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Alex Humva

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About Alex Humva

Year 13
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    OTC RPG Judge

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    she/her/hers
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    Chilling in Kansas

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  1. Sorry, no dramatics from me, I barely got logged back in here. Consider yourself approved x4. I guess if the big boss isn't around anymore that's that.
  2. Co-host is still being worked out, primarily because everyone, including myself, is still busy at the moment. But figured I'd toss this back out for some more feedback. ------ My father would often tell stories of the old country and its magicks. I was too young at the time to remember, our homeland ravaged by war and famine as so many others had been before I was old enough to even speak. He'd tell stories of the miracle workers in the villages who could heal any sickness, the exalted priests who could summon the rains during even the worst droughts. He'd speak so highly of those skilled in the art, remembering fondly to better times. Then the War came, and with it, an end to those magicks. Gone were the days of superstition and faith, replaced with steel and coal and medicine. When my father grew old and dying, I asked why there were no miracle workers in this new land. It was a land of innovation, of opportunity, why did no one seek to marry magic and industry together? He gave me no answers before he passed on, leaving me only with his books and his stories to guide my path. In time, I learned the Art. There were many who were doubtful of my quest, many more who rejected my goals entirely. I learned nonetheless, seeking to understand why the Art had died in the homeland and never resurfaced. I didn't find the answers I sought, but I did find what I needed to revive the Art. One day, soon, I will be able to prove to the world what a modern day miracle worker can accomplish. I only need students, to teach what I know to. There are obstacles, as there always are. The War brought with it a great change of power, leaders overthrown and replaced with puppets. A great many would see the magicks forever forgotten, or worse, controlled and exploited solely by them. With the right applications, the right technologies, the world could become a utopia, but utopias aren't profitable. They will do whatever it takes to stop me, so I must begin in secrecy. I cannot risk exposure finding those who are gifted enough to make use of the Art. That is where you come in. Rails, Guns, and MagicA OTC RPGHosted by Alex Humva How This All Works This game is set in an alternative world similar to our own, set during a period roughly corresponding to the 1920s. The game's story takes place in the small but successful nation of Awhye, a country shielded from the events of the War and founded on immigration. Players will be part of a group that is working with the intro character, Mayra Castellano, to find magically gifted individuals around the country. Player characters may or may not make use of the Art, depending on the preference of the player. New players are recruited into the group whenever the group makes a stop in a city. The main force behind the game will be the overarcing plot of gathering a magically gifted force, as well as the more individual conflicts along the way, along with other trends and conflicts that are happening in the world. The Nation of Awhye Founded 79 years ago, the United Republic of Awhye is a small country located by the sea, across the ocean from the world's major powers. While it has fair larger and more powerful neighbors surrounding it, its rich natural resources and substantial industrial base has allowed it a position of power its small size wouldn't suggest possible. Awhye was largely unaffected by the horrors of the War, instead producing industrial goods and weapons for both sides and enjoying a substantial economic boom from it. The nation is still coasting off of its boom cycle, its economy prosperous and an overall happy sentiment across the land. This only serves to disguise underlying problems in its society and economy, however, and there is discontent amongst the masses that the wealth earned during the war has largely been reaped by the elite. Historically disenfranchised groups continue to work for recognition in society, and conflict amongst the different immigrant populations has lead to numerous skirmishes and riots. Old Country Magicks Magic in this setting is an unrefined art, having never benefited from rigorous study or experimentation. Because of this, it has mainly been the work of small-time miracle workers in villages, being used to cure children of the plague or help the crops grow. There was some work by clergy members in the past to better understand the underlying mechanics of magic, but centuries of superstition has left any real knowledge buried under hearsay. With time and the Industrial Revolution, magic was nearly eliminated, years of misinformation