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DC MARVEL DARK HORSE IDW IMAGE ARCHIE


O V E R V I E W
Maximum Comics was started in August 18, 2014 as a successor project to a group of collaborative stories called All-Star Marvel, Singular Universe, and Ultimate DC. The idea was to combine all of these games in a concise, yet entertaining fashion.

Welcome to Maximum Comics, an intoxicating land where creativity for creativity's sake can take priority and enable you to render stories and events you could only have dreamed of in all of your previous mundanity. In this universe, the mainstream continuities of DC or Marvel no longer apply; this is a world wholly built upon the ideas of players. Continuity that exists in this role-play is anything on the linked wiki in the information section and in the story above. We welcome you to a unique narrative opportunity to take any DC, Marvel, IDW, Image, or Dark Horse Comics character and re-imagine them in a way that makes them pleasurable for you to write unique and original stories with.

Whether you're one for emotional drama or a sucker for physical trauma, the vast range of characters available could fit any genre or any purpose you could reasonably imagine. Have a burning desire to write The Question as a hard-nosed police detective serving a hierarchy he doesn't care for? Maybe you have a unique take on The Whizzer you wish to explore. A concept in which Slade Wilson, not a mercenary but a successful military man, struggles to become President? The opportunities are endless. As long as they have appeared in a canonical DC/Marvel/Indie tale on either the page or the screen they're free for refurbishment: here, the universe is yours to mold.

As a sandbox themed collaborative story, the keys to the universe are given to you—the player—but not without limitations or guidance. Unlike that of a linear progression-themed collaborative story, the goal of a sandbox is to allow you to craft character arcs, NPC casts, and almost assistant GM decisions that don’t contradict the other rules. The style of role-play was explained to me as an “interactive multi-author fanfiction” and the idea of this sort of concurrent thing is apt. However interaction, much like any role-play, is the bread and butter of the game; we don’t shy away from interactions, world-scale gatherings, and so forth. Our job in this role-play will be to set up events every so often but for the most part the GM Staff will do the same thing as the players in setting up our stories.

Also, unlike previous incarnations where I took the helm with the lore; the lore is player-decided. The world is what the players make it, not some overly authoritative GM as I have been in the past.

S T O R Y
The current date is May 2nd, 2016.

It has been one month since the planet Earth was attacked by a host of Kryptonian invaders led by Commander Dru-Zod. Attempting to harvest the world in a violent takeover, utilizing alien technology dubbed the “world engine” the Kryptonian survivors wage an assault on Earth that risks the entire population of the planet. The technology begins a hyper-evolved process of terraforming that creates severe worldwide earthquakes and other catastrophic events. As the machines are attacked by Earth defense forces, it seems it’s a race against time to save the planet before everyone is killed in the process. Superman is pushed to the limits as he and the various other superheroes of the planet try to do their part against Zod’s invasion— a unity not seen since the days of The Justice Society of America and The Invaders.

However, the defeat against Zod has left the world in a precarious state. The Kryptonian invasion has besmirched Superman’s entire reputation and the people who have once worshiped him now look at him with a paranoid gaze. He finds his allegiance and character under question by dozens upon dozens of politicians, celebrities, and journalists. The likes of Lex Luthor directly blames Superman for his incompetence and carelessness as well as declares that had Superman not been on Earth his oppressive people wouldn’t have come and attacked Earth in the first place. A sentiment that rings some truth.

The precedent set by the invasion is not just limited to Superman’s reputation though. Between the various financial damages inflicted, the severe loss of life, and the militarized reactions from several national governments such as the formation of SHIELD’s interstellar response agency SWORD, as well as the research into several anti-metahuman projects and thinktanks. The world has officially been brought into a new age— but nobody knows if it will be good or bad.

T I M E L I N E


E X T E R N A L L O R E
To Be Modified

R U L E S & G U I D E L I N E S
"Advanced roleplaying should focus on developing interesting and complex characters that become part of plot-lines which catch the imagination and inspire the writer behind them to exercise creativity. It is mature, humorous, imaginative, tragic, terrifying, passionate, and rife with descriptive language and characters with real personality and relatable cares. Quality posting is far better than needless novels, yet one should never neglect detail when one feels the need. However, while word and paragraph requirements ought to be unnecessary, single paragraphs cannot contain enough detail to suffice."

Generally, the idea here is a simplified version of any sort of rules since we are “veteran” members of RPG and we pretty much know the big rules— follow the host site’s rules, communicate, collaborate, and don’t be antagonistic towards others. CS reviews aren’t going to be very strict, but to have a reference sheet is important— it doesn’t have to be extremely detailed; you could use bullet points to sum it up or just use brevity to get to the bulk of posting and telling the stories you want to tell. Legacy rules still apply for the most part, but if a parent character is absent just communicate what you want to do and let’s work together to make it happen.

Below are a set few rules guidelines to play by:
  • You may choose any character appearing in the continuities that envelope certain frames of western comic books, though the core of the game is DC/Marvel. You can include aspects of the Bruce Timm continuity, Wildstorm, the Cinematic Universe(s), and so forth. Characters from Dark Horse, Image, IDW, and Archie are acceptable.

  • Travel involving time, dimensional multiverses, or any other concepts would be on a GM-approved basis.

  • Please do not kill player-created characters or important NPC’s unless given the go-ahead to do so or are within your right to.

  • Do not impose on arcs without asking for permission; don’t jump into a scene for the sake of interaction; your characters should have sufficient reasoning to want to be in a cooperative scene and noting that— do be courteous and respectful about approaching or possibly interfering in character arcs. While this is more a suggestion then a rule, we should be courteous to those who are planning arcs. Communication is the key.

  • Respect the GM staff and their authority.

  • Be creative.

  • Notes are an optional and malleable part of your CS’s – just because someone has plans for Harvey Dent as the Batman player does not mean I can’t retrofit those plans to accommodate your interest in playing that character or characters related to them. Notes should be used as guides and pre-cautionary plans or pre-established lore points and do not mean to rule the role-play by disallowing concepts. Again, communicate.

  • Legacies (NPCs, sidekicks, rogues) fall under the jurisdiction of the hero they are traditionally designed around. If you want to play The Joker, The Batman player has to be okay with it and your information should never contradict what they have written in their CS. This one is malleable, but again— communicate.

  • No post should be made that contradicts the host website's rules, so keep those in mind.

  • Activity will be left vague as social obligations such as employment, academics, and so forth take precedent over a shared hobby. But we should at least have a post for every fifteen to thirty days. Obligations will be reminded by the staff, but this is a low stress endeavor so we shouldn't feel the need to make extreme demands regarding this.



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P R E M I S E
Avalon Academy is a collaborative story that takes the boarding school setting most often seen in the writings of Frances Hodgson Burnett and turns it on its head by adding medieval fantasy elements and a more insidious backdrop underneath what would otherwise seem to be a simple slice of life tale in a boarding school, which while it has been proven interesting I’d like to do something a little bit different with my own spin of things. The setting itself will be based on one of my pre-designed worlds called Sathis, and while I’ve put a good deal of lore into it as a whole I’ve decided that I could make it more accessible by simplifying it and playing off an era that I never really developed beyond footnotes. The idea is to play princes and princesses sent off to a prestigious academy, not to put people off by pages and page of lore. So with that said, let me describe the general gist of things.

Each player character is a Princess or Prince of one of the many kingdoms underneath The Imperium of Gaealia and has been sent to The Citadel of Avalon to study underneath the best mentors, guardians, and educators that nobility can afford. However, as this is a boarding school this takes said princes and princesses away from their home and for many is seen more of a prison rather than a second home— but for one reason or another, even if these children are not heirs to their respective thrones are where they are now for probably the rest of their youth. Characters can be diverse in personality as their parentage and home life prior could vary. Some Kings are honorable, others deceitful, some kind, some cruel, others absent, others too present. Whichever the case, you got sent away to a glorified academic prison to be raised among your peers and away from your homeland.

