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The Official OTC TBRPG Planning and Organization Topic


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#4961 Offline Ymper Trymon

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Posted Apr 03 2013 - 10:55 PM

Heh. Or you could put it somewhere in the South Pacific.

 

Pirates of R'lyeh.


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Gentlemen, fooling you once with this trick was an honor. Twice was a privilege. It's been a pleasure.

I am most definitely a mad man with a blog.


#4962 Offline Basilisk

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Posted Apr 03 2013 - 11:02 PM

That said, the 19th century idea does have a certain appeal to it....

 

Bah. I'll let my D4 and let it decide if I can't choose in a few days.


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"Shall this great kingdom, that has survived, whole and entire, the Danish depredations, the Scottish inroads, and the Norman conquest; that has stood the threatened invasion of the Spanish Armada, now fall prostrate before the House of Bourbon? Surely, my Lords, this nation is no longer what it was! Shall a people, that seventeen years ago was the terror of the world, now stoop so low as to tell its ancient inveterate enemy, take all we have, only give us peace? It is impossible! ...My Lords, any state is better than despair. Let us at least make one effort; and if we must fall, let us fall like men!"
 
-William Pitt the Elder, before suffering a fatal stroke on the floor of the House of Lords.

#4963 Offline Xomeron

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Posted Apr 04 2013 - 12:47 AM

I depart for San Diego in the wee hours of the morning tomorrow. I have no idea if there's internet access or not. Will be back online by the 8th at the latest.


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That being said, thag thag thaggity thag thagness.

-Rover

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."
"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

#4964 Offline Toa Levacius Zehvor

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Posted Apr 05 2013 - 11:23 AM

Okay, I'm not 100% sure what the rule for creating a second COT RPG is, but since the last one I made was done so close to a year ago and only had activity for a few days... yeah. So I wanted to try that again.

 

Anyways, this is an Ōkami based RPG, and I've been working on it piece by piece for about a week now. This is what I've come up with, and I wanted to actually run it over the Planning and Organization this time to find out what needs to be added or taken away, and what peoples general thoughts on it are. Thank you.

