Poll: Probe thread (So what next?)

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hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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So, with the successful launch of 7th Sea, I'm now in process to work on the next game when my schedule lightens. So now, I'm taking a poll on What game I should prepare for next. Preparation includes drafting the plot, making villains, etc.

Note: NONE OF THESE GAMES ARE ACTUALLY STARTING RIGHT NOW

Here are the games I have in mind:

[HEADING=1]Containment[/HEADING]

[HEADING=2]Hexie Mountains, California[/HEADING]
[HEADING=3]July 8th, 20:03 PST[/HEADING]
The helicopter flew over the desert, spewing up dust into the air like a tornado. The sun was setting over the desert, casting the drifts of sand in a brilliant orange-red glow, broken only by the shadows of the crags and the cacti. Save the helicopter and everything in it, there wasn't a sign of human presence as far as the human eye could see. All-in-all, it would have been beautiful were it not for the armed guards with guns pointed at the back of your head and the manacles around your wrists and ankles.

As the vehicle flew in relative silence, broken only by the engine keeping the massive metal frame afloat, the sun continued to set. Just as your vision was about to give way to the darkness, the metallic gleam and glowing lights of the Hexie Mountain Superhuman Penitentiary came into view. As the transport flew closer, several turrets trained on the copter, ready to "remove any potential threats". Needless to say, there weren't any.

The helicopter landed quickly and the guards pushed you out of the vehicle - a bit to forcefully for your liking, but otherwise harmless. Dozens more guards, equipped with the best armor and weapons money couldn't buy made there way around, keeping an eye on the newest residents. Before you could take in too many details, the guards pushed you forward into the complex. They directed you toward an elevator with the words "Hotel California" crudely carved into the door. The door opened as you approached, allowing you entry.
No guards followed you.

As the door began to close, you looked around to stare back into the desert - one last glance into the setting sun. The doors closed and the small metal box began its descent. A screen flickered to life above the door, angled such that anyone in the elevator could see it. Below the screen, a similar carving that read "Douchebag" with an arrow next to it pointing at the screen. The next thing you knew, the smiling face of a middle aged man appeared on the screen; his left eyes covered by an eye patch that could do nothing to cover the long scar running from the top of his ear across the eye and the nose before ending just above the right side of his upper lip.

"Good evenin" the voice said, a bit too sweet for comfort, in an accent that wouldn't be out of place in Louisiana. "Is not often we get so many new guests here at my humble abode at once. So, let me be the first ta welcome you ta Hexie Mountain; yaw new home. I'm yaw warden - James Anders, though I do prefer to think of myself as somethin like your landlord. And I'm a good one at that - if you'll be forgiven my boastin. I let ya'll stay rent free. I provide ya'll with warm beds and meals, cold drinks, and a great deal more freedom than some other facilities might allow. But now, ya see, I do have some "house rules" - so to speak - that I do expect ya'll to follow. I don't know what ya did ta be sent to me here, and I don't much care, but if ya try any a that in my home... well, it might strain our relations more than ya might like. If ya see fit to try and harm some o my other guests, I tend to take it as a personal affront to my hospitality. You understand a'course. If ya break any a property while ya'll are here; well I don't take too kindly ta that either. Lastly - and this one I do stand upon, humble and merciful as I am - if ya'll be gettin any ideas a leavin my pleasant estate before its ya time... well, lets just say I'll be makin it your time if you'll be catching my drift." he said, his southern drawl oddly engaging. He took a moment to catch his breath, then finished with a wide smile.

"Ah, but enough a this here unpleasant speech; I know ya must be tired after your long trip. Remember ta follow my little house rules but otherwise enjoy your stay. Again. Welcome to the Hotel Hexie California. where ya'll can check out, but you ain't ever gonna leave." He finished as the screen turned off and the door behind you opened into the depths of the prison.
_______________________________________________________________________________________________________________________________________________________

[HEADING=2]Hero Sandwiches, Washington D.C.[/HEADING]
[HEADING=3]July 3rd, 22:16 EST[/HEADING]

"We've recently received evidence that some super-human criminals have escaped the Hexie Mountain Superhuman Penitentiary in the Mojave desert in California. Six super powered beings recently broke into the California State Bank and stole three million dollars in unmarked bills. These beings had fairly innocuous powers, but none of them were recognizable. However, as we began looking into the case, we found six beings with perfect matches to those powers." A man dressed in a black business suit and a pair of dark sunglasses said to you, sitting at the counter about and hour after the store had closed. Tossing six files onto the counter, he continued.

"Wizkid, Panthera, Guerrilla Gorilla, Lucky Card, Iceassin, and Dr. Atmos Phere - all relatively minor villains caught early in their criminal careers. Each and every one of them is locked away Hexie Mountain. When we went to investigate, we found that the prison could account for their every action during the time of the crimes and found no signs of escape. But, the evidence at the scene of the crime points otherwise. Either we're dealing with some incredible copycats who have a little too much time to research minor villains - or they escaped and figured out how to cover there tracks." the agent said, tipping his sunglasses to look at you directly. "My gut tells me its the latter." he said, unrelenting.

"We can't be certain that the villains escaped on there own and out investigation has already brought about enough red tape to block us out directly, but there's another way. If we can get some friendly supers on the inside - that's you - then you can perform an investigation covertly. If villains are escaping, you can stop them and put an end to this once and for all. If not; well that's what we're for. I've managed to maintain a warrant for the live camera feed from the prison and will have a dozen agents watching you the whole time. When you finish your investigation - or things start to go downhill - we can have you out of the prison in ten minutes." he continued, professionally and worried.

