This RP is cancelled / rebooted with a much smaller cast.
12/12 Player Slots filled. Open and recruiting.
Link to the Collab GDoc
Link to Ragnarok Chatroom
Link to Ragnarok Character's Reference Guide
“Twins of coal bring light to the lost
Seen again, they herald the northern road”
The strange note had found its way into your life, and you’ve not an idea of where it came from. Was it a prank? A viral marketing campaign? No one you ask has any idea where the note came from. The paper it’s written on, more parchment really, feels old, and weathered, as if it would be dust in your fingers if you mishandled it.
The words are burned in your mind, and you hear a voice you don’t recognize reading them in your mind when you’re not otherwise distracted. Paranoia begins to loosely wrap itself around your senses and when you look to the skies outside, you swear you see two birds circling overhead. Just beyond you, but undoubtedly following you wherever you move, at home or at work.
You try to get someone, anyone else to notice them, but they don’t see them. You try to snap a picture, but nothing out of the ordinary is captured. It’s stress, that’s all, right? You try to find the note again, and you are unable to place where you left it last. All searching proves futile.
Your heart skips a beat when they’re in the room with you. You were by yourself, alone, somewhere, and there they are. Two ravens, with the most intelligent looking eyes you’ve ever seen. You move to freak out, and then they speak. You know you must have lost your mind, and yet it feels like you should have been expecting this.
They introduce themselves as Hugin and Munin. Hugin’s voice seems to have tones of British, and Munin’s accent is distinctly Brooklyn. They speak of their master, Odin, a name that you feel more familiar with than you aught. It inspires unnatural authority hearing it from them, but also uneasiness. They explain that you’re the child of a god, of the Aesir, but they seem to be disinclined to say which.
You feel in the back of your head that you shouldn’t be taking any of this as true. Your mortal mind wants to reel and claim insanity, but your heart knows every word they say is true. You are a demigod, you have a great destiny before you, and you have so many questions.
Hugin laughs at everything you ask, while Munin seems distracted before throwing in random quips that are almost unrelated to the topic at hand. The more they talk, the more the quips build into why they’re here.
“Ragnarok.”
A dark shadow engulfs your soul at the word. You instinctively know what they’re talking about. The doom of the gods. The end of the world. The fire that will engulf everything.
The great destiny laid before you, you know it now. You know why you exist, and the grim cackling birds confirm. Most of the gods, and most of mankind is to die by sword, and by fire, but you aren’t so firmly fated.
Perhaps, you can avert a bit of this doom.
That is the All-Father’s plan. What you, and your new kin, will do.
Hugin seems more amused by your destiny than you, and laughs that such is very improbably. Their master is scared of his doom, and desperate. Munin happily chimes in that, really though, it’s win win. “Even if you do fail, there will be a feast of carrion laid out to enjoy before we’re all engulfed in flames.”
A bit distasteful.
They give you a small sack, the jingle of metal coin within it. With it, are some instructions, plane tickets, and a scroll of very similar paper to the note from before. You unroll it, and read your instructions. You’ve got a flight to Bakersfield, California. You are to go immediately, drop everything else, and go. The ticket is for the flight and will get you there safely. Once there, there’s a Scandinavian Gift shop, Runes and Things, on the edge of town. That’s where you’ll receive further instructions.
You’ve never felt more sure of a stupid thing in your life. You look up to say anything else to the Ravens, but they’re already gone. You gather up some clothes, some essentials, and as you get ready to leave, you stop. You wonder. How are you going to explain this to your friends, family, work, everyone you know that you’re going?
Maybe you don’t.
You are able to get through the security at the airport with ample ease, the fastest you’ve gotten through things in your life. There’s brief layovers, and connecting flights, and the journey seems to go by both at a snails pace, and faster than anything you’ve experienced. In Bakersfield, you arrive around lunch, and find your journey to Runes and Things unabated. Taxis are easy to come by, money is on hand, and the sack? It contains a few pieces of gold. Gold that you’ve found yourself unable to tell anyone else about, or even show them. You know you'll know what the gold is for when its time comes.
There are others arriving at Runes and Things as you are. You don’t recognize any of them, but you know deep down, these are your family. These are your brothers and sisters.
Your journey is about to begin. You hope this isn’t a mistake.
Welcome to Ragnarok, a story about demigods in the modern era trying desperately to avert the titular event from happening. The story will unfold through a series of quests of increasingly grave circumstances as Ragnarok gets closer and closer. Do not feel, though, that this means you need to rush through them. Ragnarok isn’t on a ticking clock, it’s based on events that will happen on their own time.
