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Tokyo Nights
Tokyo Nights takes place in Tokyo, Japan. Starting date is December 23, 2018. The majority of gameplay will stay inside the Tokyo Wards and outer towns, with occasional choices or events possibly taking the player(s) into nearby areas of Kanto Region, or even to other parts of Japan. A player is expected to commit their character to remain in Tokyo Area and sometimes Greater Japan, except when the Storyteller offers respite in the form of story or personal events that MAY take them outside the core zone. Despite the night's urban terrors, the exterior of Tokyo is possibly more malevolent. Garou roam the wilds, vengefully seeking wayward kindred to ravage. Insidious spirits lurk in the ancient places, luring fools to destruction. Nameless horrors stalk the deeps, devouring all that dare to delve. Fringe Cainites hunt the outskirts and countrysides, lawless and maddened with hunger. And of course the Akuma, mystical and deadly, fel thralls of the Yama, corrupting and enslaving any they can overpower. Nay, wander not past the borders of the civilized underworld. Though, even within Tokyo, one may still cross paths with any of these perils.
Player characters begin as 12th-14th generation fledglings. This will be a particularly difficult setting for thinbloods, but they are allowed, poor thing. We use VTM20, standard character creation rules for the most part, though there will be some restrictions for specific clans and sects. There will be some homebrew assets to mechanics as well, such as hunger (though very different from V5, which I personally didn't love). The campaign strives to have a balance of gameplay: social/relationships, exploration, territory management, politics, and of course combat, will all be equally prioritized. There is an overarching plot, but it creeps up on you over time. Survival is the first and last quest, whatever might come in between. My condolences, fledgling. Life is not fair, nor it seems, is unlife. That you should awaken here in this treacherous hive is a sad condition. Certainly, in other regions of the world, you would have had a softer landing. Whether you are of a native clan or a foreign one you will face danger at every turn. Assuming you survive the first few nights, you might find a place amongst the many factions within Tokyo. In fact, I'd encourage you to try. If you prefer to remain unaffiliated there are countless niches you could carve out for yourself. Tread lightly, strike with wisdom, avoid transgressing the High Court, and you may just establish yourself as a new power in the Wicked City. Going it alone, though, will be perilous. For you are small, and Tokyo's hunger is behemoth.Traits of the Setting
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The setting of Tokyo retains some specific traits that make it different from most other urban settings in WoD. Much of the following is derived from lore or real-world while some is homebrew. For instance, guns. Firearms are heavily restricted in Japan, and are even more fiercely regulated in Tokyo. Any sound of gunfire will almost immediately bring police or even JDF. They will pursue any infringement to it's utter end, determinedly turning over every rock, reviewing surveillance footage, studying cell phone pings, etc. The days of Yakuza and Triad shootouts are in the past, and local kine generally help JDF keep it that way. For this reason, supernaturals tend to avoid using guns entirely, or save their use for dire circumstances. This has resulted in a resurgence of melee weaponry. In "normal" scenarios, you are more likely to encounter a katana, knife or steel stave rather than an Uzi or rifle.
Japan is generally disconnected from the greater politics of WoD. The Camarilla, Sabbat, Anarchs; they are small fish in this neck of the world. The Anarchs have a very minor presence, while the sabbat has met only bitter defeat here. Only the Camarilla, through careful political navigation and by aiding to drive the garou out of Tokyo, have managed to establish themselves as a minor player. The crisis of Golconda, the dread of the antediluvians, these concerns fall to the wayside in lieu of more domestic threats. Foremost of these threats are the Yama Kings; malignant spirit beings that rule over The Thousand Hells. These entities are currently waging open war against The Kuei-jin and any allied to them. Here in Tokyo, that means The Gaki, Zaibatsu, and Ko-Shi are top of the Yamas' list. Regardless, the Yama are a threat to all supernaturals. Yet there are those that serve the Yama willingly in return for power or pleasure, giving up their free will and hope in exchange. Traditionally, only Kuei-jin were of interest to the Yama, but in these strange modern nights even kindred and garou are susceptible to the Hellish Influences.
