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Noxryn

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Yeah, I know.

 

Anyway, here is the RPG... WITHOUT G-power. Let me know what you think.

 

Bakugan RPG: The Reign of Naga.

By all rights, none of us should be here.

The world should have exploded, or been ripped to shreds.

But it didn’t.

And that is almost worse than if it did.

 

Ever since the Bakugan fell from the sky, nothing has been the same for me. At first, everyone thought it was a game, but strange occurrences started happing. Bakugan started to talk, battlefields started collapsing, and the barrier between Earth and Vestroia, the universe that the Bakugan came from, started to collapse.

Most of us didn’t notice this much until dimensional gate appeared in the ocean, bringing with it the supreme evil of Vestroia, Naga. He was a gigantic dragon had absorbed the Silent Core, which was made of negative energy that he hoped to use to take over the world with. Only one thing stood in his way. The Bakugan Battle Brawlers. They were a team composed of six brawlers, the best battlers in the world. Each was a master of their attribute.

They crumbled like a wet paper bag before Naga’s assault.

Naga then absorbed the Infinity Core after defeating his sister Wavern, giving him control over the entire universe. Four of the Brawlers -Marucho, Julie, Alice and Runo- were exposed to the silent core with their Bakugan and turned to Naga’s side. With them, Alice reverted back to Masquerade, the greatest Bakugan Brawler in the world.

But that was three years ago. Naga has subjugated the world’s governments and brought Earth under martial law. However, there is still hope.

Shun and Dan, the two greatest Brawlers, managed to escape, along with a few hundred children that still had their Bakugan. They… no, we managed to get to an abandoned military base somewhere off the coast of Cape Horn on a large island. We set up there, and with the help of our Bakugan, created a fortress that has never, and will never, be breached. From that fortress, the resistance harasses Naga, mainly by taking over bases or getting rid of supply trains to his massive armies.

We are the Resistance. We will take back the world.

________________________________________________________________________

 

History/Background info.

 

Bakugan are creatures from an alternate dimension called Vestroia, in which they lived in harmony. That is, until a scientist from Earth created a dimensional transporter, capable of sending matter across the world or into a different universe. When he activated it, he was sucked into the center of Vestroia, and contaminated with energy from the Silent Core. At this point, the barrier between Earth and Vestroia started to dissolve, and many Bakugan were pulled out of Vestroia and into the human’s world. They were contained in gate cards that fell from the sky. Eventually, the Bakugan emerged from them in the form of small spheres about the size of a walnut. Kids all around the world started to create a game with these creatures, a game of battle that they called Bakugan. However, as the barrier continued to deteriorate, problems started to emerge. First and foremost was Masquerade, a Bakugan Brawler that was almost undefeatable. He was sending kid’s Bakugan to the Doom Dimension, which is kind of like an afterlife for Bakugan. He recruited others for it, and all were sending Bakugan to the Doom Dimension. A group of brawlers, composed of six kids, the best brawlers of each attribute, started to take down these brawlers one by one, and eventually, all acquired a powerful, talking Bakugan. Masquerade also had one named Hydranoid, and he eventually gained such a high power level that he evolved into Dual Hydranoid, and became ultra-powerful. Dan’s Bakugan, a Dragonoid, also evolved. Masquerade faced Dan, the leader of the Bakugan Battle Brawlers in battle, sending Dan’s Guardian, or talking, Bakugan to the Doom Dimension. However, Dan jumped into the portal after Drago, and was sent to the Doom Dimension with his Bakugan. Shortly afterwards, the Brawlers purposely sent themselves to the Doom Dimension to save Dan and Drago. While there, they were faced with a series of challenges in the form of a Brawl that when they all passed, their Guardian Bakugan evolved. They were then sent back to the normal dimension, where Dan calls a rematch with Masquerade, then after a fierce battle beats him. However, after the battle Masquerade reveals that he is actually Alice, the last member of the Brawlers. Later, a portal appears in the middle of the ocean. The brawlers go through it, and battle their way to the core to stop Naga, the evil Bakugan that absorbed the silent core. Finding that he is not there, they return to Earth and battle the forces of Naga that, since Earth has started to mingle with Vestroia, can be outside of ball form. There is a showdown between Drago and Naga. The events of this RPG are set after Naga beats Dan and the Brawlers, even though in the anime the Brawlers won.

 

Battling

Battles will be decided using Gate Cards, Ability Cards, and of course the Bakugan. To start a battle, one person will “set” a Gate Card, or throw it on the ground. This will be the surface that the Bakugan battle on. In a battle, you can have ten Ability Cards, three Gate Cards, and three Bakugan.

 

A good, basic battle would be where one of the 2+ brawlers throws down one gate card. Each brawler throws one Bakugan onto it, and the battle commences. The owner of the gate card can then say, “Gate card open!” and the gate card will have some special effect. Once this happens, brawlers can use ability cards. Brawlers use abilities to attempt to overpower their opponents bakugan, while the two Bakugan duke it out on the field. One Bakugan will eventually be defeated, usually by an ability that one brawler was too slow to counter, or just by overpowering the other Bakugan using Gate cards and Ability strength boosts, in which case the stronger Bakugan may do some mixed martial arts to finish off his opponent :P. If a Bakugan manages to land a hit that would be under normal circumstances a mortal blow, the other Bakugan will return to ball form. The battle continues like this, each player taking turns throwing down a card, until one person’s Bakugan have all been defeated. Once a Bakugan has lost a battle, it cannot be used for the rest of the brawl. When all of one person's Bakugan have been defeated, the battle ends.

 

 

Bakugan

Bakugan are normally large, monterous creatures. But on Earth, they take the form of a small ball about the size of a walnut. In this RPG, however, Vestroia and Earth merged, so Bakugan can choose to be in their ball form or in their normal form. There are six attributes of Bakugan, indicated by their color. They are Pyrus (fire), Aquos (water), Haos (light), Ventus (wind), Sub-terra (ground) and Darkus (shadow). Normally, each battler keeps only one attribute of Bakugan with them, but that is not always the case. Bakugan have different traits based on what Bakugan they are and their attribute. For example, a Ventus Bakugan would be faster than a Sub-terra, but the Sub-terra would be stronger. Your ability cards and gate cards can strengthen your Bakugan, and the cards can also unlock their various powers.

List of Bakugan…

 

Bee Striker · Centipoid · Cycloid · El Condor · Falconeer · Fear Ripper · Fourtress · Gargonoid ·Griffon· Harpus · Hynoid · Juggernoid · Laserman · Limulus · Manion · Mantris · Monarus · Rattleoid · Ravenoid · Reaper · Robotallion · Saurus · Serpenoid ·Siege Sirenoid · Stinglash · Tentaclear Terrorclaw ·

Tuskor · Warius · Wormquake

 

Gate Cards and Ability Cards

Gate Cards:

These cards are a crucial part of any battle. With them, you can do anything from raising your strength to switching attributes. In a battle, you would have three Gate Cards of your choice.

A list of available Gate Cards:

 

All of the differently attributed Reactor Cards- Make a Bakugan of the matching attribute stronger.

 

Character Cards- Makes that specific type of Bakugan stronger. (i.e. a Warius character card would make Warius a lot stronger.

 

Triple Battle- The person who set down the Gate Card can throw in another Bakugan. The two Bakugan’s strengths are then combined.

 

Reversal- The Bakugan's strengths are switched.

 

All of the different attributed Hazard Cards- Turn all of the Bakugan on the field to that attribute. (i.e. a Aquos Hazard will turn all battling Bakugan to the Aquos attribute)

 

Peacemaker- All battling Bakugan are returned to the brawlers without a fight.

Resurection- The winner gets one defeated Bakugan returned to their non-defeated Bakugan "hand"? (not sure what the correct term was)

 

Nullification- Nullifies all active abilities. All of them. No questions.

 

Mind Ghost- All standing Bakugan automatically lose.

 

Power Merge: Strength is transferred from your opponent's Bakugan to yours.

 

Ability Cards:

Ability cards can determine the fate of an entire battle. You can have ten of your choice in a battle. These cards are more diverse than Gate Cards, and can have battle changing effects.

A list of available Ability Cards:

 

Saurus Glow: Increase your Saurus' strength.

 

Slice Cutter: Allows your Mantris to weaken your Bakugan by throwing arcs of energy at it. Every arc of energy that hits weakens the target more and more. Also, these things can hurt. A lot.

 

Frame Fire: Pyrus Bakugan are strengthened, and said Bakugan can shoot fireballs.

 

Firewall: If you have a Pyrus bakugan in the battle, creates a wall of fire that weakens non-Pyrus Bakugan if they try to get through.

 

Jump Over: Negate your opponent's Ability card if you have a Ventus bakugan in the battle.