B R I E F H I S T O R Y & S E T T I N G
The Imperium of Gaealia was founded around twelve centuries ago by the Petty King of the Hulevian Expanse, Theodoric I Hulevia; though it was really the goddess of humanity, Gaea, who founded the imperial dominion by speaking out to her creations to unify under King Theodoric to stop the warring states period and be virtuous towards one another rather than sinful— for it was Gaea’s wish that her creations would prove themselves to be tenacious, resilient, and above all good. Unsurprisingly, none rejected when the word of god willed such a thing to be so. As a result, the rule of House Hulevia was uncontested and due to Gaea’s wish there would be no imposement upon its vassals and laws would be loose for the betterment of their culture and society. The resulting empire has been a long-standing achievement of mankind’s unity, ambition, and diligence as was wished. The Kingdoms that fall underneath it all supposedly descend from the first men to rise from the goddess’ divine grace and have worked with their brothers and sisters to prove that their goddess was right to believe they could be the best of all species.

However, the unity and love amongst humankind is not universal and the kingdoms have in recent gears gotten more brash and cynical as the word of the goddess herself has been silent for nearly two centuries to even the most devout of the faith— and without the goddess’ words some believe divinity has abandoned Gaealia. With the recent death of Patriarch Theodoric IV leading the rule of the imperial throne to be in question various kingdoms wonder if they should try to reach for more independent ambitions whilst others stick to their honor without question.

Beyond the above the world as known to humankind is pretty minimal— the recent colonial expansion on the northern continent of Dracos is less than a century old and the races there such as the fae, elvas have only briefly interacted with whilst the dragonkin that roam the world have often been mistaken for monsters on the rare chance of interaction. Within Humas, the central continent, the only consistent interaction humankind has had with non-humans have been the steham (derogatory slang being “dwarves”), furfolk (who are generally peaceful) and the people of Zogrokral such as orcs, goblins, ogres, gnolls, and wargs.

M A G I C
Magic was discovered by Mathis Thornwell (arcane) and Orland Tromvara (holy).

The Arcane Stream was a discovery initiated in 539 AR after several decades of study by Mathis Thornwell alongside other races such as the pacifist orcs, isolationist elves, and playful fae. These races evidently born with magical gifts and humans as not made Mathis look for answers until he learned that magical energy was a natural occurrence that only required a conduit to utilize. Mathis’ studies continued with the study of magical creatures of low intelligence as well as curious friends made during his travels. Eventually his theories became truth and he began writing book after book upon returning to Forlonia and founded the archive known as Thornwell’s Hand. Some years later he was approached by The Conclave’s chancellor about adding magic to the curriculum under his guidance.

The Divine Pool was a discovery that happened by chance— a giant “dragonwell” was discovered inside a cavern near the capital of Tromania by Orland Tromvara after miners were unsure how to progress called him in. Initial studies of the well to be of unknown origin outside of dragon-like etchings. Eventually, Orland vowed with a test of faith and dove into the well to which he was infused with extreme amounts of holy magic and when he awoke tumbling out of the well he could use it like he was a holy conduit. He returned to his oldest brother, the lord of Tromania to report his findings. Later on he would found the knightly order known as Knights of the Silver Dragon, a clerical knight order devoted to heal and protect the weak.

T H E A C A D E M Y
A few hundred years ago, the construction of an imperial barony responsible for the highest form of education for the nobility was finished during the reign of Patriarch Guidahn II, though it had been long in construction at the time of its completion. Guidahn installed his younger sister, Ariande, as its keeper. This barony would become known in time as The Conclave; a name that would become both inspiring and unnerving to many young members of the higher and lesser nobility within the imperium. Thus it was the job of the Grand Keeper (Lady Ariande, originally) to organize the members and servants to prepare heirs and non-heirs with the knowledge and safety they needed to become suitable members of their role as well as protect their interests. However, whilst it became so that The Conclave would be the highest and best archive as well as academy of knowledge many young nobles through the ages began to paint The Conclave as a sentence no different than priesthood even if their woes were the results of teenaged angst and melodrama, a reputation of being sent off by a loving parent instead of actively being raised by their family became a criticism that many voiced; a voice that was likely ignored.

The Conclave’s academic categorization is organized into six central categories: diplomacy, faith, martial, magic, intrigue, and stewardship. Various sub-classifications (etiquette, archery, lore, politics, etc.) persist and specializations can be learned through time. Most students have to be admitted to one area as their area of focus with a secondary before admittance (think of it as major/minor).


The assortment of studies available at The Conclave are diverse and extensive— as should be expected from the most prestigious imperial academy in the entire realm. Some of the best instructors employed by the imperium are among some of the most experienced and skilled practitioners of their craft and include everyone from alchemists, knights, wizards, priests, scholars, scribes, stewards, and others. There are even a small minority of members of non-human races who work as instructors of the academy itself including steham, furfolk, and elves.

Some of the categories offered by The Conclave:

Art Studies – Ranging from expressionism of painting, bardic poetry, music, theatre, and crafting; the study of the arts is a dedicated classification for those who need not practical skills and would like to comprehend their inner expression beyond wielding a sword or tome.

Faith Studies – The study of theology and the history of holy orders throughout the realm is possibly the least eclectic of the categories provided.

Magical Studies – The research, study, and application of the magical sciences is relatively new to The Conclave with the most dedicated developments being headlined in the last ten and nine years by Mathis Thornwell and Tiberius Thornwell.

Martial Studies – Ranging from studies of military history, monster lore, strategic applications, weapon arts ranging from spear to sword to bow, and practical experience through mock battles or duels; the study of martial science is one of the most developed classifications at The Conclave.

Scholarly Studies – The studies of a scholar and sage are rich with varieties settled in writing, mathematics, cultural history, dating & notations, general history, and development of civilization. The original sole category of The Conclave serves mostly as the centerpiece in contemporary times.

Social Studies – The studies of manners, language, etiquette, political history, intrigue, diplomacy, mercantile science, and laws.

Technical Studies – The studies of practical science is broad ranging education about the history of innovations to teaching students applicable skills such as architecture, logistics, herbology, alchemy, and advanced sciences. It is after science the newest category and possibly the most challenging to grasp in full.

G R E A T H O U S E S // R E G I O N S
The realm is divided into kingdoms within their own regions— the north, the west, the east, and the south. The imperium has held these kingdoms for over a thousand years and gives a lot of autonomy to their functions, only recently imposing stricter laws that interact with how the kingdoms act out of fear that with Gaea’s absence the Kingdoms would plot against one another and destroy the unity of the realm.

Ethnic group key:
Aladori — Light-skinned, Black & Brown Hairs, Short (5’0” – 5’6”)
Forloni — Light-skinned, Amber & Red Hairs, Short (5’1” – 5’7”)
Hulevi — Tan-skinned, Black Hair, Medium (5’6” – 6’0”)
Phoeni — Dark-skinned, Black Hair, Medium (5’6” – 6’0”)
Tromani — Light-skinned, Blonde & Brown Hairs, Medium (5’4” – 5’10”)
Zkreli — Light-skinned, Blonde & Brown Hairs, Tall (6’0” – 6’6”)


The North
Notable houses include:
  • House Blackwater, The Kingdom of Skyhaven, Lordship of The Skyheart. "Don't Look Down"
  • House Fel, The Kingdom of Aladore, Lordship of Ebonheart Keep. "Believe in Nothing"
  • House Primrose, The Kingdom of Ironthorn, Lordship of The Rosehall. "Virtue through Compassion"
  • House Swiftwind, The Kingdom of Northwatch, Lordship of Switftwind Keep. "Ride for Glory"
  • House Taake, The Kingdom of Darkthrone, Lordship of Darkthrone Keep. "Nothing Ever Dies"
  • House Vauxdvihl, The Kingdom of Karadore, Lordship of Solitude "Tranquility is Defiance"

The West
Notable houses include:
  • House Heartspire, The Kingdom of Iscarion, Lordship of Heart's Spire "Born to Fly"
  • House Hawkhart, The Kingdom of Kalcia, Lordship of Hawk's Rest "Fly Free"
  • House Lothlahr, The Kingdom of Lothloryen, Lordship of Lakeisle Keep. "Witness Our Might"
  • House Minhyr, The Kingdom of Minhyriath, Lordship of Spiderstone. "We Shall Not Yield"
  • House Pridedane, The Kingdom of Vespira, Lordship of Pridehold. "Ever Diligent"
  • House Tromvara, The Kingdom of Tromania, Lordship of Silverhall Keep. "We Shield the Weak"
  • House Thorne, The Kingdom of Grameria, Lordship of Rivervale Keep "Heeding the Call"