The typical aversion to caitiffs and thin-bloods is far less prevalent in Japan. To most kindred and gaki, an individual's discipline, common sense and usefulness matters far more than such trivial matters as bloodline or potency or vague western prophecies. Here in Japan, we have much more pressing matters to occupy ourselves with . . .Tokyo is absolutely massive. In the WoD, it has a rather dense population of supernaturals. Though there are many factions, most of which occupy a few to several different territories, there is nevertheless a ton of unclaimed places where an individual or coterie can stake out territory. This isn't a Camarilla City, where you have to bow and kiss some Prince's shoes. There is a certain level of freedom here. That being said, the Dusk Accords and the High Court reign supreme, and strictly enforce certain rules. The masquerade is absolute here, especially with the looming threat of Strike Force Zero on the horizon. As well, unapproved conflict between factions is prohibited; if you want to avenge yourself or take territory from another, you better bring it to the Tokyo Courts first.
Where Mages and Fae are concerned, there will be very little (if any) interaction. Of course, both are present and active, but the current narrative climate doesn't have either entwined in Kindred or Gaki happenings. Suffice to say, the Mages and Fae mind their own business, and don't have any good reason to mingle in the struggles and politics of vampiric society. For now.
The Dusk Accords
The Zaibatsu, Gaki and Ko Shi dominate the Tokyo Courts through the Dusk Accords; a strategic alliance formed between the three ancient enemies that has significantly shifted the political landscape of Tokyo. This alliance is opposed separately by The Hototogisu, The Garou, and The Yama Kings. Under the Accords, the Gaki manage the Kuei-jin, Yama Kings, and Fae. Meanwhile, the Zaibatsu manage the vampiric population, which has boomed in the last hundred years. All three work together to manage the Garou, Second Inquisition, and Hototogisu. Though each still retain their own traditional Courts, all contribute to the metropolis' administration via The High Court of Tokyo.
The Tokyo Courts
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For hundreds of years, the supernaturals of Japan have met at various neutral grounds for diplomacy, debate, and trial. In Tokyo Region (eastmost end of Kanto Region), there are three "Honorable" courts; The Sun Court of the Gaki, The Bitter Court of the Zaibatsu, and The Dragon Court of the Ko-shi. There are other Courts rumored to exist such as The Gnawed Court of the Fera, Veiled Court of the Spirits, and The Dreaded Court of the Tsuimitsue, but these are generally deemed as undependable. When an arbiter is needed to resolve conflict OR witness an agreement, typically one of these Three Honorable Courts are utilized. It is a severe matter of Honor to preside over a Court, and any abuse or apparent bias on behalf of the Judge(s) will do considerable damage to a faction's reputation. The host of a Court does have the option to refuse the arbitration, without it counting against their Honor. But, if you ask a Court to arbitrate, and they do preside, you are honor bound to accept the ruling or make generous compromise.
The High Court of TokyoAt the signing of the Dusk Accords, the Zaibatsu, Ko-Shi, and Gaki provided three members apiece to form The High Court of Tokyo. This is the Uppermost authority for all supernaturals in Tokyo, and is supported and enforced by all factions and individuals who abide the Rule of the Dusk Alliance. While the lower courts mediate the majority of issues that arise among the supernaturals, sometimes a matter must be escalated to the High Court. Escalatable scenarios are varied, but matters of war between factions are escalated directly to The High Court. This is the Pursuit of Bushio.
The Pursuit of Bushio
When a faction, group, or individual desires to make war on another and if this conflict will happen within a Tokyo Ward, the initiator is expected to first take the matter to The High Court. There are many justifiable reasons to do this, such as for territory, unresolved insult or harm, or even in the pursuit of subjective "Justice". The initiator presents their case, demands, or offer before The High Court, who then offers the accused/recipient a chance to either accept the terms or present a meaningful compromise. If the terms are not accepted or no suitable compromise reached, and if the High Court perceives the conflict to be legitimate, then The Court pronounces Bushio. This grants the factions or individuals the right to engage each other directly. There are rules to this approved conflict. Don't disturb the mortals. Do not fight where mortals can see. Engage only each other. Third party allies can join the Bushio ONLY if they were already allied at the time Bushio was declared. Otherwise, they must pursue their own Bushio before they can participate. There are other nuances, and The High Court can always and at any time apply further restrictions if it deems necessary. It should be noted, that if conflict is initiated without Bushio, then the initiator(s) are subject to discipline, ranging from execution of leadership to annihilation of the faction’s structure. This has happened thrice since the institution of The High Court; first with the Nagaraja, once with the Bushi, and again with the Sabbato. This is only applicable if the conflict involves more than two individuals; a duel or fight between two people does not require Bushio. BUT, this is not to be abused. You can't just challenge every member of a rival faction in single combat one after another. Such a tactic would certainly invoke the wrath of The High Court.
