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10 mos ago
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Watch out.

The gap in the door... it's a separate reality.
The only me is me.
Are you sure the only you is you?


DON'T TOUCH THAT DIAL NOW, WE'RE JUST GETTING STARTED

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S A Ṃ S Ā R A :
A Divine Reckoning



P R E M I S E:

Belief is the most powerful force of the cosmos.

Belief starts with the self. I can do this. I can't face that. Forces exist that wish to do me harm; that exist to support my success. All and none are made true by mere conviction.

Belief continues with stories and legends, and the fantasy-lies told to children to keep their wonder alive. From simple, infantile stories like Santa Claus, to historic legends like Arthurian tales, to mythical sagas that become the foundations of entire cultures: all are made real in the minds of the audience by belief and dogman. So, as Man grew, it was only natural that their stories and their beliefs would grow beside them; and this is how Gods were born.

Gods, deities, mythical beings and beasts alike - all reified by doctrine. Quickly they assumed their pantheons and secured their positions, each myth and legend no less real than the next. Every God was true to their people and the stories that birthed them, but only those present were successful; to be absent was to be forgotten, and to be forgotten was to die. So Gods went among their people, walked with their pilgrims, prayed with their devoted - and, in doing so, fortified their own existence, carving new quiddities as recursive beings.

Man matured, and alongside them the Gods; keeping their own legends alive, they began to live new tales: mimetic, ritualistic, liturgical. They would spread, and form new links in the divine story, each a new chain forged anchoring itself to reality. As the world modernised and belief spread faster than ever, direct intervention was required less and less; Gods could rest, relax, their foundations concrete enough to protect them. Every other generation, select Gods would walk among the people once again, reinforcing their bonds to the universe, and deliver the people hope.

The newest generation would appear to be no different; the Gods have convened, chosen their incarnations, and begun their descent to the holistic shrine of Earth.

Unbeknownst to their cohorts, one God has not survived their arrival. Their death has somehow circumvented the carefully-crafted anchor of belief. This final demise threatens all; it is time for the Gods to believe in themselves.


Welcome to Saṃsāra: A Divine Reckoning, a game about belief, Gods, mortality, and the value of a life lived without end. In it, you will play Incarnations: Gods and deities, descending from their heavenly homes every other generation, to take mortal form and live among their faithful, reinforcing the belief that is so intrinsic to their very existence.

Rules are below, and applications are currently OPEN! Please find the character sheet code in the Characters tab!
M O R R I G A N

"Witty Quote #1"
M Ó R - R Í O G H A I N F E M A L E C E L T I C F A T E & W A R

I N C A R N A T I O N C O N C E P T:

This is where you outline your vision for the character, and the specific mythology you're drawing from. Ideally this can also include hints towards plot directions and potential arcs for your character.

D I V I N E N A T U R E:

This is where you should outline what special qualities and abilities your Incarnation is afforded by their divine origins. These should not be too broad or outlandish, and relate in a meaningful way to the sphere of domain your Incarnation holds within their pantheon.

N O T E S:

Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity.
That’s a great start!

I’m currently working on both my own sheet and the opening IC post, but I’ll give it another day to field potential players before launching a thread. Thank you so far for the curiosity!
S A Ṃ S Ā R A :
A Divine Reckoning



Belief is the most powerful force of the cosmos.

Belief starts with the self. I can do this. I can't face that. Forces exist that wish to do me harm; that exist to support my success. All and none are made true by mere conviction.

Belief continues with stories and legends, and the fantasy-lies told to children to keep their wonder alive. From simple, infantile stories like Santa Claus, to historic legends like Arthurian tales, to mythical sagas that become the foundations of entire cultures: all are made real in the minds of the audience by belief and dogman.

So, as Man grew, it was only natural that their stories and their beliefs would grow beside them; and this is how Gods were born.




And so are laid out the fundamental rules of the cosmos in Saṃsāra: A Divine Reckoning.