The East
Notable houses include:
  • House Forletus, The Kingdom of Forlonia, Lordship of Forletian Keep. "Strength through Knowledge"
  • House Halectus, The Kingdom of Imperia, Lordship of Oldcliffe "Masked & Guarded"
  • House Marlowe, The Kingdom of Sikth, Lordship of Ravenhook. "Quake with Fear"
  • House Porlanis, The Kingdom of Lanelia, Lordship of The Mantiswood. "Into the Storm"
  • House Turanis, The Kingdom of Xahria, Lordship of Xahr Keep. "No Compromise"
  • House Warwic, The Kingdom of Ralneria, Lordship of Riverholm. "Never Forget"

The South
Notable houses include:
  • House Avion, The Kingdom of Ohanior, Lordship of Sandstone. "From Broken Vessels"
  • House Hahra, The Kingdom of Faeron, Lordship of The Goldtooth. "Fields of Hope"
  • [GM ONLY] House Hulevia, The Imperium of Gaealia, Lordship of Gaea's Gift. "Strength in Unity"
  • House Maurin, The Kingdom of Olthonis, Lordship of Heaven's Gate. "Hammer of Justice"
  • House Queon, The Kingdom of Phoenis, Lordship of Sand's Sanctum. "Free the Fire"
  • House Wyrm, The Kingdom of Riyahi, Lordship of Wyrm Keep. "Dawn Within"

E T I Q U E T T E
Honestly, I feel like it is a bit superfluous going over an established rules section; but I guess this might be a bit necessary to go over for the RP’s sake. Let me be clear, I believe I am a fair GM albeit a bit of one with a serious disposition— but if you respect me and your fellow players, I respect you. Don’t… and well, I turn into a shark. Let’s not turn this into a shark movie, we have enough of those don’cha think? With that said, here are some brief guidelines to note so we can have a fun time and not a shitty time.

  • Every single person should be aware that we will respect and obey RPG’s rules. Mahz and his staff are really reasonable and have designed a site where we can have fun without too much hassle. So let’s not contradict those guidelines and rules.

  • The GM staff should be respected at all times, but not just them. Your fellow players should not be belittled, condescended, or felt unwelcome. Even if you are frustrated you should make sure you are not antagonizing your peers. This is not to say you have to “handhold” them or “sugarcoat” yourself— but you need to follow rules of civility. There is no question about that.

  • Don’t powergame! You should know what is and isn’t okay. We’ve all been (assumingly) RPing for a long time but we know what meta-gaming, power-playing, god-modding, and the other variations of the “don’ts” of RPing are. Don’t do them.

  • This is a collaborative RP! But we shouldn’t focus on collabing every other day on unfair schedules. Not everyone is from the eastern side of the United States— I want potential players to feel like they are involved as well as try to keep a good rhythm going for the story. This means I will try not to time-skip or scene shift unless it is the right time.

  • Players who drop should not be surprised to see their characters become brief NPC’s for a time. I will find a way to write them out, but if you quit in the middle of a battle there will be consequences to that. This is not be taking over your characters but keeping consistency of the RP cohesive and not allowing a “dead stop”.

  • It is the PLAYER's RESPONSIBILITY to keep up with the IC. It is not the GM's or others to mention, ping, or otherwise inform you that you should be posting.

  • Character applications will be posted in the OOC, Accepted applications will be posted in the Characters tab.

  • Have fun!

CS Format is in the CHAR tab!

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P R E M I S E
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P L E A S A N T V I E W
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'L E R U L E S
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P R E M I S E
Inspired by Twin Peaks, I Know What You Did Last Summer, and pretty much every slasher movie known to mankind. Into the Woods: The Disappearance of Emily Brandt takes place in a very old Midwestern town with a lot of secrets and one of them has come back to literally haunt a group of teenaged kids during the summer of XXXX. The idea is to have things appear mundane and normal with the selective group of friends as they go about their lives up until the point they are targeted which honestly won’t be for a good bit as I believe building the dynamic of the characters to be more important than turning this into Scream as soon as the opening credits roll.

For those worrying about the definiteness of a slasher scenario they need not be worried completely, as the attacker could easily be injured, killed, or arrested depending on game continuity events that the players effect. Though be realistic to your characters (lack of) experience and abilities as it isn’t a whole lot of fun for the narrative for the killer to be shot down from the heat the school jock suddenly was packing. I trust my players, so trust me. I’ll be dedicating very loose roles for the “friends group” per ce but otherwise the only requirement is to follow the CS expectations and to have fun writing a rural coming-of-age story about surviving a serial killer.






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P R E M I S E
Hollow Stone is a anthropomorphic post-apocalyptic roleplaying concept where you take the role of a individual who serves as a new or veteran "slave" under a group of organized raiders called The Terror. Hollow Stone borrows from concepts from the "escape from dystopia" cinematic/literary genre as well as the Fallout game franchise. The atmosphere and pacing is that of a character-driven story of hopelessness, despair, anxiety, and ultimately survival at the surprising end of the day as spirits rise. Players will embody this as they take the role in a work and procurement camp run by aggressive bandits who only serve their own means.

W O R L D
The World is the planet Aegis, a fractured version of what the world once was as large metropolitan areas were destroyed, military factories were fractured, and large towns were buried. What happened is uncertain, but largely irrelevant as what is important is the lands that are today's Aegis. Throughout the years the lands changed and undergrowth flourished as the secondary species evolved to take a new to this world. Humanity is dead, and it's history is a foreign language that nobody can comprehend. The world's animals took shape and rose from their environments due to the tampering the end of the world provided. Foxes, Wolves, Raccoon, Cats, Lizards, and other species rose from their home to a world of scattered remains and constructed civilization from its ruin.

Old world technology is scattered and contained by those with power, the only bits of it there that are commonplace are firearms that have been re-purposed or re-engineered. New world engineers are always working around the clock to understand more about the old world and few have understanding of the idiosycrancies of automated mechs, stationary turrets, and other such technologies; and most of them are held with an iron fist by factions such as The Dominion. People who have a symbiotic relationship with these engineers are called "world seekers" and fulfill a scavenger/salvager's role. These people hunt for old world tech and leads on any answers to their complicated workings, however the world is dangerous and these seekers find many difficulties to survive.

The known world is surrounded by mountains, craters, and what the population calls "wasteland" that sickens the people who travel there and ultimately kills them from simple contact. These cases of wasteland explorers have scared the majority of the masses that they are best surviving where they are. In the western regions there stands an extremely large desert and to the north lies a coastline that contains one of the few unburied/lost metropolitan cities, however it is controlled by tyrants and their extremely talented engineers. Then there is the west, an area of high hills, plains, rivers, and mountain valleys. This is the "free world" and in a sense it isn't inherently incorrect.

F A I T H
Primitive worlds are superstitious and this one is no different. Whispers of ghosts, magic, and monsters are commonplace. But what is real? Magic does exist in Aegis, but it exists in light magic conventions in the form of people called ghosts. Ghosts are people like the rest of the new world, but they have a hyper-evolved niche that can be described as magic.

Depending on the "mutation" that has been evolved through the old world's weapons and environment, these ghosts can do a number of things. Those born with fire can control their body heat and are bred to the center of the desert frontier to the west, they live and strive because of their ability to tolerate the harsh night's climate and the most talented of them can control their magic beyond simple uses.

Fire Ghosts have internal control of body heat and advanced users can burn their enemies flesh through simple touch, Light Ghosts have internal control of their visibility in daytime and advanced users can have short-term complete invisibility, Air Ghosts have internal control of their breathing and advanced users can restrict breathing completely in no-oxygen environments, Water Ghosts have internal control of blood movement and advanced users can refuse water into their body making them optimal to survive underwater. These are some example of ghosts and their typical ability and then their ability through advanced ability or mastery. If you have any thoughts on this let me know if I need to expand it or you have an idea for other types of ghosts.

F A C T I O N S
The Dominion: The Dominion are the big bad guys of the world as they are the most advanced and the most ingenious. They are located alongside the large northern coastline called "aegia" from the few signs they have deciphered. They have one of the most practical understanding of the old world languages and have some idea of the history but only in the most basic form. Their headquarters is a metropolitan area that they have locked down through reforged walls, automated mechs, and turret control. The people born under these "highborn" are either in poverty or in decency. Few are in luxury and those people run things control the engineering caste as well as have the army on their side. This is a dictatorship and it isn't not nice to live in and to escape is a challenge but it is freedom.