Seeking RecognitionTo be Recognized by The Court is to be granted legitimacy, standing, and a "seat at the table" in the Lower Courts. It also is an open and unmistakable sign of submission to the authority of The High Court. Or, at the very least, the Ideals of the Dusk Accords. To gain recognition an individual, group, or faction must first and foremost prove that they are in fact, separate from any other existing faction. The Anda, for instance, had petitioned for Recognition right away, but were refused, as the Zaibatsu felt that the Anda fell under their umbrella. After many years of successfully thriving without help or oversight from the Zaibatsu, as well as proving invaluable in the wars against the Garou, the Anda were granted Recognition as a reward. Which leads to the second requirement; you must prove that you will fight to uphold the Accords. Most factions that have been granted recognition, have achieved the honor through battle and a record of stability. There are other ways, though. Those who are Recognized, are permitted to expand and claim territories within Tokyo. They are expected to do so responsibly and sustainably.
The Overarching PoliticsShow this
Despite the current stability, there are many daunting and nuanced problems facing the supernaturals of Tokyo as a whole. The Yama Kings, of course, are an immediate and ongoing threat. Conflict has surged between Gaki and Yama over control of the Dragon Lines, which are streams and nodes of ambient chi, essential to the growth and survival of both groups. Though this theater has traditionally been handled exclusively by the Gaki, the Clans of the Sun are seriously considering bringing Cainite allies into the fold. This would represent a historical breach into exclusive Kuei-jin knowledge. No doubt, such a desperate measure will further enrage the Quincrux towards the Gaki, but may turn the tide against the Yama in Tokyo.
The Garou are an ever-present threat to both Gaki and Kindred. Though they were defeated and cast out of Tokyo over three decades ago, they have patiently gathered their strength in the countrysides, refilling their ranks, while their enemies have toiled against the Yama and Hototogisu. In recent years, reports and rumors have spread of a growing alliance of the beastfolk encircling Tokyo, awaiting some final call to battle. Even the eldest kuei-jin and kindred simmer in dread of this coming conflict. But what can be done to prevent it?
Myriad anomalies plague japan's supernatural societies as well. The seemingly uncontrollable surge of wayward, and often malicious, spirits are emerging unpredictably. Demonic madnesses and hellish manifestations amoung mortals risk exposure almost weekly, though the kine often ascribe these events to drug abuse or mental failings. And these persistent rumors of "The Nameless" can no longer be ignored; from lowly kine to wise elder, too many now claim to have encountered these unexplainable beings. At first, the Gaki believed these were related to the Yama Kings, but no longer. For it seems, even the servants of the Yama fear to linger in the deep places, and are at just as much a loss to handle these eldritch monstrosities.
Another problem is the stirring of a Second Inquisition branch emerging in Japan, known as Strike Force Zero. Formed after a series of significant kindred exposures, this specialized branch of the Japanese Defense Force is rumored to be developing state of the art tech and elite operatives in preparation for a supernatural pogrom. This won't be truly plausible unless the X-scope technology is successfully integrated into the sprawling metropolis. Fortunately, this move has been met by fierce opposition by many mortals of Tokyo, who fear the growing government oversight and surveillance. Though historically, the Gaki have ensured that supernaturals stay completely hands-off when it comes to Kine politics, both they and the Zaibatsu are rushing to infiltrate and establish controls within the Government in order to carefully (but absolutely) squash the 2nd Inquisition before it can set down roots in Tokyo. In spite of this, there are rumors that Strike Force Zero have already begun operating in the Major Wards.
Homebrew RulesShow this
Restricted Clans/Bloodlines/Sects (for various reasons, the following are not available for new characters)
Hecata (Giovanni, Cappadocian, Nagaraja)
Ministry (Followers of Set)
Baali
Nephilim
Children of Osiris
Daughters of Cacophony
Gargoyle
Maeghar
Blood Brothers
Nagloper
Ishtarri
Nkulu Zao
Sabbat (Sabbato)
Character Creation12th-14th Gen. Thin-bloods must take 14th Generation and Thin-blood flaws.