 

Robotallian Enforcement: Increase your Robotallian’s bakugan strength for the duration of the brawl.

 

Slash 0: Gives your Fear Ripper huge claws and a strength boost.

 

Lightning Shield: If you have a Haos bakugan in battle, weaken your opponent’s Bakugan and prevent further abilities from being used.

 

Fire Judge: If you have a Pyrus bakugan in battle, increase its strength and give it a flaming hammer.

 

Ability Counter: Negate your opponent's Ability Card.

 

Power Charge: Increase your bakugan's strength.

 

Fire Sword: Turns a Pyrus Siege’s spear into a flaming sword.

 

Backfire: Use your Pyrus bakugan in the battle to nullify your opponent's Gate Card.

 

Twin Machete: Increase your Mantris' strength and give it huge, sharp claws on its forelegs.

 

Rapid Fire: If you have a Pyrus bakugan in the battle, shoot in another bakugan and combine strengths.

 

Rapid Haos: If you have a Haos bakugan in the battle, shoot in another bakugan and combine strengths.

 

Fire Storm: Increase your Pyrus bakugan's strength and it starts raining fire from the sky.

 

Poison Fangs: Any of your monstrous (i.e. saurus, not a siege) bakugan can use this card. Weaken your opponent’s Bakugan if this hits, and also weaken it more every time it brawls.

 

Whirlwind: Use your Ventus bakugan to create a huge tornado.

 

Earth Power: Increase your SubTerra bakugan strength and large pillars of Earth shoot out of the ground.

 

Savage Air: Shoot in another Ventus bakugan and combine strengths.

 

Wing Burst: Shield a Bakugan that has wings from any attacks.

 

Fire Tornado: Creates a tornado of fire that strengthens Pyrus Bakugan.

 

Desert Thunder: Increase your SubTerra bakugan’s strength and creates a lighting storm.

 

Shadowscratch: Nullify your opponent's Gate Card and freezes your opponent’s Bakugan in place.

 

Solar Plexus: Allows your Ventus bakugan to nullify your opponent's Gate Card and makes your Bakugan really fast.

 

Feather Storm: Your Harpus can shoot jagged feathers at your opponent’s Bakugan.

 

Face of Grief: Allows your Fortress to negate both your opponent's Gate Card and prevent them from using Ability Cards.

 

Alan Ray: Increase your Manion's strength and allows it to shoot a beam of whatever attribute it is.

 

Face of Rage: Allows Fortress to get two huge swords and gives it a lot of strength.

 

Depth Tornado: Allows your Aquos Bakugan to create a huge tornado/whirlpool.

 

Abyss Ruler: Increase your Darkus bakugan's strength and shrouds the Battlefield in darkness.

 

Anthemusa: If you have an Aquos Sirenoid on the battlefield, you win the round automatically.

 

Haos Stasis: If you have three Haos bakugan on the battlefield with one of the being Haos Tentaclear, increase Haos Tentaclear's strength, and return every Ability you've used in battle back to your arsenal.

 

Forcing Waves: Increase your Aquos bakugan’s strength and creates a tidal wave.

 

Solar Ray: Allows your Haos Bakugan to shoot a laser of light.

 

Hot Blast: Allows your El Condor to decrease your opponent's bakugan's strength and El Condor can shoot lasers from his eyes.

 

Wall Burst: Creates a wall in the Battlefield and increases your Bakugan’s strength.

 

Storm Breaker: Allows your Ventus bakugan to nullify your opponent's Gate Card.

 

Sparcap: Allows your Ravenoid to nullify your opponent's Gate Card, and increase Ravenoid's strength.

 

Spirit Eye Flash: If you have a Haos bakugan on the field, change the strength boost from your opponent's Gate Card to a subtraction instead of an increase.

 

Ventus and Pyrus Co-Relation: If you are a Ventus bakugan against a Pyrus bakugan, increase your Ventus' strength.

 

Dimension 4: Negate opponent's Gate Card power boost if you have a Darkus bakugan in the battle.

 

Double Dimension: Negate the effect of the opponent's Ability Card if you have a Darkus bakugan in the battle.

 

Tsunami: If you have three Aquos bakugan on the battlefield with one of them being an Aquos Siege, wipe out all the bakugan on the field other than that Siege.

 

Doom Companion: Destroy all bakugan on the Gate Card you've activated this card for.

 

Haos and Darkus Co-Relation: If you are a Haos bakugan against a Darkus bakugan, increase the Haos' strength.

 

Pyrus and Darkus Vertical Relation: If you are either a Pyrus bakugan against a Darkus bakugan, or a Darkus bakugan against a Pyrus bakugan, increase your Bakugan’s strength.

 

Shade: Negate all of your opponent's active Ability Cards.

 

SubTerra and Aquos Diagonal Relation: If you have either a SubTerra bakugan against an Aquos bakugan, or an Aquos bakugan against a SubTerra bakugan, increase your Bakugan’s strength.

 

Darkus and Aquos Co-Relation: If you are a Darkus bakugan against an Aquos bakugan, increase your Darkus' Bakugan’s strength.

 

Water Refrain: If you have an Aquos bakugan in battle, your opponent can no longer play Ability Cards for that round.

 

Left Gigante: Use your Cycloid bakugan to negate your opponent's Gate Card.

 

Sand Trap: If you have a Sub-terra Bakugan on the field, create a sinkhole that immobilizes your opponent’s Bakugan.

 

Copycat: Re-use one of yours or your opponent's cards against them. Attribute or bakugan requirements for the card are still applied.

 

Tornado Pandemonium: Increase your Ventus Bakugan’s strength and create multiple, random tornadoes.

 

Venomous Beast Torrent Attack: If you have a monstrous bakugan on the battlefield, you may exchange it for another monstrous bakugan and switch positions in the game. This card also works for defeated bakugan.

 

Aquos and Ventus Co-Relation: If you are an Aquos bakugan against a Ventus bakugan, increase your Aquos' Bakugan’s strength.

 

Back Draft: If you have a Ventus bakugan on the battlefield, send yours or your opponent's bakugan on the Gate Card back to its owner.

 

Right Gigante: Makes your Cycloids hammer HUGE.

 

Revive: Return all of your lost bakugan to your arsenal.

 

Dive Mirage: Use your Aquos bakugan to nullify a Gate Card, and also allows your Bakugan to dive under the surface of said Gate Card.

 

Mega Flare Blinder: Allows Tentaclear to nullify your Gate Card and prevent your opponent from playing Ability cards this turn.

 

Pure Light: If you possess a Haos bakugan in battle, restore 1 bakugan from either yours or your opponent's defeated pile and add it to your arsenal.

 

Triple Node: If you possess a Haos, Aquos, and Pyrus; or a Ventus, Darkus, and Subterra bakugan on the battlefield, increase each of the three bakugan's strength MASSIVELY.

 

Haos Freeze: If you have a Haos bakugan on the field, prevent your opponent's from using Ability cards this turn. Then, you may shoot in another Haos bakugan and combine power levels.

 

Merge Shield: With a Darkus Bakugan on the field, create a shield that blocks attacks and your Bakugan gets stronger, and your opponent’s is weakened

 

Grand Down: Allows your Darkus bakugan to nullify your opponent's Gate Card.

 

Dragoon: Increase your El Condor bakugan strength.

 

Spirit Canyon: Allows your SubTerra bakugan to neutralize your opponent's Gate Card.

 

Pyrus and SubTerra Co-Relation: If you are a Pyrus bakugan against a SubTerra bakugan, increase your Pyrus' Bakugan’s strength.

 

Reverse Blow: Return your bakugan back to your arsenal during mid-battle.

 

Haos and Ventus Diagonal Relation: If you have a Haos bakugan against a Ventus bakugan, or a Ventus bakugan against a Haos bakugan, increase your Bakugan’s strength.

 

SubTerra and Haos Co-Relation: If you are a SubTerra bakugan against a Haos bakugan, increase your SubTerra's Bakugan’s strength.

 

Factions:

There are really two factions in this RPG. The Resistance, which is composed almost entirely of kids, is led by Dan, Shun, and Kai mostly, and the Legion of Naga, which is comprised of adults mostly that have been trained to use Bakugan and is led by Naga.

 

Locations:

 

Fortress of Wrath: Naga’s main base. It is centered in what was once New York City, in the United Nations building. Apparently, he found it funny that humans could ever be united in any way. The weapon systems on this place are HUGE. Meaning, if you don’t have the pass code ready in about 2.637 seconds, you will be blasted to atomized bits. If you are a member of the Legion of Naga, you will most likely start here.

Parade Grounds: Within the Fortress of Wrath, there are many open spaces where soldiers drill and practice battling. Soldiers also trade news, eat, and spend what little leisure time they have on these large fields.