Faith: Faith is the Hope of the north, right out of the Terror's domain. The town is run by the people and instill a strong public militia. They are on high guard but whilst cautious seem generally well-meaning enough. They have talented defensive forces and this is noted as a small school of personal defense is situated in the city itself.

Hope: Hope is a loose city-state much similar to Fallout's "Megaton", but without the giant nuclear bomb. It's a town run by the people and the enforcer's they elect. Loose trade between The Terror keeps the biggest bandits away from them and as thus they generally only have to worry about smaller bandit collectives. They have third-rate engineers and they have many who aspire to make it big as seekers. A small school of engineering is situated in the city itself, but what they know is kids stuff compared to The Dominion.

The Kingdom of Arnak: The Kingdom of Arnak is a feudalistic sub-kingdom that exists somewhere in the mountains to the northeast, virtually unknown to the entire world the kingdom has no interest in expanding or finding out about the rest of the world due to general mutants, monsters, and wasteland that surrounds them and has killed their champions. They still occasionally send champions out to find the "old gods" and whatever artifacts they left for them, but none have ever found way back home if they did make it to the fields and valleys of where our roleplay takes place. The kingdom also is afraid of firearms, old and new; feeling they are demonic and one of the weapons of the one's who defeated the old gods; so this creates Arnak as a kingdom that focuses on post-modern feudal weapons. Crossbows, Longbows, Swords, Lances, Pikes, Spears, and Shields have been re-purposed to work better through contact with mutants of all shapes and sizes. One of their best weapons is the guardian-class crossbow (similar to the one in Van Helsing).

The League of Avalon: The League is one of the major powers and the parallel to The Dominion; settled west of the settlements of Hope, the League of Avalon sits on the edge of the Necrosis against the southernmost mountains. Like The Dominion they have a strong understanding of the old world languages and technology; and they exploit this fact. While not tyrannical in the "invasion" sense, Avalon is led by a theocratic church and their word is the law in their district. Led by a religious council; the Avalon people find themselves frightened about the “big scary world that is out there”. Between propaganda and matter-of-the-fact news, they do not want to leave their city unless they are among the select few the church deems worthy to search for old world artifacts and information; these people are part of a sub-church organization called The Vanguard of Truth. The church will train those born (or have proven worthy) in becoming such, but it becomes a chaste and zealous lifestyle. The League of Avalon allows immigrants but they are heavily mandated and debated if they are worthy into letting into the League for citizenship by the council.

The Terror: The Terror is the cliché-named organization that employs skilled bandits, hunters, raiders, slavers, and fourth-rate engineers. Formed near one-hundred years ago by Kaz Kimezi with the intent to push out competing slavers, raiders, and bandits by unifying the bulk of them under one foot—his. While The Terror to this day is not the only name in the criminal industry of which they are known for—eastward from the edge of the Necrosis and underneath the northern Terramurum they reign supreme as the largest. Settled primarily in the Umbrapositus Valley they operate with extreme force and surprising competence.

R U L E S
I. This is a character-driven roleplay that ventures due to character decisions while there is plot events this thing will progress as far as you want to take it.

II. Character types that are proven badasses or masters of escapology aren't ones I'll be looking to accept, this is about the conditions and the escape and the survival unless as a group we decide we want to avert the plot elsewhere.

III. Be as active as the players around you whether we're posting bi-weekly or daily or monthly.

IV. No god-modding, powerplaying, blah blah you know the drill. Regular guild rules apply.

V. Honor the rules and conventions of the magic system if you are to create a ghost, its a very low magic style so NOBODY will be a dragon breathing fire or blasting fireballs like he's the best sorcerer to walk on Aegis. You dig?
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I N T R O
For reasons unknown, you’ve travelled here to Blackwood in search of something— I can see that. I’m not sure what you expect to find out here, but I don’t pretend you’d want to divulge such things to a stranger. But let me tell you something, something about this town: trouble will find you. So watch your back.

Wasn’t always like this, though… I’ll tell you that. Fifty years ago, when I was a boy and this was a smaller place I’d say it was better. There were less grifters and hucksters and we all had a pretty nice town where people trusted each other, had no quarrels with the natives, didn’t have to lock our doors at night or pray to the maker for protection against witches or raiders. I’m not sure when it exactly happened, but after the Massacre at Red Hill and the Destruction of Sunvale it just seemed like we just let evil get the better of us— and by my count I’d say it’s got a good winning streak.

Blackwood is still half-decent though, and we’ve got more yield than when I was growing up. We started as a small outpost town at the end of the railway we call the southwestern highway and now we have a lot of trade coming through: furs, metals, timber, cattle, grain, maize, and hops. For a town at the end of the line we’re getting to become pretty well off. I even hear that folks are considering rebuilding Sunvale and extending the highway through it, which’d open up a good deal of land for a lot of folks despite the recent memories an’ such.

But like I’m telling you, people just aren’t close anymore. Your daughter get nabbed? Your problem. Your cattle get rustled? Your problem. Someone set your business on fire? Your problem. Only time it seems it ain’t our problem is when outlaws scope out the town and that’s only if the Warden’s Office isn’t dispatched elsewhere in the county or territory.

I suppose all of this ain’t meaning much to you. Which I get, believe me.

I’m just worried. There’s a supply train coming with the next dispatch and the local mining company’s going to load out their supply. We only have one warden up in town today and he’s a young one, and this is the kind of thing that gets town’s raided, plundered, raped, and such. I just got this bad feeling and thought I’d share it with you… you seem like a good kid. I don’t want you ending up with a hole in your head.

That’d be bad.

So if I’m right about my gut feeling and such… I have one last inquiry.

Who are you and what’re you going to do when it happens?


  • The Brawler - Always ready to a fight, the brawler is most home up close and maybe with a bottle in hand.
  • The Drifter - Wayward but with charisma and luck to spare, the Drifter is always up for a game of chance.
  • The Fool - Forced out of their element for reasons beyond their control, the Fool has to fight to survive.
  • The Gunslinger - Fast on the draw with an experience with duels, but with a bad reputation.
  • The Lawman - The law is the only thing important in the frontier and the Lawman will make sure order is brought by any means necessary.
  • The Native - Foreign and skilled with her ancestral weapons, but ignorant to that of man’s way.
  • The Preacher - Headstrong and zealous, The Preacher will convert and punish those who cross their maker.
  • The Prospector - On the search for his fortune, the Prospector will drink with the devil for his gain.
  • The Ranger - A frontier expert who is more skilled with a long rifle and a rucksack than any.
  • The Renegade - Wanted somewhere, somehow; the Renegade's skills are to evade and maybe… redeem.

P R E M I S E
Welcome to Damnation - Lost Souls of the Frontier, a wild west fantasy romp that I feel and hope will be a fun expedition for all who are interested. Inspired by the works of Akifumi Kaneko & Takashi Fukushima, John Ford, Sergio Corbucci, Sergio Leone, Shane Lacy Hensley, and many others. What Damnation is at its core a fantastical gothic western setting where adventure and desperation are the destination. As you have read above, I have listed ten archetypes you may build a character around and these characters can be anything you imagine them to be (within the realms of reason and cooperativity) - this is not a “one gun show” and it will be blatant that teamwork will be needed to overcome certain odds. I will be looking for a minimum of 5 and a maximum of 10 players before I get started so that gives us plenty of time to get started.

Expectations and Rules are pretty basic. We will abide by site rules and we will do our best to remember we are all adults with schedules so we cannot expect consistent posting if something comes up. A bare minimum of one post a week should be a good idea and if inactivity becomes an issue it is the GM’s responsibility to contact you. Assuming your character needs to be interacted with for progress, if you are unable a GM will find a way to do so for the good of the plot. If you leave the RP the same thing occurs.

T I M E L I N E
2 BI - The Great Wither occurs, causing drought and famine across the lands of Lyuos.

0 - The colonial province of Tricot is established after an expedition across the oceans of Atles leads them to the continent of Gisaria.

12 AI - The War of the Crowns begins when several prominent leaders among the different colonies meet in the then colonial Lyudi city of Tricot. This was called the Council of Tricot, and involved leaders from all but the Argosian colony. After sending in their list of grievances to their home countries, the city was immediately besieged by sea.