"We don't know if the prison staff is compromised - and if so high up the chain it goes - so no one inside will know you're anything but dangerous super-criminals. Obviously, if the prisoners figure out who you really are... well I'd rather not find out what years a mile and a half underground have done for their imagination. It's dangerous, but you're the only people we can turn to. Ultraman, Captain Amazing, Lady Light... they're all too famous for such a covert ops. You are the only heroes we can find who are low-profile enough to pull this off. We'll disguise you, create fake crimes, fake identities - all the paper work - and maybe even sneak a few tools in for you gadgeteers, but you need to be our eyes and ears in the prison." he said, a bead of sweat above his brow.
"So what do you say?" the agent said; awaiting an answer.
_______________________________________________________________________________________________________________________________________________________

Welcome to the Hexie Mountain Superhuman Penitentiary - the prison for the worst of the worst super-humanity has to offer. In this game, you will play as heroes trying to solve one of the oldest questions in comic book history: how does Clark Kent hide his identity with a freaking pair of glasses how the villains always seem to escape from prison. The party will be trying to survive in the most dangerous prison in the world - where some of the criminals can kill you with a thought and none of them would like you if they knew who you were.

You know the rules for something like this - no trench-coating, no god-modding, etc. Keep things in reason and I don't have a problem.

I'm leaving much of the world design undefined so as to allow the maximum variety of characters. Are you from an alien race a thousand light-years distant? Are you a mutant barely able to control your powers? Are you a science experiment gone wrong, a master of magic, or a technical genius? I leave all of this up to you. One note though: Please don't define the world in a way that would prevent other character concepts. That means, you can't be a representative from the only alien species in known space. You can't be the one mage in the world. You can't be the sole defender of NYC. You get the drift.

One special thing I am including however is "Power Type". Powers are divided into types, based on how easy they are to restrict and control. The higher the type, the more powerful you are but the more scrutiny you're under by the guards watching. The character is always rated at the type of their highest power.

Type I: powers that rely on an external energy source or items. These include sophisticated technology (battlesuits and utility belts), unique skills requiring specialized tools (swordsmanship, archery, etc), or magical powers relying on talismans and ingredients.

Type II: These include powers that cannot be taken away within the bounds of human ability. Super geniuses, super-vision, combat training, survival skills, etc all fall into this range.

Type III: This level includes most powers that are beyond the abilities of moral man. Electric powers, Super-strength, X-ray vision, shape-shifting, flight, and other such powers fall into this level

Type IV: This level is reserved for powers that deal with the fundamental forces of the universe. Teleporters, reality and energy controllers, and other powers that break the fundamental laws of physics fall into this category. In addition to these, powers that are hard to quantify (such as most inherent magics or psionic powers) fall into this level. In also includes super-humans capable of using their powers for unexpected effects (such as super-speed users who can vibrate through walls) fall into this range.

Type V: This level is reserved for those powers so far beyond human understanding that they can neither be quantified or easily controlled. Cthulhu would fall into this range. players cannot be Type V

Kinda long so see the following post(s)

Any ideas you really want to see as a game? Leave a vote for other and elaborate below
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[HEADING=1]They Walk Among Us: A Paranormal Investigation RP[/HEADING]​



The world breathed a sigh of relief on December 21st, 2012 when, contrary to popular belief, the world DIDN'T end. The Mayan's were wrong and the thirteenth Bak'tun started without issue. Instead, everyone got to enjoy a particularly normal holiday season as the world kept on spinning.

Except, while the world didn't end, it did change. At midnight on the 21st, things slipped into the mortal world; things not seen in a thousand years. Some call them Demons, others prefer Extraplanar Entities and yet others just call them Monsters. However; most agree that, whatever they are, they're a threat which needs to be dealt with.

Had humanity been caught unaware by the resurgence of monsters in the world, the world really would have ended back then which makes it all the more fortuitous that humanity was prepared. The Mayan calendar was but one - very popular - hint of what was to come. Nostradamus had likewise predicted their return when he said "The gods will make it appear to be humans. That they will be the authors of a great conflict: Sword and lance before heaven is observed as serene. so that on the left hand there will be great affliction." The many religions of the world had there own prophesies ready to be fulfilled. Scientists had been measuring strange fluctuations in electrical equipment during the weeks leading up to the 21st. Many had an idea of what was coming and took steps to ready themselves for it.

Now it's 2018. Since their return, a secret war is fought in the shadows against the greatest threat the world has ever seen.

[HEADING=2]The Factions[/HEADING]

Several groups independently formed to fight the darkness. When the darkness finally reared its ugly maw, the organizations struck out; fighting for survival and forging alliances with their contemporaries. So far, each group has remained separate for a number of reasons - primarily so that should a single group fall, the others can remain solvent. Different organizations have different overall goals, some of which are compatible with other organizations, some of which mutually exclusive). The organizations are as follows:


Image by mercikos on Deviantart

Of course, when dark things begin making war on humanity, some people are bound to notice. Few such people survive their encounter with the darkness, but those who do are left changed forever. Many have lost loved ones to the creatures and find that everyone they turn to will deny the very existence of their tale. Most realize there's a global conspiracy to keep stories of the monsters, demons, and whatever else hidden. The vast majority of those affected become disenfranchised people who stand on street corners screaming about the end of the world. A few however - perhaps out of duty, perhaps out of vengeance, perhaps something entirely different - decide to fight back. Sometimes they encounter groups of like-minded people to aid them in their quest, perhaps they go alone into the breech. Regardless, most of these people die during their second encounter with the darkness. This continues out until about their fifth encounter - when only .01% remain - and they have become experts at hunting and tracking the beasts.