Weapon Station: This is where most of the fortress’s weapons are controlled from. Pretty basic, but you have to be pretty high ranked or respected to set foot in here. Occasionally, missions are planned in this room.

 

Redemption H.Q.: This is the central hub of all of the Resistance’s missions. There aren’t many weapons, but this fortress is naturally protected by the year-round storms that rage around the island it was built on, courtesy of some volunteer Aquos Bakugan. If you are a part of the Resistance, you will most likely start here.

Battle Park: A large, sunny, verdant park filled with flowers and trees, and also brawlers wishing to hone their skills. Most of the time, this is where people train and hang out.

Mess Hall: A place to eat, hang out, and just talk about anything.

Command and Control: A large, tiered, circular arena where missions are planned. Everyone is allowed to listen and give their input or ideas, and missions are planned by everyone, not just the leaders, using a democratic, voting procedure.

 

Most other places, such as cities, forests, mountains, etc. will be basically the same. Cities are constantly changing hands as the Legion and the Resistance battle it out.

 

Rules:

 

1. Follow all BZRPG rules

 

2. Follow any guidelines listed above

 

3. No meta-gaming.

 

Meta-gaming is using information in you IC posts that you character could not possibly know. This, I realize, could be a real problem in this RPG, Seeing as you can see what Bakugan and cards the others have. Just don’t do it.

 

4. Use IC for in character posts and OOC for out of character posts.

 

5. Be respectful

 

6. Have fun!

 

Character:

Your character will be a kid, 12-16 years old if you are in the resistance, or an adult, from about 25-38, if you are in the Legion of Naga.

Character sign-up sheet.

Name:

Age:

Faction:

Main Attribute: (Pyrus, Aquos, etc…)

Appearance: (please, more than ten words at least)

Personality: (self explanatory)

Background: (optional)

Bakugan: (Use the list that is up farther in this post. List their type and attribute.)

 

Here is some extra info:

After about 20 posts in this RPG, and after you win at least four brawls, I may see fit to reward you with a talking Bakugan. All staff will automatically have one.

This is my first RPG. Please, if there is any confusion, comments, or criticism on ANYTHING, don’t hesitate to ask.

On Talking, or Guardian, Bakugan: These Bakugan are Bakugan that have seen fit, whether through chattiness our seeing potential in their brawler, to talk to them. Be creative, give your Bakugan a personality! For example, a Seige may have a chivalrous personality, or a Robatallion may be like Spock. Be creative!

 

Again, I mainly need help with proofreading and what you guys think of the plot and mechanics and whatnot. ALL feedback is appreciated.

Edited by sonyaxe
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Spock!Robatalian shall be the greatest!

 

And you may want to shorten the massive anime plotline section, as most people didn't know about most of the anime. Keep it down to just the basics of the plot, like "A man named Masquerade starting sending bakugan to the doom demention, and he soon gained a following. A small team of six tried to stop him", as the names and specifics would be unknown exept for the final battle.

 

Other then that, I think you have a good RPG!

"Go beyond the impossible, and kick reason to the curb! That's how Team Gurren rolls!"

BZPRPG PROFILES

 

Exo-Force RPG Profiles

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Yes, my Robatallion shall be logical! And make my character really mad!

 

I figured I would have to shorten the plot. Also, on the Ability and Gate card lists, do I need to add anything? Change anything?

 

Does the battle system sound ok?

 

I am super excited about hopefully starting this thing up. See ya!

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Umm... I was going to say when one lands a good hit with an ability, or if your Bakugan is stronger and lands a few good hits. Abilities, of course, can be countered with abilities, and a Bakugan that is just charging in could probably be countered with a Fire Wall, providing he isn't Pyrus. If he is, well... you just killed yourself in that brawl.

 

Thank you for reminding me of this.

 

EDIT: I fixed it (I think). Let me know if it doesn't make sense.

Edited by sonyaxe
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I was in corresponding with Basilisk a little while back about the ideas of a Lovecraft RPG. Unfortunately neither of us were fully satisfied with the "Lost" angle a lot of people have been leaning towards so we went back to the drawing board and tried bouncing some ideas. I started to compile some of these rough ideas into an outline, and thought maybe it would be worthwhile to share it. I'm still not 100% sure I'm going to do it, but I suppose there's no harm in showing you what we came up with.

"During the winter of 1927-28 officials of the Federal government made a strange and secret investigation of certain conditions in the ancient Massachusetts seaport of Innsmouth. The public first learned of it in February, when a vast series of raids and arrests occurred, followed by the deliberate burning and dynamiting - under suitable precautions - of an enormous number of crumbling, worm-eaten, and supposedly empty houses along the abandoned waterfront. Uninquiring souls let this occurrence pass as one of the major clashes in a spasmodic war on liquor.

Keener news-followers, however, wondered at the prodigious number of arrests, the abnormally large force of men used in making them, and the secrecy surrounding the disposal of the prisoners. No trials, or even definite charges were reported; nor were any of the captives seen thereafter in the regular gaols of the nation. There were vague statements about disease and concentration camps, and later about dispersal in various naval and military prisons, but nothing positive ever developed. Innsmouth itself was left almost depopulated, and it is even now only beginning to show signs of a sluggishly revived existence.

Complaints from many liberal organizations were met with long confidential discussions, and representatives were taken on trips to certain camps and prisons. As a result, these societies became surprisingly passive and reticent. Newspaper men were harder to manage, but seemed largely to cooperate with the government in the end. Only one paper - a tabloid always discounted because of its wild policy - mentioned the deep diving submarine that discharged torpedoes downward in the marine abyss just beyond Devil Reef. That item, gathered by chance in a haunt of sailors, seemed indeed rather far-fetched; since the low, black reef lay a full mile and a half out from Innsmouth Harbour.

People around the country and in the nearby towns muttered a great deal among themselves, but said very little to the outer world. They had talked about dying and half-deserted Innsmouth for nearly a century, and nothing new could be wilder or more hideous than what they had whispered and hinted at years before. Many things had taught them secretiveness, and there was no need to exert pressure on them. Besides, they really knew little; for wide salt marshes, desolate and unpeopled, kept neighbors off from Innsmouth on the landward side."

- H.P. Lovecraft, The Shadow Over Innsmouth

Welcome to Miskatonic University, a prestigious institution located in the New England Town of Arkham, Massachusetts. Here you will be drawn into a world of mystery and terror. You will see things you cannot believe and which will change you forever. Join us as we investigate the forgotten horrors of the world, things mankind was not meant to know. While you're here why don't you stop by the library and check out the old Necronomicon of the Mad Arab Abdul Alhazred.

Rules:

1. Standard BZP Rules apply. No swearing, spamming, flaming etc.

2. No killing off other players' characters without their consent. This applies to both primary characters and NPCs created by other players. If you really need to attack them, then simply write your side of the fight and allow them to decide if the shot hits or misses.

3. Use IC and OOC when writing your posts. Use IC for "In Character", when you are writing in-universe; and "OOC" for out of character to speak to your fellow players.

4. For the sake of simplicity, your primary character can only be a human. No Mi-Go, Elder-Things, or Shoggoths.

Locations:

At the moment, this RPG takes place primarily in New England, though other cities and/or countries may open up as time goes on. There are currently two major towns we will be focusing on:

  • Arkham: A bustling city which will essentially serve as your primary base of operations. It is here that Miskatonic University is located. It is a prestigious university containing numerous departments, a museum with bizarre artifacts, and a library. Ask the librarian about the Necronomicon.
  • Innsmouth: A strange, decrepit and seemingly dying town. The buildings seem to be in ruins. After the recent raids the town is practically empty. The few people that escaped have been known to have a strange look, especially with their bulging eyes that never shut. It is also believed that there may be a sinister cult performing human sacrifices. Innsmouth folk also aren't too kind to outsiders, so caution is advised when exploring this town.

Other major towns such as Dunwich and Providence are accessible, but for the time being will not be given much focus.

Period Guide:

As this RPG will be taking place in the late 1920's, we are compiling a list of basic information to assist you in representing the period.

Language

Technology

Many modern technologies, such as automobiles and cars, exist in this world, albeit looking noticeably different from their modern-day counterparts.

Fashion

Character information:

As a character in this RPG you will be able to join one of two major groups. The primary focus will be on the investigations of Miskatonic University, and if you join you may do so as a professor or student. The other major faction is Delta Green, an top-secret organization formed after the raid on Innsmouth determined to prevent Eldritch Horrors, and will go to whatever extreme necessary to do so. More factions may be opened in the future (for instance, we may eventually permit people to play as cultists), but for now, these are the options.

