Hey there, I'm running a one-shot this weekend to start some community with 8/tg/. I'll be using nWoD Vanilla with some stuff taken from More Than Human homebrew for magic/mechs/cool shit. If you are interested comment and put out the skype you use. I'd recommend using a throw away one in case someone on the other side gets a hold of it (not that I think I'm nearly visible enough for them to even find this blog).
Here's the settings we're voting on. Once you join up I'll give you the link for the strawpoll.
Fae-Tech
A setting for the post apoc setting with ramshackle mechs and magical forests full of fae monsters. It's thread is over here - https://8chan.co/tg/res/2746.html
Myth Cycol
A setting for the post apoc setting after a war against a elder god full of magical and technological marvels, focusing on riders of super motorcycles called Cycols.
It's thread is over here - https://8chan.co/tg/res/1932.html
Ragnarok Lost
Setting based on medieval psuedo viking dwarves fighting against biotech horrors after their kingdom fell and their memories were stolen.
It's thread is over here - https://8chan.co/tg/res/121.html
Again I'm probably not going to allow any new shit added to the setting just so it's easier for me to run without every hour adding new shit.
Thanks and 8chan forever or some revolutionary shit.
Monday, September 22, 2014
Friday, September 19, 2014
Space Heroes
So a long time ago in a forum far far away I put out a list of space hero organizations that I thought up. Nothing crazy and cool, just some fun cliches. The whole point was to make a more coherent setting based around it. If you have any critiques or things to add go ahead and comment! And as always follow me SHILLSHILLSHILL
The 9 Orders
Lords of Science
An order of monks that use scientific equations to change reality. They view The Circle of Wisdom with disdain and the Witch Hunters as superstitious. They still help other orders out as often as they can in the capture of criminals but spend more time studying. Originally helped with the diplomatic issues in the Galactic Order of Civilized Planets but left after founding it with The Saints and The Lawmen.
Influences: Super-Scientists such as Reed Richards and The Atom.
An order of monks that use scientific equations to change reality. They view The Circle of Wisdom with disdain and the Witch Hunters as superstitious. They still help other orders out as often as they can in the capture of criminals but spend more time studying. Originally helped with the diplomatic issues in the Galactic Order of Civilized Planets but left after founding it with The Saints and The Lawmen.
Influences: Super-Scientists such as Reed Richards and The Atom.
The Circle of Wisdom
Self proclaimed wizards. They tend to stay out of the public eye and only interact with each other one strict and seldom basis. They believe in no one creed besides the belief that magic is real and the secrets of the Universe lie outside the realm of science. There is one leader of sorts no one knows his name or title.
Influences: Doctor Strange and Doctor Doom. Evil and good comic book mages.
Witch Hunters
Ex-Lawmen who joined to fight against “That Which None Believe”. Are staunch allies of the Circle of Wisdom even if they have to execute a few of them sometimes. They are the crazy prepared guys out in the wild hunting bigfoot to the Galactic Community at large.
Influences: Blade and Midnight Sons superhero group.
Self proclaimed wizards. They tend to stay out of the public eye and only interact with each other one strict and seldom basis. They believe in no one creed besides the belief that magic is real and the secrets of the Universe lie outside the realm of science. There is one leader of sorts no one knows his name or title.
Influences: Doctor Strange and Doctor Doom. Evil and good comic book mages.
Witch Hunters
Ex-Lawmen who joined to fight against “That Which None Believe”. Are staunch allies of the Circle of Wisdom even if they have to execute a few of them sometimes. They are the crazy prepared guys out in the wild hunting bigfoot to the Galactic Community at large.
Influences: Blade and Midnight Sons superhero group.
The Lawmen
Some would say they’re an army but everyone knows that The Lawmen are made up of the most selfless sentients in the galaxy. As the name states they are lawmen, the police of the entire galaxy with the power to back that up. Every member was chosen for their selflessness and bravery along with the dedication to give up their lives and give it up they did. As a Lawman you lose your body and gain a robotic one. Though stripped of the ability to feel and touch any officer would say it’s an easy price to pay to protect the galaxy. Helped build the Galactic Order of Civilized Planets with The Saints, they take care of law around the galaxy.