14 AI - Consul-Elect Arthus Loren is hung for treason for delivering his own statement supporting revolution. His death incites his fellow countrymen to join the war, giving the Confederacy much needed strength.

23 AI - Following the Declaration of Cessation, The War of the Crowns formally ends in early winter successfully determining the liberties and freedoms of the people of the newly created Confederate nation.

24 AI - Confederacy drafts a formal constitution for the country, though government is given weaker powers, with the counties (fiefs) holding more political clout. Tricot becomes a central trading hub and cultural center even without the emphasis on political power; and grows into the confederacy’s largest city.

27 AI - Conflicts begin with newly established Argosian Colonies to the north over territorial disputes. Trade ceases with Argosi ships during this time.

29 AI - Etheria declares war on the Argosian Empire over lost land during the Imperial Wars. Trade increases between the Confederacy and Etheria during this time.

30 AI - Troops from the Argosian Colony of Sparanos attack northern settlements. The Confederacy declares war on the Argosian Empire.

31 AI - Diplomats are sent between the countries, the conflict ends with no territorial shifts. Only the loss of life between the three countries occurs.

52 AI - Humanity strikes a discovery when a mining company at Red Hill uncovers a glowing red ore that becomes known as Aldite, named after the geologist who would discover the vast utilities the ore holds for the Confederacy: Alaric Alde.

55 AI - The head magnate of the Redd Mining Company finds more geologists pining for the ore from his mine and increases production despite reported safety issues and a warning from a native Gis about the ore.

56 AI - The Confederacy’s frontier vanguard guild, The Wardens, are called in to Red Hill when a riot between workers and hired guns by the mining company turns into a small series of skirmishes that become known as the Redd Riots.

56 AI - The Redd Riots ends with the battle known as the Massacre at Red Hill.

69 AI - The first discovery of “alters” occurs when the son of a former surviving miner from the Redd Mining Company sets the town of Sunvale on fire. A warden is sent to investigate but not before the entire town is burned down with only a small handful of survivors who claim witchcraft and evil spirits had been responsible.

72 AI - More incidents like Sunvale occur where children of former miners of the Redd Mining Company lead to a string of arsons. The Wardens are sent in to investigate, namely a young warden named Aleister Hoyt.

74 AI - Aleister Hoyt’s investigation leads to information that the cause of the string of arsons is the fact that children were born with radioactive deformities that they could not properly control. Hoyt calls in a biologist by the name of Augustus Ledoras for answers. Aleister seeks out other survivors of the Massacre at Red Hill.

75 AI - Agustus Ledoras deduces that red aldite is inherently radioactive despite it’s potential in energy development and that the pseudo-magical abilities presented in “alters” are a result of birth defects of a parent with too much consistent exposure to the mineral. The report is sent back to Aleister Hoyt, who talks directly to his superiors. The findings are deemed as interesting and the case is closed.

77 AI: Smaller shipments of Aldite begin being traded with the older countries. Suddenly the Confederacy becomes an important player on the world stage; though the council in Tricot decides only trade a small percentage of their minerals; keeping the majority of the aldite for their own use.

80 AI - A deposit of a new form of aldite, this one being blue, is discovered. The hunger for aldite increases which leads to several incidents where Gis tribes would refuse to allow humans into their land on the premise of the dangers of aldite. This leads to violent scuffles between human and gis alike. The 1st Aldite Wars begin.

85 AI - After five years of conflict, the 1st Aldite Wars end after white peace is sued for after Wardens intervene to prevent further bloodshed and violence. The Gis tribes become to see humankind as greedy and foolish rather than curious and ignorant; some tribes exile human interaction beyond minor trade routes.

88 AI - Spies are tried and hanged after four men attempted to steal plans for a new aldite based engine. These men were thought to be employed by the Argosian Empire. Troops are placed on the northern border and tensions rise between the Confederacy and the Empire once more.

97 AI - Argosian frontier scouts discover an abandoned cache of green and yellow aldite amongst a Gis ruin.

101 AI - Following a devastating plague in Kaogen, Kenshi and Kao immigrants flock to the Confederacy for refuge and work.

104 AI - An Argosian stronghold is attacked by famed bandit “The Jackal”, he discovers the evidence of their aldite cache and uses it to strike a trade deal with Confederate mining magnates.

113 AI - Gis warriors attack Human trade outposts after evidence suggest humans have been defiling ancient burial grounds and sacred ruins for the aldite contained within. The 2nd Aldite Wars begin.

117 AI - The 2nd Aldite Wars end, and the Confederacy begins to look into ways to prevent this from happening before full-scale war between Gis and Humankind brings out ruin to the realm. The Council of Tricot elect an ambassador to the Gis for this purpose.

118 AI - A cult called “The Children of Nathor” is founded by a group of alters under the leadership of Jacob Nathor and Samara Erliss. They begin to conspire to protect themselves against non-alters.

118 AI - Present Date.

A P P L Y
Profile Skeleton is as follows:

[h3]Character Name[/h3]
[img]IMAGE[/img]

[i]“Quote”[/i]

[b]| ARCHETYPE |[/b]
[indent] [/indent]
[b]| AGE |[/b]
[indent] [/indent]
[b]| SPECIES - ETHNICITY |[/b]
[indent] [/indent]
[b]| PERSONALITY |[/b]
[indent] [/indent]
[b]| SKILLS - ABILITIES |[/b]
[list][*] [b]Attribute[/b] -
[/list]

[b]| FLAWS - DISADVANTAGES |[/b]
[indent] [/indent]

[b]| INVENTORY - EQUIPMENT |[/b]
[list][*] [b]Item[/b] -
[/list]

[b]| BACKGROUND |[/b]
[indent] [/indent]

[b]| GOALS - ASPIRATIONS |[/b]
[indent] [/indent]
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P R E M I S E
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T I M E L I N E
The Saiyan-Tuffle War takes place between AG-720 to AG-730, but instead of ending with the annihilation of the race they are instead enslaved by the Saiyans and introduced to their new society as indentured servants. This slavery preludes a time of subjugation, torture, and misery for the Tuffles. Succeeding rebellions are put down quickly and harshly.

In AG-735, King Vegeta's pet project named “Primal Fury”, is finished. Primal Fury is a Tuffle-designed large starship capable of projecting a small army of Sayian warriors to far away planets. It is launched and headed by Commander Hakusai.

In AG-736, King Vegeta launches Primal Fury while Planet Trade Organization ships are not docked nearby, cementing his attempt to make the Saiyan’s ability to increase their power to match PTO.

In AG-737, Kakarot’s ship is intercepted by the Interstellar Security Force and despite a conflict with the volatile infant is put into “protected custody”.

In AG-750, after years of searching Pilaf’s quest for the Dragon Ball’s is interrupted when the Red Ribbon Army also begins their own search for the legendary artifacts. Sometime later, the commander of the Red Ribbon Army dies in an accident and his lead scientist, Gero, takes control of the PMC group. Gero invades West City.

In AG-751, a coalition of martial artists defeat Gero’s Red Ribbon Army and the scientist vanishes before he is apprehended.

In AG-753, King Piccolo’s return is eclipsed by his execution order on all martial artists. Casualties of the nefarious actions of King Piccolo results in the death of the “Ox King” and the legendary Master Roshi of the Turtle School. These events conclude when Krillin, Roshi’s pupil defeats King Piccolo with the help of other survivors of Piccolo’s reign.

In AG-756, King Piccolo’s offspring appears and is subsequently defeated by Krillin.

In AG-758, Lord Slug appears on Earth and begins terra-freezing the planet. This ignites the first (temporary) alliance between Krillin and Piccolo Jr.

In AG-760, more conflicts arise for the martial artists that have been come to be known as the “Z Fighters” including the re-emergence of Garlic Jr.

In AG-761, a new commanding officer is decided for the 'Galactic Police'; also this continuity's version has no ruling monarch and instead has a different system of governing. More Green Lantern less Galactic Monarchy.

A P P L Y
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D I S C L A I M E R
Currently, The Order Saga (2003-2016) is not taking applications or invitees for players. If you are interested and know me or any other member from a previous game please contact myself and @DruSM157 through private message so we can see if it is manageable to work you into the game.