To join you will have to fill out one of three forms:

Student Application

Name:

Age:

Program: (What is he/she studying? i.e. Astronomy, physics, biology, geology, folklore, literature, medicine etc. Keep in mind that your chosen program may allow you to learn skills that could come in handy)

Background: (any information about the character's past that you feel is important)

Professor Registry

Name:

Age:

Department: (What does your professor teach? i.e. astronomy, physics, biology, geology, folklore, literature, medicine, etc. Keep in mind that your chosen department may provide you with useful skills)

Background: (Anything you feel worth mentioning about the character's past past)

Delta Green

Name:

Age:

Skills:

 

 

I had hoped Basilisk could provide more information on Delta Green but I never heard back from him. I can't deny that this is far from perfect and if anyone wants to share ideas they are free to do so, but I figured there was no harm in posting it.

 

Basically, the concept we'd developed was an investigative-style RPG using the 1920's setting of Lovecraft's work, using the opening of The Shadow Over Innsmouth as a starting point for an epic journey into the unknown.

Edited by Atton Rand
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I would like it to be noted that Abdul Alhazred is not in any way a proper Arabic name. The two names could be suitably combined to form a single workable surname - Abd'alhazred - but as a first and last name it's pretty much gibberish - Abdul could be read as a contraction of Abd-al, or 'servant of the', while the al on the surname is redundant in this case. In Arabic translations, the name has often been rendered as Abdullah Alhazred, which is technically acceptable. It could even be a pen-name, written as Abd Al-Azrad, or "The Worshipper/Servant of the Great Devourer", with his true name remaining a mystery. It would certainly be easy enough for later scholars to mess that up into the version we are all familiar with, though I would expect those in charge at Miskatonic University to have caught that mistake.

We will remember - Skies may fade and stars may wane; we won't forget


And your light shines bright - yes so much brighter shine on


We will remember - Until the skies will fall we won't forget


We will remember


We all shall follow doom

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I would like it to be noted that Abdul Alhazred is not in any way a proper Arabic name. The two names could be suitably combined to form a single workable surname - Abd'alhazred - but as a first and last name it's pretty much gibberish - Abdul could be read as a contraction of Abd-al, or 'servant of the', while the al on the surname is redundant in this case. In Arabic translations, the name has often been rendered as Abdullah Alhazred, which is technically acceptable. It could even be a pen-name, written as Abd Al-Azrad, or "The Worshipper/Servant of the Great Devourer", with his true name remaining a mystery. It would certainly be easy enough for later scholars to mess that up into the version we are all familiar with, though I would expect those in charge at Miskatonic University to have caught that mistake.

 

I have heard that pointed out before. I don't know much about Arabic, but those theories all make sense.

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What if you want to make a Private Investigator? Could we play as a non-student/faculty?

 

I assume you mean aside from Delta Green?

 

At first you'd be confined to Miskatonic, largely just to keep things simple. If we start bringing in too many groups early on it will just get confusing.

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No. The SCPs themselves don't often make for good plot devices. The SCP Foundation is too bureaucratic to make for RP with any sort of freedom. The Foundation's enemies are not detailed enough to be RPed. Lots of the subject matter is unsuitable for BZP. The SCP has its own site for roleplay.

Edited by Xomeron
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."

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Also, whenever someone asks "would you be interested in an RPG set in such-and-such a universe" with no other details at all, my default response is pretty much "Go away."

We will remember - Skies may fade and stars may wane; we won't forget


And your light shines bright - yes so much brighter shine on


We will remember - Until the skies will fall we won't forget


We will remember


We all shall follow doom

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So ya'll, I'll be off probation in two days so I'll repost the Anomaly draft so that anyone who feels the need to poke it can do so.

 

[----]

 

Scientists are still unsure about how the Anomaly happened. Those among us, gifted with powers far greater than any normal human, who initially posed a threat to society at large. Some said the abilities came from the genetic code; in truth it was far more than that. Regardless of how these abilities arose, however, it was clear that the world was not for such powerful individuals. It was in the year of 1986 that the first of these people, dubbed “mancers” on the streets, started to appear. Select children, upon reaching physical maturity around the ages of fourteen and sixteen, would tap into their unique powers. The first few victims of the Anomaly were passed off as extreme circumstances. When they continued, people began to catch on to what was happening.

The new millennium dawned with the world slowly coming to realize that the Anomaly was truly happening. Some governments attempted to cover up the fact, but it happened far too quickly and was far too widespread for that tactic to work. Soon the world was fully aware of what was going on, and no one reacted particularly well to it at first. The European Union was the first to properly react to the situation, forming the Institute for Scientific Research of EDNAs, or Earthly Domain Non-Newtonian Anomalies. It’s goal was to study the source of the Anomaly, to find out what caused it, what fueled it, and, potentially, how to take or add it from a person.

Yet the ISRE’s purely scientific goals were not appreciated by all. Across the world governments formed new ways of dealing with the threat these mancers presented; in America, mancers were faced with the threat of a newly formed organization, the Department of Special Anomalies. The organization was built with one specific goal in mind; to handle the policing and management of mancers. A Congressional hearing granted them authority over a vast number of state matters, and with it, began policing mancers across the nation in force.

 

The year is now 2017. The world has become a different place, and yet has changed so little. Mancers now live amongst the general population, with no easy way of detecting who is and who isn’t a mancer. Fear runs amongst the populace even in the modern day, while the DSA struggles to deal with a rise in mancer-related crime. The American government has entered a new election cycle, and the thirtieth anniversary of the start of the Anomaly has passed. The future is not bleak, but all the same, the country fears for it.

The Anomaly

Rules and Punishments

1. Normo numero uno: follow the BZP rules.

2. Don’t be a terrible person out of character. It’s just depressing for everyone involved.

3. Godmodding is disapproved of. This refers to having excessive powers without earning them first. Earn your godhood.

4. Avoid autohitting unless it makes sense.

5. It's preferred for you to use IC (in character) and OOC (out of character) in labeling your posts.

6. Common sense above all else. Common sense.

Punishments are simplistic:

1. Something bad happens to your character.

2. Something really bad happens to your character.

3. You get a temporary ban from the game.

4. You get a permaban from the game.

The World After The Anomaly

The world of 2017 is a lot like our world today, even after thirty years of ‘mancers roaming around. One would imagine somewhat magical superpowers would of changed things a lot, but the standard day-to-day humdrum is still exactly the same. People still work in offices, Apple, Google, and Microsoft are still competing over the mobile market, and we still don’t have marketable jetpacks. The world’s economic recession has lightened up and the major superpowers are still in position, though the involvement of mancers has given some historical oddities. Ultimately, the world hasn’t changed enough in terms of history or technology to be alien to the viewer of 2013 (and maybe 2014, if we’re lucky!). Five years into the future and the only thing to note with technology is that the iPhone isn’t selling as well as it use to. Oh, and Star Wars came out. It was ok.

It should be mentioned that this isn’t exactly the standard superhero world. That being, there are little to no superheroes. Superheroing is a tough business, and the world doesn’t appreciate it. Common vigilantes are heavily frowned upon by society, and superpowered ones are no different. Being a superhero means you have the DSA on your *** and not being particularly well received by the general public. You tend to get pretty bad PR when stuff gets smashed during a fight with a mancer criminal, and bad PR is never good, especially when people don’t like you to begin with. Most mancers find that they have a better chance out in the world as an improved cog in the industrial machine. That isn’t to say, of course, that being a mancer is a dull life. Some people don’t care about the DSA, and, well, if you see a crook on the streets... a good deed, with minimal collateral damage, is never a bad thing.

Some things throughout the world have changed because of mancers, however. Because of their abilities, many things once impossible are now quite in the realm of belief. Void walkers, for instance, are often capable of travelling vast distances quickly. Because of this, getting around is as simple as finding one who’s up for hire. Corporations employ all number of mancers, from simple metal manipulators to empaths capable of telling when an employee is telling the truth or not. Of course, government regulation rests on many mancer jobs, but it has been scarce enough that it hasn’t made a dent in the mancer economy.

The Mancers

Byproducts of the Anomaly, the mancers are people born with innate powers. The precise nature of how these powers are fueled is still a matter for much scientific debate; it is known, however, that the energy being tapped into does strain the mancer channeling it. This strain causes both mental and physical exhaustion, and overuse can very well kill a mancer. It is important then for mancers to be wise when using their powers, as it is not simply something that can be ignored. Legislation has been passed through most of the western world regarding mancer worker rights for this reason, primarily due to mancers being overworked and having extremely negative health side-effects.

 

Thanks to the efforts of the ISRE, however, categories of powers that these mancers use have been formed. Outside of special cases (metaread: special GM permission), all mancers appear to fall under the following categories. Note that throughout all of these, specializations can appear and with specialization comes greater power. You could, for instance, have a hyperkinetic, but he could never compete against a speedster, who’s entire abilities are focused around boosting his own kinetic energy. Note, however, that the law of Required Secondary Powers often does not apply. A speedster, for instance, will not have enhanced reflexes or durability.