 

~~~

 

Ōkami RPG

 

200 years ago, the land of Nippon was freed from the great evil of the lord of darkness, Akuro, once and for all. His vessel Yami was gone, as were his greatest servants. The forces of good were victorious. Or at least, that was what people thought…

 

Setting – Story

 

The land of Nippon is the mortal realm sitting between the heavens below and the netherworld below. One hundred years ago, the evil eight-headed serpent Orochi was freed from his imprisonment and attempted to use his evil powers to gain control over Nippon as he had once possessed. Fortunately, he was defeated before such events could come to pass, just as he had a century in the past.

 

But Orochi was not the only demon of Nippon, and other threats emerged – though all would meet the same fate as he, reputedly defeated by the sun-goddess Amaterasu. As the demons were slain, there was a great renaissance of faith in the gods that, though it had a small faltering in the months to follow, would grow greatly in strength over the next few decades. People had faith once more, and with faith, came a lack of fear. From a lack of fear came a people able to fight against the lesser demonic threats that roamed the world. From this came confidence; from that, pride; from that, a loss of faith once more.

 

Today, there remain people of every variety of faith in the gods. But there is a sense of danger that lies beneath the surface – as faith is lost in the gods, the demons of the world grow power once more, and areas of Nippon are swathed in darkness, becoming cursed zones. Out of a desire for power, or perhaps sheer desperation, there are those who turn to the reverence of the darkness – and desire to restore power to the great demons of the past.

 

This is the story of Nippon, and the conflict between those who serve the powers of the gods, and those who serve the powers of darkness. Do you choose to take a side, or are you neutral to the affairs of immortals (or, perhaps, do not truly believe in them at all)? Make your choice, and enter into the world of Ōkami.

 

Setting – Places

 

The country of Nippon is divided into three areas – Eastern Nippon, Western Nippon, and the Northern Lands.

 

Eastern Nippon is a land that is fairly rock and mountainous, with many open areas in the valleys. There are numerous locations here, but the most important are –

 

  • Shinshu Field is rightfully called the most beautiful field in Nippon. It is a large area in the northern area of Eastern Nippon. There are two large human villages that can be found; Kamiki Village and Yakushi Village. The former of the two is known for its historical importance as being the village from which the great demon Orochi once demanded a maiden sacrifice annually. Shinshu Field is dominated by Lake Harami, which is connected to a river leading to the Hana Valley.
  • Agata Forest is a lush forest inhabited by few people, of much smaller size than the Shinshu Field, and located between that place and Taka Pass to the west-southwest. There is a holy spring here called Hitoshio Spring, along. There is a massive ruined structure located in the forest called Tsuta Ruins, along with a tower called Five-Story Pagoda.
  • Taka Pass is a large plain surround by mountain ranges covering a large stretch of southern Nippon, giving it a mountain pass like terrain. It is the largest area in Eastern Nippon. Along the southern mountains rises Mt. Kamiji, where Kusa Village – second only to Sei’an City in size – can be found atop a quite level peak. Kusa Village is also home to the massive windmill known as the Gale Shrine.
  • The Moon Cave may be a singular location, but takes special precedence over other areas due to its importance. It is where Nagi and Shiranui (the past incarnation of the goddess Amaterasu) defeat Orochi, and sealed the demon away three hundred years ago. The cave was turned into a shrine containing the sword Tsukuyomi, which maintained the seal until Orochi was finally freed a century later, only to be defeated – this time, presumably, for good – once more. The cave itself isn’t particularly large – save when Orochi is awake – but it does have a large system of tunnels underneath, and a massive cavernous area where the entire place is coated in ice. It is worth noting that the Moon Cave had been left as nothing but crumbled ruins up until about six months ago, when it mysteriously returned…

 

Eastern Nippon is inhabited mostly by humans, but demons are also quite prevalent. It is rumored that there is even a Demonic Market found here, but the truth is debated.

 

Western and Eastern Nippon are divided by the City Checkpoint. There is a massive river-canyon cutting through the country, and this space, between Taka Pass and the Southern Ryoshima Coast, is the location of one of the only crossings; a massive drawbridge guarded on the western side by a huge fortress enforced by the soldiers of Sei’an City.

 

Western Nippon is an area mostly coastal by nature, though most of the northern or central areas are mountainous and harder to navigate. The highlights of Western Nippon are –

  • The Southern Ryoshima Coast is a large landscaped mountainous areas further inland, harboring a beach connecting to the ocean. In the cliffs can be found a large temple known as Ankoku Temple, from where one can look to the south and see a tower called the Moon Turret.
  • Sei’an City, the capital of Nippon, lies at the edge of Lake Beewa, a large lake found in a deep hollow, surrounded by mountains to provide a natural defense. The only access to the city is a long path between two cliffs, leading down from a high ledge of Rysohhima Coast. The city spans the surface of the lake, held by large pillars staked to the bottom of the lake. Its lowermost layer is bedrock, with a plug as a means of channeling the water of Lake Beewa into the cities many canals. The main inhabitants of the city are middle-classed, residing in the Commoner’s Quarter. The upper-class reside instead in the Aristocratic Quarter. The most significant structure of the city is the Imperial Palace (seat of the Emperor himself).
  • The Northern Ryoshima Coast is a massive coastal area. Its main features are a set of ruins elevated on a plateau known as Watcher’s Cape, and a massive tower known as Catcall Tower. There are numerous islands along the northern coast, with the Tower being one of them. A large area of the coast was almost completely destroyed by an explosion a couple of centuries back.

 

Western  Nippon is inhabited mostly by humans, along with some powerful demons. The Dragonian people, a type of mermaid-folk, are known to reside under the waves of the ocean in a place called the Dragon Palace, and are defended by a might Water Dragon.

 

The Northern Lands are found on an island separate from the rest of Nippon to the north-east. It is coated in snow and ice, and far from a pleasant location. It’s highlights are –

  • Kamui, a large snowfield that makes up the majority of the land. The furthest northern regions of Kamui are home to the twin volcanoes Ezofuji, along with the large, frozen over Laochi Lake. There is a large gate known as Affun Gate that can be found here leading Wawku Shrine, a large shrine infested by demons and coated in ice and clockwork. Within Kamui can be found Wep’Keer, a large village which is home to the Oina people.
  • Yoshpet, a large and dark forest where few travelers can navigate its confusing landscapes and strange path – made no easier when an animate, cursed tree can attack at any moment. It is a dark and treacherous place where one finds it almost impossible to escape. The Poncle village of Ponc’tan can be found here, and it is said that an ancient structure called the Spirit Gate is hidden in the deepest parts of the forest.

 

The Northern Lands are inhabited by virtually no humans, being home to the Oina tribe and the mysterious Poncles. The greatest of demons are known to reside in these snowy wastes, as it was here where all demons in Nippon first began their spread.

 

Setting – Inhabitants

 

There are three major races in Nippon which players are likely to encounter. These are also the only playable races allowed at this time, though others exist.

 

  • Humans are the most common inhabitants of Nippon, with nothing particularly special about them.
  • The Oina are a tribe of human-like beings who inhabit the Northern Lands. Their appearance is similar, though all members of the Oina tribe where a mask over their face at all times. All possess the ability to transform themselves in wolves, with the exact appearance of the transformed state being based upon their personal nature. Most Oina wear clothing similar to the fur of their wolf form.
  • Poncles are a race of inch tall humanoids also hailing from the Northern Lands. A bioluminescent glow constantly emanates from them, and they wear large helmets in the shapes of parts of insects. This, and their size, often leads to them being confused as such by humans. All glow a different color, but this color changes depending upon their emotions. Unlike Humans and the Oina, Poncles are very long lived, able to live for almost three hundred years. Poncles are known for their artistic talent, and the majority are highly loyal to the gods. The highest position a Poncle can obtain is as Celestial Envoy, an artist of the highest caliber and greatest faith who uses their paintings to remind the people of the gods. They can speak with most animals, and possess incredible strength for their size; enough to lift and toss an entire bottle of sake or leap many feet in the air.

 

There are other inhabitants of the land of Nippon; playing as them is a possible reward for excellent roleplaying across the game.

 

However, not all the races of Nippon are so peaceful. Over four hundred years ago, the first Demons began appearing, first in the Northern Lands and then across all of Nippon.

 

Imps are the most common form of demon, and reside primarily in Eastern Nippon. The weakest Imps are Green, followed by Red, Yellow, Blue, and Black. Most Imps once served as followers of Orochi, and are considered by many to be cheeky and monkey-like musicians. All wear a piece of paper that acts as a mask over their face. They are not very bright.

 

Guardians are quite similar to Imps, though much more powerful. They are only found in the regions of Western Nippon. All appear as desecrated Buddha statues without heads, with the most common therefore being called Headless Guardians. Bell, Halo, and Executioner guardians are stronger, in that order.

 

Namahage are a category of demons native to the Northern Lands of Kamui. They all have straw raincoats and masks, but with variations in design and color. They are far more dangerous than Imps or Guardians, but legends say one may be safe by playing dead; they are friends of the lazy. While even the most common of the Namahage are a threat, there are greater variations in the order of Blade, Bucket, Umbrella, and Cannon Namahages.

 

There are many other varieties of Demons that exist; for further information on these or other demons, feel free to contact the GM or do some self research. However, even the majority of the demons presented here are a major threat to players, if not on boss-like levels of power. Combating more powerful ones is a much tougher task for a non-divine being. Rule of thumb – if the creature is a unique being in the game (such as bosses), or if the area is inaccurate, or even if you think one of these applies, it’s not there.

 

Players who are familiar with Japanese mythology, or just saw something cool from it, can shoot a PM if they desire to face a particular creature; the beasts appearance will then be approved or not allowed. If the creature actually has a beast from Ōkami that is based off of it, I’ll direct over to that.

 

When demons are destroyed, no body is left.

 

Setting – Gods & Major Demons

 

Most of the demons in the realm are powerful, yes; few, however, possess much beyond a slight or average level of intellect, and none are particularly legendary in power. At one point in time, many demons of great power threatened the land; with the actions of Amaterasu and her son Chibiterasu, however, most of these demons were successfully banished or destroyed.

 

It is with Amaterasu that we are lead to the only creatures of power equal to or greater than these demons – the thirteen Celestial Brush gods. Each of these gods represents a power of the Celestial Brush (magical implements capable of altering the world via art).

 

The celestial brush gods are –

 

Amaterasu – The most powerful of the brush gods is the sun-goddess Amaterasu, who takes on the form of the wolf. Her signature brush power is Sunrise, the power to make the sun rise.

Yomigami – The brush god of restoration, who takes on the form of the dragon. His brush power is Rejuvenation, the power to repair broken objects.

Tachigami – The rending brush god, who takes on the form of the rat. His brush power is the Power Slash, which can cut through solid stone.

Hanagami – The Hanagami are technically a trio of gods which take on the form of monkeys, known as the flora gods. Their brush power is Greensprout, divided into three separate techniques – Bloom, Water Lily, and Vine.

Bakugami – The brush god of explosions, who takes on the form of the boar. His brush power is Cherry Bomb, which creates a powerful explosive.