Inevitably, if you survive in the shadows long enough, you come face-to-face with someone from the alliance. Such individuals sometimes join a specific organization to fight back, but most feel betrayed by the giant organizations (after all where were they the first time) and chose to remain independent. Still, mutual need to survive forces them to work together on some level. Usually, the relationship forms like an alliance between large groups. The big organizations can't be everywhere; large as they are they're spread over too much land to fight back entirely. Instead, these individuals or small groups fill the niche market; killing the threats the big guy's can't see. They in turn provide substantial bounties to the individuals for dealing with the threats and give them access to the information networks of the big guys.




The Cabal has existed for thousands of years, dating back as far as ancient Egypt. Back then, the monsters still existed within the world but were retreating from it for some reason. With their retreat, humans were able to form complex civilizations which in turn allowed for organizations of soldiers tasked with fighting the remaining threats. Without the power of technology, the organizations who would one day become the Cabal embraced the tricks and tactics of the monsters themselves. They learned ancient magics by watching their enemy and learned to use their prey to forge weapons capable of killing there enemies.

Today, the Cabal has become the foremost authority on all things arcane, with libraries of tricks with which to identify, eliminate, and use the monsters. They've been known to bind these monsters to their will, incorporate abominable monster parts into their weapons, armor, and bodies, and use ancient magics. The Cabal has an expressed interest in keeping the secrets of magic a secret and benefit from humans being generally unaware of the horrors that lurk in the night. They tend to keep other, younger organizations at arms reach for fear of betrayal (i.e. Witch Hunts) and view themselves as the authority on monsters. They eschew modern and super-modern technology in favor of their traditions. Since the resurgence however, they've opened their books of monster fighting techniques to the younger organizations for the sake of mutual survival and to gain access to the knowledge bases of the organizations.



Where there's a resource to exploit, there's a business opportunity. The Consortium is a coalition of hundreds of different industrial complexes, all working together for their mutual benefit. Pharmaceutical interests benefit greatly from the alien matter; using it in experiments which could cure more diseases that they really know. Material companies find the bio-matter of the Extraplanars to have extraordinary strength and toughness or elasticity. Of course, the Military-Industrial complex can't find an end to all the military applications for Extraplanar material. Even Media companies have gotten involved; taking exclusive footage and details for when the Extraplanars eventually become public knowledge. Some of the Bio-matter has even shown properties not found in any other material found on earth. The secrets to faster, stronger, and more potent computers and perhaps even space travel might be locked in the bodies of creatures no one wants around.

Most bio-matter samples are sent to one of two projects; the Foundation labs to see what uses the bio-matter might have or to R&D labs to see if the material can be replicated for large-scale production. The Consortium has a vested interest in maintaining the secrecy of the Extraplanar threat. After all, what does it matter if they find a material capable of FTL travel if it results in the collapse of the global economy. Also, the more their competition is in the dark the better it is for them. The Consortium takes advantage of the information kicked in by the older groups and provides precisely one benefit to the alliance: obscene amounts of money. Some companies have thrown in billions of dollars for the rights to choice bio-matter. This puts them at odds with some Cabal members who use material as spell components, but Extraplanar beasts tend to have enough bio-matter to make this concern a minor one.

Note: While referenced as a single group, most businesses act independently, using mercenary and PMC's. The Consortium is just a special group of business interests acting in concert.



The Foundation is a coalition of universities and independent researchers dedicated to understanding the Extraplanars. While they share the same goals as The Consortium, the emphasis is on the knowledge gained; not the profit earned. They wish to turn the horrors from beyond the world into a warm light for all humanity. Or so they say anyway. For the most part it's true, though more than a few of the field researchers are known for less-than ethical experimentation on still-living Extraplanars. Of course no one really comments on it; after all they're monsters trying to kill humanity and destroy all it holds dear. In the face of that, who cares what they do to the beasts? This has however resulted in more than one escaped "subject" in highly populated regions. The Foundation works closely with the Consortium; with the Foundation doing much of the research (in exchange for the eventual credit for any discoveries) while the Consortium claims ownership of all eventual profits (save the kickbacks to the researchers).

The Foundation benefits from the money and knowledge of the other organizations and in turn adds enormous technical expertise to the alliance. They are particularly well known for providing prototype technology for "field testing" against the monsters which have had mixed results - sometime they vaporize monsters in seconds while others seem to get even more deadly; often with the same piece of prototype tech. The Foundation would love to publish all of their research but between the threats of life-in-prison for doing so and the fear of being ridiculed by their peers, few papers have been published.

Note: Some universities act on their own, independent of The Foundation. Their methods are even more ethically questionable than The Foundation.



One of the older organizations, the Knights Templar are a branch of the Roman Catholic Church tasked with the destruction of Demons in all their many forms. They call upon the power of their god (or their faith as the non-believers will say) to destroy demons. Ancient rituals, holy artifacts, and powerful destructive spells are what the Knights Templar bring to the table. Whatever people's stance might be on the existence of a god or gods, no one can deny the Knights Templar are perhaps the most powerful weapon against the monsters. There is a great deal of tension between them and the Cabal thanks to the centuries of conflict between their groups. While they both use what most people would call magic, Cabal magic embraces the dark power of the beasts while the Knights Templar use purification magic to destroy demons down to their last cells.

