs on the fly. Cosmic-scale catastrophes threaten the fabric of reality roughly once a decade, but everyone just keeps on truckin' without collapsing into existential dread.
Similarly, the "world outside your window" approach has become... somewhat more difficult of late. Frankly, the world today is just too fucking depressing as it is to be much fun to play in. So, in my opinion, choosing a point in the past gives the best of both worlds. For me, the ideal point for a Task Force X game is the mid-80s.
In world terms, the 80s was the perfect time for villains. Greed was good, the world was suddenly a lot darker than it had been - the future focus of the fifties, the free love of the 60s, and the anti-establishment tone of the 70s were replaced with unchecked capitalism, racial tensions and an increasingly complex geopolitical situation.
The US was in a strange place - while the glitz and glamour only increased year by year, the Republican Party was advocating "trickle down economics". Regan tried to portray the US as the "good guys" of the world stage, just a few scant years after the debacle in Vietnam. The darker side of the US government had come to the front; a perfect backdrop for a game about playing government-sponsored black ops supervillains.
The world was also much more "global" - as telecommunication became more and more widespread, people could communicate around the world, leading to the world feeling smaller and the cultural footprint of America becoming all-consuming. Simultaneously, Eastern cultures like China and Japan were becoming world powers in their own right, and the 80s began the boom of Asian influence in media as a direct response to the US's cultural grandstanding.
From a style point of view, the 80s was the decade of the ridiculous, big-budget action movie - exactly the tone you should be aiming for. Especially the ones with the harder edges - Heat, Predator, The Running Man, Scarface. Even the more ridiculous ones, like Commando, Bloodsport, shit even Road House can make for excellent inspiration fodder.
And finally, from the point of view of the source material, the 80s was the transitional period between the Bronze Age and Modern Age of comics. Comics were more serious, willing to explore darker adult themes and more social issues. Villains like The Suicide Squad could become headliners of their own books; The Dark Knight Returns and Watchmen changed what comics could be about. Hell, Swamp Thing showed you could make the absolute weirdest shit, and people would love it.
The 90s would take this edge and make it edgy - everyone was covered in spikes, new heroes could only be anti-heroic, and the prevailing method of drama was stuffing women into fridges or having a once-silly supervillain become a serial killer, a drug addict or a rapist.
The 80s held that awkward blend of bright, garish costumes with serious subject matter in just the right way for a Suicide Squad game; you can have murder, mayhem, hijinks and political commentary all in one session.
And I don't want to hear any of this "modern comics are too political" bullshit either - Suicide Squad missions from the 80s included tackling domestic and foreign terrorism, race relations, US intervention in the Middle East and fighting Russian supers. Shit has been political since the very start, and politics should play a role in your games!
- Homebrew
- closes January 29
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The Sea of Swords
The Sea of Swords
Era of Upheaval
1364 DR - Year of the Wave
Located along the Sword Coast, including the port city of Waterdeep, the Sea of Swords is part of the Trackless Sea that covers the western side of Faerun. It harbors trecherous storms and chill weather that blows from the north. It is also home to the Moonshea Isles, the Northlander Isles and the dreaded Nelander Isles to the south. Many ships navigate the sea ways for trade along the Sword Coast from Amn in the south to Luskan in the north.
Passage may also be sought to the Moonshea Isles, who some claim to be the jewel of the Sea of Swords, where mines produce a rose gold found no where else on Faerun. It has been ruled by a dynasty of Kings who maintain relative peace and stability and thrive on trade with the mainland. Between the Moonshea Isles and the dreaded pirate Nelander Isles to the south, is the underwater kingdom of the Sea Elves. Not many ships are brave enough to sail it's waters from fear of Ship attack by the bloodthirsty Nelander pirates or undersea raids from the Sea Elves.
This is a land and sea adventure for heroes of Faerun who find themselves in Waterdeep during a year of drought. Times are harsh in the port city as political unrest, heat, shortages of food and water cause chaos. Monsters plague the countryside as drought takes it's toll. Trade prices have also skyrocketed lately.
At a portside tavern in Waterdeep a notorious pirate's bosun has been spotted setting up shop, and the word on the street is tonight he's recruiting for ship hands, with a gold coin and a free mug of ale as a down payment for any who sign up as crew. Alternatively paying passengers may also be an option to go somewhere for a price.
- D&D 5e
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Castlevania: Call of the Eclipse
Long ago, Nostradamus predicted the down fall of Dracula in the year 1999. The time is here and the castle has come. An army of the best the world has to offer has come to do all they can slay the Dark Lord for the last time.
