Paradoxial’s unfinished roleplay extravaganza!
So this is Probably something you’ve never seen before. This is a list of every RP idea I’ve had for the past 2 years, some of which were never posted, some that I never developed, and some which died off. I’m posting this all here for 2 reasons, the first of which is so I can finally get all of my ideas down in one place for you guys, and secondly just to see if anyone is interested in any of these ideas. I think every one of them has potential (some more than others), and you may notice a few that seem to be the same premise as others with minor detail changes. I wouldn’t Ask anyone to read through all of them, but if one or two can get some interest I would love to finally put these to good use. Even if none of these get anywhere, Thanks for checking out this thread anyways! :)
Command Deck
Heathens
Welch
The last stand
Corrupted Veins
Bone Dry
Bastion
Torchlight
The Machinations of life
The Usurpers
The Restoration of Plagueis
They Chose YOU
Steampunk scavengers
The Unholy Arts
So this is Probably something you’ve never seen before. This is a list of every RP idea I’ve had for the past 2 years, some of which were never posted, some that I never developed, and some which died off. I’m posting this all here for 2 reasons, the first of which is so I can finally get all of my ideas down in one place for you guys, and secondly just to see if anyone is interested in any of these ideas. I think every one of them has potential (some more than others), and you may notice a few that seem to be the same premise as others with minor detail changes. I wouldn’t Ask anyone to read through all of them, but if one or two can get some interest I would love to finally put these to good use. Even if none of these get anywhere, Thanks for checking out this thread anyways! :)
Command Deck
Command Deck! (Inspired by FTL)
For this RP I was thinking about a crew of maybe 5-6 members, each with a designated position on the ship and things to control. The simple plot is that the galaxy spanning peaceful Federation has been ruthlessly destroyed by the now dominant Rebellion. You and the rest of the crew have just boarded a light ship and blasted away from the final battle, in which the final Federation held system (and the last remnants of its fleet) were captured. As far as you know, you’re the only that made it out. From there, with only a cryptic instruction to head to the outer reaches (right through the Rebellion core planets mind you) you’ll be fighting, exploring, upgrading or even outright buying new vessels, upgrading and expanding your armada to eventually take on the ruthless and mysterious Rebellion. By the end of it, you could be outright challenging the fleet with gigantic battleships and fleets under control, or silently cruising by security in a lone vessel with experimental stealth tech. The possibilities are endless! Anyways let me know if any of you guys are interested, and I’ll expand this into an actual thing with a CS and positions and all that cool stuff. Thanks for reading!
For this RP I was thinking about a crew of maybe 5-6 members, each with a designated position on the ship and things to control. The simple plot is that the galaxy spanning peaceful Federation has been ruthlessly destroyed by the now dominant Rebellion. You and the rest of the crew have just boarded a light ship and blasted away from the final battle, in which the final Federation held system (and the last remnants of its fleet) were captured. As far as you know, you’re the only that made it out. From there, with only a cryptic instruction to head to the outer reaches (right through the Rebellion core planets mind you) you’ll be fighting, exploring, upgrading or even outright buying new vessels, upgrading and expanding your armada to eventually take on the ruthless and mysterious Rebellion. By the end of it, you could be outright challenging the fleet with gigantic battleships and fleets under control, or silently cruising by security in a lone vessel with experimental stealth tech. The possibilities are endless! Anyways let me know if any of you guys are interested, and I’ll expand this into an actual thing with a CS and positions and all that cool stuff. Thanks for reading!
Heathens
Heathens
Our lord sees thou sin,
Our lord judges thou heart, and finds it wanting,
Only hellfire awaits those who disobey our Lords righteous words,
So sayeth our Prophet, holiest of this heathen word, Zachariah.
Welcome to Ronock, last of the holy trinity.
A place not unlike many villages in the dark ages, where food is scarce, heretics are burned, and the the only light the common folk see comes from the prophet, Zachariah. His guiding words, and the wisdom gifted upon him by our lord has created the Providence needed to survive. However The prophet will not permit black sheep in his flock. You will play as a heathen, a man or woman of Ronock that has committed a most grievous of sins that will not be easily forgiven by the others if they were to find out. Maybe you indulged in the forbidden knowledge of necromancy or alchemy, or blasphemed against our lord. One way or another, you must keep your Error a deadly secret, and find a way to erase your past transgressions. There are several ways to do this, either by escaping the city, hunting down others to hide your own crime, or proving yourself to be above the sins of the commoners, by ascending to the high council. Perhaps a few other ways too, although talk of such things is heresy of the highest order. You must learn to lie well, praise highly, and put your faith in the unforgiving lord that watches over us all.
may god have eternal judgement over your soul
(If this gets any interest I’ll expand significantly)
Our lord sees thou sin,
Our lord judges thou heart, and finds it wanting,
Only hellfire awaits those who disobey our Lords righteous words,
So sayeth our Prophet, holiest of this heathen word, Zachariah.
Welcome to Ronock, last of the holy trinity.
A place not unlike many villages in the dark ages, where food is scarce, heretics are burned, and the the only light the common folk see comes from the prophet, Zachariah. His guiding words, and the wisdom gifted upon him by our lord has created the Providence needed to survive. However The prophet will not permit black sheep in his flock. You will play as a heathen, a man or woman of Ronock that has committed a most grievous of sins that will not be easily forgiven by the others if they were to find out. Maybe you indulged in the forbidden knowledge of necromancy or alchemy, or blasphemed against our lord. One way or another, you must keep your Error a deadly secret, and find a way to erase your past transgressions. There are several ways to do this, either by escaping the city, hunting down others to hide your own crime, or proving yourself to be above the sins of the commoners, by ascending to the high council. Perhaps a few other ways too, although talk of such things is heresy of the highest order. You must learn to lie well, praise highly, and put your faith in the unforgiving lord that watches over us all.
may god have eternal judgement over your soul
(If this gets any interest I’ll expand significantly)
Welch
Welch (underworld debt collectors)
Welcome to the Twist
A darker, more sinister version of earth set in the 20th century. In this universe the link between the spiritual plane and earth has never been stronger. Residents of this parallel world can perform ritual and rites to contact the denizens of hell. From these communications, dark roots have taken hold of the earth. Desperation and greed have lead to hell growing ever stronger, feeding off of the vices of earth. Power struggles and ever growing wars have resulted in the most deprived or desperate of individuals making deals with the underworld. But as we all know, all debts must be repaid eventually. The world of twist must face its darkest days yet as unfathomable creatures invade their world like never before, to collect. You are one of the demon collectors sent to the other side, in order to find and exact brutal payments on those that dare to think they can defy hell. Be warned, even though you have supernatural strength and abilities, the species of man has their own devices. Heaven, while being weak still fights back in some ways, blessing specific humans with terrifying divine powers along with providing rare, yet powerful weapons used to exorcise even the most vicious collector. Alongside doing your duty and taking contracts, you can also try and work your way up the mysterious and complicated politics of hell, even going as far as to meet Satan himself.
Classes
Bruiser: huge, usually what a human thinks a stereotypical demon looks like. Carrying some large brutal instrument, you exact payments with painstaking finality. Your favorite jobs are the ones where they put up a fight. Can get most lower jobs done, but In need of assistance for anything that can’t be solved with the business end of a cleaver.