P R E M I S E
The Order Saga is a collaborative story that has gone through several changes and influences over the course of twelve years. It is the longest running RP I’ve ever worked on and I couldn’t even begin to tell you what number of revisions and reboots it has had. The idea came to me when I was sixteen years old and was working with two of my closest friends on a story that provided escapism for us with heavy anime and high fantasy influences. Whilst it has become much more elaborate in the years since, it still represents itself at the core an escapist fantasy about heroes fighting against the forces of a fanatical cult that holds mysterious and dangerous powers that they wish to use to control, dominate, eliminate, and purge those against them.

The setting takes place on the planet of Sengia, which is generally by all appearances a normal modern world— but as suggested this isn’t exactly the case. Based around modern fantasy conventions the world of Sengia is home to several fantastical and supernatural abilities ranging from conventional magic, spiritual energy, inherent elemental abilities, psychic powers, and so on. Those who are gifted are not necessarily the “norm”. But the focus isn’t exactly on people who are the ungifted majority— much like any story focusing on high octane action/adventure with magic as its centerpiece, the focus is on the gifted individuals who come to get swept up in this whole nonsense about cults, heroes, artifacts, and agendas.

The central location where The Order Saga, particularly this chapter, takes place in is known as The Confederacy of Dun— a small assortment of independent nations occupying a lowland area encompassing marshland, swampland, forests, and soft rolling hills alongside sprawling rivers. It’s a wide area that is loosely affiliated and is equivalently a wild frontier similar to the western United States in the 18th and 19th centuries; just replace tumbleweeds with bog monsters. The year itself is the winter dawn of 4427, and the cult known as The Order has been quiet for a few months; but they are back to doing what they do.

M A G I C
A question that many have pondered over the course of the universe’s existence, no matter where the question is asked it is always answered in silence. Magic is an umbrella terminology for the energies of the world that cannot be explained away by rigorous study like objects of conventional science. For every theory about these energies there is another handful waiting to offer a different explanation and people as a whole have not found their answer. However, whilst magic’s origin or purpose cannot be explained into a concrete design there does exist the ability to harness it despite the dangers that comes with attempting such a thing. Depending on the magic the individual seeking to harness it can find themselves walking a dangerous path that could potentially corrupt or harm themselves doing such.

There are six types of unknown energy:

Arcane Energy: Named after ancient scientist and scholar, Arcanus Potestatis, it is the magical energy that acts as primordial glue of all mystical phenomena. It is known to be the most imaginative of all magic as it is the only one that can be bent to the imagination of the user in its entirety. The study of Arcane Energy can lead to a variety of utility such as conjuration, alchemy, divination, and much more.

Celestial Energy: Named after the celestial skyline where mortals dream of the afterlife, it is the magical energy of souls long departed and of good & evil. Most certainly it is shrouded in obscurity and secrets holding knowledges at bay due to the dangers that could be. Despite this there are few men and women who do dare to cross into the celestial plane and try to grasp the power of corrupted and long-dead souls. To tap into this force can cost you your life and the life of others when you let loose something that should’ve been left well enough alone.

Divine Energy: Named after the divinity of the gods of chaos and harmony, it is the magical energy of sin and virtue. It is a radiative energy that absolutely corrupts or enlightens with various cults and tribes worshiping the power of the artifacts left behind as symbols of the energy’s power. Prolonged use makes you inherently more orderly and lawful or destructive and chaotic, but many go beyond the risks to unsurprisingly achieve power over others.

Elemental Energy: Named after the elements of nature, it is the magical energy that runs through the world and for some their own dynastic bloodline. To be of elemental blood is rare, especially considering many of the bloodlines have thinned out due to ancient wars and infighting amongst rival clans. The study of Elemental Energy is limited to the bloodline but still exceptionally powerful within the abilities to manipulate and create these elements as the user pleases.

Psionic Energy: Named after the first clairvoyant and psychic, Sofia Psioni, it is the magical energy of the mind. There are a small handful of private educational institutions that cater to the unique gift of clairvoyance, psychokinesis, telekinesis, and telepathy. Much like elementals, psions have a huge swath of power at their disposal and many of these aforementioned institutions make it their mission to keep their knowledge obscure and anyone that opposes them taken out of the picture.

Spiritual Energy: Named after mortality’s crutch, the soul, it is the magical energy that lives in every living being and can be utilized by anyone with a little focus and determination. Due to the widespread knowledge of this type of energy there are hundreds of clans and schools that have unique techniques developed for combat, defense, and longevity; thus it is probably the most populous of magical applications in the known world. It however is one of the most dangerous due to the energy being tied to the soul itself and misapplications can lead to critical injury or death.

E V E N T S
Chapter I: Dawn of Fear

Text

Chapter II: The Edge

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Chapter III: Awakening the Dragon

Text
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Special Thanks to @Xtreme


P R E M I S E
Gotham Knights is a collaborative semi-linear sandbox that takes place in Gotham City within the framework of a singularized universe (DC Comics and Marvel Comics). Players can take control of any character (hero or walking-the-line) that calls Gotham its home, developing their own subplots all while they react to and take part in the larger story at hand.

As a semi-linear sandbox, the keys to Gotham City are given to you – the player – but not without limitations or guidance. Your character’s story is yours to tell, but it is intertwined with the larger goings-on of Batman’s story. As we progress from arc to arc, your character will react and participate accordingly, interacting with other characters and effectively creating a living, breathing Gotham for readers and writers alike to enjoy.

P R E L U D I N G E V E N T S
The current date is May 2nd, 2016.

It has been one month since the planet Earth was attacked by a host of Kryptonian invaders led by Commander Dru-Zod. Attempting to harvest the world in a violent takeover, utilizing alien technology dubbed the “world engine” the Kryptonian survivors wage an assault on Earth that risks the entire population of the planet. The technology begins a hyper-evolved process of terraforming that creates severe worldwide earthquakes and other catastrophic events. As the machines are attacked by Earth defense forces, it seems it’s a race against time to save the planet before everyone is killed in the process. Superman is pushed to the limits as he and the various other superheroes of the planet try to do their part against Zod’s invasion— a unity not seen since the days of The Justice Society of America and The Invaders.

However, the defeat against Zod has left the world in a precarious state. The Kryptonian invasion has besmirched Superman’s entire reputation and the people who have once worshiped him now look at him with a paranoid gaze. He finds his allegiance and character under question by dozens upon dozens of politicians, celebrities, and journalists. The likes of Lex Luthor directly blames Superman for his incompetence and carelessness as well as declares that had Superman not been on Earth his oppressive people wouldn’t have come and attacked Earth in the first place. A sentiment that rings some truth.

The precedent set by the invasion is not just limited to Superman’s reputation though. Between the various financial damages inflicted, the severe loss of life, and the militarized reactions from several national governments such as the formation of SHIELD’s interstellar response agency SWORD, as well as the research into several anti-metahuman projects and thinktanks. The world has officially been brought into a new age— but nobody knows if it will be good or bad. In Gotham City, the effects of the preceding events have been critical to the infrastructure and populace. The damage sustained is not exclusively structural; lives have been lost, and families have been torn apart. As the city grieves, crime runs rampant, taking advantage of the city management’s shifted focus on rebuilding to maximise profit. Wayne Enterprises leads the initiative to restore Gotham, the Wayne Foundation focusing on providing for families who have lost something in the tragedy, all while the company’s funds are funneled into projects to rebuild and revitalise.

B A T M A N
As far as Gotham is concerned, the Batman is a myth; a scare tactic employed by the GCPD to spread fear among the criminal underworld. He’s a conspiracy, nothing but a tale woven by those who would rather believe that their city is protected by a so-called superhero than face the cold, harsh truth of their reality. There is no evidence of his existence. Only the words of the criminals he supposedly brings in are there to fuel Gotham’s imagination, but how trustworthy can their stories really be?

More than you might think. For the Batman is very real, much more so than anyone could imagine – and he is not faring well. His six years of activity have taken their toll on him, most of all his most recent encounter. The madman refuses to leave his mind; his laughter is ever present, as are the screams of those who lost their lives in the Kryptonian Invasion. Gone is the faith he once had in himself, replaced by an uncertainty in his abilities. Robin, his partner, has left to spread his wings elsewhere. He would never admit it, but in truth, the Batman feels more alone than he ever has before.

Little does he know, change is imminent, and with it comes a storm. The Dark Knight will be forced to step out of the shadows… and Gotham will be changed forever.