You are one among these. In these despite times, none can discriminate against a potential ally. Lycanthropes and undead rub shoulders with priests and hunters of the dark. Any enemy of Dracula is an ally in this, The Demon Castle War.
Welcome to Call of the Eclipse! Thanks for checking it out.
This will be a Pathfinder 2e game with an Abomination Vaults structure, as you will venture into the legendary Castle Dracula to find the path to it's master and investigate the disappearance of Julius Belmont, who went in to slay the Dark Lord but has been missing for weeks. After such expeditions they will need to return to the military camp surrounding the castle to recover, resupply, and give what information they have found to the leaders.
The base camp surrounding the castle is not without it's in own concerns. Many people of many origins are crossing paths and while many wish to see the end of Dracula not all seem to agree about how this should be done. You may need to make choices that affect not only yourselves but the whole war.
- Pathfinder 2e
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- City of Mist
- closes February 6
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Phntm888's Kingmaker 2E Campaign
This will be a campaign of the Kingmaker Adventure Path, as updated for Pathfinder 2nd Edition. We will be using some optional rules for Pathfinder 2nd Edition. Despite these optional rules, this campaign will be as new-to-PF2 friendly as it can be. I will happily provide help to those who ask, and feedback to everyone when I review your character. We will also make use of the following external tools:
- Roll20 (combat maps)
- Google Sheets/Docs/Drawings (Kingdom Building/Hexploration)
I may also create a Discord for this game, as well, for OOC chatter ability.
For posting expectations, I would like to see a two to three times a week posting rate. I have some table-specific rules, as well:
- Speak to each other with respect and kindness. We're all people, let's act like it.
- No PvP. While I don't immediately expect the group to work together perfectly, I do expect everyone's characters to not actively (or passively) combat or undermine each other.
- If you will be unable to post for a period of time, please do notify me. I will do the same during periods where I will likely be unable to do so.
The advertising period has been opened for two weeks, until January 26th. Once the advertising period closes, those who have already posted a submission will have one more week to finish up their characters, until February 2nd. I will make choices the following Monday, February 5th, at which point we'll iron out some last minute details between party members and hopefully get started the first week of February. This campaign will have six players total. One spot is already filled due to that person requesting this campaign be run, so I will be accepting five other submissions total.
- Pathfinder 2e
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Tokyo Nights
Tokyo Nights takes place in Tokyo, Japan. Starting date is December 23, 2018. The majority of gameplay will stay inside the Tokyo Wards and outer towns, with occasional choices or events possibly taking the player(s) into nearby areas of Kanto Region, or even to other parts of Japan. A player is expected to commit their character to remain in Tokyo Area and sometimes Greater Japan, except when the Storyteller offers respite in the form of story or personal events that MAY take them outside the core zone. Despite the night's urban terrors, the exterior of Tokyo is possibly more malevolent. Garou roam the wilds, vengefully seeking wayward kindred to ravage. Insidious spirits lurk in the ancient places, luring fools to destruction. Nameless horrors stalk the deeps, devouring all that dare to delve. Fringe Cainites hunt the outskirts and countrysides, lawless and maddened with hunger. And of course the Akuma, mystical and deadly, fel thralls of the Yama, corrupting and enslaving any they can overpower. Nay, wander not past the borders of the civilized underworld. Though, even within Tokyo, one may still cross paths with any of these perils.
Player characters begin as 12th-14th generation fledglings. This will be a particularly difficult setting for thinbloods, but they are allowed, poor thing. We use VTM20, standard character creation rules for the most part, though there will be some restrictions for specific clans and sects. There will be some homebrew assets to mechanics as well, such as hunger (though very different from V5, which I personally didn't love). The campaign strives to have a balance of gameplay: social/relationships, exploration, territory management, politics, and of course combat, will all be equally prioritized. There is an overarching plot, but it creeps up on you over time. Survival is the first and last quest, whatever might come in between. My condolences, fledgling. Life is not fair, nor it seems, is unlife. That you should awaken here in this treacherous hive is a sad condition. Certainly, in other regions of the world, you would have had a softer landing. Whether you are of a native clan or a foreign one you will face danger at every turn. Assuming you survive the first few nights, you might find a place amongst the many factions within Tokyo. In fact, I'd encourage you to try. If you prefer to remain unaffiliated there are countless niches you could carve out for yourself. Tread lightly, strike with wisdom, avoid transgressing the High Court, and you may just establish yourself as a new power in the Wicked City. Going it alone, though, will be perilous. For you are small, and Tokyo's hunger is behemoth.Traits of the Setting
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The setting of Tokyo retains some specific traits that make it different from most other urban settings in WoD. Much of the following is derived from lore or real-world while some is homebrew. For instance, guns. Firearms are heavily restricted in Japan, and are even more fiercely regulated in Tokyo. Any sound of gunfire will almost immediately bring police or even JDF. They will pursue any infringement to it's utter end, determinedly turning over every rock, reviewing surveillance footage, studying cell phone pings, etc. The days of Yakuza and Triad shootouts are in the past, and local kine generally help JDF keep it that way. For this reason, supernaturals tend to avoid using guns entirely, or save their use for dire circumstances. This has resulted in a resurgence of melee weaponry. In "normal" scenarios, you are more likely to encounter a katana, knife or steel stave rather than an Uzi or rifle.