It's the tradition of the Knights Templar to remain in the darkness, hunting their prey wherever they might appear. They have little interest in revealing their existence to the world since it would only disrupt their flock and make them question God's power. The Knights Templar are an ancient order with large pools of resources and fighting strength, but are so few in number that they cannot fight the incoming tide of demons by themselves. They are a welcome part of the alliance due to their awesome power. The Knights Templar become more powerful as the destroy demons.

Note: This is the Roman Catholic organization. Each major world religion has their own order to combat the monsters.


Image by Yashkemash on Deviantart

The National Biological Warfare Defense Analysis Center was an organization formed by the United States to ensure their continued prosperity in the world in 2003. Technically a branch of the Department of Homeland Security., The National Biological Warfare Defense Analysis Center draws the best and brightest from all branches of the military and intelligence agencies to act as a multi-facited taskforce against the Extraplanar Entities. Their relative youth is one of the major hurdles the organization has to overcome. They're trained to fight human enemies (not creatures which defy description) and are all but blind to the centuries of knowledge gathered by the more experienced organizations. While they're nearly fighting blind, they make up the difference with technical and logistical support. They may not know the best ways to pierce an Extraplanar's shell, but they have rocket launchers, the ability to get just about anywhere in the world in 8 hours, and more funding than some small countries.

The National Biological Warfare Defense Analysis Center is concerned with protecting U.S. citizens and have few qualms with destroying entire villages to be rid of a single threat to the U.S. while ignoring larger threats on the other side of the world. The U.S. has an interest in keeping the monsters a secret to keep the world calm. Global chaos would make their mission all but impossible and they depend on the continued success of global capitalism to fund their operations. Not to mention, voters tend to prefer their normal lives to war in the streets. The National Biological Warfare Defense Analysis Center's strategy has been to contain or destroy Extraplanar beings as encountered. The National Biological Warfare Defense Analysis Center benefits from access to the knowledge bases of the other organizations and in turn kicks in their logistical know how and technical support. Even the Cabal admits being able to get to the monsters in short time periods is a huge help.

Note: The National Biological Warfare Defense Analysis Center is the U.S. Organization. Other developed countries have similar programs with more or less the same advantages.
Special Note: The National Biological Warfare Defense Analysis Center is a real agency. I in no way suggest this is what they actually do. In fact, I can't find what they really do anywhere.



The Turned are monsters who - for one reason or another - have joined the side of humanity. Some were infected by human magics, forcing them to the human way of thought. Others were affected by humans on an emotional level, making them join out of desire to protect. Yet others were tamed by human tricks into little more than pets. Either way, they have become allies. Turned have it perhaps the hardest; they threw away whatever their life was before to now kill their brothers and sisters standing beside creatures who would kill them without a second thought. They must spend most of their time away from humans unless they are able to take human form (and even then the other organizations tend to frown on this blending). Worst of all, their rejection of the demon way has stripped them of their memories of their old life. Now, they don't even know who they were before they turned.

The Turned benefit from the alliance in only one way; so long as they behave, the alliance agrees not to harm or experiment on them. If you're turned and not known to the alliance, you're prey just like the rest of their ilk. Of course, these benefits come at a cost: they must fight. Fortuitously, these demons have proven proficient at the art of killing; even without their memories.



Where The National Biological Warfare Defense Analysis Center and its contemporaries are national efforts to protect themselves from the threat of the Extraplanars, the United Nations Security Counsel realizes that not all threats to the individual nations will appear in developed nations. What happens when the world ending monstrosity takes refuge in Somalia? What about North Korea? Or Iran? what's to stop the Extraplanar from building up its strength in places beyond individual national reaches. What more, even if every nation had a The National Biological Warfare Defense Analysis Center, would the Democratic Republic of Congo's The National Biological Warfare Defense Analysis Center be as well maned and funded as a developed nations force? The obvious answer is no, so the obvious solution to the problem was U.N.I.T.E.D. - a global organization built to stop the threats wherever they appear and to whomever they threaten. Of course, the organization wasn't a perfect solution; it's shear size and diverse interests combined with many nations distrust of U.N. efforts hamper it's power a great deal; to the point where despite being larger than some national program, its less effective.

U.N.I.T.E.D. benefits from working with other organizations willing to share resources and information in that it allows them to focus on acting on information rather then hunting it down. In turn, U.N.I.T.E.D. provides easy lines of communication between the diverse groups and - perhaps more importantly - access. With so many nations as members they can get forces nearly anywhere - legally - without much fuss. Even isolationist nations like North Korea are willing to let in "U.N. inspectors" when they place enough pressure. U.N.I.T.E.D. is one of the few organizations against the maintenance of Extraplanar secrecy, but the security counsel and their allies are less-than willing to go public so they maintain the secrecy for the time being. U.N.I.T.E.D. focuses on the destruction or containment of monsters wherever they appear.

[HEADING=2]Arcana[/HEADING]
The magic of the Cabal and some mystically-adept individuals, Arcana uses the power of the monsters to their advantage. These can take three different forms, each with it's own advantages. Crossover isn't unheard of, but it is rare since it requires splitting focus between multiple fields and reducing your ability with each.



Spellcasting: By using rituals stolen from monsters and pieces of their flesh, bones, and blood, a human can channel energies from beyond the universe and turn them to caster's will. Spellcasting is limited by the components on hand, the ambient mystical energy, and their own creativity. Knowing the properties of monster-material requires years of intensive learning, but most components have obvious uses. For instance, a dragon's blood has flame-magic properties and is used to create fire-based spells. At the same time, it has properties which could increase the users physical abilities (dragons are strong) or grant flight (dragons can fly) - less obvious uses. There are other even more obscure uses for materials.


