[HEADING=1]Horizon Walkers[/HEADING]

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Hello everyone. Welcome to this game. This OP thread is based on the "Tower of Druaga" RP by Asclepion with modifications by me (hiei82) and is used with his permission.
The game takes place in a large multiverse connected by mystical portals known as "Horizons". There are countless worlds; each with different climates, geographies, inhabitants, civilizations, and dangers. Horizons are unstable however, connecting to the other worlds at random, though they stay connected to each world for a fairly long period of time. Some Horizons never connect to the same world twice while others reliably connect to the same worlds at set times of the day. Those who adventure forth through these portals are called "Horizon Walkers"; or just Walkers for short.
As a walker, you join a group of others like yourself to explore the different worlds. Whether seeking treasure, the rush of being inches from death, the desire to see new worlds and map them, your goal is the same: to pass through a Horizon and live long enough to pass through the next. No one knows who created the Horizons, but its said that the creators of the Horizons ascended to divinity so many Walkers seek to do the same.
The multiverse is vast and contains countless races and civilizations. The world-setting is High Fantasy. Magic exists, but to learn how to use it asks for nearly complete dedication on its studies, and mostly even then you specialize in certain aspect of it: some element, certain types of spell, and so on. Magic items are rare and difficult to create, but not unheard of. Technology remains at roughly medieval levels, though civilizations will vary
Conceptualized and named in countless different ways, all the universes in all creation are the locations of the game. Each world is different from the last; sometimes radically different and sometimes different by only a single, minor change. The worlds (and the challenges within them) can be anything imaginable; strange crystalline tunnels that are actually flaws in a gigantic diamond, a massive abyss filled with the rumbling thunder of a tidal sea far below, humid jungles brimming with life, a system of dungeons coated in a dull green carpet that comprises a sentient fungus that infests the whole zone, killing climbers with it's spores; A volcanic complex of lava and bridges, mazes, grasslands, places with no gravity, places where you can walk on the walls and ceiling, and places that take you to or beyond the very edge of reality as you understand it. And then there are worlds no one has crossed yet. Unknown worlds, and everyone who traversed them has died... or worse.
Most likely, you will die. The point becomes not to reach your goal, but to go as far as they can before succumbing to the multiverse's dangers. To meet new races along the way, to help people, fight monsters, amass wealth, and see things no other being has seen in an epic tale of survival and adventure is the essence of this game, and the true motivation for anyone attempting to walk the Horizons
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HOW THE GAME WORKS
Every player is both character and GM. Each person makes 1 Horizon Walker and 1 world. As the group passes a level, the next person GMs the floor above, and so on. I will be the first GM, to give you a feel for the game. It works because each floor is it's own "world", and the environment and what we encounter can be wildly different. No single person knows how the whole campaign will go, and it evolves with each player.
Every player is both character and GM. Each person makes 1 Horizon Walker and 1 world. As the group passes a level, the next person GMs the floor above, and so on. I will be the first GM, to give you a feel for the game. It works because each floor is it's own "world", and the environment and what we encounter can be wildly different. No single person knows how the whole campaign will go, and it evolves with each player.
Each GM will be given plot threads to help them plan the story for their world by the previous GM. As such, each GM should also plan to leave some plot foundations for the next GM. Plot threads should be determined through collaboration between the current GM and the following GM. This serves to give structure to the game story in which every player contributes.
The GM order will be determined by the submission order (i.e. the first person to submit a world is the first GM, the second person to submit a world is the second GM, and so on.) As mentioned above, I will be the first GM and the world at the bottom of this post is my submission. You do not need to consider the world prior to yours in line when creating a level since the Horizons aren't always stable connections. You can however build off the previous world if you desire, but try to include the creator of that prior world in the process (it is after all their contribution too)
Players may Co-GM worlds if desired; though the rule of submission order still applies.
The GM order will be determined by the submission order (i.e. the first person to submit a world is the first GM, the second person to submit a world is the second GM, and so on.) As mentioned above, I will be the first GM and the world at the bottom of this post is my submission. You do not need to consider the world prior to yours in line when creating a level since the Horizons aren't always stable connections. You can however build off the previous world if you desire, but try to include the creator of that prior world in the process (it is after all their contribution too)
Players may Co-GM worlds if desired; though the rule of submission order still applies.
This game will use dice rolls to resolve internal party conflict (such as PvP fights) for the purpose of fairness as needed. Rolls will be 1d20 + 2 x ability + circumstance as needed. The GM at the time has final say on all circumstance bonuses to the rolls, but the dice themselves are above GM power.