Japan is generally disconnected from the greater politics of WoD. The Camarilla, Sabbat, Anarchs; they are small fish in this neck of the world. The Anarchs have a very minor presence, while the sabbat has met only bitter defeat here. Only the Camarilla, through careful political navigation and by aiding to drive the garou out of Tokyo, have managed to establish themselves as a minor player. The crisis of Golconda, the dread of the antediluvians, these concerns fall to the wayside in lieu of more domestic threats. Foremost of these threats are the Yama Kings; malignant spirit beings that rule over The Thousand Hells. These entities are currently waging open war against The Kuei-jin and any allied to them. Here in Tokyo, that means The Gaki, Zaibatsu, and Ko-Shi are top of the Yamas' list. Regardless, the Yama are a threat to all supernaturals. Yet there are those that serve the Yama willingly in return for power or pleasure, giving up their free will and hope in exchange. Traditionally, only Kuei-jin were of interest to the Yama, but in these strange modern nights even kindred and garou are susceptible to the Hellish Influences.
The typical aversion to caitiffs and thin-bloods is far less prevalent in Japan. To most kindred and gaki, an individual's discipline, common sense and usefulness matters far more than such trivial matters as bloodline or potency or vague western prophecies. Here in Japan, we have much more pressing matters to occupy ourselves with . . .Tokyo is absolutely massive. In the WoD, it has a rather dense population of supernaturals. Though there are many factions, most of which occupy a few to several different territories, there is nevertheless a ton of unclaimed places where an individual or coterie can stake out territory. This isn't a Camarilla City, where you have to bow and kiss some Prince's shoes. There is a certain level of freedom here. That being said, the Dusk Accords and the High Court reign supreme, and strictly enforce certain rules. The masquerade is absolute here, especially with the looming threat of Strike Force Zero on the horizon. As well, unapproved conflict between factions is prohibited; if you want to avenge yourself or take territory from another, you better bring it to the Tokyo Courts first.
Where Mages and Fae are concerned, there will be very little (if any) interaction. Of course, both are present and active, but the current narrative climate doesn't have either entwined in Kindred or Gaki happenings. Suffice to say, the Mages and Fae mind their own business, and don't have any good reason to mingle in the struggles and politics of vampiric society. For now.
The Dusk Accords
The Zaibatsu, Gaki and Ko Shi dominate the Tokyo Courts through the Dusk Accords; a strategic alliance formed between the three ancient enemies that has significantly shifted the political landscape of Tokyo. This alliance is opposed separately by The Hototogisu, The Garou, and The Yama Kings. Under the Accords, the Gaki manage the Kuei-jin, Yama Kings, and Fae. Meanwhile, the Zaibatsu manage the vampiric population, which has boomed in the last hundred years. All three work together to manage the Garou, Second Inquisition, and Hototogisu. Though each still retain their own traditional Courts, all contribute to the metropolis' administration via The High Court of Tokyo.
The Tokyo Courts
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For hundreds of years, the supernaturals of Japan have met at various neutral grounds for diplomacy, debate, and trial. In Tokyo Region (eastmost end of Kanto Region), there are three "Honorable" courts; The Sun Court of the Gaki, The Bitter Court of the Zaibatsu, and The Dragon Court of the Ko-shi. There are other Courts rumored to exist such as The Gnawed Court of the Fera, Veiled Court of the Spirits, and The Dreaded Court of the Tsuimitsue, but these are generally deemed as undependable. When an arbiter is needed to resolve conflict OR witness an agreement, typically one of these Three Honorable Courts are utilized. It is a severe matter of Honor to preside over a Court, and any abuse or apparent bias on behalf of the Judge(s) will do considerable damage to a faction's reputation. The host of a Court does have the option to refuse the arbitration, without it counting against their Honor. But, if you ask a Court to arbitrate, and they do preside, you are honor bound to accept the ruling or make generous compromise.
