Return to Wonderland - Myth-Weavers Lethe


Return to Wonderland


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Game Information
  • Created Dec 7 '12
  • Last Post Jul 31 '14 at 6:59pm
  • Status Aborted
  • System GURPS

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Game Description

The system is GURPS 4th Edition. The only necessary books should be the Basic Set.

Characters are 150 points and may only take mundane advantages, disadvantages and skills, except for your Twist. Your Twist will be an Advantage or small template. The Advantage (or every part of your template) must have the Limitation “Accessibility: Only during an Episode” for -10%. (Due to the amount of game time that will be spent on lower Chessboards.) For Disadvantages, this counts as a Mitigator and likewise changes the value of the Disadvantage. (So a Disadvantage worth -10 points would give you -9). Templates shouldn't have too many Disadvantages, only those necessary to make your concept work.

Twists don't automatically manifest. They usually won't manifest if the character is unaware he is having an episode (lack of realization usually only occurs on Chessboards 1 and 2, naturally). Even then there is only a chance they will manifest, but this can be affected by Mastery.

The Disadvantage limit is -40, not counting any Disadvantages on any Twist template you have. You may additionally take up to 5 points in quirks.

Although the JAGS setting had a magic system, this game will not use magic. This is chiefly for simplicity's sake, but many magic effects can be replicated with Mastery.

The setting, other than the lower Chessboards, is today's modern world. Early TL8 in game terms.

Other than those restrictions, you may split your 150 points between your mundane character and Twist however you wish. (Your mundane character ought to be able to plausibly get along in society, at least.)

All players will also get 5 metanarrative points. A metanarrative point, or MNP, allows a few things. You can use them to buy successes (or, more rarely, failures), cause a minor change (usually fortuitous coincidence) in the game world or reduce damage from an attack. Serendipity, instead of its normal effects, gives 2 extra 'Serendipity Points' per level that can only be used on minor changes. Similarly, Luck gives 2 extra 'Luck Points' per level that can only be used on buying successes (or failures). These will refresh every week of in-game time. (This may be subject to increased refresh as narrative flow demands.)

The focus of the game will be on exploration and socializing (to the potential extent of politics), albeit with beings that are at least somewhat mad.

There are more secrets about the nature of reality that your characters don't know, but you can assume that they have been Infected long enough that they've gleaned everything written here thus far.

Additionally, all characters should have something that ties them to reality. Something they care about – be it a loved one, organization, some great opus or anything else you can conceive. Characters should also have a bit of a backstory. The backstory should be about their experience with Infection thus far, and when they first manifested their Twist (if they have one, though I am recommending it for story purposes. Admittedly mostly my purposes), as well as any adverse effects it has had on their mundane life to this point.

Given that the characters will have a bit of backstory, which may be related to their Twist, I don't necessarily expect complete character sheets for the applications. I even envision that there will be a period of discussion between signup and the start of the game.

To summarize character creation:
150/-40/-5
TL8
Mundane skills, advantages and disadvantages, except for the Twist, and you may put points into Mastery (An IQ/VH skill – read more about it in the Further Information thread on the game forum.)
5 'metanarrative points.'

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