All PCs are recently embraced; Less than a month as a kindred prior to start.
Concept, Clan, Nature, Demeanor - standard rules apply
Select Attributes - standard rules apply
Select Abilities - standard rules apply
Select Advantages - standard rules apply (max individual Resources at start is 4 dots!)
15 freebie points - standard rules apply
Merits and Flaws available, standard rules apply, consider carefully!
- Vampire: The Masquerade 20th Anniversary (4e)
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Ronin
This is a relaunch of a game from ogMW. The game kinda lost steam during transfer, so only a single original player remains. The original recruitment thread is here: https://og.myth-weavers.com/showthread.php?t=542416
I'm not going to start over, I'm going to start anew. So in the original setup, you were soldiers returning from a bad defeat by Lumia, a break-away province in the Empire of Tûul-Abban. That's no longer the case. Instead, you'll be starting as indentured workers - more precisely oarsmen on an underground riverboat operated by a motley crew of dwarves, a goblin and an orc. The game will start with the encounter that frees you, so don't worry about that. You'll have no possessions except the ragged shirt on your back, but again - the first encounter will include loot with which you can equip yourselves.
Important info: This game is open world, and it is plotless.
I mean that in the most literal sense: You can go, and do, whatever you like. Things will happen around you, but there isn't any type of plot, no end goal, no BBEG. You can chose to fight for the Empire (which is frankly sorta morally deficient), join Lumia, or chose to travel the world, build a business. That means you need some personal initiative. I'll be more than happy to work with any ideas you have - but you do need to work together as a group. Conflicting goals or whatever will need to be hashed out. Or agreed upon, or something.
One caveat: Acts of evil are allowed, but will attract unwanted attention. Evil acts within the party are entirely untolerated. So no pvp.
How to character:
Characters in this game use standard array. You'll be starting at level 4.
Generally speaking, I only GM what I own, but I own only the PHB - so feel free to make suggestions. If I cannot look it up somewhere, however, it's a no-go. Also definitely no dragonborn, and no gloom stalkers. I'm afraid harengon are also going to have a hard go at it. They just don't fit in the setting.
You'll be starting as slaves. You will, however, find gear in the very first encounter, which is the opening of this game. If you need some particular bit of gear to be part of that loot, let me know. It's a pain to make a sword and board fighter only to find no shield got supplied. Or similar.
This game does not have a gold-to-power mechanic. You cannot buy magic items. Or, there are brokerages, but you cannot walk into the Ye Olden Magic Shoppe brand store, and walk out 10 minutes later with a suit of leather armor +1 and a dagger of poison.
For that reason, it makes sense to have some other idea what you want gold for.
Finally, I'll say this again: This game is open world. You can go anywhere, and do anything. It also has no plot, although it may feel as if a kinda plot unfolds before you where ever you go. But it means that you need to take initiative. If I present npc's like Sgt. Bromm or Prince Ashteen, you can work with either or none. It doesn't matter to me, but if you chose to work for Prince Ashteen, the job Sgt. Bromm had doesn't get done, or get's done by others. I ... try to make the world live.
Someone asked a clever question, and get's +1 Inspiration:
Hitpoints: Max for level 1, average +0,5 - that is to say, 4 on a d6, 5 on a d8, 6 on a d10, right? - for all subsequent levels.
Obviously, this is just so I can hit you harder =)
Why are you a slave?
Well, I leave that entirely to you. The Empire in which you live have numerous ways to wind up in slavery. No one is born a slave, however, and by law, no slavery is indefinite. So there is debt slavery, where you become a slave for a set period in exchange for having your debt paid. There is slavery as a sentence for certain crimes. And there is self-slavery, where you sell yourself into slavery, typically to pay for your family's well-being, or little Timmy's college education.
You decide why you are a slave, what you were before, and what you want to do when free - just moments from now, although your character doesn't know that.
Whatever the reason, you are an oarsman on an underdark river barge. It's manned mostly by dwarves, but operated by a goblin and an orc. They are, btw, Pashgir the captain, and Krgh'âahn the first mate. There is also a begoggled gnome, who hasn't been introduced.
The Empire, and Lumia:
Much of the known world is part of The Empire of Tûul-Abban. The Empire has been around for a long time, more than a thousand years, and is relatively benign. It does however allow for slavery, as you may have noticed. It also makes use of Deadmen - contract undead who serve in the military after the cessation of their bodily life functions.