  • Energy: Capable of manipulating different forms of energy, these range from pyros to kinetics to magnetics and everything in-between.
  • Void: Appearing to manipulate non-existence itself, these mancers have a variety of powers to do with reality and/or space-time manipulation, ranging from teleportation to limited forms of reality-tearing, a process that is painful for all involved.
  • Mental/Mind: A varied category pertaining to the human mind; these include such things as telepaths, telekinetics, and empaths. Important to note is the fact that mentalists follow the inverse square law of mental powers; that being, about every two meters their effective range/energy output is cut by one fourth.
  • Elemental/Molecular: Mancers that control the elements themselves or the molecules that base elements form. These can range from extremely specialized mancers, who control individual elements, or extremely generalized mancers, who can control things such as all kinds of earth.
  • Biological: Capable of manipulating biological processes, these mancers often manifest themselves as healers, though more unique and specialized abilities are quite common.

Outside of these categories, mancers are seem to follow a set system of capability, rated between 1 and 7. While variations within each rating do exist, it is difficult to fully define them, and as such there is no decimal system in place. Mancers vary in skill and ability, though it seems entirely possible for them to advance through the ranks of capability.

1: The most common form of mancer, this ranking represents your run of the mill mancer. Capable of some basic but still impressive feats with their power, they start off with an average amount of prowess for their particular ability, usually given in some numerical value, but open to common sense as well.

2: Rank two mancers seem to exhibit nothing else but a logarithmic power increase of varying proportions.

3: Rank three mancers gain a logarithmic power increase, and exhibit the ability to shield themselves from their own ability. A fire manipulator, for instance, would gain the ability to protect him or herself from fire.

4: Rank four mancers exhibit a logarithmic power increase.

5: Rank five mancer exhibit a logarithmic power increase, as well as the newfound ability to be able to extend their powers past their visual range, presuming they know the location beforehand. This does not apply to void walkers, who instead gain a far greater range to their teleportation range.

6: Rank six mancer exhibit a logarithmic power increase.

7: Rank seven mancer are perhaps the most rare of mancers, gaining a logarithmic power increase as well as the ability to sense to great precision when another mancer of their category comes within visual range. They are known to be extremely powerful and extremely rare, and are capable of great feats.

 

Going meta for a moment here, the ranking system is effectively a rewards system. Be a cool person, do cool stuff in the RPG, and I hand your guy a rank up. Everyone starts at rank 1. Notable ways of having a high chance of getting a rank is killing other PCs or doing epic stuff with your abilities.

 

Another noteworthy aspect of the mancers is their weakness to alpha and beta particle radiation. For unknown reasons, their powers interact poorly with such forms of radiation, resulting in a nullification effect and possibly cancer in twenty years. Because of this, when dealing with a particularly potent mancer, the DSA will pull out depleted uranium bullets. Nasty cleanup, but tough times call for tough decisions.

Factions

While not a comprehensive list of all world factions, these are the major and relevant factions pertaining to mancers in America, due to it being the primary setting of this RPG.

National Mancer Rights Organization: An organization dedicated to protecting the rights of mancers, they are a powerful political lobby group and have been successful thus far in keeping regulation on mancers lighter than some might expect.

Institute for Scientific Research of EDNA: A European scientific study group, they are devoted to further studying the Anomaly and the specifics of mancer powers. A valuable resource to anyone needing knowledge on mancers, their headquarters is easily reached by many void walkers.

Department of Special Anomalies: A federal police and investigation force, this American agency has the task of dealing with mancers on a national level. While in recent years individual states have formed their own versions of the DSI, due to Congressionally given power, they still are allowed to deal with state-side mancer troubles, and indeed, many welcome their presence, having the most experience with managing the mancers.

Citizens Against Dangerous Peoples: The largest anti-mancer lobbyist group, these are the guys you see on the side of the street protesting at a government building. Believing mancers to be a threat to society and the world, their views vary from simply more regulation to full on incarceration of all mancer, or even death.

National EDNA Research and Betterment Agency: The American equivalent of the ISRE, the NERBA hasn’t done too much in the field, due to only being founded fifteen years ago, but has the bonus of being helmed by the famous Dr. Wilson Gray, the man responsible for many of the early mancer experiments in the ISRE’s founding days.

Profile

This here is where you fill out your profile. Note, I will give you your specific power abilities per level after you send me your profile, so you know what sort of power you’re dealing with. All mancers start at level one; for older characters, this is explained by the sporadic nature of ascending power ranks.

Name:

Appearance: (What does this charie look like?)

Age: (Do note that due to time syncing, the oldest a mancer can be is 47. Sorry.)

Power: (Omit if normal. Please, for the love if all good in the world, be specific. I can’t really give you hard data if you don’t give me a good idea of what your dude can do.)

Skills: (What sort of skills does this fellow have?)

Weaponry/Equipment: (Most people are packing something; for normals, this is nigh-required.)

Faction/Sympathies: (Not at all required, but you can be part of a particular faction if you wish.)

Personality: (A sentence or two on what your character is like, in general.)

Bio: (What’s your character’s history?)

Edited by Darth Alex Humva

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"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

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Typoes can be nasty, aye.

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

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Would anyone be interested in a RPG based off of --monogatari?

 

For those who don't know:

Some people, under the right circumstances, fall to mysterious afflictions, known as Oddities. Oddities are subconsciously created by the person afflicted, and as such differ from person to person. Oddities can range from a simple cough to being a Vampire, or turning into a snake. Oddities can be cured, and some people try to help those with Oddites.

 

Oddity Example, taken from the series:

A character did something in her past she regretted, and another took the blame for her. This caused her to be haunted by the fact that, from her point of view, no one thought she could carry her own weight. Her Oddity was losing most of her body weight.

 

Playable races are Human and Human with Oddity.

Oddities are approved by staff, but there will be a list of examples to help brainstorm.

Edited by The Lonesome Wanderer

"Go beyond the impossible, and kick reason to the curb! That's how Team Gurren rolls!"

BZPRPG PROFILES

 

Exo-Force RPG Profiles

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I'll just leave this here for you all to tear apart.

Title Pending

Staff

Head GM: Toa Onarax

Co-GMs: ???

 

Student Handbook

 

A Short Introduction from your Headmaster

Welcome new and returning students for 2013-2014 School Year of Venator Academy, this marks our 131st year of teaching and as always we intend to make it our best year yet. We have students from around the world and from all different organizations and methods of exorcising attending our School. However this of course is thanks to our neutral stance as an independent Exorcist/Hunter/Nobles Organization, so please try and avoid turning this academy into a recruiting ground for your organization. Now on to the fun stuff!

 

As returning students know the annual Tournament of Tests will also be starting up soon, so it’d be best for all you new guys to learn the strengths and weaknesses of fellow classmates, such preparation is the key to be being a successful Exorcist or Hunter.

 

As always the Tournament of Tests will be focusing on all aspects of Students abilities. From raw combat to games of intelligence to strategy and teamwork, every Student should find at least one thing they are good at. More information and events will be posted on the bulletin board soon, so make sure to check back and sign up for the two events that interest you.

 

Finally I am obliged to tell you that there has been a bit of a change in the student body as of late, some partially possessed Students are currently enrolled. Now don’t panic, we only want to help these tortured souls as they, for reasons we don’t yet understand, can’t be exorcised, we’ve invited them to train with us. These Students still retain complete control over their bodies so there is no need to fear, still for their safety, I, the Headmaster, am the only one with the knowledge of the identity of these students.

 

Now without further ado, I have provided you all with three documents, this Student Handbook, which outlines the basics of this school. A class list and a bestiary. Once again I welcome you to our school and hope we all we prosper together.

 

History and Purpose of Our Academy

Spirits, Yokai, Nunnehi, these are all names given to the same invaders. Mankind’s deadliest foe since the dawn of time. However at the Academy we have one term we use when describing all these foes: Demons. Dark creatures from another world, parallel our own. They seek to possess and tarnish all that we hold dear.

 

Our history with them stretches back thousands of years, before even the records can track. However for the majority of those years Mankind was fighting a losing battle, one in which the Demons lorded over them. However Humanity would not stay down forever, and soon prophets and heroes around the world brought forth methods to combat their foes. So begin the first disciplines of Exorcism. Whether that be by reciting holy scripture or banishing their foes by working the tools of nature around them, Exorcists around the world separately discovered powerful tools to combat the threat and begin banishing Demons to their dark plane.

 

For a while it seemed Humanity was on an upward spiral and would win this war, but the Demons became cleverer and realized that to fight Humanities new weapons they’d need to create weapons of their own. So it was that the Lords of the Demons began to create fiercer, deadlier creatures to battle the Humans.

