Myth Weavers is pleased to announce the Dungeons & Dragons Create a Villain Contest! Members may create a villain using any edition of the Dungeons & Dragons rules, and the final entries will be voted on by the community.
First place wins a new copy of the Dungeons & Dragons 5th Edition Players Handbook!
The contest runs from July 1 to July 31, and voting will then run from August 1 through August 7. The winner will be announced on August 8 and contacted via PM. Contest details and directions may be found HERE!
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Posting Expectation: 1 post / 2 days at a minimum, please. I have no desire to NPC your characters and will not do so unless I have no other reasonable choice. Let me know as far ahead of time as possible if you won't be able to make this. Thank you. I will do my utmost to abide by these rules myself extend the same courtesy of notification of absence to everyone involved. On that note, I'm almost certainly going to start and play in various other games, because I personally like novelty and changes of metaphorical scenery. Therefore, I might update more often than 1 / 2 days, but that's the rate you can count on unless I let you know otherwise.
In 2025, the United States finally collapsed under the weight of its own unpayable debts. The rest of the world was dragged down with it, in a morass of swirling chaos and apocalyptic war. Competition over resources escalated into nuclear, biological, and chemical exchange. Half of the world died in three years. From the darkness emerged the Terran Union, a highly centralized government built on the ashes of the United Nations and European Union. Order and peace were restored, whether from weariness or at gunpoint. National borders were replaced with provinces, and the World Senate is the new, great governing body. Somehow, somewhere, just after the war, the first Alter emerged. Something allowed, or perhaps triggered, superhuman abilities.
The year is 2040. When a new Alter emerges, the Union's soldiers find them and tell them the State of Things. Their abilities, no matter how small or how great, are gifts. It is their duty to learn to use their abilities for the good of humanity. It is their duty to Serve. Many Alters, who almost invariably emerge somewhere between the ages of 8 and 17, are eager to go along; after all, they will be educated, fed, housed, clothed, paid, and so many other wonderful things. In today's burnt-out shell of a world, just getting enough to eat is a challenge for most people. Those who resist are kidnapped. There is no escape from this first fate, for the Union registers and tracks everyone from the moment they are born, and no new Alter, no matter how potent their powers, has the experience and strength of self to effectively resist capture.
You are one of these people, an Alter, captured before your 16th birthday. You have been brought, like all the Alters, to the Academy for the Gifted, somewhere in the Atlantic Ocean. It is a beautiful, idyllic place, an archipelago of plenty, where you are among your own age group and other Alters, where life is easy and survival is no longer a concern. You have your own room, all the food you can eat, nice clothes, entertainment, and all you have to do is go to school and not cause trouble.
Your memories are a blur, your past obscured by some arcane science. Your parents' faces, their voices, your families' too, are gone from your mind. You remember your name, you remember that you had a past, that you have powers and language and skills. Does the outside world remember you, or have they forgotten too?
You have a gift. You can be a hero. You also know the Truth. To work with and submit to the Union is a Faustian bargain. It is to be enslaved and kept as an attack dog. Can you escape the Academy, or will you, too, die trying or lose your free will to Service?
You will go to class. You will grow up. You will be experimented on. And you will Serve. But only if you can't escape before the clock ticks down to your doom. Only by banding together with your fellow students can you resist the indoctrination, and only with their help can you escape. There has to be a way.
Quiquid latine dictum sit altum viditur.
Last edited by AscendedMaster; Aug 11 '12 at 5:12am..
Looks pretty fun. Is there anything already planed for what happens after the characters escape?
No. While it may not be the "end" of the game, depending on a variety of factors, the simple fact is that it's so far into the future at this point that I don't want to give it much structure yet, so as to avoid the temptation to have a "story arc" rather than a game.
Originally Posted by Azerian Kelimon
The way I read it, escaping would be either the end of the campaign, or at the least the end of the first 'season' or major narrative arc. Doesn't look like something we're gonna do in one day.
That's a good way to put it. If the show is good enough to run for two seasons, we'll take it from there.
Originally Posted by ChaosHarbinger
Count me interested. I'll almost certainly submit two or three different versions of the same character (in terms of PL build, that is), but what I'd like to know first is: what sort of person can I be? By which I mean, taking into account a fair degree of reasonable restraint, are we looking at a game rated PG13 or higher/lower? Should I be trying to incorporate deeper moral and psychological themes into what I write or should I leave that for a more mature game?
Ideally, this will be a mature game. Sex, drugs, rock'n'roll, and really terrible violence, all that sort of thing. Campy and ridiculous elements are for catharsis, and the mere existence of superpowers is, in itself, at least a little silly. Between Watchmen and Justice League, leaning towards Watchmen.
The fact that your characters are teenagers does not diminish the seriousness of their situation. If anything, it makes it more poignant: they don't have a lot of life experience yet, so their conception of self is constantly threatened to be submerged by indoctrination and groupthink.
Originally Posted by bloodrever
So since our memories have been erased we will not be able to have much of a background. Do you just want a paragraph describing these points; one plot hook, one personal motivation to resist Service, one personal motivation to give in, and a basic desire for freedom?
Also are we new students or have we been in the school for awhile?
You can have quite a lot of background. Just because your character doesn't remember their past doesn't mean to can't write it. More to the point, though, your characters will have been at the Academy for a few months before they actually start going to school there. Who they met, friends and enemies made, secrets discovered, and all that kind of thing is all fair game.
The one-paragraph background with the required elements is the baseline.
You can play an older student or someone who was discovered younger and is just now high school age, but has lived at the Academy for a while, if you want.
Instead of my original teleporting/stealth/shadows character, I'm ironically going for kind of the opposite, a calm, quiet girl with fire powers, which make her very aggressive and violent when used. Basically the Hulk, but instead of turning into a giant green monster, she turns everything else into a raging inferno.