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Krayzikk

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The powers he limits himself to are the ones listed in Abilities. Powers that are not the ones he limits himself to would not be relevant to this RPG. It should be noted, also, that the rubies are the ones from The Haunter in the Dark.

 

A: Nyarlathotep's mind-related abilities can be resisted - the story Basilisk mentioned gives a good example of a way to do so, but there are others.

B: It really depends. If you get sent to Azathoth's Court, it is hypothetically possible for you to get back out again. You almost certainly won't be the same, and it won't be easy, but it's technically possible. The eye contact powers only work while he has eye contact, obviously. The awareness of those whose minds he has invaded is permanent, yes.

Edited by Ymper Trymon

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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B: It really depends. If you get sent to Azathoth's Court, it is hypothetically possible for you to get back out again. You almost certainly won't be the same, and it won't be easy, but it's technically possible. The eye contact powers only work while he has eye contact, obviously. The awareness of those whose minds he has invaded is permanent, yes.

 

Well, I don't know if it's any help since I don't know how reliable it is, but in the piece I wrote about Azathoth the narrator arrives via a ritual in the Necronomicon, and escapes through the gateway she created, but she ends up coming down with something resembling paranoid schizophrenia (that is, after trying to burn down her house and potentially condemning her boyfriend to a fate worse than death).

 

As for my own character there was a question about him carrying doctorly things. What sort of things did you have in mind?

Edited by Atton Rand
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Also, it appears my source was mistaken regarding the rubies - they are rather the ones that the Men of Leng, enslaved by the Moonbeasts, traded to the human-ruled city of Dylath-Leen in the Dreamlands (as noted in the story Basilisk mentioned).

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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Also, it appears my source was mistaken regarding the rubies - they are rather the ones that the Men of Leng, enslaved by the Moonbeasts, traded to the human-ruled city of Dylath-Leen in the Dreamlands (as noted in the story Basilisk mentioned).

 

I got to actually read that story one of these days. I haven't read much of Lovecraft's Dream-Cycle.

 

So is my proposed character approved or do I still need to do something?

Edited by Atton Rand
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Herpherp, profile.

 

 

Name: True name is unpronounceable by other species, humanoids call it Sarah.

 

Gender: Lacks a true gender, appears female.

 

Species: Proto-shoggoth.

 

Age: Several billion years old, the exact age is unknown.

 

Universe of Origin: True origin unknown, summoned in the Blasted Lands.

 

Appearance: “Sarah” has two forms; a base form, and what it/her chooses to shift into. Over the years, its shapeshifting ability has degraded to only have these two forms. In its base form, the proto-shoggoth is a mass of tentacles and slime, a sickly gray body of what would seem to be molten flesh. It is twice the height of a grown man and three times its height in length. This is, however, not because of an exceptional amount of mass, but the fact that it is filled with large empty spaces within it. There are no vital organs to speak or, or indeed, any sensory input in the traditional sense. Yet the shambling mass is entirely capable of discerning the world around it.

 

In it's second form, it takes on the form of an exceedingly attractive female human. Literally created for that sole purpose of beauty, this form stands at 5'7”, with long hair that stretches to its waist and the color of which changing between blonde and black ever so slowly. While not precisely having an unrealistic figure, its human appearance was perfected in the eyes of its creator, and it was just a tad bit exaggerated. Speaking of which, its eyes are the one thing that sets it apart; while indirectly or brief glances reveal nothing but stunningly green eyes, a long and direct look will reveal that the eyes in fact have no life in them, look less like true eyes and more like emeralds, polished to perfection but most certainly not human.

 

Equipment: Not applicable.

 

Abilities: The most notable is Sarah's ability to shapeshift, between its human and proto-shoggoth form. Due to the improper way it was summoned, however, and the degenerative magicks of the Blasted Lands, its shapeshifting has regressed and now it is effectively mode-locked between her two forms. It is possible this could be reversed, but it would be very magic extensive and generally difficult. In its proto-shoggoth form, it is exceedingly strong, capable of lifting four metric tons with any one of its tentacles, which it can grow from anywhere on it. Its form is also extremely flexible, capable of distorting into all sorts of shapes, or even carrying passengers within it. On the ground it can move surprisingly quickly, around 50 KPH. Theoretically if one filled it's numerous air pockets with helium it could even fly. However it cannot actually gain mass, and thus, whenever a tentacle is grown, it must lose mass elsewhere.