Image by billcreative from Deviantart

Binding: This form of Arcana uses a special ritual to take command of a monster's thoughts and deeds, binding the monster to the will of the caster as a sort of familiar. The stronger the monster, the harder it is to bend their will. Some creatures are effectively immune to this power (anything above Type III or with special mental powers). These creatures lose all sense of sapience as a result, making more magical based familiars all but useless. Most binders start by capturing a mundane but powerful creature (such as a lion) which they sue to capture a Type I. This continues on until they cannot control or capture the next highest Type. A Binder can only control one creature at a time: further creatures tax the Binder's mind to thoroughly.


Image owned by Paizo Publishing

Augmentation: The most questionable of techniques, Augmentation involves grafting monster flesh and bone to your own body and crafting weapons and armor from the rest. It allows the Augmenter the ability to use some of the creature's powers (all be it much reduced in power). Augmentation requires a powerful ritual and several hours to perform, but once complete the flesh becomes fully attuned to the user. Only physical creatures can be used for Augmentation and there are obvious size limitations. Body Augmentations grant you a creatures mystical properties (such as a dragon's fire breath), Weapon Augmentations allow the user to cut through monster flesh and bone more easily, and Armor Augmentations allow the user to defend against more potent attacks (i.e. a Giant can pull apart a tank, but opening a monster-suit can be almost impossible). Augmentation can only be used on simple items and the caster's body

[HEADING=2]Divinity[/HEADING]
Divinity magics allow the user to call on the mystical energies of the universe without material components, but it's uses are more limited. Unlike Arcana, crossover between fields of study is common since each group of magic is so limited. It can be used by Knights Templar, other religious orders, and some faithful individuals/small groups.


Image property of Wizards of the Coast

Purification: Purification is the bread and butter of the divine spells. It calls upon the power of your god to smite your enemy. This usually manifests in a way befitting your faith (Christians get big bright white lights in the shape of crosses, Olympians might get a bolt of lightning from the sky, etc). This magic has the power to tear a demon apart at the molecular level; sundering it from the inside out. This power is limited by the users ability to channel mystical energies. This form of magic can also be used to perform exorcisms of humans (who are never negatively affected by this divine power).



Blessing: Blessings call upon the mystical energies to enhance people or objects. Each blessing is unique and chosen at casting. Maintaining a blessing takes nearly all the casters concentration - they cannot cast other spells or even move while blessing people, though they can still speak. Blessings come in a number of forms including: Increases to a person's strength, speed, stamina, or other physical ability. When used on objects, the blessing acts as a ward to prevent demons from entering - acting as a sort of force field - or enhances its natural abilities (extending the range of a radio for example). Particularly powerful demons can overcome blessings. Augmented, Bound demons, and Turned are never affected by blessings and may even be expelled by a ward if they aren't powerful enough to over come it or too heavily augmented.



Prayers: Prayers are calls to your god or gods to send you a mercy. These mostly take the effect of a healing spell, though they can take other forms. Unlike blessings, prayers require no maintenance once cast, but require time to cast (you need to say the full prayer) and multiple prayers can exhaust the caster's ability. Prayers have no affect on monsters - including the bound - but can affect Turned and Augmented (because prayer empowers the target's soul)

[HEADING=2]Advanced Technology[/HEADING]


Used by The Foundation, The National Biological Warfare Defense Analysis Center, U.N.I.T.E.D., The Consortium, and most individuals/small groups; Advanced Technology is the same mundane technology we use today. Rifles, radios, planes, rockets, etc. If it has moving parts, it's Advanced Technology. This tech is less effective against monsters that other kinds of weapons - such as Augmented or Extraplanar Technology - but is cheaper, infinity replaceable, and better than basic tool like a sword or spear. They can be affected by Blessings and Prayers and cannot corrupt the user. I won't go into specific details of Advanced Technology since it's similar enough to today's technology that there should be no difficulties.

[HEADING=2]Extraplanar Technology[/HEADING]

This technology are the prototype tools constructed by The Foundation. It is constructed of the bio-matter of Extraplanars killed. Unlike Augmented weapons and armor, it uses only the physical properties of the material. These properties are emphasized and enhanced by mundane technology to create powerful tools against the Extraplanar. Extraplanar technology can be used by The Foundation, The National Biological Warfare Defense Analysis Center, U.N.I.T.E.D., The Consortium, and particularly affluent and connected individuals.

No person has enough resources to gain more than a single piece of Extraplanar Technology since it has yet to be mass produced and what few pieces are in short supply and high demand. That said, the extraordinary number of possible devices producible allows for almost any single tool to be created. Examples include:



Certain kinds of monster have proven to have unique properties applicable to weapons technology. For some, this can be bullets able to pierce mutli-foot steel blocks with ease, others include portable, hand-held railguns and directed-energy weapons, and yet others include extraordinarily small an powerful explosives.



Some Extraplanar skin is harder than steel, more flexible than spandex, and as breathable as Egyptian cotton while filtering out toxins all at feather weight. Some have interesting optical properties, allowing for human-sized meta-materials capable of refracting light around the wearer making them functionally invisible. Some pieces of bone can be forged in riot shields capable of deflecting explosive forces up to nuclear weapon levels.



Some large Extraplanars have provided the basis for advanced vehicle systems - enhancing speed, handling, acceleration, and/or millage. Sometimes more mundane vehicles have other Extraplanar tech grafted into it - making it tougher or giving it superior weapons tech.