Saṃsāra is a Modern Urban Fantasy RP, styled after American Gods and Wicked & Divine, where conviction and belief shape reality in myriad conscious and unconscious ways.

Players will take on the roles of Incarnations - Gods who have assumed Human form and descended from the realm of the divine to live among their worshippers and spread their stories, thereby revitalising their existences within the cosmos. These Incarnations spend a generation upon Earth before returning to their heavenly homes.

All deities of all pantheons are on the table to be played, but they must all take human or humanlike forms. Yes, you can play an Incarnation of Ganesha, or Sobek, or Fenrir, but no, your Incarnation will not be an Elephant, Crocodile, or Wolf respectively.

I'm looking for a reasonable group for a casual-level game, with players each posting roughly every fortnight at least. There will be a plot to pursue, but a lot of self-governed character interaction as well, with a secondary focus on how your Gods deal with their followers, and the general pitfalls of being a divine being living a mortal life.

If we gather good steam here, I can launch OOC this weekend. Feel free to shoot me questions!
I'm going to move things on for the Precint people first.

Myself, Wraith and Roman are all yet to reply too the bank scene which I'll let happen before I move it on.


I have a plan in the works with Stormflyx and Hillan; after Eilidh's next post I'll follow up with Vincent, and then Hillan with Julian.
I'll try and scrunge together a post in the next day or so.

Forgive me, as I have trouble keeping track of a scene with a lot of moving parts, but how many goons in the bank are still kicking? Is the one that Vincent was bullfighting still doing so?


Yeah, Vinny's still pissing about with him. I have a plan in place with Hillan and Stormflyx that requires at least 1 thug standing.
Ah, fuck.
C H A R A C T E R C O N C E P T P R O P O S A L
T H E H A R L E Q U I N


D U E L A D E N T F E M A L E 2 2 G O T H A M , T H E N A R R O W S
C H A R A C T E R C O N C E P T:


"Laugh! And the world laughs at you!"

Duela Dent: shameful daughter of Gilda Dent, who in a base moment had lay not with her husband, Harvey, but his dark and violent alter-ego, Two-Face. When approached with his newborn daughter, Two-Face took the moment to lord Gilda's betrayal over Harvey, and Harvey's grief mixed with Two-Face's psychosis. In a rare moment of true co-operation, the pair lashed out: Gilda was slain, and Duela was left for dead in the Narrows.

Cue 20 years of being raised by the destitute and pauperized of Gotham's poorest alleyways, and the natural entry into Gotham's underworld such an upbringing segues to. Rumours of illegitimate children were commonplace, but for such a Gotham heavy-hitter to have spurned his only daughter was a particular scandal, even among the basest criminals, and Duela's first meeting with her Fathers was suitably eventful: she had grown into the image of her late mother, and Harvey's fragile psyche was ill-prepared for the ghost of his greatest misdeed. Duela gained her first scar, half a smile, marked like her father. She lost her standing with the crew, and was forced to flip.

She fell in with Joker's gang, and her blossoming loyalty and admiration of the clown's pageantry and embodiment of chaos was of little consequence when Joker himself discovered who she was. She was far more than a dispensable goon, then - she was a pre-packaged, second-hand chalkboard to carve another message upon for Gotham's most boring criminals. Duela got her matching set, and Joker's laughter rang in her ears as she was left for dead once more.

With a full smile and complete exile, Duela decided the criminal life wasn't for her; clearly, though born of Two-Face, she must take after her other father - Harvey, still the steadfast pillar of Justice beneath Two-Face's oppression. She would be a force for Good in Gotham, and work to undo the villainy that had rejected her twice-over, reclaiming those elements of fear so skilfully wielded by the crime lords of Gotham. Except to Duela's addled mind, there was little difference between serial murder and petty jaywalking, and no difference at all in the mortal judgement metered out. And so the Bat rejected her too, and she landed - finally, inevitably - in the madhouse.