making it difficult for new practitioners to perform the great feats their forebearers had and the rise of modern technologies making many of the feats entirely obsolete. Everyone has some tendency towards the Art, but some either are born with or develop a greater control over it than others. For the modern magic user, the use of magic is almost entirely based on instinct. However, the work of Mayra Castellano has helped to provide a framework for her followers to use, as her time studying ancient texts has revealed the underlying mechanic behind magic, or at least its modern incarnation. Magic is derived from cultural significance, one of the many reasons accounts on it are so difficult to parse through. Symbols, phrases, and idioms are where magics draw their power from, concentrated and controlled by a magic user's willpower. A simple swear can deliver a magical curse in the hands of a witch, as easily as a blessing can bring good times in the hands of a miracle worker. Most magic users have discovered their talent in the Art during emotional times, cursing someone and actually delivering a physical result because of it. There is a flipside to this, however. The stronger a symbol is in a culture, the harder it is for the magic user to control. A grievous curse could easily spiral out of a magic user's control, causing effects that can't be predicted and potentially harming the magic user in the process. Because of the difficulty of controlling more powerful symbols and phrases, Castellano's work recommends a joint effort between magic users to combine their respective concentrations to keep the magic from running amok. Important Locations By no means definitive, this list includes the initial starting locations and will expand with more cities as writing time permits and as the cast explores more cities. City of Eternal Light: The principle port city of Awhye, the surrounding metro contains nearly twenty percent of the nation's population and serves as a vital economic point for dozens of nations trading in the region. Its buildings are the most modern in the nation, new forms of steel allowing for the construction of immense skyscrapers and truly labyrinthine docks. It's also a hot bed of violence, with many dissidents hiding in the outskirts around the city. Its name comes from a species of bio-luminescent jellyfish that drift to the surface at night, lighting up the harbors and giving an eerie glow to the beaches. City of Shattered Glass: The capital city of Awhye, it is a surprisingly calm and reclusive city, nestled inland towards the mountain range. A substantially smaller city than the City of Eternal Light, it is nevertheless vital, serving as a major rail hub for almost the entire nation. It contains many historic sights, along with the government of Awhye itself. A comparatively old-fashioned city with brick and mortar buildings, its streets are lined with electric street cars and its skyline is filled with black smoke nonetheless. Its name comes from the initial settlers, who found vast plains of obsidian glass in the valleys and hills surrounding the city. RPG Rules Follow all BZPower rules.Common sense, common sense, common sense. Use it please.No autohitting without prior plotting or excuses as to why you’re going to hit your opponent.Death is something that can happen, though as is the case in real life, it can be remarkably hard to kill people at times.No godmodding, this includes metagaming. Death may come easy, but you still can’t eradicate the whole crew in one go.Listen to the staff; if you have a problem with a decision, do so in a respectful manner.Have fun. The Profile Name: (Self-explanatory) Profession: (Everyone's gotta work to make ends meet.) Speciality: (This is for magic users; while theoretically capable of anything, all magic users have something in particular they're good at.) Skills: (We all have some; keep it reasonable, please.) Items: (Any particular weapons or sentiments or such that came with you?) Appearance: (Yep.) Personality: (Why does your character do what they do? What makes them tick?) Biography: (What’s your life story?)
  3. I'm going be totally honest here: TSTW is a legend and it was a great thing while it lasted. In its final stage, though, it became the perfect example of an undead RPG, some unholy husk kept going by the occasional post here and there. It had a great run; TSTW had been around before I joined this site and it deserves accolade for as long as it lasted. It's time is over, though. Bury it, give it a twenty one gun shot salute, and wish it a good time in Valhalla. Let the poor thing have some peace, not just an eternal existence of being stuck just a hair above death. tl;dr I'm not approving it.
  4. Seems like a good effort. Star Trek: To Boldly Go Approved [x2]
  5. The idea of RPGs with set beginnings and ends has been proposed, and with newer rules concerning probation periods and how many RPGs you can run at once we could see it attempted. I think that there's potential, but I'd need to see a fully fleshed out idea before saying anything on whether or not I could see it working.
