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Post by DreadLasagnaArchduke on Feb 27, 2018 3:34:23 GMT
RP Name: Fate/Endless Destiny.
Concept: For many hundreds of years, tournaments have been fought between mages in order to have a wish granted by the legendary Holy Grail. Every fifty years or so, seven mages chosen by the Grail will meet and fight amongst each other with Heroic Spirits, with the last one standing earning the right to the wish granted by it. In the town of Dust Springs, the time has come again for a Holy Grail War to be fought, and only time will tell how events unfold.
Not taking place within the Fate canon, only basic knowledge of the series is required, which will be elaborated on more in the OP. As it is a Holy Grail War, combat will obviously be a large part of things, but character interaction will be just as important, whether bonds between Master and Servant, rivalries between Masters, or rivalries between Servants, all of which could affect the Grail War’s proceedings and outcome.
Setting: Dust Springs, New Mexico was founded in 1905 by people who probably should’ve known better. Multiple attempts at developing the town have tried and failed through the years, leaving remnants of whichever businesses tried their hand, as well as those who moved in with them. It’s not much of a ghost town, as there’s a decently-sized population, but it definitely feels like it’s been abandoned in a way.
Less specifically, the RP takes place in the modern day, around 201X-something, in a world largely unaware of magecraft, except for, of course, the mages. If there’s further questions here, I can probably clear it up.
Plot Outline: Some time after whenever the last one was, an unexpected summons for a Holy Grail War is issued to take place in an obscure American town, decades after the Grail’s disappearance in the previous Grail War. You’re one of the participants in this new Holy Grail War, whatever your wish or reason for wanting it may be, and it’s come time for you to use your skills, strategies, and what have you to secure your ownership of it, as well as possibly investigate the significance behind the summons, if that’s what you decide to do! Alliances, trickery, brute force, however you plan to tackle it, you’d do best to expect the unexpected.
Specific Rules: -One Master and one Servant per player. -Masters and Servants can and will die. If a Servant dies, their Master is eliminated from the Holy Grail War. However, that doesn’t mean that Master's story is over, as they can continue to be involved with things. -No canon characters, though I may allow variations of canon Servants depending on the circumstances. -Cooperate with other players when writing out combat stuff, plan out the outcome if it helps. -Further Servant-related guidelines will be included in the OP, but as a general rule, make sure you can justify them as a Heroic Spirit and you should be fine. -The RP is planned to have six participants excluding myself, though I may consider more depending on interest.
Goals: -Practice writing a Master-Servant team and developing a dynamic between them. -Mostly loose flow of the story, affected largely by player actions. -GMing practice for me, hopefully! -RPing in a semi-tournament/battle royale setting, duels and fighting to be had. -Probably some memes in there too, if that’s something you’re a fan of. -Fun, definitely.
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Post by The Agnolotti Raichu on Feb 27, 2018 4:33:27 GMT
As a once mighty Sleuth once said, "You must be my debtors because I have a lot of interest."
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Post by kwanramen1313 on Mar 5, 2018 7:46:40 GMT
oh yeah i'm interested in this lol
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Post by melcaroni on Jun 26, 2018 8:15:05 GMT
well i might as well pop this in here I have two people who im gonna bring on here to do this, but if anyone else is interested feel free to join as well. i plan to run this on a more lax schedule, with no set times or whatever, just whenever we can get posts in. If not interested in playing, it'd also help to have a co-GM too maybe. anyways, here's Devil May Care.
2000 years ago, a war between humanity and hell raged. One day, a mighty demon woke up to justice, and fought the tyranny of the demon lord, sealing away his forces in hell, along with himself. Thousands of years later, the threat of demons still looms over humanity, and the humans in need call mighty demon hunters to save the day.
Unfortunately, they have you instead.