Fixer: charming and devious, the very definition of cunning. You prefer to solve things the easy way, although not above a stab in the back for good measure. Most skilled with delicate targets, able to talk and charm your way through any situation. In a straight fight you are less than proficient, but with your abilities it usually doesn’t come to that.
Tracker: there’s no hiding from your debt. As a tracker you love the thrill of the hunt, whether as a silent sniper or a carnivorous hound. You are an expert at tracking and finding debtors, but the actual process of social interaction is beyond you. You prefer to stick to the shadows, and your demonic powers ensure you can do just that.
Marker: your hands are untainted by blood, you watch and record the events that transpire. No debt is overlooked by you and no Welch is left running free. You act as a sort of manager of your squad, with the ability to open portals to and from the underworld in order to quickly travel. In a pinch you can shield your allies, or curse your enemies.
Welch: well you’ve really done it now. Your pact with Hell has inevitably went bad, and now by one way or another you’re spending the rest of eternity as a slave. Your unnatural powers will be put to the test as they are turned against people just like you. Whatever you payed for, it had better been worth it.
Character Sheet
Name:
Appearance:
Class:
Powers: (demonic abilities, don’t be too OP, maximum of 5)
Backstory: (how did you end up in this specific line of work?)
Welcome to the Twist
A darker, more sinister version of earth set in the 20th century. In this universe the link between the spiritual plane and earth has never been stronger. Residents of this parallel world can perform ritual and rites to contact the denizens of hell. From these communications, dark roots have taken hold of the earth. Desperation and greed have lead to hell growing ever stronger, feeding off of the vices of earth. Power struggles and ever growing wars have resulted in the most deprived or desperate of individuals making deals with the underworld. But as we all know, all debts must be repaid eventually. The world of twist must face its darkest days yet as unfathomable creatures invade their world like never before, to collect. You are one of the demon collectors sent to the other side, in order to find and exact brutal payments on those that dare to think they can defy hell. Be warned, even though you have supernatural strength and abilities, the species of man has their own devices. Heaven, while being weak still fights back in some ways, blessing specific humans with terrifying divine powers along with providing rare, yet powerful weapons used to exorcise even the most vicious collector. Alongside doing your duty and taking contracts, you can also try and work your way up the mysterious and complicated politics of hell, even going as far as to meet Satan himself.
Classes
Bruiser: huge, usually what a human thinks a stereotypical demon looks like. Carrying some large brutal instrument, you exact payments with painstaking finality. Your favorite jobs are the ones where they put up a fight. Can get most lower jobs done, but In need of assistance for anything that can’t be solved with the business end of a cleaver.
Fixer: charming and devious, the very definition of cunning. You prefer to solve things the easy way, although not above a stab in the back for good measure. Most skilled with delicate targets, able to talk and charm your way through any situation. In a straight fight you are less than proficient, but with your abilities it usually doesn’t come to that.
Tracker: there’s no hiding from your debt. As a tracker you love the thrill of the hunt, whether as a silent sniper or a carnivorous hound. You are an expert at tracking and finding debtors, but the actual process of social interaction is beyond you. You prefer to stick to the shadows, and your demonic powers ensure you can do just that.
Marker: your hands are untainted by blood, you watch and record the events that transpire. No debt is overlooked by you and no Welch is left running free. You act as a sort of manager of your squad, with the ability to open portals to and from the underworld in order to quickly travel. In a pinch you can shield your allies, or curse your enemies.
Welch: well you’ve really done it now. Your pact with Hell has inevitably went bad, and now by one way or another you’re spending the rest of eternity as a slave. Your unnatural powers will be put to the test as they are turned against people just like you. Whatever you payed for, it had better been worth it.
Character Sheet
Name:
Appearance:
Class:
Powers: (demonic abilities, don’t be too OP, maximum of 5)
Backstory: (how did you end up in this specific line of work?)
The last stand
The last stand
These are the last stories of mankind. They document the human races acts of desperation and sacrifice, to combat the never ending demonic threat. They are not fun stories, not tailored to the good side in any way. For every victory, there were 10 losses. Every monster defeated, thousands of brave knights brutally slain. Every single heartbreaking sacrifice was made, knowing that in the end there was no final victory. That In the end, only death loomed. You are a part of the Empire of Humankind’s military force. Where and when you fought your battles matters not. Your heroic tale will never be read by human eyes, you will never be adored by children. Your sacrifice and stories will be snuffed out like the last candles at a pre-invasion church. Welcome to your story. Welcome to the end of the world.
My idea for this roleplay is a Warhammer 40k esq. human society, where a demonic invasion has all but assured humanities extinction. You will play a part of the Emperors special task force, one of the thousands sent to all different parts of Terra searching for pieces of a fabled doomsday device which could end the threat of the demons forever. Be warned, the slightest mistake could end in death, anything less than perfection will ruin any chance of humanities survival. And remember, the story might have been written, but the fate of humanity has yet to be wrote.
These are the last stories of mankind. They document the human races acts of desperation and sacrifice, to combat the never ending demonic threat. They are not fun stories, not tailored to the good side in any way. For every victory, there were 10 losses. Every monster defeated, thousands of brave knights brutally slain. Every single heartbreaking sacrifice was made, knowing that in the end there was no final victory. That In the end, only death loomed. You are a part of the Empire of Humankind’s military force. Where and when you fought your battles matters not. Your heroic tale will never be read by human eyes, you will never be adored by children. Your sacrifice and stories will be snuffed out like the last candles at a pre-invasion church. Welcome to your story. Welcome to the end of the world.
My idea for this roleplay is a Warhammer 40k esq. human society, where a demonic invasion has all but assured humanities extinction. You will play a part of the Emperors special task force, one of the thousands sent to all different parts of Terra searching for pieces of a fabled doomsday device which could end the threat of the demons forever. Be warned, the slightest mistake could end in death, anything less than perfection will ruin any chance of humanities survival. And remember, the story might have been written, but the fate of humanity has yet to be wrote.
Corrupted Veins
Corrupted Veins
“A man swiftly moves through the underbrush, making almost no sound. He raises his head out of the scrub for a moment and inhales deeply, sensing his prize was near. He again lowers himself down into the dirt, crawling forward until he reaches what appears to be a small pond. Noxious, blue fumes permeated the area and the man drew forward to stand next to it. He hesitated for a moment and then dunked his hand into the liquid. Letting out a cry of shock, he fell backward as his body was racked with pain. Slowly recovering he stared at what was once his hand. The skin had been shredded off, and he could see the veins across his arm grow a bright blue. With a grin he pointed towards the “water” in the pond with his rotted hand, and watched as it began to bend to his newfound power. Suddenly, a horn blasted from a distance away. The man jumped up and fled. It was forbidden for everyone but the Aquadon tribe to hold the sacred power of the water corruption.”
this RP will take place in the land of Evo, set 1 million years after the nuclear war that wiped civilization off the earth. It seemed like all life on earth would perish, but slowly the land and people began to adapt. The radiation bound itself to the elements and other chemicals, creating entirely new substances with entirely new effects. The few people left on the earth experimented with these new powers and slowly, civilization was being reborn. You will be a tribe member in one of several different tribes, all who worship or hoard a particular type of corruption or radiation. These tribes war continually war over new elements or in some cases destroy them, believing their chemical to be superiorThe quirk of this RP will be that throughout you will get opportunities to continually experiment with new, undocumented mutations which can help or harm you, often times both.