Influences: Judge Dredd and Robocop. Entirely ROM Space Knight
Some would say they’re an army but everyone knows that The Lawmen are made up of the most selfless sentients in the galaxy. As the name states they are lawmen, the police of the entire galaxy with the power to back that up. Every member was chosen for their selflessness and bravery along with the dedication to give up their lives and give it up they did. As a Lawman you lose your body and gain a robotic one. Though stripped of the ability to feel and touch any officer would say it’s an easy price to pay to protect the galaxy. Helped build the Galactic Order of Civilized Planets with The Saints, they take care of law around the galaxy.
Influences: Judge Dredd and Robocop. Entirely ROM Space Knight
Space Knights
Selfless heroes who follow a code of justice. Though not entirely sanctioned like The Lawmen are they still are treated well in any planet they are on. Their belief in freedom and personal identity makes the extremes of The Lawmen and Metalutionaries unnerving and instead really on small augmentations both technological and biological along with gadgets to defeat enemies.
Influences: Super Sentai groups.
Selfless heroes who follow a code of justice. Though not entirely sanctioned like The Lawmen are they still are treated well in any planet they are on. Their belief in freedom and personal identity makes the extremes of The Lawmen and Metalutionaries unnerving and instead really on small augmentations both technological and biological along with gadgets to defeat enemies.
Influences: Super Sentai groups.
Metalutionaries
What started as a race of people with no home became an order of men dedicated to the preservation of nature. When the planet Metalute was destroyed the few colonies that thankfully survived were on their on, but the strong social belief in justice brought them together to face the tyrant who destroyed their planet. After defeating him they took his fleet and scoured the galaxy for a new home, helping those along the way and taking any refugees they found. They believe in hope among all things and fight to keep it alive using bio-engineering to shape their bodies into the perfect weapon.
Influences: A bio version of the Guardians of the Universe in Green Lantern comics.
What started as a race of people with no home became an order of men dedicated to the preservation of nature. When the planet Metalute was destroyed the few colonies that thankfully survived were on their on, but the strong social belief in justice brought them together to face the tyrant who destroyed their planet. After defeating him they took his fleet and scoured the galaxy for a new home, helping those along the way and taking any refugees they found. They believe in hope among all things and fight to keep it alive using bio-engineering to shape their bodies into the perfect weapon.
Influences: A bio version of the Guardians of the Universe in Green Lantern comics.
The Saints
Another order of monks that is an offshoot from the Lords of Science these sentients search for those with high psionic power and train them to learn the martial arts of Zen Wutsu (no idea but it sounded comic booky enough). They built the the main governmental system for the galaxy along with The Lawmen, the Galactic Order of Civilized Planets, and handle the military and diplomatic matters. They fight with melee weapons enhanced with the equations that they share with the Lords of Science and use mental powers to close gaps in range. They are now numbered in the tens when they used to be in the millions, they’re under massive pressure as the old Council of Saints that led the Galactic Order of Civilized Planets is now under five people.
Influences: Jedi Council and Krypton before it was blown up
Another order of monks that is an offshoot from the Lords of Science these sentients search for those with high psionic power and train them to learn the martial arts of Zen Wutsu (no idea but it sounded comic booky enough). They built the the main governmental system for the galaxy along with The Lawmen, the Galactic Order of Civilized Planets, and handle the military and diplomatic matters. They fight with melee weapons enhanced with the equations that they share with the Lords of Science and use mental powers to close gaps in range. They are now numbered in the tens when they used to be in the millions, they’re under massive pressure as the old Council of Saints that led the Galactic Order of Civilized Planets is now under five people.
