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Test Test Thread (For my own ideas)

Discussion in 'Test threads' started by Revolution and Renovation, Dec 7, 2016.

  1. Revolution and Renovation

    Revolution and Renovation recrυιт recrυιт

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    Star Wars: The New Repblic - Outer Rim Adventures (Uses Fate Accelerated)

    I. Intro

    A long, long time ago in a Galaxy far, far away, the embers of war have cooled as a new generation has grown in relative peace and prosperity after the almost total defeat of the evil Galactic Empire. The New Republic, the successor of the Rebel Alliance that had fought so hard to free the Galaxy, has allowed entire planets and sectors to opt out of membership in the new galactic government, as proof that it really did stand for freedom, liberty, and independence. This has brought both benefits, as large portions of the Galaxy are now able to rule themselves, and costs, as they have to pay for their own protection...if they can.

    For with the withdrawal of the New Republic from large spaces of the Galaxy, came the return of criminal syndicates, pirates, and slavers, people who live and die by the blaster. The Guavian Death Gang, the remnants of the Hutts, and the Rinnrivin Di Cartel were only a few of the groups that came out of the woodwork to terrorize the Outer Rim, and in response to this, the Alissa Sector, on the far southeast of the Galaxy, began taking measures for its own defense.

    Cobbling together a group of local militias, adventurers, and even a few pirates willing to turn against their own, the various planetary governments of the Alissa Sector gathered a vigilante force, the Alissa Sector Protection Forces, whose goal was simple; protect the sector from all threats...

    II. The Alissa Sector

    The Alissa Sector is composed of fifty star systems with multiple habitable or terraformed planets and moons of every conceivable biome, all settled before the Galactic Republic's existence, and put to a variety of uses, from agriculture, to industry, and even the construction of civilian starships. One of the ancient battlefields of the Hundred-Year-Darkness*, the Sector is also a place where old mysteries of Jedi and Sith and the Force can be found, some a boon, others a danger that must be locked away or destroyed, and a few can be both. Now verging into anarchy thanks to the decentralization of the New Republic's framework, the Alissa Sector has put its hope in the Protection Forces in order to restore peace and prosperity. Notable planets in the sector include:

    Show Spoiler
    Alissa Prime - Named after a Human Queen regnant, Sanc Alissa, Alissa Prime is a centre of art, culture, and sophistication, with elegant ziggurats, palaces, gardens and temples placed amidst rolling forests filled with genetically engineered widlife. Said wildlife is almost always tame and friendly to humans, except for special beasts designed to present a challenge while hunting. Founding myths say that Alissa Prime was originally a barren, lifeless world, but was terraformed by an unknown device that used The Force to seed and nurture life, a detail made more interesting by the fact that Alissa Prime lacks a natural magnetic field, and has to depend on two giant structures, the Polar Lamps, to project a planetary shield against small asteroids, solar wind, and radiation.

    Firuzshah - According to more myths, Sanc Alissa had a son named Firuzshah, who colonized the space around a barren, but resource-rich planet and built a set of shipyards around it; nothing that can equal the facilities closer to the Core and the Mid Rim, but enough to produce a rudimentary fleet in the days of old. In more recent eras, the Firuzshah shipyards had forgotten their old history, manufacturing cargo haulers, merchant vessels, and space yachts instead. But now, with the Alissa Sector left to protect itself, Firuzshah has begun producing armed vessels once more, providing awkward-looking, but servicable craft that the Protection Forces can call an 'armada'.

    Viva-Eliza - A desert world with little cloud cover and possessed of ample access to a powerful sun, strong winds, geothermal vents, and strong water currents, Viva-Eliza is a factory world that prides itself on producing a minimum of pollution and waste when manufacturing everything from consumer goods to weapons. With the removal of both Imperial and New Republic fleets and patrols from the sector, Viva-Eliza produces more arms and ammunition than ever before, while relying on a network of space stations, old military craft, and even converted merchant ships and space yachts provided by Firuzshah's shipyards to defend itself from marauders.