  6. Seems well written, and it looks like there'll be some player dedication to it. Breaking point Approved [x3]
  7. Some revisions have been made, primarily to the magic system, which has been simplified. Talking to a few folks about the job of co-hosting, so that's getting sorted out. ------ My father would often tell stories of the old country and its magicks. I was too young at the time to remember, our homeland ravaged by war and famine as so many others had been before I was old enough to even speak. He'd tell stories of the miracle workers in the villages who could heal any sickness, the exalted priests who could summon the rains during even the worst droughts. He'd speak so highly of those skilled in the art, remembering fondly to better times. Then the War came, and with it, an end to those magicks. Gone were the days of superstition and faith, replaced with steel and coal and medicine. When my father grew old and dying, I asked why there were no miracle workers in this new land. It was a land of innovation, of opportunity, why did no one seek to marry magic and industry together? He gave me no answers before he passed on, leaving me only with his books and his stories to guide my path. In time, I learned the Art. There were many who were doubtful of my quest, many more who rejected my goals entirely. I learned nonetheless, seeking to understand why the Art had died in the homeland and never resurfaced. I didn't find the answers I sought, but I did find what I needed to revive the Art. One day, soon, I will be able to prove to the world what a modern day miracle worker can accomplish. I only need students, to teach what I know to. There are obstacles, as there always are. The War brought with it a great change of power, leaders overthrown and replaced with puppets. A great many would see the magicks forever forgotten, or worse, controlled and exploited solely by them. With the right applications, the right technologies, the world could become a utopia, but utopias aren't profitable. They will do whatever it takes to stop me, so I must begin in secrecy. I cannot risk exposure finding those who are gifted enough to make use of the Art. That is where you come in. Rails, Guns, and MagicA OTC RPGHosted by Alex Humva How This All Works This game is set in an alternative world similar to our own, set during a period roughly corresponding to the 1920s. The game's story takes place in the small but successful nation of Awhye, a country shielded from the events of the War and founded on immigration. Players will be part of a group that is working with the intro character, Mayra Castellano, to find magically gifted individuals around the country. Player characters may or may not make use of the Art, depending on the preference of the player. New players are recruited into the group whenever the group makes a stop in a city. The main force behind the game will be the overarcing plot of gathering a magically gifted force, as well as the more individual conflicts along the way, along with other trends and conflicts that are happening in the world. The Nation of Awhye Founded 79 years ago, the United Republic of Awhye is a small country located by the sea, across the ocean from the world's major powers. While it has fair larger and more powerful neighbors surrounding it, its rich natural resources and substantial industrial base has allowed it a position of power its small size wouldn't suggest possible. Awhye was largely unaffected by the horrors of the War, instead producing industrial goods and weapons for both sides and enjoying a substantial economic boom from it. The nation is still coasting off of its boom cycle, its economy prosperous and an overall happy sentiment across the land. This only serves to disguise underlying problems in its society and economy, however, and there is discontent amongst the masses that the wealth earned during the war has largely been reaped by the elite. Historically disenfranchised groups continue to work for recognition in society, and conflict amongst the different immigrant populations has lead to numerous skirmishes and riots. Old Country Magicks Magic in this setting is an unrefined art, having never benefited from rigorous study or experimentation. Because of this, it has mainly been the work of small-time miracle workers in villages, being used to cure children of the plague or help the crops grow. There was some work by clergy members in the past to better understand the underlying mechanics of magic, but centuries of superstition has left any real knowledge buried under hearsay. With time and the Industrial Revolution, magic was nearly eliminated, years of misinformation making it difficult for new practitioners to perform the great feats their forebearers had and the rise of modern technologies making many of the feats entirely obsolete. Everyone has some tendency towards the Art, but some either are born with or develop a greater control over it than others. For the modern magic user, the use of magic is almost entirely based on instinct. However, the work of Mayra Castellano has helped to provide a framework for her followers to use, as her time studying ancient texts has revealed the underlying mechanic behind magic, or at least its modern incarnation. Magic is derived from cultural significance, one of the many reasons accounts on it are so difficult to parse through. Symbols, phrases, and idioms are where magics draw their power from, concentrated and controlled by a magic user's willpower. A simple swear can deliver a magical curse in the hands of a witch, as easily as a blessing can bring good times in the hands of a miracle