A special transfer authorisation to Belle Reve didn't turn a single head in the halls of Arkham. Duela only realised something greater was at play when she woke in her new cell, face-to-face with Amanda Waller. She's worked on the Squad ever since.

A B I L I T I E S:

Duela has no powers or special abilities, but is instead an incredibly unpredictable, chaotic, and topsy-turvey field operative with an eccentric streak a mile wide and a surprisingly good head for improvised weapons and gadgetry. Her greatest strength is how often she is underestimated, and how poorly even those who estimate her to the inch can anticipate what she's going to do next.

Duela outfits herself with all manner of wacky and wonderful tools, and also with several practical, pragmatic utensils. She's a decent gymnast, and as a recruit of the Squad has been pushed through Waller's exceedingly-vigorous training regime to develop her speed, stamina, strength, and fieldwork combat skills.

She's also sharper than she lets on, or that people anticipate her to be - although this is often difficult for even Duela to acknowledge beneath the fragmented synapses of her mind.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

How the hell do you do 'The Joker's Daughter', without being a corny knock off of the Joker? Or Harley Quinn? Or Punchline? Or the Jokerz?

The real secret is you don't. You just take all of that rip-off energy that's intrinsically baked into the character, and you try and have some fun with it.

I rewrote her a bit, because Jesus Christ who can even follow the 18 different origins and reboots this character has had, and I've turned her into a wayward Anti-Hero, someone who means well but is woefully un-equipped to deliver on that good intent. She's still trying to decide who she is - in her canon history she's claimed parentage from nearly every major Batman villain - and she's decided that villainy doesn't want her and heroism is trickier than it look, so maybe this task force x business is a perfect compromise between the two.

C H A R A C T E R N O T E S:

Hasn't settled on a proper pseudonym, and is looking for one that feels nice and cozy, without upsetting too many red-and-black-clad floozies.

Considers herself an orphan, her true parents being the streets of Gotham and she a force that the city has delivered unto its people, much like the Bat. Batman has not enjoyed this comparison on their one and only meeting.

Despite her self-styled look being deliberately evocative, she does not enjoy being referred to as, or having the inference made that she is, the Joker's Daughter.

R E L A T I O N S H I P S:

Short summary of your characters thoughts, feelings and regards for the rest of the cast. Optional and can be added to whenever.
C H A R A C T E R C O N C E P T P R O P O S A L
O N O M A T O P O E I A


? ? ? M A L E 2 0 - 4 0 ? ? ?
C H A R A C T E R C O N C E P T:



ONOMATOPOEIA. No other known identity. With no concrete information about this mysterious serial killer who seems to exclusively target vigilantes, particularly those early in their career, he remains a sinister mystery, spoken about in hushed tones if at all. Since his capture, he has violently resisted all attempts to be unmasked, and yet has made no attempt to escape his incarceration, sitting in complete silence in his cell.

A B I L I T I E S:

Appears to have the ability to perfectly mimic any sound he has heard, although it is unknown whether this is a metahuman power or simply a well-practiced skill, and it is unknown if this extends to speech, as he has never spoken either before or during his capture.

Possesses remarkable skill with blades and firearms, proving himself a strong combatant and able to keep up with his targets.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

Why do you want to play this character, what is the driving motivation behind both this desire and the character themselves. What do you hope to accomplish and where do you want the character's story/stories to go? What kind of role do you think your character can fit on the team? Why is your character a hero and not a civilian?

C H A R A C T E R N O T E S:

Any additional notes you want to put either for yourself, the GM or other players to help clarify your vision or additions to the DC-Mythos. Equipment or signature gear, like your cool boomerangs or sick car goes here. Info about any relationships to canon heroes should go here.

R E L A T I O N S H I P S:

Short summary of your characters thoughts, feelings and regards for the rest of the cast. Optional and can be added to whenever.
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