The High Court of TokyoAt the signing of the Dusk Accords, the Zaibatsu, Ko-Shi, and Gaki provided three members apiece to form The High Court of Tokyo. This is the Uppermost authority for all supernaturals in Tokyo, and is supported and enforced by all factions and individuals who abide the Rule of the Dusk Alliance. While the lower courts mediate the majority of issues that arise among the supernaturals, sometimes a matter must be escalated to the High Court. Escalatable scenarios are varied, but matters of war between factions are escalated directly to The High Court. This is the Pursuit of Bushio.
The Pursuit of Bushio
When a faction, group, or individual desires to make war on another and if this conflict will happen within a Tokyo Ward, the initiator is expected to first take the matter to The High Court. There are many justifiable reasons to do this, such as for territory, unresolved insult or harm, or even in the pursuit of subjective "Justice". The initiator presents their case, demands, or offer before The High Court, who then offers the accused/recipient a chance to either accept the terms or present a meaningful compromise. If the terms are not accepted or no suitable compromise reached, and if the High Court perceives the conflict to be legitimate, then The Court pronounces Bushio. This grants the factions or individuals the right to engage each other directly. There are rules to this approved conflict. Don't disturb the mortals. Do not fight where mortals can see. Engage only each other. Third party allies can join the Bushio ONLY if they were already allied at the time Bushio was declared. Otherwise, they must pursue their own Bushio before they can participate. There are other nuances, and The High Court can always and at any time apply further restrictions if it deems necessary. It should be noted, that if conflict is initiated without Bushio, then the initiator(s) are subject to discipline, ranging from execution of leadership to annihilation of the faction’s structure. This has happened thrice since the institution of The High Court; first with the Nagaraja, once with the Bushi, and again with the Sabbato. This is only applicable if the conflict involves more than two individuals; a duel or fight between two people does not require Bushio. BUT, this is not to be abused. You can't just challenge every member of a rival faction in single combat one after another. Such a tactic would certainly invoke the wrath of The High Court.
Seeking RecognitionTo be Recognized by The Court is to be granted legitimacy, standing, and a "seat at the table" in the Lower Courts. It also is an open and unmistakable sign of submission to the authority of The High Court. Or, at the very least, the Ideals of the Dusk Accords. To gain recognition an individual, group, or faction must first and foremost prove that they are in fact, separate from any other existing faction. The Anda, for instance, had petitioned for Recognition right away, but were refused, as the Zaibatsu felt that the Anda fell under their umbrella. After many years of successfully thriving without help or oversight from the Zaibatsu, as well as proving invaluable in the wars against the Garou, the Anda were granted Recognition as a reward. Which leads to the second requirement; you must prove that you will fight to uphold the Accords. Most factions that have been granted recognition, have achieved the honor through battle and a record of stability. There are other ways, though. Those who are Recognized, are permitted to expand and claim territories within Tokyo. They are expected to do so responsibly and sustainably.
The Overarching PoliticsShow this
Despite the current stability, there are many daunting and nuanced problems facing the supernaturals of Tokyo as a whole. The Yama Kings, of course, are an immediate and ongoing threat. Conflict has surged between Gaki and Yama over control of the Dragon Lines, which are streams and nodes of ambient chi, essential to the growth and survival of both groups. Though this theater has traditionally been handled exclusively by the Gaki, the Clans of the Sun are seriously considering bringing Cainite allies into the fold. This would represent a historical breach into exclusive Kuei-jin knowledge. No doubt, such a desperate measure will further enrage the Quincrux towards the Gaki, but may turn the tide against the Yama in Tokyo.
The Garou are an ever-present threat to both Gaki and Kindred. Though they were defeated and cast out of Tokyo over three decades ago, they have patiently gathered their strength in the countrysides, refilling their ranks, while their enemies have toiled against the Yama and Hototogisu. In recent years, reports and rumors have spread of a growing alliance of the beastfolk encircling Tokyo, awaiting some final call to battle. Even the eldest kuei-jin and kindred simmer in dread of this coming conflict. But what can be done to prevent it?
Myriad anomalies plague japan's supernatural societies as well. The seemingly uncontrollable surge of wayward, and often malicious, spirits are emerging unpredictably. Demonic madnesses and hellish manifestations amoung mortals risk exposure almost weekly, though the kine often ascribe these events to drug abuse or mental failings. And these persistent rumors of "The Nameless" can no longer be ignored; from lowly kine to wise elder, too many now claim to have encountered these unexplainable beings. At first, the Gaki believed these were related to the Yama Kings, but no longer. For it seems, even the servants of the Yama fear to linger in the deep places, and are at just as much a loss to handle these eldritch monstrosities.