For reference, the following are what each number means:
GMs may use dice rolls to determine the outcome of events other than player conflict at his/her discretion.
For reference, the following are what each number means:
There are 6 abilities used for characters - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Strength governs feats of muscular ability
Dexterity governs feats of reflexes, speed, and fine control
Constitution governs feats of endurance
Intelligence governs feats of Knowledge and intellect
Wisdom governs feats of common sense and will
Charisma governs feats of interaction and poise
1 = Feeble
2 = Weak
3 = Average
4 = Savant
5 = Extraordinary
6 = Super Human
7 = Legendary
8 = Mythic
9 = Supreme
10 = Ultimate
Strength governs feats of muscular ability
Dexterity governs feats of reflexes, speed, and fine control
Constitution governs feats of endurance
Intelligence governs feats of Knowledge and intellect
Wisdom governs feats of common sense and will
Charisma governs feats of interaction and poise
1 = Feeble
2 = Weak
3 = Average
4 = Savant
5 = Extraordinary
6 = Super Human
7 = Legendary
8 = Mythic
9 = Supreme
10 = Ultimate
GMs may use dice rolls to determine the outcome of events other than player conflict at his/her discretion.
Characters will have the ability to advance throughout the game. This will occur in two ways. 1 additional point to an ability score is given at the conclusion of each world and the maximum for each ability score is increased by 1 every two worlds.
New powers (and/or cures for flaws) will occur occasionally where the following conditions are met. 1) The change must make sense in the game story, 2) with the agreement of the majority of players, and 3) with the expectation that all players will gain a similar increase in abilities. These increases should happen infrequently for the purpose of maintaining the game balance.
New powers (and/or cures for flaws) will occur occasionally where the following conditions are met. 1) The change must make sense in the game story, 2) with the agreement of the majority of players, and 3) with the expectation that all players will gain a similar increase in abilities. These increases should happen infrequently for the purpose of maintaining the game balance.
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[HEADING=2]Character and World Creation[/HEADING]
Name: What your character is called.
Age & Gender: Quite clear, too?
Height & Weight: More simple questions. Optional, though at least height would be good.
Species: If playing something more exotic than the standard fantasy races (Humans, Elves, Dwarves, Halflings, etc.), please give a detailed description for your fellow players understanding. Likewise, if you are modifying a standard race, include it here as a "sub-species."
Appearance: What your character looks like.
History: What your character has done until now, wanting to walk the Horizons? What kind of life he has lived until now? This is good place to explain a few facts of the topic below this one.
Reason to be here/things to do: Why, against all odds, you want to test yourself against the multiverse? This could be simple, "I want to explore and become rich" or "I want to get the power to revive my dead father", or something more complicated, like "there is supposed to be this person who I want dead here in Tower. I seek to obtain his death."
Personality: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
Abilities: These are the six statistics used to define your characters abilities for the purpose of conflict resolution. They are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Players have 21 points to distribute among these abilities as they see fit, with a starting maximum of 5 in any stat. See Conflict Resolution section for definitions of abilities.
Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)
Notable skills: These govern the more mundane abilities you have (such as fishing, farming, survival abilities, cartography, diplomacy, etc.)
Equipment: Note anything worth mentioning on your character. Food, shelter, hunting/fishing equipment, survival in general, location devices, medicine, other equipment you might need on a extremely long and dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.
Age & Gender: Quite clear, too?
Height & Weight: More simple questions. Optional, though at least height would be good.
Species: If playing something more exotic than the standard fantasy races (Humans, Elves, Dwarves, Halflings, etc.), please give a detailed description for your fellow players understanding. Likewise, if you are modifying a standard race, include it here as a "sub-species."
Appearance: What your character looks like.
History: What your character has done until now, wanting to walk the Horizons? What kind of life he has lived until now? This is good place to explain a few facts of the topic below this one.
Reason to be here/things to do: Why, against all odds, you want to test yourself against the multiverse? This could be simple, "I want to explore and become rich" or "I want to get the power to revive my dead father", or something more complicated, like "there is supposed to be this person who I want dead here in Tower. I seek to obtain his death."
Personality: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
Abilities: These are the six statistics used to define your characters abilities for the purpose of conflict resolution. They are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Players have 21 points to distribute among these abilities as they see fit, with a starting maximum of 5 in any stat. See Conflict Resolution section for definitions of abilities.
Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)
Notable skills: These govern the more mundane abilities you have (such as fishing, farming, survival abilities, cartography, diplomacy, etc.)
Equipment: Note anything worth mentioning on your character. Food, shelter, hunting/fishing equipment, survival in general, location devices, medicine, other equipment you might need on a extremely long and dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.