Yumigami – The brush goddess of the moon, who takes on the form of the rabbit. Her brush power is Cresecent, which brings forth night by causing the moon to rise.

Nuregami – The brush goddess of water, who takes on the form of the snake. Her brush power is Waterspout, which allows the manipulation of water.

Kazegami – The brush god of wind, who takes on the form of the horse. His brush power is Galestorm, which summons forth gusts of wind.

Moegami – The brush god of fire, who takes on the form of the phoenix. His brush power is Inferno, which allows the manipulation of fire.

Kasugami – The brush goddess of mist, who takes on the form of the drunken sheep. Her brush power is Veil of Mist, which summons forth a mist capable of slowing down time.

Kabegami – The brush goddess of walls, who takes on the form of the cat. Her brush power is Catwalk, which allows one to make a wall climbable whilst in the proximity of a statue dedicated to her.

Gekigami – The brush god of thunder, who takes on the form of the tiger. His brush power is Thunderstorm, which allows the manipulation of lightning.

Itegami – The brush god of ice, who takes on the form of the ox. His brush power is Blizzard, which allows the manipulation of ice.

 

Depending on the balance of good and evil, some gods may die or be reborn to keep it. At the current moment, a number of the gods here were previously dead, but brought forth again in order to aid in combating the rising evil. Others, which previously held their places, are gone. Two of these are Michigami and Kyokugami.

 

The major demons mentioned before are as follows –

 

Orochi – The eight-headed serpent banished 300 years ago by Shiranui and Nagi, then defeated once more by Amaterasu and Susano 200 year ago. Each head had an elemental power: earth, wind, fire, water, thunder, poison, light and darkness. The bell on its back tolled 108 times – one for each desire of its sacrifice.

Ninetails – The Dark Lord of Oni Island, Ninetails was a demon so powerful and arrogant as to call himself a god. Appearing as a nine-tailed fox wearing a mask, he was defeated by Amaterasu 200 years in the past.

Lechku & Nechku – The gold and silver clockwork owl demons who once threatened the Oina people from their lair in Wawku Shrine. Though individually not as strong as other major demons, the two together possessed power greater than any save Akuro himself.

Akuro – The demon Akuro was the source of all evil in Nippon, having been the source of all other major demons power. His dark energies previously inhabited the form of the demon Yami, who was defeated by Amaterasu; her son Chibiterasu would succeed in destroying the demon himself.

 

At the moment, none of these demons possess enough power to have physical form; it is arguable if they actually possess any powers at all. Only time will tell.

 

Setting – Allegiance

 

There are two major organizations in Nippon which players may choose to align with. Others may exist, but they are generally much smaller and/or cannot be joined.

 

Disciples of the Gods – This is a general term that refers to those who serve the gods of Nippon. As a collective, they outnumber their adversaries – the Demon Cults – but are at a disadvantage due to the lack of support by demonic forces to bolster their manpower. The faction, though composed mostly of humans, has solid support from almost all races. They are based as follows –

  • Numerous disciples can be found in Hana Valley, the location of two shrines – one to Amaterasu, and another to the Hanagami. Priestess Mitsuko is the primary caretaker here.
  • The largest gathering of disciples can be found in Gale Sanctuary, a shrine to Kazegami, and the source of a powerful Divine Wind that guards Kusa Village from demonic forces. The holy knight Takeshi is the primary defender here.
  • Catcall Tower, a massive tower that acts as a shrine to Kabegami, is another large disciple base. The only way to reach the shrine at the top is by climbing the permanent Catwalk path, which allows any who are faithful to the gods to climb. The primary caretaker here is Priestess Yumi.
  • The Poncle village of Ponc’tan is another major base of the disciples. At the moment, the Poncles are attempting to figure a person to become the 9th Celestial Envoy; the 7th Envoy, Issun, acts as the elder of the village, and the 8th has mysterious vanished. For obvious size reasons, only Poncles are found here.

Siding with the Disciples allows players the potential gain access to the brush technique of the god they follow after they have proven themselves as roleplayers. Over time, they may also gain access to improved versions of the brush techniques. Certain brush techniques may work differently than in game; do not be surprised.

 

Demon Cults – This general term refers to those who work alongside the demons that terrorize Nippon, and are attempting to bring the major demons back to their former power. Though they lack numbers, their alliance with demons puts them at even footing with the disciples. Demonic allies and leaders aside, this faction is composed almost entirely of humans; few Oina or Poncles would even consider working with demons.

  • Wawku Shrine acts as the largest cultist base in the Northern Lands. The cultists here are attempting to bring back the major demons Lechku & Nechku, but with no success. The leader of the group is a Great Tengu demon named Taimatsu-Maru.
  • Ankoku Temple was once a holy place; however, it has been desecrated and turned into a powerful base for the cultists attempting to restore power to the major demon Ninetails. The cultists are led by Priestess Takara.
  • The Moon Cave mysteriously reappeared completely intact six months ago after being seemingly destroyed for over two centuries. This is the largest cultist base in Nippon, with the cultists here working to restore power to the major demon Orochi. The cultists are led by a powerful Bandit Spider demon named Jorogumo.

Siding with the Cultists eventually allows players who have proven themselves as roleplayers to negate the brush techniques of their adversaries (exception – Sunrise). Over time, they may also gain access to other brush techniques; certain brush techniques may work differently than in game, so do not be surprised.

 

Important Note – Morality among the gods and demons is white and black; the gods are good and demons are evil, without exception (though many of the gods have the occasional cruel tendencies, and not all demons are complete monsters). Their followers are a different matter, and there are shades, there are those among the disciples who are less than moral and those among the cultists who have them.

 

Players may also choose neutrality to these two major factions, perhaps due to loyalty to another group; perhaps due to unwillingness to side with either. Perhaps another reason, even, but the reason is not important. Siding with neither of these factions does not stop players who have proven themselves as roleplayers from gaining access to brush techniques, and over time they may even learn many; however, they may never gain access to advanced techniques or the ability to negate other brush techniques.

 

Character Creation

 

To join the Ōkami RPG, a player must fill out the form below –

 

Name: (It is advised you pick a name that is Japanese or otherwise Eastern in origin)

Gender: (Obvious)

Species: (Human, Oina, Poncle)

Appearance: (Description of character appearance)

Equipment: (Any equipment or weapons a character has)

Personality: (Character personality traits, preferably with flaws)

Background: (The characters past life in Nippon)

 

In terms of equipment, the technology of Nippon is probably close to 1000 AD in real world terms at this point, just for ease. However, it pretty much goes all over the place in the games, so I might make exceptions if you can point to ones from in-game.

 

One final note – the Celestial Brush. This is the reward to players who have roleplayed well, and it can grant numerous abilities as listed above. How it works is that players who have been taught the proper technique, either through divine or demonic intervention, or through discovering old scrolls or whatever, make use of a magical Celestial Brush and enchanted ink. When the brush is held, time comes to a stop for the wielder and all around; however, their consciousness are still freed. The entire event lasts for only a few seconds, during which the Brush holder can draw on the world as if it were a canvas. However, it is also during this time that the technique can be interrupted by others; others can also put their brush techniques into use, and if one is completed first, time immediately returns to normal.

 

Special Thanks

 

I have a few people I should thank. First off, I thank Clover Studio for coming up with such a great game. Hard work was put into Ōkami, and it shows.

 

I would also like to thank another user, MT (full username Toa Zehvor MT) for introducing me to the game a number of years ago. Otherwise, I probably never would have heard of it, and would be sorely missing the background music I’m listening to right now.

 

I would like to thank Basilisk for constantly yelling at me to try making another RPG on this forum, and for listening to whatever rambling I came up with over this.

 

Finally, I’d like to thank everyone I’ve RPed with.

 

- Levacius Zehvor


Edited by Toa Levacius Zehvor, Apr 05 2013 - 11:24 AM.

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#4965 Offline .:The Abysswalker:.

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Posted Apr 05 2013 - 11:49 AM

I would play the life and love out of an Okami RPG, you don't even know. And the premise you've put forth seems incredibly interesting.


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artoriassig.jpg

"He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you."


#4966 Offline Basilisk

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Posted Apr 05 2013 - 12:37 PM

I'm in.


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"Shall this great kingdom, that has survived, whole and entire, the Danish depredations, the Scottish inroads, and the Norman conquest; that has stood the threatened invasion of the Spanish Armada, now fall prostrate before the House of Bourbon? Surely, my Lords, this nation is no longer what it was! Shall a people, that seventeen years ago was the terror of the world, now stoop so low as to tell its ancient inveterate enemy, take all we have, only give us peace? It is impossible! ...My Lords, any state is better than despair. Let us at least make one effort; and if we must fall, let us fall like men!"
 
-William Pitt the Elder, before suffering a fatal stroke on the floor of the House of Lords.

#4967 Online Simon the Digger

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Posted Apr 05 2013 - 12:46 PM

A game based around Asian, Japanese in particular, mythologies?I'm in. 


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gallery_93554_146_615.jpg

 

 

Red Skies, an FTL Prequel (Updated 7/13)


#4968 Offline Silvan Haven

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Posted Apr 05 2013 - 01:08 PM

Sounds cool. The premise looks fairly open while still making it sound like you have a plot planned.


Edited by Silvan Haven, Apr 05 2013 - 01:09 PM.

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"I serve the weak. I serve the helpless. I am their sword and their shield. If you want to strike at them, you must go through me, and I am not so easily moved."


#4969 Offline Toa Levacius Zehvor

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Posted Apr 05 2013 - 03:55 PM

Okay, so support for the RPG, yay.

 

But I do happen to be missing a very important component to running an RPG on here; I need someone who is willing to act as a co-host.

 

-Toa Levacius Zehvor :flagusa:


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#4970 Offline .:The Abysswalker:.

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Posted Apr 06 2013 - 01:15 AM

Willing.


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artoriassig.jpg

"He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you."


#4971 Offline Toa Levacius Zehvor

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Posted Apr 06 2013 - 01:35 PM

I'll take it. Time to just toss in a rules list (cannot believe I forgot that) and put it up for approval.

 

-Toa Levacius Zehvor :flagusa:


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#4972 Offline Xomeron

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Posted Apr 09 2013 - 09:29 PM

For those interested in Starscape, we're all but ready, should be submitting this week.

 

After doing a bit of math, I found that Hyperdrive was laughably slower than the other FTL drives in the game. I've upped its speed and reworked the reason to avoid prolonged stays in Hyperspace. This is how it is now.

 

 

Hyperdrive: 1: Hyperdrive is a very strange device. It takes the ship it is using out of our universe, and places it in a universe that is astrographically identical, one thousandth the size, and follows very different lays of physics. While accelerating, a ship’s speed increases not linearly, like in the real world, but exponentially. The longer you stay in Hyperspace, the faster your ship moves. Aside from that matter which originates in Hyperspace, matter can only exist in Hyperspace for a short time before it flies apart, individual electrons accelerating out of their orbits, causing the matter to disintegrate. By maneuvering about in this micro-universe, a ship can cross interstellar distances on conventional thrusters, and then return to normal space. The Hyperdrive must be kept at around 400 degrees Celsius while in Hyperspace, or else the effect will fail. A Hyperdrive consists of a conductive wire mesh running along the armor of the ship. Momentum is not conserved when transferring between Hyperspace and Normal Space(the proper word for this is “Tearing Through”)