 

Skills: Sarah is amazingly adept at manipulation and scheming. While ultimately something of a lesser being compared to the crowd it mingles with, it is capable of beatings the wits of most humans easily. It is also an intelligent creature, though it cares little for the pursuit of knowledge.

 

Weaknesses: In Sarah's human form, it is nothing more than a frail human woman that has next to no way of fighting, due to the lack of any sort of built up muscle. In its proto-shoggoth form despite its immense strength, it is ultimately a blob of gray skin run by magic, and can be hurt by things such as fire or anything that permanently damages the material, rather than, say, just lopping a limb off with a sword.

 

Bio: The history of this particular proto-shoggoth begins in times long, long forgotten, crafted by a race that has gone extinct billions of years ago. It once belonged to a whole species of its kind, but now it is one of the few that remains. Unfortunately, due to its inherently magical nature, it has been longed tied to summoning spells, mages of all sorts summoning it throughout history, just as others of its kind have as well. More recently, and more relevant, it was summoned by a mage in the Blasted Lands. This mage had been experimenting with summoning spells, and as it would be, was a very lonely man. So he worked tirelessly on an ancient spell, eventually completing it and summoning what he would dub Sarah.

 

As it would be, every time a proto-shoggoth is summoned, its memory fades. By this point it couldn't remember its initial creation, and was rather distraught about this fact. When the mage summoned it, the process removed even more of its memory, leaving it with questions it couldn't answer. It had more pressing concerns, however; namely, the fact that the mage immediately cast a spell that trapped it in a pitifully weak human body for his own amusement. It would be years before the proto-shoggoth would be able to test the boundaries of the spell, forced to spend that time putting up with the mage's every twisted thought. The day did come, though, when the proto-shoggoth became aware of how to break its magical bounds.

 

The Blasted Lands are not known for their kindness; the mage had forgotten a key variable in his spell. The proto-shoggoth was able to exploit what it had learned of manipulation over the years to bring the man outside of his protected tower and to a cliff side. Then, in something he never thought of, the creature threw itself off the cliff, plummeting to the ground below. That was able to break the spell, the proto-shoggoth reverting to its ghastly base form to prevent death at the last second. The mage tried to run once he realized what had happened, but the proto-shoggoth was faster. The Blasted Lands did not mourn his passing.

 

After that, the proto-shoggoth would continue to roam the lands for years. Those years would turn to centuries, and from those centuries, to millennium. Over that time, the last vestiges of the mage's magic remained, and to the creature's horror, it began to think of itself as Sarah. Slowly it became more and more comfortable with its human form, even beginning to prefer being in it. This frightened the creature for several centuries, until it was forced to face the reality that its very mind had been corrupted by the mage.

 

It was sometime after this that it came into the service of the Crawling Chaos. The proto-shoggoth found itself attracted to the entity and its followers, a group of beings on the time scale that it existed on. That and, unknown to it thanks to its loss of memory, its creators had imbued it with a sense of servitude and the need to be under the heel of another. Obviously it had its limits, and, well, there is a reason why the race that created its kind no longer exists. Regardless, the Crawling Chaos found it useful, and the proto-shoggoth, now having embraced its human identity of Sarah, found it peaceful. It now travels along, serving as an infiltrator and a cunning mind in the field.

voidstars.png


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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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The stars come together and extinguish the moon and sun...

....and reign forever in the night sky they have won....

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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Oh hey, just to be clear, we get to have some number of NPCs in the traveling circus, right? People to set up, tear it back down, man most of the attractions...

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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Oh hey, just to be clear, we get to have some number of NPCs in the traveling circus, right? People to set up, tear it back down, man most of the attractions...

 

A fair question.