[HEADING=2]Incorporation[/HEADING]

Image by wll4u on Deviantart

Incorporation is a skill unique to monsters. While the augmentation process prevent incorporation, The Turned and Bound creatures retain this power. A Monster can eat some of a creatures bio-matter to take its power. Unlike Augmentation which can only make an incomplete copy of the power, a monster's incorporation absorbs all of the creature's power. Like Augmentation, it takes some time before it can take effect (about a day for most Turned), but once the power is incorporated, it's yours. Some powers are more difficult to incorporate (such as a Kaiju's size), while others are easy (such as the claws of a werewolf). Monsters have been seen doing this to each other at times and it appears that's how the particularly power monsters are formed.

This power works on monsters and humans.

[HEADING=2]The Monsters[/HEADING]

The monsters take many forms. Some hide among humans, slowly feasting upon them and growing stronger. Others live in the still-dark places, biding their time until just the right moment to strike. Some are intangible apparitions who feast upon the souls of their targets, while others take a more physical approach - drinking the blood or eating the body. Some are so small they act more like a disease than a demon, possessing and growing like a virus. Others are sky-scraper sized monsters hiding in the oceans, living on whales. Others are so alien they cannot be properly described in a generalized way. Finally, some take recognizable forms from mythology - Vampires, Werewolves, Minotaurs, Dragons, and so on.

Due to the shear diversity of the monsters, describing them by physical characteristics has proven next-to impossible. Instead, they are organized by threat level - Type I through Type V



The most common of monsters, Type I's are the weakest. They often serve more potent monsters as servants or hide in regions far away from large populations. These creatures take many forms, but all are roughly as strong and fast as an Olympian athlete with some deadly natural weapon and no supernatural powers. Their intelligence can vary from little more than animal to genius level intellect (though no initial scientific knowledge). Most Turned come from this type.

Mythological examples include a non-replicable Zombie, an Elf, or an Orc.



This level of monster is usually physically tougher and more intelligent than a typical Type I and has some sort of supernatural power which sets them above the common ilk and drastically increases their threat level. Such powers are limited by the use of rare components or available energy. These powers usually take the form of arcane spells on par with mid-level Cabal mages.

Mythological examples include Vampires, Werewolves, or Gorgon/Medusa


Image property of Paizo Publishing

Type III's pose a significant threat to national sized areas. If they have a physical form, its usually a powerful one able to tear tanks apart on whims and survive bombing runs. Some take a more subtle approach, hiding among humans infiltrating their institutions and taking command of enormous resources. Others at this level have no physical form, instead taking an intangible form with great magical powers at or above the most powerful human levels.

Mythological examples include Giants, Lich, or Skin Walkers



Type IV's are deemed continental or global threats. Type IV's with a physical emphasis can reasonably level a city in hours or minutes. More subtle versions have taken positions of such power that they can reasonably direct humanity to self-inflicted destruction (such as thermonuclear war). Magical Type IV's have powers vastly exceeding human mages and are capable of bending reality itself to their whims.

Mythological examples include Dragons/Kaiju, Dopplegangers, or Genies



Type V is reserved for a creature capable of so significantly damaging the universe that it can only be described as an omnipotent god. No Type V has ever been observed

Mythological examples include Chronos, Osirus, or Amaterasu.

All creatures can be harvested for supplies - for Foundation/Consortium study, for Cabal arcana, for Turned incorporation, for U.N.I.T.E.D. and The National Biological Warfare Defense Analysis Center containment/destruction, or for Knights Templar eradication.

[HEADING=2]The Game[/HEADING]
This game will be a series of adventures as an alliance team. The first mission will be sending you to the Amazon rainforest to hunt a Type II active near Porto Velho, Brazil.
 

Asclepion

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I've never been a big superhero fan, but I'd be willing to try it. Was there any inspiration from the Arkham batman games?

I'm neutral towards the second one. Of the two, I'd rather try Containment, though really I'd prefer another go at Shadowrun.

I'm also looking at running some. Do any of these sound good?

- Planescape

- Bionicle

- A freeform ultratech space civilization game.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
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@Asclepion:

I'm not actually familiar with Planescape and not much more familiar with Bionicle. I suppose I could run a game of Shadowrun again. As to the "freeform ultratech space civilization game" idea; I'm honestly unsure how to make a game in such a world. After a certain point of civilization; I don't really know how to hold a story. So many problems can be solved with "I apply pseudo-magic technology. It is no longer a problem."

Ad no; no Arkham inspiration (never actually played the games)
 

Lunar Templar

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They walk among us sounds kind neat, though I suppose pulling Lucia out of the Void for it would be out
 

hiei82

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Lunar Templar said:
They walk among us sounds kind neat, though I suppose pulling Lucia out of the Void for it would be out
Despite the picture; They Walk Among Us will have a much lower power leve. So yeah; No giant dragon things.
 

hiei82

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EnigmaticSevens said:
I'd be down for either, but I'm definitely leaning towards They Walk Among Us
That seems to be the general consensus (>70% are pro-They Walk Among Us)
 

Lunar Templar

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hiei82 said:
Lunar Templar said:
They walk among us sounds kind neat, though I suppose pulling Lucia out of the Void for it would be out
Despite the picture; They Walk Among Us will have a much lower power leve. So yeah; No giant dragon things.
ppf.. Lucia was hardly 'giant', even in dragon form, hell :p she could fit in some buildings after all, but fien fien :p
 

Asclepion

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@hiei82: Planescape is one of the more obscure and unique D&D settings, and also the setting for one of the best games ever made. [http://www.metacritic.com/game/pc/planescape-torment]

Here's a good intro to the setting:
http://spoonyexperiment.com/2012/11/28/thou-shalt-not-fuck-with-the-lady-of-pain/
 

hiei82

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Aug 10, 2011
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Asclepion said:
Here's a good intro to the setting:
http://spoonyexperiment.com/2012/11/28/thou-shalt-not-fuck-with-the-lady-of-pain/
I liked that it started with "The Bard Song"
 

hiei82

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avouleance2nd said:
Containment looks great already, glad you?ve left a lot of room for creativity and the setup sound like a story I?ve not seen before with super heroes. I?m a bit luke warm on the second idea though, while there?s a lot of creativity in the individual elements it feels like it goes against what I liked about Containment where you specifically left the world vague. I?d also be slightly worried about the sheer volume of information for the second idea, there?s a lot and if they players are only alliance (unless I?ve misunderstood what you mean by alliance) then how much of that info will they really be able to play around with?
The alliance is just an agreement between all the factions to work together.