Name: What is your world called?
INSERT IMAGE IF DESIRED
General Description: What is generally known about your world? What is its Geography? Climate? Inhabitants? Civilizations? etc. You do not need to include plot elements, but you may do so if you wish.
INSERT IMAGE IF DESIRED
General Description: What is generally known about your world? What is its Geography? Climate? Inhabitants? Civilizations? etc. You do not need to include plot elements, but you may do so if you wish.
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[HEADING=2]Example Character and World[/HEADING]
Note: This Character and this Level are going to be my submissions for this game.
Name: Kes No-Name
Age & Gender: Early 20s (exact age unknown) and Female
Height & Weight: Kes is 5 and 3/4 feet tall and weighs just over 140 pounds
Sub-Species: Kalidonian: A sub-species of Human, this group is native to the land of Kalidonia. Kalidonia is a wild world populated primarily by predatory flora and fauna in a constant struggle to eat and not be eaten. The world goes through incredible temperature cycles ranging from well below freezing to inhospitably hot. Because evolution has created an incredible arms race on the world, most attempts to eke out a living on the world by outsiders have failed. The exceptions to this are the first colonists - the Kalidonians - and the most recent conquerors; the Liemian Empire. The Kalidonians first moved to the world millions of years ago, surviving first by hiding in the upper reaches of the trees where few predatory species lived. Over these many years, the species slowly adapted to the harsh world, and eventually became top predators themselves. Kalidonian's are known for their extraordinary strength, ability to crush people with their bare hands, and their ability to embrace their primal fury in battle. Kalidonians however face extinction following the invasion of the Liemian Empire from beyond the world's Horizon gate. Using their advanced military technology, magic, and strategy, they have begun taming the savage world and enslaving the Kalidonian population for physical labor and for the blood sports of their native world.
Appearance: Kes as long dark hair which has proven all but impossible to tame. Her eyes are a deep blue and her skin a patchwork of dark and light; designed for her home world. She wears mostly rags and chains and has never worn any kind of shoe. She has a fire in her eyes, though its well hidden.
History: Kes was born in the wilds of Kalidonia, though she has little memory of the land or her family. Her family was captured by Liemian slave traders when she was six, so her few memories of her family and home are foggy half-remembered images of tall, dense forests and blurry faces of those who must have been her parents and siblings.
She spent most of her youth being trained to fight in the Colosseum of Liem by both her Liemian owners and the older members of her people. She learned many things in order to survive; primarily skill with her hands. In this, she excelled; proving far more adept than even her older tribesmen, quickly becoming a powerful gladiator and one of the few Kalidonians to survive long in the blood sports. She fought long and hard against many monsters and people from many different worlds; bathing in the blood of the enemies her true enemies threw at her.
Still, she could never find a way to escape her captivity for the spears and swords of her captors were sharp and many. All she could do was subvert their control; sparing those in battle she could respect by earning the favor of the crowds, learning to hide her thoughts from her captors, and delving deep into the secrets of the few tribesmen who remained.
Now, as far as she's aware, she's among the last of her people and merely awaits the right moment to make her escape.
Reason to be here/things to do: When Kes first appears, she's been a slave most of her life and desires freedom more than anything else. Once she has her freedom, she seeks to find what few of her people have escaped the destruction brought by the Liemian Empire.
Personality: Like her home world, Kes personality exists in a cycles of extremes. Most times, she remains quiet and restrained; mostly a remnant of her need to remain that way to escape punishment in the slave pits. When not on edge, she wears her emotions proudly, speaking her mind no matter what society might say. Her anger however is astounding; see her Berserker power. Kes is slow to trust anyone other than Kalidonians, though this may change over the course of the game.
Abilities: Strength 5, Dexterity 4, Constitution 4, Intelligence 2, Wisdom 3, Charisma 3
Powers:
Major Power - Berserker: In the heat of battle, Kes can call upon her primal fury. In this state, she can perform great feats of strength and endurance (temporarily increasing her Strength and Constitution). In this state, she's knows who her allies are, but cannot back down from a challenge and acts without reason. After the fight is over, she must rest to regain her strength for several minutes.
Minor Power 1 - Survivalist: Kes can survive in extreme environments without difficulty or protection. Heat, Cold, Pressure, Gravity, and Oxygen availability are all survivable, though it is possible to push past even her limits (i.e. she can hold her breath for a long time, but she still needs air eventually). What more, Kes's body is so tough and her will so strong that she can shrug off wounds... at least for a time. Any wound that isn't immediate death can be endured and ignored for a time, though she will still need medical treatment.