Edited by Xomeron, Apr 09 2013 - 09:30 PM.

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That being said, thag thag thaggity thag thagness.

-Rover

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."
"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

#4973 Offline Xomeron

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Posted Apr 10 2013 - 05:30 PM

[draft moved to below because of fixing]


Edited by Xomeron, Apr 10 2013 - 08:38 PM.

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That being said, thag thag thaggity thag thagness.

-Rover

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."
"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

#4974 Offline I Am Ultron Six

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Posted Apr 10 2013 - 05:51 PM

Well on a technical front your links don't work, apparently because you've put half the url in twice


Edited by Lord of Adders Black, Apr 10 2013 - 05:53 PM.

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I am Ultron Six, a cybernetic intelligence created by Doctor Henry Pym. My imperative is to bring peace and order to this world. I am about to fulfil that imperative; for the extinction of humanity…begins now.

the_ultron_imperative.jpg

Soon the earth will no longer be habitable for any biological organism: Man, woman, child, plant, animal, fungus or bacterium. All life will cease to exist. This is not a threat, there is nothing you can do to stop it. The process has already begun. I receive no pleasure in this, it is simply the only solution. There must be peace and order, the end of life on earth will ensure that. Goodbye.


#4975 Offline Xomeron

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Posted Apr 10 2013 - 05:52 PM

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF.

 

BZP has the worst text editor.

 

Links should be working now


Edited by Xomeron, Apr 10 2013 - 06:10 PM.

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That being said, thag thag thaggity thag thagness.

-Rover

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."
"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

#4976 Offline Kragghle

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Posted Apr 10 2013 - 06:54 PM

:kaukau: [color=#0000ff;]Speaking from the persepctive of a person who writes and reviews short stories and would love to see them get more attention, I'm just curious as to why all of the RPGs all of a sudden have discussion topics, and I'm wondering how necessary they are, since in my experience they're never truly been necessary, save for in the BZPRPG, which is a whole different category of RPG.[/color]

 

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#4977 Offline I Am Ultron Six

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Posted Apr 10 2013 - 07:08 PM

They make it useful for posting and discussing profiles, not filling up the RPG topic with OOC-only posts or strained feeble IC posts added on to said OOC-only posts in attempts to justify them, bringing up any plans and invitations to join those plans, debate over posts that seem out of place or to break the rules...basically everything the BZPRPG uses it for, because its really not that different


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I am Ultron Six, a cybernetic intelligence created by Doctor Henry Pym. My imperative is to bring peace and order to this world. I am about to fulfil that imperative; for the extinction of humanity…begins now.

the_ultron_imperative.jpg

Soon the earth will no longer be habitable for any biological organism: Man, woman, child, plant, animal, fungus or bacterium. All life will cease to exist. This is not a threat, there is nothing you can do to stop it. The process has already begun. I receive no pleasure in this, it is simply the only solution. There must be peace and order, the end of life on earth will ensure that. Goodbye.


#4978 Offline Xomeron

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Posted Apr 10 2013 - 08:20 PM

Starscape

 

 

 

Sixty Stars

 

 

 

Formed of nuclear fire, blazing with light and life, held together by the spiteful pull of gravity, the sixty stars of the Starscape Cluster are a powder keg. Intelligent life has long lived on these stars, peacefully unaware of each other. But now that comes to a close; the Light Barrier is broken, and suddenly the thick, overpopulated Homeworlds look out, and see realms they can colonize. But they also see enemies, competition, those who would stamp out their species and claim the realm for themselves. And now, you command your species. Will they conquer the stars by laser, sword, and railgun? Or will they be peaceful, colonizing and growing free of war? The choice is up to you.

 

 

 

---

 

 

 

Starscape is an RTSRPG, where players control and roleplay an entire species in a thickly populated Star Cluster. The RTSRPG format has its own dedicated following, but that’s all the more reason to get into it; if you have any questions, one of the regulars will be happy to help.

 

 

 

Interacting With An Entire Universe

 

 

 

Controlling an entire species may seem hard at first, but it's simple to get the hang of. Here's a quick example of a normal fight between ships.

IC:

 

 

 

Alarms sounded aboard the Skelvan Battleship as radar signatures from the edge of the trojan belt came in; four ships, Alansik by their configuration, had appeared some two million miles away. Knowing that was far outside missile range, the Skelvan Captain gave the order to sight in with his Frigate's laser. A kill at this range would be the wildest stroke of luck, but he had to try, knowing reinforcements would be arriving as soon as they could, since the planet's warning system sent out the alert the moment the radar signatures came in.

 

 

 

IC:

 

 

 

“Transition successful, all systems nominal, wait.” A lieutenant on the Alansik lead cruiser reported. “Laser damage to the outer skin of the ship. Looks like they're hitting us already. Minimal damage, but that means they've found us.” The Alansik Captain sighed, and gave the order to move at full burn towards the Skelvan planet.

 

 

 

Now, the important part here is that the player controlling the Alansik let the Skelvan player have the hit; if he'd just declared the Laser was an outright miss, it wouldn't be fair. But by ensuring the Skelvan's laser didn't do much damage, and it wouldn't at that range, he kept it fair for both sides but still sensible. And that's the most important part, keep it fair but sensible. Don't go breaking too many laws of physics.

 

 

 

Building Your Empire

The first step to playing the game is to design your species. This is a very open-ended process, but drawing inspiration from your favorite science fiction series can be a good idea. Once you have a basic idea down, take a look at the Advances post. You get six points to spend. These points are spent on physical advantages, advanced technologies, the setup of your system before the game begins, your species’ society and, most importantly, which form(s) of Faster-Than-Light travel you use. If you have ideas for another trait you want for your species, feel free to drop me a PM. There’s also technologies that everyone has, in the Common Technologies post.

 

 

 

Once you’ve created your species, they need a Homeworld. Drop me a PM, and I’ll create a star system for you; the maps, linked below, show both what type of star each system has, and which species owns which stars.

 

 

 

After that, you’ll need to design your starships; check out the Ship Design post; it’s a good explanation of how Starships ought to be set up.

 

 

 

Once you have that, your empire should be good and ready to go.

 

 

 

Industry

 

 

 

In Starscape, every species’ economy is built on two resources; Money and CHON. Money is an abstract idea of value, representing whatever your species use for currency. It’s mostly used for buying metals and paying your spaceship’s crews. CHON, by contrast, is four chemical elements; Carbon, Hydrogen, Oxygen, and Nitrogen. These six chemicals are used in nearly every form of life, and are highly useful for other functions. It it helps, think of CHON as a Food resource.

 

 

 

CHON and Money are both produced by Planets; a planet that has been civilized for a long time produces more than a fresh colony. This is explained in depth in the post on Resources.

 

 

 

Colonization

 

 

 

Colonizing a planet is a long, expensive process. The first step to it is building a Colony Ship. If you’re colonizing something in a solar system you already have a planet in, a colony ship is basically a steel can with engines, a radar, and the materials you need to start your colony. If you’re headed to another star system, you can do just as well by slapping a Faster Than Light drive on the ship and call it a day. Colonizers can be reusable, or they can disassemble on use to give the colony extra raw materials to work with. Once your colony is set up, it produces the resources listed for its planet type in the Resources post.

 

 

 

The Ancient Past

 

 

 

Civilizations rise and fall. With the terrifying, destructive weapons utilized in war among the stars, this is even more true for spacefaring civilizations. The current set of races in the Starscape Cluster are hardly the first. Previous civilizations left great ruins, but most have decayed. Only a few, held in Stasis Fields, have escaped the rush of time, These Stasis Fields, thus, are very valuable, containing ancient technologies, powerful and sometimes beyond comprehension, or other secrets of the far past.

 

 

 

The Outsiders

 

 

 

The Outsiders are a species in the Starscape cluster who do not own any planets, or any other central power base. They live entirely on starships, and never pass the speed of light, preferring the cold darkness to the reckless terrors of high-speed travel. An Outsider ship will occasionally drop into a system, often looking to replenish its resources by selling technological oddities before heading out again.

 

 

 

Rules

 

 

 

1: BZP Rules Apply

2: Use IC and OOC

3: No godmoding, auto-hitting, or auto dodging

4: Yarn

5: Be respectful of myself, Rover, and especially your fellow players. These are other people's thoughts, work, and in a lot of cases, opinions out in text, so be nice.

6: If you don't know of a scientific or practical reason you couldn't do it, you can try it. It might get shot down by the GMs, though. Try anyway, we might be asleep

7: Anyone who invokes Godwin's Law by making deliberate parallels to Nazis, Fascist Italy, or WWII Era Imperial Japan will have a -1 penalty to all their planets’ Money and CHON production for three days. Calling someone Hitler or a Nazi(even jokingly) is -2 for one week.

 

 

 

Joining Up

 

 

 

The process for joining is simple; Fill out this form, and PM it to me.

 

 

 

Username: (Obvious)

Species Name: (Make it interesting!)

Biology: What do they look like? What chemicals are their bodies built on? Do they have DNA, or some other way to pass genes on? What do they eat?

Government: Generally, by the time it reaches space, a species will have tried enough systems to figure out what works best for them. So what do your guys use? Democracy? Theocracy? Communism? Democratic Communist Theocracy?

Psychology: Species can have wildly different ideas of thought. A human, finding an ancient superweapon that once destroyed all life, might think "How terrible if any race but mine should find this" But a Kzinti, on the other hand, would think "Now I can conquer the galaxy, as is my right." So how do your people think?

History: (Why are they in space? Why do they use the government they do? Details like that)

Homeworld Name: (Humans call our planet Earth for a reason. Why do these people call their world what they do?)

Homeworld Location: (Try for one that's not taken.)

Map Color: (So we can see what you own)

Advances Taken: (You get six points worth)

 

 

 

Now get out there, conquer the stars, and have fun!

 

 Political MapAstrographic Map


Edited by Xomeron, Apr 10 2013 - 08:37 PM.

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That being said, thag thag thaggity thag thagness.

-Rover

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."
"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

#4979 Offline Canis Lycaon

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Posted Apr 10 2013 - 08:24 PM

Quick typo: For the government section, you repeat all of the examples without question marks. Other than that, I have nothing.


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I used to have a banner here.

 

But that RPG is dead.

 

What now?


#4980 Offline Xomeron

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Posted Apr 10 2013 - 08:27 PM

That's not a typo. It's a "bread, eggs, breaded eggs" moment, making a list and then combining everything on the list.


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That being said, thag thag thaggity thag thagness.