 

They experimented with everything, creating deadly beasts from bats, wolves, or even pieces of parchment, anything was ripe for their experimentation. Of course some of these creatures were deadlier than others, and being of our world instead of possessed meant we couldn’t use the same techniques we had grown so accustomed to.

 

Of course if the old ways wouldn’t work we would develop new ways to fight back. Hence a new branch of fighters was formed, the Hunters, but even as we evolved so too did many of the creatures. So even as we managed to kill the beasts with greater and greater ease; stronger, deadlier creatures were born. Eventually their power reached a climax when the strongest amongst beasts gained sentience.

 

However with that new found sentience came a desire for self preservation. These creatures would no longer be driven along like their feral cousins, serving every whim of their Demon master. These creatures wanted to survive, not throw away their lives.

 

So it was that our war faded to the shadows, battles that history soon came to regard as myths. Still the war between Exorcists and Demons continues but not as the same black and white picture as things once seemed. There grew to be sentient creatures that had become attached to this world, and not even all Demons wanted to wreck havoc. Some just wanted to enjoy the beauties and splendors our world had to offer.

 

There was one man who realized this before all of us. A man with a beautiful vision. Of Exorcists defeating the Demons once and for all with the aid of the other beasts. His name was Richard Sheppard and it was in 1882 he founded the now prestigious Venator Academy. To the public it is a School for the elite amongst the elite, acceptance via invitation only, however as every Exorcist and Hunter knows, its true purpose is much grander.

 

It is a school where Exorcists, Hunters, and Nobles, as the evolved Creatures have taken to calling themselves, all learn to combat forces of darkness that exist in this world. Here every branch of possible solutions to the Demon problem is taught and researched. The students of this school not only grown to be the best and brightest but they also are the first to experience many of the new technologies researchers in the school push out every month.

 

The school is nigh-impenetrable to nearly all attacks from all Demons, as a protect holy barrier has been extended around the school, using magic developed from branches of Exorcism around the world. This school is humanity’s hope to ridding the world of Demons.

 

The Shroud

As I’m sure you’re all aware, not just anyone can see Demons and Creatures, most humans only see them as the creature they are possessing or are most similar to. Events caused by Demons and Creatures generally appear to range from being natural disasters to freak animal attacks to even the work of serial killers.

 

Being Creatures, all Nobles are obviously immune to the effects of the Shroud. Children born into Exorcist or Hunter families generally gain the ability to see the fog around the time they enter puberty. Normal Humans however, can only gain the ability to see through the Shroud via a traumatic experience involving a Demon or Creature. These can range from Possession to witnessing the killing the of a loved one at the hands of a Demon.

 

Types and Symptoms of Possession

There are two types of Possessions, Full and Partial Possessions. As their names suggest Full Possessions are when a Demon fully takes over their host body, partial possessions occur every now and then with Human possessions. If a Human has a strong enough will they can resist the possession and then Demon will only have partial control able to slip in and take over when the Human loses control. However more commonly the Human has just enough will to prevent their body from morphing and responding to the actions of the Demons and hence they appear to be just a writhing mass of a body, possibly attacking people should they get to close.

 

A Full Possessions is when the Demon gains full control of the host. When a Demon is possessing a body the body itself changes its form to reflect that of the possessing Demon. Some are more predictable and common, for example a Demon possessing a Tree may appear as a Dryad and even more powerful Demon may appear as a Leshy. However a Demon possessing a Human will often be much more unique to that Demon’s personal tastes in terms of its actual form. A Human under a Full Possession may grow horns, sharpter teeth, or even a tail. When it comes to Human possession the more powerful Demon the closer the Human will appear to the Demons true form, most Demon Lords appear fully demon when possessing a Human. However this does not mean that is their true and full form.

 

Types of Exorcists and Hunters

Over the years many different branches of Exorcists and Hunters evolved these include:

  • Exorcists
    • Chanters: Exorcists who use the power of Holy Verses to drive back Demons.
      • Smiters: A subclass of Chanters, Smiters use scripture to call upon Divine beings to aid them, hence they have a much more active role in combat. However this power generally comes at a price, a price generally set by a contract a Smiter establishes with the Divine Being who grants them their power.

      [*]

      Summoners: Exorcists who summon lesser Demons to help them combat other Demons.

      [*]

      Banishers: Exorcist who rely on using older weapons such as swords to drive back Demons. These weapons are generally enchanted using items such as poisons or Holy Verses to better improve their combat effectiveness.

      [*]

      Blasters: Exorcists who use more modern weaponry such as firearms to combat Demons. Like with Banishers there weapons are also enhanced via items such as poisons or Holy Verses.

      [*]

      Classifiers: These Exorcist specialize in identifying and locating the weaknesses of Demons.

      [*]

      Alchemists: Acting more of a support role, these Exorcist fashion poisons and tonics for other Exorcists to use in battle.

      [*]

      Researchers: Researches fully immerse themselves in merely studying on new techniques to combat the Demons.

    [*]

    Hunters

    • Noble Hunters: An elite group of Hunterss who specialize in taking down evil Nobles. These Hunters generally are specialized in taken down one or two types of Nobles, i.e. Vampire Hunters, Werewolf Hunters.
    • Tamers: These are Hunters who have managed to tame lesser ferals.
    • Partners: These Hunters work in tangent with a Noble Partner.
    • Slayers: Elite Hunters who specialize in going after Epic Beasts.
    • Trackers: Hunters specializing in tracking down creatures.
    • Alchemists: They serve the equivalent role of Exorcist Alchemists but for Hunters.
    • Researchers: They serve the equivalent role of Exorcist Researchers but for Hunters.

    [*]

    Note: Few Exorcists and Hunter specialize in only one role or the other many are hybrids of multiple roles.

 

Common Types of Nobles

  • Noble Vampires: One of the more powerful groups of Nobles, these Noble Vampires are what many of the legends of old refer to when they speak of Vampires. While the level of power may vary it is known that for the most part they grow more powerful as they age. Vampires primarily gain abilities by taking in blood, the most potent of which is human blood. The more blood they take in the stronger they become, with all their strength rapidly increasing. Blood also allows them to increase their healing factor and regenerate their wounds faster. In addition constant intakes of Blood will cause them to live longer possessing a sort of pseudo-immortality. Most Vampires choose an age at which they want to be preserved and begin a steady intake of blood from that point on. Due to the increase of strength by aging, Vampires from Noble Vampire families streching back ages are generally much stronger.
    • Aged Vampiric Abilities
      • Flight.
      • Shapeshifting
      • Allure: allowing them to charm creatures and other Humans. Strong willpower and training can allow one to resist this force.
      • Noble Commands: This allows them to force Ferals Vampires to follow their commands, this generally requires a Noble Vampire to have a very strong bloodline.
        • A very select few bloodlines even have the ability to use Noble Commands on other Noble Vampires. Some refer to this Bloodline as Barons although it is far from a universal term.

      [*]

      Weaknesses

      • Sunlight: Vampires feel a mild agitation when in the sunlight, but this is most commonly seen as an underlying itch.
      • Fire: Fire is extremely effective against most low level Vampires.
      • Apotropaics: Vampires are mildy agitated when going near Apotropaics such as Garlic and Rosaries. Apotropaics also leave one resistent to powers such as Allure. Many Hunters have fashioned deadly poisons out of such materials.
      • Wooden Stakes: Stakes are extremely effective for injuring Vampires as they lack the ability to properly regenerate from the wounds and even after healing, scars are often left behind. Ash, Hawthorne, and Oak are the most common woods used for the Stakes, and here at the Academy we have developed specialized bullets that act as weaker versions of the Stakes.

    [*]

    Noble Lycanthropes: While the fusion with the Wolf is indeed the most well known form of the Noble Lycanthropes the term can be applied to other “were” creatures. These creatures are able to morph their bodies into a bestial form, generally mamillian in nature although there are rare exceptions. This form is much stronger than the average human but it is primarily known for its significant speed. Of the common Nobles the Lycanthrope is by far the fastest. Lycanthrope’s abilities only increase depending on the state of the moon with the full moon being their strongest point. However Lycanthrope are also looked down upon by other Nobles due to many of them possessing less control over their bestial form, but like the Vampire they’re exist bloodlines that possess even more power, the strongest of which are known as Alphas. These Alphas also develop abilites over time the greatest growth period being during their teen years.

    • Alpha Abilities
      • Resilience: No Alpha Lycanthropes is unable to control their bestial form with the exception of when the transformation is caused by extreme emotions.
      • Primal Howl: This Howl seems to trigger an adrenal reaction in nearby subjects causing them to feel fear. The weakest of these howls just causes uneasiness but the most powerful can cripple people with fear. Obviously people with more willpower or training can resist this.
      • Pack Mentality: This Ability allows Alphas to force other creatures to follow their command. The type of creature is determined by the type of Lycanthrope, for example Alpha Werewolves can cause Wolves, Feral Werewolves, and some of the most powerful can even force non-Alpha Noble Werewolves.