The Empire has a state religion - The Nine - which is a rather strange religion, in that the gods are secret, there are few if any clerics (this is actually unknown), and the various cathedrals are empty, basically all the time. Two annual holidays are the exception to this, when it is mandatory for everyone to visit the cathedrals, say a short prayer, and leave a small sacrifice.
The Tûul-Abban heartland is a 'promised land' highland plateau, protected by tall mountains and narrow passes, which is a huge, mild-climate grassland with plenty of rain - unlike the surrounding countries which are mostly hot and dry.
The former Province of Lumia:
Lumia was the fourth region to be conquered by the Empire. It has been part of the Empire for over 800 years. Recently (6 years ago), in a sudden and unexpected coup, a well organized liberation force kicked out the Imperial officials, soldiers and so on, and declared independence. A large Imperial force was gathered and dispatched to bring it back in the fold. They failed rather miserably, and were sent back home with their tails between their legs, shattered pride and broken ego's.
Lumia is a theocracy, but with democratic undertones. In other words, the leader of the rebellion, Leora, has now been sainted and made queen. She does however have a freely elected council to advise her.
Ghazzad:
Where the original game started, and below which you are. Ghazzad is a large port city in the Province of Arcaeon. While it isn't any of those places, it has similarities with Ankh-Morpork, Mos Eisley and Lankhmar. It is a city of opportunity, but also of misery and poverty.
The Empire of the Shoals and the Depths:
Sahuagin control the oceans. They are quite, quite numerous - like fish in the sea, one might say - and ... difficult. Negotiations are ongoing, and treaties are in place, but the Sahuagin are so powerful on their own turf that it's challenging to make them feel any real obligation towards words on a page they signed off on.
Recently, there was a festival in Ghazzad, during which the Empress visited the city to meet with Prince Ashteen. This is something that happened, and not to be mistaken for a plot =)
- D&D 5e
- closes January 31
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- D&D 5e
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The Walking Dead: Tales of the Ozarks
The Ozarks. Occupied by various peoples since the ice age and visited by some of the most recognizable names in American history. The last hunting ground of Daniel Boone, the home of industrialist Moses Austin and his son Stephen F., the “Father of Texas.” It is the birthplace and childhood home of African American scientist and inventor George Washington Carver. It was home to Hermann Jaeger, a Swiss immigrant who saved the European wine industry in the nineteenth century. It was the site of “Wild Bill” Hickok’s first shootout and Jesse James’s first train robbery. It was where a teenage Charlie Parker honed his licks on the alto sax and the birthplace of network television’s first regularly scheduled country music show. Home to the world’s largest retail corporation, the nation’s leading meat-producing company, and the premier collection of American art.
The Ozarks are a region settled overwhelmingly by white pioneers from the Appalachians, some of whose descendants were still singing seventeenth-century British ballads and making moonshine whiskey in hidden caves at the dawn of color television. That it is a place where the rules of neighborly civility melted in the heat of the Civil War, where racially motivated violence occurred at a per capita rate matched by few other areas in the years around the turn of the twentieth century.
Vast stretches of its rocky, infertile ridges and hollers have provided little more than bare subsistence for generations of families and that these families once composed a significant percentage of the country’s migrant labor supply. The home to at least one community tucked so far back into the inaccessible hills that electric power lines finally reached it the same year that humans piloted a rocket ship to the moon and back.
It's here, in this area at the intersection of Oklahoma, Missouri and Arkansas, that you found yourself just before the world changed forever. Whether you were born and raised here, came here to work, came to make a change, or just came to relax and enjoy the natural resources while on vacation, your lives intersected at a time when survival was the word of the day as infrastructure collapsed and the dead walked.
It's up to you to survive and perhaps rebuild what was lost. Six months after the fall of society, these are the...
Tales of the Ozarks.
- Miscellaneous
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City of Mist - Killing Her Softly
The City. A mix of neon lights, crime and corruption. It is all you have ever known. All that you ever thought there was. Day after day living life on autopilot, walking through the rain, passing through the mist-covered streets. Keep an eye when you cross an alley, be wary of those who claim to protect and serve, and do not cross those who really run things. Keep your head down, that's what you were taught growing up here. Keep your head down, perhaps shake it in sadness when you see the news of yet another poor soul lost for one reason or another. It is the way the City is. It always has been and always will be.