Welcome to the city of Membrane, a place where humans and demons coexist under a tenuous ceasefire that’s lasted for 60 years now. But not all is peaceful in this town, and Demon Hunters are always being hired to clear out the troublemakers. You are part of one such office, hoping to make some much-needed cash doing dirty jobs. Unfortunately, you haven’t gotten a single call... Until now. Devil May Care [Working Title] is an RPG loosely based on the Devil May Cry franchise, where you take on the roll of demon hunters, hunting down demons that terrorize the city of Membrane. You take on cases from people around the city to hunt down demons, fight monsters, and look sick as fuck while doing it. All the while your actions will determine the fate of the city. THE CITY OF MEMBRANE:
The world of Devil May Care is one that has been ravaged by the war 2000 years ago; but nonetheless, humanity has continued to live on. Mostly living in independent city states, the world is a semi-apocalyptic version of our world, where modern technology, cities, entertainment and corporations still exist, but regular demon attacks and battles mean that few proper “nations” have formed, and humanity mostly keeps to various cities scattered across the continents, which mostly leave each other alone. Membrane is unique among these cities, as it allows humans and demons to live together in relative peace. The city has been standing for almost 200 years now, and somehow, that tenuous ceasefire has been maintained. Two main organizations watch over the city: the Membrane Police Department, which covers humans and human crimes, and the Demon Hunter’s Association, who are responsible for fighting demons when they terrorize the human population. The hierarchy in the city heavily favors Demons, who live mostly in the upscale parts of town, while humans are relegated to middle to low class workers in the lower sectors. The Membrane Police Department is essentially run by demons, making them rather ineffective when the humans need help. The only ones they have to turn to are Hunters like you. HOW WE DOING THIS:I've essentially just copied the DnD 5th edition stuff with some tweaks, making this a homebrew I guess? I ended up copying a lot from that cause im lazy and i want to play this fuckin game sometime this century, so that's what we're going with. Players will make posts and label any actions they want to roll for, such as making checks, attacking, using special moves, etc. I do the rolls using this site, though if you wanna like, roll and screenshot it on the site and put that on your post if you don't want to wait for me. I will post with an answer to your result either way. The game will be done over a series of Cases, which are individual adventures revolving around fighting some kind of demon or solving some kind of mystery. In between adventures there'll be a down-time where you can choose to interact with each other, meet NPCs, or make changes to your character if you choose. I plan to do around 4 cases total, probably, but depending on how we feel about it I can do more or less. BATTLES:
The main thrust of the campaign will be taking down demons and monsters, and so battle will take place. Battle order is determined by rolling a d20 + Reflex Modifier. When Attacking, players roll 3d6 + STR mod. If this equals or exceeds the target’s DEF, the attack hits, and you roll dice as necessary to damage. Players can also spend STYLE POINTS to perform TECHNIQUES, determined by the user’s FIGHTING STYLE. When a player’s HP is reduced to 0, they are out of the fight until it ends. Along the way, you can inflict and be inflicted by various status effects: DOWNED: If hit by a particularly devastating blow, the target may be knocked DOWN, stunning them and making them unable to move or defend themselves, allowing further damage to be dealt. DOWNED targets remain downed until their next turn, when they can recover. RAGE: When enraged, you are only able to target whoever enraged you, and take more damage. However, enraged combatants also deal extra damage when they hit. Raged characters will also automatically fail any MIND checks. Rage lasts up to 6 turns, and a D6 is rolled to determine the length. AIRBORNE: Enemies knocked into the air, where they cannot do anything until they land on their next turn-- However, multiple airborne attacks can be performed to juggle the target for up to 5 turns. FLYING enemies cannot be kept AIRBORNE. SICK: When poisoned or sick, you take 1d8 of damage every turn and have disadvantage on all actions until the poison is cleared. Character Sheet:
TECHNIQUE LIST: LOCATIONS:- Downtown Membrane: The bad part of city, where you and your fellow Hunters reside. This is where your shop is set up, and where many of your adventures will begin.
- The Pentagram: The center of the city, where the Mayor, the City Council, Police Headquarters, and the Hunter's Association are all stationed. This is where you will go when things mean business.
- Devils You Know: A news outlet that has all the gossip, rumors, and secret information you need to do your hunting... For a price. It's become an invaluable source to Demon Hunters looking to solve their cases, and will be your main go-to when you need information on someone or something.
- From Scratch Gunworks: A weapons store that specializes in Devil Arms, run by a crabby old lady who likes booze and crying. This will be your go-to shop to sell, buy, or repair Devil Arms and other weapons.
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Post by The Agnolotti Raichu on Jun 26, 2018 8:29:34 GMT
NUMBERS. STATS. I WANT IT NOW.
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dsy
Noodle
Posts: 11
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Post by dsy on Jun 26, 2018 23:20:51 GMT
why do we have to roll our stats
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Post by ramenigma on Jul 15, 2018 14:05:09 GMT
Cold Eyes Towards a Cold Sky In my dreams, tumultuous and torrid, I writhe in a sweat that clings to my bone. My heart pulsating, rushing, brimming to burst with blood jagged with bits of ice. Those who had walked with me, spoken with me, lived and loved with me, were all gone. Beaten, bruised, butchered; the violent violet and pale pallor of their twisted skin. And I, alone and awfully aware of the smoke encroaching on an increasingly cloudless sky, could only feel the crawling, creeping, quivering numbness of my own. The rain, acid and ashen, softly danced upon a stage of flesh that could no longer pay it audience. Twisting to the sky, a tower of haze and fire strong enough to beat back the storm.But I… Oh god. I was cold. Cold Eyes Towards a Cold Sky is a gothic-horror roleplay taking place primarily on discord with an emphasis on mystery and exploration. Taking place in an alternate history version of the mid-19th century, with the setting for this RP spanning the entire globe (mostly, if you choose somewhere too difficult to work with, I will veto it.) At the turn of the Victorian Era, a global phenomenon was witnessed referred to simply as "The Collective Dream." An affliction affecting people of all status, nationality and location giving them all a shared, communal nightmare. A twisted and barren wasteland of sprawling architecture, fog and ash. While dreaming, the afflicted find themselves able to freely communicate with others sharing the dream without language barriers. Furthermore, everything in the Communal Dream seems incredibly real, particularly physical stimulus. This is particularly disturbing because twisted and hideous creatures stalk the dreamscape and while they cannot kill (death simply wakes up the person), the pain (and ensuing psychological damage) they deliver is incredibly real. Together, players will work to uncover the nature of the Collective Dream as well as dealing with country specific mysteries and horrors within the waking world.