For each primary mission, you will be given a basic objective, and moved to an area where you will then be able to approach the quest how you wish. Rare will it be that there’s only one right way to approach an objective. Creativity will be rewarded, but stupidity under creativity’s guise will not.
Ragnarok is the doom of the gods, and so overconfidence or simply poor decisions can and will sometimes result in either PC or NPC death. Usually, it will be all your fault if something bad happens.
Character SheetBiographical SectionName: What is your character’s name? If they go by a false name, PM me their real name.
Age: How old is your character?
Race: What ethnicity is your character?
Sex: What is your character’s physical sex?
Appearance: What does your character look like?
Homeland: What country is your character from, or live in?
History: Leading up to the visit from Hugin and Munin, what was your character’s life like? Keep in mind that they would likely have been adopted or have only one parent. One of their parents is a God or Goddess who would not have been present in their life. Also keep in mind that as a child of the Aesir, they should have already shown aptitude above average in some fields. Also, any particulars you want to note from their meeting of Hugin and Munin to their arrival at
Runes and Things.
Parent Gender: If you have a clear preference to being the child of a Goddess or child of a God, please say here. This is the extent of your control of who your divine parent is, and you
are free to waive it and just get whomever.
Mechanical SectionBehind the scenes, done solely by myself, will be rolls based on stuff you put in here, and on progression, and other such things. This will add a balancing and randomization aspect to the game. All in good fun, and you won't have to worry too much about the system yourself.
Heroic Role describes what your position within the group is, and how you will work with others and NPCs. It will help flavour which powers and moves you get from your other selections.
You may put what you want in as your Heroic Role, but here are some examples:
Leader, Tank, Healer, Sniper, Trickster, Transport, Researcher
There are 9 Core Attributes in Ragnarok. They are as follows:
Strength: How hard you can punch, much you can lift, far you can throw, and long you can jump. Stuff of that manner.
Dexterity: Moving fast and gracefully, avoiding attacks and making sure yours connect with your opponent.
Stamina: How hard of a punch you can take, how fast you heal from damage, how long you can go without resting.
Charisma: Your ability to make people want to do things for you, whether because you’re likeable, or just commanding.
Manipulation: Your ability to mess with people, challenge what they believe, and trick them into trusting you or others.
Appearance: Your ability to be the center of attention, and force others to find your beautiful or hideous. Also, to tone yourself down when necessary.
Perception: How fast you can take in information around you, and process it, from your environment to body language.
Intelligence: Raw brain power, doing calculations and forming strategies and drawing up all sorts of plans.
Quickness: Your mental dexterity, how fast you can react to things changing around you, and handle driving vehicles.
You choose 3 of these Attributes to be Priority 1, they increase the fastest, and become more divine sooner than your other stats.
You choose 4 of these Attributes to be Priority 2, these will be your middle of the road stats, they’ll become powerful but not as much or as fast as Priority 1.
You choose 2 of these Attributes to be Priority 3, these will be your weak-points, what will be the hardest for your to improve, and will remain your weakest physical attributes.
At start, Priority 1 Attributes will be at or around what you'd call Human Perfection. Priority 3 Attributes will be at or around Human Average. The gulf between them will only grow as the game goes on, although all your Attributes will be improving for the most part.
More than just super strong, or super smart, Gods also have control of aspects of reality, and as you become more and more powerful, you will have some purviews that you control and bend as well. There are 24 Purviews that you can choose from. They are as follows:
Animal: Ability to control, produce, and embody a single totem animal. Define your totem animal if you take Animal.
NOTE: While sky will always give you flying, and water will give you things like breathing water, Animal can too, depending on your animal. Take a flying animal, and you can get wings and fly. Take an animal that can breathe underwater, and you can eventually too. In neither case is it as soon as it would be in the other purviews, however.
Artistry: Divine creation, inspiring others to build and building wonders yourself.
Chaos: Break down order, mess with small fractions of Fate’s plan in very wild and dangerous ways.
Darkness: Embody, create, and control darkness, night, shadows, and fear.
Death: Raise the dead and command all sorts of ghosts and ghouls; work towards your own underworld.
Earth: Embody, create, and control earth, sand, metal, clay, and lava.
Fertility: Embody, create, and control wild and cultivated plants, creating bountiful harvests or wastelands.
Fire: Embody, create, and control fire, all the destructive, purifying, and creating forces of it.