Character sheet:
Name: (obvious)
Appearance: (1 paragraph or less)
Clan: (choose from one of the pre established tribes, or make your own (see "making a clan"))
Current mutations: (mutations or corruptions your character currently has, this will be updated throughout the RP)
Equipment: (anything your character has on them)
Personality: ( fairly descriptive on your characters psych, minimum 1 paragraph)
Backstory: (be detailed, minimum 2 paragraphs. Explain what drove you to leave your clan, be it religious crusade or an outcast)
Current clans: (basic descriptions of some clans I thought of, if any seem interesting feel free to expand on their backstory as you see fit! Points for creativity.)
Uranox: obsessed with all manner of the deadliest and grossest diseases, these War bands rove Evo savagely attacking and absorbing any who does not fall under their banner. They worship their Godchief Plutonius, who is said to be infected with so many diseases that even standing near him can cause your flesh to rot and decay. Recently the raids have begun to stop, but many prophesize the coming of a terrible union.
The Cobalt: having embraced a medieval lifestyle, this clan makes up a very large part of Evo's north. They hold all radiation as divine, and most commoners refer to it as magic. Every time a new element or disease is discovered, the Cobalt Templars are quick to claim it for themselves eager for any advantage against the feral tribes. They are ambitious, but arrogant thinking themselves to be above all others who call Evo home.
Hydrogg: a fairly large clan settled in the very middle of Evo, they are extremely accepting and fair to all residents. Ruled by the warrior queen Oxene, people of all types and followings are accepted within her borders. They are generally peaceful, but the combined elements of many different tribes pose a daunting threat for any who seek her riches.
Making a clan: must be based off of one of the elements of the periodic table.
Clan sheet:
Name:
Element affinity:( what is the signature elemental powers of the group?)
Numbers: (how large is it?)
Allies/enemies:( who seeks to destroy this tribe, and who stand with it and will protect it?)
Influence:( how influential is this clan/tribe?)
History: (at least 2-3 paragraphs)
“A man swiftly moves through the underbrush, making almost no sound. He raises his head out of the scrub for a moment and inhales deeply, sensing his prize was near. He again lowers himself down into the dirt, crawling forward until he reaches what appears to be a small pond. Noxious, blue fumes permeated the area and the man drew forward to stand next to it. He hesitated for a moment and then dunked his hand into the liquid. Letting out a cry of shock, he fell backward as his body was racked with pain. Slowly recovering he stared at what was once his hand. The skin had been shredded off, and he could see the veins across his arm grow a bright blue. With a grin he pointed towards the “water” in the pond with his rotted hand, and watched as it began to bend to his newfound power. Suddenly, a horn blasted from a distance away. The man jumped up and fled. It was forbidden for everyone but the Aquadon tribe to hold the sacred power of the water corruption.”
this RP will take place in the land of Evo, set 1 million years after the nuclear war that wiped civilization off the earth. It seemed like all life on earth would perish, but slowly the land and people began to adapt. The radiation bound itself to the elements and other chemicals, creating entirely new substances with entirely new effects. The few people left on the earth experimented with these new powers and slowly, civilization was being reborn. You will be a tribe member in one of several different tribes, all who worship or hoard a particular type of corruption or radiation. These tribes war continually war over new elements or in some cases destroy them, believing their chemical to be superiorThe quirk of this RP will be that throughout you will get opportunities to continually experiment with new, undocumented mutations which can help or harm you, often times both.
Character sheet:
Name: (obvious)
Appearance: (1 paragraph or less)
Clan: (choose from one of the pre established tribes, or make your own (see "making a clan"))
Current mutations: (mutations or corruptions your character currently has, this will be updated throughout the RP)
Equipment: (anything your character has on them)
Personality: ( fairly descriptive on your characters psych, minimum 1 paragraph)
Backstory: (be detailed, minimum 2 paragraphs. Explain what drove you to leave your clan, be it religious crusade or an outcast)
Current clans: (basic descriptions of some clans I thought of, if any seem interesting feel free to expand on their backstory as you see fit! Points for creativity.)
Uranox: obsessed with all manner of the deadliest and grossest diseases, these War bands rove Evo savagely attacking and absorbing any who does not fall under their banner. They worship their Godchief Plutonius, who is said to be infected with so many diseases that even standing near him can cause your flesh to rot and decay. Recently the raids have begun to stop, but many prophesize the coming of a terrible union.
The Cobalt: having embraced a medieval lifestyle, this clan makes up a very large part of Evo's north. They hold all radiation as divine, and most commoners refer to it as magic. Every time a new element or disease is discovered, the Cobalt Templars are quick to claim it for themselves eager for any advantage against the feral tribes. They are ambitious, but arrogant thinking themselves to be above all others who call Evo home.
Hydrogg: a fairly large clan settled in the very middle of Evo, they are extremely accepting and fair to all residents. Ruled by the warrior queen Oxene, people of all types and followings are accepted within her borders. They are generally peaceful, but the combined elements of many different tribes pose a daunting threat for any who seek her riches.
Making a clan: must be based off of one of the elements of the periodic table.
Clan sheet:
Name:
Element affinity:( what is the signature elemental powers of the group?)
Numbers: (how large is it?)
Allies/enemies:( who seeks to destroy this tribe, and who stand with it and will protect it?)
Influence:( how influential is this clan/tribe?)
History: (at least 2-3 paragraphs)
Bone Dry
Bone dry
“ everyone is told the stories of the apocalypse. Told about how the world is reduced to glass deserts, how pockets of civilization may spring up, fighting against others like weeds in a garden desperate to survive. No one could’ve known how truly.... feral things could get. We don’t get little villages or towns springing up anymore, there ain’t nobody to give you a sip of water or a spare bullet when you run out. Your only companion is your car, and whoever else you’ve decided to band with until you murder them in the humid haze of night. No great enemy to face, no great evil to slay, just the endless scorching wastes and your own fight to survive. Why am I telling you all this? I don’t know exactly, maybe it’s to justify why I have the barrel of my magnum against your head. Maybe it’s me steeling my nerves before pressing the trigger. Or maybe, just maybe I have a shred of decency left inside of me. “ A gunshot rings out “guess not. “
OOC
Basically this is a free roam, mad max style story. You will be a scrapper, raider, mechgineer, whatever you want as long as it’s useful to the group. Betrayal will be common. The main goal is whatever you want. Just survive, build an army and raid huge settlements like the City and The Slag, join a cult or raider gang or make your own its up to you. This could mean anything to a small group of you guys just trying to make it in the unforgiving desert, or could go so large as 3 of you each making your own cult or gang and starting wars between each other for resources or power. Basically I made this to be a sandbox of post apocalyptic bloody storytelling, so please let me know if you’re interested. There will be some pre established locations and characters, just to give any story arcs you make a jump start.