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 get some NPCs. Not a heck of a lot of them, but enough for a circus' proper workings. If you put together an estimate of how many you'd expect that you would need, then I can work out a more solid number.

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Hmm... It's difficult to get a proper estimate. It's not a super-large traveling circus, but it's not a really small one either, and I don't really know how many people are needed for one in any case.

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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Nonsense; now, stare directly at the blinking light, please. It'll all be over soon.

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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Nonsense; now, stare directly at the blinking light, please. It'll all be over soon.

 

All I know is this - the most dangerous creature in the Monster Manual is between "Barracuda" and "Bear". And it lives on the forum. Sounds off topic, unless you own the book. Then you know exactly what I'm talking about.

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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Name: Luciferase (The roughly translated version)Setting: Luciferase is an externally existing dimension. While it coincides with the existing realms, it has no physical manifestation in the multiversal world. A rift like tear exists somewhere between the border of Earth and Erde, but the exact location or way to gain access is unknown. The nature of Luciferase is not all fire and brimstone as some would like to make believe. On the contrary the land is a luminescent paradise with rolling green pastures, never-ending blue skies, and of course a constant cool breeze to accompany the luscious sunlight casting down its rays through the serene white cloud cover.

Description (Include any major conflicts, if applicable): Whatever rumors of torture, bloodcurdling screams, and skin flaying tall tales are told hold very little truth about the Luciferase dominion. The land is not made up of bone, flesh, blood, and unadulterated fear as some like to point out. The society is an equal opportunity employer, where everyone is fairly equal to one another in terms of hierarchy. However, much of Luciferase has yet to be seen due to its precarious existential dwelling on another plane of existence outside the corporeal worlds.Technology Level/Magic System: The denizens of Luciferase appear as quite odd individuals within the physical world. There appears to be no distinguishing characteristics in the incorporeal form and no gender identification appears to be present.Their bodies appear as nothing more than black smoke and have no affect on the physical plane due to their aura-like manifestation. However, the locale population has the ability to merge with other lifeforms. Upon entering the body of a living being or recently deceased, those from the Luciferase gain full control over the body and access to any memories the brain may contain. After a body has be taken host, the Luciferase imbue a seemingly diverse range of abilities. Those taken have increased endurance and superhuman strength. While a body can be utilized as a host and take upon extraordinary exploits unharmed, any damage that occurs is likely to be fatal to the original host once the Luciferase vacates. In addition to the higher functioning physical attributes, Luciferase have the ability to move objects by the way of thought, such as destroy objects, throwing items around, and even causing physical pain. While their natural abilities are not related to the magic of Erde, the Luciferase appear to have an understanding of the local native magic.While in the incorporeal form, Luciferase are capable of squeezing through small spaces. One noticeable trait of the smoke formed body is that it leaves behind a trace of sulfur when touching the physical world. The Luciferase can go unnoticed as it inhabits a host, as it has access to the memories of the original resident. A downside to being utilized by another life-form is that the previous host experiences and knows what is going on with their body, even though they have no active control over it. At any given point a Luciferase can give control to the original body, retake control, or vacate the body. It can be extremely difficult to identify if someone's body is being utilized by the Luciferase. Typically the entity can reveal itself by turning the host body's eyes stark black. The natural black eyes of the Luciferase will also present themselves in the presence of extreme pain caused by a vulnerability. Holy water harms the host body of the Luciferase, but causes excessive pain similar to that of sulfuric acid corroding away living tissue. Iron and salt also pose a threat to those native to the Luciferase. A line of either iron or salt will stop the Luciferase in their tracks, and prevent them from crossing it and going any further. When in the presence of salt or iron, either substance will burn and harm a Luciferase in the same manner as holy water.

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If you win, you live. If you lose, you die. If you don’t fight, you can’t win!
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Approved, Sisen.

I get a very Supernatural vibe from it. I like it. Now all we need is an Impala. :P

Ahhahaha. I wasn't sure if anyone would pick up on that.