    Wellspring - Not your typical agri-world, because Wellspring is not actually a planet, but a gigantic cylindrical space station dedicated to hydroponic farming and asteroid mining, and, when an enterprising mercenary suggested the transformation of several sections into dense, lethal jungle, tundra, and other artificial biospheres, a training ground for top-quality ground forces. All of this is protected by the formidable network of guns and missiles built into the exterior of Wellspring, as well as the Stray Foray, an Imperial Star Destroyer captured by pirates and smugglers and sold to Wellspring's defense force, after being painted blue and gold, of course.

    Dominus Nox et Lux - An ancient world that was a site of a many battles in the Hundred-Year Darkness, Dominus Nox is split into two continents, one, Lux, a lush wonderland of light, life, and beauty, and the other, Nox, a hellscape of blasted lands, toxic swamps, dense woods and jungles filled with abominations that defy the laws of nature, and both contain ruins of old cities and temples, guarded over by ancient traps and technology that functions today. However, Lux's ruins were the easier to work in, with the result that most ancient technology inside had been taken out of the world already, sometimes even with the assent of their guardians. That left Nox as the only source of relics and adventure...and dangers that must not see the light of day.

    *Yes, the HYD is still part of Disney Canon.


    III. Rules

    Show Spoiler

    1.) No godmodding, powerplaying, metagaming, etc. etc.
    2.) Note, there will be sexual themes in this RP, but anything above nudity is forbidden, because I don't want us to get banned.
    3.) No OOC feuding! If you must argue, be respectful. IC, meanwhile, you can hate each other as much as you like as long as it doesn't seep over to OOC.
    4.) You can control NPCs when I explicitly say that you can control them.
    5.) That said, you are allowed to create two major NPCs, with Special Stats of their own, as well as the player character.
    6.) Please notify me if you will be gone longer than a few days, I myself will let you guys know if I will be gone.
    7.) I reserve the right to kill off Custom Factions made by inactive Players, or fold them into a larger faction. Same for characters.


    IV. What is Fate Accelerated?

    Fate Accelerated is a 'generic role-playing system' that can be repurposed for almost any setting, and requires only a few dice rolls, offering minimal obstruction to Role-playing. It works by eschewing static traits like Strength or Intelligence in facor of 'Aspects', facts about your character that can be an advantage or disadvantage, 'Approaches', aka methods of how to do things (like Careful, Clever, Flashy, etc), and Stunts, which grant a bonus in a limited situation (for example, the Idol Singer stunt grants a bonus to all use of the Flashy approach to wow a crowd).

    Fate Accelerated Free Downloads.

    V. Fate Accelerated Cheat Sheet

    GoogleDoc is here.

    VI. Character Creation
    Show Spoiler

    High Concept (A sentence that defines your character):
    Trouble (Not necessarily a character flaw, just something that makes your life difficult or complicated):
    Extra Aspect (Something about your character you can draw on to increase your skills):
    Name:
    Apperance:
    Approaches (1 Good, 2 Fair, 2 Average, 1 Mediocre, select from among Careful, Clever, Flashy, Forceful, Quick, Sneaky):
    Refresh: Automatically 3
    Stunt(s):
     
  2. Revolution and Renovation

    Revolution and Renovation recrυιт recrυιт

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    Dawn of a New Age - The Return of Magic

    I. Intro

    Many stories exist of ancient civilizations, of monsters, magic, and mayhem. But these are not just legends. 10,000 years ago, Magic was the dominant force on this planet, and was as common as science is today. There is a cycle that determines which force will be in control of civilization, but thanks to the actions of humanity at Atlantis and Babel, that cycle has been thrown askew, with Earth being cut off from Magic longer than usual. But now, something has changed.