“ everyone is told the stories of the apocalypse. Told about how the world is reduced to glass deserts, how pockets of civilization may spring up, fighting against others like weeds in a garden desperate to survive. No one could’ve known how truly.... feral things could get. We don’t get little villages or towns springing up anymore, there ain’t nobody to give you a sip of water or a spare bullet when you run out. Your only companion is your car, and whoever else you’ve decided to band with until you murder them in the humid haze of night. No great enemy to face, no great evil to slay, just the endless scorching wastes and your own fight to survive. Why am I telling you all this? I don’t know exactly, maybe it’s to justify why I have the barrel of my magnum against your head. Maybe it’s me steeling my nerves before pressing the trigger. Or maybe, just maybe I have a shred of decency left inside of me. “ A gunshot rings out “guess not. “
OOC
Basically this is a free roam, mad max style story. You will be a scrapper, raider, mechgineer, whatever you want as long as it’s useful to the group. Betrayal will be common. The main goal is whatever you want. Just survive, build an army and raid huge settlements like the City and The Slag, join a cult or raider gang or make your own its up to you. This could mean anything to a small group of you guys just trying to make it in the unforgiving desert, or could go so large as 3 of you each making your own cult or gang and starting wars between each other for resources or power. Basically I made this to be a sandbox of post apocalyptic bloody storytelling, so please let me know if you’re interested. There will be some pre established locations and characters, just to give any story arcs you make a jump start.
Bastion
The last bastion (heavily influenced by Warhammer 40k)
Darkness. Eternal night. Endless swathes of infernal demons, hell bent on destroying the last remnants of the humans which once flourished on earth. Knowledge and information, all lost in the swarms, and any left coveted and jealously guarded by those who have it. Our king, our god was mortally wounded, his shattered body and the Golden Throne the only thing that stands between us and and complete destruction. This is our life. We are the last.
Darkness. Eternal night. Endless swathes of infernal demons, hell bent on destroying the last remnants of the humans which once flourished on earth. Knowledge and information, all lost in the swarms, and any left coveted and jealously guarded by those who have it. Our king, our god was mortally wounded, his shattered body and the Golden Throne the only thing that stands between us and and complete destruction. This is our life. We are the last.
Torchlight
Torchlight (heavily inspired by Darkest Dungeon)
the ancient carriage road slowly into the hamlet of Ash, the rotted wooden bones of the cart threatening to split at any moment from the storm raging overhead. The residents of the village peered out from the crumbling and forsaken buildings, each with their own idea of who the newcomers were. "Adventurers" was the whisper in the Skull Rot tavern, occupants in various states of stupor. "Nothing but trouble" was heard from the ancient oak doors at the church, Priest Zachariah clutching his cross tightly In his hand while divine energy emanated faintly from him. "New specimens" accompanied the glowing eyes peering out of the dilapidated laboratory while the head alchemist Twitch stared at the carriage from under his thick, broken glasses. "Customers" muttered Graves, owner of the Bulging Boar which was the only general store in town.
Several other buildings lay in disrepair around the village square, the faint insignia of the adventurers guild on the side of a building that had long since caved in. Slowly the carriage creaked to a stop and 4 people stepped out, each with a faded piece of parchment in their hands. A ripple of amazement washed over the spectators, and whispers of "the call to arms?" And "King Osidius..." were heard throughout the village as several of the adults glanced nervously at the collapsed castle in the distance, eyes filled with fear. After a couple of seconds of silence, one of the newcomers unfurled his paper and began to read.
CALL TO ARMS
Seeking DANGEROUS, DARING AND DASTARDLY adventurers to join great KING OSIDIUS in his NOBLE quest to slay the DEMON KING ASAROTH! Follow the OLDE ROAD through the GNARLED FOREST and speak to the kings squire, ARTHUR CHASTIBUL at THE IMPENETRABLE FORTRESS OF OBSIDIAN to begin your quest! FORTUNE AND FAME AWAIT!
it was clear then, as the storm raged on that the people who had arrived at Ash should never have stepped off the cart.
OOC
Basic description:
Welcome to Torchlight, a roleplay inspired by the game Darkest Dungeons. In this roleplay you are a part of a ragtag group of "heroes" seeking glory fame and fortune. However as you'll soon come to learn, those do not come without their fair share of insanity, depression and of course death. The final objective is to get to Fortress Obsidian and kill Mad King Odisius, who has fused souls with the demon lord Asaroth. Your main part of the game will be spent in the various dungeons and catacombs of the land, fighting monsters and collecting treasure. That treasure can then be spent to improve the village and upgrade the buildings. Unfortunately monsters aren't the only thing you have to worry about. In the dungeons your heroes will accumulate stress, which will affect everything from casting spells to Melee accuracy. Your character can go insane, into a deep depression, or turn hostile and start attacking other heroes. You can eliminate stress by going to the bar or church in between quests, and spending money to relax. You must bring torches into the dungeon, as the lower the light gets, the easier enemies to sneak attack you and the more stress you'll accumulate. You must always be prepared for anything.
Additional information:
Stress management: taking a page out of Darkest Dungeons book, the main ways of getting rid of stress is the bar and the church, which will be available in between missions. You can spend money in these places, which each have their own benefits from use. Using the church, characters who have sworn themselves to a god can along with removing stress, receive a nice buff unique to the god they choose to follow. The bar however, is a good way to receive side quests and more importantly, town quests by talking to the weary folk of Ash. These town quests will give the option to repair certain buildings that were previously destroyed in order to access their various uses (ex: adventurers guild building gives the option to have multiple characters). Unlike Darkest Dungeons however, combat and stress will not be numbers based off and instead will be focusing heavily on the role play aspect. I will be playing the monsters you face, and will scale my difficulty according to the type of enemy you're facing. This will be completely fair I assure you, and I'm not going to be targeting anyone specifically. Stress is gained by spending long periods in Dungeons, accumulating damage, and a variety of other insanity inducing things you may find in the infernal crypts of this RP. This is not based on a number, but instead I leave it to you when your character finally snaps, although I am not afraid to do it myself if you're making your character into "the man who has no fear". Your characters will be messed up going into the dungeons, but exploring them will make their nightmares seem like daydreams.
Combat: as stated earlier, combat is going to be mainly RP focused, with no stat bars or anything of the like. You can do anything you like in combat, cowering behind your allies if you're injured, exploiting your enemies weaknesses and just generally fighting for your Life in every battle. Since I'll be GM'ing then battles, I will be very rewarding to those who are creative in combat (ex: striking at a skeletons joints in order to collapse an arm or leg). I'm honestly expecting everyone to treat combat fairly, so no magically excusing yourself from damage or stress. Stress in combat is really based on the injury you incur. A shallow slash on the stomach won't worry you much, but a blow to the shoulder that is gushing blood will do significantly more to worry your character. Monsters do have powers specifically designed to stress you out, so watch out for those.
Town development: the gold you collect in adventures is split evenly between characters, and you may spend it on whatever you wish. You can pool your resources to uproars even buildings or spend it on items for yourself. Starting out, all buildings will only require a certain amount of gold to upgrade, but eventually you will have to go out and buy/collect items in order to proceed. Upgrades will increase the effectiveness of the building, along with building specific perks. The More you upgrade the church for example, the more powerful your deity buffs will be. The more you upgrade the bar, the drinks will get cheaper and quests will be progressively unlocked. The final upgrades to buildings will have major benefits, but those I'm keeping a secret for now.