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If you win, you live. If you lose, you die. If you don’t fight, you can’t win!
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Got a world of my own to send in

Name: Angnalat

Setting: The world of Angnalat was originally a mountain range inhabited by a insect-like race known as the Shemshi. Well, the higher echelons of Shemshi society anyway, cloistered away in the temples and monasteries in the higher peaks, leaving the lower classes to do the farming down below. As their technology advanced they developed atmospheric pumps, that hoisted the carbon dioxide rich air of their planet from the lower altitudes and delivered it to the nobility above. It also became their downfall. With much more gases and vapours in the higher atmosphere the heat began to rise. And heat rising around all that ice and snow was a bad thing. Glaciers and snowcaps melted, flooding the plains below, wiping out most of the farming community. The upper classes had to adapt, becoming even more focused on rank to decide who wasn't quite upper enough to become a farmer this time round, and vital skills had to be relearnt from what little of the servants remained.

Worse was to come with the Collision. For not only was Angnalat suddenly cut off from the rest of the Shemshi race, vital for providing additional food, but a second world was suddenly placed within its borders. Something about the huge lakes contained within the mountain range had drawn in the underwater cities of Munsoom, home to the crab-like K'korl. The sudden addition of an entire nation, plus a great deal of extra water, drove the shores of Angnalat up even higher, entirely submerging some communities. So it remains that Angnalat appears to the rest of this squashed universe to be a few humble spires emerging from a warm and placid sea...

Description: The original inhabitants of Angnalat are the Shemsi, a race of insect-like creatures close to beetles. They were at first just split between workers and nobles, with a soldier caste being a new addition after the climate change forced lesser nobles to downgrade and interbreed with the workers. The differences between he classes are obvious from appearance; the worker caste just have the standard abdomen, thorax and head, two limbs used for walking, four for tools and other manipulation. In contrast nobles have elaborate horn-like structures sprouting from their heads, and the fingers on their hands are long and spindly in contrast with the stubby digits of the workers. The soldiers have kept the headgear from when they were nobles, but now they've become antlers very reminiscent of jaws. And what used to be long fingers have fused together into scythe blades on one set of arms. It is the soldier caste who actually have the power in the land, a result of Angnalat being placed under martial law during the climate crisis. The Shemshi dwell on the mountain peaks protruding from the waters in secluded temples. As they 'breathe' through their chitinous skin rather than inhale into lungs, they have to wear atmosphere suits made from modified diving suits when travelling abroad as nowhere else has an atmosphere so rich in carbon dioxide. To maintain their own atmosphere and prevent total extinction they have repurposed the pumping machines which started all their troubles, essentially sealing Angnalat in a misty dome of constantly recycled air

The other species in the area is the K'korl, who are closely analogous to crabs, with crusty shells and eight segmented legs. They exude unneeded chemicals from their diet into this shell, making it obvious to tell who lives where by studying the patterns of whorls and lines. This has resulted in a highly tribal society, with groups of close-knit family members living under the rule of the strongest individual. Your average K'orl stands around six foot tall, but as they just keep getting bigger as they get older and have no real ageing process they can reach double that. While they scuttle around on four legs, the rest of their body has evolved into a torso of sorts from which the other four limbs protrude. One pair is a set of hefty claws emerging from broad shoulders, but the other is set close to the mouth and used for finer tasks, usually feeding. They don't need the brassy breathing suits of the Shemshi to leave their underworld realm, referred to as 'Munsoom', but do require harness to keep their lungs hydrated if they go anywhere not similarly submerged. As they're adapted to the high pressures of deep water they call home, they are immensely strong when taken above sea level.

The two species actually get on fairly well. The K'korl have no interest in expanding somewhere they can't live properly, and the Shemshi realise that trying to recover their drowned lands would be too much effort even if the K'korl proved agreeable. It was much more to their mutual advantage to share resources and technology. They have also brokered an alliance with the Dominion of Britain, as they border that world's coast, although rumour has it that Terra has cast its gaze towards the place for reasons unknown

Technology Level/Magic System: Neither Angnalat nor Munsoom have any degree of magic, and their technology is equivalent to the Dominion of Britain, with a couple of exceptions: their flyers and their weapons. The Shemshi have some way of getting their airships to float or surf on light itself via strange wings like solar panels that make their ships look like enormous flying sea horses. Their weapons, while appearing much like the muskets of the Dominion, have specially developed ammunition as part of the co-operation between Shemshi and K'korl. The bullets have an inbuilt turbine system that ensures the bullets can speed through water if fired when submerged. On dry land this means that the bullets fly further, faster and mow accurately than normal. When the bullets strike something, the turbine's power source is disrupted and the whole thing explodes.