Minor Power 2 - Terrible Howl: Kes can be a terrifying opponent and is a master of inducing that state in her enemies. Kes's howls can strike at moral fear; weakening the resolve of enemies; potentially making them run or cower.
Minor Power 3 - Wild Fighter: While some are masters of sword or axe, Kes is a master of hand-to-hand fighting and can fight on par with even master swordsmen with nothing but her hands and feet.
Notable skills: Aside from her powers, her only notable mundane abilities are survivalist training (following tracks, sneaking, reading weather, etc), and the ability to hide her feelings behind a mask of indifference. She has some skill at reading her opponents in battle, but this is far from mastery. She speaks the general pidgin tongue of travelers, Liemian, and Kalidonian, though she cannot read or write. Kes is proficient with many different weapons she's been forced to use in the Arena though she's hardly a master. Among them, she's best at improvising weapons.
Equipment: Aside from her ragged clothing and chains, she owns nothing.
Age & Gender: Early 20s (exact age unknown) and Female
Height & Weight: Kes is 5 and 3/4 feet tall and weighs just over 140 pounds
Sub-Species: Kalidonian: A sub-species of Human, this group is native to the land of Kalidonia. Kalidonia is a wild world populated primarily by predatory flora and fauna in a constant struggle to eat and not be eaten. The world goes through incredible temperature cycles ranging from well below freezing to inhospitably hot. Because evolution has created an incredible arms race on the world, most attempts to eke out a living on the world by outsiders have failed. The exceptions to this are the first colonists - the Kalidonians - and the most recent conquerors; the Liemian Empire. The Kalidonians first moved to the world millions of years ago, surviving first by hiding in the upper reaches of the trees where few predatory species lived. Over these many years, the species slowly adapted to the harsh world, and eventually became top predators themselves. Kalidonian's are known for their extraordinary strength, ability to crush people with their bare hands, and their ability to embrace their primal fury in battle. Kalidonians however face extinction following the invasion of the Liemian Empire from beyond the world's Horizon gate. Using their advanced military technology, magic, and strategy, they have begun taming the savage world and enslaving the Kalidonian population for physical labor and for the blood sports of their native world.
Appearance: Kes as long dark hair which has proven all but impossible to tame. Her eyes are a deep blue and her skin a patchwork of dark and light; designed for her home world. She wears mostly rags and chains and has never worn any kind of shoe. She has a fire in her eyes, though its well hidden.
History: Kes was born in the wilds of Kalidonia, though she has little memory of the land or her family. Her family was captured by Liemian slave traders when she was six, so her few memories of her family and home are foggy half-remembered images of tall, dense forests and blurry faces of those who must have been her parents and siblings.
She spent most of her youth being trained to fight in the Colosseum of Liem by both her Liemian owners and the older members of her people. She learned many things in order to survive; primarily skill with her hands. In this, she excelled; proving far more adept than even her older tribesmen, quickly becoming a powerful gladiator and one of the few Kalidonians to survive long in the blood sports. She fought long and hard against many monsters and people from many different worlds; bathing in the blood of the enemies her true enemies threw at her.
Still, she could never find a way to escape her captivity for the spears and swords of her captors were sharp and many. All she could do was subvert their control; sparing those in battle she could respect by earning the favor of the crowds, learning to hide her thoughts from her captors, and delving deep into the secrets of the few tribesmen who remained.
Now, as far as she's aware, she's among the last of her people and merely awaits the right moment to make her escape.
Reason to be here/things to do: When Kes first appears, she's been a slave most of her life and desires freedom more than anything else. Once she has her freedom, she seeks to find what few of her people have escaped the destruction brought by the Liemian Empire.
Personality: Like her home world, Kes personality exists in a cycles of extremes. Most times, she remains quiet and restrained; mostly a remnant of her need to remain that way to escape punishment in the slave pits. When not on edge, she wears her emotions proudly, speaking her mind no matter what society might say. Her anger however is astounding; see her Berserker power. Kes is slow to trust anyone other than Kalidonians, though this may change over the course of the game.
Abilities: Strength 5, Dexterity 4, Constitution 4, Intelligence 2, Wisdom 3, Charisma 3
Powers:
Major Power - Berserker: In the heat of battle, Kes can call upon her primal fury. In this state, she can perform great feats of strength and endurance (temporarily increasing her Strength and Constitution). In this state, she's knows who her allies are, but cannot back down from a challenge and acts without reason. After the fight is over, she must rest to regain her strength for several minutes.