As for the complicated nature of it... I can't help it. J.R. Tolken loved his languages and geography, C.S. Lewis loved his biblical symbolism, Lovecraft loved his open-source world. And, while I'm hardly any of those, I love complex world settings. So many intricate pieces working together to form a world, filled with little mysteries to explore, etc. I just love that stuff.

avouleance2nd said:
As for other ideas first and foremost I think an Rp Based on the Mortal Engines Quartet could be amazing it?s a really imaginative setting and be great to see what an rp group could do with it.

There?s a wiki here-http://mortalengines.wikia.com/wiki/Mortal_Engines_Wiki
I am the wrong person to do this since I have never heard of it before now

avouleance2nd said:
One thing that might also be cool is to see more experimental rps, Sinking in a Sea of Sands
( http://www.escapistmagazine.com/forums/read/540.404455-Sinking-in-a-Sea-of-Sands-Started-Closed#16753534 ) was at least a partially successful attempt at something more abstract or surreal. I tried to go minimalist and mysterious.
And while I?m not saying every rp needs to not make sense it be nice to see other ideas with a smaller scale but a single core narrative/ role-play hook (as a change from all the big expansive world building that is creatively impressive but doesn?t always get to come across in the rp.) Something where the world/ setting is small enough for the players to feel like they have meaningful impact. (I never could think of a way to get time travel to work in an rp but on a small scale it might just be possible).

For example I asked a while ago if/ how a Cloud Atlas style rp could work (Sorry saw the movie again yesterday) I wasn?t ready when the dimension gem launched (which was attempting such a thing in the super hero genre) and unfortunately that fell apart.
I don't really know about the experimental stuff. I like it, but I don't really have any idea how to run it. I'm really only good at basic stuff.

avouleance2nd said:
But anyway I?m still really enthusiastic about Containment so it?s a shame the ideas are as far off as they are. If/ when you do launch it I?ve got my own superhero setting that I?d be up for some crossover with if you?re interested that being the Threshold Event.

It?s pretty much as open and there don?t seem to be any lore conflicts (Seeing as how law is minimal in both) even the difference in the two settings reaction/ ability to deal with supers could be explained as cultural (or maybe America has known about supers for longer) one being in Europe and the other America (threshold even has one of those experimental things I mentioned).
I'd be willing to let it cross over, but I don't really know the Threshold background info. As for being "minimal law"... um... yeah it's as lawful as the normal U.S.A. - just with superheroes - so I don't know what you mean by "minimal law". The entire reason Containment is so open-world is because I wanted to give players the freedom to make whatever they wanted. With They Walk Among Us, I needed to be more restrictive to maintain the story. The whole premise is "What if Ghost Busters, X-Files, Men in Black, etc were all real and going after the same threats?" On the surface, it's a "You have some kind of power and you go and kill monsters", while underneath it has a level of political drama - how will the party deal with having multiple, conflicting goals?
 

EnigmaticSevens

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I suspect the reason The Walk Among Us is gaining in popularity is quite simply because of the potential depth and complexity of the world. I'm getting a very strong Secret World vibe from it (albeit, without the ridiculously quaint, culturally stereotyped, secret organizations) and the depth and complexity of the lore is the main thing that game has going for it. There strike team format offers a lot of potential for interpersonal drama guided by the slaying of an endless cast of monsters. I also like the sort of pairing of the various organizations, each seems to have a nicely balanced counter part or rival (Cabal Vs. Templars ~ perfect rivals in their view towards Extraplanar beings), (Consortium and Foundation ~ perfect opportunity to explore the fruitful but oft times rocky marriage between industry and research), (U.N.I.T.E.D vs. National blah blah blah, global community interests vs nationalistic sentiment), (Turned and Independents ~ perfect wild card material). There's a good sense of cohesion to the world. A great deal of potential.

While Containment seems plenty interesting, its power as a story is going to be based largely on its tone. Super heroics played straight require rather large personalites, and mashing them together in a prison seems more a recipe for chaos than coherent story telling. Personally, I'd probably only be interested if it took a very, very, very dark tone (we're talking less Arkham Asylum the game and more Arkham Asylum the graphic novel).
 

drmigit2

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If you did the superhero RP, you should stipulate that all PCs are at the same level of power regardless of type. Otherwise I would expect a lot of type 4s.
 

booksv2

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Hello, just here dropping my 2 cents.
Personally I like both.
The containment one offers people a small world and an interesting game play, while it also means that the ones who play it are going to have to be a limited amount.

As for the Walk Among Us one it offers a large world with the ability to expand into something truly amazing. But it's large, which means the scope of it will put some people off. But you will get more people in it and it lets you get very creative with your char and backstory.

I love both. And would infact love to play both.
For the superhero role play because iv yet to do one and I think it sounds great.
For the Walk Among Us role play that also sounds very interesting and I immediately got several ideas on sheets and other things.