I N D E X
Mayor of Gotham City— Hamilton Hill

Police Commissioner — James “Jim” Gordon

District Attorney— Harvey Dent

Director of Arkham— Hugo Strange

R U L E S
"Advanced roleplaying should focus on developing interesting and complex characters that become part of plot-lines which catch the imagination and inspire the writer behind them to exercise creativity. It is mature, humorous, imaginative, tragic, terrifying, passionate, and rife with descriptive language and characters with real personality and relatable cares. Quality posting is far better than needless novels, yet one should never neglect detail when one feels the need. However, while word and paragraph requirements ought to be unnecessary, single paragraphs cannot contain enough detail to suffice."

Generally, the idea here is a simplified version of any sort of rules since we are “veteran” members of RPG and we pretty much know the big rules— follow the host site’s rules, communicate, collaborate, and don’t be antagonistic towards others. CS reviews aren’t going to be very strict, but to have a reference sheet is important— it doesn’t have to be extremely detailed; you could use bullet points to sum it up or just use brevity to get to the bulk of posting and telling the stories you want to tell. Keep in mind, however, that grammar, spelling etc. work into our decision making process, so please ensure that you proofread. Legacy rules still apply for the most part, but if a parent character is absent just communicate what you want to do and let’s work together to make it happen.

Below are a set few rules guidelines to play by:

  • You may choose any character (hero and walking the line) appearing in the continuities that envelope the Batman mythos. You can include aspects of the Bruce Timm continuity, the Cinematic Universe(s), and so forth.

  • Travel involving time, dimensional multiverses, or any other concepts would be on a GM-approved basis.

  • Please do not kill player-created characters or important NPC’s unless given the go-ahead to do so or are within your right to.

  • Do not impose on arcs without asking for permission; don’t jump into a scene for the sake of interaction; your characters should have sufficient reasoning to want to be in a cooperative scene and noting that— do be courteous and respectful about approaching or possibly interfering in character arcs. While this is more a suggestion then a rule, we should be courteous to those who are planning arcs. Communication is the key.

  • Respect the GM staff and their authority.

  • Be creative.

  • Notes are an optional and malleable part of your CS’s – just because someone has plans for Harvey Dent as the Batman player does not mean I can’t retrofit those plans to accommodate your interest in playing that character or characters related to them. Notes should be used as guides and pre-cautionary plans or pre-established lore points and do not mean to rule the role-play by disallowing concepts. Again, communicate.

  • Legacies (NPCs, sidekicks, rogues) fall under the jurisdiction of the hero they are traditionally designed around. If you want to play The Joker, The Batman player has to be okay with it and your information should never contradict what they have written in their CS. This one is malleable, but again— communicate.

  • No post should be made that contradicts the host website's rules, so keep those in mind.

  • Activity will be left vague as social obligations such as employment, academics, and so forth take precedent over a shared hobby. But we should at least have a post for every fifteen to thirty days. Obligations will be reminded by the staff, but this is a low stress endeavor so we shouldn't feel the need to make extreme demands regarding this.

A P P L I C A T I O N
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Redemption: The Shadows of Esarion is a collaborative story inspired by several mediums within the dark fantasy genre such as Momodora, Demon Souls, Hexen, Akame ga Kill, Claymore, and Beserk. The idea came to me when I was bouncing creative ideas for a new project with my roommate; who, at the time, was playing through the Souls series in anticipation for the newest entry to the series. The idea is that prospective players will take the role of a rebirthed individual who are known due to this reincarnation as “redeemers”, a term that applies to the fact that they are supposed to redeem humanity and bring light back from the depths of the darkness. But such redemption is hardly a simple task considering the state of the world— a world that much like Dark Souls is one swallowed in misery and ruin.

The level of the setting is one that is centrally medieval with some variations to formula for creative options. When the characters awake they will find themselves face down in the dirt, gasping for air as their body is reawakened and regenerated by strange magic. They will be together in their confusion as there will be little people left in the world that they find themselves in that will be helpful, hopeful, or sympathetic— for this is a game that has been repeated several times. The rebirth of old heroes has happened for so long and with no “redemption” for the world following that they don’t see any reason to care. They choose to accept their reality. But if this is reality, why did the gods reawaken others? A valid question for many.

Player Characters are lost upon their rebirth: entering a world with no answers to where they are, when they are, and who they are. They may have a name, they may have some brief thoughts on what they did; but they do not have any comprehensive knowledge or wisdom beyond that fact. Outside of retaining their skills and talents, characters will also be reborn with a power that is reflective of them; but their access to it will be brief no matter the level of power existing from within. These abilities are called the “gift of rebirth” and are unique to those who have been brought back— but it also means their soul is far more valuable this time around considering it has been imbued with divine energy. Evil men, monsters, demons, and spirits will sense this and try to harvest it for their own gain.







It has been several hundreds of years since The Fall of Iliandur and the great horrors were unleashed from the gates of the once great capital of the greatest Empire that humankind had ever achieved. In that time the world has tried to persevere in spite of the horrors of the damned and forsaken; putting forth all of their efforts to survive in a broken existence that has now finally reached the farthest corners of what was once the Empire’s borders which has finally forced the hand of several of the other species of life on Esarion to finally admit that the threat of the horrors from “The Hollows” are not simply the problem of humankind. But after three hundred years of sorrow, plague, and death who can believe that this realization is not one reached at too late of a time?







The Dwarven Dominion — The Dwarves of the Northern Expanse have several holds in the various mountains in the northlands, but above all of them stands Heimat as the mightiest, strongest, and largest— thus it comes to no surprise that Heimat is seen as the fundamental centerpiece of their entire hierarchy. The Dwarven Dominion remains resilient as the brunt of the horrors of “The Hollows” begin to assault their holdings. The Dwarves who consider themselves citizens of their Dominion are often believed to be largely confident that they can outlast and outfight the demons, undead, and abominations that wish them harm. They couldn’t be more wrong. The Dwarven Dominion is led by its Patriarch, Thradin I Ironheart.

Gorgon – Prior to the calamity that destroyed Iliandur, the Human Kingdom of Gorgon was one of the only human monarchies that persisted outside the influence of The Imperium of Iliandur; a defiance enforced by their difficult to invade borders and unique geography. In recent times, Gorgon persisted to aid the efforts of holy orders in fighting back abominations until King Iaronis I Blackwater was betrayed by his brother-in-law, Turias Balladar. With the people of Gorgon under a new regime and the abominations peering into their swamp only getting worse it is a mystery if peace will truly ever come. Gorgon is led by its King, Turias I Balladar.

Gnomarius – The Gnomes of Esarion are from the hills and rivers of the Northern Expanse, placing themselves as the “last line” of civilizations before grass turns into frost. The capital of Gnomarius, Magnus, sits upon a hill on the island of Gnosus as one of the most prestigious and advanced citadel’s in the known world and a beacon of high society. In the face of the horrors possibly reaching them the Gnomes have exponentially increased their studies to find a more efficient way of dealing with them pouring their resources into prospects in hope that they will not end up like humankind. Gnomarius is led by its King, Arkimedes III Pathos.

Halfhaven Syndicate – A mercantile guild that has gained traction in the last three centuries and also the only tangible faction that represents Halflings on a large scale. Zealots have branded the guild as a criminal syndicate of immoral opportunists whilst others have rejected the notion entirely. While those bearing the influence of the guild never offer anything for free or against their benefit it is difficult to completely label them as criminals. The Halfhaven Syndicate is led by its leader, Gwyn “Ravenhook” Creux.

Iliandur – The remnants of Iliandur have attempted to stay in power and assure what little people it can protect that it will do so diligently but for what was once the apex of humankind is now a shambles of what it once was with little resources and manpower to achieve much of anything. Settled in what was once a backwater rural keep is now colloquially known as “Haven”— the last respite of the old imperial monarchy. Iliandur or Haven is led by its “King”, Indaxas IV Badal.

Lyr – The Elves of Esarion have always been distant from the other races, but following the calamity that struck the world they realized their suspicions of other races and fears of what they could bring to the world correct. Horrified by the monstrosities plaguing the lands so near to them they erected a elaborate magical barriers upon their forests, citadels, and temples to protect themselves from any incursion into their territory. Becoming more isolationist however will not protect the elves forever. Lyr is led by its Elven Queen, Idrayne Taranau.