      [*]

      Weaknesses

      • New Moons: Lycanthropes have next to no power during a new moon and most even have difficulty shifting forms during a new moon. The power levels of most Alphas generally drops to that of a normal Lycanthrope.
      • Lycanthropes possessed limited stamina in their beast form and come out of it completely exhausted.
      • Wolfsbane in its raw form will agitate Lycanthropes but mixed into a special poison that can be put on weapons it can greatly damage them. Weaker Lycanthropes can even be forced into changing into Human forms.
      • Silver: The Hunter’s deadliest weapon against Lycanthropes.

    [*]

    Noble Kitsune: In Japan Kitsune are often regarded as noble and wise creatures, such high regard is aptly deserved. Kitsune do not start out in any Humanlike form, rather they begin their existence as a fox only being able to take on Human form when they reach an age of maturity, generally around 100 years old. There is some debate as to whether Kitsune should actually be classified as a branch of Lycanthropes but due to their perfect control of their fox forms many Kitsune scoff at the idea of being asociated with the “lesser” Lycanthropes. Kitsune tend to grow more powerful the more intelligent they become and this power if reflected in their fox form which grows more tails. When a Kitsune reaches nine tails the difficulty to acquire new tails rises rapidly, however at nine tails Kitsune begin to develop powerful abilities. Kitsune are one of the few Nobles that possess an actual form of immortality, if a Kitsune reaches a hundred tails they become fully immortal, albeit they can still be killed they will just never die of age. Kitsune however are known for having very long life spans, while the exact number is unknown it is believed they can easily live hundreds of years.

    • Kitsune Abilities(Generally only one or two of these abilities comes into play at nine tails and the rest develop over time. Also please note that due to the rarity of a hundred tail Kitsune and the fact that the Academy has never encountered one means that this list is incomplete. Also all abilites can only be used in Fox form.)
      • Hoshi no Tama: Glowing white balls of lights, Kitsune require them to focus their powers and hence guard them dearly.
      • Tails of Fire/Lightning: Most Kitsune develop the ability to create and manipulate Fire or Lightning via their tails.
      • Flight
      • Invisibility
      • Nightwalking: This ability allows a Kitsune to project itself into the dreams of others.
      • Illusion Casting: Some Kitsune are able to create illusions to confuse and trick others, the more powerful the Kitsune the more realistic the illusion.

      [*]

      Weaknesses

      • Hoshi no Tama: The same ball they use to focus their power can render the creature powerless should a human acquire it.
      • Pride: Kitsune tend to be very proud beings something which can be used against them.
      • Their Human form is also notoriously weak and even their fox form lacks any raw strength. If one can get past their trickery and flames it can be rather easy to take down a Kitsune.

    [*]

    Noble Sirens: The term Siren is actually applied to a wide variety of Birdlike creatures around the world, due to the broadness of the term a complete list of abilities can not be provided. Common Sirens include Harpies, Greek Sirens, and Thunderbirds. However there are boundless varieties from other parts of the world.

    [*]

    Noble Mermen: Like the term Siren, the Mermen term is also applied to a wide variety of undersea creatures. Common Mermen include Mermaids, Selkie and Encantados. Again boundless varieties due exist around the world.

Common Ferals

  • Feral Vampires: These creatures often appear as varying mixtures of man and bat and seek to devour humans. Unlike Noble Vampires they cannot survive without blood.
  • Feral Lycanthropes: A merger of man and beast, these creatures can only operate during the night and hence are generally sleeping during the day.

Higher Level Ferals/Beasts

  • Hybrids: Hybrids are rather unique creatures as they appear to pieces of different animals and creatures all slammed together to make a new being. One of the most well known of this beings is the Chimera, however not all Hybrids are made of different animals, take for example the Cerberus. Hybrids tend to be lacking in intelligence and generally just follow the orders of their masters, while tamings have occurred in the past for the most part these creatures are firmly under the control of Demons.
  • Epic: Creatures of Legend from around the world, these are the beasts that fill up pages of myths and are some of the deadliest creatures to have walked the Earth. From Dragons to the Kraken these deadly beings have tormented and sometimes aided humanity for generations. While many have gained sentience, they chose not to go the path of the Feral or the Noble, instead they decided to live their own lives secluding themselves from the war between Humans and Demons. Still never rest easy, if these fearsome beasts ever decide to intervene, the tides go rapidly change, they are essential nuke volatile to blow at all times.

 

Common Types of Demons

  • Nature Spirits: These demons possess forces and parts of nature. They are by far the most common type of Demon seen in our world as they will often possess insects and other small creatures. More powerful Nature Spirits possess large plants and animals such as Trees or Lions while others become a subset of Nature Spirits known as Elementals. These creatures take over parts of natures such as Water and Fire.
    • Traits: Nature Spirits tend to be one of the foremost examples of not all Demons being evil as many merely wish to protect the places they have called home. However with the increase of urbanization around the world more and more Nature Spirits are becoming agitated and attacking humans. One of the few common weaknesses across all Nature Spirits is their reliance on a connection to what they considered their home or domain, hence should this connection be severed by either the destruction of this habitat or by being forced out of their home, they will often become much weaker.

    [*]

    Ghouls/Ghosts: These demons possess the recently departed. There exist two main types of this Demon, Ghosts who are an ethereal form of the departed being they possessed and Ghouls who possess the physical body. Ghosts and Ghouls are often unable to immediately repress the spirit of the departed and will hence seem to attempt to carry out some of the departed’s last wishes. It is not uncommon to hear them cry for the departed’s sorrows.

    • Traits: Many Ghosts and Ghouls are most often seen around places filled with the dead, also their weak suppression of their hosts desires oftens makes it easier to manipulate them as many can be exorcised just by fulfilling the hosts last wishes.

    [*]

    Infectors: These demons sometimes overlap with Nature Spirits, they are demons whose very presence spreads rot and disease. They will often possess rodents and disease carries such as mosquitos. As expected they are commonly found in polluted or filthy places.

    • Traits: As infectors are embodiments of disease, they are quite weak to most forms of sanitation. In addition many Infectors are rather lacking in intelligence and will act like one’s average insect, hence it is their numbers that cause problems.

    [*]

    Free Floaters: These demons are unique in that they don’t require a body to possess in order to enter our world. However they are often much weaker than most Demons due to be unable to take on a physical form. Many Free Floaters serve other demons, helping them search for a body or gather intelligence.

    • Traits: Free Floaters are unable to attack one directly, the most they can do is cause issues in electronics by phasing through them, however this is also one of the easier ways to deal with should a Chanter not be around, as many are weak to heavy doses of electricity.

    [*]

    Inanimates: These odd Demons possess inanimate items, ranging from rocks to dust particles to even pieces of parchment. They generally are not too adept of fighting against Exorcists but are often seen with Infectors, helping them spread their diseases. They differ from Elementals in that they can’t actually manipulate the Elements even when they take over something like a rock, they can only manipulate that rock.

    • Traits: Inanimates are often so unique that they rarely possess common traits, instead each Inanimate is generally dealt with on a case by case basis.

 

Higher Level Demons

  • Serfs: These are the lowest type of Demons to possess humans, most are only capable of Partial Possessions. However they do appear capable of guiding these Partial Possessions somewhat, using them to just cause quick chaos instead of more calculated attacks.

  • Lords: These are generally the deadliest Demons one can encounter. Capable of shapeshifting they will often masqueraded themselves in Human Form. Demon Lords possess immense power and only the most experienced of Exorcists can hope to take them down. With the exception of a few elite Exorcists, Demon Lords are generally taken down via teams of expert Exorcists. It is currently unknown how many Demon Lords are walking amongst us due their habit of disguising themselves amongst the general populace.
  • Princes: Students if you ever encounter a Demon Prince I can only give one piece of advice: run. We do not know where Demon Princes come from or even how to classify them, we know next to nothing about their power except that they are extremely powerful and dangerous. The very few purported cases of Demon Princes arriving all seemed to have a only a few similarities. One, these Princes appeared immune to all our attacks. Two, no Exorcist ever appeared to defeat them, it always seemed as something or someone else intervened. To this day Demon Princes remain an enigma.

 

Our Campus

Our Campus is located on an Island off the Northern Coast of U.K. and Ireland. Due to having purchased the Island we are the sole inhabitants on it. As we were founded in the late 19th Century our Campus is built with a Victorian Design. The campus takes up over 200 Acres and is divided up into five main areas:

  • Main Hall: The Main Hall connects the front reception areas to the Arena Complex. The middle of the hall does open up for a large, open air courtyard with roofed walkways around it to allow for continued travel during rain.The Arena Complex is a large Amphitheater used for both assemblies and tournament duels. The reception areas are where the bulletin boards for upcoming events are placed. Links to the other parts of the school generally converge out of the central courtyard.