Influences: Jedi Council and Krypton before it was blown up
Herkule’s Heroes AKA Herkulecorp
A group of scientists led by Doc Herkule dedicated to the protection of the galaxy through science. Unlike the Lords of Science they fight on a normal basis and are considerably smaller (though still the largest and most profitable company in the galaxy). They have a moon base nicknamed “Skull Island” where they do most of their research away from the public and the inherent safety problems that would arise AROUND the public. Currently under new management, only two of Herkule’s Heroes are alive and both are buried in work keeping Herkulecorp afloat.
Influences: Atomic Robo and his Fighting Scientists along with old school Science Pulp heroes such as Doc Savage.
A group of scientists led by Doc Herkule dedicated to the protection of the galaxy through science. Unlike the Lords of Science they fight on a normal basis and are considerably smaller (though still the largest and most profitable company in the galaxy). They have a moon base nicknamed “Skull Island” where they do most of their research away from the public and the inherent safety problems that would arise AROUND the public. Currently under new management, only two of Herkule’s Heroes are alive and both are buried in work keeping Herkulecorp afloat.
Influences: Atomic Robo and his Fighting Scientists along with old school Science Pulp heroes such as Doc Savage.
The Freeman Academy of Heroes
Where many of the orders initiates started out was the Freemans. A fully staffed not-for-profit Middle School through University establishment dedicated to teaching anyonein the use of their powers and to help those who want to join an order.
Influences: Professor X without the X-Men
Where many of the orders initiates started out was the Freemans. A fully staffed not-for-profit Middle School through University establishment dedicated to teaching anyonein the use of their powers and to help those who want to join an order.
Influences: Professor X without the X-Men
Refuge Setting (made mostly by 8chan /tg/)
So in honor of the start of 8chan /tg/ a setting thread went up. I'm gonna put it together as a setting for all you people (by that I mean the one person who reads this).
Refuge SettingThe main gimmick of the setting is playing vikings, Romans, and other medieval/bronze age warriors as you survive against twisted nightmare science monsters and uncover the mysteries of your forgotten heritage.
The open narrative I'm making is more about giving you tools than giving you everything you need. With the mystery of the fallen Kingdom, the mystery of The Strangers, and the ability to choose and take things from different nomadic cultures for the Refuges I think each game of Refuge Setting will be different.
Themes: new vs old, tradition vs radicalism, and humanity vs the unknown.
Systems: I recommend nWoD (possibly with splats involved, I recommend the use of More Than Human fansplat for magic with some homebrewing for classes), Ironclaw with the furries taken out, and Savage Worlds. Pretty sure you could run it with DnD systems also.
Now here's my shitty infodump
The Factions
A unknown amount of time ago a massive kingdom fell. Even though most remember being part of the kingdom any memories that matter or are worth something are lost, maybe even taken, by it's fall. An entire generation is being raised by people who know of a kingdom (called imaginatively The Kingdom) they were once part of but unable to recall anything besides the general understanding that The Kingdom fell.
Along with the mysterious loss of The Kingdom and the memories of those left after the fall bizarre monsters made of steel and animals twisted into monsters have shown up. These monsters are led by strange men called Strangers or Robed Men, robed with glowing eyes all over their body. Most don't talk, their sounds are just the occasional chattering or clanging of machinery, but some have beautiful voices and tell the refuges of safety and power if they follow them. Not much is known of the men who follow them back to their land, called Havens by the Robed Men, but none have returned.
The GodsThe old gods, known as the Father and his Children, used to be a constant sight on the mortal plane. They taught magic to the wise and gave knowledge to leaders, protecting their followers from all threats. When The Kingdom fell so did the Father though, Some of His Children betrayed their Father and let the Strangers improve them with steel and corruption. The rest followed the Father as he fled the mortal plane and left his followers to fend for themselves. Some say you can still see The Father watching from the sky the destruction of his followers, some say he weeps.
An old god known for being crazy, bizarre, and outright violent is also the only god to stay in the mortal plane. Its name, the Celestial Skull. This ancient thing asks for sacrifices, human or otherwise, for what is rumored great power. Though most don't trust it the few that do have been known to gain great strength...if they don't lose their minds along the way.