Another problem is the stirring of a Second Inquisition branch emerging in Japan, known as Strike Force Zero. Formed after a series of significant kindred exposures, this specialized branch of the Japanese Defense Force is rumored to be developing state of the art tech and elite operatives in preparation for a supernatural pogrom. This won't be truly plausible unless the X-scope technology is successfully integrated into the sprawling metropolis. Fortunately, this move has been met by fierce opposition by many mortals of Tokyo, who fear the growing government oversight and surveillance. Though historically, the Gaki have ensured that supernaturals stay completely hands-off when it comes to Kine politics, both they and the Zaibatsu are rushing to infiltrate and establish controls within the Government in order to carefully (but absolutely) squash the 2nd Inquisition before it can set down roots in Tokyo. In spite of this, there are rumors that Strike Force Zero have already begun operating in the Major Wards.
Homebrew RulesShow this
Restricted Clans/Bloodlines/Sects (for various reasons, the following are not available for new characters)
Hecata (Giovanni, Cappadocian, Nagaraja)
Ministry (Followers of Set)
Baali
Nephilim
Children of Osiris
Daughters of Cacophony
Gargoyle
Maeghar
Blood Brothers
Nagloper
Ishtarri
Nkulu Zao
Sabbat (Sabbato)
Character Creation12th-14th Gen. Thin-bloods must take 14th Generation and Thin-blood flaws.
All PCs are recently embraced; Less than a month as a kindred prior to start.
Concept, Clan, Nature, Demeanor - standard rules apply
Select Attributes - standard rules apply
Select Abilities - standard rules apply
Select Advantages - standard rules apply (max individual Resources at start is 4 dots!)
15 freebie points - standard rules apply
Merits and Flaws available, standard rules apply, consider carefully!
- Vampire: The Masquerade 20th Anniversary (4e)
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Ronin
This is a relaunch of a game from ogMW. The game kinda lost steam during transfer, so only a single original player remains. The original recruitment thread is here: https://og.myth-weavers.com/showthread.php?t=542416
I'm not going to start over, I'm going to start anew. So in the original setup, you were soldiers returning from a bad defeat by Lumia, a break-away province in the Empire of Tûul-Abban. That's no longer the case. Instead, you'll be starting as indentured workers - more precisely oarsmen on an underground riverboat operated by a motley crew of dwarves, a goblin and an orc. The game will start with the encounter that frees you, so don't worry about that. You'll have no possessions except the ragged shirt on your back, but again - the first encounter will include loot with which you can equip yourselves.
Important info: This game is open world, and it is plotless.
I mean that in the most literal sense: You can go, and do, whatever you like. Things will happen around you, but there isn't any type of plot, no end goal, no BBEG. You can chose to fight for the Empire (which is frankly sorta morally deficient), join Lumia, or chose to travel the world, build a business. That means you need some personal initiative. I'll be more than happy to work with any ideas you have - but you do need to work together as a group. Conflicting goals or whatever will need to be hashed out. Or agreed upon, or something.
One caveat: Acts of evil are allowed, but will attract unwanted attention. Evil acts within the party are entirely untolerated. So no pvp.
How to character:
Characters in this game use standard array. You'll be starting at level 4.
Generally speaking, I only GM what I own, but I own only the PHB - so feel free to make suggestions. If I cannot look it up somewhere, however, it's a no-go. Also definitely no dragonborn, and no gloom stalkers. I'm afraid harengon are also going to have a hard go at it. They just don't fit in the setting.
You'll be starting as slaves. You will, however, find gear in the very first encounter, which is the opening of this game. If you need some particular bit of gear to be part of that loot, let me know. It's a pain to make a sword and board fighter only to find no shield got supplied. Or similar.
This game does not have a gold-to-power mechanic. You cannot buy magic items. Or, there are brokerages, but you cannot walk into the Ye Olden Magic Shoppe brand store, and walk out 10 minutes later with a suit of leather armor +1 and a dagger of poison.
For that reason, it makes sense to have some other idea what you want gold for.
Finally, I'll say this again: This game is open world. You can go anywhere, and do anything. It also has no plot, although it may feel as if a kinda plot unfolds before you where ever you go. But it means that you need to take initiative. If I present npc's like Sgt. Bromm or Prince Ashteen, you can work with either or none. It doesn't matter to me, but if you chose to work for Prince Ashteen, the job Sgt. Bromm had doesn't get done, or get's done by others. I ... try to make the world live.