worker. Most magic users have discovered their talent in the Art during emotional times, cursing someone and actually delivering a physical result because of it. There is a flipside to this, however. The stronger a symbol is in a culture, the harder it is for the magic user to control. A grievous curse could easily spiral out of a magic user's control, causing effects that can't be predicted and potentially harming the magic user in the process. Because of the difficulty of controlling more powerful symbols and phrases, Castellano's work recommends a joint effort between magic users to combine their respective concentrations to keep the magic from running amok. Important Locations By no means definitive, this list includes the initial starting locations and will expand with more cities as writing time permits and as the cast explores more cities. City of Eternal Light: The principle port city of Awhye, the surrounding metro contains nearly twenty percent of the nation's population and serves as a vital economic point for dozens of nations trading in the region. Its buildings are the most modern in the nation, new forms of steel allowing for the construction of immense skyscrapers and truly labyrinthine docks. It's also a hot bed of violence, with many dissidents hiding in the outskirts around the city. Its name comes from a species of bio-luminescent jellyfish that drift to the surface at night, lighting up the harbors and giving an eerie glow to the beaches. City of Shattered Glass: The capital city of Awhye, it is a surprisingly calm and reclusive city, nestled inland towards the mountain range. A substantially smaller city than the City of Eternal Light, it is nevertheless vital, serving as a major rail hub for almost the entire nation. It contains many historic sights, along with the government of Awhye itself. A comparatively old-fashioned city with brick and mortar buildings, its streets are lined with electric street cars and its skyline is filled with black smoke nonetheless. Its name comes from the initial settlers, who found vast plains of obsidian glass in the valleys and hills surrounding the city. RPG Rules Follow all BZPower rules.Common sense, common sense, common sense. Use it please.No autohitting without prior plotting or excuses as to why you’re going to hit your opponent.Death is something that can happen, though as is the case in real life, it can be remarkably hard to kill people at times.No godmodding, this includes metagaming. Death may come easy, but you still can’t eradicate the whole crew in one go.Listen to the staff; if you have a problem with a decision, do so in a respectful manner.Have fun. The Profile Name: (Self-explanatory) Gender: (Yep) Age: (How old are you?) Profession: (Everyone's gotta work to make ends meet.) Speciality: (This is for magic users; while theoretically capable of anything, all magic users have something in particular they're good at.) Skills: (We all have some; keep it reasonable, please.) Items: (Any particular weapons or sentiments or such that came with you?) Appearance: (Yep.) Personality: (Why does your character do what they do? What makes them tick?) Biography: (What’s your life story?)
  8. You can be as insistent as you want, and as leery about letting someone else steer the ship as you want. In my ever-so-slightly-professional opinion, however, there's still a few things you need to learn about the OTC before being entrusted with GMship. For instance, not taking the "my way or the highway" approach to making an RPG, or generally disregarding people's opinions without proper consideration. Indeed, most RPGs nowadays rely heavily on community input and formulation, which that attitude completely ignores. With that in mind, I cannot in good conscious approve an RPG led by you. You're welcome to figure out a division of power with your co-host, but you being the principle head isn't something I feel is very appropriate.
  9. Having had experience with short sleep cycles in the past, I can sympathize with feeling a bit irritable. However, we are rational and thinking creatures capable of not acting immediately on our impulses, so it's generally considered polite to suppress that to the best of your abilities. At any rate, given your attitude in the topic, I feel like Tryon's advice is well-founded. Find someone else to GM this RPG, stick around as a co-GM. Learn how things work in the OTC. As it stands, I'd feel pretty leery about letting you head this project.
  10. Main thing the troubles of the War did was the political changes; a lot of old regimes were destroyed during its events and with it a lot of new social and political movements were born from it. Those movements made their way across the ocean, and so there's a lot of push for them in Awhye. As for a good analogy, the idea I had in my head while conceptualizing this was a more trade-dominant Uruguay. While I don't want to hold myself down too much to specifics without more thought, a good concept to keep in mind for this game is that we're in an old colony in South America that became independent within recent memory and used its resources to secure a position in the world. Definitely will be rewriting it for better quality and clarity. Am a bit curious on what rules are missing, as I thought I hit all the major ones. I would definitely love for this to happen, but I'm not sure the current climate would allow for two sufficiently-populated groups. You are very welcome to play as a double agent or such, though; that'd make for some interesting conflict. And of course, I intend to allow players to orchestrate their own plots so there's always that option.