    People have begun experiencing visions of winged, angelic beings called Malakim, some beautiful, others terrifying, and some both. Shortly after, those who have seen these beings, whether in dreams or in waking life, began manifesting strange, supernatural gifts, gifts each connected to a facet of existence. These powers have attracted attention both good and bad, as the world's governments have sought to capture and contain these 'Magi'.

    In a world that is growing worse, the chaos caused by the Return of Magic might yet unravel an already tense situation...but the Malakim do not want Humanity to destroy itself, and so have given additional guidance to a group of Magi, asking them to turn the tide, to arrest the headlong decline of the world into a 'crapsack' state. Will you answer the call? If so, let the world enter the next phase of its destiny...

    Welcome to Dawn of a New Age, the RP. In this RP, magic has begun appearing in the modern world. Your characters are a group of 'Firsters', some of the first people to develop magical abilities. You will be forced onto the run from the US Government, who is looking to acquire your powers and use them as a weapon of war.

    ------

    Note; this RP was originally made by Flamelord, but he gave me permission as long as no one, and I repeat no one mentions him.

    II. Magic

    There are six disciplines of Magic:

    High - There are many theories that try to explain High Magic. Some say that it is the power of The Divine, and that our ancestors edited the tenets of many religions and sects to bar people from accessing it. Others say that it is the power of positive emotions, channeled through 'quantum interactions inside our brain'. Nevertheless, High Magic is the power of controlling Magical Energy itself, allowing for the ability to see all Magic, to draw available magical energy from the sky and earth, create constructs of condensed Mana, create and fuel magitech and enchanted items, ward people and places from magic, and finally, the ability to create bolts of silver-white light that cause damage that cannot be healed by Magic (although Science is exempt).

    World - World Magic is control over the physical elements of the world. You want to create Fire? World Magic. You want to alter Gravity to make yourself float? World Magic. You want to use lightning to electrocute a person? World Magic. Basically, if it has nothing to do with changing one thing to another, or controlling something that isn't wholly of this earth? World Magic is your key. Basically, Bending from Avatar: The Last Airbender, but without healing or spiritual arts and with control over gravity.

    Change - This is the magic that deals with changing one thing to another. This magic can knit wounds and reverse aging, cause trees to grow fists and turn vines into whips. This magic can change one substance to another, turning lead into gold, earth into acid, and fire into water. What it cannot do, however, is affect stuff protected by High magic, or mess with things that are already dead. That belongs to another school, the magic of the Underworld.

    Underworld - Death is all around us, and the old laws against disturbing the ghosts who chose not to pass on are gone, cast into the wind. Nevertheless, the souls of the departed have to be treated with respect...but it is not the same for their bodies. Underworld Magic is the magic of Necromancy; it is the magic you wield when you want to raise an army of the dead, to control the shadows of the world, to speak with ghosts, and to strike people dead with one blow. You can even use this to transcend death, allowing you continued existence in this world without need for food, drink, and sleep...

    Timespace - The magic of travelling vast distances in a single bound, of teleportation, portals, bullet time, and scrying. The strongest Magi can even control probability, making a person luckier or unluckier, sometimes to absurd levels. But what it cannot do is reverse the apocalypse, basically, no time travel. Time stop, however, is a possibility...

    Mind Magic - This magic deals with controlling minds and altering emotions of both humans and animals, as well as creating illusions, mental compulsions, and even erasing or editing memories. A very powerful magical discipline, but a strong willpower can break its effects...
    Basically, each PC is supposed to mix and match effects from multiple sources of magic, but the more disciplines you take your power from, the less room you have to grow.

    Signup Form

    Name: What’s your characters name?
    Age: How old is your character?
    Physical Description: What does your character look like?
    Place any photo’s here.
    Important items: What possessions are important to your character?
    Short Bio: Tell us your characters story up to this point.
    Skills/Flaws: What are your characters strengths and weaknesses? You need two of each.
    Spell List: Six spells only!
     

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