Someone asked a clever question, and get's +1 Inspiration:
Hitpoints: Max for level 1, average +0,5 - that is to say, 4 on a d6, 5 on a d8, 6 on a d10, right? - for all subsequent levels.
Obviously, this is just so I can hit you harder =)
Why are you a slave?
Well, I leave that entirely to you. The Empire in which you live have numerous ways to wind up in slavery. No one is born a slave, however, and by law, no slavery is indefinite. So there is debt slavery, where you become a slave for a set period in exchange for having your debt paid. There is slavery as a sentence for certain crimes. And there is self-slavery, where you sell yourself into slavery, typically to pay for your family's well-being, or little Timmy's college education.
You decide why you are a slave, what you were before, and what you want to do when free - just moments from now, although your character doesn't know that.
Whatever the reason, you are an oarsman on an underdark river barge. It's manned mostly by dwarves, but operated by a goblin and an orc. They are, btw, Pashgir the captain, and Krgh'âahn the first mate. There is also a begoggled gnome, who hasn't been introduced.
The Empire, and Lumia:
Much of the known world is part of The Empire of Tûul-Abban. The Empire has been around for a long time, more than a thousand years, and is relatively benign. It does however allow for slavery, as you may have noticed. It also makes use of Deadmen - contract undead who serve in the military after the cessation of their bodily life functions.
The Empire has a state religion - The Nine - which is a rather strange religion, in that the gods are secret, there are few if any clerics (this is actually unknown), and the various cathedrals are empty, basically all the time. Two annual holidays are the exception to this, when it is mandatory for everyone to visit the cathedrals, say a short prayer, and leave a small sacrifice.
The Tûul-Abban heartland is a 'promised land' highland plateau, protected by tall mountains and narrow passes, which is a huge, mild-climate grassland with plenty of rain - unlike the surrounding countries which are mostly hot and dry.
The former Province of Lumia:
Lumia was the fourth region to be conquered by the Empire. It has been part of the Empire for over 800 years. Recently (6 years ago), in a sudden and unexpected coup, a well organized liberation force kicked out the Imperial officials, soldiers and so on, and declared independence. A large Imperial force was gathered and dispatched to bring it back in the fold. They failed rather miserably, and were sent back home with their tails between their legs, shattered pride and broken ego's.
Lumia is a theocracy, but with democratic undertones. In other words, the leader of the rebellion, Leora, has now been sainted and made queen. She does however have a freely elected council to advise her.
Ghazzad:
Where the original game started, and below which you are. Ghazzad is a large port city in the Province of Arcaeon. While it isn't any of those places, it has similarities with Ankh-Morpork, Mos Eisley and Lankhmar. It is a city of opportunity, but also of misery and poverty.
The Empire of the Shoals and the Depths:
Sahuagin control the oceans. They are quite, quite numerous - like fish in the sea, one might say - and ... difficult. Negotiations are ongoing, and treaties are in place, but the Sahuagin are so powerful on their own turf that it's challenging to make them feel any real obligation towards words on a page they signed off on.
Recently, there was a festival in Ghazzad, during which the Empress visited the city to meet with Prince Ashteen. This is something that happened, and not to be mistaken for a plot =)
- D&D 5e
- closes January 31
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- D&D 5e
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The Walking Dead: Tales of the Ozarks
The Ozarks. Occupied by various peoples since the ice age and visited by some of the most recognizable names in American history. The last hunting ground of Daniel Boone, the home of industrialist Moses Austin and his son Stephen F., the “Father of Texas.” It is the birthplace and childhood home of African American scientist and inventor George Washington Carver. It was home to Hermann Jaeger, a Swiss immigrant who saved the European wine industry in the nineteenth century. It was the site of “Wild Bill” Hickok’s first shootout and Jesse James’s first train robbery. It was where a teenage Charlie Parker honed his licks on the alto sax and the birthplace of network television’s first regularly scheduled country music show. Home to the world’s largest retail corporation, the nation’s leading meat-producing company, and the premier collection of American art.
The Ozarks are a region settled overwhelmingly by white pioneers from the Appalachians, some of whose descendants were still singing seventeenth-century British ballads and making moonshine whiskey in hidden caves at the dawn of color television. That it is a place where the rules of neighborly civility melted in the heat of the Civil War, where racially motivated violence occurred at a per capita rate matched by few other areas in the years around the turn of the twentieth century.
Vast stretches of its rocky, infertile ridges and hollers have provided little more than bare subsistence for generations of families and that these families once composed a significant percentage of the country’s migrant labor supply. The home to at least one community tucked so far back into the inaccessible hills that electric power lines finally reached it the same year that humans piloted a rocket ship to the moon and back.