  11. My father would often tell stories of the old country and its magicks. I was too young at the time to remember, our homeland ravaged by war and famine as so many others had been before I was old enough to even speak. He'd tell stories of the miracle workers in the villages who could heal any sickness, the exalted priests who could summon the rains during even the worst droughts. He'd speak so highly of those skilled in the art, remembering fondly to better times. Then the War came, and with it, an end to those magicks. Gone were the days of superstition and faith, replaced with steel and coal and medicine. When my father grew old and dying, I asked why there were no miracle workers in this new land. It was a land of innovation, of opportunity, why did no one seek to marry magic and industry together? He gave me no answers before he passed on, leaving me only with his books and his stories to guide my path. In time, I learned the Art. There were many who were doubtful of my quest, many more who rejected my goals entirely. I learned nonetheless, seeking to understand why the Art had died in the homeland and never resurfaced. I didn't find the answers I sought, but I did find what I needed to revive the Art. One day, soon, I will be able to prove to the world what a modern day miracle worker can accomplish. I only need students, to teach what I know to. There are obstacles, as there always are. The War brought with it a great change of power, leaders overthrown and replaced with puppets. A great many would see the magicks forever forgotten, or worse, controlled and exploited solely by them. With the right applications, the right technologies, the world could become a utopia, but utopias aren't profitable. They will do whatever it takes to stop me, so I must begin in secrecy. I cannot risk exposure finding those who are gifted enough to make use of the Art. That is where you come in. Rails, Guns, and Magic A OTC RPG Hosted by Alex Humva How This All Works This game is set in an alternative world similar to our own, set during a period roughly corresponding to the 1920s. The game's story takes place in the small but successful nation of Awhye, a country shielded from the events of the War and founded on immigration. Players will be part of a group that is working with the intro character, Mayra Castellano, to find magically gifted individuals around the country and to, at times, use their skills to try and make the world a better place. Player characters may or may not make use of the Art, depending on the preference of the player. New players are recruited into the group whenever the group makes a stop in a city. The main force behind the game will be the overarching plot of gathering a magically gifted force, as well as the more individual conflicts along the way, along with other trends and conflicts that are happening in the world. The Nation of Awhye Founded 79 years ago, the United Republic of Awhye is a small country located by the sea, across the ocean from the world's major powers. While it has far larger and more powerful neighbors surrounding it, its rich natural resources and substantial industrial base has allowed it a position of power its small size wouldn't suggest possible. Awhye was largely unaffected by the horrors of the War, instead producing industrial goods and weapons for both sides and enjoying a substantial economic boom from it. The nation is still coasting off of its boom cycle, its economy prosperous and an overall happy sentiment across the land. This only serves to disguise underlying problems in its society and economy, however, and there is discontent amongst the masses that the wealth earned during the war has largely been reaped by the elite. Historically disenfranchised groups continue to work for recognition in society, and conflict amongst the different immigrant populations has lead to numerous skirmishes and riots. Old Country Magicks Magic in this setting is an unrefined art, having never benefited from rigorous study or experimentation. Because of this, it has mainly been the work of small-time miracle workers in villages, being used to cure children of the plague or help the crops grow. There was some work by clergy members in the past to better understand the underlying mechanics of magic, but centuries of superstition has left any real knowledge buried under hearsay. With time and the Industrial Revolution, magic was nearly eliminated, years of misinformation making it difficult for new practitioners to perform the great feats their forebearers had and the rise of modern technologies making many of the feats entirely obsolete. For the modern magic user, the use of magic is almost entirely based on instinct. The work of Mayra Castellano has helped to provide a framework for her followers to use, but their initial work with magic was based on their own instinctual skills. All can learn the Art, but some have a greater aptitude for it than others. Those who discovered it on their own usually did so during bouts of passion, often unknowingly. Magic is not a precise thing, working in broader strokes and requiring very fine manipulation in order to be