-Rover

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."
"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

#4981 Offline Basilisk

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Posted Apr 10 2013 - 08:30 PM

You maps don't seem to function.


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"Shall this great kingdom, that has survived, whole and entire, the Danish depredations, the Scottish inroads, and the Norman conquest; that has stood the threatened invasion of the Spanish Armada, now fall prostrate before the House of Bourbon? Surely, my Lords, this nation is no longer what it was! Shall a people, that seventeen years ago was the terror of the world, now stoop so low as to tell its ancient inveterate enemy, take all we have, only give us peace? It is impossible! ...My Lords, any state is better than despair. Let us at least make one effort; and if we must fall, let us fall like men!"
 
-William Pitt the Elder, before suffering a fatal stroke on the floor of the House of Lords.

#4982 Offline Kragghle

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Posted Apr 10 2013 - 10:46 PM

:kaukau: [color=#0000ff;]When I was active in COT RPGs (back when they were in COT) I would generally talk to people PM if I needed to say something OOC.  If there was a general question, I think I would basically take it up with the moderator.  So basically, I don't think that they are totally necessary.  They make an interesting marketing technique, but dang, I'm tempted to write and review a ton of short stories just to get some diversity on the front page.[/color]

 

24601


Edited by Jean Valjean, Apr 10 2013 - 10:46 PM.

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#4983 Offline Basilisk

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Posted Apr 10 2013 - 10:48 PM

You seem to be the only one who minds.

 

Plus, sometimes y'know, an issue involves more then one person.


Edited by Basilisk, Apr 10 2013 - 10:48 PM.

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"Shall this great kingdom, that has survived, whole and entire, the Danish depredations, the Scottish inroads, and the Norman conquest; that has stood the threatened invasion of the Spanish Armada, now fall prostrate before the House of Bourbon? Surely, my Lords, this nation is no longer what it was! Shall a people, that seventeen years ago was the terror of the world, now stoop so low as to tell its ancient inveterate enemy, take all we have, only give us peace? It is impossible! ...My Lords, any state is better than despair. Let us at least make one effort; and if we must fall, let us fall like men!"
 
-William Pitt the Elder, before suffering a fatal stroke on the floor of the House of Lords.

#4984 Offline Xomeron

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Posted Apr 10 2013 - 10:59 PM

We spent month after month pushing for the ability to have discussion topics, and were told no because that would clog up the COT forum. Now that we have a separate forum specifically for creative works, I think we ought to use that ability.


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That being said, thag thag thaggity thag thagness.

-Rover

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."
"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

#4985 Offline Kragghle

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Posted Apr 10 2013 - 11:30 PM

:kaukau: [color=#0000ff;]I guess is serves the interests of the individual RPGs.  Never mind; my concerns are obviously for outside reasons.[/color]

 

[color=#0000ff;]Also, please, I don't like it being framed that way: maybe I'm the only person who brought it up in this topic, but over some chat board some SS writers sounded a little disappointed.  I'm not trying to rise an issue (even though I was concerned), and I'm not saying that this is all about myself, or create a one-man war were my interests are above everyone else's.  I was mostly just curious and trying to find out how necessary these are, because as an outsider they're somewhat intrusive.  For selfish reasons, I hope that not every new RPG finds them necessary, and I just thought I'd express that hope.[/color]

 

24601


Edited by Jean Valjean, Apr 10 2013 - 11:38 PM.

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#4986 Offline Xomeron

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Posted Apr 10 2013 - 11:40 PM

A short story will be published, receive its comments, and then generally disappear, but for someone reading through archived stories. An RPG, by contrast, is an ongoing discussion that can take months or years. This is why long epics need discussion topics, too.


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That being said, thag thag thaggity thag thagness.

-Rover

"A memo was sent to Astaria asking if it would at all be possible to make a flying goat."
"The Astarians responded that making a goat fly would be trivial; making it land safely would be another matter entirely."

#4987 Online Simon the Digger

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Posted Apr 11 2013 - 05:49 AM

RPGs use discussion topics for all of the reasons outlined above. To use one example, there's the XMDD discussion topic. It had existed for maybe a tenth of the time its RPG had, and it still has approaching fifty pages. Because now that it is there, so many more topics and questions can be explored and explained.

 

I can see where you're coming from. You think that the presence of all of these RPG topics is drowning out the stories. But actually, before the discussion topics, I had the exact opposite complaint. Every fortnight or so, a slew of stories was thrown into the forum, making it difficult to find the topics I was looking for. Now, I would say, that things are just about even.


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gallery_93554_146_615.jpg

 

 

Red Skies, an FTL Prequel (Updated 7/13)


#4988 Offline I Am Ultron Six

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Posted Apr 11 2013 - 08:43 AM

Looking at the first page of OTC right now, I see 12 topics for RPGs and 10 for short stories. I'll be honest, that doesn't sound particularly intrusive from where I'm sitting. Like Kray says, its about even. 

 

Also, if you and the other writers you say you've been talking with feel the intrusive nature of the discussion topics comes from them being on the front page all the time...doesn't that prove that they're used and kind of necessary?


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I am Ultron Six, a cybernetic intelligence created by Doctor Henry Pym. My imperative is to bring peace and order to this world. I am about to fulfil that imperative; for the extinction of humanity…begins now.

the_ultron_imperative.jpg

Soon the earth will no longer be habitable for any biological organism: Man, woman, child, plant, animal, fungus or bacterium. All life will cease to exist. This is not a threat, there is nothing you can do to stop it. The process has already begun. I receive no pleasure in this, it is simply the only solution. There must be peace and order, the end of life on earth will ensure that. Goodbye.


#4989 Offline Kragghle

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Posted Apr 11 2013 - 12:52 PM

:kaukau: [color=#0000ff;]Yes, I see your argument, and looking at the various topics, I see that my concerns are misdirected and I'm mislabeling causation: the reading and reviewing culture has really died out lately.  For whatever reasons, I'm not sure, but if that subculture was more active, I think I would never have noticed the OOC discussion topics.  As it is, I'm just grasping at straws.[/color]

 

[color=#0000ff;]For the record, though, if I ever become active in TSTW again, I'm still going to talk with you over PM.  Because I'm that way, TPTI.[/color]

 

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#4990 Offline Engineer Alexandra Humva

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Posted Apr 11 2013 - 12:55 PM

[font="'courier new', courier, monospace;"]I don't think TSTW! actually has a discussion topic.[/font]


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voidstars.png

1 1 2 3 5 8 13 21 34 55 89

"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong


#4991 Offline I Am Ultron Six

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Posted Apr 11 2013 - 02:16 PM

No, we're not that active :P


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I am Ultron Six, a cybernetic intelligence created by Doctor Henry Pym. My imperative is to bring peace and order to this world. I am about to fulfil that imperative; for the extinction of humanity…begins now.

the_ultron_imperative.jpg

Soon the earth will no longer be habitable for any biological organism: Man, woman, child, plant, animal, fungus or bacterium. All life will cease to exist. This is not a threat, there is nothing you can do to stop it. The process has already begun. I receive no pleasure in this, it is simply the only solution. There must be peace and order, the end of life on earth will ensure that. Goodbye.


#4992 Offline Rumpelstiltskin

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Posted Apr 11 2013 - 02:17 PM

EDIT: Agh, TPTI beat me to it. :P

 

No, TSTW! doesn't have a discussion topic - we have a wiki instead. Because we're just that cool.  B-)

 

Honestly, though, we've never actually needed one. The amount of OOC discussion has been negligible compared to the ICs, and any serious plot details are worked out over PMs. Personally, I see the concept of OOC topics as superfluous, but then again I'm not a part of any other game so I suppose I can't really judge.

 

 

[font="'times new roman', times, serif;"][color=#008000;]~ Rumpelstiltskin[/color][/font]


Edited by Rumpelstiltskin, Apr 11 2013 - 02:17 PM.

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To Save the World?

...Or To Rule It?

You decide!


#4993 Offline Engineer Alexandra Humva

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Posted Apr 11 2013 - 08:33 PM

[font="'courier new', courier, monospace;"][Alright, I've tweaked some things, added some things, so now this is basically a final draft, minus a map. That's been commissioned though and hopefully will be done soon. Proofreading and some tweaking will continue as I see glaring/embarrassing errors. Thoughts and comments are appreciated greatly.][/font]

 

[font="'courier new', courier, monospace;"]The known histories are scarce. Little has survived since the Long Winter, but some records still do exist, buried in the caves of the north. Millenia ago, the Great Spirit descended and formed the world. With it He formed man and the creatures, to populate and fill it. From that He taught us how to create fire, how to farm our land, and how to survive the elements. Then He left, ascending back to His realm to allow us to survive and flourish. Many did; peoples of untold number filled the land, thriving and learning.[/font]

 

[font="'courier new', courier, monospace;"]But then the Long Winter came. Pictures show a great light light in the sky, then, the darkness descended. The sun itself died, and from it, the first uktena was born. We were scattered as our very crops died and the world grew cold. For centuries snow and ice dominated the landscape, with monstrous creatures of the north migrating downward. The spirits became silent as the world froze, and all life seemed to be at an end.[/font]

 

[font="'courier new', courier, monospace;"]Then the Long Winter ended. Life returned, and with it, so did we. Centuries more would pass, but many would find their way to our land, the Great Expanse. Now we farm, we hunt, and the spirits have returned. Once more we may commune with them, and with them, we can repair this once desolate land. We can become unto the ancients themselves.[/font]

 

[font="'courier new', courier, monospace;"]Brief account of the histories[/font]

[font="'courier new', courier, monospace;"]Shaman Tseg'yin, Green Hand tribe[/font]

 

[font="'courier new', courier, monospace;"]SPIRITS AND MEN[/font]

[font="'courier new', courier, monospace;"]Created by Alex Humva [/font]

[font="'courier new', courier, monospace;"]Hosted by Alex Humva and Basilisk[/font]

 

[font="'courier new', courier, monospace;"]Laws of the Land[/font]

 

  • [font="'courier new', courier, monospace;"]All BZPower rules are to be followed.[/font]

  • [font="'courier new', courier, monospace;"]Common sense is important in this game, please use it.[/font]

  • [font="'courier new', courier, monospace;"]Do not prolong battles longer than they need to be. Continually dragging battles out and refusing to declare a victor will result in the GM coming in to decide.[/font]

  • [font="'courier new', courier, monospace;"]Player killing is not banned, but player abuse is. This is a game, keep personal vendettas out of it.[/font]

  • [font="'courier new', courier, monospace;"]Metagaming is severely frowned upon. If a player cannot back up why their tribe just so happened to know that the enemy was coming, but said player knew because of OOC chatting, it won't be pretty for that player.[/font]

  • [font="'courier new', courier, monospace;"]Use IC when discussing things in game and OOC for discussing things out of game.[/font]