The Strangers have their own gods, massive beast of metal and flesh who lumber through the land taking whatever they find into their massive maw. These beasts are called Marauders by some and Titans by others. Small cults have started up around them and it's said that being taken by them is either a great privilege or a fate worse than death.
Bits and Trivia
The Refuges from the Kingdom are large and distant in beliefs and traditions even with most memories taken away. The few that most share and important for survival, one being the passing down of weapons made of scarce resources. Along with that many are nomadic due to constant attacks by The Strangers.
The Strangers have been known to fight among themselves in their Havens. It's not uncommon to see the Strangers fight each other when traveling to the more dangerous parts of the world.
Thanks a ton for reading, if you like what I've posted I'll be posting more so follow and comment!
Link to the thread on 8chan: https://8chan.co/tg/res/121.html#q754
Refuge SettingThe main gimmick of the setting is playing vikings, Romans, and other medieval/bronze age warriors as you survive against twisted nightmare science monsters and uncover the mysteries of your forgotten heritage.
The open narrative I'm making is more about giving you tools than giving you everything you need. With the mystery of the fallen Kingdom, the mystery of The Strangers, and the ability to choose and take things from different nomadic cultures for the Refuges I think each game of Refuge Setting will be different.
Themes: new vs old, tradition vs radicalism, and humanity vs the unknown.
Systems: I recommend nWoD (possibly with splats involved, I recommend the use of More Than Human fansplat for magic with some homebrewing for classes), Ironclaw with the furries taken out, and Savage Worlds. Pretty sure you could run it with DnD systems also.
Now here's my shitty infodump
The Factions
A unknown amount of time ago a massive kingdom fell. Even though most remember being part of the kingdom any memories that matter or are worth something are lost, maybe even taken, by it's fall. An entire generation is being raised by people who know of a kingdom (called imaginatively The Kingdom) they were once part of but unable to recall anything besides the general understanding that The Kingdom fell.
Along with the mysterious loss of The Kingdom and the memories of those left after the fall bizarre monsters made of steel and animals twisted into monsters have shown up. These monsters are led by strange men called Strangers or Robed Men, robed with glowing eyes all over their body. Most don't talk, their sounds are just the occasional chattering or clanging of machinery, but some have beautiful voices and tell the refuges of safety and power if they follow them. Not much is known of the men who follow them back to their land, called Havens by the Robed Men, but none have returned.
The GodsThe old gods, known as the Father and his Children, used to be a constant sight on the mortal plane. They taught magic to the wise and gave knowledge to leaders, protecting their followers from all threats. When The Kingdom fell so did the Father though, Some of His Children betrayed their Father and let the Strangers improve them with steel and corruption. The rest followed the Father as he fled the mortal plane and left his followers to fend for themselves. Some say you can still see The Father watching from the sky the destruction of his followers, some say he weeps.
An old god known for being crazy, bizarre, and outright violent is also the only god to stay in the mortal plane. Its name, the Celestial Skull. This ancient thing asks for sacrifices, human or otherwise, for what is rumored great power. Though most don't trust it the few that do have been known to gain great strength...if they don't lose their minds along the way.
The Strangers have their own gods, massive beast of metal and flesh who lumber through the land taking whatever they find into their massive maw. These beasts are called Marauders by some and Titans by others. Small cults have started up around them and it's said that being taken by them is either a great privilege or a fate worse than death.
Bits and Trivia
The Refuges from the Kingdom are large and distant in beliefs and traditions even with most memories taken away. The few that most share and important for survival, one being the passing down of weapons made of scarce resources. Along with that many are nomadic due to constant attacks by The Strangers.
The Strangers have been known to fight among themselves in their Havens. It's not uncommon to see the Strangers fight each other when traveling to the more dangerous parts of the world.
Thanks a ton for reading, if you like what I've posted I'll be posting more so follow and comment!
Link to the thread on 8chan: https://8chan.co/tg/res/121.html#q754
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