used in the smaller scale. This is why miracle workers were known for being able to summon rainfall, but could never quite control the severity or the length of it. Similarly, curing diseases ended up being more a boost to the overall immune system than any specifically targeted attack on the disease itself. A good analogy for this game's magic and other, more popular fantasy magics is the difference between the gravitational and the electromagnetic forces. Both forces exist throughout the known universe, and both are extremely powerful. Gravity is a big, sweeping thing though; difficult to control, known for making massive influences (see: the solar system), yet also existing on the smaller scale. Indeed, every atom in the universe is attracted to every other atom via gravity, no matter the distance. Electricity, conversely, is far easier to control, is known for smaller things (see: your phone) as well as larger feats. This game's magic is gravity: big, unyielding, but still capable of being used in smaller circumstances. So what can a magic user actually do? In theory, anything, but in practice, magic relies on manipulating existing forces to get the desired outcome. The example of summoning rain is a good one: a magic user sets out with a goal in mind (making it rain), and then via some sort of ritual to hone their focus, makes that happen with their mind. The ritual itself is a placebo, but still extremely important for the magic user to focus their actual intentions properly. From this point, nature is given a helpful nudge in the right direction: the wind changes a bit, clouds begin to form, somewhere water evaporates quicker, all adding up until finally there's storm clouds rolling in. The same can apply on a lower scale. The practice of brewing potions is an example of how magic users can manipulate nature on a smaller scale; the potion itself, like the ritual, is powerless, but it serves as a mental focus for the magic user to push things in the right direction. A fire potion may simply be a flammable substance that, with the urging of a magic user, is far more potent than its basic chemicals would suggest. Effectively, a magic user is capable of doing anything that could happen, if the laws of nature were sufficiently greased and a bit drunk. The limitations end up being the user itself, who doesn't know if any of this will even work, and must be very mentally fortified in order to get the outcome to be what they want. Otherwise, nature will take its course, only now in an unpredictable fashion. Important Locations By no means definitive, this list includes the initial starting locations and will expand with more cities as writing time permits and as the cast explores more cities. City of Eternal Light: The principle port city of Awhye, the surrounding metro contains nearly twenty percent of the nation's population and serves as a vital economic point for dozens of nations trading in the region. Its buildings are the most modern in the nation, new forms of steel allowing for the construction of immense skyscrapers and truly labyrinthine docks. It's also a hot bed of violence, with many dissidents hiding in the outskirts around the city. Its name comes from a species of bio-luminescent jellyfish that drift to the surface at night, lighting up the harbors and giving an eerie glow to the beaches. City of Shattered Glass: The capital city of Awhye, it is a surprisingly calm and reclusive city, nestled inland towards the mountain range. A substantially smaller city than the City of Eternal Light, it is nevertheless vital, serving as a major rail hub for almost the entire nation. It contains many historic sights, along with the government of Awhye itself. A comparatively old-fashioned city with brick and mortar buildings, its streets are lined with electric street cars and its skyline is filled with black smoke nonetheless. Its name comes from the initial settlers, who found vast plains of obsidian glass in the valleys and hills surrounding the city. RPG Rules Follow all BZPower rules.Common sense, common sense, common sense. Use it please.No autohitting without prior plotting or excuses as to why you’re going to hit your opponent.Death is something that can happen, though as is the case in real life, it can be remarkably hard to kill people at times.No godmodding, this includes metagaming. Listen to the staff; if you have a problem with a decision, do so in a respectful manner.Have fun. The Profile Name: (Self-explanatory) Gender: (Yep) Age: (How old are you?) Profession: (Everyone's gotta work to make ends meet.) Speciality: (This is for magic users; while theoretically capable of anything, all magic users have something in particular they're good at.) Skills: (We all have some; keep it reasonable, please.) Items: (Any particular weapons or sentiments or such that came with you?) Appearance: (Yep.) Personality: (Why does your character do what they do? What makes them tick?) Biography: (What’s your life story?)
  12. Twenty nine shows in the Gundam canon, plus dozens of mangas, movies, novels, and games. It's a pretty indepth series.
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