  • [font="'courier new', courier, monospace;"]Use the discussion topic when delving into large arguments or large questions. Use OOC to get general quick information and the like. As a rule of thumb if your OOC response exceeds a paragraph or is entirely OOC without anything immediately important to the game, it should go in the discussion topic.[/font]

  • [font="'courier new', courier, monospace;"]Common sense. Use it.[/font]

  • [font="'courier new', courier, monospace;"]Have fun ya'll.[/font]

[font="'courier new', courier, monospace;"]Removal of Power[/font]

 

[font="'courier new', courier, monospace;"]The GMs are capable of using any of these punishments to fit any crime, though any punishments denoted with an asterisk require a two thirds GM majority to take effect.[/font]

 

  • [font="'courier new', courier, monospace;"]A warning.[/font]

  • [font="'courier new', courier, monospace;"]A natural disaster that effects your tribe.[/font]

  • [font="'courier new', courier, monospace;"]A plague that effects your tribe.[/font]

  • [font="'courier new', courier, monospace;"]Secrets of your tribe leaked to other tribes.[/font]

  • [font="'courier new', courier, monospace;"]The genocide of your tribe.*[/font]

  • [font="'courier new', courier, monospace;"]Temporary banning from the game.*[/font]

  • [font="'courier new', courier, monospace;"]Full banning from the game.*[/font]

 

[font="'courier new', courier, monospace;"]The Duties of Chiefdom[/font]

 

[font="'courier new', courier, monospace;"]In Spirits and Men, players control entire tribes. After going through the tribe creation process, you are promptly dumped into an area about the size of the state of Kansas, with the ability to mark on the map where your tribe has settled down. Now, the task of controlling a whole tribe may seem daunting, but truly it isn't that much of a task. There are no number charts to sort through or complicated rules to follow; simply spell within common sense and you'll do fine. Keep in mind the technology level; we're roughly around pre-European contact North American civilization levels. There is no metallurgy to speak of, stone is still the preferred material for weaponry/tools, and medicinal technology isn't the greatest. Written word is, however, an option if you so choose it for your tribe.[/font]

 

[font="'courier new', courier, monospace;"]Managing your tribe rests in three areas; diplomacy, warfare, and spirituality. Diplomacy is your interactions with other tribes, as well as managing your own tribe. Things like negotiating a trade of horses or building new huts for your people fall under this category. It is for the most part run by common sense; unlike other RPGs of its kind, Spirits and Men has no IP system to speak of. Rather, things are done on the fly by whatever GM is present to work it out. Let's use the hut building project for example; your chief orders a new medicine hut to be built. You would then say “I sent # men to collect materials,” the GM would take five minutes to get a ballpark estimate of the effort required, and give you an ETA on when that'll be done. For more complex projects like, say, damming a large river, proportionally more time and thought is put into it.[/font]

 

[font="'courier new', courier, monospace;"]This system is very effectively summed up as common sense with a bit of GM research thrown in.[/font]

 

[font="'courier new', courier, monospace;"]Inter-tribal diplomacy follows a similar system. So long as you're specific on what you're trading, things will work out beautifully. If you aren't then things are going get messy really, really, quickly, so try to be specific and everyone leaves happy.[/font]

 

[font="'courier new', courier, monospace;"]The Art of War[/font]

 

[font="'courier new', courier, monospace;"]Warfare! Its bound to happen at some point, so it stands to reason that some regulation needs to be laid out. First, a quick briefing of warfare of the time. Wars like we think of them today didn't really happen in stone-age civilizations. Rather, raiding was the preferred method of combat. The idea of subjugating another civilization was far from a foreign one, but generally speaking there simply wasn't enough resources for that. Raids ultimately were far more profitable than, say, empire building. Keep this in mind when planning your over-arcing strategy; it might sound like fun to go conquer the entire map, but how practical that will be is... debatable.[/font]

 

[font="'courier new', courier, monospace;"]Now, onto actually waging warfare. For that you'll need warriors; warriors follow a sort of experience system that indicates how effective they'll be in combat. For the most part your warriors will be hunters, as that's where they're most useful to society while still practicing their craft. In a tribal system, you can't afford for a bunch of strong peeps to be hacking at straw dummies all day long. Because of this, you'll have a surprising amount of population to warrior ratio, simply by the virtue that you need a lot of hunters. This does not mean, however, that you can rock everyone with a bunch of warriors. Hunting elk and fistfighting bears is slightly different from hunting the most dangerous prey of all, which is where the experience system comes in.[/font]

 

[font="'courier new', courier, monospace;"]Experience is based off of two things; age, and the number of battles/raids/skirmishes/whathaveyou participated in. These two things are kept with your warriors; feel free to use whatever formatting system you're the most comfortable with. How does this effect things in-game? We have no things like health points or damage points, so this simply serves as a convenient way of demonstrating seniority and helping to judge a battle's outcome. In all likelihood a middle aged man at his prime with ten battles under his belt will be able to beat a freshly recruited boy easily. When things are more balanced, the standard logic of RTSRPG style games comes in; poke each other until the GM gets fed up and declares a winner. Reaching a resolution without GM interference is generally preferred though.[/font]

 

[font="'courier new', courier, monospace;"]Logistics is something of a non-factor. Your warriors will undoubtedly be trained hunters; in small raiding groups, they can easily fend for themselves in the wild. The only cases logistics come up is during the winter months and in the more barren areas of the map. This will be handled on a case to case basis, with a GM ruling on what sort of debuffs will be present.[/font]

 

[font="'courier new', courier, monospace;"]The Concepts of Spirituality[/font]

 

[font="'courier new', courier, monospace;"]Arguably the most complex and confusing part of this RPG, so strap yourselves in. In the world of Spirits and Men, shamanism is a big thing. We don't call it magic because, erm, too middle-age. It's tribal shamanism. A shaman is a person who is capable of communing with spiritual beings and in some instances drawing mystical power from these spirits. A shaman can be born with this ability, or sometimes be taught to become more receptive to the other half of our world. For most civilizations, their shaman is just as important as their warrior, if not moreso. A shaman can invoke spiritual power to perform great feats, from healing the sick to summoning rain.[/font]

 

[font="'courier new', courier, monospace;"]The spirits themselves are odd creatures. Nearly everything in the world has some sort of spirit to represent itself; in a way, the spirits serve as a distorted mirror of our half of the world. Most spirits are sapient creatures, though the untrained shaman may take their simplistic nature as a lack of intelligence. Spirits are creatures of simplistic wants and simplistic needs. Take for instance, a wind spirit. For it there is no greater achievement in its eternal life than to float on currents of air forever. To the unknowing shaman, a wind spirit could appear to be totally inanimate; to the experienced shaman, it is simply a matter of finding a way to hold that spirit in one spot long enough to have a meaningful discussion.[/font]

 

[font="'courier new', courier, monospace;"]But how can the spirits influence our half of the world? Well, spirits themselves do very little to alter the physical world, though they are quite capable of exhibiting their influence on our mortal plane. Usually though, their power is channeled through that of a shaman. A shaman can, after creating a bond with a spirit, take that spiritual influence and use it to manipulate certain aspects of this world. In practically all cases, shamans are simply manipulating forces of nature in their mystical works. Summoning rain, for instance, is simply manipulating the environment to produce it. No new energy is created, no new matter formed, simply an adjustment of the natural weather patterns. The long term consequences of this though can be potentially disastrous, creating a situation where active shamanistic interference is in fact required to prevent catastrophe. Other examples include healing the sick, the shaman's power simply bolstering and reinforcing the subject's natural immune system, or summoning the dead, which creates a pathway from the nether realms to the physical world so as to converse with said dead.[/font]

 

[font="'courier new', courier, monospace;"]But what is the extent of shamanistic power? Well, spirits are composed of mana, and from that weird spiritual force, they can give their powers to shamans. Spirits and the things shamans can do them are based on a ranking system, demonstrated here:[/font]

 

  • [font="'courier new', courier, monospace;"]Minute spirit: The insects of the spirit realm, their influence is small and irrelevant. While as common as the insects of our own world, a shaman's own spiritual influence far surpasses these.[/font]

  • [font="'courier new', courier, monospace;"]Wild spirit: Spirits that often manifest themselves as animals in our world. Their influence is on par with a human's spirit, though is used for different applications.[/font]

  • [font="'courier new', courier, monospace;"]Average spirit: Where many spirits set on the spiritual ladder. Patron spirits are always of this influence, and most spirits a shaman will come across are in this area. Perhaps the most diverse of all the spiritual steps.[/font]

  • [font="'courier new', courier, monospace;"]Regional spirit: A spirit commanding great influence and knowledge; these spirits are rare, but it is not unheard of for a shaman to find at least one in their lifetimes.[/font]

  • [font="'courier new', courier, monospace;"]Legendary spirit: Truly massive spirits, these spirits are speculated to of been the first created at the start of the world. To meet one is a great honor, and a great risk.[/font]

  • [font="'courier new', courier, monospace;"]Great spirit: Not a class of spirits, but a spirit. The very first, and the very greatest. It has not manifested itself since the creation of man, and its current were-abouts are unknown.[/font]

 

[font="'courier new', courier, monospace;"]From this you see the outline of how spirits work. Minute spirits are too weak to be of any practical topic and wild spirits serve a function described further down. Thus we have average, regional, and legendary spirits to work with here. Spells shamans do are subsequently classified as average, regional, and legendary spells. An average spell can be done with all three, a regional spell, with the latter two, and a legendary spell, only with a legendary spirit.[/font]

 

[font="'courier new', courier, monospace;"]From this you can begin to see how these things work. Spirits have sort of spell "slots," allowing for multiple spells to be cast from the same spirit. Think of them as spiritual batteries, charging your spells. Average spirits have five average spell slots. regional spirits have three regional spell slots and ten average spell slots. A legendary spirit has one legendary spell slot, six regional spell slots, and twenty average spell slots. Understand so far? Good. For a bit more complexity, an spell can count as two or more of its class but not advance to the next. Example, you can have a spell that costs two average spells. This is denoted by a "times n" by the spell's description.[/font]

 

[font="'courier new', courier, monospace;"]Spell slots charge one at a time, per classification. Average spells slots refresh per day; regional spell slots refresh monthly. Legendary spell slots refresh yearly. This is done with in-game time, which we'll discuss later.[/font]

 

[font="'courier new', courier, monospace;"]Now, you might be wondering what your shamans can actually do. This is where a system of discovery to replace a nonexistent technology tree comes into play. While the RPG will start off with knowledge of how to do some shamanistic rituals and spells (think healing the sick, communing with the dead, fun stuff like that), your shamans are capable of far more. How do they do this, though? Well, there are a number of ways. One is to hold an inter-tribal shaman meeting and discuss ideas. Another is to go into the wilderness, meditate, and hope something comes to you. Arguably the most successful way is to actually commune with the spirits themselves. Your shaman goes out in search of a particular spirit, and talks to said spirit. Depending on how the conversation goes, you might get useful knowledge, you might not. If you get something that you think you can use though, go out, try it. You might discover some powerful spell that you can do.[/font]

 