My GM style: as GM I will be playing your enemies in the dungeons, and the NPCs in the town. This will not be an easy RP in the slightest. If your character is stunned by a blow, the next available monster will swoop in for your demise. The more injured you are, the more monsters will focus you. Though your characters are quite strong, 4 or 5 blows in the right areas will have you at deaths door in no time. I'm not the type to be unfair however, and I award creativity. Finding key weaknesses in an enemy is the perfect way to master combat, but it will likely take much trial and error to find them. EVERY Enemy has a weakness, some minor and some major. I'm extremely open to ideas, and if you think something I did was unfair then I'd love to discuss it in the OOC with you. I will generally be reacting to the stuff you guys do, though be prepared for an ambush or un prompted NPC chat from time to time. Overall, I'm just looking forward to having loads of fun with you guys, as you ward off insanity and darkness while I throw your worst nightmares at you :).
Your character: in this RP, you can't coddle your character. Your character is not going to be some special snowflake who overcomes all the evil and comes out unscathed. They aren't going to be perfectly sane after every dungeon and they aren't going to come out without a few scars. In fact, I would consider your starting character surviving until the end to be nothing short of a miracle. Don't get too attached ;)
Gods:
Ragnarok: god of justice and strength
Silith: god of trickery and stealth
Vilnix: god of treachery and deceit
Shee'l Tor: god of shadows and death
Kessel: god of luck
Borealis: god of light and truth
Classes:
Plague doctor
Templar
Highwayman
Assassin
Priest (powers based on god)
Beast tamer
Gunslinger
Engineer
Half-monster (powers based on monster)
Archer
Character sheet:
Name:
Appearance: (picture preferred)
Class:
Devotion: ( what god have you devoted yourself to)
Familiar: (beast tamer only)
Backstory:
the ancient carriage road slowly into the hamlet of Ash, the rotted wooden bones of the cart threatening to split at any moment from the storm raging overhead. The residents of the village peered out from the crumbling and forsaken buildings, each with their own idea of who the newcomers were. "Adventurers" was the whisper in the Skull Rot tavern, occupants in various states of stupor. "Nothing but trouble" was heard from the ancient oak doors at the church, Priest Zachariah clutching his cross tightly In his hand while divine energy emanated faintly from him. "New specimens" accompanied the glowing eyes peering out of the dilapidated laboratory while the head alchemist Twitch stared at the carriage from under his thick, broken glasses. "Customers" muttered Graves, owner of the Bulging Boar which was the only general store in town.
Several other buildings lay in disrepair around the village square, the faint insignia of the adventurers guild on the side of a building that had long since caved in. Slowly the carriage creaked to a stop and 4 people stepped out, each with a faded piece of parchment in their hands. A ripple of amazement washed over the spectators, and whispers of "the call to arms?" And "King Osidius..." were heard throughout the village as several of the adults glanced nervously at the collapsed castle in the distance, eyes filled with fear. After a couple of seconds of silence, one of the newcomers unfurled his paper and began to read.
CALL TO ARMS
Seeking DANGEROUS, DARING AND DASTARDLY adventurers to join great KING OSIDIUS in his NOBLE quest to slay the DEMON KING ASAROTH! Follow the OLDE ROAD through the GNARLED FOREST and speak to the kings squire, ARTHUR CHASTIBUL at THE IMPENETRABLE FORTRESS OF OBSIDIAN to begin your quest! FORTUNE AND FAME AWAIT!
it was clear then, as the storm raged on that the people who had arrived at Ash should never have stepped off the cart.
OOC
Basic description:
Welcome to Torchlight, a roleplay inspired by the game Darkest Dungeons. In this roleplay you are a part of a ragtag group of "heroes" seeking glory fame and fortune. However as you'll soon come to learn, those do not come without their fair share of insanity, depression and of course death. The final objective is to get to Fortress Obsidian and kill Mad King Odisius, who has fused souls with the demon lord Asaroth. Your main part of the game will be spent in the various dungeons and catacombs of the land, fighting monsters and collecting treasure. That treasure can then be spent to improve the village and upgrade the buildings. Unfortunately monsters aren't the only thing you have to worry about. In the dungeons your heroes will accumulate stress, which will affect everything from casting spells to Melee accuracy. Your character can go insane, into a deep depression, or turn hostile and start attacking other heroes. You can eliminate stress by going to the bar or church in between quests, and spending money to relax. You must bring torches into the dungeon, as the lower the light gets, the easier enemies to sneak attack you and the more stress you'll accumulate. You must always be prepared for anything.
Additional information:
Stress management: taking a page out of Darkest Dungeons book, the main ways of getting rid of stress is the bar and the church, which will be available in between missions. You can spend money in these places, which each have their own benefits from use. Using the church, characters who have sworn themselves to a god can along with removing stress, receive a nice buff unique to the god they choose to follow. The bar however, is a good way to receive side quests and more importantly, town quests by talking to the weary folk of Ash. These town quests will give the option to repair certain buildings that were previously destroyed in order to access their various uses (ex: adventurers guild building gives the option to have multiple characters). Unlike Darkest Dungeons however, combat and stress will not be numbers based off and instead will be focusing heavily on the role play aspect. I will be playing the monsters you face, and will scale my difficulty according to the type of enemy you're facing. This will be completely fair I assure you, and I'm not going to be targeting anyone specifically. Stress is gained by spending long periods in Dungeons, accumulating damage, and a variety of other insanity inducing things you may find in the infernal crypts of this RP. This is not based on a number, but instead I leave it to you when your character finally snaps, although I am not afraid to do it myself if you're making your character into "the man who has no fear". Your characters will be messed up going into the dungeons, but exploring them will make their nightmares seem like daydreams.
Combat: as stated earlier, combat is going to be mainly RP focused, with no stat bars or anything of the like. You can do anything you like in combat, cowering behind your allies if you're injured, exploiting your enemies weaknesses and just generally fighting for your Life in every battle. Since I'll be GM'ing then battles, I will be very rewarding to those who are creative in combat (ex: striking at a skeletons joints in order to collapse an arm or leg). I'm honestly expecting everyone to treat combat fairly, so no magically excusing yourself from damage or stress. Stress in combat is really based on the injury you incur. A shallow slash on the stomach won't worry you much, but a blow to the shoulder that is gushing blood will do significantly more to worry your character. Monsters do have powers specifically designed to stress you out, so watch out for those.
Town development: the gold you collect in adventures is split evenly between characters, and you may spend it on whatever you wish. You can pool your resources to uproars even buildings or spend it on items for yourself. Starting out, all buildings will only require a certain amount of gold to upgrade, but eventually you will have to go out and buy/collect items in order to proceed. Upgrades will increase the effectiveness of the building, along with building specific perks. The More you upgrade the church for example, the more powerful your deity buffs will be. The more you upgrade the bar, the drinks will get cheaper and quests will be progressively unlocked. The final upgrades to buildings will have major benefits, but those I'm keeping a secret for now.
My GM style: as GM I will be playing your enemies in the dungeons, and the NPCs in the town. This will not be an easy RP in the slightest. If your character is stunned by a blow, the next available monster will swoop in for your demise. The more injured you are, the more monsters will focus you. Though your characters are quite strong, 4 or 5 blows in the right areas will have you at deaths door in no time. I'm not the type to be unfair however, and I award creativity. Finding key weaknesses in an enemy is the perfect way to master combat, but it will likely take much trial and error to find them. EVERY Enemy has a weakness, some minor and some major. I'm extremely open to ideas, and if you think something I did was unfair then I'd love to discuss it in the OOC with you. I will generally be reacting to the stuff you guys do, though be prepared for an ambush or un prompted NPC chat from time to time. Overall, I'm just looking forward to having loads of fun with you guys, as you ward off insanity and darkness while I throw your worst nightmares at you :).