  • The Northern Dorms: There are two sets of two dorms, first division is Male and Female, the second is Noble and Human. Younger Classmen room with groups of two to four students, while Upperclassmen get their dorm to themselves. The dorms are decently sized and have a desk and bed for each student rooming as well as one couch, all other furniture and equipment must be brought by students. Each dorm also includes a bathroom and shower. Each Dorm Complex also has a cafeteria and a gym that includes a pool.
  • The West Wing: Classes that don’t require open areas for training are located here. The West Wing also includes the School Library as well as the Teacher Dorms. In addition there are gardens at the end of the of the West Wing which are where many of the Alchemists ingredients are brewed.
  • The East Wing: Classes requiring open areas for training are located here. The main gym is located here as well as practicing areas for firearms and other weapons. The beast's room is here to allow students a chance to learn the details of summoning or controlling demons/creatures, finally this room houses the duelling arena allowing students to engage in duels or battles with one another on campus.
  • The Southern Grounds: A large forested area often used for the training of Alchemists or field combat. Deeper in the woods lies a lake teachers may bring their students to for more training.

 

Uniforms

As with any respectable school, we pride ourselves on having our students look their best at all times, as such there is a standard uniform consisting of a black school jacket, a white collar shirt, a green tie and black pants. Both the shirt and the jacket possess the green emblem of our school, a rifle and a sword crossing over an open book, (Image Coming Soon.), atop the left side of a student’s chest.

 

However we also value our student’s creativity and understand that this uniform is not the best for some of the more vigorous activities our jobs entail. As such we allow students to make modifications as they see fit to the Uniform and in addition many classes will have specialized outfits for their students to wear on some of the more endangering tasks.

 

 

 

Student Application Form

 

Name: What is your name?

Gender: Male or Female?

Age: How old are you?

Type: Exorcist, Hunter, or Noble?

Specialization: For Exorcists and Hunters this is the type(s) you plan to specialize in,for Nobles this is your species.

Appearance: What do you look like?

Personality: What are you like?

Biography: What has happened to you so far?

Skills/Abilities: What are you good at? Do you have special powers(Nobles mainly)?

Weaknesses: How do you get hurt? What are your flaws?

 

For Familiars/Possessors of Tamers, Summoners, and Possessed Characters

 

Name: What is the name of this creature?

Gender: Does it have a Gender, if so what it is it?

Type: Demon or Creature?

Classification: Nature Spirit, Ghoul, Feral? (No High Levels, with the exception of possessed characters who should leave this as unknown.)

Appearance: What does it look like? (If being possessed what does your character look like while under its influence. Does he have better posture or does he start huncing over?)

Personality: How does it act?

Biography: How did it meet your character?

Weaknesses: How does it get hurt? What flaws does it have?

Bestiary Entry: If one does not already exist.

 

Rules

  1. Read the rules(Good Job, see how easy this is?)
  2. Follow all BZPower rules.
  3. No bunnying or autohitting without express permission of players.
  4. No OOC only posts and try and keep OOC discussion in the Discussion topic.
  5. No godmodding, this includes metagaming. Your character will win some and will lose some, and that’s perfectly okay, that’s how characters develop.
    1. To build on this, make sure your characters have some sort of weakness, it’s what makes things more realistic and creates a stronger character.

[*]

KEEP RELIGIOUS TONES TO A MINIMUM: This is extremely important, yes this is a game about exorcism so chanting out of the Bible to exorcise a demon is going to happen, however please keep any and all references to Religion in the CONTEXT OF EXORCISMS ONLY. BZPower has a policy of no religious discussions so when using a Religions of any culture ask whether it is necessary and beneficial to the character. If I see Religious discussions and debates brewing I will not hesitate to punish the offending players. The discussion is not only against the rules of the RPG its against the rules of BZPower.

[*]

Listen to the staff if you have a problem with a decision PM us.

[*]

Most importantly remember to have fun!!

 

Some Words of Advice

  • Obviously this RPG allows for characters around the world, so I want to see players be more than willing to play foreign characters, it's an interesting frame of reference, but please do your research. I want people to play characters, not stereotypes.
  • Speaking of the world, this RPG will allow for creatures from around the world to appear. Some more well known than others, from Djinn to Wakwaks quite a few things can fit into here. I am more than willing to approve custom creatures from different mythologies but please do your research. I want the effort in research shown in the profile. I’m not going to require paragraphs of reasons why you should be able to play as so and so, but I do want the profile to paint a clear understanding of the creature. You don’t have to be an expert, you don’t even have your person be exactly like the creature you’re emulating, however the work should show and it shouldn’t seem like you just stole a creature based on common stereotypes.

 

 

 

Teacher/NPC Profiles

(Please note that as NPC Profiles these are rather shortened, I would prefer Player Profiles be much more in depth than these.)

Headmaster

Name: Arnold Sheppard

Gender: Male

Age: 46

Type: Not for Student Access

Specialization: Not for Student Access

Appearance: Sheppard is a man with an ever grinning face, a cheeky smile can always been seen adorning his rather pudgy face. Likewise his oddly red colored eyes are generally wide and beaming, and he has bushy black eyebrows above them as well as a decent sized beard. His stands somewhat short at 5’ 7’’ but the way he carries himself gives him the impression of being taller than he really is. His overall body is rather round as well although not overly large.

 

In terms of clothing he wears a uniform similar to the rest of the students of the academy, although his jacket is a deep maroon shade and is generally buttoned up like a sports coat. In addition he wears brown pants instead of the students black pants.

Personality: Sheppard is a rather cheery individual, which is known to sometimes unnerve some of his shyer students. He is always bursting with energy and ready to jump in on any student’s conversation. However despite his relative nosiness he does genuinely care for his student as evidenced in his willingness to help and listen to his students no matter the issue.

Biography: Not for Student Access

 

The Bestiary and Class List

(Feel free to add to these as both are incomplete.)

Bestiary

Class List

Edited by Toa Onarax

ryuki-kr-miho.jpg

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I don't think you've added in exactly where the Academy is supposed to be. I get the feeling it might be in Britain since you say the building is Victorian, and to anyone not in Britain the Victorian era is just "the 19th Century" :P

Also, is there any civilisation near the Academy? Like a small town or village full of normal humans? Or is it so far out that there's absolutely no-one but the academy?

 

Oh, and one more thing:

There was one man who realized this before all of us. A man with a beautiful vision. Of Exorcists defeating the Demons once and for all with the aid of the other beasts. So it was that in 1882 he founded the now prestigious Venator Academy. To the public it is a School for the elite amongst the elite, acceptance via invitation only, however as every Exorcist and Hunter knows, its true purpose is much grander.

 

Are we supposed to get a name for this guy?

7AOYGDJ.jpg

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Well derp, I completely forgot about putting those things in. I'll edit this info in later when I have time, but it is on an Island off the northern coast of Britain and Ireland. The academy is the sole thing on the Island. As for the dude's name I completely forgot to make one up, I'll come up with something later.

Edited by Toa Onarax

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Welp.

 

Time to draw up a plan to kill God. Or the Gods. Or whatever you want to call it.

 

Well, more accurately, test the plans I already came up with.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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I was inspired to some extent by Ao no Exorcist but the setting is original and all similarities are either genre staples or superficial. I also have more of a focus on Supernatural creatures instead of just demons. Patience Basilisk, you may want to focus on Princes first, they're a difficult enough challenge.

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Always aim high.

 

That said, a few recent plots do work with them. Most as glorified power batteries.

 

See, I figure, if Demons can harm humans, they have to interact with the physical world. If it interacts with the physical world then I can, in theory, find a way to render it brain-dead and use it's power as a backup reserve.

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Yeah, you haven't really told us anything about the RPG except that it's not going to be focused exclusively on combat, which, to my mind, doesn't make it a whole lot different from any of the good RPGs we already have.

We will remember - Skies may fade and stars may wane; we won't forget


And your light shines bright - yes so much brighter shine on


We will remember - Until the skies will fall we won't forget


We will remember


We all shall follow doom

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The full pitch:Rainville is a small, sleepy town. Average, one might say. Population: 5000.Nothing much changes here, apart from technology. They're on par with modern equipment, but the same families live here that always have.But there are legends.It's said that anyone who goes diving in Lake Nicala after moonrise and before dawn is never heard from again.A green door in the sewer system underlying the city is sealed, despite attempts of many explorers to open it. A small wail is heard from it by the sharp listener, like a child in pain.The City Council is quick to hush these rumors, saying they're only folk tales and superstition. But... Are they? After the disappearance of Jude Aleksandrov, no one is entirely sure of anything...

No such thing as destiny.

BZPRPG Profiles

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