If I had to pick I would pick Walk Among Us.

Well, there's my 2 cents.

(Next time I'm dropping them in Suspender Mans bowl)
 

Terratina.

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Goddamnit hiei with your good ideas for RPs!

OT: They Among Us sounds awesome and definitely has my vote. I've always loved paranormal-themed stuff.

[small]And I could rez a certain character of mine... If a Turned demon bound in a sword is possible. >.>[/small]
 

hiei82

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Aug 10, 2011
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EnigmaticSevens said:
I suspect the reason The Walk Among Us is gaining in popularity is quite simply because of the potential depth and complexity of the world. I'm getting a very strong Secret World vibe from it (albeit, without the ridiculously quaint, culturally stereotyped, secret organizations) and the depth and complexity of the lore is the main thing that game has going for it. There strike team format offers a lot of potential for interpersonal drama guided by the slaying of an endless cast of monsters. I also like the sort of pairing of the various organizations, each seems to have a nicely balanced counter part or rival (Cabal Vs. Templars ~ perfect rivals in their view towards Extraplanar beings), (Consortium and Foundation ~ perfect opportunity to explore the fruitful but oft times rocky marriage between industry and research), (U.N.I.T.E.D vs. National blah blah blah, global community interests vs nationalistic sentiment), (Turned and Independents ~ perfect wild card material). There's a good sense of cohesion to the world. A great deal of potential.
Yes... that was entirely and completely my plan... I totally didn't accidentally create counterpart organizations... >_> <_<

In all seriousness, I cam up with the idea when I was watching Ghostbusters a few weeks back. It just stuck me as an interesting idea. I figured if monsters were real, first and foremost people would try to keep it a secret. Then, I just tried to think of all the groups who'd have an interest in fighting them. Thus, the list became:

Governments and United Nations for survival
Businesses for profit
Academia for SCIENCE!
The Church because demon hunting seems the kinda thing they would do.
If monsters were real, why not magic and therefore magical people might have a reason, hence the Cabal
Finally, individuals would likely notice on occasion and want to fight back
The Turned came later when I figured people would PM me about wanting to play as monsters ^_^

I'm glad the world has cohesion, but I think that may have been an accident.

EnigmaticSevens said:
While Containment seems plenty interesting, its power as a story is going to be based largely on its tone. Super heroics played straight require rather large personalities, and mashing them together in a prison seems more a recipe for chaos than coherent story telling. Personally, I'd probably only be interested if it took a very, very, very dark tone (we're talking less Arkham Asylum the game and more Arkham Asylum the graphic novel).
Don't you mean "less Arkham Asylum the game and more Arkham Horror"? ^_^

I figured Containment would be a short game - focusing on a single mission where the players are forced to balance their need to find out how villains escape (necessitating limited use of power) and protecting themselves in the prison (necessitating the use of powers).

drmigit2 said:
If you did the superhero RP, you should stipulate that all PCs are at the same level of power regardless of type. Otherwise I would expect a lot of type 4s.
You make a good point; I'll take that into account. Thanks!

booksv2 said:
Hello, just here dropping my 2 cents.
Personally I like both.
The containment one offers people a small world and an interesting game play, while it also means that the ones who play it are going to have to be a limited amount.

As for the Walk Among Us one it offers a large world with the ability to expand into something truly amazing. But it's large, which means the scope of it will put some people off. But you will get more people in it and it lets you get very creative with your char and backstory.

I love both. And would infact love to play both.
For the superhero role play because iv yet to do one and I think it sounds great.
For the Walk Among Us role play that also sounds very interesting and I immediately got several ideas on sheets and other things.

If I had to pick I would pick Walk Among Us.

Well, there's my 2 cents.

(Next time I'm dropping them in Suspender Mans bowl)
Thanks for the feedback *puts 2 cents in piggyback*

Terratina. said:
Goddamnit hiei with your good ideas for RPs!

OT: They Among Us sounds awesome and definitely has my vote. I've always loved paranormal-themed stuff.

[small]And I could rez a certain character of mine... If a Turned demon bound in a sword is possible. >.>[/small]
It's what I do; thank god for media addiction... wait... I mean... meh.

It might be hard to play as a demon bound to a sword... You might be able to play as a Turned who is a demonic-sword who controls a human body; but I can't imagine many people will like you for it (mind control seems a touch... still evil). Maybe you could have the person who you're using be willing; it would solve some of the ethical concerns. No sure how a sword will Incorporate though...
 

booksv2

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It might be hard to play as a demon bound to a sword... You might be able to play as a Turned who is a demonic-sword who controls a human body; but I can't imagine many people will like you for it (mind control seems a touch... still evil). Maybe you could have the person who you're using be willing; it would solve some of the ethical concerns. No sure how a sword will Incorporate though...
The sword could be soul bound with one person, and when it kills something it has a vampiric effect and transfers it to the human it is bound to.
The proses of creating the binding could be a ritual, meaning it would have to be a willing person.
Before the soul bound the sword can talk telepathically with whoever is holding it.

Thanks for the feedback *puts 2 cents in piggyback*
Thank you, now i can listen to the 2 cent show.
 

deathbydeath

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Dammit, hiei! One of the ideas I was thinking about running was a supernatural, conspiratorial, etc. setting! *misc. noises of anger*

Asclepion said:
- Bionicle
If this was a thing, then you'd certainly get a sheet from me about it. I freakin' love Bionicle.

Back to hiei: You'd also probably see a sheet for both ideas, so I won't vote. Anyways, back to the drawing board...