It's here, in this area at the intersection of Oklahoma, Missouri and Arkansas, that you found yourself just before the world changed forever. Whether you were born and raised here, came here to work, came to make a change, or just came to relax and enjoy the natural resources while on vacation, your lives intersected at a time when survival was the word of the day as infrastructure collapsed and the dead walked.
It's up to you to survive and perhaps rebuild what was lost. Six months after the fall of society, these are the...
Tales of the Ozarks.
- Miscellaneous
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City of Mist - Killing Her Softly
The City. A mix of neon lights, crime and corruption. It is all you have ever known. All that you ever thought there was. Day after day living life on autopilot, walking through the rain, passing through the mist-covered streets. Keep an eye when you cross an alley, be wary of those who claim to protect and serve, and do not cross those who really run things. Keep your head down, that's what you were taught growing up here. Keep your head down, perhaps shake it in sadness when you see the news of yet another poor soul lost for one reason or another. It is the way the City is. It always has been and always will be.
But then it happened. A decision you made. A path you could have walked but didn't, a turn you could have taken but avoided, a cry for help that you could have ignored but, for once, answered.
And it awoke something in you. Something that feels as though it has a will of its own, a message that it wants to communicate to you. And power. Incredible, terrifying power that is now yours. Life as you knew it was but a dream, but now you are Awake. The City has a different face, a true face, and you can see it. A different world, hiding in plain sight, filled with beings who can do incredible things, each with their own designs, their own goals for this wretched place you call home.
You are a Rift. And for better or worse, you now have the power to change this city.
Greetings everyone, I am looking for 2-3 players to play through the scenario Killing her Softly from Nights of Payne Town: A spooky mystery taking place in the world of jazz clubs in the City. I am Samanos and I will be your GM for this scenario. I used to play in the old site back in the day, however this will be my first real venture into the City of Mist. I don't mind if you are a new player or a veteran who has played this scenario before (though if you are, please take care not to spoil anything for the other players).
If this sounds like something you'd be interested, please take a look at Character Creation and make a thread for your application.
Applications close February 29.
- City of Mist
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Total War
For the wider Total War universe, currently preparing for Mandate of Heaven 2, Sea of Change and possibly new Sethennai
- Homebrew
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Scion 2e: Fatebound
A scion 2e game, taking place on the Global Scale where your characters play Scions of the Gods, starting at the Hero tier, going to Demigod tier eventually. You are a band of scions solving issues in the World and Terra Incognita.
- Scion
- closes January 22
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- D&D 3.5e
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The Dark Tide
Transhuman Space (THS) is a role-playing game by David Pulver, published by Steve Jackson Games as part of the "Powered by GURPS" (Generic Universal Role-Playing System) line. Set in the year 2100, humanity has begun to colonize the Solar System. The pursuit of transhumanism is now in full swing, as more and more people reach fully posthuman states.
Setting
The game assumes that no cataclysm — natural or human-induced — swept Earth in the 21st century. Instead, constant developments in information technology, genetic engineering, nanotechnology and nuclear physics generally improved condition of the average human life. Plagues of the 20th century (like cancer or AIDS) have been suppressed, the ozone layer is being restored and Earth's ecosystems are recovering (although thermal emission by fusion power plants poses an environmental threat—albeit a much lesser one than previous sources of energy). Thanks to modern medicine humans live biblical timespans surrounded by various artificially intelligent helper applications and robots (cybershells), sensory experience broadcasts (future TV) and cyberspace telepresence. Thanks to cheap and clean fusion energy humanity has power to fuel all these wonders, restore and transform its home planet and finally settle on other heavenly bodies.
Human genetic engineering has advanced to the point that anyone—single individuals, same-sex couples, groups of three or more—can reproduce. The embryos can be allowed to be developed naturally, or they can undergo three levels of tinkering: 1. Genefixing, which corrects defects; 2. Upgrades, which boost natural abilities (Ishtar Upgrades are slightly more attractive than usual, Metanoia Upgrades are more intelligent, etc.); and... 3. Full transition to parahuman status (Nyx Parahumans only need a few hours of sleep per week, Aquamorphs can live underwater, etc.) Another type of human genetic engineering, far more controversial, is the creation of bioroids, fully sentient slave races.