[font="'courier new', courier, monospace;"]At this point it's important to pull out the holy trinity of spirits. You see, not all spirits are made the same; due to this, there are three distinct classes of spirits, capable of doing different sorts of shamanistic goodness. These are patron, wild, and nature spirits. Patron spirits are your go to jack of all trades spirits. Your patron spirit is the spirit of your tribe, and all patron spirits start out as average spirits on the power level. It is possible to move your patron spirit up the spiritual ladder, though the specifics of how need to be discovered. So if patron spirits are so generic, what's their importance? The fact that they're generic. You see, nature spirits are the spirits that you find roaming the land, protecting their trees and sleeping in mountains. They are also defined by what they are. If your shaman bonds to a nature spirit, he or she is restricted to what that spirit has known. For example, if you bond to a... mountain spirit. That mountain spirit will have an innate understanding of earth, of being strong and unmoving. You could perhaps use that to imbue your warriors with increased hardiness. You cannot use that spirit to make it rain. It is a mountain spirit. It might get a good look at the sky all the time, but it knows no more about making it rain than a river spirit does about making trees spontaneously combust.[/font]

 

[font="'courier new', courier, monospace;"]What is the point of this? Patron spirits can do any spell, so long as its in their influence bracket. A mountain spirit may be more powerful, but a patron spirit can both imbue your soldiers with hardiness and make it rain. This genericness is important because constantly swapping between spirits is generally a bad idea, as it often requires several days of meditation and rituals before it actually happens.[/font]

 

[font="'courier new', courier, monospace;"]Finally we have wild spirits. Wild spirits can't actually be harnessed to do shamanism, but they have two defining abilities; they can be seen by normals, and they can make pacts with humans. Wild spirits usually manifest in animals, and upon creating a pact with a human, the human and wild spirits merge into a sort of duality. This grants the wild spirit's abilities or characteristics to the human; in some cases, it even allows for full transformations. Thanks to this, you can get some very strange effects and abilities, depending on what you do exactly. However, once a pact is made, it is permanent. It cannot be removed and no others can be made until death. Pacts made [/font]after death are another story.

 

[font="'courier new', courier, monospace;"]Do you feel lost? Totally confused? Look at this infographic. It's a much more concise version of all of this nonsense, and the visual representation should help you out with the more confusingly worded bits.[/font]

 

[font="'courier new', courier, monospace;"]Spells[/font] 

[font="'courier new', courier, monospace;"]This is the spot where some examples of how your shamans can exhibit their influence in the spiritual world. As well, it will serve as the spot where people's spiritual discoveries are cataloged for convenience. You can and probably should use this format as well when submitting profiles. Note that some spells require continual spiritual input and thus will not let your spirit recharge its mana like normal. This only applies if it specifically is said.[/font] 

[font="'courier new', courier, monospace;"]Communion With the Dead:[/font] All shamans can talk with the dead via having some sort of physical link to their soul; crushed bone from the subject is the preferred summoning method. This does not rest on the ranking ladder and thus has no cost. This is available to all shamans, regardless if it is chosen or not. If a spell costs more than one spell slot, it will be noted. 

[font="'courier new', courier, monospace;"]Preliminary Healing:[/font] The basic tier of shaman healing. This requires the shaman's constant presence with the patient, and acts to reinforce the subject's immune system. Because of this it cannot directly heal wounds, but can stop infection and thus help the healing process. This is an average spell and falls under earth spirits. 

[font="'courier new', courier, monospace;"]Spirit Lure:[/font] This spell serves as a way to attract specific spirits out of their patrolled areas and towards your shaman. The specific spirit that will come depends on what materials you use. This is an average spell and has no spiritual category.

[font="'courier new', courier, monospace;"]Far Sight: By bending light and air, your shaman is given the ability to see a hundred times better and farther than any other mortal. This is an average spell and falls under air spirits. [/font]

 

[font="'courier new', courier, monospace;"]Raise Skeleton: Via some darker forces, your shaman can raise a skeleton. It must be properly decayed to the bone and flesh will only impede it's movements. It has little sentience and thus will only follow the orders of its masters with little intelligence. This is an average spell and falls under graveyard spirits.[/font]

 

[font="'courier new', courier, monospace;"]Earth Mover: The first tier of this spell, your shaman can create earthquakes ranging from a 3 to a 5 on the Richter scale. A 3 costs one spell slot, a 4, two, and a 5, four. This is an average spell and falls under earth spirits.[/font]

 

[font="'courier new', courier, monospace;"]The Creatures of Myth[/font]

 

[font="'courier new', courier, monospace;"]Now, if spirits and shamans weren't enough for you, guess what! You get supernatural beasties to deal with. Now, some of you will instantly know these guys from Cherokee mythology; while I've done the best I can with a number of sources to ensure some measure of accuracy, artistic license ultimately wins whenever I make some mistake in the nature of these creatures. Said nature of these creatures is detailed below; the creatures that will appear are not limited to this list, but if an odd one does pop up, it'll get a spot here edited in.[/font]

 

[font="'courier new', courier, monospace;"]Nunnehi:[/font] A sapient race of wandering nomads, these humanoid creatures stand at an average of seven feet in height and are know for their immense strength. They have a fondness for humans, though are invisible to the naked eye unless they chose to reveal themselves.

 

[font="'courier new', courier, monospace;"]Tlanuwa:[/font] These giant birds are the size of a full grown man and live in the mountainous regions of the north. Their feathers are impenetrable and cover the entirity of their body, making killing one quite the feat. At the same time, their feathers are as light as any other feathers of a bird.

 

[font="'courier new', courier, monospace;"]Uktena:[/font] Serpents with legs, these creatures have foul tempers and are similar in nature to that of Chinese dragons. While accounts vary, the Uktena are generally very malicious creatures, though many still possess a human level intellect. Reasoning with one rarely works, and in battle their tough scales make killing them difficult. It is well worth it though, as their scales make superb armor and can be ground into a cure for any disease.

 

[font="'courier new', courier, monospace;"]The Flow of Time[/font]

 

[font="'courier new', courier, monospace;"]Time here exists in a sort of spurty way. There is no formal progression of time, though if there's no interaction going on a 1:1 ratio of time progression is assumed. There is, however, date keeping and time skipping. Every so often, preferably weekly but sometimes more often and sometimes not as often, a time skip will take place, using seasons as their unit of choice. Usually this'll take place when there's a slump in interaction, or the game simply needs to progress. The GM doing so will take the situation into account, see who all is still interacting with each other, and from there make a decision on how big of a time skip will follow. This may be democratized in some cases. The current season and year is always kept recorded by one of the GMs.[/font]

 

[font="'courier new', courier, monospace;"]Tribal Perks[/font]

 

[font="'courier new', courier, monospace;"]In an effort to make tribes feel more customized and unique, this RPG has a system of perks. You chose one perk when you make your profile, which drastically changes how you play the game. Its a one time only thing, so make sure you choose wisely.[/font]

 

[font="'courier new', courier, monospace;"]Universal Shamanism:[/font] Your entire tribe possesses the gift of a shaman. They can all enact their own spiritual feats, but at the cost that they can only tap into a single spirit rather than having individual bonds.

 

[font="'courier new', courier, monospace;"]Spiritual Communion:[/font] Your tribe has a far greater understanding of the overarching spiritual world. Spirits speak easier to your shamans and your people are more in tune with the oddities of the universe, giving them sight of things not seen by others.

 

[font="'courier new', courier, monospace;"]Necromantic Shamans:[/font] Your shamans are empowered by the cycle of reincarnation; with each generation, a new shaman takes the place of the old, embued with the experiences and knowledge of all the tribe's shamans before him.

 

[font="'courier new', courier, monospace;"]Fearless Minions:[/font] Via thorough training and a tribal lineage of the spirits themselves, your warriors know no fear. They will never route nor waver in battle, meeting their deaths with the intelligence of men and the viciousness of predators.

 

[font="'courier new', courier, monospace;"]Unclean Ground:[/font] Your entire tribe is cleansed of the spirits; no spirit will go near it, and no shaman can effect it. Your warriors are protected from the influence of enemy shamans, but have no shamans of their own.

 

[font="'courier new', courier, monospace;"]Influential Diplomats: [/font]Via powers stemming from your patron spirit, your diplomats are incapable of being deceived or led falsely.

 

[font="'courier new', courier, monospace;"]Animal Pact:[/font] In times long ago, your tribe made a pact with the spirits of the wild. With this their very spirits are merged with that of an animal, granting the ability to transform at will into the creature.

 

[font="'courier new', courier, monospace;"]NewGame+[/font]

 

[font="'courier new', courier, monospace;"]Here's something you don't see often; in this game, you, as the player, can be utterly destroyed. Wiped from the map and your remains spat on. Really adds some tension doesn't it? However, because we GMs aren't completely cruel, you have the NewGame+ feature. In game, your patron spirit flees after the destruction of your tribe and finds its way to another tribe, merging with its spirit and transferring some spiritual knowledge. This means two thirds of your discoveries are transferred to the new tribe, meaning you don't have to play a total catchup game with everyone else in the RPG if you get the business end of a sword. Or tomahawk. Whichever one really. Other than that, you start out with the same stuff as a normal new player.[/font]

 

[font="'courier new', courier, monospace;"]Profile[/font]

 

[font="'courier new', courier, monospace;"]Tribe Name:[/font] [Really, you can go wild on this. Tribe Blue Mountain? Tribe Xhognsuea? Use your creativity.]

[font="'courier new', courier, monospace;"]Tribal Population:[/font] [This is a spot for the GMs. Everyone starts at hundred and twenty villagers and it'll hover between one hundred and one hundred fifty.]

[font="'courier new', courier, monospace;"]Tribal Characteristics:[/font] [Anything that really defines these guys? This can be skills, common birthmarks, a societal norm, something that makes your people more unique in this world.]

[font="'courier new', courier, monospace;"]Tribal Society:[/font] [No need for anything complex, but if you feel like writing an essay please do so. Are your people led by a chief? Is it communistic? Do they abhor violence? Worship the spirits? Just use this to give us a good baseline of what to expect about your people.]

[font="'courier new', courier, monospace;"]Starting Spells:[/font] [Ok, so, this is arguably the hardest part. Your shamans can do spiritual spells and be all shaman-y and cool. This is where you put your three starting spells. These all will of course be average level. Pick three reasonable ones and I'll help you tone it down or buff it up if need be.]

[font="'courier new', courier, monospace;"]Tribal Perk:[/font] [Feel free to pick from the list, or suggest your own to me over PM.]

[font="'courier new', courier, monospace;"]Tribal History:[/font] [Use this to mention any important events in your tribe's past. Keep in mind all of our tribes are relatively recent; the most your tribe can go back to is three centuries.]


Edited by Alex Humva, Apr 12 2013 - 12:23 PM.

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1 1 2 3 5 8 13 21 34 55 89

"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong


#4994 Offline Canis Lycaon

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Posted Apr 13 2013 - 07:43 AM

A quick question about Starscape II- How many types of ships can you have? I am thinking of having three. (A big transport ship, doesn't fight or go down to planet's; a small fighter ship; and a medium planetary contact ship)


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I used to have a banner here.

 

But that RPG is dead.

 