Fortune: Manipulate the strands of fate, at great cost, granting and taking luck and fortune from others, and changing the story's path itself.
Frost: Embody, create, and control ice and cold, chilling landscapes, and cooling tempers.
Guardian: Become a patron of defence, but note while Guardian’s defensive powers are supreme, they cannot be used in conjunction with any aggressive action.
Health: Cure and plague those around you, creating life or new diseases, or mending the wounds of those in need.
Illusion: Embody, create, and control illusions, dreams, nightmares, and all sorts of tricks.
Justice: Embody, create, and control justice, divine order, crushing and stopping illusions and chaos where they are.
Moon: Embody, create, and control the mystical powers of the moon, the silver light, the tides, and the madness.
Mystery: Sacrifice of yourself to gain esoteric knowledge while looking through the intricate stories Fate has told already.
Prophecy: Sacrifice of yourself to gain insight of the future Fate has foretold, and gain aid from Fate when you pursue its whims.
Psychopomp: Travel, across lands, between worlds, and in your most important mythical role, as a shepherd of others and the dead.
Sky: Embody, create, and control winds, clouds, and rainbows. Fly, and become the vault of heaven itself.
Stars: Embody, create, and control stars and starlight, trapping others in webs of constellations and more.
Sun: Embody, create, and control the healing and blistering and almighty furnace that is the sun.
Thunder: Embody, create, and control storms, rain, thunder, and lightning. Most of all weather.
War: Embody, create, and control war, berserker furies, endless battles and armies, leading others to glory.
Water: Embody, create, and control water, floods, rivers, and seas. Also, y’know, water bending.
Choose one Purview to be your primary focus of godly powers.
Choose two Purviews to be your Secondary Purviews, those that you have good skills in to aid you still.
Choose two Purviews to be your Tertiary Purviews, those that you marginally embody and slowly empower at rudimentary levels.
The remaining Purviews will be unavailable to you for most of the duration of the story. They will not necessarily always be locked away, Fate can cause great changes if it deems so in response to great events in the story.
Pure physical ability isn’t enough to do certain actions. Sometimes training is very important. Ragnarok has 13 different Trainings. They are as follows:
Art: Your training in learning how to make, designing new, and actually making things.
Battle: Your training in close ranged fighting.
Conversation: Your training in talking with others, making them pay attention to you, and not come off rude unless you want to.
Drive: Your training in controlling vehicles of various sorts, or even mounted animals.
Endure: Your training in resisting things, such as influences, or ignoring pain.
Heal: Your training in first aid, and other types of medicines.
Investigate: Your training in rooting out corruption, trickery, and crime.
Larceny: Your training in lying, cheating, stealing, and otherwise.
Military: Your training in large scale combat, organizing and leading such.
Politics: Your training in law and diplomacy, getting what you want out of contracts.
Research: Your training in learning new things in general, how well you can retain what you read and such.
Sniper: Your training in longer ranged fighting.
Wilds: Your training understanding plants, surviving the outdoors, and befriending animals.
Choose 3 Trainings to be Primary Trainings. These are ones that you have had a lot of experience in, and if your job was based around them you would function good to great at it.
Choose 4 Trainings to be Secondary Trainings. These are ones that you have some experience in, and if your job involved them to a degree you’d be fine.
Choose 3 Trainings to be Tertiary Trainings. These are ones that you only have a little experience with, and while all Trainings will slowly get better, you’ll always be lagging behind with these. Even if you get better than mortals at it.
Those that don’t go under the above, are Trainings that you are just going to have to be bad at for a while.
As a child of the Aesir, not only does divine blood flow through your veins, but so does the blood of giants. While it’s not required that everyone embrace their Jotunblut, but those who don’t will find themselves being rather small among the gigantic forms of the Aesir gods, and otherwise weaker for it. If you are really against growing larger and stronger, you may opt out of embracing that part of your heritage, and take one more Secondary Purview instead. Without using any powers within Jotunblut itself but having it on, through the course of the game, you will double in stature. At most, exerting and embracing your giant's blood will allow you to grow roughly 1000 feet tall. You will still be small compared to some of your enemies.
Heroic Role:
Priority 1 Attributes:
Priority 2 Attributes:
Priority 3 Attributes:
Primary Purview:
Secondary Purviews:
Tertiary Purviews:
Primary Trainings:
Secondary Trainings:
Tertiary Trainings:
Jotunblut: Yes
or No? (( At this point, Jotunblut is now required. Sorry! ))
Personal SectionRomance: How do you personally feel about your character entering into romantic relationships with other players or non-player characters? Do you wish to allow the potential relationship to occur or deny any possibility? This is a personal comfort option: An opt-in or opt-out for romance.