Your character: in this RP, you can't coddle your character. Your character is not going to be some special snowflake who overcomes all the evil and comes out unscathed. They aren't going to be perfectly sane after every dungeon and they aren't going to come out without a few scars. In fact, I would consider your starting character surviving until the end to be nothing short of a miracle. Don't get too attached ;)
Gods:
Ragnarok: god of justice and strength
Silith: god of trickery and stealth
Vilnix: god of treachery and deceit
Shee'l Tor: god of shadows and death
Kessel: god of luck
Borealis: god of light and truth
Classes:
Plague doctor
Templar
Highwayman
Assassin
Priest (powers based on god)
Beast tamer
Gunslinger
Engineer
Half-monster (powers based on monster)
Archer
Character sheet:
Name:
Appearance: (picture preferred)
Class:
Devotion: ( what god have you devoted yourself to)
Familiar: (beast tamer only)
Backstory:
The Machinations of life
The machinations of life.
When the human race took shelter in the giants, no one thought about how long they would have to stay there. The mindset was that the world would clean itself up, and in the meantime they would be safe in the metal monstrosities constructed just before the war. Huge, sky scraping robots, capable of storing millions of people inside the dark and twisted innards. At first, the resources were plentiful and spirits were high. The engineers kept the confusing and complicated parts running smoothly, and smoke from the exhaust ports could be seen for miles around, thousands and thousands of gallons of crude fossil fuels being burned by the day. The general populace wasn't worried when the fossil fuels started to run out. They figured the engineers would think of something, And think of something they did. For a decade the engineers toiled around the machines, in every conceivable part. Finally, unfortunately, the age of labor had begun. The job lists appeared on every Teletube, and just like that words from the past like "freedom" and "rest" were gone forever.
OOC
Basically the idea of this RP is that after the nuclear resource wars, all of the worlds nations piled into huge individual robots, each the size to store an entire nation. After the fossil fuels ran out, the engineers outfitted the robots to work on pure physical power. This started the age of labor, in which 95% of all populations of the robots were subjugated into menial labor jobs, ruled by the guild of engineers who had control of the brain. This will be set 300 years after the Great War, when the idea of freedom is long gone and the common mans life has no meaning. You will play as one of these workers, fed up with your life and seeking to escape through one of the exhaust ports. I'll expand this ALLOT more and polish it if it gets enough interest. Thanks for reading!
When the human race took shelter in the giants, no one thought about how long they would have to stay there. The mindset was that the world would clean itself up, and in the meantime they would be safe in the metal monstrosities constructed just before the war. Huge, sky scraping robots, capable of storing millions of people inside the dark and twisted innards. At first, the resources were plentiful and spirits were high. The engineers kept the confusing and complicated parts running smoothly, and smoke from the exhaust ports could be seen for miles around, thousands and thousands of gallons of crude fossil fuels being burned by the day. The general populace wasn't worried when the fossil fuels started to run out. They figured the engineers would think of something, And think of something they did. For a decade the engineers toiled around the machines, in every conceivable part. Finally, unfortunately, the age of labor had begun. The job lists appeared on every Teletube, and just like that words from the past like "freedom" and "rest" were gone forever.
OOC
Basically the idea of this RP is that after the nuclear resource wars, all of the worlds nations piled into huge individual robots, each the size to store an entire nation. After the fossil fuels ran out, the engineers outfitted the robots to work on pure physical power. This started the age of labor, in which 95% of all populations of the robots were subjugated into menial labor jobs, ruled by the guild of engineers who had control of the brain. This will be set 300 years after the Great War, when the idea of freedom is long gone and the common mans life has no meaning. You will play as one of these workers, fed up with your life and seeking to escape through one of the exhaust ports. I'll expand this ALLOT more and polish it if it gets enough interest. Thanks for reading!
The Usurpers
The Usurpers (, brutal, fantasy)
The War is finally over. Silence hangs over the country of Silith, as the commoners cower in their fragile dirt huts praying to the gods. "Is it over?" They whisper to each other. "Has King Aragoth finally beaten the council?" The mutterings cease as the marches begin. Precise, well timed footsteps are heard all over the country. The citizens pray harder, hoping, pleading that their door will be opened by the gold plated Templars, with food and drink to celebrate the final victory.
In one house, a mother hugs her child to her chest, tears brimming in both their eyes. The door creaks open and she stares at what the door has revealed, covering the child's eyes. The mother watches in horror as 2 leather boots step into her home, blood spattered and dyed black. The chain mail leggings swish lightly, and above that a chest plate of pure obsidian. Finally, a steel helmet obscures the face, but the eyes are visible. Dark, smoldering eyes with the sort of red tint that only a madman could contain. "A knight of the Council" she whispers in disbelief "but that can only mean one thing". At last, she hears the words she prayed she'd never hear, but it is impossible to shut out the deep gravelly voice that says, "the War is over. The Council rules this land."
OOC
The usurpers is about a group of Rebels, 40 years after the Great War trying to take back control of Silith which is ruled by the mysterious and evil Council. Because the council rules and prohibits commoners from learning any type of combat, you will have little formal training with melee or magic based fighting. This RP is based on the group gathering resources and learning, before attacking villages and eventually taking back the country. The closer you get to the capital, the better defended a town is. You start in Vilnick, a small village at the very edge of Silith. As the RP continues you will become much stronger and eventually be strong enough to take on the Council themselves. The Council is made up of 4 individuals which each control a piece of Silith. They are headed by Lord Regent Crow, who controls the center piece of Silith including the capital itself. For the classes and magic, don't be afraid to make something up as long as it's not OP. The examples I put are just stuff off the top of my head! If I get some interest I'll expand the OOC allot more. If you have any questions please ask!
Character sheet
Name:
Appearance:
Personality:
Class: (ex: Plague Mage, Divine warrior, shadow rogue)
Magical affinity: (elemental, dark/light, none, etc.)
Equipment: (weapon, what's in your bag, etc.)
Backstory: (how did your character end up in Vilnick, were they born there? Why do they want to rebel?)
The War is finally over. Silence hangs over the country of Silith, as the commoners cower in their fragile dirt huts praying to the gods. "Is it over?" They whisper to each other. "Has King Aragoth finally beaten the council?" The mutterings cease as the marches begin. Precise, well timed footsteps are heard all over the country. The citizens pray harder, hoping, pleading that their door will be opened by the gold plated Templars, with food and drink to celebrate the final victory.
In one house, a mother hugs her child to her chest, tears brimming in both their eyes. The door creaks open and she stares at what the door has revealed, covering the child's eyes. The mother watches in horror as 2 leather boots step into her home, blood spattered and dyed black. The chain mail leggings swish lightly, and above that a chest plate of pure obsidian. Finally, a steel helmet obscures the face, but the eyes are visible. Dark, smoldering eyes with the sort of red tint that only a madman could contain. "A knight of the Council" she whispers in disbelief "but that can only mean one thing". At last, she hears the words she prayed she'd never hear, but it is impossible to shut out the deep gravelly voice that says, "the War is over. The Council rules this land."