The Divine Flame – Of what remains of Iliandur, some say the Theocratic Domain of The Order of the Divine Flame has humankind’s best interests at heart. Centered around the oldest remaining occupied human temple, the Paladins of Helstar and Aegis seek to protect and avenge humankind. The Order is led by its leader, Lothar “Lightbringer” Drox.

The Orc Tribes

Xir – What was once the domain of the most prestigious magical education for humankind is now a magocratic state trying to figure out the best solution to the “demon” problem. Magical practitioners of all beliefs, alignment, ethics, and morals have come together to protect their academy as well as end the horrors of “The Hollows” once and for all. Xir is led by its Archon, Aleandra Orphant.

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P R E M I S E
Loosely based on Star Wars Infinities: The Empire Strikes Back, this continues an alternate timeline within the Star Wars universe where events have come unhinged from canonical ones in both the Extended Universe and the newly reimagined Canon. As such any shifts from character are to be taken with a grain of salt as development and event changes can lead to entirely different outcomes. The idea at its core is to create an entertaining plot that changes as players make critical decisions.

L O R E
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T I M E L I N E
3 ABY


4 ABY


R U L E S
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A P P L I C A T I O N
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F A T A L S O U L S

O V E R V I E W
“In truth, it was all but a matter of time. Even the most cynical of ours surely did not expect what was to come upon us all as our realm fell into disarray and madness whilst greed, ambition, hunger, and pride would lead us all into the darkest hell.”

"Advanced roleplaying should focus on developing interesting and complex characters that become part of plot-lines which catch the imagination and inspire the writer behind them to exercise creativity. It is mature, humorous, imaginative, tragic, terrifying, passionate, and rife with descriptive language and characters with real personality and relatable cares. Quality posting is far better than needless novels, yet one should never neglect detail when one feels the need. However, while word and paragraph requirements ought to be unnecessary, single paragraphs cannot contain enough detail to suffice."​

I suppose as a disclaimer the best thing to mention is that this a game of collaboration and prose where the goal isn’t to be competitive “nation-style game” but rather a “concurrent sandbox-style game” which means there are few linear strangleholds and the narrative is open to the writer’s whims as long as they do not contradict others.

Fatal Souls is a sort of medieval-fantasy sandbox role-playing universe that has some subtle elements of fantasy. The idea came from me being way too self-conscious to write Game of Thrones continuity role-plays so… I spent more time it would’ve taken me to catch up on that lore and made this. I want players to have a lot of freedom with what they do and create stories from multiple perspectives; not just kingly ones. I will be playing it up on multiple perspectives myself as well as orchestrating events as time goes on, but what I really want is to see events from other sandbox stories sort of somehow effect the world as a whole to the point another player somewhere else hears about it.

Commonly, the idea is that players will pick a great or minor house from the continent of Orlandis to role-play as a member or member(s) of that house. There are a plethora of characters from the three core continents to play from including hedge knights, priests, pirates, mercenaries, herbalists, and so forth—really whatever your imagination favors. What stories are there to tell? For the short answer: many; there’s political ones they could want to craft but there could be also stories reflecting a kidnapped princess, a disgraced knight living out his days as a sellsword, an ambitious adventurer getting a taste of free life on a “totally-not-a-pirate” ship heading for an unknown island, and so forth. What you write may affect others and what I write likely will as well. This isn’t an authoritarian show, everybody can create a possible outcome that affects things around them.

This is not to say player-on-player interaction is discouraged or to not be accounted for—some people work better in groups and it’s always cool to see interaction as it was in the other sandbox role-plays I’ve been a part of. Some guidelines include: Don’t call shots on ‘important’ NPCs or other player characters, collaborate if you wish to, respect the GM decisions and so forth, don’t jump into a scene for the sake of it— make sure your perspective character has a reason to be there (for example, why is the crowned prince of Fedos Plur suddenly in Terijas helping a soldier in a war? Explain through narrative or to the GM if you need some air of intrigue).

What should you play?

Well, I have a bit of the ethnicity/regional information below so take a looksee and see what preset lore is done and go from there. Also, I recommend people playing a point of view character from the Kingdoms within Orlandis, since the RP has events as well as cohesive information designed for that continent. PM me if you want to be something foreign to Orlandis and maybe I can work with you to make it work. But we do need all of the Orlandis' Great House perspectives filled.

R E G I O N S
Orlandis is a large continent, and the Imperial Monarchy intends to keep it contained and content. What serves today as imperial provinces were once largely independent petty kingdoms and a handful of the original monarchies still continue on to this day as servants of the High King (or in rare cases, High Queen). Each realm holds unique resources, talents, affinities, or heritage and trade amongst each province is seen as beneficial. The following is a short description of each region as it stands;

The Crag –

The Expanse –

The Hinterlands –

The Lowlands –

The Northlands –

The Stormbroken Isles –

The Verge –

The Wetlands –

P E O P L E
The people of Orlandis are diverse, and hold different values depending on their locations and virtues.





R E L I G I O N
For hundreds of years, faith has been a strong word for the people of Orlandis and many changes have occurred over the last several centuries.


  • The central religion and official imperial religion followed in Orlandis.


  • Originating from the survivors of the fall of the Kingdom of Voltaan overseas, Diosaea is only centrally worshipped in Orlandis within the regions they called their new home in the region now known as The Verge.


  • Originating from the nomads who crossed the Sea of Echoes to settle in the frozen north of Orlandis, the faithful of Kaard are scattered throughout The Northlands and scattered areas in the northern Hinterlands.


  • The old faith of The Hinterlands and The Stormbroken Isles; generally only worshiped in The Stormbroken Isles in current times.

M A P

R U L E S
I. The most important thing is to respect and follow the rules of our host site, which is no question. The themes are undoubtedly mature but we need to understand what we can and cannot write blatantly. Prose has many techniques referential and subtle where we can show the idea without outright being overtly over the line. If there’s sexual content there is always “fade to black”, if it is a particularly dark and questionable scene it can be referenced or hinted at instead of shown.

II. Respect fellow role-players. This is a collaborative project in nature so we shan’t dismiss or patronize those we should be working together with—lighthearted humor is fine but remember not to insult outright or start flame-wars; generally you know the drill so don’t be a dick and things should be kosher.

III. No meta-gaming—in Game of Thrones Robb Stark wasn’t prepared for the Red Wedding, so by good logic you shouldn’t be as well. The characters can’t know things outside of their timeframe, knowledge, and so on.

IV. Characters can and will die in this role-play. This means if five armed swords surround an unarmed individual there will be certainly a terrible end. Although, this is not to say GM’s or other players can kill others outright and without consultation—the characters in your house sheet are your de facto legacy characters and you have a say in plot progression but do remember this is a game of collaboration.

V. This is a role-play of interaction, character development, story progression—not one that fits the sub-forums of arena or nation RP. While yes, as rulers we have militaries and soldiers we should remember the sole purpose is not to do so. Interaction should be diverse and dick-measuring contest should be absent or at least kept to a minimum.

VI. Post length should fit the scene progression; also defer to the quote at the top of the page regarding “advanced role-playing standards”.

VII. You accept the responsibility that you can post every ten to fifteen days once. If you are taking a leave of absence you will be required to inform the GM’s.

VIII. This last one is more of a suggestion—both GM’s have skype accounts, and as such it would be highly useful if you are available to join the Fatal Souls group on skype. Skype is more active and eye-grabbing than any chatzy or mibbit and are more immediate for concerns and world-building.
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An advance scout for an expedition in the deep south of Ferelden shows the dangers in more ways than the mysterious mists and paranoid peoples who inhabit the hills, rivers, swamps, and woods of the Korcari Wilds. Player characters will take control of members of a group of hired scouts, adventurers, and warriors who are seeking notoriety or wealth upon what could possibly be the most dangerous expedition in recent memory. The leader of the expedition is one of the unlanded sons of Ferelden nobility who is eager to make his mark upon the world— perhaps overeager. But the World of Thedas is always precarious and rarely kind.






Nearly sixty years ago, the World of Thedas was shaken and nearly brought to destruction through a recipe of chaos, destruction, and disaster. The appearance of the Fifth Blight on the outskirts of Fereldan was only the beginning of a series of conflicts that would prove Divine Faustine II’s belief that the Dragon Age would be an era of violence and upheaval. Following the Fifth Blight came two civil wars, a mage rebellion, a templar schism, a tear in the veil, two Qunari invasions, a magi political rivalry, and an Elven insurrection.

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