Minor Power 1 - Survivalist: Kes can survive in extreme environments without difficulty or protection. Heat, Cold, Pressure, Gravity, and Oxygen availability are all survivable, though it is possible to push past even her limits (i.e. she can hold her breath for a long time, but she still needs air eventually). What more, Kes's body is so tough and her will so strong that she can shrug off wounds... at least for a time. Any wound that isn't immediate death can be endured and ignored for a time, though she will still need medical treatment.
Minor Power 2 - Terrible Howl: Kes can be a terrifying opponent and is a master of inducing that state in her enemies. Kes's howls can strike at moral fear; weakening the resolve of enemies; potentially making them run or cower.
Minor Power 3 - Wild Fighter: While some are masters of sword or axe, Kes is a master of hand-to-hand fighting and can fight on par with even master swordsmen with nothing but her hands and feet.
Notable skills: Aside from her powers, her only notable mundane abilities are survivalist training (following tracks, sneaking, reading weather, etc), and the ability to hide her feelings behind a mask of indifference. She has some skill at reading her opponents in battle, but this is far from mastery. She speaks the general pidgin tongue of travelers, Liemian, and Kalidonian, though she cannot read or write. Kes is proficient with many different weapons she's been forced to use in the Arena though she's hardly a master. Among them, she's best at improvising weapons.
Equipment: Aside from her ragged clothing and chains, she owns nothing.
Name: The Liemian Empire
General Description: The Leamian Empire is situated on a world with a mild climate which grows neither extraordinarily cold in the winter not hot in the summer. The land itself ranges from high mountain peaks to low, wide valleys. While the mountains are infertile pillars of stone home to only monsters and the truly desperate, the valleys are filled rich lands with plenty of room for agriculture and mighty cities. Rivers flood reliably each year, filling the land with silt and allowing for easy growth of food - both agricultural and pastoral.
The world is populated almost entirely by humans, who have built a mighty empire based in these lands. The center of this empire is the city of Liem. The empire divides its inhabitants into four classes. At the top are the Patrician class who rule the empire in the form of a senate and Imperial family. The next class down are the Plebeians - general citizens of the Empire. They are required to serve in the military, but receive many rights and privileges as a result of their service. The next lowest level are the Demiplebeians; the people of conquered lands who may join the military to become full Plebeians, becoming loyal to the empire in the process and gaining rights and privileges similar to the Plebeians above. The final class are the Outsiders and Slaves who have no rights and are often captured and put to work feeding the empire. Most Slaves are Demiplebeians who refused to join the military or climbers captured during their ascent. Merchants from outside the empire are given temporary Demiplebeians status.
Advancement in politics for the Patricians is linked to military service, which leads to a very large, powerful, and expansionist empire. They have already conquered three levels below and are in the process of capturing a fourth; the source of the Demiplebeians.
Liem has a particular taste for blood sports, especially within the capital.

General Description: The Leamian Empire is situated on a world with a mild climate which grows neither extraordinarily cold in the winter not hot in the summer. The land itself ranges from high mountain peaks to low, wide valleys. While the mountains are infertile pillars of stone home to only monsters and the truly desperate, the valleys are filled rich lands with plenty of room for agriculture and mighty cities. Rivers flood reliably each year, filling the land with silt and allowing for easy growth of food - both agricultural and pastoral.
The world is populated almost entirely by humans, who have built a mighty empire based in these lands. The center of this empire is the city of Liem. The empire divides its inhabitants into four classes. At the top are the Patrician class who rule the empire in the form of a senate and Imperial family. The next class down are the Plebeians - general citizens of the Empire. They are required to serve in the military, but receive many rights and privileges as a result of their service. The next lowest level are the Demiplebeians; the people of conquered lands who may join the military to become full Plebeians, becoming loyal to the empire in the process and gaining rights and privileges similar to the Plebeians above. The final class are the Outsiders and Slaves who have no rights and are often captured and put to work feeding the empire. Most Slaves are Demiplebeians who refused to join the military or climbers captured during their ascent. Merchants from outside the empire are given temporary Demiplebeians status.
Advancement in politics for the Patricians is linked to military service, which leads to a very large, powerful, and expansionist empire. They have already conquered three levels below and are in the process of capturing a fourth; the source of the Demiplebeians.
Liem has a particular taste for blood sports, especially within the capital.
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[HEADING=2]First Scene of the Game:[/HEADING]
When the game begins, your characters have been captured by Liemian slave traders and are being put into the battle in the Colosseum for the amusement of the crowds. Please feel free to include the details of your capture in your character. You may have shared back-stories/know other characters before the game begins if you desire.