OOC
The usurpers is about a group of Rebels, 40 years after the Great War trying to take back control of Silith which is ruled by the mysterious and evil Council. Because the council rules and prohibits commoners from learning any type of combat, you will have little formal training with melee or magic based fighting. This RP is based on the group gathering resources and learning, before attacking villages and eventually taking back the country. The closer you get to the capital, the better defended a town is. You start in Vilnick, a small village at the very edge of Silith. As the RP continues you will become much stronger and eventually be strong enough to take on the Council themselves. The Council is made up of 4 individuals which each control a piece of Silith. They are headed by Lord Regent Crow, who controls the center piece of Silith including the capital itself. For the classes and magic, don't be afraid to make something up as long as it's not OP. The examples I put are just stuff off the top of my head! If I get some interest I'll expand the OOC allot more. If you have any questions please ask!
Character sheet
Name:
Appearance:
Personality:
Class: (ex: Plague Mage, Divine warrior, shadow rogue)
Magical affinity: (elemental, dark/light, none, etc.)
Equipment: (weapon, what's in your bag, etc.)
Backstory: (how did your character end up in Vilnick, were they born there? Why do they want to rebel?)
The Restoration of Plagueis
The restoration of plagueis
A man sits next you, so close you can smell the rotted herbs and spices emanating from his crow mask. "So you want to know about the crows." he says in a raspy voice. His bloodshot eyes stare into your soul as he begins. "This used to be a glorious land you know, when the diseases ran rampant and plague doctors like myself ruled over the weak and docile populace. Lord Plagueis ruled us, a god among men. He was the only one with the power to fuse with all of the plagues and control them. A small rebellion rose up in the south, they called themselves the Holy Order. The biggest mistake we ever made was thinking they weren't a threat. Left unopposed, their scholars grew to be the masters of light magic, and their knights became Templars and paladins. By the time we started to fight back, it was already too late. It wasn't long before the last of our disciples and shaman were backed up to our capital city, Silith. The Holy Orders forces were barely being held back by the combined forces of Plageuis and the Council of Crows. In desperation, Lord Plagueis sought the demonic power of the 8th plague, cataclysm magic. Merging with all 8 plagues proved to be too much for him though, and he became a being of pure rage and unholy magical power. In the ensuing battle, he wiped out most of his remaining forces, before finally being subdued by the combined forces of the legions of mages from the holy order. With little opposition left, the Holy Order quickly took control of the society and finally cemented their control over the world. The council of crows went into hiding, and controlling the great plagues was outlawed. Lord Plagueis, with so much power in him became immortal, and was placed in the great sealing chamber beneath the grand palace. He is held in place by the most powerful light magic wizard in the land, Allahrath. The Council of Crows has been mostly destroyed, all of them trying and failing to regain control of the world. All of them except for me of course. I chose instead to go into hiding, and look for those who posses the power to restore this world to the land it once was. I sense that power in you. There are others like you, at this location. " he slides over a map, wrinkled and faded from use. Go here, and master your Plague. Free lord Plagueis and return the world to what it once was.
A man sits next you, so close you can smell the rotted herbs and spices emanating from his crow mask. "So you want to know about the crows." he says in a raspy voice. His bloodshot eyes stare into your soul as he begins. "This used to be a glorious land you know, when the diseases ran rampant and plague doctors like myself ruled over the weak and docile populace. Lord Plagueis ruled us, a god among men. He was the only one with the power to fuse with all of the plagues and control them. A small rebellion rose up in the south, they called themselves the Holy Order. The biggest mistake we ever made was thinking they weren't a threat. Left unopposed, their scholars grew to be the masters of light magic, and their knights became Templars and paladins. By the time we started to fight back, it was already too late. It wasn't long before the last of our disciples and shaman were backed up to our capital city, Silith. The Holy Orders forces were barely being held back by the combined forces of Plageuis and the Council of Crows. In desperation, Lord Plagueis sought the demonic power of the 8th plague, cataclysm magic. Merging with all 8 plagues proved to be too much for him though, and he became a being of pure rage and unholy magical power. In the ensuing battle, he wiped out most of his remaining forces, before finally being subdued by the combined forces of the legions of mages from the holy order. With little opposition left, the Holy Order quickly took control of the society and finally cemented their control over the world. The council of crows went into hiding, and controlling the great plagues was outlawed. Lord Plagueis, with so much power in him became immortal, and was placed in the great sealing chamber beneath the grand palace. He is held in place by the most powerful light magic wizard in the land, Allahrath. The Council of Crows has been mostly destroyed, all of them trying and failing to regain control of the world. All of them except for me of course. I chose instead to go into hiding, and look for those who posses the power to restore this world to the land it once was. I sense that power in you. There are others like you, at this location. " he slides over a map, wrinkled and faded from use. Go here, and master your Plague. Free lord Plagueis and return the world to what it once was.
They Chose YOU
They chose YOU (survival RP based off of Don't Starve)
The water from the storm is what wakes you up. Gasping for air, you sit up and stare at the dark hooded figure before you. You vaguely sense that you are surrounded by foliage, but are largely focused on what the figure is pulling out of his cloak. A stone tablet is unceremoniously dropped in front of you, and the creature is suddenly enveloped in black smoke. It disappears, but in its place is a small object though it is not clear to you exactly what it is. Slowly you stand, and a single memory slowly finds a place inside of you. You remember their "delegate", though it's face is lost to you. A black mustache and a top hat were its defining features. " we know what you desire, and we have the means to attain it. All you must do is come to UNDERSTAND us, and what you truly want will be yours." The last you remember is a searing pain on your left hand, and a symbol appearing there. As you look around your surroundings, the storm worsens. You must survive to attain what you truly desire.
(OOC)
The idea for this roleplay is that you have been placed in a harsh world by a vague order, of which you only know as Them. They have promised you your truest desire, and in exchange you agreed to come here, wherever you are now. This will be mainly character driven, with each character having various different items and quirks. The main goal is to regain contact with Them, however an unspeakable act must be preformed before they will appear to you. After you succeed in the act, they will appear and You may ask one question before they depart. You can keep asking questions and doing acts until you escape the twisted world they put you in, or die (ex: how do I escape this world?).The questions may be anything you wish, and your unspeakable act is inscribed on the stone tablet you received in the beginning of the game. You may choose what your beginning act will be (ex: killing another player or preforming some sort of ritual). Also you receive a small trinket, which can be anything you like as long as it is not OP. the time you come from can be anywhere from late 1800s to early 1900s. Your character can have one great attribute that is extremely helpful, but also a large flaw that can actively hinder your survival efforts (ex: being super intelligent, but because your intelligence you are subject to deep depression and bouts of panic. ) Lastly, the symbol on hand is a mark of which of "them" has claimed you. This will be which one of them you will be interacting with the most, and who you will be asking your questions to. Each of the has a slightly different personality, and will react better or worse to specific questions. I'll be GM-ing as "them" but you can choose what symbol you have and what personality it has. You can choose to view "them" how you want, whether it be worship or hatred. Starvation and insanity are common deaths, but are preventable. Unspeakable acts will lower your sanity, and the lower it gets the less you can cohesively do things like talk or make complex objects. You can choose to team up with the other characters, or kill them and take their possessions, though their tablet and personal item are bound to them and will re spawn with them. If you die, you will respawn with a large sanity drop and your items back at the place where you died. If you want to get a basic view of a character structure or what the world looks like, refer to the game Don't Starve which this is heavily based off of.