What now?


#4995 Offline I Am Ultron Six

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Posted Apr 13 2013 - 08:21 AM

A quick question about Starscape II- How many types of ships can you have? I am thinking of having three. (A big transport ship, doesn't fight or go down to planet's; a small fighter ship; and a medium planetary contact ship)

 

As many as you like really. I've dreamt up eight so far, for varying roles, and will probably wind up having more as the game goes on. So you could start with three if you wanted and design and create more types as you encounter new races and new technology


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I am Ultron Six, a cybernetic intelligence created by Doctor Henry Pym. My imperative is to bring peace and order to this world. I am about to fulfil that imperative; for the extinction of humanity…begins now.

the_ultron_imperative.jpg

Soon the earth will no longer be habitable for any biological organism: Man, woman, child, plant, animal, fungus or bacterium. All life will cease to exist. This is not a threat, there is nothing you can do to stop it. The process has already begun. I receive no pleasure in this, it is simply the only solution. There must be peace and order, the end of life on earth will ensure that. Goodbye.


#4996 Offline Aiwendil

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Posted Apr 15 2013 - 09:51 PM

okay, so I have a paranatural RPG planned out. as follows...

 

                                                                                          Overview
in a nutshell, it's a normal world, everything's the same. on the Normal level, at least. on another level, the spirit level, things are happening. spirits are rising up, becoming more violent. and where are you in all of this? a mere person. however, not a defenceless one. in this RPG, you play as either a regular human, a Spectral, or a spirit. using your powers (if you have any), decide the fate of the town of Mayview.
 
                                                                                                                 Gameplay
Paranatural is a webcomic made by the talented Zack Morrison. all of the resources in this RPG can be found in either his answers to questions or in the comic itself. Spectrals are people who can see into the spirit world. they also have tools, which will be explained later.  Spirits are basically ghosts with a lot of differing appearances. it's impossible to generalize them all. the RPG is set in Mayview, a small town set on two hills. there is a school, the Corner Store (which is oberated by Max's dad), and several homes in the area. for those that read the comic, Doorman's house is there too. just Doorman isn't there. Tools are objects which spirits have started to live inside. however, they only "live" inside of one if they are weakened sufficently. a Medium is a person who is essentially a tool, who has a person living inside of him or her and can channel the powers through themselves. a Tool can be anything, but usually a spirit will try to find an object that relates to its powers. for example, a spirit that could store anything inside the tool would prefer a backpack over a desk. a regular person starts to see spirits in three ways: near death experience, prolonged exposure to supernatural phenomena, and a diet obnoxiously high in citrus. a Spectral, over time, starts to look like the spirit that is in their tool. Spectral Energy is your color. it defines what types of spirits you can use, I.E: if I had green Energy, I could use light green spirits and dark green spirits, but not blue spirits. read it all?
                                                                                       General Powers
these are powers that all spectrals have. any and all can use these. however, a tool's power is limited to the holder.
-creating Spectral Energy. essentially, this is a gas that glows, but only Spectrals can see it.
-seeing into Realms.
-interacting with spirits, and vice versa.
-wielding Tools
                                                                                      Character Creation
Name: we can't refer to you as "that guy" now can we?
age: I think this explains itself
gender: do you need an explanation?
physical Appearance: what does your character look like?
biography: how did your character get to mayview? where is he/she from? how did he/she start seeing spirits?
Personality: how does your character react in different situations?
Energy Color: what is your energy color? red, green, black, blue, white, yellow, and purple are the colors.
                                                                                              Spirit Creation
I figured that if I included all of this in the Character creation, normal people would make a fuss. so if you have a tool, here's the place to describe it
Tool: what IS the tool itself? try to make it related to the Spirit Power.
Spirit Power: what is it's power?
Spirit Appearance: what does your spirit look like? be creative!
Spirit Realm: basically, a place where the spirit resides. make sure it fits the spirit's appearance
Spirit Personality: what is your spirit's temperment? is it calm and peaceful, or hotheaded and violent?
 
Locations
Mayview is the main place, obviously, but that place has a lot of smaller areas
the Corner Store: a regular gas-station store but without the gas-station. sells candies, semi-vegan bars, chips, the whole shebang.
the Doorman's House: a crooked old house, previous home of the Doorman. went missing for unexplainable reasons.
the school: where Kids go to school here, the Activity Club has a once a week meeting for the younger Spectrals. other activities include football, chess club, soccer, drama, dancing, and creative arts. 
the town square: a rounded area, and a meeting place for all types of people. once a year, there is a parade in the area, on the anniversary of Mayview.
Spirit Realm: this is entirely up to the player. it can be full of butterflies, gun racks everywhere, lightning bolts hanging from the ceiling, whatever.
                                                                                              Rules
like all RPGs, this one has rules. specifically,
1.Follow all BZP and OTC rules. simple. if it's listed as a rule in the Reference desk, follow it. if it's listed in the OTC rules, follow it.
2. use IC and OOC. IC = in character, as in when you are playing him, and OOC= out of character, when you aren't playing him. only one post without IC is permitable. example as follows
IC: I sent lightning shooting at my foe
OOC: did you guys see the new page?
3. no God-Modding whatsoever. this includes Bunnying (taking control of other characters for an extended amount of time), Meta Gaming (knowing something your character shouldn't), being over Powered (if you can knock out a building with a single punch, you're over powered).
4. get permission before killing someone elses character. I mean, really.
 4a. as a side note, keep deaths down on violence. a simple "and with those words, his life was concluded" would be prefered over "as his guts spilled out and his blood flowed out of his woulds, he uttered a few words and died".
5. have loads of fun. this goes without saying
                                                                                    Punishments
obviously, if one of the rules above is broken, then there's a punishment for it
first punishment: a warning in a PM, telling you what you did wrong and asking that you don't do it again
second punishment: a temporary wound to your main character. you did something wrong twice, and this should get your attention.
third punishment: a taking away of your tool from you. if you got this far with the punishments, we take your tool away and you aren't getting it back.
fourth punishment: a temporary ban on all of the RPG. this includes discussion topic. length of ban is judged by what you did.
fifth punishment: permanent ban from all of the RPG. your characters are mysteriously never seen again, and neither are you.
 
                                                                                 important NPCs
none. you heard right. there are no important NPCs at all. Max moved out of the town long ago, Issac went missing, Issabel and Ed went to other places to help spectrals, and Spender is retired.
 
so tell me what you guys think of it. I'm fairly certain that there are a few Paranaturalists on this forum, and I want to know what you in particular like about it.

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                                                                  76561198084895102.png

The sword is sharp, the spear is long,
The arrow swift, the Gate is strong;
The heart is bold that looks on gold;
The dwarves no more shall suffer wrong.


#4997 Offline Kragghle

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Posted Apr 15 2013 - 11:13 PM

:kaukau: [color=#0000ff;]Alright, so I've been thinking of something, and I'm a bit nervous about the idea.  I probably won't try it out for a while, because my luck with RPGs has been horrid lately.  And not-so-lately.  A year ago, I tried out the idea of a Disney RPG, and people were enthusiastic, but the RPG never made it past 8 pages.  Before that, I tried the Amakor RPG several years ago, but the premise was terrible because it took place in a universe where the main species was essentially like Kryptonians.  My track record kind of sucks.[/color]

 

[color=#0000ff;]However, I'm curious about the success of RPGs lately, since I notice that there are a lot of them.  Maybe that's just an illusion, because I also happen to see a lot of discussion topics and I often forget to mentally divide by two, but I still think it's safe to say that more RPGs are getting started up than five months ago.[/color]

 

[color=#0000ff;]So down the line, I'm wondering if I might give this thing another go.  I think I might join a few RPGs now, or at least some of them that are just beginning, presuming that they're original and not based off of some franchise or series that I don't know enough about.  Down the line, if I think I have the hang of things again, I think I might also start an RPG of my own, presuming I can find an opportune moment in my life where I can afford the distraction (or better at managing extra interests so that they don't become distractions) of starting my own RPG again.[/color]

 

[color=#0000ff;]With that thought on my mind, I wonder what went wrong with my other RPGs.  The first one had problems that were a bit obvious, and I won't even think about it, because it was an embarrassment.  I was a newb.  However, the second one had a strong enough premise, but I think it left a little too much up to the imagination.  While part of it was that I didn't have the steel to deny a certain profile once it had been corrected (though I should have guessed by the first draft that he would be troublesome and awkward), I think that part of the problem was that, once again, I trusted the RPers too much to set up their own story.[/color]

 

[color=#0000ff;]So to my understanding, a GM should, at least in the beginning, be a bit more controlling and dictate the story for the first few chapters before backing off and stimulating the story only in broad sweeps.  Does that sound right?  I still don't quite know where the balance lies, and I'm sure it varies from game to game, depending on the variables of its pitch, its rules, the players, and the plot intended by the GM.[/color]

 

[color=#0000ff;]It would be cool if we could discuss for a little while some of the intuition and reasoning that go into this.  The thoughts of experienced players would be helpful as I sort through and consider some of these ideas.[/color]

 

24601


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#4998 Offline .:The Abysswalker:.

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Posted Apr 15 2013 - 11:33 PM

I'm personally in a hefty amount of agreement with your idea of how an RPG should be run. It's one thing to allow the players freedom to do as they like, but freedom with no direction, or sense of pacing as dictated by the GM always seems to go in the more unfortunate, wayside direction. At the very least, in the beginning, the GM should play an active role in ensuring that the world he's trying to allow people to play in is a solid and vibrant one; one that people want to create stories and lives in.


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"He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you."


#4999 Offline Canis Lycaon

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Posted Apr 16 2013 - 06:10 AM

Strack- What is Paranatural? Every RPG explains the content pretty well on this forum, or a least uses a very popular and recognizable theme (X-Men or Pokemon). I've never heard of this. What is the difference between different colored spirits? This also needs a lot of spelling fixes. 


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I used to have a banner here.

 

But that RPG is dead.

 

What now?


#5000 Offline Archer Vonn

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Posted Apr 18 2013 - 11:38 PM

Spoiler

 

I know it's like way after the fact but I would still really like to post this. If anyone has any interest in co-hosting it with me I'd appreciate it.


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tu whit, tu whoo





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