The game will be played using a simplified version of the Burning Wheel system mixed with some other systems. To perform an action, one must declare the action and intended outcome. They will then roll a number of 6-sided dice (based on the stat being tapped, with any added bonuses for expertise or such.) If they get enough successes (rolls of 4+), the action requested will be undertaken successfully. If they do not, they fail and the story progresses however the GM intends. How many success rolls required to take an action is based on how unlikely the outcome aimed for is.
The game only features three stats. Mind, Body, Soul. All start at 20 and hitting 0 for any will result in your characters death. While mind can be restored in reality, and body can be restored in the Collective Dream, soul cannot be restored and is a totally finite resource. While stats are at 20 they are worth 4 dice, with the amount of dice decreasing by 1 for every 5 points lost.
When joining, players can set expertise in up to 3 topics which will allow them to gain +1 dice for roles centered around their expertise.
Finally, exploration is done through different discord channels representing different locations that will become accessible based on who can enter that location. All players have access to The Collective Dream and this will serve as the main hub for all players to be able to interact.
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Post by melcaroni on Jul 15, 2018 14:06:02 GMT
yeeee boi lets do this
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Post by DreadLasagnaArchduke on Jul 26, 2018 1:14:56 GMT
I had an idea like this ages ago but was too scared of modding at the time to do it. In other words, approve.
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Post by The Agnolotti Raichu on Jul 26, 2018 4:48:25 GMT
I'm sure there's some character I can rehash for this.
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Post by melcaroni on Oct 6, 2018 4:08:40 GMT
Pop Team Epic RP: a piece of paper with the words "pop team epic rp" taped to a chair. the cchair is then hit with a sledgehammer
characters: none plot: none apps: none
pls vote
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Post by melcaroni on Oct 18, 2018 6:37:33 GMT
de arimasu Keroro RP: Toad of War
5 years ago, a top notch invasion team was sent to invade Earth; They were called “C.R.O.A.K.” and they were the best of the best. They have not been heard from since.
Now, your platoon has been selected to investigate their disappearance. As the most disposable team of Keronians available, you and your team are tasked with discovering the fate of the C.R.O.A.K. team, and completing their invasion.
But as you approach Earth for your daring mission, something shoots your ship out of the sky. You find yourself crashed, alone, in a place called “Condiment City”. It’s up to you to find your crew, find C.R.O.A.K., and conquer earth.
Good luck, soldier.
Keroro RP: Toad of War is a comedy-adventure RP based on the series "Keroro Gunso". It revolves around a platoon of frog-themed space aliens who attempt to invade Earth, but become distracted and wind up going on silly adventures instead. The tone is light and comedic, revolving around the aliens interacting with humanity, and occasionally, other aliens. Each Keronian has a human partner who they befriend upon landing on Earth, to help them blend into human society or explain Earth culture to them.
The story will progress through a Day cycle, with a new day beginning after the events of the day has been resolved. The passing of time will become important as the game goes on.
Condiment City: The setting of the adventure, your platoon has crash landed on this city in America, the last known location of the C.R.O.A.K. unit. It's a bustling place with lots to do, from amusement parks to fancy shopping malls, to the famous Mustard University; as well as some mysterious figures who appear to be on the lookout for aliens, known as the Alien Activity Overseers. Your goal is to avoid detection by humanity and the AAO, while searching for the C.R.O.A.K. team.
The Kero Ball: One of the main functions in the RP will be the Kero Ball, a multi-use device that doesn't quite seem to work right. The Kero Ball is able to do seemingly anything-- For a price. When a player chooses to use the Kero Ball by giving it a request and activating it, the Kero Ball will produce a Random Side Effect from a list of 20 possible results, decided by a dice roll. The effects can range from completely harmless to giving your character a third arm, and may be fleeting or permanent depending on what result is rolled.
Players can request the Kero Ball to perform any function and the GM will provide results, along with the given side effect. Lastly, the Kero Ball can be used only 3 times before powering down for the day.
Frog App
Name: (Names from the franchise include "Keroro", "Kululu", "Tamama", "Dororo", and "Giroro".) Rank: (Select one of the following, which will determine the characters' placement in the team: Sargent, Private, Corporal, Sargent Major, and Lance Corporal) Symbol: (Emblem appearing on character's chest) Description: (Describe character's history, personality, and goals.) Abilities: (Character's specialty in the squad)
Human App
Name: Age: Occupation: Description:
Talents:
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