CS sheet:
Name:
Age:
Amazing Attribute:
Fatal Flaw:
Appearance:
Trinket:
Unspeakable act:
Symbol:
Personality:
PLEASE let me know if you're interested!!!
The water from the storm is what wakes you up. Gasping for air, you sit up and stare at the dark hooded figure before you. You vaguely sense that you are surrounded by foliage, but are largely focused on what the figure is pulling out of his cloak. A stone tablet is unceremoniously dropped in front of you, and the creature is suddenly enveloped in black smoke. It disappears, but in its place is a small object though it is not clear to you exactly what it is. Slowly you stand, and a single memory slowly finds a place inside of you. You remember their "delegate", though it's face is lost to you. A black mustache and a top hat were its defining features. " we know what you desire, and we have the means to attain it. All you must do is come to UNDERSTAND us, and what you truly want will be yours." The last you remember is a searing pain on your left hand, and a symbol appearing there. As you look around your surroundings, the storm worsens. You must survive to attain what you truly desire.
(OOC)
The idea for this roleplay is that you have been placed in a harsh world by a vague order, of which you only know as Them. They have promised you your truest desire, and in exchange you agreed to come here, wherever you are now. This will be mainly character driven, with each character having various different items and quirks. The main goal is to regain contact with Them, however an unspeakable act must be preformed before they will appear to you. After you succeed in the act, they will appear and You may ask one question before they depart. You can keep asking questions and doing acts until you escape the twisted world they put you in, or die (ex: how do I escape this world?).The questions may be anything you wish, and your unspeakable act is inscribed on the stone tablet you received in the beginning of the game. You may choose what your beginning act will be (ex: killing another player or preforming some sort of ritual). Also you receive a small trinket, which can be anything you like as long as it is not OP. the time you come from can be anywhere from late 1800s to early 1900s. Your character can have one great attribute that is extremely helpful, but also a large flaw that can actively hinder your survival efforts (ex: being super intelligent, but because your intelligence you are subject to deep depression and bouts of panic. ) Lastly, the symbol on hand is a mark of which of "them" has claimed you. This will be which one of them you will be interacting with the most, and who you will be asking your questions to. Each of the has a slightly different personality, and will react better or worse to specific questions. I'll be GM-ing as "them" but you can choose what symbol you have and what personality it has. You can choose to view "them" how you want, whether it be worship or hatred. Starvation and insanity are common deaths, but are preventable. Unspeakable acts will lower your sanity, and the lower it gets the less you can cohesively do things like talk or make complex objects. You can choose to team up with the other characters, or kill them and take their possessions, though their tablet and personal item are bound to them and will re spawn with them. If you die, you will respawn with a large sanity drop and your items back at the place where you died. If you want to get a basic view of a character structure or what the world looks like, refer to the game Don't Starve which this is heavily based off of.
CS sheet:
Name:
Age:
Amazing Attribute:
Fatal Flaw:
Appearance:
Trinket:
Unspeakable act:
Symbol:
Personality:
PLEASE let me know if you're interested!!!
Steampunk scavengers
Darryl walked slowly towards the town message board, pulling his hat down to shade his face from the glaring desert sun. He adjusted his Crew Boss pin, which read the numbers "87785" in black, boxy letters. That pin meant he was aligned with Manson&Johnson, the company which owned the entire south of what used to be the United States. It meant he was one of the most powerful men in town, short to only the mayor and sheriff. He could feel their eyes on that pin, the urchins hiding in the alleyways and stalls, the hunters sitting outside and polishing their steam rifles and far to the distance, the Grand Trade Leagues Palace of Blimps, thousands upon thousands of giant balloons holding the behemoth of a city boyuant in the air. He wished he could be back in the office, with its cracked walls and broken air conditioner. In there he felt like the boss, felt like he could get things done. But out here in the town, who knows what could happen. "Shut up and get it done" he told himself and finally reached the center of town. He looked up at the battered board, the letters spelling "town message board" long stolen. Hastily he reached into his pocket and brought out a piece of faded parchment. He pinned it on the board and rushed backed to the office where he knew the stacks of paperwork and official documents were waiting, ready to be signed. The orphans crept out of their hiding places and rushed to the board, to discover their prayers had been answered. Those who could read shouted the words with glee as they turned and sprinted towards the office after the man. The words on the paper were "LARGE BLIMP CRASH 10 MILES SOUTH. SCAVENGERS WANTED. SCAVENGE RIGHTS GIVEN TO CREW BOSS 87785. SCAVENGE RIGHTS GIVEN BY MANSON&JOHNSON INC." f
The Unholy Arts
The unholy arts
Cmiere boy, have I got a tale for you. Mind the mud, I just got that hardened. So, you might not believe it but did you know that ages ago, this place was a different land? Used to have sunshine and big grassy plains, and they called it Mercigul. I can remember my grandfather telling me stories of the mighty Templars who protected the land with a fair hand. They were supposedly unbeatable in physical combat. Mind you, I said physical. There was the academy of archmages, who practiced the art of pure magic and banished darkness from the world. Everything was perfect back then until he entered the academy. He had a name back then, but you know him as lord Raven, supreme ruler of this land, Vilehak. He was the one who discovered the dark arts, alchemy and black magic. The academy was the first to go, with an explosion so loud it burst the eardrums of all near it. It wasn't long before the Great War started, when the first archmages fell to the dark arts and became plague doctors. The diseases and plagues felled the Templars faster than any army ever could. Soon enough the land was transformed into what you see before you, swamps, huts, dead trees and rain for 300 days a year. Times are changing though, and the archmages and Templars have risen once again. Lord Raven has sent his 5 best plague doctors and necromancers to stop the resistance until they can take back what was once theirs. Alright now, off to bed. Don't let the venombugs bite.
Cmiere boy, have I got a tale for you. Mind the mud, I just got that hardened. So, you might not believe it but did you know that ages ago, this place was a different land? Used to have sunshine and big grassy plains, and they called it Mercigul. I can remember my grandfather telling me stories of the mighty Templars who protected the land with a fair hand. They were supposedly unbeatable in physical combat. Mind you, I said physical. There was the academy of archmages, who practiced the art of pure magic and banished darkness from the world. Everything was perfect back then until he entered the academy. He had a name back then, but you know him as lord Raven, supreme ruler of this land, Vilehak. He was the one who discovered the dark arts, alchemy and black magic. The academy was the first to go, with an explosion so loud it burst the eardrums of all near it. It wasn't long before the Great War started, when the first archmages fell to the dark arts and became plague doctors. The diseases and plagues felled the Templars faster than any army ever could. Soon enough the land was transformed into what you see before you, swamps, huts, dead trees and rain for 300 days a year. Times are changing though, and the archmages and Templars have risen once again. Lord Raven has sent his 5 best plague doctors and necromancers to stop the resistance until they can take back what was once theirs. Alright now, off to bed. Don't let the venombugs bite.