7AOYGDJ.jpg

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I'm really not sure what sort of numbers I'm working with, and nobody else seems to know the numbers required for a traveling circus, so I'm kind of not in a position to do much.

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'm really not sure what sort of numbers I'm working with, and nobody else seems to know the numbers required for a traveling circus, so I'm kind of not in a position to do much.

 

Well, I'm no expert but I'd assume there's no definite number required, and it may depend in part on how the circus functions. What kind of circus are we talking?

 

If I were to make an educated guess, then perhaps you'd need a few performers, probably not even that many provided they have interesting and diverse enough talents to attract audiences (I'm thinking around eight or nine would be sufficient), the nature of which would depend on what kind of circus you're trying to run. If you're going for a more old-fashioned 1930's-style circus than you'll probably need a couple dozen workmen to do jobs like assemble the tents. There could also be at least one doctor on standby in case one of the more dangerous acts goes wrong. Then if there's animals you'd need to have a trainer and it wouldn't be a bad idea to have a veterinarian to look after them.

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The style of it is somewhat influenced by early 20th century traveling circuses, though as it is managed by the Crawling Chaos, there are bound to be some differences. I'm going to give my estimate at maybe twenty people required to operate once it's set up, and it's quite likely that those people can also assist in setting up, tearing down, and transporting it.

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 style of it is somewhat influenced by early 20th century traveling circuses, though as it is managed by the Crawling Chaos, there are bound to be some differences. I'm going to give my estimate at maybe twenty people required to operate once it's set up, and it's quite likely that those people can also assist in setting up, tearing down, and transporting it.

 

 

Sounds like you have things in order.

Edited by Atton Rand
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Is that why you weren't posting? I thought you were just busy.

 

Okay, just as an announcement, Snarky is a bit bogged down in real life stuff right now, so if any of the rest of you have issues that you feel are preventing you from posting just drop me a line so we can sort them out and you can get to posting again! Come on people, we need to keep this alive :P

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Well there's been busy, and then there's been confused, and then there's been a handful of other reasons. Confused is just the easiest one to resolve.

 

So, is 20 NPCs to keep the circus rolling fine?

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 four first post worlds have mentions of what they border and where. I think there should be mentions in the submitted worlds of what they border and how

 

EDIT: Yep, had a check. Earth borders the Dominion and Erde, Erde borders Terra and Earth, the Dominion borders Earth and Terra and Terra borders Erde and the Dominion but from the other directions to Earth. Tlún is between Earth and the Dominion, and Angnalat is off the coast of the Dominion. Not sure about Tianxia or the Blasted Lands (though Tianxia sounds like it must be fairly close to the others)

Edited by Lord of Adders Black

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No such information is present for the player-submitted worlds, so far as I can tell, and the worlds in the first post say nothing about the directions for the borders - whether a border is on the northern edge of something, for example.

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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See, and I didn't know that, because there wasn't really any mention of where the region taken from Earth came from. The mention of mayors narrowed things down a little bit, but not a lot.

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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Well alright then. In the future, you might consider sending a letter to the server provider. It might be less strenuous. :P

 

"I am Dr. Robert Millstone. I'm sure you can understand I'm not allowed to just hand over medication, but perhaps if you would be willing to tell me more about these illnesses I could help you figure out what to do."

 

Okay, before I throw down a response to this, is there anyone who might want to suggest a possible terrible plague to infect a small town with, for one reason or another?

 

-Toa Levacius Zehvor :flagusa:

"I disapprove of what you have to say, but I will defend to the death your right to say it."


- Evelyn Beatrice Hall (often attributed to Voltaire)

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