Play style: Exactly as it says. Do you prefer action-oriented missions, or more dialogue heavy ones? Do you prefer a more linear progression or having choices? Complex missions, or straightforward ones?
Signature: Type your username here to agree to the rules and regulations, and to agree that the GM may kill off your characters without your consent.
Rules and Regulations- The characters have to ultimately work together. While they don't have to be friends (and likely their thoughts of each other are going to change after they interact and the divine feeling of kinship is replaced by their own feelings again), they do have to get along well enough that they don't spend all their time in-fighting.
- If your character dies, you don't complain. Your character may die, you've already signed a thing acknowledging this. They won't die needlessly, or just for drama, but they aren't given plot armour.
- If you want to stay in the game after you die, you can. Journeying to the underworld is going to be a thing you're going to do in the story (spoilers), and so it's not beyond the realm of possibility of dead characters being returned. Alternatively, you can make a new character to join the band, or convert a NPC that you like to your character if you wish. Death isn't the end. The Aesir have and need many soldiers for the coming war.
- In character conflicts require out of character approval. I don't want people fighting in character AND out of character. If you have an out of character problem, bring it to me. If, however, you're both cool with it out of character, and it doesn't begin to infringe on earlier rules, then go for it and bicker, or fight.
- No Godmodding. Goes without saying, I'd hope. You will acknowledge the results of the rolling based on the mechanics you only slightly see as legitimate, and I will try to make it so you guys are never lost without something to do due to failures. If nothing else, those with Intelligence may get PMs from me with suggestions.
How Divine Powers WorkDivine powers come in three types, Passive, Active, and Reactive. These types all function a little differently.
- Passive: Passive powers are always working, always doing their thing. They do not make you tired, and have no cost to them. They are, however, not as strong as the other powers.
- Active: Active powers can be used whenever, however proportionate to the cosmic power going into the power you used, there is a cost of a type of legendary tiredness. If you're too tired in this way, you can't use more powers other than Passive powers.
- Reactive: Reactive powers are like Active powers in that they have a cost that drains you, but are only able to be used in specific situations.
Recovering from Legendary TirednessWhen you're hungry, you eat; thirsty, you drink; tired, you sleep; but how does one recover from Legendary Tiredness? Accomplish story points laid out by Fate. Fate, the ultimate arbiter of the story (in game) will replenish your ability to be epic, if you do things that it wants. You won't always know what it wants, but Prophecy is the easiest way to know. Again, as noted, do not make Fate angry. I mean, it's not like things can get much worse than they are (see: Ragnarok) but I'm sure that
I could Fate could find a way.
Preview of Quest #2
Papa-Paparazzi
Infamy looms over the heads of the survivors of the quest in Bodie, as another group of demigods finds their way to their aid. However, as all the children wander aimlessly with the gods being so quiet, a strangely informed and hounding journalist chases their coattails, permitting not even a moments rest, as the group tries to discover the location of the Heart of WinterPrimary Objective: Avoid drawing attention to yourselves while you wait for further instructions. Try not to kill more things unless necessary.
Secondary Objective: See if any evil forces are meddling with the towns on the outskirts of the county.
Secondary Objective: Meet and greet with Daniel Drakeman, the ambulance chasing lawyer.
Secondary Objective: Discover who has been following the group, what they already know, and what their goal is.
Completed Quest Log
New Beginnings
The band arrived to find a less than pleasant and friendly face being the purveyor of Dwarven goods for them. Lucky tried to cheat the witch who ran the store, and was wounded for his efforts. A visit from Baldur stole their breath, before Hunin and Mugin ruined their stay, cutting it short with their prattling. The group learned that they need to head to Bodie, to find a relic, the Heart of Winter, if they are to stop Ragnarok from even beginning. The cold winter weather is becoming more dire, and they're heading to the Frost Giants, but they've a plan.
Northern Roads
It would be hard to disagree with the summary of this mission being 'Failure'. On the way to the objective, there was explosive collateral damage in the form of gas station blowing up. The group are now terrorists with several explosions, and killed cops and park rangers. Half of the group died in the mines, while the others had to flee with their tail tucked between their legs, not even knowing if they helped anything at all in the process.
Accepted Characters