But then it happened. A decision you made. A path you could have walked but didn't, a turn you could have taken but avoided, a cry for help that you could have ignored but, for once, answered.
And it awoke something in you. Something that feels as though it has a will of its own, a message that it wants to communicate to you. And power. Incredible, terrifying power that is now yours. Life as you knew it was but a dream, but now you are Awake. The City has a different face, a true face, and you can see it. A different world, hiding in plain sight, filled with beings who can do incredible things, each with their own designs, their own goals for this wretched place you call home.
You are a Rift. And for better or worse, you now have the power to change this city.
Greetings everyone, I am looking for 2-3 players to play through the scenario Killing her Softly from Nights of Payne Town: A spooky mystery taking place in the world of jazz clubs in the City. I am Samanos and I will be your GM for this scenario. I used to play in the old site back in the day, however this will be my first real venture into the City of Mist. I don't mind if you are a new player or a veteran who has played this scenario before (though if you are, please take care not to spoil anything for the other players).
If this sounds like something you'd be interested, please take a look at Character Creation and make a thread for your application.
Applications close February 29.
- City of Mist
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Total War
For the wider Total War universe, currently preparing for Mandate of Heaven 2, Sea of Change and possibly new Sethennai
- Homebrew
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Scion 2e: Fatebound
A scion 2e game, taking place on the Global Scale where your characters play Scions of the Gods, starting at the Hero tier, going to Demigod tier eventually. You are a band of scions solving issues in the World and Terra Incognita.
- Scion
- closes January 22
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- D&D 3.5e
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The Dark Tide
Transhuman Space (THS) is a role-playing game by David Pulver, published by Steve Jackson Games as part of the "Powered by GURPS" (Generic Universal Role-Playing System) line. Set in the year 2100, humanity has begun to colonize the Solar System. The pursuit of transhumanism is now in full swing, as more and more people reach fully posthuman states.
Setting
The game assumes that no cataclysm — natural or human-induced — swept Earth in the 21st century. Instead, constant developments in information technology, genetic engineering, nanotechnology and nuclear physics generally improved condition of the average human life. Plagues of the 20th century (like cancer or AIDS) have been suppressed, the ozone layer is being restored and Earth's ecosystems are recovering (although thermal emission by fusion power plants poses an environmental threat—albeit a much lesser one than previous sources of energy). Thanks to modern medicine humans live biblical timespans surrounded by various artificially intelligent helper applications and robots (cybershells), sensory experience broadcasts (future TV) and cyberspace telepresence. Thanks to cheap and clean fusion energy humanity has power to fuel all these wonders, restore and transform its home planet and finally settle on other heavenly bodies.
Human genetic engineering has advanced to the point that anyone—single individuals, same-sex couples, groups of three or more—can reproduce. The embryos can be allowed to be developed naturally, or they can undergo three levels of tinkering: 1. Genefixing, which corrects defects; 2. Upgrades, which boost natural abilities (Ishtar Upgrades are slightly more attractive than usual, Metanoia Upgrades are more intelligent, etc.); and... 3. Full transition to parahuman status (Nyx Parahumans only need a few hours of sleep per week, Aquamorphs can live underwater, etc.) Another type of human genetic engineering, far more controversial, is the creation of bioroids, fully sentient slave races.
People can "upload" by recording the simulation of their brains on computer disks. The emulated individual then becomes a ghost, an infomorph very easily confused with "sapient artificial intelligence". However, this technology has several problems as the solely available "brainpeeling" technique is fatal to the original biological lifeform being simulated, has a significant failure rate and the philosophical questions regarding personal identity remain equivocal. Any infomorph, regardless of its origin, can be plugged into a "cybershell" (robotic or cybernetic body), or a biological body, or "bioshell". Or, the individual can illegally make multiple "xoxes", or copies of themselves, and scatter them throughout the system, exponentially increasing the odds that at least one of them will live for centuries more, if not forever.
This is also a time of space colonization. First, humanity (specifically China, followed by the United States and others) colonized Mars in a fashion resembling that outlined in the Mars Direct project. The Moon, Lagrangian points, inner planets and asteroids soon followed. In the late 21st century even some of Saturn's moons have been settled as a base for that planet's Helium-3 scooping operations.