People can "upload" by recording the simulation of their brains on computer disks. The emulated individual then becomes a ghost, an infomorph very easily confused with "sapient artificial intelligence". However, this technology has several problems as the solely available "brainpeeling" technique is fatal to the original biological lifeform being simulated, has a significant failure rate and the philosophical questions regarding personal identity remain equivocal. Any infomorph, regardless of its origin, can be plugged into a "cybershell" (robotic or cybernetic body), or a biological body, or "bioshell". Or, the individual can illegally make multiple "xoxes", or copies of themselves, and scatter them throughout the system, exponentially increasing the odds that at least one of them will live for centuries more, if not forever.
This is also a time of space colonization. First, humanity (specifically China, followed by the United States and others) colonized Mars in a fashion resembling that outlined in the Mars Direct project. The Moon, Lagrangian points, inner planets and asteroids soon followed. In the late 21st century even some of Saturn's moons have been settled as a base for that planet's Helium-3 scooping operations.
Transhuman Space's setting is neither utopia nor dystopia, however: several problems have arisen from these otherwise beneficial developments. The generation gap has become a chasm as lifespans increase. No longer do the elite fear death, and no longer can the young hope to replace them. While it seemed that outworld colonies would offer accommodation and work for those young ones, they are being replaced by genetically tailored bioroids and AI-powered cybershells. The concept of humanity is no longer clear in a world where even some animals speak of their rights and the dead haunt both cyberspace and reality (in form of infomorph-controlled bioshells or cybershells).
And the wonders of high science are not universally shared — some countries merely struggle with informatization while others suffer from nanoplagues, defective drugs, implants and software tested on their populace. In some poor countries high-tech tyrants oppress their backward people. And in outer space all sort of modern crime thrives, barely suppressed by military forces.
- GURPS
- closes January 31
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Barrowmaze
Ages ago, an unknown people settled near a great moor. Following their custom, they built a village and constructed burial mounds and underground tombs to lay their dead to rest. Some were buried in simple alcoves, while others were entombed behind sealed doors and guarded by deadly traps. This continued for centuries, and the tombs grew into an immense complex of maze-like complexity.
Then, something changed. An evil has come to the region, and Chaos has infected the Barrows. The dead have woken and hunger for the living.
... and, according to legend, they guard the wealth of ages.
What is Barrowmaze?
Barrowmaze is a sprawling megadungeon and the centerpiece of this campaign. If you can defeat it and claim the dark artifact that lies at its heart, you win.Be warned: Barrowmaze isn't just a cavern or lair. It's an ecosystem that shifts, changes, and adapts to your actions. To defeat it, you will need to learn its secrets and face its dangers.
Barrowmaze is huge but it's more than just a dungeon with many rooms. Its history has shaped its regions and some of the monsters within have settled into factions. A savvy adventuring party will learn from their explorations to improve their odds of success.
There are dozens of entry points in the Barrowmounds, a few of which lead directly to some of the deadliest areas of the dungeon. Fair? Not remotely. Forget balanced encounters. In Barrowmaze, survival is your responsibility.In Barrowmaze, you'll need to manage time and resources or risk becoming lost in the dark. The halls are filled with deadly traps. Monsters will be hunting you as you explore, and you'll need to weigh your options at every turn. Attempting to sleep in the dungeon might not be the best idea.
Undead hordes? Barrowmaze has them. Bottomless pits in the middle of random hallways? Yes. Green slime and other old-school dungeon hazards? Absolutely. If you don't know the lost art of the dungeon crawl, you're about to learn it.
Back to Basics
We will play this campaign using the Basic Fantasy RPG system, which is very similar to B/X Dungeons and Dragons. BFRPG, however, offers more character options and some quality-of-life improvements, like ascending AC. The Basic Fantasy Core Rule Book is available as a free download from the BFRPG site, as are all the rule options and character classes we'll use in this campaign.
It is unnecessary to have experience with older editions of D&D to play. If you've been curious about them or the OSR movement, this is an excellent opportunity to see what they are all about.
Death Is No Escape
Lose a character? No problem! This particular campaign features a unique mechanic for leveling up players in addition to their characters. Players will level up whether their character meets with success or a grisly demise. These player levels offer new character options, free experience points, treasure, and other advantages.
Of course, you can only use your levels if your character meets their fate. Luckily, making a new Basic Fantasy character only takes a few minutes.
Get Ready to Become a Permanent Resident
I'm looking for 4 - 6 players who can post several times weekly. While this campaign will feature combat and exploration, there will be opportunities for role-playing during and between expeditions and while carousing back in town.
Do you want to know more about what to expect in this campaign? Be sure to watch the Barrowmaze Trailer.
Anyone up for a challenge is welcome.
- Basic Fantasy Role-Playing Game
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- Pathfinder 1e