Transhuman Space's setting is neither utopia nor dystopia, however: several problems have arisen from these otherwise beneficial developments. The generation gap has become a chasm as lifespans increase. No longer do the elite fear death, and no longer can the young hope to replace them. While it seemed that outworld colonies would offer accommodation and work for those young ones, they are being replaced by genetically tailored bioroids and AI-powered cybershells. The concept of humanity is no longer clear in a world where even some animals speak of their rights and the dead haunt both cyberspace and reality (in form of infomorph-controlled bioshells or cybershells).
And the wonders of high science are not universally shared — some countries merely struggle with informatization while others suffer from nanoplagues, defective drugs, implants and software tested on their populace. In some poor countries high-tech tyrants oppress their backward people. And in outer space all sort of modern crime thrives, barely suppressed by military forces.
- GURPS
- closes January 31
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Barrowmaze
Ages ago, an unknown people settled near a great moor. Following their custom, they built a village and constructed burial mounds and underground tombs to lay their dead to rest. Some were buried in simple alcoves, while others were entombed behind sealed doors and guarded by deadly traps. This continued for centuries, and the tombs grew into an immense complex of maze-like complexity.
Then, something changed. An evil has come to the region, and Chaos has infected the Barrows. The dead have woken and hunger for the living.
... and, according to legend, they guard the wealth of ages.
What is Barrowmaze?
Barrowmaze is a sprawling megadungeon and the centerpiece of this campaign. If you can defeat it and claim the dark artifact that lies at its heart, you win.Be warned: Barrowmaze isn't just a cavern or lair. It's an ecosystem that shifts, changes, and adapts to your actions. To defeat it, you will need to learn its secrets and face its dangers.
Barrowmaze is huge but it's more than just a dungeon with many rooms. Its history has shaped its regions and some of the monsters within have settled into factions. A savvy adventuring party will learn from their explorations to improve their odds of success.
There are dozens of entry points in the Barrowmounds, a few of which lead directly to some of the deadliest areas of the dungeon. Fair? Not remotely. Forget balanced encounters. In Barrowmaze, survival is your responsibility.In Barrowmaze, you'll need to manage time and resources or risk becoming lost in the dark. The halls are filled with deadly traps. Monsters will be hunting you as you explore, and you'll need to weigh your options at every turn. Attempting to sleep in the dungeon might not be the best idea.
Undead hordes? Barrowmaze has them. Bottomless pits in the middle of random hallways? Yes. Green slime and other old-school dungeon hazards? Absolutely. If you don't know the lost art of the dungeon crawl, you're about to learn it.
Back to Basics
We will play this campaign using the Basic Fantasy RPG system, which is very similar to B/X Dungeons and Dragons. BFRPG, however, offers more character options and some quality-of-life improvements, like ascending AC. The Basic Fantasy Core Rule Book is available as a free download from the BFRPG site, as are all the rule options and character classes we'll use in this campaign.
It is unnecessary to have experience with older editions of D&D to play. If you've been curious about them or the OSR movement, this is an excellent opportunity to see what they are all about.
Death Is No Escape
Lose a character? No problem! This particular campaign features a unique mechanic for leveling up players in addition to their characters. Players will level up whether their character meets with success or a grisly demise. These player levels offer new character options, free experience points, treasure, and other advantages.
Of course, you can only use your levels if your character meets their fate. Luckily, making a new Basic Fantasy character only takes a few minutes.
Get Ready to Become a Permanent Resident
I'm looking for 4 - 6 players who can post several times weekly. While this campaign will feature combat and exploration, there will be opportunities for role-playing during and between expeditions and while carousing back in town.
Do you want to know more about what to expect in this campaign? Be sure to watch the Barrowmaze Trailer.
Anyone up for a challenge is welcome.
- Basic Fantasy Role-Playing Game
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A leap of faith
Looking to recruit one to two PCs. The game is set on an island in the Eye of the Eye of Abendego, the eternal storm of Golarion. There is no way off the island that the shipwrecked PCs know of. They are currently between a rock and a hard place, given that there's nowhere to run to. They are guardians and protectors of civilians shipwrecked with them... the game's economic core.
PCs are now 4th level.
- Pathfinder 1e
- closes May 3
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- D&D 5e
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- D&D 5e
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Spheres of the Multiverse: A Planar Gestalt Spheres Game
Hello everyone and welcome to Spheres of the Multiverse, a gestalt planar game designed from the ground up for those kindred spirits who love the Spheres of Power, Spheres of Might, Spheres of Champions, and Spheres of Guile subsystems for First Edition Pathfinder.
Players in this game will assume the role of Gatewalkers- individuals from across the multiverse who possess the mysterious and seemingly innate ability to create portals that allow them to traverse the planes- and are employed by the Realmwardens of the planar hub city known as the Nexus. The Realmwardens that the party will be working for are a loosely-organized multiplanar organization of no small renown that began as an adventurer's guild and its members take on both paid requests from across the many worlds, as well as the occasional private contract from the organization itself that involve safeguarding the stability of the planes.
This game will be episodic in nature and the party will be able to choose which contracts to take on from a list that will be updated after each adventure; this means that you, the players, will have a great deal of control over both what planes you visit and what stories you explore. I have labored to ensure that there is a lot of variety in both environments, enemies, stories, themes, and tones between each of the contracts and players can expect everything from traditional high fantasy to grimdark sci-fi horror and everything in between. A baker's dozen contracts will be available for the party to choose from at the game's outset and this will at least double as the game continues; a list will be included in the subforum that details a few of each so that everyone can get a feel for what options will be available for both early and late game adventuring.
*Currently under construction, but most of the pertinent information for creating a character is complete.
- Pathfinder 1e
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- Vampire: The Masquerade 20th Anniversary (4e)
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- Vampire: The Masquerade 20th Anniversary (4e)
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Ravenloft: Curse of Strahd
Curse of Strahd
“Listen to them, the children of the night. What music they make!”
-Dracula, Bram Stoker
After long and tiring travel you finally see a light in the distance. Hope and comfort. The dark misty lands have been your cold companion these past days—weeks even. But now a warm fire welcomes you, young hunters. The warmth will not last, not in your line of work. Evil does not sleep, and there are many a monster tormenting the vulnerable, the good, and the innocent. It is people like you that cut down this wickedness. For good… though coin would be greatly appreciated.
You arrive in Barovia, a land unfamiliar to you. It welcomes you gracefully—eagerly.
Hungry.
Welcome. You had already entered freely. Now come guest, enjoy the many sights and pleasures. Don’t worry about accommodations, you may stay here.
Forever.- D&D 5e
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Invasion Hell
The Seal of Avron Dee has been broken. The Gates of Hell have opened and it's armies march forth. The Great Dukes of Perdition have raised their banners and sounded their horns and flood into the mortal realm with eyes on conquest and genocide. The heavens have marshaled their armies are descend from above but the outcome cannot be known. It is up to mortal hands to sway the tides of battle and push back on the hordes. With the help of divine inspiration, a group of mortals ban together to begin the march to push back the forces of Evil.
My intention is to run a series of boss encounters and complex set pieces. There will be downtime between battles but not much.
For maps, I will use Roll20 and for OOC I will use Discord.
The characters will all be from and will start play in the Barony of Twilight, a scenic valley at the foot of the Mountains of Orgh.
What I'm looking for: Iconic and larger than life heroes willing to do battle with evil. The primary if not sole foe will be evil outsiders. There is no distinction between types of fiends (devil and demon will be an interchangeable term). Simple fixes like banishment will not be effective. I do not want hyper optimized builds and I will look extra close at extra buildy characters. I want a nice easy job as a DM for this.
- Pathfinder 1e
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The January 2024 Character Creation Challenge
Hey everyone, hope you're ready for the
January 2024 Character Creation Challenge
There are no "rules" or any requirements besides to have fun. Just make some characters. Share them here. Share them on your own personal blog. Share them over at RPG.net (where I found out about it) Share them anywhere you can with #CharacterCreationChallenge
- Miscellaneous
- closes January 31
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- D&D 5e
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- Exalted 3e
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2E Pathfinder Society- Official
Central community for Paizo's Organized Play Campaigns- Pathfinder Society, Pathfinder Society 2E, and Starfinder Society.- Pathfinder 2e
- closes May 20
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- Shadowrun 4e
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The Final Voyage of Drængr Thar
The adventure takes place in a freezing, lonely inlet many miles north of the raiders home territory. A group of brave reavers are sent to the inlet to find Drængr Thar, a famed raider whose boat was stranded while returning from a raiding voyage.
- Old School Essentials: Advanced Fantasy